如何重置循环中变量的值?(Python3.1.1)

2024-05-10 06:04:41 发布

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当我运行我的代码并进入游戏的战斗部分时,我会得到分配给我的角色攻击、防御、伤害和健康的随机值。然而,在第一次转动之后,它们继续获得相同的值,并且无法重置。

例如,用户的攻击是从4到11的随机数。程序“滚动”5并将其分配给变量userAtk

userAtk = random.randint(4,11)

我假设每次循环运行时,它都会生成一个新值。 但不是这样,每次我打印变量时,它的值都和第一次分配的值一样。 我遗漏了什么吗?

下面是我的代码

import random

# VARIABLES
#
#
# This variable is the user's character name
userName = input("Brave warrior, what is your name? ")

# This variable is used in the input function to pause the game
enterNext = ("Press enter to continue...")

# This variable is used to format the user input prompt
# as well as the battle text
prompt = ">>>>>  "

# This variable is used to add a new line to a string
newLine = "\n"

# This variable is used to display a message when the hero dies
heroDeadmsg = userName + " has fallen!"

# These variables represent the dragon's stats (HP, ATK & DEF)
dragonHp = 100
dragonAtk = random.randint(5,10)
dragonDef = random.randrange(8)

# These variables represent the user's stats (HP, ATK & DEF)
userHp = 90
userAtk = random.randint(4,11)
userDef = random.randrange(8)

# These variables calculate battle damage and HP
dragonDmg = (userAtk - dragonDef)
dragonHp -= dragonDmg
userDmg = (dragonAtk - userDef)
userHp -= userDmg

# This variable prints the options in the battle menu
battleMenu = """Attack (a) - Magic (m) - Item (i) - Run (r)""" 

# This variable determines who goes first
cointoss = random.randint(0, 1)

# These variables print the actions in each turn
dragonAttack = \
    prompt + "Crimson Dragon attacks you with " + str(dragonAtk) + " ATK!"\
    + newLine + prompt + "You defend with " + str(userDef) + " DEF!"\
    + newLine + prompt

userAttack = \
    prompt + "You attacked with " + str(userAtk) + " ATK!"\
    + newLine + prompt + "Crimson Dragon defends with " + str(dragonDef) + " DEF!"\
    + newLine + prompt

userMagic = \
    prompt + userName + " tried to use Magic!"\
    + newLine + prompt + userName + " has no magic!"\
    + newLine + prompt

userItem = \
    prompt + userName + " tried use an Item!"\
    + newLine + prompt + userName + " has no Items!"\
    + newLine + prompt

userRetreat = \
    prompt + userName + " tries to retreat!"\
    + newLine + prompt + "The enemy won't let you escape!"\
    + newLine + prompt


# These variables show health during battle 
printDragonhp = "Crismon Dragon has " + str(dragonHp) + " HP remaining!"
printUserhp = userName + " has " + str(userHp) + " HP remaining!"

# This variable simulates the results of a coin toss
coinToss = random.randint(0, 1)


#
#
# CONDTITIONS
#
#
# These conditions determines who attacks first
if coinToss == 0:
    currentTurn = "dragon"
elif coinToss == 1:
    currentTurn = "user"
else:
    print("The Coin Toss Failed!")    

#
#
# BATTLE MECHANICS
#
#

while currentTurn:
# Mechanics for the Crimson Dragon's Turn
if currentTurn == "dragon":

    # Prints the Crimson Dragon's Attack and ends the turn
    print(newLine + prompt + "Crimson Dragon moves!"\
          + newLine + prompt + newLine + dragonAttack\
          + newLine + prompt + userName + " takes " + str(userDmg) + " DMG!"\
          + newLine + prompt + printUserhp)
    currentTurn = "user"
    input(prompt)

    # Need to implent a way to reset ATK and DEF

# Mechanics for the User's Turn    
if currentTurn == "user":

    # Prints the Battle Menu and asks for the User's choice
    print(newLine + prompt + battleMenu\
          + newLine + prompt)
    userChoice = input(prompt)

    # Prints the User's Attack and ends the turn
    if userChoice == "a":
        print(userAttack)
        if userHp < 1:
            print(heroDeadmsg)
            break

        input (prompt)
        currentTurn = "dragon"
    # Prints the User's Magic and ends the turn
    elif userChoice == "m":
        print(userMagic)
        input (prompt)
        currentTurn = "dragon"
    # Prints the User's Item and ends the turn   
    elif userChoice == "i":
        print(userItem)
        input (prompt)
        currentTurn = "dragon"
    # Prints the User's Retreat and ends the turn    
    elif userChoice == "r":
        print(userRetreat)
        input (prompt)
        currentTurn = "dragon"
    # Prints an error message for invalid entries
    else:
        print(newLine + prompt + "That is not a valid menu item."\
              + newLine + prompt + "Please try again.")

Tags: andthetoinputisnewlineusernamerandom
3条回答

因为就我所见,userAtk不在循环中。如果希望在循环中重置它,请在循环中调用random.randint(4,11)

random.randint(4,11)只需选择范围[4, 11]内的整数并返回该数字。所以,当你做userAtk = random.randint(4,11)时,你只需要得到一个数字并将其存储为userAtk,每次你访问userAtk,你就会得到相同的数字。

如果你希望userAtk是一种神奇的东西,每次你访问它时,它的作用就像是范围内的不同数字[4, 11]那么,这不是不可能的(请参阅here中的快速和肮脏刺杀)…但它几乎肯定会导致更多的混乱而不是利益。

例如,您有试图打印str(userAtk)的代码…但是如果每次访问的值不同,则打印出来的值将不同于用于计算损害的值!想象一下,如果你在玩桌面D&D游戏,地牢主人掷骰子告诉你掷骰子,然后立即忘记结果,再次掷骰子来判断你是否击中。所以他可能会说,“你投了20分。你错过了。“那不好。

使userAtk成为一个函数,可能有用:

def userAtk():
    return random.randint(4, 11)

对于所有相似的变量也是如此。然后,只要您访问一个数字,您就可以调用函数:

def dragonDmg():
    return userAtk() - dragonDef()

然后,在某个地方,您需要将调用这些函数的结果存储在每个循环中的一些局部变量中。

但关键是,不管你怎么做,你必须有你每次通过循环重新计算的变量。

我相信即使你调用randint()一百万次,你仍然会得到重复(我相信你知道这一点)。我曾经使用字典来跟踪已使用/未使用的随机数,如果字典已经被使用,只需检查一下。可能误解了这个问题。

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