Java 类与对象 简单回合制小游戏

1、概念

类:具有相同属性的事物的一类
对象:现实世界中一个具体的事物。

2、类与对象的表示方法

类:public class 类名 {}
对象:类名 对象名 = new 类名();

3、回合制小游戏:

步骤:·创建两个类 – 英雄玩家
·声明其属性 id name hp ad
·创建一个攻击方法 ackA(给到攻击对象){}
·创建战场 来实例化具体的对象进行循环攻击
·增加一个类,在上方战斗完一方死亡后与生存者继续战斗
具体代码示例:
首先建立一个类,命名为SunSX,给出其属性:id ,name,hp,ad 。以及其攻击方法;
同理后二者。另外两个类分别命名为HouYi ,CaoC。

public class SunSX
{
public String id;
public String name;
public int hp;
public int ad;
//攻击方法
public void ackA(HouYi hy) {
hy.hp = hy.hp - ad;
System.out.println(“由”+id+“这名玩家操控的”+name+“攻击了 “+hy.id+“操控的”
+hy.name+” 对其造成了”+ad+“点伤害, 其还剩下”+hy.hp+“点血量值”);
}
//攻击方法2
public void ackA(CaoC caoc) {
caoc.hp -= ad;
System.out.println(“由”+id+“这名玩家操控的”+name+“攻击了 “+caoc.id+“操控的”
+caoc.name+” 对其造成了”+ad+“点伤害, 其还剩下”+caoc.hp+“点血量值”);
}
另外两个类类似于此类。
主函数:

public class Manage {
	public static void main (String []args) {
//		实例化具体的对象
		 HouYi hy = new HouYi();
		 hy.id   = "高手";
		 hy.name = "后羿";
		 hy.hp   = 5000;
		 hy.ad   = 300;
		 
		 
		 SunSX ssx = new SunSX();
		 ssx.id   = "大神";
		 ssx.name = "孙尚香";
		 ssx.hp   = 4000;
		 ssx.ad   = 320;
		 
		 CaoC caoc = new CaoC();
		 caoc.id   = "大佬";
		 caoc.name = "曹操";
		 caoc.hp   = 2000;
		 caoc.ad   = 200;
		
		 //攻击
		 while (ssx.hp>0 && hy.hp>0) {
			 
			 hy.ackA(ssx);
			 if(ssx.hp<=0)
			 {
				 System.out.println("孙尚香死亡,曹操与后羿战斗。");
				 
				 while(hy.hp>0&&caoc.hp>0)
				 {
				 hy.ackA(caoc);
				 if(caoc.hp<=0)
				 {
					 System.out.println("曹操死亡,后羿获胜。");
					 break;
				 }
				 caoc.ackA(hy);
				 if(hy.hp<=0)
				 {
					 System.out.println("后羿死亡,曹操获胜。");
					 break;
				 }
				 }
				 break;
			 }
			 
			 ssx.ackA(hy);
			 if(hy.hp<=0)
			 {
				 System.out.println("后羿死亡,曹操与孙尚香战斗。");
				 while(ssx.hp>0&&caoc.hp>0)
				 {
				 ssx.ackA(caoc);
				 if(caoc.hp<=0)
				 {
					 System.out.println("曹操死亡,孙尚香获胜。");
					 break;
				 }
				 caoc.ackA(ssx);
				 if(ssx.hp<=0)
				 {
					 System.out.println("孙尚香死亡,曹操获胜。");
					 break;
				 }
				 }
				 break;
			 }
		}
	}





运算结果如下图在这里插入图片描述
欢迎大家补充。

  • 1
    点赞
  • 11
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
回合制自己写的 战斗DEMO 加动画状态 Q键移动并攻击。 代码简单。不要抱有太大希望 。作为新手学习使用。 public enum HeroStatus { idle = 0, //空闲 attack, //攻击 other, //其他 hit, //受击 die, //死亡 defense, //防御 cast, //施法 miss, //闪避 seriousInjury, //重伤 move, //移动 exit, //获取下一个状态 MAX, } public class hero : MonoBehaviour { public UISpriteAnimation m_spriteAnimation = null; public HeroStatus m_staus = HeroStatus.exit; //身体碰撞盒 public BoxCollider m_bodyBC = null; public string m_name = ""; public AttackCrash m_attackCrash = null; public byte m_posIndex = 0; void Awake() { m_spriteAnimation = transform.GetComponent(); m_bodyBC = transform.GetComponent(); } // Use this for initialization void Start () { m_spriteAnimation.AddFrameCallBack("attack", 1, AttackCallBack); m_spriteAnimation.AddFrameCallBack("attack", 4, AttackCallBack); m_spriteAnimation.AddFrameCallBack("attack", 7, AttackCallBack); } public float m_speed = 1f; public float m_offset = 0.5f; public Vector3 m_destination = Vector3.zero; public List m_actionList = new List(); // Update is called once per frame void Update () { switch (m_staus) { case HeroStatus.idle: //空闲状态 if (m_actionList.Count > 0) m_staus = HeroStatus.exit; break; case HeroStatus.attack: if (!m_spriteAnimation.isPlaying) { //攻击动画播放完毕 m_staus = HeroStatus.exit; } break; case HeroStatus.defense: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.hit: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.die: break; case HeroStatus.cast: break; case HeroStatus.miss: break; case HeroStatus.seriousInjury: break; case HeroStatus.move: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.exit: //获取下一个状态 if (m_actionList.Count > 0) { string str = "idle"; switch(m_actionList[0].status) { case HeroStatus.move: str = "idle"; break; default: str = Enum.GetName(typeof(HeroStatus), m_actionList[0].status); break; } m_spriteAnimation.namePrefix = str; m_spriteAnimation.loop = m_actionList[0].loop; m_destination = m_actionList[0].destinationMove; m_speed = m_actionList[0].speed; m_spriteAnimation.ResetToBeginning(); m_staus = m_actionList[0].status; m_actionList.RemoveAt(0); } else { m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); m_spriteAnimation.loop = true; m_spriteAnimation.ResetToBeginning(); m_staus = HeroStatus.idle; } break; // case HeroStatus.moveback: // //transform.position = Vector3.SmoothDamp(transform.position, destinationMove, ref cameraVelocity, smoothTime); // transform.position = Vector3.MoveTowards(transform.position, destinationMove, m_speed * Time.deltaTime); // if (transform.position == destinationMove) // m_staus = HeroStatus.idle; // break; } } public void SetPosition(byte pos, float x, float y) { m_posIndex = pos; transform.localPosition = new Vector3(x, y); } public void AttackCallBack() { //创建攻击特效 A攻击B B掉血222 B反击A闪避 UnityEngine.Object sourceObj = Resources.Load("AttackCrash"); GameObject go = UnityEngine.Object.Instantiate(sourceObj) as GameObject; go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localPosition = new Vector3(-70, 0, 0); } private void OnCollisionEnter(Collision co) { //进入碰撞 Debug.Log("进入碰撞!"); UnityEngine.Object sourceObj = Resources.Load("Effect"); GameObject go = UnityEngine.Object.Instantiate(sourceObj) as GameObject; go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localPosition = new Vector3(0, 0, 0); //Defense(); Hit(); } public void Attack(GameObject aims) { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.move; tmpAD.loop = true; UISprite tmpS = transform.GetComponent(); tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(aims.transform.localPosition.x + (tmpS.width/2), aims.transform.localPosition.y)); tmpAD.speed = Vector3.Distance(transform.position, tmpAD.destinationMove) * 4; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.attack; tmpAD1.loop = false; tmpAD1.destinationMove = Vector3.zero; tmpAD1.speed = 0; m_actionList.Add(tmpAD1); ActionData tmpAD2 = new ActionData(); tmpAD2.status = HeroStatus.move; tmpAD2.loop = true; tmpAD2.destinationMove = transform.position; tmpAD2.speed = Vector3.Distance(tmpAD.destinationMove, tmpAD2.destinationMove) * 4; //4/1秒到达目的地 m_actionList.Add(tmpAD2); } public void Defense() { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.defense; tmpAD.loop = false; tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(transform.localPosition.x - 25, transform.localPosition.y)); tmpAD.speed = 0.25f; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.move; tmpAD1.loop = false; tmpAD1.destinationMove = transform.position; tmpAD1.speed = 0.8f; //4/1秒到达目的地 m_actionList.Add(tmpAD1); } public void Hit() { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.hit; tmpAD.loop = false; tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(transform.localPosition.x - 25, transform.localPosition.y)); tmpAD.speed = 0.3f; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.move; tmpAD1.loop = false; tmpAD1.destinationMove = transform.position; tmpAD1.speed = 0.8f; //4/1秒到达目的地 m_actionList.Add(tmpAD1); } public void Idle() { m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); m_spriteAnimation.loop = true; m_spriteAnimation.ResetToBeginning(); m_staus = HeroStatus.idle; } public void Move() { // //transform.GetComponent().depth = 99; // GameObject go = GameObject.Find("enemy").gameObject; // destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(go.transform.localPosition.x + 98,go.transform.localPosition.y,go.transform.localPosition.z)); // m_speed = Vector3.Distance(transform.position, destinationMove) * 4; //4/1秒到达目的地 // m_staus = HeroStatus.moveto; // m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); // m_spriteAnimation.loop = true; // m_spriteAnimation.ResetToBeginning(); }

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值