classBank{// Bank 类管理一种虚拟硬币,确保流通的硬币数量永远不可能超过 10,000。在游戏中有且只能有一个 Bank 存在,因此 Bank 用类来实现,并使用类型属性和类型方法来存储和管理其当前状态。staticvar coinsInBank =10_000// coinsInBank 属性来跟踪它当前拥有的硬币数量staticfuncdistribute(coins numberOfCoinsRequested:Int)->Int{// 处理硬币的分发。let numberOfCoinsToVend =min(numberOfCoinsRequested, coinsInBank)
coinsInBank -= numberOfCoinsToVend
return numberOfCoinsToVend
}staticfuncreceive(coins:Int){ 处理硬币的收集。
coinsInBank += coins
}}classPlayer{// Player 类描述了游戏中的一个玩家var coinsInPurse:Intinit(coins:Int){
coinsInPurse =Bank.distribute(coins: coins)}funcwin(coins:Int){// win(coins:) 方法,该方法从 Bank 对象获取一定数量的硬币,并把它们添加到玩家的钱包。
coinsInPurse +=Bank.distribute(coins: coins)}deinit{// 析构器在 Player 实例释放前被调用。在这里,析构器的作用只是将玩家的所有硬币都返还给 Bank 对象:Bank.receive(coins: coinsInPurse)}}/*
创建一个 Player 实例的时候,会向 Bank 对象申请得到 100 个硬币,前提是有足够的硬币可用。
这个 Player 实例存储在一个名为 playerOne 的可选类型的变量中。
这里使用了一个可选类型的变量,是因为玩家可以随时离开游戏,设置为可选使你可以追踪玩家当前是否在游戏中。
*/var playerOne:Player?=Player(coins:100)print("A new player has joined the game with \(playerOne!.coinsInPurse) coins")// 打印“A new player has joined the game with 100 coins”print("There are now \(Bank.coinsInBank) coins left in the bank")// 打印“There are now 9900 coins left in the bank”
playerOne!.win(coins:2_000)print("PlayerOne won 2000 coins & now has \(playerOne!.coinsInPurse) coins")// 打印“PlayerOne won 2000 coins & now has 2100 coins”print("The bank now only has \(Bank.coinsInBank) coins left")// 打印“The bank now only has 7900 coins left”
playerOne =nilprint("PlayerOne has left the game")// 打印“PlayerOne has left the game”print("The bank now has \(Bank.coinsInBank) coins")// 打印“The bank now has 10000 coins”