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Q宠大乐斗Python实现

为了练习Python的面向对象编程,我用Python实现了Q宠大乐斗(文字版)

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from abc import ABCMeta, abstractmethod
from random import randint, randrange


class Fighter(object, metaclass=ABCMeta):
"""战斗者"""

# 通过__slots__魔法限定对象可以绑定的成员变量
__slots__ = ('_name', '_hp', 'str_v', 'agi_v', 'vel_v')

def __init__(self, name, hp, str_v, agi_v, vel_v):
"""初始化方法

:param name: 名字
:param hp: 生命值
:param str_v: 力量值
:param agi_v: 敏捷值
:param vel_v: 速度值
"""
self._name = name
self._hp = hp
self.str_v = str_v
self.agi_v = agi_v
self.vel_v = vel_v

@property
def name(self):
return self._name

@property
def hp(self):
return self._hp

@hp.setter
def hp(self, hp):
self._hp = hp if hp >= 0 else 0

@property
def alive(self):
return self._hp > 0

@abstractmethod
def attack(self, other):
"""攻击

:param other: 被攻击的对象
"""
pass


class Q_Fighter(Fighter):
"""乐斗少侠"""

__slots__ = ('_name', '_hp', 'phy_v', 'mag_v', 'str_v', 'agi_v', 'vel_v')

def __init__(self, name, hp, phy_v, mag_v, str_v, agi_v, vel_v):
"""初始化方法

:param name: 名字
:param hp: 生命值
:param phy_v: 体力值
:param mag_v: 法力值
:param str_v: 力量值
:param agi_v: 敏捷值
:param vel_v: 速度值
"""
super().__init__(name, hp, str_v, agi_v, vel_v)
# self._mp = mp
self.phy_v = phy_v
self.mag_v = mag_v
self.str_v = str_v
self.agi_v = agi_v
self.vel_v = vel_v

def attack(self, other): # 普通攻击
injury_value = randint(5, 15)
other.hp -= injury_value
print("对怪兽造成%d点伤害" % injury_value)

def crazy_sickle(self, other): # 武器—狂魔镰
"""必中,且不会被反击"""
injury_value = randint(21, 31)
other.hp -= injury_value
print("对怪兽造成%d点伤害" % injury_value)


def trident(self, other): # 武器—三叉戟
"""40%概率不休息一回合"""
injury_value = randint(34, 59)
other.hp -= injury_value
print("对怪兽造成%d点伤害" % injury_value)

def impale(self, other): # 武器—关刀
"""5%概率连击"""
injury_value = randint(27, 42)
other.hp -= injury_value
print("对怪兽造成%d点伤害" % injury_value)

def the_palm_of_the_tathagata(self, other): # 技能—如来神掌
"""(必中,打掉对方至少10点或二分之一的血)

:param other: 被攻击的对象

:return: 使用成功返回True否则返回False
"""
# if self._mp >= 50:
# self._mp -= 50

injury = other.hp // 2
injury = injury if injury >= 10 else 10
other.hp -= injury
print("对怪兽造成%d点伤害" % injury)

# return True

# else:
# self.attack(other)
# return False

def tornado(self, other, f_str_v): # 技能—龙卷风
injury_value = int(20 + f_str_v * 0.85)
other.hp -= injury_value
print("对怪兽造成%d点伤害" % injury_value)


def charge(self, other, f_vel_v): # 技能—冲锋
injury_value = int(17 + f_vel_v * 0.7)
other.hp -= injury_value
print("对怪兽造成%d点伤害" % injury_value)


# def magic_attack(self, others):
# """魔法攻击
#
# :param others: 被攻击的群体
#
# :return: 使用魔法成功返回True否则返回False
# """
# if self._mp >= 20:
# self._mp -= 20
# for temp in others:
# if temp.alive:
# temp.hp -= randint(10, 15)
# return True
# else:
# return False
#
# def resume(self):
# """恢复魔法值"""
# incr_point = randint(1, 10)
# self._mp += incr_point
# return incr_point

def __str__(self): # 乐斗少侠信息
return '~~~%s~~~\n' % self._name + \
'生命值: %d\n' % self._hp



class Monster(Fighter):
"""小怪兽"""

__slots__ = ('_name', '_hp', 'str_v', 'agi_v', 'vel_v')

def attack(self, other):
injury_value = randint(20, 30)
other.hp -= injury_value
print("对乐斗少侠造成%d点伤害" % injury_value)


def __str__(self): # 怪兽信息
return '~~~%s~~~\n' % self._name + \
'生命值: %d\n' % self._hp


def is_any_alive(monsters):
"""判断有没有小怪兽是活着的"""
for monster in monsters:
if monster.alive > 0:
return True
return False


def select_alive_one(monsters):
"""选中一只活着的小怪兽"""
monsters_len = len(monsters)
while True:
index = randrange(monsters_len)
monster = monsters[index]
if monster.alive > 0:
return monster


def display_info(q_fighter, monsters):
"""显示奥特曼和小怪兽的信息"""
print(q_fighter)
for monster in monsters:
print(monster, end='')


def main():
u = Q_Fighter('乐斗少侠', 200, 100, 100, 18, 20, 16) # 生命值/体力/法力/力量值/敏捷值/速度值
m1 = Monster('怪兽1', 500, 10, 10, 10)
# m2 = Monster('怪兽2', 500, 10, 10, 10)
# m3 = Monster('怪兽3', 750, 10, 10, 10)
# ms = [m1, m2, m3]
ms = [m1]
crazy_sickle_flag = 0
trident_flag = 0
# impale_flag = 0
# the_palm_of_the_tathagata_flag = 0
# tornado_flag = 0
charge_flag = 0
num = []
print('%s的信息:\n血量:%d\n体力:%d\n法力:%d\n力量值:%d\n敏捷值:%d\n速度值:%d' % (u.name, u.hp, u.phy_v, u.mag_v, u.str_v, u.agi_v, u.vel_v))
fight_round = 1
while u.alive and is_any_alive(ms):
print('========第%02d回合========' % fight_round)
print('0 普通攻击 \n'
'武器:\n1 狂魔镰 消耗15点体力\n2 三叉戟 消耗20点体力\n3 关刀 消耗15点体力\n'
'技能:\n4 如来神掌 消耗30点法力\n5 龙卷风 消耗10点法力\n6 冲锋 消耗15点法力\n')
print('\n剩余体力值:%d\n剩余法力值:%d' % (u.phy_v, u.mag_v))
skill = int(input('本轮使用武器/技能:'))
m = select_alive_one(ms) # 选中一只小怪兽
# skill = randint(1, 100) # 通过随机数选择使用哪种技能
u_miss = randint(1, 100) # 通过随机数决定是否闪避
m_miss = randint(1, 100) # 通过随机数决定是否闪避
if skill == 0: # 使用普通攻击
print('%s使用普通攻击%s.' % (u.name, m.name))
if m_miss <= m.agi_v:
print('%s躲避了攻击' % m.name)
else:
u.attack(m)
# print('%s的魔法值恢复了%d点.' % (u.name, u.resume()))

elif skill == 1: # 使用狂魔镰
if u.phy_v >= 15:
u.phy_v -= 15
print('%s使用狂魔镰攻击%s' % (u.name, m.name))
u.crazy_sickle(m)
crazy_sickle_flag = 1
else:
print('体力不足,进行普通攻击')
u.attack(m)


elif skill == 2: # 使用三叉戟
if u.phy_v >= 20:
u.phy_v -= 20
print('%s使用三叉戟攻击%s' % (u.name, m.name))
if m_miss <= m.agi_v:
print('%s躲避了攻击' % m.name)
else:
u.trident(m)
trident_flag = 1
else:
print('体力不足,进行普通攻击')
u.attack(m)


elif skill == 3: # 使用关刀
if u.phy_v >= 15:
u.phy_v -= 15
print('%s使用关刀攻击%s' % (u.name, m.name))
if m_miss <= m.agi_v:
print('%s躲避了攻击' % m.name)
else:
u.impale(m)

skill = randint(1, 100)
if skill <= 5:
print('%s连续使用关刀攻击%s' % (u.name, m.name))
if m_miss <= m.agi_v:
print('%s躲避了攻击' % m.name)
else:
u.impale(m)
else:
print('体力不足,进行普通攻击')
u.attack(m)


elif skill == 4: # 使用如来神掌
if u.mag_v >= 30:
u.mag_v -= 30
print('%s使用如来神掌攻击%s' % (u.name, m.name))
u.the_palm_of_the_tathagata(m)
else:
print('法力不足,进行普通攻击')
u.attack(m)


elif skill == 5: # 使用龙卷风
if u.mag_v >= 10:
u.mag_v -= 10
print('%s使用龙卷风攻击%s' % (u.name, m.name))
if m_miss <= m.agi_v:
print('%s躲避了攻击' % m.name)
else:
u.tornado(m, u.str_v)
else:
print('法力不足,进行普通攻击')
u.attack(m)


elif skill == 6: # 使用冲锋
if u.mag_v >= 15:
u.mag_v -= 15
print('%s使用冲锋攻击%s' % (u.name, m.name))
if m_miss <= m.agi_v:
print('%s躲避了攻击' % m.name)
else:
u.charge(m, u.vel_v)
charge_flag = 1
else:
print('法力不足,进行普通攻击')
u.attack(m)


# else: # 10%的概率使用究极必杀技(如果魔法值不足则使用普通攻击)
# if u.the_palm_of_the_tathagata(m):
# print('%s使用如来神掌攻击了%s.' % (u.name, m.name))
# else:
# print('%s使用普通攻击打了%s.' % (u.name, m.name))
# print('%s的魔法值恢复了%d点.' % (u.name, u.resume()))
if m.alive > 0: # 如果选中的小怪兽没有死就回击乐斗少侠
if crazy_sickle_flag + charge_flag == 0:
if trident_flag == 0:
print('%s回击了%s.' % (m.name, u.name))
if u_miss <= u.agi_v:
print('%s躲避了攻击' % u.name)
else:
m.attack(u)
else:
u_miss = randint(1, 100)
if u_miss > 40:
print('%s回击了%s.' % (m.name, u.name))
if u_miss <= u.agi_v:
print('%s躲避了攻击' % u.name)
else:
m.attack(u)
else :
print('%s击杀了%s' % (u.name, m.name))
crazy_sickle_flag = 0
trident_flag = 0
charge_flag = 0
print('\n')
display_info(u, ms) # 每个回合结束后显示奥特曼和小怪兽的信息
fight_round += 1
print('\n========战斗结束!========\n')
if u.alive > 0:
print('%s胜利!' % u.name) # 乐斗少侠胜利
else:
print('小怪兽胜利!')



if __name__ == '__main__':
main()

效果图: