With the clown car program working fairly well, I want to add a layer of complexity…
Well, I’d rather not add complexity at all, but I do want my code to do something. Since my son has recently discovered Pokemon (and taught me how to play), I thought I would set up this clown car as something of a cage match for the clowns. Here’s the basic plan:
Vector practice – clown car CAGE MATCH!
add some element to the clown object that can be changed
- how about hit points(hp)?
- make them fight, damage is subtracted from hp
(can I make the whole fight a separate document to #include?)
Fight will proceed in turns
Basic Turn Outline
o scroll through clowns remaining in the car (i.e. each clown gets a chance to attack each turn – unless they’re killed)
o randomize attack (each has 50% chance of hit) – have ~3 attacks available per clown
o randomize target among clowns remaining in the car (clown cannot attack itself)
o report attacker, attack, target and damage (and if Kill) as a cout
- throw slain targets from the car
o end of round: update each clown’s hp
- update and output damage each round – pause before advancing to next round (also number the rounds)
Table of Clowns with hot points, attacks and respective damage:
Name | Hp | Attacks | Damage |
Pennywise | 100 | Bite/Claw/defenestration | 30/20/auto kill |
Jw Gacy | 75 | Creep out/Molest / defenestration | 30/50/auto kill |
Bozo | 50 | Honk/squirting flower defenestration | 5/10/auto kill |
Krusty | 75 | Laugh/step on foot defenestration | 5/20/auto kill |
Ronald McD | 50 | Smile/clog arteries defenestration | 10/50/auto kill |
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