「java编小游戏」java编写简单小游戏

博主:adminadmin 2023-03-21 23:04:11 930

今天给各位分享java编小游戏的知识,其中也会对java编写简单小游戏进行解释,如果能碰巧解决你现在面临的问题,别忘了关注本站,现在开始吧!

本文目录一览:

java 小游戏

import java.util.Random;

import javax.swing.*;

import java.awt.BorderLayout;

import java.awt.Container;

import java.awt.event.*;

public class SmallGame extends JFrame {

private Random r;

private String[] box = { "剪刀", "石头", "布" };

private JComboBox choice;

private JTextArea ta;

private JLabel lb;

private int win = 0;

private int loss = 0;

private int equal = 0;

public SmallGame() {

initial();//调用initial方法,就是下面定义的那个.该方法主要是初始界面.

pack();

setTitle("游戏主界面");

setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

setLocation(400, 300);

setVisible(true);

}

public static void main(String[] args) {

new SmallGame();

}

public void initial() {

r = new Random(); // 生成随机数

choice = new JComboBox();//初始化choice这个下拉框.也就是你选择出剪子还是石头什么的那个下拉框..

for (int i = 0; i box.length; i++) {//为那个下拉框赋值.用前面定义的private String[] box = { "剪刀", "石头", "布" };附值.这样下拉框就有三个选项了..

choice.addItem(box[i]);

}

ta = new JTextArea(3, 15);//初始化那个文本域3行15列

ta.setEditable(false);//让用户不能编辑那个文本域即不能在里面写东西

JButton okBut = new JButton("出招");//新建一个出招的按钮

okBut.addActionListener(new ActionListener() {//给出招按钮加个监听.意思就是监听着这个按钮看用户有没有点击它..如果点击就执行下面这个方法

public void actionPerformed(ActionEvent e) {//就是这个方法

ta.setText(getResult());//给那个文本域赋值..就是显示结果 赋值的是通过getResult()这个方法得到的返回值 getResult()这个方法下面会讲

lb.setText(getTotal());//给分数那个LABEL赋值..就是显示分数..赋值的是通过getTotal()这个方法得到的返回值

}

});

JButton clearBut = new JButton("清除分数");//新建一个清楚分数的按钮

clearBut.addActionListener(new ActionListener() {//同上给他加个监听

public void actionPerformed(ActionEvent e) {//如果用户点击了就执行这个方法

ta.setText("");//给文本域赋值为""..其实就是清楚他的内容

win = 0;//win赋值为0

loss = 0;//同上

equal = 0;//同上

lb.setText(getTotal());//给显示分数那个赋值..因为前面已经都赋值为0了..所以这句就是让显示分数那都为0

}

});

lb = new JLabel(getTotal());//初始化那个显示分数的东西

JPanel choicePanel = new JPanel();//定义一个面板..面板就相当于一个画图用的东西..可以在上面加按钮啊文本域什么的..

choicePanel.add(choice);//把下拉框加到面板里

choicePanel.add(okBut);//把出招按钮加到面板里

choicePanel.add(clearBut);//把清楚分数按钮加到面板里

JScrollPane resultPanel = new JScrollPane(ta);//把文本域加到一个可滚动的面板里面..JScrollPane就是可滚动的面板..这样如果那个文本域内容太多就会出现滚动条..而不是变大

JPanel totalPanel = new JPanel();//再定义个面板..用来显示分数的..

totalPanel.add(lb);//把那个显示分数的label加到里面去

Container contentPane = getContentPane();//下面就是布局了..

contentPane.setLayout(new BorderLayout());

contentPane.add(choicePanel, BorderLayout.NORTH);

contentPane.add(resultPanel, BorderLayout.CENTER);

contentPane.add(totalPanel, BorderLayout.SOUTH);

}

public String getResult() {//获得结果的方法 返回值是一个String..这个返回值会用来显示在文本域里面

String tmp = "";

int boxPeop = choice.getSelectedIndex();//获得你选择的那个的索引..从0开始的..

int boxComp = getBoxComp();//获得电脑出的索引..就是随机的0-2的数

tmp += "你出:\t" + box[boxPeop];//下面你应该明白了..

tmp += "\n电脑出:\t" + box[boxComp];

tmp += "\n结果:\t" + check(boxPeop, boxComp);

return tmp;

}

public int getBoxComp() {//就是产生一个0-2的随机数..

return r.nextInt(3);//Random的nextInt(int i)方法就是产生一个[0-i)的随机整数 所以nextInt(3)就是[0-2]的随机数

}

public String check(int boxPeop, int boxComp) {//这个就是判断你选择的和电脑选择的比较结果..是输是赢还是平..boxPeop就是你选择的..boxComp就是电脑选择的..

String result = "";

if (boxPeop == (boxComp + 1) % 3) {//(boxComp + 1) % 3 电脑选择的加上1加除以3取余..也就是如果电脑选0这个就为1..这个判断的意思就是如果电脑选0并且你选1..那么就是电脑选了

//private String[] box = { "剪刀", "石头", "布" };这里面下标为0的..你选了下标为1的..就是电脑选剪刀你选石头..所以你赢了..如果电脑选1..(boxComp + 1) % 3就为2..意思就是

//电脑选了石头你选了布..所以你赢了..另外一种情况你明白了撒..只有三种情况你赢..所以这里都包含了..也只包含了那三种..

result = "你赢了!";

win++;//赢了就让记你赢的次数的那个变量加1

} else if (boxPeop == boxComp) {//相等当然平手了

result = "平";

equal++;//同上了

} else {//除了赢和平当然就是输了..

result = "你输了!";

loss++;//同上

}

return result;

}

public int getPoint() {

return (win - loss) * 10;

}

public String getTotal() {

return "赢:" + win + " 平:" + equal + " 输:" + loss + " 得分:"

+ getPoint();

}

}

希望你能明白哈。。

java程序编写小游戏 要求:程序随机产生20—50根火柴

为什么用AWT不用 swing?

算法思想很简单

是取胜原理

用反推法:欲拿最后一根,必须留2根在那里,欲留2根,必须上一轮留2+3+1=6给对方,(它拿一,你拿三,它拿二,你拿二,它拿三,你拿一。都是留2根)。再向上一轮,就是6+4=10。

取胜原理:把随机产生的火柴数,分解成:2+4的n次方+m,(m≤3),当m=0的时候,后取者胜,当m=1、2、3的时候,先取者胜。先取者取完m,留2+4的n次方给对方,对方不管取多少,你取的数和对方相加等于4,一直到最后,留2根给对方,根据规则,对方只能取一根,留一根给你取胜。

另:取完者胜(含最后一根):最后留4根给对方,不管对方取多少,你都可以一次取完。上一轮同样加4。

取胜原理:把随机产生的火柴数,分解成:4的n次方+m,(m≤3),当m=0的时候,后取者胜,当m=1、2、3的时候,先取者胜。先取者取完m,留4的n次方给对方,对方不管取多少,你取的数和对方相加等于4,一直到最后,留4根给对方。

代码调试可用

自己用GUI搭个界面 二十分钟的事

import java.util.Scanner;

public class MatchGame {

private static Scanner scanner = new Scanner(System.in);;

private int total;

private Computer com;

private static int exit = 1;

public MatchGame(int from, int to, String level) {

if (from = to) {

throw new IllegalArgumentException();

}

total = (int)( Math.random() * (to - from)) + from;

com = new Computer(level);

}

public void start() {

System.out.println("0 means endGame, 4 means restartGame!");

System.out.println("The number of matches is " + total);

System.out.println("~Start~");

System.out.println("----------------------------------------");

while (true) {

int u = scanner.nextInt();

if (u 0 u 4) {

System.out.println("You entered " + u);

if (total - u = 0) {

exit = 2;

endGame();

}

total = total - u;

System.out.println("Total : " + total);

int c = com.play(u, total);

System.out.println("Computer selected " + c + " matches~");

if (total - c = 0) {

exit = 0;

endGame();

}

total = total - c;

System.out.println("Total : " + total);

}else if (u == 0) {

endGame();

}else if (u 4 || u 0) {

System.out.println("You entered Wrong number~");

} else {

restart();

}

}

}

public static void restart() {

MatchGame game;

System.out

.println("Please select Computer Level: 1:HARD 2:NORMAL 3:EASY");

int level = scanner.nextInt();

if (level == 1) {

game = new MatchGame(20, 50, Computer.HARD);

} else if (level == 2) {

game = new MatchGame(20, 50, Computer.NORMAL);

} else {

game = new MatchGame(20, 50, Computer.EASY);

}

game.start();

}

public static void endGame() {

if (exit == 0) {

System.out.println("YOU WIN!!!");

} else if (exit == 2) {

System.out.println("YOU LOSE!!!");

}

System.exit(exit);

}

public static class Computer {

private static String EASY = "EASY";

private static String NORMAL = "NORMAL";

private static String HARD = "HARD";

private static String LEVEL;

private int com;

public Computer(String level) {

LEVEL = level;

}

public int play(int user, int total) {

if (LEVEL.equals(EASY)) {

com = 1;

} else if (LEVEL.equals(NORMAL)) {

com = (int) (Math.random() * 2) + 1;

} else {

int i;

if (total % 4 == 0) {

i = total / 4 - 1;

} else {

i = total / 4;

}

com = total - 4 * i - 1;

if (com == 0) {

com = 4 - user;

}

}

return com;

}

}

public static void main(String[] args) {

MatchGame game;

System.out

.println("Please select Computer Level: 1:HARD 2:NORMAL 3:EASY");

int level = scanner.nextInt();

if (level == 1) {

game = new MatchGame(20, 50, Computer.HARD);

} else if (level == 2) {

game = new MatchGame(20, 50, Computer.NORMAL);

} else {

game = new MatchGame(20, 50, Computer.EASY);

}

game.start();

}

}

JAVA能写游戏吗?

Java可以写游戏的,但是一般来说不建议用Java开发游戏,因为Java这个语言是面向对象的语言对代码进行了大量的封装来达到模块组件可复用的目的,这也导致了它相对于面向过程的C,C++这种更偏向于底层的语言来说运行速度是偏慢的,Java更偏向于做服务端方面的工作,做电商网站,公司企业级的后台系统,因为Java语言的特点使其开发的系统具有较高的稳定性和安全性以及最重要的可维护性。

Java编写小游戏,猜猜我是几,程序提示用户输入的数是大了,还是小了,直到猜对为止?

import java.util.Scanner;

public class Game {

public static void main(String[] args) {

//声明一个int类型变量来存放产生的随机数

int iVal=(int)(Math.random()*100)+1;

//打印随机数进行比对

System.out.println("随机数验证"+iVal);

System.out.print("请输入一个整数:");

Scanner sc=new Scanner(System.in);

//声明一个int类型变量用来存放输入的整数

int iInput=sc.nextInt();

while (true){

if(iInputiVal){

System.out.print("猜大了 ");

}else if(iInputiVal){

System.out.print("猜小了 ");

}else{

//只有当iInput==iVal的时候打印猜对了,然后结束while循环

System.out.println("猜对了");

break;

}

System.out.print("请重新输入:");

iInput=sc.nextInt();

}

}

}

用JAVA编一个小游戏或者其他程序

贪吃蛇程序:

GreedSnake.java (也是程序入口):

import java.awt.BorderLayout;

import java.awt.Canvas;

import java.awt.Color;

import java.awt.Container;

import java.awt.Graphics;

import java.awt.event.KeyEvent;

import java.awt.event.KeyListener;

import java.util.Iterator;

import java.util.LinkedList;

import javax.swing.JFrame;

import javax.swing.JLabel;

import javax.swing.JPanel;

public class GreedSnake implements KeyListener {

JFrame mainFrame;

Canvas paintCanvas;

JLabel labelScore;// 计分牌

SnakeModel snakeModel = null;// 蛇

public static final int canvasWidth = 200;

public static final int canvasHeight = 300;

public static final int nodeWidth = 10;

public static final int nodeHeight = 10;

// ----------------------------------------------------------------------

// GreedSnake():初始化游戏界面

// ----------------------------------------------------------------------

public GreedSnake() {

// 设置界面元素

mainFrame = new JFrame("GreedSnake");

Container cp = mainFrame.getContentPane();

labelScore = new JLabel("Score:");

cp.add(labelScore, BorderLayout.NORTH);

paintCanvas = new Canvas();

paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1);

paintCanvas.addKeyListener(this);

cp.add(paintCanvas, BorderLayout.CENTER);

JPanel panelButtom = new JPanel();

panelButtom.setLayout(new BorderLayout());

JLabel labelHelp;// 帮助信息

labelHelp = new JLabel("PageUp, PageDown for speed;", JLabel.CENTER);

panelButtom.add(labelHelp, BorderLayout.NORTH);

labelHelp = new JLabel("ENTER or R or S for start;", JLabel.CENTER);

panelButtom.add(labelHelp, BorderLayout.CENTER);

labelHelp = new JLabel("SPACE or P for pause", JLabel.CENTER);

panelButtom.add(labelHelp, BorderLayout.SOUTH);

cp.add(panelButtom, BorderLayout.SOUTH);

mainFrame.addKeyListener(this);

mainFrame.pack();

mainFrame.setResizable(false);

mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

mainFrame.setVisible(true);

begin();

}

// ----------------------------------------------------------------------

// keyPressed():按键检测

// ----------------------------------------------------------------------

public void keyPressed(KeyEvent e) {

int keyCode = e.getKeyCode();

if (snakeModel.running)

switch (keyCode) {

case KeyEvent.VK_UP:

snakeModel.changeDirection(SnakeModel.UP);

break;

case KeyEvent.VK_DOWN:

snakeModel.changeDirection(SnakeModel.DOWN);

break;

case KeyEvent.VK_LEFT:

snakeModel.changeDirection(SnakeModel.LEFT);

break;

case KeyEvent.VK_RIGHT:

snakeModel.changeDirection(SnakeModel.RIGHT);

break;

case KeyEvent.VK_ADD:

case KeyEvent.VK_PAGE_UP:

snakeModel.speedUp();// 加速

break;

case KeyEvent.VK_SUBTRACT:

case KeyEvent.VK_PAGE_DOWN:

snakeModel.speedDown();// 减速

break;

case KeyEvent.VK_SPACE:

case KeyEvent.VK_P:

snakeModel.changePauseState();// 暂停或继续

break;

default:

}

// 重新开始

if (keyCode == KeyEvent.VK_R || keyCode == KeyEvent.VK_S

|| keyCode == KeyEvent.VK_ENTER) {

snakeModel.running = false;

begin();

}

}

// ----------------------------------------------------------------------

// keyReleased():空函数

// ----------------------------------------------------------------------

public void keyReleased(KeyEvent e) {

}

// ----------------------------------------------------------------------

// keyTyped():空函数

// ----------------------------------------------------------------------

public void keyTyped(KeyEvent e) {

}

// ----------------------------------------------------------------------

// repaint():绘制游戏界面(包括蛇和食物)

// ----------------------------------------------------------------------

void repaint() {

Graphics g = paintCanvas.getGraphics();

// draw background

g.setColor(Color.WHITE);

g.fillRect(0, 0, canvasWidth, canvasHeight);

// draw the snake

g.setColor(Color.BLACK);

LinkedList na = snakeModel.nodeArray;

Iterator it = na.iterator();

while (it.hasNext()) {

Node n = (Node) it.next();

drawNode(g, n);

}

// draw the food

g.setColor(Color.RED);

Node n = snakeModel.food;

drawNode(g, n);

updateScore();

}

// ----------------------------------------------------------------------

// drawNode():绘画某一结点(蛇身或食物)

// ----------------------------------------------------------------------

private void drawNode(Graphics g, Node n) {

g.fillRect(n.x * nodeWidth, n.y * nodeHeight, nodeWidth - 1,

nodeHeight - 1);

}

// ----------------------------------------------------------------------

// updateScore():改变计分牌

// ----------------------------------------------------------------------

public void updateScore() {

String s = "Score: " + snakeModel.score;

labelScore.setText(s);

}

// ----------------------------------------------------------------------

// begin():游戏开始,放置贪吃蛇

// ----------------------------------------------------------------------

void begin() {

if (snakeModel == null || !snakeModel.running) {

snakeModel = new SnakeModel(this, canvasWidth / nodeWidth,

this.canvasHeight / nodeHeight);

(new Thread(snakeModel)).start();

}

}

// ----------------------------------------------------------------------

// main():主函数

// ----------------------------------------------------------------------

public static void main(String[] args) {

GreedSnake gs = new GreedSnake();

}

}

Node.java:

public class Node {

int x;

int y;

Node(int x, int y) {

this.x = x;

this.y = y;

}

}

SnakeModel.java:

import java.util.Arrays;

import java.util.LinkedList;

import java.util.Random;

import javax.swing.JOptionPane;

public class SnakeModel implements Runnable {

GreedSnake gs;

boolean[][] matrix;// 界面数据保存在数组里

LinkedList nodeArray = new LinkedList();

Node food;

int maxX;// 最大宽度

int maxY;// 最大长度

int direction = 2;// 方向

boolean running = false;

int timeInterval = 200;// 间隔时间(速度)

double speedChangeRate = 0.75;// 速度改变程度

boolean paused = false;// 游戏状态

int score = 0;

int countMove = 0;

// UP和DOWN是偶数,RIGHT和LEFT是奇数

public static final int UP = 2;

public static final int DOWN = 4;

public static final int LEFT = 1;

public static final int RIGHT = 3;

// ----------------------------------------------------------------------

// GreedModel():初始化界面

// ----------------------------------------------------------------------

public SnakeModel(GreedSnake gs, int maxX, int maxY) {

this.gs = gs;

this.maxX = maxX;

this.maxY = maxY;

matrix = new boolean[maxX][];

for (int i = 0; i maxX; ++i) {

matrix[i] = new boolean[maxY];

Arrays.fill(matrix[i], false);// 没有蛇和食物的地区置false

}

// 初始化贪吃蛇

int initArrayLength = maxX 20 ? 10 : maxX / 2;

for (int i = 0; i initArrayLength; ++i) {

int x = maxX / 2 + i;

int y = maxY / 2;

nodeArray.addLast(new Node(x, y));

matrix[x][y] = true;// 蛇身处置true

}

food = createFood();

matrix[food.x][food.y] = true;// 食物处置true

}

// ----------------------------------------------------------------------

// changeDirection():改变运动方向

// ----------------------------------------------------------------------

public void changeDirection(int newDirection) {

if (direction % 2 != newDirection % 2)// 避免冲突

{

direction = newDirection;

}

}

// ----------------------------------------------------------------------

// moveOn():贪吃蛇运动函数

// ----------------------------------------------------------------------

public boolean moveOn() {

Node n = (Node) nodeArray.getFirst();

int x = n.x;

int y = n.y;

switch (direction) {

case UP:

y--;

break;

case DOWN:

y++;

break;

case LEFT:

x--;

break;

case RIGHT:

x++;

break;

}

if ((0 = x x maxX) (0 = y y maxY)) {

if (matrix[x][y])// 吃到食物或者撞到身体

{

if (x == food.x y == food.y)// 吃到食物

{

nodeArray.addFirst(food);// 在头部加上一结点

// 计分规则与移动长度和速度有关

int scoreGet = (10000 - 200 * countMove) / timeInterval;

score += scoreGet 0 ? scoreGet : 10;

countMove = 0;

food = createFood();

matrix[food.x][food.y] = true;

return true;

} else

return false;// 撞到身体

} else// 什么都没有碰到

{

nodeArray.addFirst(new Node(x, y));// 加上头部

matrix[x][y] = true;

n = (Node) nodeArray.removeLast();// 去掉尾部

matrix[n.x][n.y] = false;

countMove++;

return true;

}

}

return false;// 越界(撞到墙壁)

}

// ----------------------------------------------------------------------

// run():贪吃蛇运动线程

// ----------------------------------------------------------------------

public void run() {

running = true;

while (running) {

try {

Thread.sleep(timeInterval);

} catch (Exception e) {

break;

}

if (!paused) {

if (moveOn())// 未结束

{

gs.repaint();

} else// 游戏结束

{

JOptionPane.showMessageDialog(null, "GAME OVER",

"Game Over", JOptionPane.INFORMATION_MESSAGE);

break;

}

}

}

running = false;

}

// ----------------------------------------------------------------------

// createFood():生成食物及放置地点

// ----------------------------------------------------------------------

private Node createFood() {

int x = 0;

int y = 0;

do {

Random r = new Random();

x = r.nextInt(maxX);

y = r.nextInt(maxY);

} while (matrix[x][y]);

return new Node(x, y);

}

// ----------------------------------------------------------------------

// speedUp():加快蛇运动速度

// ----------------------------------------------------------------------

public void speedUp() {

timeInterval *= speedChangeRate;

}

// ----------------------------------------------------------------------

// speedDown():放慢蛇运动速度

// ----------------------------------------------------------------------

public void speedDown() {

timeInterval /= speedChangeRate;

}

// ----------------------------------------------------------------------

// changePauseState(): 改变游戏状态(暂停或继续)

// ----------------------------------------------------------------------

public void changePauseState() {

paused = !paused;

}

}

用JAVA编写一个小程序,不限类型好玩点的。

控制台小游戏 class YZDEL\r\n{\r\n public static void main(String[] args)\r\n {\r\n java.util.Random Shiji = new java.util.Random();\r\n java.util.Scanner Shuru = new java.util.Scanner(System.in);\r\n java.util.Scanner Nandu = new java.util.Scanner(System.in);\r\n int YingxHP = 20;\r\n int YingxMP = 0;\r\n int MogHP = 20; \r\n int MogMP = 0;\r\n int MogDo = 0;\r\n int fangyu = 0;\r\n System.out.println("┏━━━━_┏━━┣┣┓ _ ┓┏━┳━┳┓┓━┓ ");\r\n System.out.println("┏┣━━━┓┏━━┣┣┓ ┃┏ ┃ ┃┓┃ _ ");\r\n System.out.println("┣┣━━━┫_━━┻__ ┃_┓┃ ┃_┏━┣━━┓");\r\n System.out.println("┣┣━━━┫┏━━━━┓_━━┣━┛┗━┻━┻┛┃┃");\r\n System.out.println("┏┣━━━┓┣━━━━┫ ┃┃┃┗__┃┃┣━_");\r\n System.out.println(" ┛┗_┗━━━━_┗___━━┛┛┗━__━┛");\r\n System.out.println();\r\n System.out.println(" 作者:天狐空幻");\r\n System.out.println();\r\n System.out.println("说明:勇者的操作方式为以下所示:");\r\n System.out.println(" 使用攻击需消耗1MP 伤害1HP");\r\n System.out.println(" 使用蓄力可增加1MP 伤害0HP");\r\n System.out.println(" 使用躲闪需消耗0MP 伤害0HP 躲避攻击");\r\n System.out.println(" 使用重击需消耗3MP 伤害2HP 防御无效");\r\n System.out.println(" 恶龙攻击力高, 注意防御是取胜的关键");\r\n System.out.println(" 恶龙MP达到4时可能会放出火焰无法躲避");\r\n System.out.println(" 准备说明完毕,那么让我们来挑战恶龙吧!");\r\n System.out.println("==================================");\r\n //难度选择\r\n System.out.println("请选择难度");\r\n System.out.println("1.娱乐 2.挑战 3.噩梦");\r\n int ND = Nandu.nextInt();\r\n System.out.println("==================================");\r\n while(true) \r\n { \r\n //HP,MP的显示 \r\n System.out.print("勇者: ");\r\n System.out.print(" HP ");\r\n for(int x=YingxHP;x0;x--) System.out.print("*"); \r\n System.out.print(" "+YingxHP);\r\n System.out.println();\r\n System.out.print(" ");\r\n System.out.print(" MP ");\r\n for(int x=YingxMP;x0;x--) System.out.print("*"); \r\n System.out.print(" "+YingxMP);\r\n System.out.println();\r\n System.out.print("恶龙: ");\r\n System.out.print(" HP ");\r\n for(int y=MogHP;y0;y--) System.out.print("*");\r\n System.out.print(" "+MogHP);\r\n System.out.println(); \r\n System.out.print(" ");\r\n System.out.print(" MP ");\r\n for(int y=MogMP;y0;y--) System.out.print("*");\r\n System.out.print(" "+MogMP);\r\n System.out.println();\r\n System.out.println("==================================");\r\n //胜利判定 \r\n if(YingxHP2MogMP2) MogDo = 2;\r\n else if(MogMP0) MogDo=2; \r\n if(Do==2MogMP==0) MogDo=0; \r\n if(Do==3MogMP=4) MogDo=3;}//变态判定。。 \r\n //战斗分析\r\n //防御 \r\n if(Do==3) {fangyu=1;System.out.println("你灵巧的躲避攻击!");}\r\n if(MogDo==1) {fangyu=1;System.out.println("恶龙进行防御!");}\r\n //角色判定 \r\n if(Do==1YingxMP==0) {System.out.println("MP不足!");}\r\n if(Do==1YingxMP0) {\r\n if(fangyu==0) {MogHP=MogHP-1;YingxMP=YingxMP-1;System.out.println("你发动攻击!");}\r\n if(fangyu==1) {YingxMP=YingxMP-1;System.out.println("你的攻击被格挡!");}} \r\n if(Do==2) {YingxMP=YingxMP+1;System.out.println("你进行蓄力!");}\r\n if(Do==4YingxMP2) {MogHP=MogHP-2;YingxMP=YingxMP-3;System.out.println("你发动重击!");}\r\n if(Do 4) System.out.println("你不知所措...");\r\n //敌人判定 \r\n if(MogDo==2MogMP==0) {System.out.println("恶龙在发呆!");}\r\n if(MogDo==2MogMP0) {\r\n if(fangyu==0) {YingxHP=YingxHP-2;MogMP=MogMP-1;System.out.println("恶龙发动攻击!");}\r\n if(fangyu==1) {MogMP=MogMP-1;System.out.println("恶龙的攻击被躲开了!");}} \r\n if(MogDo==0) {MogMP=MogMP+1;System.out.println("恶龙进行蓄力!");} \r\n if(MogDo==3MogMP3) {YingxHP=YingxHP-4;MogMP=MogMP-4;System.out.println("恶龙发动火焰吐吸!躲避不能!");} \r\n //结束 \r\n fangyu = 0;\r\n MogDo = 0;\r\n System.out.println("____________________");\r\n System.out.println();\r\n System.out.println("=================================="); }\r\n }\r\n}

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