I'm relatively new to coding and wanted to try my hand at a longer project - A text based RPG game - and I'm scratching my head at classes and objects, can someone point me in a better direction?
>> Error: enemy has no attribute 'attack'
class Character(object):
def __init__(self, name):
self.name = name
self.maxHealth = health
self.health = self.maxHealth
self.attack = attack
self.AC = AC
self.armour = armour
self.strength = strength
self.equipped_weapon = equipped_weapon
self.xp = xp
class player(Character):
def __init__(self, name):
self.name = "KD"
self.maxHealth = 100
self.health = self.maxHealth
self.attack = 15
self.AC = 15
self.armour = 0
self.strength = 15
self.equipped_weapon = "Pistol"
self.xp = 0
class enemy(Character):
def __init__(self, name):
self.name = "X"
self.maxHealth = 60
self.health = self.maxHealth
self.attack = 8
self.AC = 8
self.armour = 0
self.strength = 5
self.xp = 25
enemyIG = enemy
playerIG = player
def player_combat(player, enemy):
in_combat = 1
while in_combat == 1 and player.health > 0:
player_ac_check = (random.randint(0, player.attack + 1))
enemy_ac_check = (random.randint(0, enemy.attack + 1))...
player_combat(playerIG, enemyIG)
You need to instantiate to the class, not assign it.
Change this:
enemyIG = enemy
playerIG = player
to this:
enemyIG = enemy(name = 'enemy1')
playerIG = player(name = 'player1')
This would still endup in an infinite loop, you need some logic for a meaningful end, perhaps decreasing the player health.
while in_combat == 1 and player.health > 0:
player_ac_check = (random.randint(0, player.attack + 1))
enemy_ac_check = (random.randint(0, enemy.attack + 1))
player.health -= 10 # once the health goes below 0, it would end
You haven't initialized the objects, just passed references to the classes. You have to instantiate like so:
enemyIG = enemy(name="Bad Guy")
playerIG = player(name="Good Guy")
An uninitialized class doesn't have attributes unless they're defined outside of __init__
Related
i have this code:
class PLAYER:
def player_move(self):
if self.new_block == True:
body_copy = self.body[:]
body_copy.insert(0,body_copy[0] + self.direction)
self.body = body_copy[:]
self.new_block = False
self.score += 1
#print(self.score)
i want to calling self.score from outside the PLAYER class
You need to add a constructor (the init method) as done below, and within the constructor you must define self.score, as well as all the other fields you want your PLAYER class to have. In the code below I am assuming that when you are initializing a PLAYER object that you are providing the new_block, direction, and body information, however you defined these fields, which is unclear from the question.
class PLAYER:
def __init__(self, new_block,direction,body):
self.score = 0
self.new_block = new_block
self.direction = direction
self.body = body
def player_move(self):
if self.new_block == True:
body_copy = self.body[:]
body_copy.insert(0,body_copy[0] + self.direction)
self.body = body_copy[:]
self.new_block = False
self.score += 1
players_list = [Ani, Paty, Felix, Alex]
class Player:
def __init__(self, name):
self.name = name
self.score = 0
self.vote = 0
self.player_hand = []
self.choice = ''
self.player_hand = []
def player_turn(self):
print(self.name, "'s turn")
def p_vote(self):
print(self.name, " voted")
I tried to iterate over the list, but it always gives me an error: NameError: name 'Ani' is not defined
for player in players_list:
player = Player(str(player))
But doing all the process manually work:
Ani = Player("Ani"), etc
Is there any way that i can automate this process?
First of all the thing you should know, the players_list that you have declared are not containing strings, they are being considered as variables which you have not defined anywhere, and therefore the NameError.
Now, if you want to correct this, and if you actually intend to store objects of Player in players_list, then you can do the following:
players_list = ["Ani", "Paty", "Felix", "Alex"]
class Player:
def __init__(self, name):
self.name = name
self.score = 0
self.vote = 0
self.player_hand = []
self.choice = ''
self.player_hand = []
def player_turn(self):
print(self.name, "'s turn")
def p_vote(self):
print(self.name, " voted")
for i in range(len(players_list)):
players_list[i]=Player(players_list[i])
This will store Player objects in the list you have declared just the thing that you expect to get.
You are having problems with the players not being defined. So players_list = [Ani, Paty, Felix, Alex] will throw an error because the objects Ani, Paty, Felizx, and Alex do not exist.
class Player:
def __init__(self, name):
self.name = name
self.score = 0
self.vote = 0
self.player_hand = []
self.choice = ''
self.player_hand = []
def player_turn(self):
print(self.name, "'s turn")
def p_vote(self):
print(self.name, " voted")
Now, we need to iterate through the list.
players_list = ['Ani', 'Paty', 'Felix', 'Alex']
players = [Player(player) for player in players_list]
Sounds like you're trying to dynamically create variables - write code that writes code.
You could try to use the exec built-in function.
players = ['Ani', 'Paty', 'Felix', 'Alex']
class Player:
def __init__(self, name):
self.name = name
def p_vote(self):
print(self.name + " voted.")
for player in players:
exec( "%s = Player( '%s' )" %(player, player) )
Ani.p_vote()
Although, general internet advice has two points to make:
Be cautious where you use exec.
The Pythonic way is to write out the variables, "explicit is better than implicit."
I have this bad error in put for a game I'm trying to code. It's bare bones at the moment, and I'm trying to code the information for one of the enemies the player fights.
class Enemy():
def __init__(self):
super(). __init__ (
self.name = "Goblin" +
self.healthpoints = 12 + # on this line
self.damage = 3)
def isAlive(self):
return self.hp > 0
Do you mean to do this?
class Enemy():
def __init__(self):
self.name = "Goblin"
self.healthpoints = 12
self.damage = 3
super().__init__(name=self.name, healthpoints=self.healthpoints, damage=self.damage)
enter code here
def isAlive(self):
return self.hp > 0
```
self.name = "Goblin" + is a syntax error. You aren't adding anything to "Goblin". The reason it is complaining about the line after is that it is trying to add self.healthpoints = 12 to "Goblin" and you can't add assignment statements.
I think what you want to do is something like this:
def __init__(self):
self.name = "Goblin"
self.healthpoints = 12
self.damage = 3
I've spent an hour or two collectively now trying to figure this problem out but I'm not getting any results. In my program when a defending animal is "killed" it should be deleted from it's registry, but no matter what I do I can't seem to get that to happen. In this instance if I were to initiate a hunter and a buffalo then attack() the buffalo with the hunter the buffalo should be killed and removed from it's classes registry but I can't get python to select that specific buffalo from the registry.
Any help is appreciated.
class IterRegistry(type):
def __iter__(cls):
return iter(cls._registry)
class Buffalo(object):
__metaclass__ = IterRegistry
_registry = []
hp = 1
price = 150
attacks = 0
regeneration = 2
def __init__(self, name):
self._registry.append(self)
self.name = name
def createBuffalo():
for i in range(len(Buffalo._registry),len(Buffalo._registry)+1):
varname = ("b" + str(i))
globals()[varname] = Buffalo("b" + str(i))
class Wolf:
__metaclass__ = IterRegistry
_registry = []
hp = 1
price = 0
attacks = 2
regeneration = 1.5
def __init__(self, name):
self._registry.append(self)
self.name = name
def createWolf():
for i in range(len(Wolf._registry),len(Wolf._registry)+1):
varname = ("w" + str(i))
globals()[varname] = Wolf("w" + str(i))
class Hunter:
__metaclass__ = IterRegistry
_registry = []
hp = 2
price = 0
attacks = 1
regeneration = 0
balance = 0
def __init__(self, name):
self._registry.append(self)
self.name = name
def createHunter():
for i in range(len(Hunter._registry),len(Hunter._registry)+1):
varname = ("h" + str(i))
globals()[varname] = Hunter("h" + str(i))
def attack(attacker, target):
if attacker.attacks >= 1:
target.hp -= 1
if target.hp == 0:
if type(attacker) == Hunter:
attacker.balance += 150
print(target)
if type(target) == Wolf:
del Wolf._registry[[n for n in Wolf._registry if n == target]]
if type(target) == Hunter:
del Hunter._registry[[n for n in Hunter._registry if n == target]]
if type(target) == Buffalo:
del Buffalo._registry[[n for n in Hunter._registry if n == target]]
One more note, the reason I have double brackets is because it was incorrect syntax with single brackets but the syntax was fine with doubles.
If you need any more code, ask in a comment below (I have not included all of it but it should be enough).
The issue you're trying to solve is caused by trying to use a list as an index to be removed from your list
[n for n in Wolf._registry if n == target]
All you're trying to get out of this list comprehension is the target, so just use that.
Wolf._registry.remove(target)
I was wondering if there is a way to print the object name in python as a string. For example I want to be able to say ENEMY1 has 2 hp left or ENEMY2 has 4 hp left. Is there a way of doing that?\
class badguy:
def __init__(self):
self.hp = 4
def attack(self):
print("hit")
self.hp -= 1
def still_alive(self):
if self.hp <=0:
print("enemy destroyed")
else :
print (str(self.hp) + " hp left")
# creating objects
enemy1 = badguy()
enemy2 = badguy()
enemy1.attack()
enemy1.attack()
enemy1.still_alive()
enemy2.still_alive()
A much better design principle is not to rely on the specific name of the object as shown below:
class badguy(object):
def __init__(self):
pass
b = badguy()
print b
>>> <__main__.badguy object at 0x7f2089a74e50> # Not a great name huh? :D
This can lead to a whole wealth of issues with assignment binding, referencing, and most importantly does not allow you to name your objects per user or program choice.
Instead add an instance variable to your class called self._name (9.6 Classes - Private Variables) or self.name if you want to allow access outside the scope of the class (in this example, you can name it anything). Not only is this more Object-Oriented design, but now you can implement methods like __hash__ to be able to create a hash based on a name for example to use an object as a key (there are many more reasons why this design choice is better!).
class badguy(object):
def __init__(self, name=None):
self.hp = 4
self._name = name
#property
def name(self):
return self._name
#name.setter
def name(self, name):
self._name = name
def attack(self):
print("hit")
self.hp -= 1
def still_alive(self):
if self.hp <=0:
print("enemy destroyed")
else :
print ("{} has {} hp left.".format(self.name, self.hp))
Sample output:
b = badguy('Enemy 1')
print b.name
>>> Enemy 1
b.still_alive()
>>> Enemy 1 has 4 hp left.
b.name = 'Enemy One' # Changing our object's name.
b.still_alive()
>>> Enemy One has 4 hp left.
You'd have to first give them names. E.g.
class badguy:
def __init__(self, name):
self.hp = 4
self.name = name
def attack(self):
print("hit")
self.hp -= 1
def still_alive(self):
if self.hp <=0:
print("enemy destroyed")
else :
print (self.name + " has " + str(self.hp) + " hp left")
# creating objects
enemy1 = badguy('ENEMY1')
enemy2 = badguy('ENEMY2')
enemy1.attack()
enemy1.attack()
enemy1.still_alive()
enemy2.still_alive()
I have posted a complete solution here:
https://stackoverflow.com/a/49331683/7386061
It works without parameters. For example you could just do:
class badguy(RememberInstanceCreationInfo):
def __init__(self):
super().__init__()
self.hp = 4
def attack(self):
print("hit")
self.hp -= 1
def still_alive(self):
if self.hp <=0:
print("enemy destroyed")
else :
print (self.creation_name + " has " + str(self.hp) + " hp left")
enemy1 = badguy()
enemy2 = badguy()
enemy1.attack()
enemy1.attack()
enemy1.still_alive()
enemy2.still_alive()
out: hit
out: hit
out: enemy1 has 2 hp left
out: enemy2 has 4 hp left