롤 구현하기

C#/과제 2019. 4. 10. 19:47

사용한 것 

Singleton Pattern, Dictionary, List, Interface, Json(load, save), DataTable, Vector, UML, 상속




인터페이스 

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public interface IAttackable
    {
        bool Attack(Character target);
    }
}
 
cs


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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public interface IMoveable
    {
        void Move(Vector2 targetPosition);
    }
}
 
cs




캐릭터

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class Character
    {
        public CharacterInfo charInfo;
 
        //생성자
        public Character(CharacterInfo info)
        {
            this.charInfo = info;
        }
 
        //피해메소드
        public virtual bool GetDamage(int damage)
        {
            return true;
        }
 
    }
}
 
cs


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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class Champion : Character
    {
        //생성자
        public Champion(CharacterInfo info) : base(info)
        {
 
        }
    }
}
 
cs


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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Threading;
 
namespace AniviaVsNashor
{
    public class Anivia : Champion, IAttackable,  IMoveable
    {
        private float moveSpeed = 3.25f;
        private DataStorage dataStorage = DataStorage.GetInstance();
        private Dictionary<int, CharacterData> dicData;
 
        //생성자
        public Anivia(CharacterInfo info) : base(info)
        {
            this.dicData = this.dataStorage.dicCharData;
        }
 
        //피해메소드
        public override bool GetDamage(int damage)
        {
            Console.WriteLine("{0}의 데미지를 입었습니다!", damage);
            this.charInfo.remainHp -= damage;
            if (this.charInfo.remainHp <= 0)
            {
                Console.WriteLine("체력이 0이 되어 에그니비아로 환생합니다.");
                Console.WriteLine("환생까지 10턴이 소모됩니다.");
                Thread.Sleep(500);
                return false;
            }
            Console.WriteLine("현재 체력 : ({0}/{1})"this.charInfo.remainHp, this.dicData[this.charInfo.id].maxHp);
            return true;
        }
 
        //거리를 리턴해주는 메소드
        public float GetDistance(Vector2 targetPosition)
        {
            return Vector2.GetDistance(this.charInfo.position, targetPosition);
        }
 
        #region IAttackable, IMoveable 구현부분
        public bool Attack(Character target)
        {
            Thread.Sleep(500);
            Console.WriteLine("\n{0}을 공격합니다."this.dicData[target.charInfo.id].name);
            Console.WriteLine("{0}에게 {1}의 피해를 주었습니다!"this.dicData[target.charInfo.id].name, this.dicData[this.charInfo.id].damage);
            var alive = target.GetDamage(this.dicData[this.charInfo.id].damage);
            return alive;
        }
        public void Move(Vector2 targetPosition) //애니비아 이동속도 3.25 가정한다.
        {
            var distanceVector = targetPosition - this.charInfo.position; //거리벡터
            var normalizeVector = Vector2.Normalize(distanceVector); //거리벡터의 단위벡터(방향벡터)
            var speedVector = normalizeVector * moveSpeed; //스칼라곱을 통하여 방향벡터로 향하는 속도벡터 산출
            var distance = Vector2.GetDistance(this.charInfo.position, targetPosition); //타겟과의 거리 산출
 
            while(true)
            {
                distance = Vector2.GetDistance(this.charInfo.position, targetPosition);
                Thread.Sleep(500);
                if (distance > this.dicData[this.charInfo.id].attackRange)
                {
                    Console.WriteLine("사거리가 닿지 않아 이동합니다.");
                    this.charInfo.position += speedVector;
                    Console.WriteLine("현재 {0}의 위치 : ({1}/{2})"this.dicData[this.charInfo.id].name, this.charInfo.position.x, this.charInfo.position.y);
                }
                else if (distance <= this.dicData[this.charInfo.id].attackRange)
                {
                    Console.WriteLine("사거리 내에 바론이 있습니다. 이동을 멈춥니다.");
                    break;
                }
            }
        }
        #endregion
    }
}
 
cs


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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class Eggnivia : Champion
    {
        private DataStorage dataStorage = DataStorage.GetInstance();
        private Dictionary<int, CharacterData> dicData;
        private int remainTurn = 9;
 
        //생성자
        public Eggnivia(CharacterInfo info) : base(info)
        {
            this.dicData = this.dataStorage.dicCharData;
        }
 
        //피해메소드
        public override bool GetDamage(int damage)
        {
            Console.WriteLine("{0}의 데미지를 입었습니다!", damage);
            this.charInfo.remainHp -= damage;
            if (this.remainTurn > 0)
            {
                Console.WriteLine("현재 체력 : ({0}/{1})"this.charInfo.remainHp, this.dicData[this.charInfo.id].maxHp);
                Console.ForegroundColor = ConsoleColor.Red;
                Console.WriteLine("애니비아의 환생까지 {0}턴 남았습니다."this.remainTurn);
                Console.ForegroundColor = ConsoleColor.Gray;
                this.remainTurn--;
                return false;
            }
            Console.ForegroundColor = ConsoleColor.Red;
            Console.WriteLine("****에그니비아가 애니비아로 환생합니다!****");
            Console.ForegroundColor = ConsoleColor.Gray;
            remainTurn = 9;
            return true;
        }
    }
}
 
cs


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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class Monster : Character
    {
        //생성자
        public Monster(CharacterInfo info) : base(info)
        {
 
        }
    }
}
 
cs


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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class NashorBaron : Monster, IAttackable
    {
        private DataStorage dataStorage = DataStorage.GetInstance();
        private Dictionary<int, CharacterData> dicData;
 
        //생성자
        public NashorBaron(CharacterInfo info) : base(info)
        {
            this.dicData = this.dataStorage.dicCharData;
        }
 
        //피해메소드
        public override bool GetDamage(int damage)
        {
            this.charInfo.remainHp -= damage;
            if (this.charInfo.remainHp <= 0)
            {
                Console.ForegroundColor = ConsoleColor.Red;
                Console.WriteLine("\n바론이 죽었습니다!");
                return false;
            }
            Console.WriteLine("{0}의 현재 체력 : ({1}/{2})"this.dicData[this.charInfo.id].name, this.charInfo.remainHp, this.dicData[this.charInfo.id].maxHp);
            return true;
        }
 
        #region IAttackable 구현부분
        public bool Attack(Character target)
        {
            Console.WriteLine("\n{0}이 {1}를 공격합니다."this.dicData[this.charInfo.id].name, this.dicData[target.charInfo.id].name);
            var alive = target.GetDamage(this.dicData[this.charInfo.id].damage);
            return alive;
        }
        #endregion
    }
}
 
cs




데이터

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class CharacterData
    {
        public int id;
        public string name;
        public int maxHp;
        public int remainHp;
        public int damage;
        public float attackRange;
 
        //생성자
        public CharacterData()
        {
 
        }
    }
}
 
cs


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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class DataStorage
    {
        private static DataStorage instance;
        public Dictionary<int, CharacterData> dicCharData;
 
        //생성자
        private DataStorage()
        {
 
        }
 
        //인스턴스 리턴 메서드
        public static DataStorage GetInstance()
        {
            if (DataStorage.instance == null)
            {
                DataStorage.instance = new DataStorage();
            }
            return DataStorage.instance;
        }
    }
}
 
cs




인포

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class CharacterInfo
    {
        public int id;
        public int remainHp { get; set; }
        public Vector2 position;
 
        //생성자
        public CharacterInfo(int id)
        {
            this.id = id;
        }
    }
}
 
cs


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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class UserInfo
    {
        public GameInfo gameInfo;
        public int userId { get; set; }
        public string userName { get; set; }
 
        //생성자
        public UserInfo(GameInfo info)
        {
            this.gameInfo = info;
        }
    }
}
 
cs


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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class GameInfo
    {
        public List<CharacterInfo> listCharInfo;
 
        //생성자
        public GameInfo()
        {
 
        }
    }
}
 
cs




벡터

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class Vector2
    {
        public float x;
        public float y;
 
        //생성자
        public Vector2(float x, float y)
        {
            this.x = x;
            this.y = y;
        }
 
        //operator
        public static Vector2 operator +(Vector2 a, Vector2 b)
        {
            return new Vector2((a.x + b.x), (a.y + b.y));
        }
 
        public static Vector2 operator -(Vector2 a, Vector2 b)
        {
            return new Vector2((a.x - b.x), (a.y - b.y));
        }
 
        public static Vector2 operator *(Vector2 a, float b)
        {
            return new Vector2((a.x * b), (a.y * b));
        }
 
        //calculate vector
        //정규화 메소드
        public static Vector2 Normalize(Vector2 a)
        {
            return  new Vector2((a.x / Vector2.GetLength(a)), (a.y / Vector2.GetLength(a)));
        }
 
        //길이리턴 메소드
        public static float GetLength(Vector2 a)
        {
            return (float)Math.Sqrt(Math.Pow(a.x, 2+ Math.Pow(a.y, 2));
        }
 
        //거리리턴 메소드
        public static float GetDistance(Vector2 a, Vector2 b)
        {
            return (float)Math.Sqrt(Math.Pow(a.x - b.x, 2+ Math.Pow(a.y - b.y, 2));
        }
    }
}
 
cs




실행부

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    class Program
    {
        static void Main(string[] args)
        {
            App app = new App();
            app.Start();
        }
    }
}
 
cs


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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
 
namespace AniviaVsNashor
{
    public class App
    {
        private GameLauncher gameLauncher;
 
        //생성자
        public App()
        {
            Console.WriteLine("App이 실행되었습니다.");
            this.gameLauncher = new GameLauncher();
        }
 
        //앱실행
        public void Start()
        {
            this.gameLauncher.Start();
        }
    }
}
 
cs


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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using System.Threading;
using Newtonsoft.Json;
 
namespace AniviaVsNashor
{
    public class GameLauncher
    {
        private DataStorage dataStorage;
        private Anivia anivia;
        private NashorBaron baron;
        private Eggnivia eggnivia;
        private UserInfo userInfo;
 
        //생성자
        public GameLauncher()
        {
            this.dataStorage = DataStorage.GetInstance();
        }
 
        //런쳐실행
        public void Start()
        {
            bool success;
            success = this.LoadData("./data/character_data.json");
            if(success)
            {
                Console.WriteLine("데이터 로딩에 성공했습니다!");
            }
            success = this.LoadData("./info/user_info.json");
            if (success)
            {
                Console.WriteLine("환영합니다.");
            }
 
            this.SetData();
            this.UpdateData();
 
            this.GameStart();
        }
 
        //데이터로드
        public bool LoadData(string path)
        {
            switch(path)
            {
                case "./data/character_data.json":
                    {
                        var isExist = File.Exists(path);
                        if(isExist == false)
                        {
                            throw new Exception("게임을 플레이하기 위한 데이터가 없습니다");
                        }
                        this.dataStorage.dicCharData = new Dictionary<int, CharacterData>();
                        var temp = File.ReadAllText(path);
                        var dataJson = JsonConvert.DeserializeObject<CharacterData[]>(temp);
                        for (int index = 0; index < dataJson.Length; index++)
                        {
                            this.dataStorage.dicCharData.Add(index, dataJson[index]);
                        }
                        return true;
                    }
                case "./info/user_info.json":
                    {
                        var isExist = File.Exists(path);
                        if(isExist == false)
                        {
                            Console.WriteLine("새로운 유저의 데이터를 생성합니다.");
                            this.userInfo = new UserInfo(new GameInfo());
                            this.userInfo.userId = 0;
                            this.userInfo.userName = "유저";
                            this.userInfo.gameInfo.listCharInfo = new List<CharacterInfo>();
                            this.userInfo.gameInfo.listCharInfo.Add(new CharacterInfo(0));
                            this.userInfo.gameInfo.listCharInfo[0].remainHp = this.dataStorage.dicCharData[0].maxHp;
                            this.userInfo.gameInfo.listCharInfo[0].position = new Vector2(00);
                            this.userInfo.gameInfo.listCharInfo.Add(new CharacterInfo(1));
                            this.userInfo.gameInfo.listCharInfo[1].remainHp = this.dataStorage.dicCharData[1].maxHp;
                            this.userInfo.gameInfo.listCharInfo[1].position = new Vector2(00);
                            this.userInfo.gameInfo.listCharInfo.Add(new CharacterInfo(2));
                            this.userInfo.gameInfo.listCharInfo[2].remainHp = this.dataStorage.dicCharData[2].maxHp;
                            this.userInfo.gameInfo.listCharInfo[2].position = new Vector2(1515);
                        }
                        else if(isExist)
                        {
                            Console.WriteLine("기존 유저의 데이터를 불러옵니다.");
                            var temp = File.ReadAllText(path);
                            var dataJson = JsonConvert.DeserializeObject<UserInfo>(temp);
                            this.userInfo = dataJson;
                        }
                        return true;
                    }
                default:
                    {
                        Console.WriteLine("경로가 잘못되었습니다.");
                        return false;
                    }
            }
        }
 
        //객체생성
        public void SetData()
        {
            this.anivia = new Anivia(this.userInfo.gameInfo.listCharInfo[0]);
            this.eggnivia = new Eggnivia(this.userInfo.gameInfo.listCharInfo[1]);
            this.baron = new NashorBaron(this.userInfo.gameInfo.listCharInfo[2]);
        }
 
        //게임시작
        public void GameStart()
        {
            bool aniviaAlive = true;
            bool baronAlive = true;
            Console.WriteLine("**************게임을 시작합니다*************");
            while(true)
            {
                this.UpdateData();
                Console.WriteLine("\n1.계속하기 2.저장하고 종료하기");
                var continueKey = Console.ReadKey().Key;
                if(continueKey == ConsoleKey.D2)
                {
                    this.SaveData();
                    break;
                }
                if (this.dataStorage.dicCharData[this.anivia.charInfo.id].attackRange <= this.anivia.GetDistance(this.baron.charInfo.position))
                {
                    Thread.Sleep(500);
                    this.anivia.Move(this.baron.charInfo.position);
                }
                Thread.Sleep(500);
                baronAlive = this.anivia.Attack(this.baron);
                if(baronAlive == false)
                {
                    Console.WriteLine("\n*****축하합니다. 게임을 클리어하셨습니다!*****");
                    break;
                }
                Thread.Sleep(1000);
                aniviaAlive = this.baron.Attack(this.anivia);
                if(aniviaAlive == false)
                {
                    for(int remainTurn = 10; remainTurn > 0; remainTurn--)
                    {
                        Thread.Sleep(1000);
                        this.baron.Attack(this.eggnivia);
                    }
                    this.anivia.charInfo.remainHp = this.dataStorage.dicCharData[this.anivia.charInfo.id].maxHp;
                    this.eggnivia.charInfo.remainHp = this.dataStorage.dicCharData[this.eggnivia.charInfo.id].maxHp;
                }
            }
            Console.ForegroundColor = ConsoleColor.Gray;
            Console.WriteLine("게임을 종료합니다.");
        }
 
        //데이터업데이트 (CharacterInfo List Update)
        public void UpdateData()
        {
            this.userInfo.gameInfo.listCharInfo[0].remainHp = this.anivia.charInfo.remainHp;
            this.userInfo.gameInfo.listCharInfo[0].position = this.anivia.charInfo.position;
            this.userInfo.gameInfo.listCharInfo[1].remainHp = this.eggnivia.charInfo.remainHp;
            this.userInfo.gameInfo.listCharInfo[1].position = this.eggnivia.charInfo.position;
            this.userInfo.gameInfo.listCharInfo[2].remainHp = this.baron.charInfo.remainHp;
            this.userInfo.gameInfo.listCharInfo[2].position = this.baron.charInfo.position;
        }
 
        //데이터를 파일로 저장
        public void SaveData()
        {
            if(Directory.Exists("./info"== false)
            {
                Directory.CreateDirectory("./info");
            }
            var dataJson = JsonConvert.SerializeObject(this.userInfo);
            File.WriteAllText("./info/user_info.json", dataJson);
        }
 
    }
}
 
cs


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