我不完全理解课程.我已经阅读了python文档和其他几个教程.我得到了它的基本要点,但不明白细微差别.比如我的代码在这里:
class whiteroom():
""" Pick a door: red, blue, green, or black. """
do = raw_input("> ")
if "red" in do:
print "You entered the red room."
elif "blue" in do:
print "You entered the blue room."
elif "green" in do:
print "You entered the green room."
elif "black" in do:
print "You entered the black room."
else:
print "You sit patiently but slowly begin to stave. You're running out of time."
return whiteroom()
game = whiteroom()
game
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(原始键盘)
我想返回班级whiteroom.这是不可能的,或者没有正确完成.如果你可以清理如何返回一个类或如何将两个类"链接"在一起,以便whiteroom在else上重复,而其他房间(可能是类)将在调用时返回,这将是非常棒的.
我也非常不稳定__init__
,我仍然不确定它的目的是什么.每个人都在告诉我它"初始化",我确信它确实如此,但这似乎并没有帮助我的大脑.
ick*_*fay 45
功能与类非常不同.它看起来像你花了功能,只是改变了def
到class
.我想这主要适用于你的情况,但不是应该如何进行课程.
类包含函数(方法)和数据.例如,你有一个球:
class Ball(object):
# __init__ is a special method called whenever you try to make
# an instance of a class. As you heard, it initializes the object.
# Here, we'll initialize some of the data.
def __init__(self):
# Let's add some data to the [instance of the] class.
self.position = (100, 100)
self.velocity = (0, 0)
# We can also add our own functions. When our ball bounces,
# its vertical velocity will be negated. (no gravity here!)
def bounce(self):
self.velocity = (self.velocity[0], -self.velocity[1])
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现在我们Ball
上课了.我们怎么用呢?
>>> ball1 = Ball()
>>> ball1
<Ball object at ...>
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它看起来不太有用.数据是有用的地方:
>>> ball1.position
(100, 100)
>>> ball1.velocity
(0, 0)
>>> ball1.position = (200, 100)
>>> ball1.position
(200, 100)
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好吧,很酷,但与全局变量相比有什么优势?如果您有另一个Ball
实例,它将保持独立:
>>> ball2 = Ball()
>>> ball2.velocity = (5, 10)
>>> ball2.position
(100, 100)
>>> ball2.velocity
(5, 10)
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并ball1
保持独立:
>>> ball1.velocity
(0, 0)
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那bounce
我们定义的那个方法(类中的函数)呢?
>>> ball2.bounce()
>>> ball2.velocity
(5, -10)
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该bounce
方法使其修改velocity
自身的数据.再次,ball1
没有被触及:
>>> ball1.velocity
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球是整齐的,但大多数人都没有模拟.你正在制作游戏.让我们想一想我们有什么样的东西:
所以让我们做一个房间.房间有名字,所以我们会有一些数据存储:
class Room(object):
# Note that we're taking an argument besides self, here.
def __init__(self, name):
self.name = name # Set the room's name to the name we got.
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让我们来做一个例子:
>>> white_room = Room("White Room")
>>> white_room.name
'White Room'
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漂亮.如果您希望不同的房间具有不同的功能,那么事实证明并不是那么有用,所以让我们创建一个子类.一个子类继承其所有功能超,但你可以添加更多的功能或者覆盖超类的功能.
让我们考虑一下我们想要对房间做些什么:
我们想与房间互动.
我们该怎么做?
用户键入一行响应的文本.
它的响应方式取决于房间,所以让我们用一个叫做的方法来处理房间interact
:
class WhiteRoom(Room): # A white room is a kind of room.
def __init__(self):
# All white rooms have names of 'White Room'.
self.name = 'White Room'
def interact(self, line):
if 'test' in line:
print "'Test' to you, too!"
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现在让我们尝试与它进行交互:
>>> white_room = WhiteRoom() # WhiteRoom's __init__ doesn't take an argument (even though its superclass's __init__ does; we overrode the superclass's __init__)
>>> white_room.interact('test')
'Test' to you, too!
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您的原始示例在房间之间移动.让我们使用一个全局变量current_room
来跟踪我们所在的房间.1让我们也做一个红色的房间.
1.这里除了全局变量之外还有更好的选择,但为了简单起见,我将使用一个.
class RedRoom(Room): # A red room is also a kind of room.
def __init__(self):
self.name = 'Red Room'
def interact(self, line):
global current_room, white_room
if 'white' in line:
# We could create a new WhiteRoom, but then it
# would lose its data (if it had any) after moving
# out of it and into it again.
current_room = white_room
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现在让我们试试:
>>> red_room = RedRoom()
>>> current_room = red_room
>>> current_room.name
'Red Room'
>>> current_room.interact('go to white room')
>>> current_room.name
'White Room'
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读者练习:添加代码WhiteRoom
的interact
,可以让你回到红厅.
现在我们已经完成了所有工作,让我们把它们放在一起.通过我们name
所有房间的新数据,我们还可以在提示中显示当前房间!
def play_game():
global current_room
while True:
line = raw_input(current_room.name + '> ')
current_room.interact(line)
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您可能还想创建一个重置游戏的功能:
def reset_game():
global current_room, white_room, red_room
white_room = WhiteRoom()
red_room = RedRoom()
current_room = white_room
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将所有类定义和这些函数放入一个文件中,你可以在这样的提示符下播放它(假设它们在mygame.py
):
>>> import mygame
>>> mygame.reset_game()
>>> mygame.play_game()
White Room> test
'Test' to you, too!
White Room> go to red room
Red Room> go to white room
White Room>
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为了能够通过运行Python脚本来玩游戏,您可以在底部添加:
def main():
reset_game()
play_game()
if __name__ == '__main__': # If we're running as a script...
main()
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这是对课程的基本介绍以及如何将其应用到您的情况中.
我相信你以前听过这一切,但我会试一试.
类是将一堆函数和变量组合到单个对象中的一种方法.当你完全了解它时,这只是一种将所有内容组织成有意义的组的方法.为了使事情更容易理解,调试,扩展或维护,有一些好处,但基本上它只是一种在心智模型中做出更多定义的方法.
您的代码看起来像是在尝试将整个程序写入"对象"(实际上,您只是编写了错误的函数).
请考虑这一点.
想想你的房间的心理模型,它们有门,里面有白板.门有颜色.此外,白板上可以写一些文字.我们将它留在那里简单.
对我来说,这表明了3个不同的对象 - 一个门对象,它有一个颜色的字符串,一个白板对象,有一个字符串用于文本,还有一个房间对象,有一个门和一个白板.
请考虑以下代码:
class Door(object):
def __init__(self, color):
self.color = color
class Whiteboard(object):
def __init__(self, default_text=''):
self.text = ''
self.write_text(default_text)
def write_text(self, text):
self.text += text
def erase(self):
self.text = ''
class Room(object):
def __init__(self, doorcolor, whiteboardtext=''):
self.whiteboard = Whiteboard(whiteboardtext)
self.door = Door(doorcolor)
# make a room with a red door and no text on the whiteboard
room1 = Room('red')
# make a room with a blue door and 'yeah, whiteboard' on the whiteboard
room2 = Room('blue', 'yeah, whiteboard')
# make a room with a green door
room3 = Room('green')
# now I can play around with my 'rooms' and they keep track of everything internally
print 'room 1 door color: ' + room1.door.color
print 'room 2 door color: ' + room2.door.color
# all my rooms have a door and a whiteboard, but each one is different and self contained. For example
# if I write on room 1's whiteboard, it doesn't change anything about room 3s
print 'room1 whiteboard: ' + room1.whiteboard.text
print 'room2 whiteboard: ' + room2.whiteboard.text
print 'room3 whiteboard: ' + room3.whiteboard.text
print '-- changeing room 1 whiteboard text --'
room1.whiteboard.write_text('oop is really helpful')
print 'room1 whiteboard: ' + room1.whiteboard.text
print 'room2 whiteboard: ' + room2.whiteboard.text
print 'room3 whiteboard: ' + room3.whiteboard.text
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该INIT功能是当你初始化'类的新实例什么被调用.在示例中,我正在制作3个Room对象,每个对象在内部创建一个Door和Whiteboard对象.我传递给构造函数的参数Room(parameter1, parameter2)
传递给init函数 - 你可以看到我用它来设置门颜色和白板上的一些文本.还要注意参与"属于"对象的变量self
- 这个引用作为第一个参数传递给所有类函数(后来当你扩展类和其他更高级的东西时变得更加重要).
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