Composition Implementation
The great way to show composition is to build an RPG warrior system step by step. Starting from simple equipment classes and ending with a fully interactive warrior, each component contributes to a dynamic and flexible design.
Even if certain classes like Armor or Shield do not participate in calculations immediately, it is useful to create them early. They complete the warriorβs gear, improve clarity, and prepare the system for future extensions.
The system begins with the Weapon class. It defines three attributesβname, attack, and weapon typeβand includes a string method that produces readable output such as βBroadsword, Attack 20β. The next step introduces Armor, Helmet, and Shield classes. Each has a name, a defense value, and a material type, also supported by string methods.
The Enemy class adds interaction. With a single attribute (HP) and a method take_damage()
, it reacts to attacks by reducing health, printing the amount lost, and announcing defeat when health reaches zero.
The centerpiece is the Warrior class. Instead of raw stats, it holds full instances of other classes: armor, helmet, and shield are assigned at creation, while the weapon slot starts empty. The warrior can:
- equip a weapon dynamically using
equip_weapon()
, - attack an enemy with the weaponβs attack value,
- display status by pulling information from the composed gear.
This RPG warrior system illustrates how multiple objects interact to create dynamic behavior. Weapons define damage, gear completes the warriorβs identity, and enemies provide feedback through combat. The result is a modular structure where different configurations lead to different outcomes, making the system both reusable and adaptable.
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Composition Implementation
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The great way to show composition is to build an RPG warrior system step by step. Starting from simple equipment classes and ending with a fully interactive warrior, each component contributes to a dynamic and flexible design.
Even if certain classes like Armor or Shield do not participate in calculations immediately, it is useful to create them early. They complete the warriorβs gear, improve clarity, and prepare the system for future extensions.
The system begins with the Weapon class. It defines three attributesβname, attack, and weapon typeβand includes a string method that produces readable output such as βBroadsword, Attack 20β. The next step introduces Armor, Helmet, and Shield classes. Each has a name, a defense value, and a material type, also supported by string methods.
The Enemy class adds interaction. With a single attribute (HP) and a method take_damage()
, it reacts to attacks by reducing health, printing the amount lost, and announcing defeat when health reaches zero.
The centerpiece is the Warrior class. Instead of raw stats, it holds full instances of other classes: armor, helmet, and shield are assigned at creation, while the weapon slot starts empty. The warrior can:
- equip a weapon dynamically using
equip_weapon()
, - attack an enemy with the weaponβs attack value,
- display status by pulling information from the composed gear.
This RPG warrior system illustrates how multiple objects interact to create dynamic behavior. Weapons define damage, gear completes the warriorβs identity, and enemies provide feedback through combat. The result is a modular structure where different configurations lead to different outcomes, making the system both reusable and adaptable.
Thanks for your feedback!