java佩恩沃星球改进版1.0

//增加中途退出功能,利用对象传值,返回使用过的变量

public static Player Attack(Player player,Monster monster){

String pl1 =player.getLoginname();
int pb1=player.getPblood();
int pa1=player.getPattack();
int pd1=player.getPdefase();
int plv1=player.getPlevel();
int pjy1=player.getPjinyan();
String pt1=player.getPthing();
String mn1=monster.getName();
int mb1=monster.getMblood();
int ma1=monster.getMattack();
int md1=monster.getMdefase();
int ml1=monster.getMlevel();
// System.out.println("当前登录玩家名称"+pl1+"当前玩家的血量"+pb1+"攻击力"+pa1+"防御力"+pd1+"等级"+plv1+"经验值"+pt1);
// System.out.println("当前怪物名称"+mn1+"当前怪物的血量"+mb1+"攻击力"+ma1+"防御力"+md1+"等级"+ml1);
// System.out.println("玩家的生命值"+pblood+"玩家的攻击力"+pattack+"玩家的防御力"+pdefase);
// System.out.println("怪物的生命值"+mblood+"怪物的攻击力"+mattack+"怪物的防御力"+mdefase);
System.out.println("Do You Want To Play Now(1.yes-2.no)");
int a= new Scanner(System.in).nextInt();
if(a==1){
System.out.println("Monster Is Right|attacking nums?(times)");
while(pb1>0||mb1>0){
System.out.println("请输入攻击次数");
int b= new Scanner(System.in).nextInt();
int rand = new Random ().nextInt();
for (int i = 0; i < 2*b; i++) {
//这是玩家打怪物
if(i%2!=1){
//随机出来玩家的伤害
System.out.println("*************");
try {
Thread.sleep(40);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
int randp = new Random ().nextInt(2)+5;
//System.out.println(randp+"随机数");
pb1=pb1-(pa1-md1)*randp;
System.out.println("--玩家在流血"+pb1);
if(pb1<0){
System.out.println("--玩家死了"+pb1);
break;
}
}else if(i%2==1){//这是玩家被怪物打
try {
Thread.sleep(40);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
int randm = new Random ().nextInt(2)+5;
mb1=mb1-(ma1-pd1)*randm;
//System.out.println(randm+"随机数");
System.out.println("怪物正在流血"+mb1);
if(mb1<0){
System.out.println("--怪物死了"+mb1);
break;
}
}
}
// System.out.println("()"+pblood+"**"+pattack+"**"+pdefase);
// System.out.println(mblood+"**"+mattack+"**"+mdefase);


System.out.println("Do You Want To exit(1.yes-2.no)");
int exit= new Scanner(System.in).nextInt();
if(exit==1){
break;
}else if(exit==2){
continue;
}

}
player.setLoginname(player.getLoginname());
player.setBlood(pb1);
player.setPattack(player.getPattack());
player.setPdefase(player.getPdefase());
player.setPlevel(player.getPlevel());
player.setPjinyan(player.getPjinyan());
player.setPthing(player.getPthing());
System.out.println("打过架的玩家名称"+pl1+"当前玩家的血量"+pb1+"攻击力"+pa1+"防御力"+pd1+"等级"+plv1+"经验值"+pt1);
return player;
}else if(a==2){
player.setLoginname(player.getLoginname());
player.setBlood(player.getPblood());
player.setPattack(player.getPattack());
player.setPdefase(player.getPdefase());
player.setPlevel(player.getPlevel());
player.setPjinyan(player.getPjinyan());
player.setPthing(player.getPthing());
System.out.println("没有打架的玩家名称"+pl1+"当前玩家的血量"+pb1+"攻击力"+pa1+"防御力"+pd1+"等级"+plv1+"经验值"+pt1);
return player;
}
return null;
}
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