20214201 实验四 Python综合实践 实验报告

20214201 刘嘉铭 实验四 Python综合实践 实验报告


目录

  1. 实验分析
  2. 实验设计
  3. 实现过程
  4. 实验结果
  5. 课程感想体会、意见建议

一、实验分析

根据综合实践要求:Python综合应用:爬虫、数据处理、可视化、机器学习、神经网络、游戏、网络安全等。选择了文字游戏这一内容开展事件,有如下几个考虑方面:

1. 个性化程度高

  • 自我设计的游戏依托于自己原创设计的游戏内容,依托于基本的2G时代文字游戏大致运行逻辑,用小1000行代码进行的简单实现,不会与其他同学重复。

2. 拓展性强

  • 由于实验规定时间相对较短,最终我只完成了一个场景的冒险内容的制作,并没有插入剧情和任务环节。但我们可以看到的是,文字游戏的实践方式能够提供很多拓展发挥的路径,便于长时间的开发应用。

3. 贴合个人喜好与情怀

  • 本人闲暇时间还是比较喜欢打游戏的,对于游戏的一些基本逻辑运作方式较为熟悉,结合自身编程基础能够进行一些简单实现,唯一美中不足的就是个人的绘画水平实在是太差,做不了含图、动画的游戏出来,未来还应提高自身综合能力实现自己游戏的开发设计。

二、实验设计

本次实验设计的文字游戏基本实现了如下几个游戏功能:玩家数据存储、职业选择、属性面板、死亡惩罚、战斗系统(普攻、技能、随机事件)、商店、打工等。以下是对各个系统的介绍:
  • 玩家数据存储
    由于未能解决程序在Pycharm中能顺利运行而至ECS云中无法存储的问题,故最终代码将存储功能注释化了。该功能是对玩家的数据进行储存,以便于继续游戏。

  • 职业选择
    目前游戏中有战士和法师两个职业,前者高HP、DEF低MP、ATK;后者高MP、ATK低HP、DEF。这些基础属性将会影响玩家的游戏策略。

  • 属性面板
    玩家可以输入“I”来查看当前自己的属性值,了解自身角色的状态。

  • 死亡惩罚
    当玩家被怪物攻击死亡后,将会有降低一半等级的惩罚,玩家需要重新练级。

  • 战斗系统
    当玩家选择“外出冒险”后,当即进入战斗系统,目前有3种怪物随机与玩家战斗,并跟随玩家等级提高遭遇概率。
    在真正进入与怪物的作战之前,会进行判定是否遭遇随机事件,随机事件将给予玩家属性一定的影响。
    当玩家与怪物作战时,会有攻击、技能、逃跑三个选项。攻击会根据玩家自身ATK+身上装备提供的额外ATK综合怪物的DEF与自身HIT的情况计算伤害量,其中怪物也会对玩家反击。
    计算伤害量的同时也会对玩家/怪物是否MISS进行判定,基本上实现了一般回合制战斗的游戏功能。
    玩家的技能将会跟随自身等级提升而解锁,并且不同职业的技能略有不同。
    当玩家选择逃跑的时候,会根据玩家自身SPD值与怪物做对比,若高于则成功,低于则失败,等于则五五开。
    当玩家等级等于10级时将会遭遇BOSS,击败BOSS后该场景结束(因为目前就制作了一个场景,即击败BOSS后游戏将会结束)

  • 商店系统
    玩家在外出冒险前可以进入商店系统购买药水和装备,购买后当即生效。其物品属性值在一定范围内随机生成。

  • 打工系统
    玩家除了可以在外出冒险的时候获取金币以外,也可以根据打工来赚取金币和经验值提升自己装备和等级,以面对更强大的怪物。

三、实现过程

整个游戏包含六个.py文件,共同支撑起整个简单文字游戏的运作。

主程序 Main_System.py

点击查看代码
# encoding: utf-8
import random
import time
import Create_Character as cc
import Game_Body
import os



print("欢迎来到20214201制作的MINI RPG GAME")
time.sleep(1)
c_work = 0
N_O = 'Not Opened'
g_difficulty = 0
SelectCharacter_Choice = 0

"""
wj = open('Player_Data.txt','a')
wj.close()
wj = open('Player_Data.txt','r')
print('当前存档' + wj.read() + '\n')
wj.close()
"""

while True:
    print("————*菜单*————")
    time.sleep(1)
    print("-1.开始游戏")
    print("-2.继续游戏")
    print("-3.退出游戏")
    f_choice = input('->')
    try:
        if int(f_choice) == 3:
            exit()
        elif int(f_choice) == 2:
            print(N_O)
            exit()
        elif int(f_choice) == 1:
            while True:
                print("*请选择你的职业:")
                print("-1.战士")
                print("-2.法师")
                print("-0.返回上一级")
                s_choice = input('->')
                try:
                    if int(s_choice) == 1:
                        SelectCharacter_Choice = cc.Warrior()
                        if SelectCharacter_Choice == 1:
                            c_work = 1
                            break
                        elif int(SelectCharacter_Choice) == 0:
                            continue
                    elif int(s_choice) == 2:
                        SelectCharacter_Choice = cc.Mage()
                        if int(SelectCharacter_Choice) == 1:
                            c_work = 1
                            break
                        elif int(SelectCharacter_Choice) == 0:
                            continue
                    elif int(s_choice) == 0:
                        break
                    if c_work == 1:
                        break
                except ValueError:
                    print("-错误的选择,请重新选择~")
                    print("test")
                    time.sleep(0.5)
                    continue
            if c_work == 1:
               while True:
                    print("*请选择难度:")
                    print("-1.简单")
                    print("-2.普通")
                    print("-3.困难")
                    difficulty = input('->')
                    try:
                        if int(difficulty) == 1:
                            print("-已选择简单难度")
                            g_difficulty = 0.5
                            break
                        elif int(difficulty) == 2:
                            print("-已选择中等难度")
                            g_difficulty = 1
                            break
                        elif int(difficulty) == 3:
                            print("-已选择困难难度")
                            g_difficulty = 2
                            break
                        else:
                            print("-错误的选择,请重新选择~")
                            time.sleep(0.5)
                            continue
                    except ValueError:
                        print("-错误的选择,请重新选择~")
                        time.sleep(0.5)
                        continue
            if c_work == 1 and g_difficulty != 0:
                print("*游戏即将开始......")
                time.sleep(3)
                print("————————————————")
                print("---GAME*START---")
                print("————————————————")
                time.sleep(1)
                Game_Body.Game_Start()
                break
        else:
            print("-错误的选择,请重新选择~")
            time.sleep(0.5)
            continue
    except ValueError:
        print("-错误的选择,请重新选择~")
        time.sleep(0.5)
        continue

游戏本体 Game_Body.py

点击查看代码
# encoding: utf-8
import time
import random
import Create_Character as cc
import Create_Items as ci
import Create_Events as ce
import Create_Skills as cs

BOSS = 0

def Self_Look():
    print("————————人物属性————————")
    print("LVL = ", cc.Player.LVL)
    print("HP = ", cc.Player.HP)
    print("MP = ", cc.Player.MP)
    print('ATK = {0} + {1} = {2}'.format(cc.Player.ATK,cc.Player.WEAPON[1]+
                                         cc.Player.GUARD[1]+cc.Player.SHOES[1],
                                         cc.Player.ATK+cc.Player.WEAPON[1]+
                                         cc.Player.GUARD[1]+cc.Player.SHOES[1]))
    print('DEF = {0} + {1} = {2} '.format(cc.Player.DEF,cc.Player.WEAPON[2]+
                                         cc.Player.GUARD[2]+cc.Player.SHOES[2],
                                         cc.Player.DEF+cc.Player.WEAPON[2]+
                                         cc.Player.GUARD[2]+cc.Player.SHOES[2]))
    print("HIT = ", cc.Player.HIT)
    print('SPD = {0} + {1} = {2} '.format(cc.Player.SPD,cc.Player.WEAPON[3]+
                                         cc.Player.GUARD[3]+cc.Player.SHOES[3],
                                         round(cc.Player.SPD+cc.Player.WEAPON[3]+
                                         cc.Player.GUARD[3]+cc.Player.SHOES[3],2)))
    print("COIN = ", cc.Player.COIN)
    print("——————————————————————")

def Deadth_Punishment():
    lost_lvl = cc.Player.LVL //2
    cc.Player.LVL = lost_lvl

    cc.Player.MAX_HP -= 10*(lost_lvl+1)
    cc.Player.MAX_MP -= 10*(lost_lvl+1)
    cc.Player.ATK -= 5*(lost_lvl+1)
    cc.Player.DEF -= 1*(lost_lvl+1)

    cc.Player.HP = cc.Player.MAX_HP
    cc.Player.MP = cc.Player.MAX_MP

    time.sleep(1)
    print("*死亡惩罚已结算~玩家数据更新完毕~")

def Refresh_Information():
    CNT = 0
    Early_LVL = cc.Player.LVL+1

    while cc.Player.EXP - (50+cc.Player.LVL)*Early_LVL >= 0:
        cc.Player.LVL = cc.Player.LVL + 1
        print("*恭喜你提升了1级,当前等级为:",cc.Player.LVL)
        time.sleep(1)
        print("*你的基础属性有所提升~")
        time.sleep(1)
        cc.Player.MAX_HP += 10
        cc.Player.MAX_MP += 10
        cc.Player.ATK += 5
        cc.Player.DEF += 1

        cc.Player.EXP = cc.Player.EXP - 100
        CNT += 1

    cc.Player.SATK = cc.Player.ATK + cc.Player.WEAPON[1] + cc.Player.GUARD[1] + cc.Player.SHOES[1]
    cc.Player.SDEF = cc.Player.DEF + cc.Player.WEAPON[2] + cc.Player.GUARD[2] + cc.Player.SHOES[2]
    cc.Player.SSPD = cc.Player.SPD + cc.Player.WEAPON[3] + cc.Player.GUARD[3] + cc.Player.SHOES[3]

    time.sleep(1)

    if cc.Player.LVL == 3:
        print("*恭喜解锁新的打工~")
    if cc.Player.LVL == 5:
        print("*恭喜解锁新的技能~")
    if cc.Player.LVL == 7:
        print("*恭喜解锁新的技能~")
    if cc.Player.LVL == 10:
        print("*注意!外出冒险将会碰到【BOSS】")

    print('距离下次升级还需要{0}EXP'.format( (50+cc.Player.LVL)*(Early_LVL+CNT) - cc.Player.EXP))
    time.sleep(1)
    print("*玩家数据更新完毕~")
    #cc.Player.list_all_data()

def Refresh_HM():
    if cc.Player.HP > cc.Player.MAX_HP:
        cc.Player.HP = cc.Player.MAX_HP
    if cc.Player.MP > cc.Player.MAX_MP:
        cc.Player.MP = cc.Player.MAX_MP
    print("当前血量:",cc.Player.HP)
    print("当前蓝量:",cc.Player.MP)
    time.sleep(1)

def IF_Critical_A(IF_C_HIT):
    IFC = random.uniform(0,1)
    if abs(IF_C_HIT-1) > IFC:
        return 1
    else:
        return 0

def IF_Blocking():
    IFB = random.uniform(0,1)
    if IFB > 0.7:
        return 1
    else:
        return 0

def Attack(A_ATK,B_DEF,A_HIT,A_NAME):
    IFMISS = random.uniform(0,1)
    if IFMISS > A_HIT:
        print('*{0}的攻击MISS!'.format(A_NAME))
        time.sleep(0.5)
        DPS = 0
        return DPS
    else:
        IFC = IF_Critical_A(A_HIT)
        IFB = IF_Blocking()
        if IFC:
            print('{0}的攻击暴击!'.format(A_NAME))
            time.sleep(0.5)
            A_ATK = A_ATK*2
        if IFB:
            print('{0}的攻击遭到格挡!'.format(A_NAME))
            time.sleep(0.5)
            B_DEF = B_DEF*2
        DPS = A_ATK*A_HIT - B_DEF
        if DPS < 0:
            DPS = 0
        print('*{0}的攻击总共造成 {1} 点伤害!'.format(A_NAME,round(DPS,2)))
        print("————————————————")
        time.sleep(1)
        return DPS

def RUN(A_SPD,B_SPD):
    if A_SPD > B_SPD:
        return 1
    elif A_SPD == B_SPD:
        return random.randint(0,1)
    elif A_SPD < B_SPD:
        return 0

def Use_Skills(ID,A_ATK,B_DEF):
    S_ATK = 0
    S_MP = 0
    S_NAME = 0
    S_HIT = 0
    S_HP = 0

    if ID == 1:
        S_ATK = cs.Heavy_Hit.ATK
        S_MP = cs.Heavy_Hit.MP
        S_NAME = cs.Heavy_Hit.NAME
        S_HIT = cs.Heavy_Hit.HIT
        print("*【重击】技能就绪")
    elif ID == 2:
        S_ATK = cs.Magic_Hit.ATK
        S_MP = cs.Magic_Hit.MP
        S_NAME = cs.Magic_Hit.NAME
        S_HIT = cs.Magic_Hit.HIT
        print("*【魔力一击】技能就绪")
    elif ID == 3:
        S_NAME = cs.HP_Healing.NAME
        S_MP  = cs.HP_Healing.MP
        S_HP = cs.HP_Healing.HP
        S_ATK = cs.HP_Healing.ATK
        S_HIT = cs.HP_Healing.HIT
        print("*【生命恢复】准备就绪")
    elif ID == 4:
        S_NAME = cs.Self_Attack.NAME
        S_HP = cs.Self_Attack.HP
        S_MP = cs.Self_Attack.MP
        S_ATK = cs.Self_Attack.ATK
        S_HIT = cs.Self_Attack.HIT
    elif ID == 5:
        S_NAME = cs.Magic_Attack.NAME
        S_HP = cs.Magic_Attack.HP
        S_MP = cs.Magic_Attack.MP
        S_ATK = cs.Magic_Attack.ATK
        S_HIT = cs.Magic_Attack.HIT
    IFMISS = random.uniform(0, 1)
    if IFMISS > S_HIT:
        print('*{0}的技能MISS!'.format(S_NAME))
        if ID == 4:
            cc.Player.HP -= S_HP
        DPS = 0
        return DPS
    if ID == 3 and cc.Player.MP >= S_MP:
        DPS = S_HP
        cc.Player.MP -=S_MP
        Refresh_HM()
        print('*{0}技能回复 {1} 点HP!'.format(S_NAME, DPS))
        print("————————————————")
        return DPS
    if cc.Player.MP >= S_MP:
        if ID == 4:
            cc.Player.HP -= S_HP
        DPS = A_ATK * S_ATK - B_DEF
        cc.Player.MP -= S_MP
        print('*{0}技能造成 {1} 点伤害!'.format(S_NAME, DPS))
        print("————————————————")
        return DPS
    else:
        print("MP不足!")
        return 0

def Battle(ID):
    print("————————*战斗开始*————————")
    print('\n')
    time.sleep(1)
    N_NAME = 0
    N_HP = 0
    N_ATK = 0
    N_DEF = 0
    N_HIT = 0
    N_EXP = 0
    N_COIN = 0
    N_SPD = 0
    N_HOR = 0
    if ID == 1:
        N_NAME = cc.SLM.NAME
        N_HP = cc.SLM.HP
        N_ATK = cc.SLM.ATK
        N_DEF = cc.SLM.DEF
        N_HIT = cc.SLM.HIT
        N_EXP = cc.SLM.EXP
        N_COIN = cc.SLM.COIN
        N_SPD = cc.SLM.SPD
    if ID == 2:
        N_NAME = cc.BAT.NAME
        N_HP = cc.BAT.HP
        N_ATK = cc.BAT.ATK
        N_DEF = cc.BAT.DEF
        N_HIT = cc.BAT.HIT
        N_EXP = cc.BAT.EXP
        N_COIN = cc.BAT.COIN
        N_SPD = cc.BAT.SPD
    if ID == 3:
        N_NAME = cc.BOSS_SLM.NAME
        N_HP = cc.BOSS_SLM.HP
        N_ATK = cc.BOSS_SLM.ATK
        N_DEF = cc.BOSS_SLM.DEF
        N_HIT = cc.BOSS_SLM.HIT
        N_EXP = cc.BOSS_SLM.EXP
        N_COIN = cc.BOSS_SLM.COIN
        N_SPD = cc.BOSS_SLM.SPD
        N_HOR +=1
    if ID == 4:
        N_NAME = cc.GBL.NAME
        N_HP = cc.GBL.HP
        N_ATK = cc.GBL.ATK
        N_DEF = cc.GBL.DEF
        N_HIT = cc.GBL.HIT
        N_EXP = cc.GBL.EXP
        N_COIN = cc.GBL.COIN
        N_SPD = cc.GBL.SPD
    print("*怪物血量:", N_HP)
    while True:
        time.sleep(1)
        if N_HP <= 0:
            cc.Player.EXP += N_EXP
            print("获得经验:",N_EXP)
            time.sleep(1)
            cc.Player.COIN += N_COIN
            print("获得金币:",N_COIN)
            time.sleep(1)
            if N_HOR == 1:
                cc.Player.HOR += 1
            break
        elif cc.Player.HP <= 0:
            print("你已被击败!即将回城~")
            Deadth_Punishment()
            time.sleep(1)
            break
        print("————*请选择*————")
        print("0.逃跑")
        print("1.攻击")
        print("2.技能")
        command = input('->')
        if command == 'I':
            Self_Look()
            continue
        try:
            if int(command) == 1:
                print('{0} 对 {1} 攻击!并遭到回击!'.format(cc.Player.NAME,N_NAME))
                N_HP = N_HP - Attack(cc.Player.SATK,N_DEF,cc.Player.HIT,cc.Player.NAME)
                cc.Player.HP = cc.Player.HP - Attack(N_ATK,cc.Player.DEF,N_HIT,N_NAME)
                print("敌人还剩血量:",round(N_HP,2))
            elif int(command) == 0:
                YN = RUN(cc.Player.SSPD,N_SPD)
                if YN == 1:
                    print("逃跑成功!")
                    break
                elif YN == 0:
                    print("逃跑失败!")
                    time.sleep(0.5)
                    print('{0} 对 {1} 攻击!'.format(N_NAME, cc.Player.NAME))
                    cc.Player.HP = cc.Player.HP - Attack(N_ATK, cc.Player.SDEF, N_HIT,N_NAME)
                    print("己方还剩血量:", cc.Player.HP)
            elif int(command) == 2:
                print("——[技能栏]——")
                print("-0.返回上一级")
                if cc.Player.LVL >=5 and cc.Player.CAREER == 1:
                    print("-1.【重击】:MP:-50;ATK:*150%;HIT:80%")
                    print("-2.【生命恢复】:MP:-50;HP:+50;HIT:100%")
                    if cc.Player.LVL >= 7:
                        print("-3.【冲撞】:HP:-30;ATK:*200%;HIT:80%")
                if cc.Player.LVL >=5 and cc.Player.CAREER == 2:
                    print("-1.【魔力一击】:MP:50;ATK:150%;HIT:80%")
                    print("-2.【生命恢复】:MP:-50;HP:+50;HIT:100%")
                    if cc.Player.LVL >= 7:
                        print("-3.【魔法攻击】:MP:-25;ATK:*100%;HIT:90%")
                command = input('->')
                if command == 'I':
                    Self_Look()
                    continue
                try:
                    if int(command) == 1 and cc.Player.LVL >= 5 and cc.Player.CAREER == 1:
                        print('{0} 对 {1} 发动技能 {2} !'.format(cc.Player.NAME, N_NAME, cs.Heavy_Hit.NAME))
                        N_HP = N_HP - Use_Skills(1, cc.Player.SATK, N_DEF)
                        cc.Player.HP = cc.Player.HP - Attack(N_ATK, cc.Player.DEF, N_HIT, N_NAME)
                        print("敌人还剩血量:", round(N_HP, 2))
                    elif int(command) == 1 and cc.Player.LVL >= 5 and cc.Player.CAREER == 2:
                        print('{0} 对 {1} 发动技能 {2} !'.format(cc.Player.NAME, N_NAME, cs.Magic_Hit.NAME))
                        N_HP = N_HP - Use_Skills(2, cc.Player.SATK, N_DEF)
                        cc.Player.HP = cc.Player.HP - Attack(N_ATK, cc.Player.DEF, N_HIT, N_NAME)
                        print("敌人还剩血量:", round(N_HP, 2))
                    elif int(command) == 2 and cc.Player.LVL >= 5:
                        print('{0} 对 {1} 发动技能 {2} !'.format(cc.Player.NAME, N_NAME, cs.HP_Healing.NAME))
                        cc.Player.HP = cc.Player.HP + Use_Skills(3,cc.Player.SATK, N_DEF)
                        print("己方当前血量:", cc.Player.HP)
                    elif int(command) == 3 and cc.Player.LVL >= 7 and cc.Player.CAREER == 1:
                        print('{0} 对 {1} 发动技能 {2} !'.format(cc.Player.NAME, N_NAME, cs.Self_Attack.NAME))
                        N_HP = N_HP - Use_Skills(4, cc.Player.SATK, N_DEF)
                        cc.Player.HP = cc.Player.HP - Attack(N_ATK, cc.Player.DEF, N_HIT, N_NAME)
                        print("敌人还剩血量:", round(N_HP, 2))
                    elif int(command) == 3 and cc.Player.LVL >= 7 and cc.Player.CAREER == 2:
                        print('{0} 对 {1} 发动技能 {2} !'.format(cc.Player.NAME, N_NAME, cs.Magic_Attack.NAME))
                        N_HP = N_HP - Use_Skills(5, cc.Player.SATK, N_DEF)
                        print("敌人还剩血量:", round(N_HP, 2))
                    elif int(command) == 0:
                        pass
                except ValueError:
                    print("-错误的选择,请重新选择~")
                    time.sleep(0.5)
                    continue
        except ValueError:
            print("-错误的选择,请重新选择~")
            time.sleep(0.5)
            continue

    Refresh_Information()
    print("————————*战斗结束*————————")
    print('\n')

def Adventure_Noob():
    print("*新手村可能碰到的敌人:")
    time.sleep(1)
    print("【史莱姆】:等级1\n"
          "【蝙蝠】:等级3\n"
          "【哥布林】:等级5")
    print("————————————————")
    time.sleep(0.5)
    ce.Random_Events()
    Refresh_Information()
    time.sleep(0.5)
    N_LVL = cc.Player.LVL + 4 // 4
    while True:
        if cc.Player.LVL == 10 and BOSS == 0:
            print("——————【WARNING】——————")
            print("^即将与【BOSS】对战")
            time.sleep(3)
            Battle(3)
            break
        VS = random.randint(1,N_LVL)
        if VS == 1:
            print("^即将与【史莱姆】对战")
            time.sleep(1)
            Battle(1)
            break
        if VS == 2:
            print("^即将与【蝙蝠】对战")
            time.sleep(1)
            Battle(2)
            break
        if VS == 3:
            print("^即将与【哥布林】对战")
            time.sleep(1)
            Battle(4)
            break
        else:
            pass
        if cc.Player.HP <= 0:
            print("血量不足!")
            Deadth_Punishment()
            break
            # exit()

def Adventure_Shop():
    print("*欢迎来到商店~")
    time.sleep(1)
    print("-0.返回上一级")
    time.sleep(1)
    while True:
        print("————*药水*————")
        print("-1.【红药水】可恢复50~100HP。 售价:", ci.Red_Water.COIN)
        print("-2.【蓝药水】可恢复50~100HP。 售价:", ci.Blue_Water.COIN)
        print("-9.下一页:【装备】")
        ysbuy = 0
        command = input('->')
        if command == 'I':
            Self_Look()
            continue
        try:
            if int(command) == 9:
                print("-0.返回上一级")
                time.sleep(1)
                print("————*装备*————")
                print("-1.【新手武器】。 售价:", ci.NOOB_WEAPON.COIN)
                print("-2.【新手防具】。 售价:", ci.NOOB_GUARD.COIN)
                print("-3.【新手鞋子】。 售价:", ci.NOOB_SHOES.COIN)
                while True:
                    command = input('->')
                    if command == 'I':
                        Self_Look()
                        continue
                    try:
                        if int(command) == 1:
                            buy1 = ci.NOOB_WEAPON
                        elif int(command) == 2:
                            buy1 = ci.NOOB_GUARD
                        elif int(command) == 3:
                            buy1 = ci.NOOB_SHOES
                        elif int(command) == 0:
                            break
                        else:
                            print("NOT OPENED")
                        if cc.Player.COIN >= buy1.COIN:
                            print('*成功购买【{0}】,花费金币【{1}】,剩余金币【{2}】'.format(buy1.NAME,buy1.COIN,cc.Player.COIN-buy1.COIN))
                            cc.Player.equip(buy1.POS,buy1.ATK,buy1.DEF,buy1.SPD)
                            cc.Player.COIN -= buy1.COIN
                            Refresh_Information()
                            print("————————————————")
                        else:
                            print("*金币不足!")
                            continue
                    except ValueError:
                        print("-错误的选择,请重新选择~")
                        time.sleep(0.5)
                        continue
            elif int(command) == 1:
                ysbuy = 1
                buy = ci.Red_Water
            elif int(command) == 2:
                ysbuy = 1
                buy = ci.Blue_Water
            elif int(command) == 0:
                break
            else:
                print("NOT OPENED")

            if ysbuy == 1 and cc.Player.COIN >= buy.COIN:
                print('*成功购买【{0}】,花费金币【{1}】,剩余金币【{2}】'.format(buy.NAME,buy.COIN,cc.Player.COIN))
                cc.Player.HP += buy.HP
                cc.Player.MP += buy.MP
                cc.Player.COIN -= buy.COIN
                Refresh_HM()
                print("————————————————")
            elif ysbuy == 0:
                continue
            else:
                print("*金币不足!")
                continue
        except ValueError:
            print("-错误的选择,请重新选择~")
            time.sleep(0.5)
            continue

def Tempoary_Work():
    print("*欢迎来到打工界面~")
    print("-0.返回上一级")
    print('-1.【扶老太太过马路】:MP = - 5~10; COIN = + 3~5; EXP = + 10~15')
    if cc.Player.LVL >=3:
        print('-2.【扫地】:MP = - 20~30; COIN = + 5~10; EXP = + 15~25')
    while True:
        command = input('->')
        if command == 'I':
            Self_Look()
            continue
        try:
            if int(command) == 1:
                if cc.Player.MP >= ce.FLTTGML.MP:
                    print("*成功打工!")
                    cc.Player.MP -= ce.FLTTGML.MP
                    cc.Player.COIN += ce.FLTTGML.COIN
                    cc.Player.EXP += ce.FLTTGML.EXP
                    Refresh_Information()
                else:
                    print("*MP不足!")
                    continue
            if int(command) == 2 and cc.Player.LVL >=3:
                if cc.Player.MP >= ce.SD.MP:
                    print("*成功打工!")
                    cc.Player.MP -= ce.SD.MP
                    cc.Player.COIN += ce.SD.COIN
                    cc.Player.EXP += ce.SD.EXP
                    Refresh_Information()
                else:
                    print("*MP不足!")
                    continue
            elif int(command) == 0:
                break
        except ValueError:
            print("-错误的选择,请重新选择~")
            time.sleep(0.5)
            continue

def Game_Start():
    command = 0
    print("-你即将开始你的冒险~")
    time.sleep(1)
    print("*你可以输入“I”来查看自己的属性值")
    time.sleep(1)
    print("*你可以输入“ESC”来结束游戏")
    time.sleep(1)
    while True:
        if cc.Player.HOR == 0:
            print("————————*新手村*————————")
            time.sleep(1)
            print("-1.外出冒险")
            print("-2.冒险商店")
            print("-3.打工赚钱")
            command = input('->')
            if command == 'I':
                Self_Look()
                continue
            if command == 'ESC':
                print("——————*游戏结束*——————")
                break
            try:
                if int(command) == 1:
                    time.sleep(1)
                    Adventure_Noob()
                elif int(command) == 2:
                    time.sleep(1)
                    Adventure_Shop()
                elif int(command) == 3:
                    time.sleep(1)
                    Tempoary_Work()
                elif int(command) == 99:
                    cc.Player.EXP +=100
                    Refresh_Information()
                else:
                    print("NOT OPENED")
                    pass
            except ValueError:
                print("-错误的选择,请重新选择~")
                time.sleep(0.5)
                continue
        else:
            print("*恭喜通关!感谢游玩!")

角色(玩家、怪物)Create_Character.py

点击查看代码
# encoding: utf-8
import time
import random
import Create_Items as ci
#from Main_System import Player

class Player1(object):
    def __init__(self):
        self.NAME = 'Player'
        self.MAX_HP = 0
        self.MAX_MP = 0
        self.HP = 0
        self.MP = 0
        self.ATK = 0
        self.DEF = 0
        self.HIT = 0
        self.SPD = 0

        self.SATK = 0
        self.SDEF = 0
        self.SSPD = 0

        self.HOR = 0
        self.LVL = 0
        self.EXP = 0
        self.COIN = 300
        self.CAREER = 0
        self.WEAPON =[0, 0,0,0]     # 1   position
        self.GUARD = [0, 0,0,0]     #2   position
        self.SHOES = [0, 0,0,0]     #3   position
        """
        [0]为是否装备[1]为ATK[2]为DEF[3]为SPD
        """

    def init_data(self,name,maxhp,maxmp,atk,DEF,hit,spd,hor,career):
        self.NAME = name
        self.MAX_HP = int(maxhp)
        self.HP = int(maxhp)
        self.MAX_MP = int(maxmp)
        self.MP = int(maxmp)
        self.ATK = int(atk)
        self.SATK = int(atk)
        self.DEF = int(DEF)
        self.SDEF = int(DEF)
        self.HIT = float(hit)
        self.SPD = float(spd)
        self.SSPD = float(spd)
        self.HOR = int(hor)
        self.CAREER = int(career)

    def list_all_data(self):
        wj = open('Player_Data.txt', 'w')
        for name, value in vars(self).items():
            wj.write('%s=%s\n' % (name, value))
        wj.close()

    def equip(self,position,EATK,EDEF,ESPD):
        if position == 1:
            self.WEAPON[0] = 1
            self.WEAPON[1] = EATK
            self.WEAPON[2] = EDEF
            self.WEAPON[3] = ESPD
        elif position == 2:
            self.GUARD[0] = 1
            self.GUARD[1] = EATK
            self.GUARD[2] = EDEF
            self.GUARD[3] = ESPD
        elif position == 3:
            self.SHOES[0] = 1
            self.SHOES[1] = EATK
            self.SHOES[2] = EDEF
            self.SHOES[3] = ESPD
        else:
            pass


class SLM1:      # ID = 1
    def __init__(self):
        self.NAME = '史莱姆'
        self.HP = random.randint(50, 70)
        self.MP = 50
        self.ATK = random.randint(20, 30)
        self.DEF = random.randint(1, 5)
        self.HIT = round(random.randint(7, 8) / 10)
        self.SPD = random.randint(7, 8) / 10
        self.LVL = 1
        self.COIN = random.randint(1, 5)
        self.EXP = random.randint(15, 30)



class BAT2:      # ID = 2
    def __init__(self):
        self.NAME = '蝙蝠'
        self. HP = random.randint(130,150)
        self.MP = 50
        self.ATK = random.randint(30,50)
        self.DEF = random.randint(1,5)
        self.HIT = round(random.randint(7,9)/10)
        self.SPD = random.randint(9,10)/10
        self.LVL = 1
        self.COIN = random.randint(3,7)
        self.EXP = random.randint(50,70)

class BOSS_SLM:     #ID = 3
    NAME = '【BOSS】'
    HP = 1000
    MP = 50
    ATK = 80
    DEF = 40
    HIT = 0.85
    SPD = 1
    LVL = 10
    COIN = 100
    EXP = 200

class GBL4:      # ID = 4
    def __init__(self):
        self.NAME = '哥布林'
        self. HP = random.randint(150,230)
        self.MP = 50
        self.ATK = random.randint(40,60)
        self.DEF = random.randint(5,10)
        self.HIT = round(random.randint(6,8)/10)
        self.SPD = random.randint(5,7)/10
        self.LVL = 5
        self.COIN = random.randint(10,15)
        self.EXP = random.randint(50,80)

Player = Player1()
SLM = SLM1()
BAT = BAT2()
GBL = GBL4()

def Warrior():     # ID = 1
    print("*已选择战士!")
    print("*以下为战士的初始数值:")
    print("HP = 500")
    print("MP = 300")
    print("ATK = 10")
    print("DEF = 10")
    print("HIT = 0.95")
    print("SPD = 0.9")

    print("*是否选择?1/0")
    while True:
        Choice = input('->')
        if Choice == '1':
            names = 'Player'
            Player.init_data(names,500,300,10,10,0.95,0.9,0,1)
            # Player.list_all_data()
            return 1
        if Choice == '0':
            return 0


def Mage():
    # ID = 2
    print("*已选择法师!")
    print("*以下为法师的初始数值:")
    print("HP = 300")
    print("MP = 500")
    print("ATK = 15")
    print("DEF = 5")
    print("HIT = 0.95")
    print("SPD = 0.95")
    print("*是否选择?y/n")
    while True:
        Choice = input('->')
        try:
            if Choice == 'y':
                names = 'Player'
                Player.init_data(names, 300, 500, 15, 5, 0.95, 0.95, 0, 2)
                # Player.list_all_data()
                return 1
            if Choice == 'n':
                return 0
        except ValueError:
            print("-错误的选择,请重新选择~")
            time.sleep(0.5)

游戏实践 Create_Events.py

点击查看代码
# encoding: utf-8
import time

import Create_Character as cc
import random

class FLTTGML:      #扶老太太过马路
    MP = random.randint(5,10)
    COIN = random.randint(3,5)
    EXP = random.randint(10,15)

class SD:     #LVL >= 3
    MP = random.randint(20,30)
    EXP = random.randint(15, 25)
    COIN = random.randint(5,10)

class Random_Events_Details1():
    def __init__(self):
        self.NAME = ['精灵的馈赠','误入陷阱','道德绑架']
        self.ATK = [0,random.randint(25,35),random.randint(5,15)]
        self.HP = [random.randint(30,70),0,0]
        self.MP = [0,0,random.randint(20,40)]
        self.EXP = [30,30,30]


Random_Events_Details = Random_Events_Details1()

def Random_Events():
    if cc.Player.LVL >= 1:
        RPT = random.uniform(0.000,1.000)
        if RPT <=0.1:
            CE = random.randint(0,2)
            print('!!!触发随机事件【{0}】'.format(Random_Events_Details.NAME[CE]))
            cc.Player.HP -=Random_Events_Details.ATK[CE]
            cc.Player.HP +=Random_Events_Details.HP[CE]
            cc.Player.MP -= Random_Events_Details.MP[CE]
            cc.Player.EXP +=Random_Events_Details.EXP[CE]
            time.sleep(1)
            if Random_Events_Details.ATK[CE] != 0:
                print('受到【{0}】事件伤害{1}'.format(Random_Events_Details.NAME[CE],Random_Events_Details.ATK[CE]))
            if Random_Events_Details.HP[CE] != 0:
                print('受到【{0}】事件恢复HP{1}'.format(Random_Events_Details.NAME[CE], Random_Events_Details.HP[CE]))
            if Random_Events_Details.MP[CE] != 0:
                print('受到【{0}】事件损失MP{1}'.format(Random_Events_Details.NAME[CE], Random_Events_Details.MP[CE]))
            time.sleep(1)
            print('获得【{0}】经验值'.format(Random_Events_Details.EXP[CE]))
            print("————————————————")
        else:
            pass
    else:
        pass

游戏物品 Create_Items.py

点击查看代码
# encoding: utf-8
import random
import Create_Character as cc

class Red_Water:
    NAME = '红药水'
    HP = random.randint(50,100)
    MP = 0
    COIN = 10

class Blue_Water:
    NAME = '蓝药水'
    HP = 0
    MP = random.randint(50,100)
    COIN = 10

class NOOB_WEAPON1:
    def __init__(self):
        self.NAME = '新手武器'
        self.POS = 1
        self.ATK = random.randint(5,15)
        self.DEF = random.randint(1,5)
        self.SPD = 0.01
        self.COIN = 75

class NOOB_GUARD1:
    def __init__(self):
        self.NAME = '新手防具'
        self.POS = 2
        self.ATK = random.randint(1,5)
        self.DEF = random.randint(5,10)
        self.SPD = 0.03
        self.COIN = 75

class NOOB_SHOES1:
    def __init__(self):
        self.NAME = '新手鞋子'
        self.POS = 3
        self.ATK = random.randint(5,10)
        self.DEF = random.randint(5,10)
        self.SPD = 0.05
        self.COIN = 75

NOOB_SHOES = NOOB_SHOES1()
NOOB_WEAPON = NOOB_WEAPON1()
NOOB_GUARD = NOOB_GUARD1()

玩家技能 Create_Skills.py

点击查看代码
# encoding: utf-8
import Create_Character
import random

class Heavy_Hit:     #ID = 1
    NAME = '重击'
    HP = 0
    MP = 50
    ATK = 1.5
    HIT = 0.8

class Magic_Hit:     #ID = 2
    NAME = '魔力一击'
    HP = 0
    MP = 50
    ATK = 1.5
    HIT = 0.8

class HP_Healing:     #ID = 3
    NAME = '生命恢复'
    MP = 50
    HP = 50
    ATK = 0
    HIT = 1

class Self_Attack:     #ID = 4
    NAME = '冲撞'
    HP = 30
    MP = 10
    ATK = 2
    HIT = 0.8

class Magic_Attack:     #ID = 5
    NAME = '魔法攻击'
    HP = 0
    MP = 25
    ATK = 1
    HIT = 0.9

四、实验结果

本次实验代码可以成功在华为云ECS服务器上运行,本地通过XShell链接华为云ECS服务器上传实验文件并运行。
image
image
image
image
image

成功运行!

五、课程感想体会、意见建议

  • 感想体会
    通过这一个学期来学习的Python知识,我对这门新兴的潜力极高的语言有了基本的了解,并且能够应用它来实现一些相对实用的功能,例如爬虫、数据处理、可视化等。从最开始认识语言到理解语言到应用语言,经历了一个长期努力的过程,在这里十分感谢王志强老师每次课详细的教学,以及课后完备地指导。
    由于自己在高中时接触过C++,对于基本的编程逻辑、算法有一定的理解基础,从而能够在老师基本的讲解之下有一定的拓展学习,丰富了自己对编程的理解。

  • 意见建议
    由于我是和舍友一起报的这门课,在课下有过很多交流,可能对于编程0基础的同学而言,授课速度略快了一些,但是若减缓授课速度又可能会导致整体的内容讲不完的情况,这也只是我自己观察到的一个现象,未能想出来一个确切的建议办法。
    其次对于期末综合实践作业希望能够延长提交时间吧,一周多的时间可能难以对一个项目进行更加完整的创作和优化(可能也是我码代码太慢的缘故?)

最后的最后,衷心地感谢老师本学期来对我的Python技能的指导与讲解!祝老师身体健康,工作顺利!

综合实践代码GIT云

posted on 2022-05-31 22:10  刈心  阅读(105)  评论(0编辑  收藏  举报