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三個豪傑腳色介入PK
每一個豪傑具有以下幾個屬性:性命值(為0時豪傑倒下)、進擊力(每次進擊時扣除對方的性命值點數)、進擊距離(每次進擊事後都要期待距離時光能力停止下次進擊,初次進擊之前也要先期待距離時光)
別的,每一個豪傑都具有兩個技巧:進擊技巧和進攻技巧,進擊技巧在進擊對方時有必定幾率動員,進攻技巧在被對方進擊時有必定幾率動員,詳細參數以下
BM:
性命650 進擊力40 進擊距離1.5s
進擊技巧(跳劈):每次進擊時有30%概率形成雙倍損害
進攻技巧(反彈):每次被進擊時有30%概率把我方遭到的損害反彈給對方,例如我方被進擊,對方進擊力30,扣除我方30點性命值,假如技巧動員,則對方也要扣除30點性命值,損害只能反彈一次(兩個BM互相PK的時刻不湧現持續反彈)
DH:性命600 進擊力30 進擊距離1s
進擊技巧(吸血):每次進擊時有30%概率把形成的損害改變為本身的性命值(對被進擊者形成損害,而且將進擊損害改變成本身的性命值),但不克不及跨越下限,例如我方進擊,扣除對方30的性命值,同時給本身增長30點性命值
進攻技巧(閃避):每次被進擊時有30%概率閃避不受損害
MK:
性命700 進擊力50 進擊距離2.5s
進擊技巧(重擊):每次進擊時有30%概率形成對方眩暈3s的後果(對方遭到損害後附加眩暈),對方豪傑眩暈時代不克不及提議進擊,只能挨打,被進擊時也不克不及提議進攻技巧,且眩暈停止後對方豪傑要從新期待進擊距離,眩暈時光不克不及疊加,假如對方曾經處於眩暈,我方又動員進擊技巧,那末對方眩暈時光從新開端盤算
進攻技巧(天神):每次被進擊時有60%的概率進攻一半損害,例如我方被進擊,對方進擊力為40,假如技巧動員,則只扣除我方20點性命值
1.法式啟動後,監聽掌握台輸出
2.輸出隨意率性兩個豪傑稱號(逗號分隔)提議PK,格局:BM,DH
3.體系輸入PK具體進程,直到有一方勝出,格局以下:
BM進擊DH,BM動員進擊技巧,DH未動員進攻技巧,BM:350->350,DH:280->200
....
BM勝出
package com.lxi;
import java.io.BufferedReader;
import java.io.InputStreamReader;
import java.util.Random;
//三小我物的基類
abstract class Person {
int val; //性命值
double coldTime; //冷卻時光
int waitTime; //暈眩時光
int fight; //進擊力
int chanceHit; //提議自動技巧的幾率
int chanceDefense; //提議進攻技巧的幾率
abstract void hit(Person p); //進擊技巧
abstract int defense(Person p); //進攻技巧,前往被損害點數
}
class DH extends Person {
public DH() {
val = 600;
coldTime = 1.0;
fight = 30;
chanceHit = 3; //表現30%的幾率
chanceDefense = 3;
waitTime = 0;
}
Random rand = new Random();
boolean hitFlag = false; //自動技巧動員的標識
boolean defenseFlag = false; //進攻技巧動員的標識
public void hit(Person p) {
if (rand.nextInt(10) < chanceHit) { //動員自動技巧
int hurt = p.defense(this);
p.val = p.val - hurt;
if (p.val <= 0) {
System.out.println(this.getClass().getSimpleName() + "勝出!");
System.exit(0);
}
val = val + hurt;
if (val > 600)
val = 600;
hitFlag = true; //標志自動技巧曾經動員
} else { //停止通俗進擊
int hurt = p.defense(this);
p.val = p.val - hurt;
if (p.val <= 0) {
System.out.println(this.getClass().getSimpleName() + "勝出!");
System.exit(0);
}
}
System.out.println(this.getClass().getSimpleName() + "進擊"
+ p.getClass().getSimpleName() + ","
+ this.getClass().getSimpleName()
+ (this.hitFlag ? "動員進擊技巧 " : "未動員進擊技巧 ")
+ p.getClass().getSimpleName()
+ (this.defenseFlag ? "動員進攻技巧 " : "未動員進攻技巧 ")
+ this.getClass().getSimpleName() + ":" + this.val + ","
+ p.getClass().getSimpleName() + ":" + p.val);
hitFlag = false; //
defenseFlag = false; //重置標志,下次重用
}
public int defense(Person p) {
if (rand.nextInt(10) < chanceDefense) {
defenseFlag = true; //標志進攻技巧曾經動員
return 0;
} else {
return p.fight;
}
}
}
class BM extends Person {
public BM() {
val = 650;
coldTime = 1.5;
fight = 40;
chanceHit = 3;
chanceDefense = 3;
waitTime = 0;
}
int count = 0; //進攻技巧動員的次數
int temp = 40; //進擊力,值同fight
boolean hitFlag = false;
boolean defenseFlag = false;
Random rand = new Random();
public void hit(Person p) {
if (rand.nextInt(10) < chanceHit) {
fight = fight * 2; //動員雙倍進擊
hitFlag = true;
}
int hurt = p.defense(this);
p.val = p.val - hurt;
fight = temp; //復原為單倍進擊
if (p.val <= 0) {
System.out.println(this.getClass().getSimpleName() + "勝出!");
System.exit(0);
}
System.out.println(this.getClass().getSimpleName() + "進擊"
+ p.getClass().getSimpleName() + ","
+ this.getClass().getSimpleName()
+ (this.hitFlag ? "動員進擊技巧 " : "未動員進擊技巧 ")
+ p.getClass().getSimpleName()
+ (this.defenseFlag ? "動員進攻技巧 " : "未動員進攻技巧 ")
+ this.getClass().getSimpleName() + ":" + this.val + ","
+ p.getClass().getSimpleName() + ":" + p.val);
hitFlag = false;
defenseFlag = false;
}
public int defense(Person p) {
if (rand.nextInt(10) < chanceDefense) {
if (count != 0) {
p.val = p.val - p.fight;
count++;
defenseFlag = true;
if (p.val <= 0) {
System.out.println(this.getClass().getSimpleName() + "勝出!");
System.exit(0);
}
}
}
return p.fight;
}
}
class MK extends Person {
public MK() {
val = 700;
coldTime = 2.5;
fight = 50;
chanceDefense = 6;
chanceHit = 3;
waitTime = 0;
}
boolean hitFlag = false;
boolean defenseFlag = false;
Random rand = new Random();
public void hit(Person p) {
if (rand.nextInt(10) < chanceHit) {
p.waitTime = 3; //使對方暈眩3s
hitFlag = true;
}
int hurt = p.defense(this);
p.val = p.val - hurt;
if (p.val <= 0) {
System.out.println(this.getClass().getSimpleName() + "勝出!");
System.exit(0);
}
System.out.println(this.getClass().getSimpleName() + "進擊"
+ p.getClass().getSimpleName() + ","
+ this.getClass().getSimpleName()
+ (this.hitFlag ? "動員進擊技巧 " : "未動員進擊技巧 ")
+ p.getClass().getSimpleName()
+ (this.defenseFlag ? "動員進攻技巧 " : "未動員進攻技巧 ")
+ this.getClass().getSimpleName() + ":" + this.val + ","
+ p.getClass().getSimpleName() + ":" + p.val);
hitFlag = false;
defenseFlag = false;
}
public int defense(Person p) {
if (rand.nextInt(10) < chanceDefense) {
defenseFlag = true;
return p.fight / 2; //進攻技巧動員,損害減半
}
return p.fight;
}
}
public class Rpg {
@SuppressWarnings("unchecked")
public static void main(String[] args) throws Exception {
System.out.println("在這裡輸出兩小我物停止PK,以英文逗號分隔: [BM,DH,MK]");
BufferedReader br = new BufferedReader(new InputStreamReader(System.in));
Class<Person> c1;
Class<Person> c2;
try {
String temp = br.readLine();
String[] str = temp.split(",");
if (str.length != 2) {
throw new Exception("輸出格局有誤,按默許PK");
}
c1 = (Class<Person>) Class.forName("com.lxi."
+ str[0].toUpperCase());
c2 = (Class<Person>) Class.forName("com.lxi."
+ str[1].toUpperCase());
} catch (Exception e) {
// TODO Auto-generated catch block
c1 = (Class<Person>) Class.forName("com.lxi.BM");
c2 = (Class<Person>) Class.forName("com.lxi.DH");
}
try {
Person p1 = c1.newInstance();
Person p2 = c2.newInstance();
long time = System.currentTimeMillis();
long nextTime1 = (long) (time + p1.coldTime*1000); //
long nextTime2 = (long) (time + p2.coldTime*1000); //動員進擊的時光
System.out.println("---游戲開端---");
while (true) {
long currenTime = System.currentTimeMillis();
if (nextTime1 < currenTime) { //時光到則動員進擊
p1.hit(p2);
nextTime1 += p1.coldTime*1000 + p1.waitTime*1000; //下次進擊時光=冷卻時光+被暈眩時光
p1.waitTime = 0; //回合停止,重置被暈眩時光為0
}
if (nextTime2 < currenTime) {
p2.hit(p1);
nextTime2 += p2.coldTime*1000 + p2.waitTime*1000;
p2.waitTime = 0;
}
}
} catch (ClassCastException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (InstantiationException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (IllegalAccessException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (Exception e) {
e.printStackTrace();
}
}
}
以上所述就是本文的全體內容了,願望年夜家可以或許愛好。