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java 每日一练——英雄怪兽文字攻击实例(每步都有解释)

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游戏要求:

进入游戏后有3名英雄供玩家选择,玩家也可以手动选择或随机选择一个英雄。

技能分为:物理伤害技能和法术伤害技能。

每个英雄有三个技能、一把武器。

怪物有三个技能、一个能量盾(吸收物理或法术伤害)。打败怪兽可以获得经验、经验可以用来提英雄升技能等级+血量+攻击力。

游戏中有五关、每关都是一个不同的怪物。每关都是随机生成一个怪物、但是随着关数增加,怪物的"等级"随着增加。

英雄和妖怪最高等级为15级。

实现效果大概如下:

 

 

第一步:根据要求来分析需要建立的类:英雄类、怪兽类

英雄类中包括的属性:技能、武器、血量、等级、经验、伤害值;

而其中技能需要三个,需要随机选择,所以这里技能也定义成类比较好

技能类包括的属性有:名字、伤害值、伤害类型(法术或者物理)、技能说明

首先要定义一个技能类的对象数组

其中里面的技能类型用0/1代替    0代表法术1代表物理

(也可以用枚举类型)

因为要随机所以加入一个随机选择技能的方法

 下面就是skill()技能类中的所有代码:

这里我定义的变量访问修饰符都是private,是为了防止别人随便修改属性,也算是一种常见的保护措施

import java.util.Random;

public class Skill {
    public  enum  type2{physical,spells}
    private  String name;
    private   int type;//0:物理 1:法术
    private   int damage;
    private  String desc;
    private  static  Skill skill[]={new Skill("九阴白骨爪",0,300,"建议女性使用"),
                                    new Skill("一阳指",1,270,"建议男性使用"),
                                    new Skill("降龙十八掌",0,400,"建议男性使用"),
                                    new Skill("吸星大法",1,600,"建议神仙使用"),
                                    new Skill("辟邪剑法",0,450,"建议女性使用"),
                                    new Skill("移花接木",1,420,"建议女性使用")
    };
    private  Skill(String name, int type, int damage, String desc) {
        this.name = name;
        this.type = type;
        this.damage = damage;
        this.desc = desc;
    }
    public static    Skill radomskill(){
        return skill[new Random().nextInt(skill.length)];
    }
    public   void info(){
        System.out.println("名字:"+name+",类型:"+(type==0?"物理":"法术")+",伤害值:"+damage+",技能说明:"+desc);
    }
    public int getType() {
        return type;
    }

    public void setType(int type) {
        this.type = type;
    }

    public String getDesc() {
        return desc;
    }

    public void setDesc(String desc) {
        this.desc = desc;
    }

    public String getName() {
        return name;
    }

    public void setName(String name) {
        this.name = name;
    }

    public int getDamage() {
        return damage;
    }

    public void setDamage(int damage) {
        this.damage = damage;
    }
}

武器也可以三选一,与技能类操作相同,这里我就直接给出代码了:

package game;

import java.util.Random;

public class Weapon {
    private  String name;
    private  int damage;
    private static Weapon weapon[]= {new Weapon("屠龙刀", 400),
            new Weapon("倚天剑", 600),
            new Weapon("冲锋枪", 800)

    };

    public   Weapon(String name,int damage){
        this.name=name;
        this.damage=damage;
    }
    public static  Weapon weaponrandom(){

     return weapon[new Random().nextInt(weapon.length)]  ;
    }
    public void info(){
        System.out.println("武器名:"+name+",伤害值:"+damage);
    }
    public String getName() {
        return name;
    }

    public void setName(String name) {
        this.name = name;
    }

    public int getDamage() {
        return damage;
    }

    public void setDamage(int damage) {
        this.damage = damage;
    }
}

这下就可以开始写英雄类的属性和方法了

这段是为了防止给出的技能重复。

package game;

import java.util.Random;
import java.util.Scanner;

public class hero {
    public  static Scanner sc=new Scanner(System.in);
    private  String name;
    private  int exp;
    private  int level;
    private  int blood;
    private  int damage;
    private  Weapon weapon;
    private  Skill skill[]=new Skill[3];//[null,null,null]

 


    public String getName() {
        return name;
    }

    public void setName(String name) {
        this.name = name;
    }

    public  hero(){
        this.name=sc.next();
        this.exp=0;
        this.level=1;
        this.blood=1000;
        this.damage=200;
        weapon=Weapon.weaponrandom();
        int x=0;
        lq: while(x<3){
            Skill s=Skill.radomskill();
            for(Skill skills:skill){
                if(skills!=null&&skills.getName().equals(s.getName())){
                    continue lq;
                }
            }skill[x++]=s;

        }
    }
    public void info(){
        System.out.println("等级:"+level+",经验:"+exp+",血量:"+blood+",攻击力:"+damage);
        weapon.info();
        for(Skill s:skill){
        s.info();
        }
        System.out.println("*************************");
    }
    public int getExp() {
        return exp;
    }

    public void setExp(int exp) {
        this.exp = exp;
       

    }
  

    public int getLevel() {
        return level;
    }

    public void setLevel(int level) {
        this.level = level;
    }

    public int getBlood() {
        return blood;
    }

    public void setBlood(int blood) {
        this.blood = blood;
    }

    public int getDamage() {
        return damage;
    }

    public void setDamage(int damage) {
        this.damage = damage;
    }


    public Skill[] getSkill() {
        return skill;
    }

    public void setSkill(Skill[] skill) {
        this.skill = skill;
    }

    public Weapon getWeapon() {
        return weapon;
    }

    public void setWeapon(Weapon weapon) {
        this.weapon = weapon;
    }
}

怪兽类同理

定义一个game类来搭建大体的框架:

public class Game {
    private static hero  h;
    public static Scanner sc=new Scanner(System.in);
    public  static  void start(){
        System.out.println("游戏开始:");
        h=pickhero();
        System.out.println("你最终选择为:");
        h.info();
        for(int a=1;a<6;a++){
            System.out.println("第"+a+"关:");

            boolean b=fight(new Monster(a));
            if(b==false){
                System.out.println("GAME OVER----");return ;
            }

        }System.out.println("恭喜通关");

    }

最后到了互相攻击的时候:英雄攻击怪兽一次,怪兽攻击英雄一次

现在需要的就是fight()这个方法没有实现。

public static boolean fight(Monster m){

   while (true) {
       Hurt h1= h.attrack();
        int b1= m.reciveDamage(h1);
       System.out.println("英雄发起"+(h1.getType()==0?"物理":"法术")+"伤害"+",伤害为:"+h1.getDamage()+",怪兽血量为:"+b1);
        if(b1==0){
            h.setExp(h.getExp()+ m.getExp());
            h.setBlood(h.getBlood());

            return true;
        }
       try {
           Thread.sleep(1000);
       } catch (InterruptedException e) {
           e.printStackTrace();
       }
       Hurt h2= m.attrack();
       int b2= h.reciveDamage(h2);
       System.out.println("怪兽发起"+(h2.getType()==0?"物理":"法术")+"伤害"+",伤害为:"+h2.getDamage()+",英雄血量为:"+b2);
       if(b2==0){
           return false;
       }
       try {
           Thread.sleep(1000);
       } catch (InterruptedException e) {
           e.printStackTrace();
       }

   }
}

这个里面又需要两个方法攻击和掉血(因为涉及到了护盾所以攻击的伤害用类来定义)

public class Hurt {
    private int damage;
    private int  type;

    public Hurt(int damage, int type) {
        this.damage = damage;
        this.type = type;
    }

    public int getDamage() {
        return damage;
    }

    public void setDamage(int damage) {
        this.damage = damage;
    }

    public int getType() {
        return type;
    }

    public void setType(int type) {
        this.type = type;
    }
}
在英雄类中加入这段代码来代表随机技能攻击和平a攻击:
public Hurt attrack(){
    int r= new Random().nextInt(4);
    switch (r) {
        case 0:
        case 1:
        case 2:
            return new Hurt(skill[r].getDamage(),skill[r].getType());
        case 3:
            return new Hurt(this.damage+ weapon.getDamage(),0);
    }
    return null;
}
public int reciveDamage(Hurt H){
    blood=getBlood()-H.getDamage();
    return (blood>0?blood:0);
}

又因为打怪可以增加经验,提高属性值所以要更改setexp()方法中的内容来实现这个功能

public void setExp(int exp) {
    this.exp = exp;
    int level=this.exp/explevel() ;
    if(level>0){
    System.out.println("恭喜升级"+(getLevel()+1));
    setLevel(getLevel()+1);
    setBlood(1000+300*this.level);
    setDamage(getDamage()+100);}

}
public int explevel(){
    int cout=0;
    for(int x=1;x<=getLevel();x++){
        cout+=260*x;}
    return cout;
}

所以英雄类中所有的代码如下:

public class hero {
    public  static Scanner sc=new Scanner(System.in);
    private  String name;
    private  int exp;
    private  int level;
    private  int blood;
    private  int damage;
    private  Weapon weapon;
    private  Skill skill[]=new Skill[3];//[null,null,null]

    public Hurt attrack(){
        int r= new Random().nextInt(4);
        switch (r) {
            case 0:
            case 1:
            case 2:
                return new Hurt(skill[r].getDamage(),skill[r].getType());
            case 3:
                return new Hurt(this.damage+ weapon.getDamage(),0);
        }
        return null;
    }
    public int reciveDamage(Hurt H){
        blood=getBlood()-H.getDamage();
        return (blood>0?blood:0);
    }


    public static Scanner getSc() {
        return sc;
    }

    public static void setSc(Scanner sc) {
        hero.sc = sc;
    }

    public String getName() {
        return name;
    }

    public void setName(String name) {
        this.name = name;
    }

    public  hero(){
        this.name=sc.next();
        this.exp=0;
        this.level=1;
        this.blood=1000;
        this.damage=200;
        weapon=Weapon.weaponrandom();
        int x=0;
        lq: while(x<3){
            Skill s=Skill.radomskill();
            for(Skill skills:skill){
                if(skills!=null&&skills.getName().equals(s.getName())){
                    continue lq;
                }
            }skill[x++]=s;

        }
    }
    public void info(){
        System.out.println("等级:"+level+",经验:"+exp+",血量:"+blood+",攻击力:"+damage);
        weapon.info();
        for(Skill s:skill){
        s.info();
        }
        System.out.println("*************************");
    }
    public int getExp() {
        return exp;
    }

    public void setExp(int exp) {
        this.exp = exp;
        int level=this.exp/explevel() ;
        if(level>0){
        System.out.println("恭喜升级"+(getLevel()+1));
        setLevel(getLevel()+1);
        setBlood(1000+300*this.level);
        setDamage(getDamage()+100);}

    }
    public int explevel(){
        int cout=0;
        for(int x=1;x<=getLevel();x++){
            cout+=260*x;}
        return cout;
    }

    public int getLevel() {
        return level;
    }

    public void setLevel(int level) {
        this.level = level;
    }

    public int getBlood() {
        return blood;
    }

    public void setBlood(int blood) {
        this.blood = blood;
    }

    public int getDamage() {
        return damage;
    }

    public void setDamage(int damage) {
        this.damage = damage;
    }


    public Skill[] getSkill() {
        return skill;
    }

    public void setSkill(Skill[] skill) {
        this.skill = skill;
    }

    public Weapon getWeapon() {
        return weapon;
    }

    public void setWeapon(Weapon weapon) {
        this.weapon = weapon;
    }
}g怪兽类如下:
public class Monster {
    private  int exp;
    private  int level;
    private  int blood;
    private  int damage;
    private  Shiled shiled;
    private  Skill skill[]=new Skill[3];//[null,null,null]
    public Hurt attrack(){
        int r= new Random().nextInt(4);
        switch (r) {
            case 0:
            case 1:
            case 2:
                return new Hurt(skill[r].getDamage(),skill[r].getType());
            case 3:
                return new Hurt(this.damage,0);
        }
        return null;
    }
    public int reciveDamage(Hurt H){
        if(shiled.getDamage()>0&&H.getType()==shiled.getType()){
            if(shiled.getDamage()>H.getDamage()){
                shiled.setDamage(shiled.getDamage()-H.getDamage());
                H.setDamage(0);
            }else{
                H.setDamage(H.getDamage()- shiled.getDamage());
                shiled.setDamage(0);
            }

        }
        blood-=H.getDamage();
        return (blood>0?blood:0);
    }
    public int getExp() {
        return exp;
    }

    public void setExp(int exp) {
        this.exp = exp;
    }

    public int getLevel() {
        return level;
    }

    public void setLevel(int level) {
        this.level = level;
    }

    public int getBlood() {
        return blood;
    }

    public void setBlood(int blood) {
        this.blood = blood;
    }

    public int getDamage() {
        return damage;
    }

    public void setDamage(int damage) {
        this.damage = damage;
    }

    public Shiled getShiled() {
        return shiled;
    }

    public void setShiled(Shiled shiled) {
        this.shiled = shiled;
    }

    public Skill[] getSkill() {
        return skill;
    }

    public void setSkill(Skill[] skill) {
        this.skill = skill;
    }

    public Monster(int y){
        this.exp=300*y;
        this.level=1*y;
        this.blood=1000*y;
        this.damage=100*y;
        shiled=Shiled.shiledradom();
        int x=0;
       lq: while(x<3){
            Skill s=Skill.radomskill();
            for(Skill skills:skill){
                if(skills!=null&&skills.getName().equals(s.getName())){
                    continue lq;
                }
            }skill[x++]=s;

        }

    }
    public void info(){
        System.out.println("等级:"+level+",经验:"+exp+",血量:"+blood+",攻击力:"+damage);
        shiled.info();
        for(int x=0;x<skill.length;x++){
            skill[x].info();
        }
        System.out.println("*************");
    }
}

把这些类放到一个包里就可以定义一个测试类gameapp来运行了

public class GameApp {
    public static void main(String[] args) {

      new  Game().start();
    }
}

这充分说明搭建框架的重要性,把框架搭建好再往里面添加相应的功能就简单多了

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