update classes and fixed bugs
This commit is contained in:
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package org.project;
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import org.project.entity.Entity;
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import org.project.entity.enemies.*;
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import org.project.entity.players.Assassin;
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import org.project.entity.players.Knight;
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import org.project.entity.players.Player;
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import org.project.entity.players.Wizard;
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import org.project.item.weapons.Dagger;
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import org.project.item.weapons.Sword;
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import org.project.location.Location;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Random;
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import java.util.Scanner;
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import static org.project.entity.enemies.Enemy.GREEN;
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import static org.project.entity.players.Player.*;
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public class Game {
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private Player player;
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private Scanner scanner;
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private Location currentLocation;
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private List<Location> allLocations;
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private Enemy currentEnemy;
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private Random random = new Random();
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private boolean hasGoblinKey = false;
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private boolean hasSkeletonKey = false;
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private boolean hasVampireKey = false;
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private List<Enemy> allEnemiesInGame = new ArrayList<>();
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protected static final String GREEN_LIGHT = "\033[92m";
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protected static final String PURPLE = "\033[35m";
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public Game()
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{
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this.scanner = new Scanner(System.in);
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this.allLocations = setupWorld();
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}
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public void start()
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{
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System.out.println("\n🏰 Welcome to Java Knight!");
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this.player = createPlayer();
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selectStartingLocation();
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spawnRandomEnemy();
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gameLoop();
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}
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public Player createPlayer()
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{
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System.out.println("Enter your name: ");
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String name = scanner.nextLine();
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System.out.println("1. ⚔️ Knight (High Damage, Balanced HP)");
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System.out.println("2. 🧙 Wizard (High HP, Magic Power)");
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System.out.println("3. 🗡️ Assassin (High Mana, Critical Hits)");
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int choice = getIntInput("Choose your character: ");
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Player newPlayer = null;
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switch (choice)
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{
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case 1:
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System.out.println("You chose the Knight!");
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newPlayer = new Knight(name);
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break;
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case 2:
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System.out.println("You chose the Wizard!");
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newPlayer = new Wizard(name);
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break;
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case 3:
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System.out.println("You chose the Assassin!");
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newPlayer = new Assassin(name);
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break;
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default:
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System.out.println("Invalid choice. Defaulting to Knight.");
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newPlayer = new Knight(name);
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break;
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}
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return newPlayer;
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}
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public void selectStartingLocation()
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{
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System.out.println("🗺️ Choose your starting location:");
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for (int i = 0; i < allLocations.size(); i++)
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{
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System.out.println((i+1) + ". " + allLocations.get(i).getName());
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}
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int choice = getIntInput("Enter your choice: ");
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if (choice > 0 && choice <= allLocations.size())
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{
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this.currentLocation = allLocations.get(choice - 1);
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System.out.println("🚶 You have arrived at: " + currentLocation.getName());
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}
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else
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{
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System.out.println("Invalid choice. Defaulting to Forest.");
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this.currentLocation = allLocations.get(0);
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}
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}
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private List<Location> setupWorld()
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{
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List<Location> locations = new ArrayList<>();
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ArrayList<Enemy> forestEnemies = new ArrayList<>();
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forestEnemies.add(new Goblin(new Dagger()));
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forestEnemies.add(new Goblin(new Dagger()));
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forestEnemies.add(new Goblin(new Dagger()));
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forestEnemies.add(new Goblin(new Dagger()));
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forestEnemies.add(new Skeleton(new Sword()));
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forestEnemies.add(new Vampire(new Dagger()));
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forestEnemies.add(new Skeleton(new Sword()));
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forestEnemies.add(new Vampire(new Dagger()));
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forestEnemies.add(new Skeleton(new Sword()));
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Location forest = new Location("Dark Forest", new ArrayList<>(), forestEnemies);
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allEnemiesInGame.addAll(forestEnemies);
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ArrayList<Enemy> caveEnemies = new ArrayList<>();
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caveEnemies.add(new Skeleton(new Sword()));
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caveEnemies.add(new Skeleton(new Sword()));
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caveEnemies.add(new Skeleton(new Sword()));
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caveEnemies.add(new Skeleton(new Sword()));
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caveEnemies.add(new Goblin(new Dagger()));
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caveEnemies.add(new Vampire(new Dagger()));
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caveEnemies.add(new Goblin(new Dagger()));
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caveEnemies.add(new Vampire(new Dagger()));
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caveEnemies.add(new Vampire(new Dagger()));
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Location cave = new Location("Spooky Cave", new ArrayList<>(), caveEnemies);
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allEnemiesInGame.addAll(caveEnemies);
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ArrayList<Enemy> swampEnemies = new ArrayList<>();
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swampEnemies.add(new Vampire(new Dagger()));
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swampEnemies.add(new Vampire(new Dagger()));
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swampEnemies.add(new Vampire(new Dagger()));
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swampEnemies.add(new Vampire(new Dagger()));
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swampEnemies.add(new Goblin(new Dagger()));
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swampEnemies.add(new Skeleton(new Sword()));
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swampEnemies.add(new Goblin(new Dagger()));
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swampEnemies.add(new Goblin(new Dagger()));
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swampEnemies.add(new Skeleton(new Sword()));
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Location swamp = new Location("Swamp", new ArrayList<>(), swampEnemies);
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allEnemiesInGame.addAll(swampEnemies);
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locations.add(forest);
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locations.add(cave);
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locations.add(swamp);
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return locations;
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}
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public void spawnRandomEnemy()
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{
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ArrayList<Enemy> enemies = currentLocation.getEnemies();
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if (enemies == null || enemies.isEmpty()) {
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System.out.println("🌲 The area is quiet... no enemies nearby. Move to another location.");
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this.currentEnemy = null;
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return;
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}
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int index = random.nextInt(enemies.size());
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this.currentEnemy = enemies.get(index);
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this.currentEnemy = enemies.remove(index);
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allEnemiesInGame.remove(this.currentEnemy);
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System.out.println("⚠️ A wild " + currentEnemy.getClass().getSimpleName() + " appears in " + currentLocation.getName() + "!");
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}
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public void gameLoop()
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{
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while (player.isAlive())
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{
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System.out.println("\n========================================");
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System.out.println("📍 Location: " + currentLocation.getName());
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System.out.println("❤️ Player HP: " + player.getHp() + "/" + player.getMaxHP());
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System.out.println("💎 Player MP: " + player.getMp() + "/" + player.getMaxMP());
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if (currentEnemy != null && currentEnemy.isAlive())
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{
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System.out.println("Enemy: " + currentEnemy.getClass().getSimpleName() + " (HP: " + currentEnemy.getHp() + ")");
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}
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System.out.println("---- Actions ----");
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System.out.println("1. 🥷 Fight enemy");
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System.out.println("2. 🚶 Move to another location");
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System.out.println("3. 🔒 Go to Dragon Castle");
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System.out.println("4. 🏳️ Quit game");
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int choice = getIntInput("Enter your choice: ");
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switch (choice)
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{
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case 1: //fight
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if (currentEnemy == null)
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{
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spawnRandomEnemy();
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}
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if (currentEnemy != null)
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{
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System.out.println("⚔️ Battle Started: " + player.getName() + " vs " + currentEnemy.getClass().getSimpleName());
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fight(currentEnemy);
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postCombat(currentEnemy);
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spawnRandomEnemy();
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}
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else
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{
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System.out.println("⚠️ No enemy found in this location.");
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}
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break;
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case 2: //move
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moveLocation();
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spawnRandomEnemy();
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break;
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case 3:
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if (hasGoblinKey && hasSkeletonKey && hasVampireKey)
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{
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System.out.println(PURPLE+"🐉 Entering Dragon's lair..."+RESET);
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startDragonFight();
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}
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else
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{
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System.out.println("🔒 Locked! Collect all 3 keys.");
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}
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break;
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case 4:
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System.out.println("Byyyeee!");
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return;
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default:
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System.out.println("Invalid."); break;
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}
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}
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System.out.println(RED+"==== 💀 Game Over! ===="+RESET);
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}
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private void fight(Enemy enemy)
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{
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while (player.isAlive() && enemy.isAlive())
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{
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handlePlayerTurn(enemy);
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if (enemy.isStunned())
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{
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System.out.println("Enemy is stunned and skips its turn!");
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enemy.unstun();
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}
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else
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{
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enemy.attack(player);
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}
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}
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}
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private void handlePlayerTurn(Entity target)
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{
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System.out.println(BLUE+"\n--- Your Turn ---"+RESET);
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System.out.println("1. Light Attack | 2. Heavy Attack (-20 Mana) | 3. Defend (-15 Mana) | 4. Heal (-30 Mana) | 5. Special (-50 Mana)");
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int action = getIntInput("Choose action: ");
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switch (action)
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{
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case 1: player.lightAttack(target); break;
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case 2: player.heavyAttack(target); break;
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case 3: player.defend(); break;
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case 4: player.heal(20); break;
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case 5: player.specialAbility(target); break;
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default: System.out.println("Invalid!"); break;
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}
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}
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public void postCombat(Enemy enemy)
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{
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if (player.isAlive())
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{
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int xp = enemy.getXpReward();
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player.addXp(xp);
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checkKeyDrop(enemy);
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player.setHp(player.getMaxHP());
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player.fillMana(player.getMaxMP() - player.getMp());
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System.out.println("💖 HP and MP fully restored!");
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}
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}
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public void checkKeyDrop(Enemy enemy)
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{
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if (enemy instanceof Goblin && hasGoblinKey) return;
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if (enemy instanceof Skeleton && hasSkeletonKey) return;
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if (enemy instanceof Vampire && hasVampireKey) return;
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String enemyType = enemy.getClass().getSimpleName();
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boolean isLastOne = true;
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for (Enemy e : allEnemiesInGame)
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{
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if (e.getClass().getSimpleName().equals(enemyType))
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{
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isLastOne = false;
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break;
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}
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}
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double dropChance;
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if (isLastOne)
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{
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dropChance = 1.0;
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System.out.println("✨ This is the last " + enemyType + " in the world!");
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}
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else
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{
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dropChance = 0.2; //20% chance
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}
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if (Math.random() < dropChance)
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{
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if (enemy instanceof Goblin)
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{
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hasGoblinKey = true;
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System.out.println(GREEN + "🔑 You found the Goblin Key!" + RESET);
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}
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else if (enemy instanceof Skeleton)
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{
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hasSkeletonKey = true;
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System.out.println(GREEN + "🔑 You found the Skeleton Key!" + RESET);
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}
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else if (enemy instanceof Vampire)
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{
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hasVampireKey = true;
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System.out.println(GREEN + "🔑 You found the Vampire Key!" + RESET);
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}
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}
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}
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private void moveLocation()
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{
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System.out.println("🗺️ Available destinations:");
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for (int i = 0; i < allLocations.size(); i++)
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{
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System.out.println((i + 1) + ". " + allLocations.get(i).getName());
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}
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int choice = getIntInput("Choose destination: ");
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if (choice > 0 && choice <= allLocations.size())
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{
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currentLocation = allLocations.get(choice - 1);
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System.out.println("🚶 You traveled to " + currentLocation.getName());
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}
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}
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private void startDragonFight() {
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System.out.println("🐉 THE DRAGON APPEARS! PREPARE FOR BATTLE!");
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Dragon dragon = new Dragon(null);
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fight(dragon);
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if (player.isAlive())
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{
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System.out.println(GREEN_LIGHT + "\n== 🏆 VICTORY! You have defeated the Dragon and broken the curse! ==" + RESET);
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System.out.println("🎉 You are the Hero of the Realm!");
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}
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else
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{
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System.out.println(RED + "\n==== 💀 You have been slain by the Dragon! ====" + RESET);
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}
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}
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private int getIntInput(String prompt) {
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System.out.print(prompt);
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while (!scanner.hasNextInt()) {
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System.out.println("⚠️ Please enter a valid number!");
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scanner.next();
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System.out.print(prompt);
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}
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return scanner.nextInt();
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}
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}
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