Java—— 文字版格斗游戏
基础版
目标输出如下
郭靖先手
郭靖举起拳头打了黄蓉一下,造成了11点伤害,黄蓉还剩89滴血
黄蓉举起拳头打了郭靖一下,造成了6点伤害,郭靖还剩94滴血
........
郭靖举起拳头打了黄蓉一下,造成了17点伤害,黄蓉还剩10滴血
黄蓉举起拳头打了郭靖一下,造成了5点伤害,郭靖还剩51滴血
郭靖举起拳头打了黄蓉一下,造成了14点伤害,黄蓉还剩0滴血
黄蓉被打败,郭靖获得胜利
分析
1.在角色类里封装姓名和血量,定义构造方法和 get & set 方法
2.定义攻击的方法 r1.hurt(r2):this 代表 r1 攻击方,role 代表 r2 挨揍方
造成随机伤害1~20计算挨揍方剩余血量
如果血量为负数,将其改为0
修改挨揍方的血量输出攻击语句
3.在游戏类里创建两个角色对象
4.判断谁先手
5.定义游戏方法,参数为先手和后手,先手和后手轮流攻击,直到其中一人血量为0
6.按照先手情况传参定义游戏方法,输出胜利语句
代码实现
角色类:
import java.util.Random;public class Role {private String name;private int blood;public Role() {}public Role(String name, int blood) {this.name = name;this.blood = blood;}public String getName() {return name;}public void setName(String name) {this.name = name;}public int getBlood() {return blood;}public void setBlood(int blood) {this.blood = blood;}//定义攻击的方法//r1.hurt(r2) this代表r1攻击方,role代表r2挨揍方public void hurt(Role role){//造成随机伤害1~20Random r = new Random();int hurtBlood = r.nextInt(20) + 1;//计算挨揍方剩余血量int remainBlood = role.blood - hurtBlood;//如果血量为负数,将其改为0remainBlood = remainBlood > 0 ? remainBlood : 0;//修改挨揍方的血量role.setBlood(remainBlood);System.out.println(this.name+"举起拳头打了"+role.name+"一下,造成了"+hurtBlood+"点伤害,"+role.name+"还剩"+remainBlood+"滴血");}
}
游戏类:
import java.util.Random;public class Game {public static void main(String[] args) {Role r1 = new Role("郭靖",100);Role r2 = new Role("黄蓉",100);//判断谁先手Random r = new Random();int flag = r.nextInt(2);if (flag == 0){System.out.println(r1.getName()+"先手");}else{System.out.println(r2.getName()+"先手");}if(flag == 0){//r1先手game(r1,r2);}else{//r2先手game(r2,r1);}}public static void game(Role first,Role second){while (true) {first.hurt(second);if(second.getBlood()==0){System.out.println(second.getName()+"被打败,"+first.getName()+"获得胜利");return;}second.hurt(first);if(first.getBlood()==0){System.out.println(first.getName()+"被打败,"+second.getName()+"获得胜利");return;}}}
}
进阶版
目标输出如下
姓名郭靖,血量100,性别男,样貌风流俊雅
姓名黄蓉,血量100,性别女,样貌沉鱼落雁
郭靖先手
郭靖运气于掌,一瞬间掌心变得血红,一式【掌心雷】,推向黄蓉。
结果黄蓉退了半步,毫发无损
黄蓉上步抢身,招中套招,一招【劈挂连环】,连环攻向郭靖。
结果郭靖退了半步,毫发无损
..........
黄蓉使出了一招【背心钉】,转到对方的身后,一掌向郭靖背心的灵台穴拍去。
结果郭靖一声惨叫,像滩软泥般塌了下去
郭靖被打败,黄蓉获得胜利
分析
定义数组:
样貌描述:
String[] boyfaces= {"风流俊雅","气宇轩昂","相貌英俊","五官端正","相貌平平","一塌糊涂","面目狰狞"}
String[] girlfaces ={"美奂绝伦","沉鱼落雁","婷婷玉立","身材娇好","相貌平平","相貌简陋","惨不忍睹"};
attack 攻击描述:
String[] attacks_desc={
"%s使出了一招【背心钉】,转到对方的身后,一掌向%s背心的灵台穴拍去。",
"%s使出了一招【游空探爪】,飞起身形自半空中变掌为抓锁向%s。",
"%s大喝一声,身形下伏,一招【劈雷坠地】,捶向%s双腿。",
"%s运气于掌,一瞬间掌心变得血红,一式【掌心雷】,推向%s。",
"%s阴手翻起阳手跟进,一招【没遮拦】,结结实实的捶向%s。",
"%s上步抢身,招中套招,一招【劈挂连环】,连环攻向%s。"
};injured 受伤描述:
String[] injureds_desc={
"结果%s退了半步,毫发无损",
"结果给%s造成一处瘀伤",
"结果一击命中,%s痛得弯下腰",
"结果%s痛苦地闷哼了一声,显然受了点内伤",
"结果%s摇摇晃晃,一跤摔倒在地",
"结果%s脸色一下变得惨白,连退了好几步",
"结果『轰』的一声,%s口中鲜血狂喷而出",
"结果%s一声惨叫,像滩软泥般塌了下去"
};
核心思路:
随机样貌和随机武功通过随机索引产生,受伤描述通过if语句根据不同血量产生
利用 System.out.printf () 占位符产生不同的攻击描述和受伤描述
其中随机样貌在构造方法中调用set方法赋值,不需要创建角色对象时传参
代码实现
角色类
import java.util.Random;public class Role {private String name;private int blood;private char gender;private String face;//外貌描述private String[] boyfaces= {"风流俊雅","气宇轩昂","相貌英俊","五官端正","相貌平平","一塌糊涂","面目狰狞"};private String[] girlfaces ={"美奂绝伦","沉鱼落雁","婷婷玉立","身材娇好","相貌平平","相貌简陋","惨不忍睹"};//attack 攻击描述private String[] attacks_desc={"%s使出了一招【背心钉】,转到对方的身后,一掌向%s背心的灵台穴拍去。","%s使出了一招【游空探爪】,飞起身形自半空中变掌为抓锁向%s。","%s大喝一声,身形下伏,一招【劈雷坠地】,捶向%s双腿。","%s运气于掌,一瞬间掌心变得血红,一式【掌心雷】,推向%s。","%s阴手翻起阳手跟进,一招【没遮拦】,结结实实的捶向%s。","%s上步抢身,招中套招,一招【劈挂连环】,连环攻向%s。"};//injured 受伤描述private String[] injureds_desc={"结果%s退了半步,毫发无损","结果给%s造成一处瘀伤","结果一击命中,%s痛得弯下腰","结果%s痛苦地闷哼了一声,显然受了点内伤","结果%s摇摇晃晃,一跤摔倒在地","结果%s脸色一下变得惨白,连退了好几步","结果『轰』的一声,%s口中鲜血狂喷而出","结果%s一声惨叫,像滩软泥般塌了下去"};Random r = new Random();public Role() {}public Role(String name, int blood,char gender) {this.name = name;this.blood = blood;this.gender = gender;//face调用setFace随机产生,不同性别样貌不同setFace(gender);}public String getName() {return name;}public void setName(String name) {this.name = name;}public int getBlood() {return blood;}public void setBlood(int blood) {this.blood = blood;}public char getGender() {return gender;}public void setGender(char gender) {this.gender = gender;}public String getFace() {return face;}public void setFace(char gender) {//随机容貌if(gender == '男'){int index = r.nextInt(boyfaces.length);this.face = boyfaces[index];}else{int index = r.nextInt(girlfaces.length);this.face = girlfaces[index];}}//定义攻击的方法//r1.hurt(r2) this代表r1攻击方,role代表r2挨揍方public void hurt(Role role){//随机武功招式int index = r.nextInt(attacks_desc.length);String kungfu = attacks_desc[index];//输出攻击效果System.out.printf(kungfu,this.name,role.name);System.out.println();//造成随机伤害1~20int hurtBlood = r.nextInt(20) + 1;//计算挨揍方剩余血量int remainBlood = role.blood - hurtBlood;//如果血量为负数,将其改为0remainBlood = remainBlood > 0 ? remainBlood : 0;//修改挨揍方的血量role.setBlood(remainBlood);//输出受伤效果if(role.blood>90){System.out.printf(injureds_desc[0],role.name);}else if(role.blood>=80){System.out.printf(injureds_desc[1],role.name);}else if(role.blood>=70){System.out.printf(injureds_desc[2],role.name);}else if(role.blood>=60){System.out.printf(injureds_desc[3],role.name);}else if(role.blood>=40){System.out.printf(injureds_desc[4],role.name);}else if(role.blood>=20){System.out.printf(injureds_desc[5],role.name);}else if(role.blood>=10){System.out.printf(injureds_desc[6],role.name);}else{System.out.printf(injureds_desc[7],role.name);}System.out.println();}
}
游戏类:
import java.util.Random;public class Game {public static void main(String[] args) {Role r1 = new Role("郭靖",100,'男');Role r2 = new Role("黄蓉",100,'女');//调用方法输出角色信息show(r1);show(r2);//判断谁先手Random r = new Random();int flag = r.nextInt(2);if (flag == 0){System.out.println(r1.getName()+"先手");}else{System.out.println(r2.getName()+"先手");}if(flag == 0){//r1先手game(r1,r2);}else{//r2先手game(r2,r1);}}//角色信息输出方法public static void show(Role r){System.out.println("姓名"+r.getName()+",血量"+r.getBlood()+",性别"+r.getGender()+",样貌"+r.getFace());}//游戏方法public static void game(Role first,Role second){while (true) {first.hurt(second);if(second.getBlood()==0){System.out.println(second.getName()+"被打败,"+first.getName()+"获得胜利");return;}second.hurt(first);if(first.getBlood()==0){System.out.println(first.getName()+"被打败,"+second.getName()+"获得胜利");return;}}}
}