上个简易版本优化了些,文字描述更有趣一点
Textgame基本不变,加了性别的局部变量
package heinma.java.text2;
public class GameText {
public static void main(String[] args) {
//创建两个角色
Role2 r1 = new Role2("子瞻",100,'男');
Role2 r2 = new Role2("浩桑",120,'男');
//展示一下角色
r1.showrole();
r2.showrole();
//开始回合制战斗
while (true) {
//r1开始攻击r2
r1.attack(r2);
//判断血量
if (r2.getBlood() == 0) {
System.out.println(r1.getName() + "ko了" + r2.getName() );
break;
}
r2.attack(r1);
if (r1.getBlood() == 0) {
System.out.println(r2.getName() + "ko了" + r1.getName() );
break;
}
}
}
}
Role类
在类中添加了角色信息展示,随机面容,随机的攻击描述,并根据受伤程度有不同的受伤描述。
package heinma.java.text2;
import java.util.Random;
public class Role2 {
private String name;
private int blood;
private char gender;
private String face;//长相随机
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"};
//创给数组 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。"
};
//创个数值 injured 受伤描述:
String[] injureds_desc={
"%s退了半步,毫发无损",
"给%s造成一处瘀伤",
"一击命中,%s痛得弯下腰",
"%s痛苦地闷哼了一声,显然受了点内伤",
"%s摇摇晃晃,一跤摔倒在地",
"%s脸色一下变得惨白,连退了好几步",
"『轰』的一声,%s口中鲜血狂喷而出",
"%s一声惨叫,像滩软泥般塌了下去"
};
public Role2() {
}
public Role2(String name, int blood,char gender) {
this.name = name;
this.blood = blood;
this.gender= gender;
setFace(gender);
}
public char getGender() {
return gender;
}
public void setGender(char gender) {
this.gender = gender;
}
public String getFace() {
return face;
}
public void setFace(char gender) {
Random r = new Random();
//判断性别决定随机长相的数值,然后随机出长相
if(getGender() == '男' ){
int faceindex =r.nextInt(boyfaces.length);
this.face = boyfaces[faceindex];
}
else if(getGender() == '女' ){
int faceindex =r.nextInt(girlfaces.length);
this.face = girlfaces[faceindex];
}
}
/**
* 获取
* @return name
*/
public String getName() {
return name;
}
/**
* 设置
* @param name
*/
public void setName(String name) {
this.name = name;
}
/**
* 获取
* @return blood
*/
public int getBlood() {
return blood;
}
/**
* 设置
* @param blood
*/
public void setBlood(int blood) {
this.blood = blood;
}
public String toString() {
return "Role{name = " + name + ", blood = " + blood + "}";
}
public void attack(Role2 role){
Random r = new Random();
//随机出攻击描述
int index = r.nextInt(attacks_desc.length);
String kungfu=attacks_desc[index];
System.out.printf(kungfu,this.getName(),role.getName());
System.out.println();
//随机造成伤害20-39
//rnumber为剩余血量
int hurtnumber = r.nextInt(20)+20;
int rnumber=role.getBlood()-hurtnumber;
//对剩余血量做验证 小于0时修改血量
rnumber=rnumber < 0 ? 0 : rnumber ;
role.setBlood(rnumber);
if (rnumber>90){
System.out.printf(injureds_desc[0],role.getName()+role.getName());
System.out.print("剩余"+role.getBlood()+"血量");
}
else if (rnumber>70){
System.out.printf(injureds_desc[1],role.getName()+role.getName());
System.out.print("剩余"+role.getBlood()+"血量");
}
else if (rnumber>60){
System.out.printf(injureds_desc[2],role.getName()+role.getName());
System.out.print("剩余"+role.getBlood()+"血量");
}
else if (rnumber>40){
System.out.printf(injureds_desc[3],role.getName()+role.getName());
System.out.print("剩余"+role.getBlood()+"血量");
}
else if (rnumber>30){
System.out.printf(injureds_desc[4],role.getName()+role.getName());
System.out.print("剩余"+role.getBlood()+"血量");
}
else if (rnumber>10){
System.out.printf(injureds_desc[5],role.getName()+role.getName());
System.out.print("剩余"+role.getBlood()+"血量");
}
else if (rnumber>0){
System.out.printf(injureds_desc[6],role.getName()+role.getName());
System.out.print("剩余"+role.getBlood()+"血量");
}
else if (rnumber==0){
System.out.printf(injureds_desc[7],role.getName()+role.getName());
System.out.print("剩余"+role.getBlood()+"血量");
}
System.out.println();
}
public void showrole(){
System.out.println("姓名:"+this.name);
System.out.println("性别:"+this.gender);
System.out.println("血量:"+this.blood);
System.out.println("面容:"+this.face);
}
}
结果如下