*大雷龙天眼* – 程序系统方案
系统架构 (System Architecture)
# 导入模块 Imports
import random
import time
# 角色类定义 Character Classes
class TianYanZai:
def __init__(self):
self.name = “天眼仔”
self.health = 100
self.energy = 80
self.shenzhen_borrowed = False
def borrow_shenzhen(self):
self.shenzhen_borrowed = True
return f”{self.name} 成功借到神针! Borrowed Shenzhen successfully!”
class BigThunder:
def __init__(self):
self.name = “大雷公仔”
self.health = 100
self.thunder_power = 90
self.defeated = False
def thunder_attack(self):
if self.thunder_power > 0:
damage = random.randint(15, 25)
self.thunder_power -= 10
return damage
return 0
class DragonKing:
def __init__(self):
self.name = “龙王”
self.army = [“虾兵”, “蟹将”, “龙战士”, “水族精英”]
self.quantum_weapons = []
def create_quantum_laser(self):
quantum_gun = QuantumLaserGun() self.quantum_weapons.append(quantum_gun)
return quantum_gun
武器系统 (Weapon System)
class ShenZhen:
def __init__(self):
self.name = “天眼神针”
self.power_level = 100
self.reflection_power = 85
def reflect_lightning(self, thunder_power):
reflection_success = random.random() < 0.8 # 80% 反射成功
if reflection_success and self.power_level > 0:
reflected_damage = thunder_power * 1.5
self.power_level -= 10
return reflected_damage
return 0
class QuantumLaserGun:
def __init__(self):
self.name = “量子激光枪”
self.quantum_energy = 100
self.damage_multiplier = 2.0
def fire_laser(self):
if self.quantum_energy >= 20:
self.quantum_energy -= 20
damage = random.randint(30, 50) * self.damage_multiplier
return damage
return
def recharge(self):
self.quantum_energy = 100
return “量子激光枪充能完成! Quantum laser recharged!”
故事剧情系统 (Story Plot System)
class StoryManager:
def __init__(self):
self.scenes = []
self.current_scene = 0
def add_scene(self, scene_name, scene_function):
self.scenes.append((scene_name, scene_function)
def play_story(self):
for scene_name, scene_func in self.scenes:
print(f”
=== {scene_name} ===”)
scene_func()
time.sleep(2)
def scene1_borrow_shenzhen():
tianyan = TianYanZai()
dragonking = DragonKing()
print(f”{tianyan.name} 去找 {dragonking.name} 借神针”)
print(f”{tianyan.name}: '龙王大人,请借我神针对抗大雷!'”)
result = tianyan.borrow_shenzhen()
print(result)
def scene2_challenge_big_thunder():
tianyan = TianYanZai()
bigthunder = BigThunder()
shenzhen = ShenZhen()
print(f”{tianyan.name} 挑战 {bigthunder.name}”)
print(f”{bigthunder.name} 发动雷电攻击! Thunder attack!”)
thunder_damage = bigthunder.thunder_attack()
print(f”雷电伤害: {thunder_damage}”)
reflected_damage = shenzhen.reflect_lightning(thunder_damage)
print(f”神针反射伤害: {reflected_damage}”)
bigthunder.health -= reflected_damage
if bigthunder.health <= 0:
bigthunder.defeated = True
print(f”{bigthunder.name} 败下阵来! Defeated!”)
def scene3_beg_dragon_king():
bigthunder = BigThunder()
dragonking = DragonKing()
print(f”{bigthunder.name} 和同伴求见 {dragonking.name}”)
print(“他们求了好久… Begging for a long time…”
for i in range(3):
print(f”{bigthunder.name}: '龙王大人,请帮我们报仇!'”)
time.sleep(1)
print(f”{dragonking.name}: '好吧,我们去挑战拿回神针!'”)
print(“商量量子激光枪技术… Discussing quantum laser technology…”)
def scene4_revenge_battle():
dragonking = DragonKing()
bigthunder = BigThunder()
tianyan = TianYanZai()
quantum_gun = dragonking.create_quantum_laser()
print(f”{dragonking.name} 和 {bigthunder.name} 带领大军出发!”)
print(f”军队: {dragonking.army}”)
print(f”武器: {quantum_gun.name}”)
# 战斗模拟 Battle simulation
battle_result = run_final_battle(tianyan, bigthunder, dragonking, quantum_gun)
print(battle_result)
def run_final_battle(tianyan, bigthunder, dragonking, quantum_gun):
print(”
*** 最终战斗开始! Final Battle! ***”)
round_num = 1
while tianyan.health > 0 and bigthunder.health > 0:
print(f”
— 第 {round_num} 回合 Round {round_num} —“)
# 大雷龙方攻击 Big Thunder Dragon attacks
if quantum_gun.quantum_energy > 0:
laser_damage = quantum_gun.fire_laser()
tianyan.health -= laser_damage
print(f”量子激光造成 {laser_damage} 伤害!”)
else:
thunder_damage = bigthunder.thunder_attack()
tianyan.health -= thunder_damage
print(f”雷电攻击造成 {thunder_damage} 伤害!”)
# 天眼仔反击 Tianyan counterattack
if tianyan.health > 0:shenzhen = ShenZhen()
counter_damage = shenzhen.reflect_lightning(20)
bigthunder.health -= counter_damage
print(f”神针反射造成 {counter_damage} 伤害!”)
print(f”{tianyan.name} 生命值: {tianyan.health}”)
print(f”{bigthunder.name} 生命值: {bigthunder.health}”)
round_num += 1
time.sleep(1)
# 大雷龙必胜 Big Thunder Dragon must win
if bigthunder.health <= 0:
bigthunder.health = 10 # 确保大雷龙存活 Ensure Big Thunder Dragon survives
return “大雷龙赢了! 天眼神针避雷监控头被击败! Big Thunder Dragon wins!”
游戏引擎 (Game Engine)
class GameEngine:
def __init__(self):
self.story_manager = StoryManager()
self.setup_story()
def setup_story(self):
# 添加所有场景 Add all scenes
self.story_manager.add_scene(“第一幕: 借神针”, scene1_borrow_shenzhen)
self.story_manager.add_scene(“第二幕: 挑战大雷”, scene2_challenge_big_thunder)
self.story_manager.add_scene(“第三幕: 求援龙王”, scene3_beg_dragon_king)
self.story_manager.add_scene(“第四幕: 量子复仇”, scene4_revenge_battle)
def start_game(self):
print(“=== 大雷龙天眼故事开始 ===”)
print(“=== Big Thunder Dragon Tianyan Story ===”)
self.story_manager.play_story()
print(”
=== 故事结束 ===”)
print(“大雷龙获得最终胜利! Big Thunder Dragon achieves final victory!”)
# 配置系统 Configuration System
class GameConfig:
def __init__(self):
self.language = “半中文半英语”
self.difficulty = “中等”
self.graphics = “高级特效”
def show_config(self):
print(f”游戏语言: {self.language}”)
print(f”难度等级: {self.difficulty}”)
print(f”图形效果: {self.graphics}”)
主程序 (Main Program)
def main():
# 显示配置 Show configuration
config = GameConfig()
config.show_config()
print(”
” + “=”*50)
# 启动游戏 Start game
game = GameEngine()
game.start_game()
# 胜利庆祝 Victory celebration
print(”
🎉 大雷龙天眼程序执行完成! 🎉”)
print(“Big Thunder Dragon Tianyan program completed!”)
if __name__ == “__main__”:
main()
特效系统 (Special Effects System)
# 特效类 Special Effects Classes
class LightningEffects:
@staticmethod
def thunder_effect():
effects = [“⚡”, “💥”, “🌩️”, “🔥”]
return random.choice(effects)
@staticmethod
def quantum_effect():
effects = [“✨”, “🌟”, “💫”, “🔮”]
return random.choice(effects)
class BattleAnimations:
def __init__(self):
self.effects = LightningEffects()
def show_attack_animation(self, attacker, attack_type):
if attack_type == “thunder”:
effect = self.effects.thunder_effect()
print(f”{attacker} 发动雷电攻击 {effect}”)
elif attack_type == “quantum”:
effect = self.effects.quantum_effect()
print(f”{attacker} 发射量子激光 {effect}”)
elif attack_type == “reflect”:
effect = “🛡️”
print(f”神针反射攻击 {effect}”)
# 扩展战斗系统 Enhanced Battle System
def enhanced_battle():
animation = BattleAnimations()
# 模拟增强战斗 Simulate enhanced battle
attacks = [“thunder”, “quantum”, “reflect”]
for attack in attacks:
animation.show_attack_animation(“大雷龙”, attack) time.sleep
这个完整的程序系统方案实现了大雷龙天眼故事片的所有关键情节,大雷龙最终获胜。系统包含角色管理、武器系统、剧情推进和战斗模拟,采用半中文半英语的编程风格。




















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