Python3 is completely free on Paiza, so I summarized it.
Simply put, a set of variables and functions
Player object
--Variables
name="paiza"
Profession="Wizard"
Physical fitness="120"
--Function
Attack processing()
Move processing()
Functions organized in objects → methods
--Create an object from a class and use it --Class: Object blueprint --Object: Generate from class
Player class
name
attack()
Create a Player object from the Player class
name="paiza"
attack()
name="python"
attack()
name="dragon"
attack()
An object created from a class is called an instance.
--Variables and methods set
Hard to get bugs
--Separated into classes and objects
Easy to reuse Easy to classify ↓ Numerous libraries / frameworks are based on classes
lesson.py
#Capitalize the beginning of the class name
#1.Specify the class name Plyaer in the class
class Plyaer:
#2.Methods of the class(Write a function)
def walk(self):
print("The brave was walking in the wilderness")
#3.Create an object using the class name
#Let's assign the created object to a variable
plyaer1=Plyaer()
#Variable name.You can also call the object created by the method name
plyaer1.walk()
#You can also assign an object to a variable
#class
class Player:
#Properties and methods
def walk(self):
print("The brave was walking in the wilderness")
#Increased methods
def attack(self, enemy):
print("The hero" + enemy + "Attacked")
#object
player1=Player()
player1.walk()
player1.attack("Slime")
The brave was walking in the wilderness
The hero attacked the slime
#An object is a collection of methods and properties of a class.
lesson.py
class Greeting:
def say_hello(self):
print("hello paiza")
#Below this, add the code you need
greeting=Greeting()
greeting.say_hello()
class Plyaer:
lesson.py
class Greeting:
#Below this, add the code you need
def say_hello(self):
print("hello python")
paiza = Greeting()
paiza.say_hello()
There was no:
lesson.py
class Greeting:
def say_hello(self):
print("hello paiza")
paiza = Greeting()
paiza.say_hello()
class Plyaer:
lesson.py
class Player:
#constructor
#When creating an object from a class
#First method called
#Add a variable called job to Plyaerclass
def __init__(self,job):
#Call it an instance variable
self.job=job
def walk(self):
print(self.job+"Was walking in the wilderness")
player1=Player("Warrior")
player1.walk()
player2=Player("Wizard")
player2.walk()
#The player1 object continues to have the value of a warrior
player1.walk()
output
The warrior was walking in the wilderness
The witch was walking in the wilderness
The warrior was walking in the wilderness
#self.job is an instance variable
#A variable that an object has
#Instance variables are as long as the object exists
#The value is saved
self.job=job
#What is self
#Arguments required when using instance variables
#In python, it is the first argument of the method in the class
#The object itself used to call the method is passed
#self is English meaning myself,
#Refers to the object used to call the method
#When you call the work method of player1, selfjob
#Call the job variable for player1
#When you call the work method of player2
#Calling the job variable for player2
def __init__(self,job):
lesson.py
#Let's create an object from a class
class Greeting:
def __init__(self, name):
self.name = name
def say_hello(self):
print("hello " + self.name)
#Below this, describe the necessary processing
greeting=Greeting("paiza")
greeting.say_hello()
output
hello paiza
lesson.py
class Greeting:
def __init__(self,name):
self.name=name
def say_hello(self):
print("hello " + self.name)
paiza = Greeting("paiza")
paiza.say_hello()
hello paiza
lesson.py
class Greeting:
def __init__(self, name):
self.name = name
def say_hello(self):
print("hello " + self.name)
paiza = Greeting("paiza")
paiza.say_hello()
class Plyaer:
lesson.py
review
def attack(enemy):
print(enemy + "Attacked the brave")
attack("Slime")
'''
Make an Enemy class
class Enemy:
def__init__(self,name)
self.name=name
'''
#Make an Enemy class
'''
class Enemy:
def__init__(self,name)
self.name=name
'''
class Enemy:
def __init__(self,name):
self.name = name
def attack(self):
#enemy→self.nane
print(self.name + "Attacked the brave")
#Create an object from the enemy class
slime=Enemy("Slime")
slime.attack()
output
Slime attacked the brave
lesson.py
#Make an Enemy class
class Enemy:
def __init__(self,name):
self.name = name
def attack(self):
print(self.name + "Attacked the brave")
#List up to create multiple enemies
enemies=[]
enemies.append(Enemy("Slime"))
enemies.append(Enemy("monster"))
enemies.append(Enemy("Dragon"))
#Use a for statement to output
for enemy in enemies:
enemy.attack()
output
Slime attacked the brave
The monster attacked the hero
The dragon attacked the hero
#English class has the meaning of classification
#Slime, monster, and dragon are enemies in the same Enemy class, so you can use the common attack method.
#English instance has the meaning of an example
#The enemy class defines the classification of enemies and creates slimes and monsters as objects.
#The created list is assigned to the enemies list with the for statement.
RPG attack scene
lesson.py
class Player:
def __init__(self, name):
self.name = name
def attack(self, enemy):
print(self.name + "Is" + enemy + "Attacked")
team = []
team.append(Player("Brave"))
team.append(Player("Warrior"))
team.append(Player("Wizard"))
for player in team:
player.attack("Slime")
lesson.py
class Item:
def __init__(self,price,quantity):
self.price=price
self.quantity=quantity
def total(self):
return self.price * self.quantity
apple=Item(120,15)
print("The total amount is" + str(apple.total()) + "It's a yen")
#total=apple.total(),str(total)
#Even if it is OK → The return value of the total method is output by print
apple=Item(120,15)
print("The total amount is" + str(total) + "It's a yen")
orange=Item(85,32)
print("The total amount is"+str(orange.total())+"It's a yen")
output
The total amount is 1800 yen
The total amount is 1800 yen
The total amount is 2720 yen
lesson.py
How to make the amount including tax?
class Item:
tax=1.08
#Use the classes variable for which you want to create sales tax,
#Created from that class, unlike instance variables
#Variables that can be used in all objects
def __init__(self,price,quantity):
self.price=price
self.quantity=quantity
def total(self):
#Int to truncate after the decimal point
#For calculating sales tax`Item.tax
return int(self.price * self.quantity*Item.tax)
apple=Item(120,15)
total=apple.total()
print("The total amount is" + str(total) + "It's a yen")
orange=Item(85,32)
print("The total amount is"+str(orange.total())+"It's a yen")
The total amount is 1944 yen
The total amount is 2937 yen
lesson.py
class Gakusei:
def __init__(self, kokugo, sansu):
self.kokugo = kokugo
self.sansu = sansu
def sum(self):
return str(self.kokugo + self.sansu)
#Below this, describe the necessary processing
yamada = Gakusei(70, 43)
print("The total is" +str(yamada.sum()) +"Is a point")
lesson.py
class Gakusei:
def __init__(self, kokugo, sansu):
self.kokugo = kokugo
self.sansu = sansu
#Below this, write a sum method that returns the total score as a return value.
def sum(self):
return str(self.kokugo + self.sansu)
yamada = Gakusei(70, 43)
print("The total is" + str(yamada.sum()) + "Is a point")
lesson.py
text= "pYthon"
print(text)
#Capitalize the acronym
print(text.capitalize())
#All capital letters
print(text.upper())
players="Brave,Warrior,Wizard,Ninja"
#List strings
#The split method is the character specified by the argument
#A method that splits a string and returns a list
list=players.split(",")
print(list)
#Methods available in the list
#The element specified by the argument can be deleted from the list
list.remove("Ninja")
print(list)
list.append("Kirishima")
print(list)
pYthon
Python
PYTHON
['Brave', 'Warrior', 'Wizard', 'Ninja']
['Brave', 'Warrior', 'Wizard']
['Brave', 'Warrior', 'Wizard', 'Kirishima']
lesson.py
input
testcase
msg = input()
#Below this, describe the process to display whether msg is all lowercase.
print(msg.islower())
output
True
lesson.py
team = ["Brave", "Warrior", "Wizard", "Ninja"]
#Below this, add "thief" to index 3 and describe the process to display the list.
team.insert(3, "Thieves")
print(team)
lesson.py
class Player:
def __init__(self, job, weapon):
self.job = job
self.weapon = weapon
def walk(self):
print(self.job + "Was walking in the wilderness")
#Prepend an underscore to the method name
#__attack
def __attack(self, enemy):
print(self.weapon + "so" + enemy + "To attack")
#__attack
self.__attack("Slime")
player1 = Player("Warrior", "sword")
player1.walk()
#__You can't do this outside of the attack class
#player1.__attack("Slime")
__.weapon
print(player1.weapon)
#Underscore before variable name(__)If you add two
#Become a variable that can only be called in the class
#This is called a private variable or private property.
lesson.py
class Player:
def __init__(self, job, weapon):
self.job = job
#__weapon
self.__weapon = weapon
def walk(self):
print(self.job + "Was walking in the wilderness")
def __attack(self, enemy):
#__weapon
print(self.__weapon + "so" + enemy + "To attack")
self.__attack("Slime")
player1 = Player("Warrior", "sword")
player1.walk()
#__weapon
print(player1.__weapon)
#Underscore before variable name(__)If you add two
#Become a variable that can only be called in the class
#This is called a private variable or private property.
"Execute a method on a string"
lesson.py
class Greeting:
def __init__(self, name):
self.__name = name
def say_hello(self):
#Add two underscores here
print("hello " + self.__name)
paiza = Greeting("paiza")
paiza.say_hello()
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