4.编写一个 Hero 的构造函数或类。 - 具有 health 属性,默认值是 50。 - 具有 attack() 方法,参数为 Hero 的实例 h, 每次 h 随机减少 20 ~ 80 的血量(...
时间: 2024-02-21 14:00:16 浏览: 73
好的,这是一个基本的 Hero 类的实现:
```python
import random
class Hero:
def __init__(self, health=50):
self.health = health
def attack(self, h):
damage = random.randint(20, 80)
h.health -= damage
print(f"Hero attacks for {damage} damage. {h.__class__.__name__} health is now {h.health}.")
```
这个 Hero 类有一个属性 health,默认值为 50。它还有一个方法 attack(),该方法接受一个 Hero 类的实例 h 作为参数,并随机减少 20 到 80 的血量。这个方法还会打印出攻击造成的伤害和被攻击者的当前健康值。注意,我们在打印语句中使用了 h.\_\_class\_\_.\_\_name\_\_ 来获取被攻击者的类名。这样我们可以在输出中看到被攻击者是哪个类型的英雄。
相关问题
public void shoot(){ if(index%bulletInterval==0){ if(hero.doubleFire<=0){ Bullet bullet=new Bullet(hero.x,hero.y-hero.height/2); flyingObjects=Arrays.copyOf(flyingObjects, flyingObjects.length+1); flyingObjects[flyingObjects.length-1]=bullet; } else{ Bullet bullet_1=new Bullet(hero.x-hero.width/4,hero.y-hero.height/2); Bullet bullet_2=new Bullet(hero.x+hero.width/4,hero.y-hero.height/2); flyingObjects=Arrays.copyOf(flyingObjects, flyingObjects.length+2); flyingObjects[flyingObjects.length-2]=bullet_1; flyingObjects[flyingObjects.length-1]=bullet_2; hero.doubleFire--; } } if(index%bombInterval==0){ if(hero.bombFire > 0){ Bomb bomb=new Bomb(hero.x,hero.y-hero.height/2); flyingObjects=Arrays.copyOf(flyingObjects, flyingObjects.length+1); flyingObjects[flyingObjects.length-1]=bomb; hero.bombFire--; } } }
这段代码看起来像是一个射击游戏的控制函数,其中包含了发射子弹和炸弹的逻辑。在函数中,通过 index 变量的值来确定是否可以发射子弹和炸弹,其中 bulletInterval 和 bombInterval 变量用来控制子弹和炸弹的发射间隔。如果英雄角色的 doubleFire 属性大于 0,则可以同时发射两个子弹,否则只能发射一个子弹。如果英雄角色的 bombFire 属性大于 0,则可以发射一个炸弹。函数的最后,通过修改 flyingObjects 数组的长度来添加新的子弹或炸弹对象。
任务描述 本关任务:编写一个能实现游戏角色变身的小程序。 相关知识 为了完成本关任务,你需要掌握:1.如何定义抽象类(接口),2.如何使用抽象类。 题目内容 已知游戏中常见人物状态State抽象类,包括站立(Idle),行走(Run),攻击(Attack),死亡(Dead)等动作。在游戏中有角色hero类,拥有人物状态同时还拥有血量,攻击力,防御力等属性,有怪物类Monster,怪物有血量,攻击力,防御力,怪物类型等属性。 已知角色可以变身为怪物,现在main函数中,模拟某个角色在正常情况下以及在变身状态下的各种状态操作(输入1为正常hero,输入2则变身为monster)。要求,使用抽象类及的基类指针实现。 编程要求 根据提示,在右侧编辑器补充代码,完成程序。 测试说明 平台会对你编写的代码进行测试: 测试输入: 1 预期输出: hero is idleling... hero is attack... hero is running... hero is dead... 测试输入: 2 预期输出: Monster is idleling... Monster is attack... Monster is running... Monster is dead... 开始你的任务吧,祝你成功!
```cpp
#include <iostream>
using namespace std;
// 抽象类State
class State {
public:
virtual void idle() = 0;
virtual void run() = 0;
virtual void attack() = 0;
virtual void dead() = 0;
};
// 角色类Hero
class Hero {
public:
Hero(State* state, int hp, int attack, int defense) {
this->state = state;
this->hp = hp;
this->attack = attack;
this->defense = defense;
}
void setState(State* state) {
this->state = state;
}
void idle() {
state->idle();
}
void run() {
state->run();
}
void attack() {
state->attack();
}
void dead() {
state->dead();
}
private:
State* state;
int hp;
int attack;
int defense;
};
// 怪物类Monster
class Monster {
public:
Monster(State* state, int hp, int attack, int defense, string type) {
this->state = state;
this->hp = hp;
this->attack = attack;
this->defense = defense;
this->type = type;
}
void setState(State* state) {
this->state = state;
}
void idle() {
cout << type << " is idling..." << endl;
}
void run() {
cout << type << " is running..." << endl;
}
void attack() {
cout << type << " is attacking..." << endl;
}
void dead() {
cout << type << " is dead..." << endl;
}
private:
State* state;
int hp;
int attack;
int defense;
string type;
};
// 站立状态类IdleState
class IdleState : public State {
public:
void idle() {
cout << "hero is idling..." << endl;
}
void run() {
cout << "hero is running..." << endl;
}
void attack() {
cout << "hero is attacking..." << endl;
}
void dead() {
cout << "hero is dead..." << endl;
}
};
// 行走状态类RunState
class RunState : public State {
public:
void idle() {
cout << "hero is idling..." << endl;
}
void run() {
cout << "hero is running..." << endl;
}
void attack() {
cout << "hero is attacking..." << endl;
}
void dead() {
cout << "hero is dead..." << endl;
}
};
// 攻击状态类AttackState
class AttackState : public State {
public:
void idle() {
cout << "hero is idling..." << endl;
}
void run() {
cout << "hero is running..." << endl;
}
void attack() {
cout << "hero is attacking..." << endl;
}
void dead() {
cout << "hero is dead..." << endl;
}
};
// 死亡状态类DeadState
class DeadState : public State {
public:
void idle() {
cout << "hero is idling..." << endl;
}
void run() {
cout << "hero is running..." << endl;
}
void attack() {
cout << "hero is attacking..." << endl;
}
void dead() {
cout << "hero is dead..." << endl;
}
};
int main() {
State* idleState = new IdleState();
State* runState = new RunState();
State* attackState = new AttackState();
State* deadState = new DeadState();
Hero hero(idleState, 100, 10, 5);
Monster monster(idleState, 100, 10, 5, "Monster");
int input;
cin >> input;
if (input == 1) {
hero.idle();
hero.attack();
hero.run();
hero.dead();
} else if (input == 2) {
monster.idle();
monster.attack();
monster.run();
monster.dead();
}
return 0;
}
```
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