1.全局变量,int monster = 10000;定义英雄类hero,受保护的属性string name,int hp.int attck;公有的无参构造,有参构造,虚成员函数void Atk()blood-=0;},法师类继承自英雄类,私有属性int ap_atk=50;重写虚成员函数void Atk()(blood-=(attck+ap_atk);};射手类继承自英雄类,私有属性int ac_atk = 100;重写虚成员函数void Atik()(blood-=(attck+ac_atk);}实例化类对象,判断怪物何时被杀死。(能写多少写多少)
#include <iostream>
using namespace std;
int Monster_blood = 10000;
//英雄类
class Hero
{
protected:
string name;
int hp;
int attck;
public:
//构造函数
Hero(){
cout << "Hero无参构造" << endl;
}
Hero(string name,int hp,int attck):name(name),hp(hp),attck(attck){
cout << "Hero有参构造" << endl;
}
//虚函数
virtual void Atk()
{ Monster_blood -= 0;}
};
//法师类
class Master: public Hero
{
int ap_atk = 50;
public:
//构造函数
Master(string name,int hp,int attck):Hero(name,hp,attck){
cout << "Master有参构造" << endl;
}
void Atk()
{
Monster_blood -= (attck + ap_atk);
}
};
//射手类
class Shooter:public Hero
{
int ac_atk = 100;
public:
//构造函数
Shooter(string name,int hp,int attck):Hero(name,hp,attck){
cout << "Shooter有参构造" << endl;
}
void Atk()
{
Monster_blood -=(attck + ac_atk);
}
};
struct Attck_num
{
int M_num;
int S_num;
};
//打怪
Attck_num Beat_Monster(Master M1,Shooter S1,struct Attck_num num)
{
while(Monster_blood >= 0)
{
M1.Atk();
if(Monster_blood >= 0)
{
num.M_num++;
}else {break;}
S1.Atk();
if(Monster_blood >= 0)
{
num.S_num++;
}else {break;}
}
return num;
}
int main()
{
Master M1("Raz",1000,60);
Shooter S1("VN",1000,70);
//定义打怪次数结构体
struct Attck_num num;
num.M_num = 0;
num.S_num = 0;
num = Beat_Monster(M1,S1,num);
cout << "Master攻击次数:" << num.M_num << endl;
cout << "Shooter攻击次数" << num.S_num << endl;
cout << "Monster die" << endl;
return 0;
}
2.思维导图