I'm trying to create a simple turn-based battle in Ruby, but I keep getting stuck when it comes to classes. I tried to do this by starting with basic code and building it up around that. I was able to make it work simply enough by using regular variables and basic attack code:
player = "goodguy"
player_health = 15
player_damage = 5
enemy = "badguy"
enemy_health = 15
enemy_damage = 5
puts "#{player} attacks #{enemy} and does #{player_damage} damage."
enemy_health -= player_damage
puts "#{enemy} has #{enemy_health} remaining."
Then, I turned the attack into a function (I had to make the variables global so the function could see them):
$player = "goodguy"
$player_health = 15
$player_damage = 5
$enemy = "badguy"
$enemy_health = 15
$enemy_damage = 5
def player_attack
puts "#{$player} attacks #{$enemy} and does #{$player_damage} damage."
$enemy_health -= $player_damage
puts "#{$enemy} has #{$enemy_health} health remaining."
if $enemy_health <= 0
puts "#{$enemy} died!"
end
end
player_attack()
Next, I turned Player into a class:
class Player
attr_accessor :name; :hp; :damage
def initialize(name, hp, damage)
#name = name
#hp = hp
#damage = damage
end
def attack
puts "#{self.name} attacks #{$enemy}!"
$enemy_health -= #damage
puts $enemy_health
end
end
$enemy = "badguy"
$enemy_health = 15
$enemy_damage = 5
me = Player.new("goodguy", 15, 5)
me.attack
This is where I get stuck. When I turn Enemy into a class (basically modeled exactly after the Player class), I can't figure out how to make the two objects interact with each other. This code doesn't work, but here's the last of what I tried. The #{} variables are more to show what I'm trying to make happen than anything else:
class Player
attr_accessor :name; :hp; :damage
def initialize(name, hp, damage)
#name = name
#hp = hp
#damage = damage
end
def attack
puts "#{self.name} attacks #{badguy.name}!"
badguy.hp -= #damage
puts badguy.hp
end
end
class Enemy
attr_accessor :name; :hp; :damage
def initialize(name, hp, damage)
#name = name
#hp = hp
#damage = damage
end
def attack
puts "#{self.name} attacks #{goodguy.name}!"
player.hp -= #damage
puts player.hp
end
end
goodguy = Player.new("Nicehero", 15, 5)
badguy = Enemy.new("Eviljerk", 15, 5)
me.attack
Basically, what I want to do is make it so that the Player object can interact with the Enemy object. I can't seem to get this working when I try to make 2 classes interact with each other; Also, the #{variable.name} isn't the only thing I've tried for getting the functions to report those values, but I can't seem to find how to actually reference that object.
Obviously there's something I'm missing about how objects interact or what my code is doing vs what I think it should be doing. I would appreciate any suggestions on getting these two classes to interact or how this should be rewritten so that it functions as intended.
As alluded to by #JacobM, the problem you are encountering has to do with the inability of your classes to know about other instances of each other without you explicitly passing them as an argument. Although your initial workaround of using global variables to hold references to the enemy and the player will work, this practice is strongly discouraged because it "leaks" the logic of your program throughout the entire body of your game, which is generally undesirable (see Global Variables are Bad for a detailed explanation of why to avoid them).
By removing the $ from your code, player becomes a local variable when defined in the attack method:
def attack
puts "#{self.name} attacks #{goodguy.name}!"
player.hp -= #damage
puts player.hp
end
In this construction, the player variable that you want to reference as an instance of the Player class is actually an undefined local variable that you have declared within the method body. Because the code of your Player and Enemy classes is the same, I would recommend that you create a superclass to hold this logic:
class Piece
attr_accessor :name, :hp, :damage
def initialize(name, hp, damage)
#name = name
#hp = hp
#damage = damage
end
def attack(opponent)
opponent.hp -= #damage
puts "#{#name} attacks #{opponent.name}!"
puts "#{opponent.name}'s HP: #{opponent.hp}"
end
end
and then create subclasses for the Player and the Enemy:
class Player < Piece
end
class Enemy < Piece
end
With this construction, you can create any number of enemies and pieces and have them all interact with each other separately:
> hero = Player.new("Zeus", 1000, 100)
=> #<Player:0x007fbd33958498 #name="Zeus", #hp=1000, #damage=100>
> goul = Enemy.new("Pariah", 400, 50)
=> #<Enemy:0x007fbd33949b78 #name="Pariah", #hp=400, #damage=50>
> ghost = Enemy.new("Bane", 600, 75)
=> #<Enemy:0x007fbd33937680 #name="Bane", #hp=600, #damage=75>
> hero.attack(goul)
Zeus attacks Pariah!
Pariah's HP: 300
=> nil
As all of the code of Player and Enemy is same, I can model them in a parent class (giving it a dumb name Man, you can give it some fancy name :D) removing all the code duplicity, and than inheriting from the common class.
There can be various ways to interact between two objects. I have taken the simplest by passing the other object in attack function and start interacting with it.
I will change this code in following way:
class Man
attr_accessor :name, :hp, :damage
def initialize(name, hp, damage)
#name = name
#hp = hp
#damage = damage
end
def attack opposite_team_man
puts "#{self.name} attacks #{opposite_team_man.name}!"
opposite_team_man.hp -= #damage
puts opposite_team_man.hp
end
end
class Player < Man
end
class Enemy < Man
end
goodguy = Player.new("Nicehero", 15, 5)
badguy = Enemy.new("Eviljerk", 15, 5)
goodguy.attack badguy
Related
As a beginner learning to program, it is extremely helpful to have such a supportive community out there!
I am having trouble getting this 'sample' game working. I am trying to develop a battle system where the player comes across opponents as they progress through a number of rooms. For some reason, when I run it on command prompt, it simply displays "you died" then exits. I am not sure where to go from here.
Any help would be greatly appreciated.
class Player
attr_accessor :hit_points, :attack_power
def initialize(hit_points, attack_power)
#hit_points = hit_points
#attack_power = attack_power
end
def alive?
#hit_points < 1
death
end
def hurt
#hit_points -= Opponent.attack_power
end
def print_status
puts "*" * 80
puts "HP: #{hit_points}/#{MAX_HIT_POINTS}"
puts "*" * 80
end
end
class Death
puts "You died"
exit(1)
end
class Opponent
def initialize (hit_points, attack_power)
#hit_points = hit_points
#attack_power = attack_power
puts "you come across this awful opponent"
end
def alive?
#hit_points < 1
death
end
def hurt
#hit_points -= player.attack_power
end
def interact(player)
while player.alive?
hurt
break if #hit_points < 1
alive?
end
if player.alive?
print "You took #{player_damage_taken} damage and dealt #{player_damage_done} damage, killing your opponent."
room
else
death
end
end
end
class Room
puts "you are now in the scary room, and you see an opponent!"
puts "You come accross a weaker opponent. It is a fish."
puts "Do you want to (F)ight or (L)eave?"
action = $stdin.gets.chomp
if action.downcase == "f"
fish = Opponent.new(2, 1)
fish.interact
else
death
end
end
Player.new(200, 1)
Room.new
class Engine
end
This is breaking because Death is a class and all the code within it is in the body of the class. That means this code will be executed when the class is defined, not at the time that death is called.
You haven't defined a method named death.
Because the Death class is tiny, and it would be awkward to name a method within it that stops the game (Death.death, Death.die, Death.run, Death.execute... Not great), and you don't need any of the advantages of a class (such as multiple instances or attributes stored in instance variables), I suggest you make the death action a part of the Player class.
class Player
# ...
def die
puts "You died"
exit(1)
end
end
Then when you've called death (the currently undefined method) Replace it with player.die.
As noted by #Kennycoc, you'll need to define a method for the death of an enemy, too.
So, it seems like you're under the impression that the code in the top level of the class is run when the class is instantiated (Class.new). This is not the case! Everything in the top level of the class is run as it is defined.
The simplest fix to get this running would be to add all the code in your top level of each class under a method named initialize this is what's run when the class is instantiated.
Also, you're using your Death class as if it were a method. You could either change it from class Death to def death or change your calls to Death.new after moving the code to the initialize method (this is not a normal pattern, but would work).
I am currently trying to implement a battle system within a text-based game that I am writing. The player will go from room to room, and sometimes face multiple opponents.
I would like to:
have the player start off with a max number of hit points, and have that decline as the game progresses
pre-determine the strength (max hit points) of each opponent
have the player face many opponents at a time
This is what I have so far, but I am having a lot of difficulty conceptualizing the interaction between the player and the opponents. Also, how would I have the player face multiple opponents in succession?
Any tips would help quite a lot!
Thanks!
GF
Code:
class Player
attr_accessor :hit_points, :attack_power
def initialize
#hit_points = MAX_HIT_POINTS
#attack_power = rand(2 .. 15)
end
def alive?
#hit_points > 0
end
def hurt
#hit_points -= amount
end
def print_status
puts "*" * 80
puts "HP: #{#hit_points}/#{MAX_HIT_POINTS}"
puts "*" * 80
end
end
class Opponent
attr_accessor :hit_points, :attack_power
def initialize
#hit_points = MAX_HIT_POINTS
#attack_power = rand(1 .. 10)
end
def alive?
#hit_points > 0
end
def hurt
#hit_points -= amount
end
def interact(player)
player_damage_done = 0
player_damage_taken = 0
while player.alive?
hurt(player.attack_power)
player_damage_done += player.attack_power
break unless alive?
player.hurt(#attack_power)
player_damage_taken += #attack_power
end
if player.alive?
print "You took #{player_damage_taken} damage and dealt # {player_damage_done} damage, killing your opponent."
print "\n"
player.addPoints(player_damage_taken + player_damage_done)
else
print "Your opponent was too powerful and you died."
death
end
end
end
You should probably have some kind of environment class to keep track of all your characters. This could be expanded upon to allow movement, etc. Something super simple could look like this:
class Environment
def initialize(player, baddies)
#player = player
#baddies = baddies
end
def play_game
#baddies.each do |baddie|
baddie.interact(#player)
end
end
end
baddies = 3.times.map do
Opponent.new
end
Environment.new(Player.new, baddies).play_game
Also, your code as presented won't work. Your hurt methods are acting like they accept an amount parameter, but you don't ever declare that; you call player.add_points, but don't define that method.. Let me know if you have any other specific questions
Ok so I just started learning ruby and I'm making a Yhatzee game, now this is where I'm currently at:
class Yhatzee
def dices
#dices.to_a= [
dice1=rand(1..6),
dice2=rand(1..6),
dice3=rand(1..6),
dice4=rand(1..6),
dice5=rand(1..6)
]
end
def roll_dice
#dices.to_a.each do |dice|
puts dice
end
end
end
x = Yhatzee.new
puts x.roll_dice
Now the reason i typed .to_a after the array is i kept getting a "uninitialized variable #dices" error, and that seemed to fix it, i have no idea why.
anyways on to my question, i currently don't get any errors but my program still won't print anything to the screen. I expected it to print out the value of each dice in the array... any idea what I'm doing wrong? It seems to work when i do it in a procedural style without using classes or methods so i assumed it might work if i made the 'dices' method public. But no luck.
There are a few issues here. Firstly #dices is nil because it is not set anywhere. Thus when you call #dices.to_a you will get []. Also the dices method will not work either because nil does not have a to_a= method and the local variables you are assigning in the array will be ignored.
It seems a little reading is in order but I would do something like the following: (Not the whole game just refactor of your code)
class Yhatzee
def dice
#dice = Array.new(5){rand(1..6)}
end
def roll_dice
puts dice
end
end
x = Yhatzee.new
puts x.roll_dice
There are alot of additional considerations that need to be made here but this should at least get you started. Small Example of how I would recommend expanding your logic: (I did not handle many scenarios here so don't copy paste. Just wanted to give you a more in depth look)
require 'forwardable'
module Yahtzee
module Display
def show_with_index(arr)
print arr.each_index.to_a
print "\n"
print arr
end
end
class Roll
include Display
extend Forwardable
def_delegator :#dice, :values_at
attr_reader :dice
def initialize(dice=5)
#dice = Array.new(dice){rand(1..6)}
end
def show
show_with_index(#dice)
end
end
class Turn
class << self
def start
t = Turn.new
t.show
t
end
end
attr_reader :rolls
include Display
def initialize
#roll = Roll.new
#rolls = 1
#kept = []
end
def show
#roll.show
end
def roll_again
if available_rolls_and_dice
#rolls += 1
#roll = Roll.new(5-#kept.count)
puts "Hand => #{#kept.inspect}"
show
else
puts "No Rolls left" if #rolls == 3
puts "Remove a Die to keep rolling" if #kept.count == 5
show_hand
end
end
def keep(*indices)
#kept += #roll.values_at(*indices)
end
def show_hand
show_with_index(#kept)
end
def remove(*indices)
indices.each do |idx|
#kept.delete_at(idx)
end
show_hand
end
private
def available_rolls_and_dice
#rolls < 3 && #kept.count < 5
end
end
end
The main problem with this code is that you are trying to use the #dices instance variable inside of the roll_dice method, however you are not defining the instance variable anywhere (anywhere that is being used). You have created the dices method but you are not actually instantiating it anywhere. I have outlined a fix below:
class Yhatzee
def initialize
create_dices
end
def roll_dice
#dices.each do |dice|
puts dice
end
end
private
def create_dices
#dices = Array.new(5){rand(1..6)}
end
end
x = Yhatzee.new
x.roll_dice
I have done some simple refactoring:
Created an initialize method, which creates the #dice instance variable on the class initialization.
Made the 'dices' method more descriptive and changed the method visibility to private so only the class itself is able to create the #dice.
Cleaned up the creation of the dices inside of the #dice instance variable
I have omitted the .to_a from the roll_dice method, now that we create the variable from within the class and we know that it is an array and it will be unless we explicitly redefine it.
UPDATE
Although I cleaned up the implementation of the class, it was kindly pointed out by #engineersmnky that I oversaw that the roll would return the same results each time I called the roll_dice function, I have therefore written two functions which will achieve this, one that defines an instance variable for later use and one that literally just returns the results.
class Yhatzee
def roll_dice
#dice = Array.new(5){rand(1..6)} # You will have access to this in other methods defined on the class
#dice.each {|dice| puts dice }
end
def roll_dice_two
Array.new(5){rand(1..6)}.each {|dice| puts dice } # This will return the results but will not be stored for later use
end
end
x = Yhatzee.new
x.roll_dice
x.roll_dice # Will now return a new result
I am creating a code for a small game of 4 horses running a set distance across my terminal. I have it to where it is outputting my horses that I have added and my users horse, but when I go to my next class to build the race it self, I keep getting method undefined errors. I searched for something similar but couldn't find anything. learningruby.com has some roundabout answers to it, but not showing me what im missing.
class Horses
##list_of_horses = []
attr_accessor :name
attr_accessor :position
def initialize
self.name = nil
self.position = 0
end
def self.add_horse(*horse_variables)
horse = Horses.new
horse.name = horse_variables[0]
##list_of_horses.push horse
end
def self.add_user(*user_variables)
add_user = Horses.new
add_user.name = user_variables[0]
##list_of_horses.push add_user
end
def self.display_data
puts "*" * 60
##list_of_horses.each do |racer|
print "-" * racer.position
puts racer.name
end
end
def move_forward
self.position += rand(1..5)
end
def self.display_horses
##list_of_horses
end
end
horse1 = Horses.add_horse ("Jackrabbit")
horse2 = Horses.add_horse ("Pokey")
horse3 = Horses.add_horse ("Snips")
user1 = Horses.add_user ("Jim")
Horses.display_data
Now when I run just this file, It will give me the printout in my terminal of
Jackrabbit
Pokey
Snips
Jim
But when I start trying to call the methods I have created in my Horses class in my next class of Race even outside of the Race class itself, Im returning method undefined.
require_relative 'Horses_class.rb'
no_winner = true
class Race
def begin_race
puts "And the Race has begun!"
end
end
while no_winner == true
puts begin_race
racing = Race.new
racing.Horses.display_data
end
So why am I not allowed to call my other methods? should I be using a splat or is there something more simplistic that im missing? Thank you in advanced.
Jim
Your begin_race method seems to be out of scope when you're calling it. You need to use either the . or the :: (scope) operator to access it.
class Race
def self.begin_race
puts "And the race has begun!"
end
end
Race::begin_race
# or
Race.begin_race
Also, when you call racing.Horses.display_data you must make sure that your Horses class is a sub-class of you racing class. You can not call a sub-class via an object, you must call it through the class constant.
class Race
class Horses
def self.display_data
puts "The Data"
end
end
end
# Access 'display_data'
Race::Horses.display_data
So in this case your require_relative should be within your Race class and your while block should look like
while no_winner == true
Race.begin_race
Race::Horses.display_data
end
I have this method as part of a larger class. I'm trying to write a test for it but I'm new to rspec and I'm kinda stumped...I can test 'drawgrid' if I comment out everything in the 9.times loop. but if I uncomment that code the current test fails. I need to test that the play method...runs the game. that it puts 'drawgrid'...runs the game sequence 9 times putting the 'drawgrid' after each turn. But I'm not sure how to do this. Any pointers are greatly appreciated.
Below is the play method and it's current spec
def play
#draw the board
puts drawgrid
#make a move
turn = 0
9.times do
if turn.even?
#player = #player_h.move_human("X", #board)
#move = #player.to_sym
#marker = #player_h.boardpiece
does_move_exist(#move,#marker)
is_a_human_win(#board)
else
#player = #player_c.move_computer("O", #board)
#move = #player
#marker = #player_c.boardpiece
does_move_exist(#move,#marker)
is_a_computer_win(#board)
end
puts drawgrid
turn += 1
end # 9.times ends
end
current spec....
describe 'play method' do
it 'draws the game grid' do
#player_human = Player.new('X')
#player_computer = Player.new('O')
#board = Board.new
#game = Game.new(#player_human, #player_computer, #board)
#game.should_receive(:puts).with("\na | | \n----------\nb | | \n----------\nc | | \n----------\n 1 2 3\n")
#game.play
end
end
describe '9.times' do
it 'runs game sequence 9 times...once per board spot' do
#player_human2 = Player.new('X')
#player_computer2 = Player.new('O')
#board2 = Board.new
#game2 = Game.new(#player_human2, #player_computer2, #board2)
turn = 0
9.times do
if turn.even?
#player_human2.should_receive(:puts).with("human move...")
#player_human2.stub(:gets).and_return("b2")
else
#player_human2.should_receive(:puts).with("computer move...")
#player_human2.stub(:gets).and_return("a1")
end
turn += 1
end
#game2.play
end
end
In general, I feel like both your code and your test are trying to do too much in one method. The interesting bit about your play method isn't so much the 9 times as what happens inside of that loop. My first suggestion for refactoring that is to turn what's inside that loop into a method called "take_turn" or something similar.
Then you could write specs for what happens for a single turn. And, your spec for the play method would test that the take_turn method is called 9 times.
That's not to say that you couldn't keep your code the way that it is and write an effective test for it... you just can't be super surgical about what you're testing.
Hope that helps.
I second what Dave says. Try to simplify. Basically, if you can simplify your play method, it will simplify your test. Right now play is concerned with the implementation details of each turn. Push those details down, and your test can become easier to write and more granular. I'm not the best, and I'm not super happy with this yet, but hopefully the code below pushes you in the right direction:
#play.rb
class Board
end
class Player
def initialize(symbol)
#symbol = symbol
end
def take_turn
end
end
class Game
def initialize(player1, player2, board)
#player1, #player2, #board = player1, player2, board
end
def play
drawgrid
(0...9).each do |turn|
turn.even? ? #player1.take_turn : #player2.take_turn
drawgrid
end
end
def drawgrid
end
end
And the test file:
#play_spec.rb
require './play.rb'
describe '#play' do
before do
#player1 = Player.new('X')
#player2 = Player.new('O')
#game = Game.new(#player1, #player2, Board.new)
end
it 'draws the game grid' do
#game.should_receive(:drawgrid).at_least(:once)
#game.play
end
it 'runs game sequence 9 times...once per board spot' do
#player1.stub(take_turn: true)
#player2.stub(take_turn: true)
#player1.should_receive(:take_turn).exactly(5).times
#player2.should_receive(:take_turn).exactly(4).times
#game.play
end
end