好的,所以我之前用其他语言(即 python)写过一些简单的 RPG,所以我决定尝试用 ruby 写一个。所以,今天早上,我坐下来输入了战斗机制的基础知识,制作了一些生物,然后开始讲故事。但是,由于某种原因,当我尝试运行程序时出现此错误:
herosquest.rb:67: undefined method 'traits' for Creature::Hero:Class (NoMethodError)
我回顾了代码(我将在最后提供完整的代码),并在第 26 到 55 行找到了定义,正是它应该在的位置。
class Creature
# Creature attributes are used to determine the outcome of combat.
traits :life, :strength, :charisma, :weapon
attr_accessor :life, :strength, :charisma, :weapon
#New class methods for hp, str, char, wep
def self.life( val )
@traits ||= {}
@traits['life'] = val
end
def self.strength( val )
@traits ||= {}
@traits['strength'] = val
end
def self.charisma( val )
@traits ||= {}
@traits['charisma'] = val
end
def self.weapon( val )
@traits ||= {}
@traits['weapon'] = val
end
#initialize sets defaults for each attr
def initialize
self.class.traits.each do |k,v|
instance_variable_set("@#{k}", v)
end
end
end
为什么它不起作用?
这是其余的代码,如果有帮助的话。注意:当我复制我的代码时,一些缩进搞砸了。它比看起来要整洁得多。
#CREATURE MECHANICS
#Create critters. Make them do stuff.
class Creature
def self.metaclass; class << self; self; end; end
def self.traits( *arr )
return @traits if arr.empty?
attr_accessor( *arr )
arr.each do |a|
metaclass.instance_eval do
define_method( a ) do |val|
@traits ||= {}
@traits[a] = val
end
end
end
class_eval do
define_method( :initialize ) do
self.class.traits.each do |k,v|
instance_variable_set("@#{k}", v)
end
end
end
end
class Creature
# Creature attributes are used to determine the outcome of combat.
traits :life, :strength, :charisma, :weapon
attr_accessor :life, :strength, :charisma, :weapon
#New class methods for hp, str, char, wep
def self.life( val )
@traits ||= {}
@traits['life'] = val
end
def self.strength( val )
@traits ||= {}
@traits['strength'] = val
end
def self.charisma( val )
@traits ||= {}
@traits['charisma'] = val
end
def self.weapon( val )
@traits ||= {}
@traits['weapon'] = val
end
#initialize sets defaults for each attr
def initialize
self.class.traits.each do |k,v|
instance_variable_set("@#{k}", v)
end
end
end
#CREATURE TYPES
#Hero
#Our brave Hero! Chosen by the gods! Mighty slayer
#of beasts! Also, broke. Which is why he's hunting
#a dragon. Poor, foolish mortal...
class Hero < Creature
traits :bombs, :arrows, :money
life 10
strength 4
charisma 4
weapon 4
bombs rand(3..10)
arrows rand(15..100)
money rand(0..25) #Should be used with Traders for buying stuff
#Bow. Needs arrows. Duh. Hero should start with, say, 50?
def ^( enemy )
if @arrows.zero?
puts "[Twang. Your imaginary arrow, alas, fails to slay the creature. Or have any effect at all. Moron.]"
return
end
@arrows -= 1
fight( enemy, rand(0+((charisma+(0..4))*2))) #Zero means you missed
end
end
#The hero's sword, given to him by the gods.
#Unlimited uses. Also, shiny.
def /( enemy )
fight( enemy, rand(4+weapon+(strength*2)))
end
#Trading. Ah, commerce! Doesn't quite work yet.
#Need a way to make sure money stays positive,
#and some sort of way to make sure you can't
#cheat the poor trader out of his goods.
def trade( enemy )
if @money.zero?
puts "[ The trader ignores you. You need money.]"
return
else puts "[What do you want to buy?\n Arrows = 10 for 2 coins\n Bombs = 5 for 5 coins]" #Should add new weapons someday
purchase = gets.chomp
if purchase == "Arrows"
puts "[You buy 10 arrows for 2 coins]"
@arrows += 10
@money -= 2
elsif purchase == "Bombs"
puts "[You buy 5 bombs for 5 coins]"
@bombs += 5
@money -= 5
end
end
#Mmm, tasty lembas. Elvish waybread. One small
#bite is enough to fill the stomach of a grown man.
def %( enemy )
lembas = rand( charisma )
puts "[Tasty lembas gives you #{ lembas } life.]"
@life += lembas
fight( enemy, 0 )
end
#Bombs. They explode. Hopefully, far away from you.
def *( enemy )
if @bombs.zero?
puts "[You light your finger on fire instead of the fuze. Then, you realize you're out of bombs.]"
@life -= 1
return
end
@bombs -= 1
fight( enemy, rand(weapon+(2..25)))
end
end
#Man
#Doesn't do much. Stands around and says boring things. Well, someday, anyway...
class Man < Creature
traits :chat #Will eventually say random stuff about the weather or whatever.
life 4
strength 2
charisma 4
weapon 1
end
#Woman
#Like Man. Except she smells nicer.
#Oh, and she's got a frying pan...
#Looks fierce.
class Woman < Creature
life 4
strength 2
charisma 8
weapon 4
end
#Trader
#Hangs around taverns and pushes
#useless stuff on passers-by.
class Trader < Creature
traits :bombs, :arrows, :money
life 4
strength 4
charisma 16
weapon 10 #Armed and dangerous. Sort of...
bombs rand(0..100)
arrows rand(0..500)
money rand(100..2500)
end
#Monkey
#Pain in the butt. Travels in packs. Makes
#faces and throws bananas.
class Monkey < Creature
life 8
strength 5
charisma 11
weapon 2 #Beats you with its cute little fists.
end
#Cow
#Cows won't attack you unless you hit them, or try to ride them,
#or make fun of them for chewing cud.
#Also, they don't like it when people stare
#at their udders. It makes them uncomfortable.
class Cow < Creature
life 18
strength 15
charisma 2 #It's a cow, not a rocket scientist
weapon 3
end
#Deer
#The deer is not as timid as it appears. Serves you right
#for picking on a poor, "helpless" creature. Jerk.
class Deer < Creature
life 30
strength 22
charisma 5
weapon 15
end
#Biker
#Found on paths. Rides a bike.
#Not *super* tough, but should be
#strong enough to make you fear
#for your life.
class Biker < Creature
life 34
strength 10
charisma 4 #They aren't very bright...
weapon 8
end
#Angel
#Heavenly host. "Information: Kill"
#Seriously, don't screw around with these guys.
class Angel < Creature
life 85
strength 8
charisma 60 #Seriously smart, since it's
weapon 25 #secretly a robot.
end
#Tentacle
#Found in lakes by throwing things ala Merry and Pippin.
#NOTE: Should include this in the first scene with a lake:
#"I am afraid of the pool. Don't disturb it!"
#Should preferably be said by a smallish man, muttering about
#"My precious," Mordor, and someone called Sam.
class Tentacle < Creature
life 9
strength 3 #Not strong, but there's a lot of them.
charisma 4
weapon 8
end
#Watcher in the Water
#Found after killing a bunch of tentacles.
#Should be tough enough to scare you off,
#but weak enough that you won't die
#instantly.
class Watcher_in_the_Water < Creature
life 250
strength 10
charisma 35
weapon 4 #I don't want him to be too powerfull
end
#Dragon
#Will totally kill you to death. A lot.
#Final boss type thing. Surrounded
#by his hoard of glittering treasure.
#Oooh, shiny...
class Dragon < Creature
life 500 # tough scales
strength 95 # bristling veins
charisma 65 # toothy smile
weapon 157 # fire breath
end
#COMBAT MECHANICS
#Hitting in combat
def hit( damage )
p_up = rand( charisma )
if p_up % 9 == 7
@life += p_up / 4
puts "[#{ self.class } magic powers up #{ p_up }!]"
end
@life -= damage
puts "[#{ self.class } has died.]" if @life <= 0
end
#Turn in combat
def fight( enemy, weapon )
if life <= 0
puts "[#{ self.class } is dead, Jim. You can't fight!]"
return
end
#You attack
your_hit = rand( strength + weapon )
puts "[Your #{weapon} hit the #{enemy} for #{ your_hit } points of damage!]"
enemy.hit( your_hit )
#Enemy fights back
p enemy
if enemy.life > 0
enemy_hit = rand( enemy.strength + enemy.weapon )
puts "[The #{enemy} hit with #{ enemy_hit } points of damage!]"
self.hit( enemy_hit )
end
end
end
#PLACES, EVENTS, & STORY
#First, generate the Player
h = Hero.new
#Determine player name and gender
print "What is your name, adventurer?\n"
name=gets.chomp.to_s
print "#{name}, are you male or female?\n"
gender=gets
print "\n"
#player chooses his/her class
until heroclass = (1..3)
print"What class do you want?\n(1 for Scout, 2 for Fighter, or 3 for Ranger)\n"
heroclass = gets.to_i
if heroclass == 1
heroclass = "Scout"
Hero.charisma = charisma + 3
Hero.strength = strength - 1
Hero.weapon = weapon + 1
Hero.arrows = arrows + 50
print"Scouts are quick and intelligent, but they are a bit weak.\nTheir prefered weapon is the bow.\n"
break
elsif heroclass == 2
heroclass = "Fighter"
Hero.strength = strength + 3
Hero.charisma = charisma - 3
Hero.weapon = weapon + 3
Hero.life = life + 5
print"Fighters are skilled at close combat, and their endurance is unmached by lesser mortals.\n(They aren't very bright though...)\nTheir prefered weapon is the sword\n"
break
elsif heroclass == 3
heroclass = "Ranger"
Hero.strength = strength - 1
Hero.charisma = charisma + 2
Hero.life = life + 2
Hero.bombs = bombs + 5
Hero.weapon = weapon + 2
print"Rangers are highly skilled, but not as strong as fighters or as agile as scouts.\nThey fight well with all weapons, but they particularly enjoy blowing stuff up.\n"
break
else print "Please enter a valid class number."
end
print "Welcome, #{name}, the #{gender} #{heroclass}, Chosen Hero of the gods!\n"
print "The disembodied voice you are now hearing is your Spirit Guide"
end