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