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Start your free trialMartin Cornejo Saavedra
18,132 PointsHack-n-Slash (python) ported to Ruby !
Here is the code I ported to play this game from the python Object Oriented Programming course. Hope it is useful.
module Combat
def combat_initialize
@atk_limit = 8
@dodge_limit = 5
end
def dodge
roll = rand(1..@dodge_limit)
return true if roll > 4
return false
end
def attack
roll = rand(1..@atk_limit)
return true if roll > 4
return false
end
end
require "./Combat.rb"
COLORS = ["yellow", "green", "red", "blue"]
module Monster
include Combat
attr_accessor :hitpoints, :experience, :name
def monster_initialize
@min_hitpoints ||= 1
@max_hitpoints ||= 1
@min_exp ||= 1
@max_exp ||= 1
@weapon ||= "sword"
@sound ||= "roar"
@name = self.class
@hitpoints = rand(@min_hitpoints..@max_hitpoints)
@experience = rand(@min_exp..@max_exp)
@color = COLORS.sample
combat_initialize
end
def to_s
"#{@color.capitalize} #{self.class}, HP: #{@hitpoints}, XP: #{@experience}"
end
def battlecry
"#{@sound.upcase}!"
end
end
class Goblin
include Monster
def initialize
@max_hitpoints = 3
@max_exp = 3
@sound = "groar"
monster_initialize
end
end
class Troll
include Monster
def initialize
@min_hitpoints = 3
@max_hitpoints = 5
@min_exp = 2
@max_exp = 4
@sound = 'growl'
monster_initialize
end
end
class Dragon
include Monster
def initialize
@min_hitpoints = 5
@max_hitpoints = 10
@min_exp = 4
@max_exp = 10
@sound = 'rooooooar'
monster_initialize
end
end
1 Answer
Martin Cornejo Saavedra
18,132 Pointsrequire "./Combat.rb"
class Character
include Combat
attr_accessor :hitpoints, :name, :weapon, :experience
def initialize
print "Name: "
@name = gets.chomp
@attack_limit = 6
@experience = 0
@base_hitpoints = 10
@hitpoints = @base_hitpoints
@weapon = get_weapon
combat_initialize
end
def get_weapon
puts "Weapon ([S]word, [A]xe, [B]ow:) "
weapon = gets.chomp.downcase
if 'sab'.include?(weapon)
case weapon
when 's'
"sword"
when 'a'
"axe"
when 'b'
"bow"
end
else
puts("Invalid weapon. Try again.")
get_weapon
end
end
def attack
roll = rand(1..@attack_limit)
case @weapon
when "axe"
roll += 1
when "sword"
roll += 2
end
roll > 4
end
def rest
if @hitpoints < @base_hitpoints
@hitpoints += 1
end
end
def leveled_up
@experience >= 5
end
def to_s
"#{@name}, #{@weapon.capitalize}, HP:#{@hitpoints}, XP:#{@experience}"
end
end
'''
main of the game
run this file game.rb and the game will start
'''
require "./Monster.rb"
require "./character.rb"
class Game
def setup
@player = Character.new
@monsters = [Dragon.new,
Troll.new,
Goblin.new
]
@monster = get_next_monster
end
def get_next_monster
@monsters.pop
end
def monster_turn
if @monster.attack
puts "#{@monster.name} is attacking!"
unless @player.dodge
puts "#{@player.name} loses hitpoints."
@player.hitpoints -= 1
else
puts "#{@player.name} dodged monster attack!"
end
else
puts "#{@monster.name} didn't attack."
end
end
def player_turn
print "[A]ttack, [R]est or [Q]uit:> "
move = gets.chomp.downcase
if "arq".include?(move) and move != ''
case move
when 'a'
if @player.attack
puts "#{@player.name} is attacking to a #{@monster.name} with a #{@player.weapon}!"
unless @monster.dodge
if @player.leveled_up
@monster.hitpoints -= 2
else
@monster.hitpoints -= 1
end
else
puts "#{@monster.name} dodged your attack!"
end
else
puts "Your attack failed."
end
when 'r'
@player.rest
puts "#{@player.name} gains hitpoints."
when 'q'
@player.hitpoints = 0
end
else
puts "Input not valid. Try again."
player_turn
end
end
def cleanup
if @monster.hitpoints <= 0
puts "#{@monster.name} is dead."
@player.experience += @monster.experience
if @player.leveled_up
puts "#{@player.name} leveled up!"
end
@monster = get_next_monster
end
end
def initialize
setup
while @player.hitpoints > 0 and @monster
puts '=' * 50
puts @player
puts @monster
puts '=' * 50
monster_turn
break if @player.hitpoints <= 0
puts '-' * 50
player_turn
cleanup
end
if @player.hitpoints and !@monster
puts "You win!"
else
puts "You loose.."
end
end
end
game = Game.new