Lesson 6 - Arena with warriors in Kotlin
In the previous lesson, Warrior for the arena in Kotlin, we created the Warrior
class. In today's Kotlin tutorial, we're going to put it all together and create
a fully functioning arena. The tutorial is going to be simple and will help you
get some more practice on working with objects.
We'll need to write some code that will manage our warriors and print
messages to the user. Of course, we won't put all this in the
main()
method but we'll keep things organized. We'll create an
Arena
object where our fight will take place. main()
will only provide the necessary objects, and the Arena
object will
take care of the rest. Let's add the last class to the project -
Arena.kt
.
The class will be rather simple, it'll include three needed instances as the properties: the 2 warriors and the rolling die. These properties will be initialized from the constructor parameters. The class code will be as following (add comments accordingly):
class Arena(private val warrior1: Warrior, private val warrior2: Warrior, val die: RollingDie) { }
Let's think about the methods. We're definitely going to need a public method
to simulate the fight. We'll make the program output fancy and allow the
Arena
class to access the console directly. We've decided that the
printing will be done by the Arena
class since it makes sense here.
If the printing was performed by warriors, the design would be flawed since the
warriors would not be universal. So we need a method that prints information
about the round and the warriors' health to the console. The damage and defense
messages will be printed with a dramatic pause so as to make the battle more
intense. We'll create a helper method for this. Let's start with the method that
renders the information to the screen:
private fun render() { println("-------------- Arena -------------- \n") println("Warriors health: \n") println("$warrior1 ${warrior1.healthBar()}") println("$warrior2 ${warrior2.healthBar()}") }
The method is private, it'll be used only within the class.
Let's create another private method that will print messages with a dramatic pause:
private fun printMessage(message: String) { println(message) Thread.sleep(500) }
The Thread
class allows us to work with threads. We use its
sleep()
method which puts the application thread to sleep for a
given number of milliseconds. We'll go over threads in detail in the end of the
course.
Let's move on to the battle part. The fight()
method will be
parameterless and won't return anything. There will be a loop inside calling the
warriors' attacks in turns and printing the information screen with the
messages. The method would look something like this:
public void fight() { println("Welcome to the Arena!") println("Today $warrior1 will battle against $warrior2!\n") println("Let the battle begin...") // fight loop while (warrior1.alive() && warrior2.alive()) { warrior1.attack(warrior2) render() printMessage(warrior1.getLastMessage()) // attack message printMessage(warrior2.getLastMessage()) // defense message warrior2.attack(warrior1) render() printMessage(warrior2.getLastMessage()) // attack message printMessage(warrior1.getLastMessage()) // defense message println() } }
The code prints introductory lines and executes the fighting loop. It's a
while
loop that repeats as long as both warriors are alive. The
first warrior attacks its opponent and his attack internally calls the other
warrior's defense. After the attack, we render the information screen. The
messages about the attack and defense are printed by our
printMessage()
method which makes a dramatic pause after the
printing. The same thing will happen with the other warrior.
Let's move to Main.kt
. We'll create the needed instances and
call the fight()
method on the arena:
// creating objects val die = RollingDie(10) val zalgoren = Warrior("Zalgoren", 100, 20, 10, die) val shadow = Warrior("Shadow", 60, 18, 15, die) val arena = Arena(zalgoren, shadow, die) // fight arena.fight()
You can change the values to whatever you'd like. Here's what the program looks like at runtime:
-------------- Arena -------------- Warriors health: Zalgoren [## ] Shadow [ ] Shadow attacks with a hit worth 19 hp Zalgoren blocked the hit
The result is quite impressive. The objects communicate with each other, the health bar decreases as expected, the experience is enhanced by a dramatic pause. However, our arena still has two issues:
- In the fight loop, the first warrior attacks the other one. Then, the second
warrior attacks back, even if he has already been killed by the first warrior.
Look at the output above, at the end, Shadow attacked even though he was dead.
The
while
loop terminated just after that. There are no issues with the first warrior, but we have to check whether the second warrior is alive before letting him attack. - The second problem is that the warriors always fight in the same order so "Zalgoren" has an unfair advantage. Let's use the rolling die to decide who will start the fight. Since there will always only be two warriors, we can set the warriors' turns based off of whether the rolled number is less or equal to half of the number of die sides. Meaning that if it rolls a number less than 5 on a ten-sided die, the second warrior goes first, otherwise, the first one does.
So now we need to think about a way to swap the warriors depending on which
one goes first. It'd be very unreadable to add some conditions into the
while
loop. Since we know about references in Kotlin, let's just
create 2 variables that will contain the warrior instances. At the start, we'll
assign the values from warrior1
and warrior2
to these
variables as needed. If the die condition mentioned above applies, we'll assign
warrior2
to w1
and vice versa, then the second warrior
will begin. This way, we won't have to change the loop code and it all remains
nice and clear.
The updated version preventing the second warrior from attacking if he's dead and letting the warriors start randomly can look like this:
fun fight() { // The original order val w1 = warrior1 val w2 = warrior2 println("Welcome to the Arena!") println("Today $warrior1 will battle against $warrior2!\n") // swapping the warriors val warrior2Starts = (die.roll() <= die.getSidesCount() / 2) if (warrior2Starts) { w1 = warrior2 w2 = warrior1 } println("$w1 goes first! \nLet the battle begin...") // fight loop while (w1.alive() && w2.alive()) { w1.attack(w2) render() printMessage(w1.getLastMessage()) // attack message printMessage(w2.getLastMessage()) // defense message if (w2.alive()) { w2.attack(w1) render() printMessage(w2.getLastMessage()) // attack message printMessage(w1.getLastMessage()) // defense message } System.out.println() } }
Now, let's take her for a spin!
-------------- Arena -------------- Warriors health: Zalgoren [########### ] Shadow [ ] Zalgoren attacks with a hit worth 27 hp Shadow defended against the attack but still lost 9 hp, and died
Congratulations! If you've gotten this far and have actually read through, you have the basis of object-oriented programming and should be able to create reasonable applications
In the next lesson, Inheritance and polymorphism in Kotlin, we'll explain object-oriented programming in further detail. We mentioned that OOP is based on three core concepts - encapsulation, inheritance, and polymorphism. We're already familiar with the encapsulation, the other two await you in the next lesson.