所做东西的需求:
定义英雄类和Boss类,创建3个英雄对象,分别拿不同的武器,对敌人循环回合制攻击,输出战斗过程。
英雄类:特征:HP、MP、类型(枚举类型:弓箭手、法师、骑士)、武器 行为:攻击、防御
Boss类:特征:HP、攻击力、防御力 行为:攻击
using System; using System.Collections; using System.Collections.Generic; namespace Exam { /// <summary> /// 根据武器类型判断是否能进行装备 /// boss死亡掉落装备 /// 能够穿戴多件装备 /// 多人组队一起打Boss /// </summary> class MainClass { public static void Start() { bool flag1, flag2,flag3; Weapon we1 = new Wand (40); Weapon we2 = new Yataghan (20, 20); Weapon we3 = new Bow (40); Weapon we4 = new Bow (50); Boss boss = new Boss (1000,50,50); Hero hero = new Hero (500,60,"战神",20,30,heroType.弓箭手); hero.addWeapon (we3); hero.addWeapon (we4); //Hero hero1=new Hero(500,60,"擎天",20,30,heroType.战士); //hero1.addWeapon (we2); //如果装备无法匹配 hero.addWeapon(we2); while (true) { flag1=hero.hitBoss (boss); if (!flag1) { break; } //flag3 = hero1.hitBoss (boss); //if (!flag3) //{ // break; //} flag2=boss.hitHero (hero); if (!flag2) { break; } } Console.WriteLine (); Console.WriteLine (hero); Console.WriteLine ("其中的装备属性如下:"); foreach (var item in hero.list) { Console.WriteLine (item); } } public static void Main(string[] args) { Start (); } } enum heroType { 弓箭手,战士,法师 } /// <summary> /// 英雄类 /// </summary> class Hero { private int hp;//英雄血量 private int ap;//英雄攻击力 private string name;//英雄名称 private int dp;//英雄防御力 private int speed;//英雄移动速度 private heroType type;//英雄的类型 //装备背包 public List<Weapon> list=new List<Weapon>(); public int Hp { get { return hp; } set { hp = value; } } public int Ap { get { return ap; } set { ap = value; } } public string Name { get { return name; } set { name = value; } } public int Dp { get { return dp; } set { dp = value; } } public int Speed { get { return speed; } set { speed = value; } } public heroType Type { get { return type; } set { type = value; } } //当前装备的武器的攻击力总和 public int sumWeapon=0; //构造方法 public Hero(int hp,int ap,string name,int dp,int speed,heroType type) { this.hp = hp; this.ap = ap; this.name = name; this.dp = dp; this.speed = speed; this.type = type; } //加装备 public void addWeapon(Weapon weapon) { if (this.type==heroType.弓箭手) { if (weapon.Type=="弓箭") { this.ap += weapon.addap; list.Add (weapon); Console.WriteLine ("装配弓箭成功!!!,英雄添加攻击力:{0}",weapon.addap); Console.WriteLine ("-------------------------------------------"); } else { Console.WriteLine ("无法成功装配,因为武器类型不符!!!"); Console.WriteLine ("-------------------------------------------"); } } else if (this.type==heroType.战士) { if (weapon.type=="长剑") { this.ap += weapon.addap; this.dp += weapon.addport; list.Add (weapon); Console.WriteLine ("装配长剑成功!!!,英雄添加攻击力:{0},防御力:{1}",weapon.addap,weapon.addport); Console.WriteLine ("-------------------------------------------"); } else { Console.WriteLine ("无法成功装配,因为武器类型不符!!!"); Console.WriteLine ("-------------------------------------------"); } } else if (this.type==heroType.法师) { if (weapon.type=="法杖") { this.ap += weapon.addap; list.Add (weapon); Console.WriteLine ("装配法杖成功!!!,英雄添加攻击力:{0}",weapon.addap); Console.WriteLine ("-------------------------------------------"); } else { Console.WriteLine ("无法成功装配,因为武器类型不符!!!"); Console.WriteLine ("-------------------------------------------"); } } } //攻击Boss public bool hitBoss(Boss boss) { Random random = new Random (); if (boss.Hp<=0) { Console.WriteLine ("Boss死亡!!!!!"); Console.WriteLine ("----------------------------------------------"); Console.WriteLine ("掉落装备如下:"); boss.DropEquip (); Console.Write ("您是否要拾取全部装备(Y:拾取,N:不拾取):"); char ch =Convert.ToChar(Console.Read ()); switch (ch) { case ‘Y‘: case ‘y‘: for (int i = 0; i < boss.list.Count; i++) { list.Add (boss.list [i]); } Console.WriteLine ("拾取成功!!!!!"); break; case ‘N‘: case ‘n‘: Console.WriteLine ("拾取失败!!!!!"); break; default: Console.WriteLine ("没有此选择,默认拾取了!!!!!"); for (int i = 0; i < boss.list.Count; i++) { list.Add (boss.list [i]); } Console.WriteLine ("拾取成功!!!!!"); break; } return false; } else if(boss.Hp>0&&hp>0) { for (int i = 0; i < list.Count; i++) { sumWeapon += list [i].addap; } int defend = random.Next (0, boss.Dp); boss.Hp -= (this.ap +sumWeapon - defend); Console.WriteLine ("Boss受到了{2} {0}点攻击,剩余血量:{1}",(ap + sumWeapon - defend),boss.Hp,name); return true; } return true; } public override string ToString() { return string.Format("{2}英雄身上有{0}件装备,其剩余血量为{1},攻击力为:{3},防御力为:{4},速度为:{5},职业为:{6}",list.Count, Hp, Name,Ap, Dp, Speed, Type); } } /// <summary> /// Boss类 /// </summary> class Boss { private int hp; private int ap; private int dp; public List<Weapon> list=new List<Weapon>(); public int Hp { get { return hp; } set { hp = value; } } public int Ap { get { return ap; } set { ap = value; } } public int Dp { get { return dp; } set { dp = value; } } public void DropEquip() { for (int i = 0; i < list.Count; i++) { Console.WriteLine ("第{0}件装备属性如下:攻击力提升:{1},防御力提升:{2}",(i+1),list[i].addap,list[i].addport); } } public Boss(int hp,int ap,int dp) { this.ap = ap; this.hp = hp; this.dp = dp; Weapon we1 = new Wand (100); Weapon we2 = new Yataghan (60, 40); Weapon we3 = new Bow (80); list.Add (we1); list.Add (we2); list.Add (we3); } //攻击英雄 public bool hitHero(Hero hero) { if (hero.Hp<=0) { Console.WriteLine ("英雄死亡!!!!!"); Console.WriteLine ("-------------------------------------------------"); return false; } else if(hero.Hp>0&&hp>0) { hero.Hp -= (this.Ap - hero.Dp); Console.WriteLine ("{2}英雄受到了{0}点攻击,剩余血量为{1}",(this.Ap - hero.Dp),hero.Hp,hero.Name); return true; } return true; } } /// <summary> /// 装备类 /// </summary> public class Equipment { private string name; } /// <summary> /// 武器类 /// </summary> public abstract class Weapon:Equipment { //等级 private int grade; //攻击力 private int ap; public string type; public string Type { get { return type; } } //增加攻击力 public int addap; //增加防御力 public int addport; //攻击 public abstract void Attack(); } /// <summary> /// 法杖类 /// </summary> class Wand:Weapon { public Wand(int addap) { this.addap = addap; this.type = Type; type="法杖"; } public override void Attack() { Console.WriteLine ("进行了魔法攻击!!!!!"); } public override string ToString() { return string.Format("武器为:法杖,增加的攻击力为:{0},增加的防御力为:{1}",addap,addport); } } /// <summary> /// 弓箭类 /// </summary> class Bow:Weapon { public Bow(int addap) { this.addap = addap; type="弓箭"; } public override void Attack() { Console.WriteLine ("进行了物理攻击!!!!!"); } public override string ToString() { return string.Format("武器为:弓箭,增加的攻击力为:{0},增加的防御力为:{1}",addap,addport); } } /// <summary> /// 长剑类 /// </summary> class Yataghan:Weapon { public Yataghan(int addap,int power) { this.addap = addap; this.addport = power; type="长剑"; } public override void Attack() { Console.WriteLine ("进行了物理攻击!!!!!"); } public override string ToString() { return string.Format("武器为:长剑,增加的攻击力为:{0},增加的防御力为:{1}",addap,addport); } } /// <summary> /// 防具类 /// </summary> class Power:Equipment { //防御力 private int dp; //耐久度 private int durability; //破损 public void Damaged() { } } }
在此应用设计的过程中遇到的问题为:当将一个类定义为抽象类的时候,抽象类中拥有的字段,在子类中千万不要进行定义,如果进行定义 那么子类所进行赋值的字段值将会覆盖父类其对应字段的值,这样会出现让你意想不到的错误,
当使用抽象类地时候 我们应该牢牢记住几点:
1.抽象类必须用abstract来修饰,抽象方法必须用abstract来修饰,抽象方法不能有方法体;
2.抽象类不能被实例化,无法用new来创建该类的实例;
3.包含抽象对象的类必须是抽象的。但是,可以定义一个不包含抽象方法的抽象类。在这种情况下,不能使用new操作符创建该类的实例。这种类是用来定义新子类的基类的。
4.含有抽象方法的类:直接在类中顶一个抽象的方法,或者继承了父类的抽象类,为完全实现,父类里面的方法,或者实现了一个接口,为全部实现里面的方法。
5.不能使用new操作符来从抽象类创建一个实例,但是抽象类可以作为一种数据类型。