day14-面向对象作业

  1. 定义一个狗类和一个人类:

    狗拥有属性:姓名、性别和品种 拥有方法:叫唤

    人类拥有属性:姓名、年龄、狗 拥有方法:遛狗

    # 狗类
    class Dog:
        def __init__(self, dog_name, gender='公', breed='哈士奇'):
            # 创建对象属性,可以随时修改的
            self.dog_name = dog_name
            self.gender = gender
            self.breed = breed
    
        def bark(self):    # 叫唤方法
            print(f'{self.dog_name}饿了,需要喂食!')
    
        def __repr__(self):
            return str(self.__dict__)
    
    
    d = Dog('来福')
    print(d)    # {'name': '来福', 'gender': '公狗', 'breed': '哈士奇'}
    d.bark()    # 调用叫唤方法打印:饿了,需要喂食!
    
    
    # 类2 - 人类拥有属性:姓名、年龄、狗   拥有方法:遛狗
    class People:
        def __init__(self, name, age=80, dog = None):
            self.name = name
            self.age = age
            self.dog = dog
    
        def walk_dog(self):
            if self.dog:
                print(f'{self.name}牵着{self.dog.dog_name}散步')
            else:
                print('还没有狗')
    
        def __repr__(self):
            return str(self.__dict__)
    
    
    p = People('小明', 19)
    print(p)    # {'dog_name': '花花', 'gender': '母狗', 'breed': '萨摩耶', 'name': '小明', 'age': 19}
    p.walk_dog()    # 遛狗狗了!
    p.dog = Dog('旺财', '母')
    p.walk_dog()
    
  2. 定义一个矩形类,拥有属性:长、宽 拥有方法:求周长、求面积

    class Rect:
        def __init__(self, length, width):
            self.length = length
            self.width = width
    
        def perimeter(self):    # 周长
            return self.length * self.width
    
        def proportion(self):    # 面积
            return 2 * (self.length + self.width)
    
        def __repr__(self):
            return f'{str(self.__dict__)[1:-1]}'
    
    r1 = Rect(5, 5)
    print(r1)    # 'length': 5, 'width': 5
    print(r1.perimeter(), r1.proportion())    # 25 20
    
    r2 = Rect(9, 6)
    print(r2.perimeter(), r2.proportion())    # 54 30
    
  3. 定义一个二维点类,拥有属性:x坐标、y坐标 拥有方法:求当前点到另外一个点的距离

    class Point:
        def __init__(self, x=0, y=0):
            self.x = x
            self.y = y
    
        def distance(self, A):
            return f'{((A.x - self.x) ** 2 + (A.y - self.y) ** 2) ** 0.5:.2f}'
    
        def __repr__(self):
            return str(self.__dict__)[1:-1]
    
    
    p1 = Point()    # 'x': 2, 'y': 5
    p2 = Point(3, 4)
    print(p1.distance(p2))    # 3.61
    
    
  4. 定义一个圆类,拥有属性:半径、圆心 拥有方法:求圆的周长和面积、判断当前圆和另一个圆是否外切

    class Circle:
        pi = 3.1415926   # 类属性
    
        def __init__(self, r, center=Point()):
            self.r = r    # 对象属性
            self.center = center   # 圆心
    
        def perimeter(self):    # 周长
            return f'{Circle.pi * self.r * 2:.2f}'
    
        def square(self):    # 面积
            return f'{Circle.pi* self.r ** 2:.2f}'
    
        # 判断是否与另一个圆外切
        def is_excircle(self, other):
            if self.center.distance(other.center) == f'{self.r + other.r:.2f}':
                return True
            return False
    
        def __repr__(self):
            return str(self.__dict__)[1:-1]
    
    
    # 需要用到3题Point类
    o1 = Point(3, 4)
    o2 = Point(6,8)
    cir1 = Circle(2, o1)
    cir2 = Circle(3, o2)
    print(cir1)    # 'r': 2, 'center': 'x': 3, 'y': 4
    print(o1.distance(o2))    # 5.00
    print(cir1.perimeter(), cir1.square())    # 12.57 12.57 True
    print(cir1.is_excircle(cir2))    # False
    
  5. 定义一个线段类,拥有属性:起点和终点, 拥有方法:获取线段的长度

    class Line:
        def __init__(self, start=Point(), end=Point()):
            self.start = start
            self.end = end
    
        def length(self):
            return self.start.distance(self.end)
        def __repr__(self):
            return str(self.__dict__)[1:-1]
    
    # 需要用到3题Point类
    start1 = Point(3, 8)
    end1 = Point(4, 9)
    l1 = Line(start1, end1)
    print(l1.length())    # 1.41
    
    
  6. 写一个斗地主游戏类(根据生活经验添加类的内容)

    # 只实现了发牌的功能
    from random import shuffle    # 导入洗牌方法
    class Poker:    # 扑克牌类
        all_color = ['♥', '♠', '♣', '♦']
        nums = [str(x) for x in range(2, 11)] +['J', 'Q', 'K', 'A', 'joker', 'JOKER']
        # 映射表排大小
        table = {str(x): x for x in range(3, 11)}
        table.update({'J': 11, 'Q': 12, 'K': 13, 'A':14, '2': 15, 'joker': 16, 'JOKER': 17})
    
        def __init__(self, color, num):
            self.color = color
            self.num = num
    
        @classmethod
        def create_cards(cls):
            """创建一幅新的牌"""
            cards = []
            for n in cls.nums[:-2]:
                for c in cls.all_color:
                    cards.append(Poker(c, n))       # 添加花色和数字
            cards.append(Poker('', cls.nums[-2]))   # 小王
            cards.append(Poker('', cls.nums[-1]))   # 大王
    
            return cards
    
        def __repr__(self):
            return f'{self.color}{self.num}'
    
    
    class LandOwnerGame:    # 斗地主游戏类
        def __init__(self):
            self.cards = Poker.create_cards()  # 有一副牌
    
        def deal_cards(self):    # 发牌
            # 1.洗牌
            shuffle(self.cards)
    
            # 2.发牌
            player1 = []
            player2 = []
            player3 = []
    
            cards = iter(self.cards)
            for _ in range(17):
                player1.append(next(cards))
                player2.append(next(cards))
                player3.append(next(cards))
    
            # 排序
            player1.sort(key=lambda item: Poker.table[item.num], reverse=True)
            player2.sort(key=lambda item: Poker.table[item.num], reverse=True)
            player3.sort(key=lambda item: Poker.table[item.num], reverse=True)
    
            return player1, player2, player3, list(cards)
    
    
    game = LandOwnerGame()
    p1, p2, p3, di = game.deal_cards()
    print(p1)
    print(p2)
    print(p3)
    print(di)
    
    发牌效果
    [JOKER, ♠A, ♣A, ♠K, ♣K, ♦Q, ♠Q, ♥J, ♣J, ♦J,9,8,8,7,6,5,5]
    [joker,2, ♥A, ♦K,10,10,9,9,9,8,6,6,4,4,3,3,3]
    [2,2,2, ♦A, ♥K, ♣Q, ♠J,10,8,7,7,6,5,5,4,4,3]
    [♥Q,10,7]
    
  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值