21 Commits
Author SHA1 Message Date
Fateme_Azizi 09c3847592 final edit 2026-05-16 03:43:33 +03:30
Fateme_Azizi 676db1a225 edit player and Main 2026-05-15 21:14:43 +03:30
Fateme_Azizi 2ccaa6a06f edit README 2026-05-15 16:47:07 +03:30
Fateme_Azizi 9c1ff5c518 implement Dragon 2026-05-15 04:08:39 +03:30
Fateme_Azizi 0ed8894365 implement Main 2026-05-15 04:08:10 +03:30
Fateme_Azizi e84b860502 implement Location 2026-05-15 04:07:40 +03:30
Fateme_Azizi cc49f6bb27 implement Goblin and Skeleton and Vampire 2026-05-15 04:07:01 +03:30
Fateme_Azizi b5c3f6f338 implement EnemyStats 2026-05-15 04:05:13 +03:30
Fateme_Azizi 6ceff6068a implement PlayerStats 2026-05-15 04:04:34 +03:30
Fateme_Azizi 5c066131d7 edit Knight and Wizard and Assassin 2026-05-15 04:03:28 +03:30
Fateme_Azizi 858649285d edit Player 2026-05-15 04:01:56 +03:30
Fateme_Azizi afc563822e edit Entity 2026-05-15 04:01:13 +03:30
Fateme_Azizi 74d11ad284 delete armor and weapon 2026-05-15 04:00:27 +03:30
Fateme_Azizi adaaf565b8 add EnemyStats 2026-05-11 20:49:53 +03:30
Fateme_Azizi c315d5f9ed add PlayStats 2026-05-11 17:04:05 +03:30
Fateme_Azizi 021a147dcf implement Knight and Wizard and Assassin classes 2026-05-10 16:19:45 +03:30
Fateme_Azizi 8decc4d7d8 implement Player class 2026-05-10 16:17:04 +03:30
Fateme_Azizi e14965a649 implement Entity class 2026-05-10 16:15:54 +03:30
Fateme_Azizi 494f97935e add Dragon and Goblin and Vampire 2026-05-10 01:12:52 +03:30
Fateme_Azizi 8894866b68 add AssassinWeapon and KnightWeapon and WizardWeapon 2026-05-05 14:52:15 +03:30
Fateme_Azizi 95c9181cf3 add Assassin.java and Wizard.java 2026-05-05 14:40:32 +03:30
37 changed files with 737 additions and 396 deletions
+5
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@@ -16,5 +16,10 @@
<option name="name" value="JBoss Community repository" /> <option name="name" value="JBoss Community repository" />
<option name="url" value="https://repository.jboss.org/nexus/content/repositories/public/" /> <option name="url" value="https://repository.jboss.org/nexus/content/repositories/public/" />
</remote-repository> </remote-repository>
<remote-repository>
<option name="id" value="central" />
<option name="name" value="Central Repository" />
<option name="url" value="https://mirror-maven.runflare.com/maven2" />
</remote-repository>
</component> </component>
</project> </project>
+301 -4
View File
@@ -1,15 +1,312 @@
package org.project; package org.project;
import org.project.entity.enemies.*;
import org.project.entity.players.Assassin;
import org.project.entity.players.Knight;
import org.project.entity.players.Player;
import org.project.entity.players.Wizard;
import org.project.location.Location; import org.project.location.Location;
import java.util.ArrayList; import java.util.ArrayList;
import java.util.List; import java.util.List;
import java.util.Random;
import java.util.Scanner;
public class Main { public class Main {
public static void main(String[] args) {
// TODO: ADD LOCATIONS TO YOUR GAME
List<Location> locations = new ArrayList<>();
// TODO: IMPLEMENT GAMEPLAY private static List<Location> locations = new ArrayList<>();
public static Player player;
private static Enemy enemy;
private static int currentLocationIndex;
public static void main(String[] args) {
createPlayer();
setupLocations();
gameLoop();
}
public static void gameLoop() {
while (player.isAlive()) {
chooseLocation();
spawnRandomEnemy();
if(enemy != null) handleLocation();
}
}
public static void createPlayer() {
Scanner in = new Scanner(System.in);
System.out.println("Welcome to Java Knight ⚔\uFE0F\nPlease enter your name: ");
String name = in.nextLine();
System.out.println("Hi " + name + "\uD83C\uDF89\n");
while (true){
System.out.println("Choose your character: \n" +
"1. Knight⚔️\n" +
"2. Wizard\uD83E\uDDD9\u200D♂️\n" +
"3. Assassin\uD83D\uDDE1");
int choice = in.nextInt();
switch (choice) {
case 1:
player = new Knight(name);
System.out.println("You are a KNIGHT⚔️\n");
return;
case 2:
player = new Wizard(name);
System.out.println("You are a Wizard\uD83E\uDDD9\u200D♂️\n");
return;
case 3:
player = new Assassin(name);
System.out.println("You are a Assassin\uD83D\uDDE1\n");
return;
default:
System.out.println("\u001B[31m❌Invalid choice❌\u001B[0m");
break;
}
}
}
public static void setupLocations() {
ArrayList<Enemy> CryptEnemies = new ArrayList<>();
CryptEnemies.add(new Skeleton());
CryptEnemies.add(new Goblin());
locations.add(new Location("Crypt", CryptEnemies));
ArrayList<Enemy> WarrensEnemies = new ArrayList<>();
WarrensEnemies.add(new Goblin());
WarrensEnemies.add(new Goblin());
WarrensEnemies.add(new Skeleton());
locations.add(new Location("Warrens", WarrensEnemies));
ArrayList<Enemy> ManorEnemies = new ArrayList<>();
ManorEnemies.add(new Vampire());
ManorEnemies.add(new Skeleton());
locations.add(new Location("Manor", ManorEnemies));
ArrayList<Enemy> CourtyardEnemies = new ArrayList<>();
CourtyardEnemies.add(new Vampire());
CourtyardEnemies.add(new Goblin());
CourtyardEnemies.add(new Skeleton());
locations.add(new Location("Courtyard", CourtyardEnemies));
ArrayList<Enemy> CatacombsEnemies = new ArrayList<>();
CatacombsEnemies.add(new Skeleton());
CatacombsEnemies.add(new Goblin());
CatacombsEnemies.add(new Vampire());
CatacombsEnemies.add(new Goblin());
locations.add(new Location("Catacombs", CatacombsEnemies));
}
public static void chooseLocation() {
System.out.println("Select your destination \uD83C\uDFAF");
Scanner in = new Scanner(System.in);
while (true) {
for(int i=0 ; i<locations.size() ; i++) {
System.out.println((i+1) +". "+ locations.get(i).getName());
}
int choice = in.nextInt();
if(choice>0 && choice<=locations.size()) {
currentLocationIndex = choice - 1;
System.out.println("\uD83D\uDCCD Location: " + locations.get(currentLocationIndex).getName());
return;
}
else
System.out.println("\u001B[31m❌Invalid choice❌\u001B[0m\nChoose another option: ");
}
}
public static void spawnRandomEnemy() {
ArrayList<Enemy> enemies = locations.get(currentLocationIndex).getEnemies();
Random random = new Random();
if(enemies.isEmpty()) {
System.out.println("No enemies found in " + locations.get(currentLocationIndex).getName() + "...\n");
enemy = null;
return;
}
int currentEnemyIndex = random.nextInt(enemies.size());
enemy = locations.get(currentLocationIndex).getEnemy(currentEnemyIndex);
System.out.println("You're facing a " + enemy.getType());
}
public static void handleLocation() {
System.out.println("What next?");
Scanner in = new Scanner(System.in);
while (true) {
System.out.println("1. Fight the " + enemy.getType() + "\uD83E\uDD4A" +
"\n2. Go to another location\uD83D\uDCCD\n" +
"3. Go to the Castle to fight the Dragon\uD83D\uDC09");
int choice = in.nextInt();
switch (choice) {
case 1:
fight();
return;
case 2:
return;
case 3:
if(player.hasGoblinKey() && player.hasVampireKey() && player.hasSkeletonKey()) {
enemy = new Dragon();
fight();
return;
}
else {
System.out.println("You don't have all the keys\uD83D\uDD12\n");
break;
}
default:
System.out.println("\u001B[31m❌Invalid choice❌\u001B[0m\nChoose another option: ");
break;
}
}
}
public static void fight() {
while (player.isAlive() && enemy.isAlive()) {
System.out.println("\n[" + player.getName() + " - "
+ player.getMp() + "/" + player.getMaxMP() + " MP | "
+ player.getHP() + "/" + player.getMaxHP() + " HP]");
System.out.println('[' + enemy.getType() + " - "
+ enemy.getHP() + "/" + enemy.getMaxHP() + " HP]\n");
playerTurn();
if(enemy.isAlive())
enemyTurn();
}
if(!player.isAlive()) {
System.out.println("💀 You have been defeated...");
player.setXp(0);
player.setGoblinKey(false);
player.setVampireKey(false);
player.setSkeletonKey(false);
setupLocations();
}
else if(!enemy.isAlive()) {
handleEnemyDeath();
}
}
public static void playerTurn() {
System.out.println("Your turn: ");
Scanner in = new Scanner(System.in);
while (true) {
System.out.println("1.light attack\n" +
"2.heavy attack (\u001B[31m-" + player.getHeavyAttackManaCost() + " Mana\u001B[0m)" +
"\n3.defend (\u001B[31m-" + player.getDefendManaCost() + " Mana\u001B[0m)" +
"\n4.heal (\u001B[31m-" + player.getHealManaCost()+ " Mana\u001B[0m)" +
"\n5.special move (\u001B[31m-" + player.getSpecialAbilityManaCost() + " Mana\u001B[0m)");
int choice = in.nextInt();
int manaCost;
switch (choice) {
case 1:
player.lightAttack(enemy);
return;
case 2:
manaCost = player.getHeavyAttackManaCost();
break;
case 3:
manaCost = player.getDefendManaCost();
break;
case 4:
manaCost = player.getHealManaCost();
break;
case 5:
manaCost = player.getSpecialAbilityManaCost();
break;
default:
System.out.println("\u001B[31m❌Invalid choice❌\u001B[0m\nChoose another option: ");
continue;
}
if(player.reduceMana(manaCost)) {
if(choice == 2) player.heavyAttack(enemy);
else if (choice == 3 && !(enemy instanceof Dragon)) player.defend();
else if (choice == 4) player.heal(20);
else if(choice == 5) player.specialAbility(enemy);
return;
}
else
System.out.println("You don't have enough Mana\nChoose another...");
}
}
public static void enemyTurn() { enemy.attack(player);}
public static void handleEnemyDeath() {
if(enemy instanceof Skeleton && ((Skeleton) enemy).getReviveEnabled()) {
((Skeleton) enemy).revive();
fight();
}
else if(enemy instanceof Dragon) {
System.out.println("\nCongratulations! You defeated the Dragon and won!\uD83C\uDFC6");
}
else{
System.out.println("\nYou won the battle!\uD83C\uDF89");
player.addXP(enemy.getXpReward());
System.out.println("You gained " + enemy.getXpReward() + " XP");
player.fillMana(player.getMaxMP());
player.heal(player.getMaxHP());
System.out.println("\u001B[32mHP and Mana fully restored\u001B[0m\n");
tryDropKey();
locations.get(currentLocationIndex).getEnemies().remove(enemy);
}
}
public static void tryDropKey() {
if(Math.random()<0.2) {
if(enemy instanceof Goblin && !player.hasGoblinKey()) {
player.setGoblinKey(true);
System.out.println("You got Goblin key\uD83D\uDD11\n");
}
else if(enemy instanceof Skeleton && !player.hasSkeletonKey()) {
player.setSkeletonKey(true);
System.out.println("You got skeleton key\uD83D\uDD11\n");
}
else if(enemy instanceof Vampire && !player.hasVampireKey()) {
player.setVampireKey(true);
System.out.println("You got Vampire key\uD83D\uDD11\n");
}
}
} }
} }
@@ -1,21 +1,32 @@
package org.project.entity; package org.project.entity;
public interface Entity { public abstract class Entity {
void attack(Entity target);
void defend(); private int hp;
private final int maxHP;
void heal(int health);
void fillMana(int mana); public Entity(int maxHP) {
this.hp = maxHP;
this.maxHP = maxHP;
}
void takeDamage(int damage); public boolean isAlive() {
return hp > 0;
}
int getMaxHP(); public void heal(int health) {
hp += health;
if (hp > maxHP)
hp = maxHP;
}
int getMaxMP(); public void takeDamage(int damage) {
hp -= damage;
if(hp<0) hp = 0;
}
public int getMaxHP() {return maxHP;}
public int getHP() {return hp;}
/*
TODO: ADD OTHER REQUIRED AND BONUS METHODS
*/
} }
@@ -0,0 +1,11 @@
package org.project.entity.enemies;
public class Dragon extends Enemy{
private final static EnemyStats stats = new EnemyStats(360, 22, 150);
public Dragon() { super(stats); }
@Override
public String getType() {
return "Dragon";
}
}
@@ -1,34 +1,41 @@
package org.project.entity.enemies; package org.project.entity.enemies;
import org.project.item.weapons.Weapon; import org.project.entity.Entity;
import org.project.entity.players.Player;
// TODO: UPDATE IMPLEMENTATION
public abstract class Enemy {
Weapon weapon;
private int hp;
private int mp;
public Enemy(int hp, int mp, Weapon weapon) { public abstract class Enemy extends Entity {
this.hp = hp;
this.mp = mp;
this.weapon = weapon; protected final EnemyStats stats;
private boolean stunned;
public Enemy(EnemyStats stats) {
super(stats.maxHP);
this.stats = stats;
stunned = false;
} }
@Override @Override
public void takeDamage(int damage) { public void takeDamage(int damage) {
hp -= damage; super.takeDamage(damage);
System.out.println("\u001B[32mYour attack dealt " + damage + " damage to the enemy!\u001B[0m");
} }
public int getHp() { public void attack(Player target) {
return hp; if(!stunned) {
System.out.println("\u001B[31m" + getType() + " attacked you!\u001B[0m");
target.takeDamage(stats.damage);
} }
public int getMp() { else {
return mp; System.out.println("The enemy was stunned and missed its turn!");
stunned = false;
}
} }
public Weapon getWeapon() { public abstract String getType();
return weapon;
} public int getXpReward() {return stats.xpReward;}
public boolean isStunned() { return stunned; }
public void setStunned(boolean stunned) {this.stunned = stunned; }
} }
@@ -0,0 +1,14 @@
package org.project.entity.enemies;
public class EnemyStats {
public final int maxHP;
public final int damage;
public final int xpReward;
public EnemyStats(int maxHP, int damage, int xpReward) {
this.maxHP = maxHP;
this.damage = damage;
this.xpReward = xpReward;
}
}
@@ -0,0 +1,33 @@
package org.project.entity.enemies;
import org.project.entity.players.Player;
public class Goblin extends Enemy {
private final static EnemyStats stats = new EnemyStats(60, 12, 20);
private final double critChance;
private final double critMultiplier;
public Goblin() {
super(stats);
critChance = 0.25;
critMultiplier = 1.8;
}
@Override
public void attack(Player target) {
if(Math.random()<critChance && !isStunned()) {
target.takeDamage((int) (stats.damage * critMultiplier));
if(!target.isDefending()) System.out.println("The goblin landed a critical hit!");
}
else
super.attack(target);
}
@Override
public String getType() {
return "Goblin";
}
}
@@ -1,6 +1,30 @@
package org.project.entity.enemies; package org.project.entity.enemies;
// TODO: UPDATE IMPLEMENTATION
public class Skeleton { public class Skeleton extends Enemy{
// TODO: DESIGN ENEMY AND IMPLEMENT THE CONSTRUCTOR
private final static EnemyStats stats = new EnemyStats(110, 16, 35);
private boolean reviveEnabled;
public Skeleton() {
super(stats);
reviveEnabled = true;
}
public void revive() {
if(!isAlive() && reviveEnabled) {
heal(getMaxHP() / 2);
reviveEnabled = false;
System.out.println("the skeleton comes back to life!");
}
}
@Override
public String getType() {
return "Skeleton";
}
public boolean getReviveEnabled() { return reviveEnabled;}
} }
@@ -0,0 +1,25 @@
package org.project.entity.enemies;
import org.project.entity.players.Player;
public class Vampire extends Enemy{
private final static EnemyStats stats = new EnemyStats(95, 18, 45);
private final int damageDivisor;
public Vampire() {
super(stats);
damageDivisor = 5;
}
@Override
public void attack(Player target) {
super.attack(target);
heal(stats.damage/damageDivisor); //a percentage of the damage is added to HP
}
@Override
public String getType() {
return "Vampire";
}
}
@@ -0,0 +1,25 @@
package org.project.entity.players;
import org.project.entity.enemies.Enemy;
public class Assassin extends Player{
private final static PlayerStats stats = new PlayerStats(9, 12,
17, 20,
12, 20, 24,
210, 75);
public Assassin(String name) {
super(name,stats);
}
@Override
public void heavyAttack(Enemy target) { target.takeDamage(stats.heavyAttackDamage);}
@Override
public void specialAbility(Enemy target) {
System.out.println("You turned invisible");
target.takeDamage(stats.specialAbilityDamage); // causing damage
setDefending(true); //dodging the next incoming attack
}
}
@@ -1,6 +1,26 @@
package org.project.entity.players; package org.project.entity.players;
// TODO: UPDATE IMPLEMENTATION import org.project.entity.enemies.Enemy;
public class Knight {
// TODO: DESIGN KNIGHT'S WEAPON AND ARMOR AND IMPLEMENT THE CONSTRUCTOR
public class Knight extends Player {
private final static PlayerStats stats = new PlayerStats(10, 10,
16, 22,
18, 28, 34,
180, 70);
public Knight(String name) {
super(name, stats);
}
@Override
public void heavyAttack(Enemy target) { target.takeDamage(stats.heavyAttackDamage); }
@Override
public void specialAbility(Enemy target) {
target.takeDamage(stats.specialAbilityDamage); //causing damage
target.setStunned(true); //stun the enemy
System.out.println("You performed a shield bash that stunned the enemy.");
}
} }
@@ -1,89 +1,95 @@
package org.project.entity.players; package org.project.entity.players;
import org.project.entity.Entity; import org.project.entity.Entity;
import org.project.item.armors.Armor; import org.project.entity.enemies.Enemy;
import org.project.item.weapons.Weapon;
// TODO: UPDATE IMPLEMENTATION
public abstract class Player { public abstract class Player extends Entity{
protected final PlayerStats stats;
protected String name; protected String name;
Weapon weapon;
Armor armor;
private int hp;
private int maxHP;
private int mp; private int mp;
private int maxMP; private boolean defending;
private int XP;
private boolean skeletonKey;
private boolean goblinKey;
private boolean vampireKey;
public Player(String name, int hp, int mp, Weapon weapon, Armor armor) {
public Player(String name, PlayerStats stats) {
super(stats.maxHP);
this.name = name; this.name = name;
this.hp = hp; this.mp = stats.maxMP;
this.mp = mp; this.stats = stats;
this.weapon = weapon; XP = 0;
this.armor = armor; defending = false;
goblinKey = false;
skeletonKey = false;
vampireKey = false;
} }
@Override public void lightAttack(Enemy target) {target.takeDamage(stats.lightAttackDamage);}
public void attack(Entity target) {
target.takeDamage(weapon.getDamage());
}
@Override
public void defend() {
// TODO
}
public abstract void specialAbility(Enemy target);
public abstract void heavyAttack(Enemy target);
@Override @Override
public void takeDamage(int damage) { public void takeDamage(int damage) {
hp -= damage - armor.getDefense(); if(!isDefending()){
super.takeDamage(damage);
System.out.println("\u001B[31mEnemy's attack dealt " + damage + " damage to you!\u001B[0m");
} }
else {
@Override System.out.println("You blocked the attack!");
public void heal(int health) { defending = false;
hp += health;
if (hp > maxHP) {
hp = maxHP;
} }
} }
@Override public void defend() { setDefending(true); }
public void fillMana(int mana) { public void fillMana(int mana) {
mp += mana; mp += mana;
if (mp > maxMP) { if (mp > stats.maxMP) {
mp = maxMP; mp = stats.maxMP;
} }
} }
public boolean reduceMana(int amount) {
public String getName() { if(mp - amount >= 0) {
return name; mp -= amount;
return true;
}
return false;
} }
public int getHp() {
return hp;
}
@Override public int getHeavyAttackManaCost() {return stats.heavyAttackManaCost;}
public int getMaxHP() {
return maxHP;
}
public int getMp() { public int getDefendManaCost() {return stats.defendManaCost;}
return mp;
}
@Override public int getHealManaCost() {return stats.healManaCost;}
public int getMaxMP() {
return maxMP;
}
public Weapon getWeapon() { public int getSpecialAbilityManaCost() {return stats.specialAbilityManaCost;}
return weapon;
}
public Armor getArmor() { public String getName() { return name; }
return armor;
}
public int getMp() { return mp; }
public int getMaxMP() { return stats.maxMP; }
public boolean hasGoblinKey() {return goblinKey;}
public boolean hasSkeletonKey() {return skeletonKey;}
public boolean hasVampireKey() {return vampireKey;}
public void setGoblinKey(boolean value) { goblinKey = value; }
public void setSkeletonKey(boolean value) { skeletonKey = value; }
public void setVampireKey(boolean value) { vampireKey = value; }
public boolean isDefending() { return defending; }
public void setDefending(boolean value) {this.defending = value; }
public int getXP() { return XP;}
public void setXp(int amount) { XP = amount;}
public void addXP(int amount) { XP += amount; }
} }
@@ -0,0 +1,35 @@
package org.project.entity.players;
public class PlayerStats {
//Mana cost
public final int heavyAttackManaCost;
public final int defendManaCost;
public final int healManaCost;
public final int specialAbilityManaCost;
//Damages
public final int lightAttackDamage;
public final int heavyAttackDamage;
public final int specialAbilityDamage;
public final int maxHP;
public final int maxMP;
public PlayerStats(int heavyAttackManaCost, int defendManaCost, int healManaCost,int specialAbilityManaCost,
int lightAttackDamage, int heavyAttackDamage, int specialAbilityDamage, int maxHP, int maxMP) {
this.heavyAttackManaCost = heavyAttackManaCost;
this.defendManaCost = defendManaCost;
this.healManaCost = healManaCost;
this.specialAbilityManaCost = specialAbilityManaCost;
this.lightAttackDamage = lightAttackDamage;
this.heavyAttackDamage = heavyAttackDamage;
this.specialAbilityDamage = specialAbilityDamage;
this.maxHP = maxHP;
this.maxMP = maxMP;
}
}
@@ -0,0 +1,23 @@
package org.project.entity.players;
import org.project.entity.enemies.Enemy;
public class Wizard extends Player{
private final static PlayerStats stats = new PlayerStats(11, 9,
18, 24,
14, 22, 30,
240, 55);
public Wizard(String name) { super(name, stats); }
@Override
public void heavyAttack(Enemy target) { target.takeDamage(stats.heavyAttackDamage);}
@Override
public void specialAbility(Enemy target) {
target.takeDamage(stats.specialAbilityDamage); //causing damage
heal(20); //replenishing HP
System.out.println("You cast a devastating spell");
}
}
@@ -1,11 +0,0 @@
package org.project.item;
import org.project.entity.Entity;
public interface Item {
void use(Entity target);
/*
TODO: ADD OTHER REQUIRED AND BONUS METHODS
*/
}
@@ -1,42 +0,0 @@
package org.project.item.armors;
// TODO: UPDATE IMPLEMENTATION
public abstract class Armor {
private int defense;
private int maxDefense;
private int durability;
private int maxDurability;
private boolean isBroke;
public Armor(int defense, int durability) {
this.defense = defense;
this.durability = durability;
}
public void checkBreak() {
if (durability <= 0) {
isBroke = true;
defense = 0;
}
}
// TODO: (BONUS) UPDATE THE REPAIR METHOD
public void repair() {
isBroke = false;
defense = maxDefense;
durability = maxDurability;
}
public int getDefense() {
return defense;
}
public int getDurability() {
return durability;
}
public boolean isBroke() {
return isBroke;
}
}
@@ -1,6 +0,0 @@
package org.project.item.armors;
// TODO: UPDATE IMPLEMENTATION
public class KnightArmor {
// TODO: DESIGN ARMOR'S ATTRIBUTES IMPLEMENT THE CONSTRUCTOR
}
@@ -1,8 +0,0 @@
package org.project.item.consumables;
// TODO: UPDATE IMPLEMENTATION
public abstract class Consumable {
/*
TODO: ADD OTHER REQUIRED AND BONUS METHODS
*/
}
@@ -1,16 +0,0 @@
package org.project.item.consumables;
import org.project.entity.Entity;
// TODO: UPDATE IMPLEMENTATION
public class Flask {
/*
THIS IS AN EXAMPLE OF A CONSUMABLE DESIGN.
*/
// TODO: UPDATE USE METHOD
@Override
public void use(Entity target) {
target.heal(target.getMaxHP() / 10);
}
}
@@ -1,26 +0,0 @@
package org.project.item.weapons;
import org.project.entity.Entity;
import java.util.ArrayList;
// TODO: UPDATE IMPLEMENTATION
public class Sword {
/*
THIS IS AN EXAMPLE OF A WEAPON DESIGN.
*/
int abilityCharge;
public Sword() {
// TODO: DESIGN SWORD'S ATTRIBUTES IMPLEMENT THE CONSTRUCTOR
}
// TODO: (BONUS) UPDATE THE UNIQUE ABILITY
public void uniqueAbility(ArrayList<Entity> targets) {
abilityCharge += 2;
for (Entity target : targets) {
target.takeDamage(getDamage());
}
}
}
@@ -1,35 +0,0 @@
package org.project.item.weapons;
import org.project.entity.Entity;
// TODO: UPDATE IMPLEMENTATION
public abstract class Weapon {
private int damage;
private int manaCost;
/*
TODO: ADD OTHER REQUIRED AND BONUS ATTRIBUTES
*/
public Weapon(int damage, int manaCost) {
this.damage = damage;
this.manaCost = manaCost;
}
@Override
public void use(Entity target) {
target.takeDamage(damage);
}
public int getDamage() {
return damage;
}
public int getManaCost() {
return manaCost;
}
/*
TODO: ADD OTHER REQUIRED AND BONUS METHODS
*/
}
@@ -5,12 +5,12 @@ import org.project.entity.enemies.Enemy;
import java.util.ArrayList; import java.util.ArrayList;
public class Location { public class Location {
private String name;
private String name;
private ArrayList<Enemy> enemies; private ArrayList<Enemy> enemies;
public Location(ArrayList<Location> locations, ArrayList<Enemy> enemies) { public Location(String name, ArrayList<Enemy> enemies) {
this.locations = locations; this.name = name;
this.enemies = enemies; this.enemies = enemies;
} }
@@ -18,11 +18,7 @@ public class Location {
return name; return name;
} }
public ArrayList<Location> getLocations() { public ArrayList<Enemy> getEnemies() {return enemies;}
return locations;
}
public ArrayList<Enemy> getEnemies() { public Enemy getEnemy(int index) {return enemies.get(index); }
return enemies;
}
} }
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@@ -1,175 +1,128 @@
# Fourth Assignment - Java Knight ⚔️ # Fourth Assignment - Java Knight ⚔️
A turn-based RPG with Roguelike elements which can be run in the terminal. A turn-based RPG with Roguelike elements which can be run in the terminal.
### **Prologue: The Legend of Javanest** ---
*For centuries, the land of Javanest lived in peace, until a magical Dragon attacked, plunging the realm into absolute darkness. With a wicked curse, the Dragon transformed the innocent people into horrific monsters: Goblins, Skeletons, and Vampires. Retreating to its impenetrable Castle, the Dragon divided the three keys to its lair and hid them among these cursed creatures. Now, it is your duty to step up and save the land. You must battle these monsters, recover the unique key from each monster type, and finally slay the Dragon to break the curse and restore peace to Javanest!*
### **Introduction** ## Introduction
Welcome to **Java knight**, a turn-based RPG inspired by Roguelike games! In this assignment, you will develop a **text-based role-playing game (RPG)**. This project is designed to rigorously test your understanding of **Object-Oriented Programming (OOP) principles**. Welcome to the epic world of our RPG! In this role-playing adventure,
you step into the shoes of a valiant hero tasked with battling various monsters!
⚠️ **REQUIREMENT:** You **must** utilize all the OOP concepts you have learned so far—including *Inheritance, Interfaces, Abstract Classes, Encapsulation, Polymorphism, Overloading, and Overriding*. It is extremely important that you use everything in its right place. Your design and architecture will be graded based on how well you apply these principles to avoid code duplication and maintain a clean structure.
🎯 **Your goal is not just to complete the assignment but to learn and apply OOP effectively!**
### **What is a Turn-Based Game?**
In this combat system, two sides - which are usually the player's side and the enemy's side - attack each other in turns. The side which is not attacking can perform actions to avoid or deflect the enemy's attack.
### **Core Mechanics:**
- **Turn-based combat** Players and monsters take turns attacking each other.
- **Character classes with Unique Traits** Players can choose from archetypes like **Knight, Assassin, or Wizard**, each starting with distinctly different base stats.
- **Unified Mana/Stamina System** All player classes use a unified resource (Mana/Stamina) to perform actions.
- **Standardized Action Set** Every player character has exactly 5 specific actions available during their turn.
- **Experience & Leveling System** Earn XP based on enemy strength to automatically level up and increase your base stats.
- **Progression System** You cannot fight the Dragon immediately. You must farm enemies for a chance to drop their specific key, collect all three, and grow stronger first.
--- ---
## Tasks 📝 ## Compile and run the project
### 1️⃣ Step 1: Fork & Setup 🍴
1. **Fork** this repository and clone it to your local machine. 1. **Fork** this repository and clone it to your local machine.
```bash ```bash
git clone https://git.meshcomp.ir/AdvancedProgramming1404/HW-04-JAVA-KNIGHT.git git clone https://git.meshcomp.ir/Fateme_Azizi/HW-04-JAVA-KNIGHT.git
``` ```
2. Create a new branch named `develop` and switch to it. 2. **Navigate** to the project directory:
```bash ```bash
git checkout -b develop cd HW-04-JAVA-KNIGHT
``` ```
### 2️⃣ Step 2: Implement the Class Hierarchy 🌲 3. **Compile** the java files
A well-structured OOP hierarchy is crucial. Avoid duplicating code by placing shared logic in abstract classes.
- **Entities & Locations:** You have `Entity`, `Item`(Bonus) , and `Location`.
- **Players:** `Player` is an abstract class implementing `Entity`. Subclasses: `Wizard`, `Knight`, `Assassin`.
- **Base Stat Differences:** Each class must have distinct starting stats. For example:
- **Knight:** Highest Base Damage.
- **Wizard:** Highest Max Health (HP).
- **Assassin:** Highest Max Stamina/Mana.
- **Enemies:** `Enemy` is an abstract class implementing `Entity`. Subclasses: `Skeleton`, `Goblin`, `Vampire`, and **`Dragon`**.
- **The Boss:** Even though `Dragon` is the final boss, it **must** be a subclass of `Enemy` to inherit common combat properties, while possessing extremely high stats and unique mechanics.
- **Item (Bonus):** `Consumable`, `Armor`, `Weapon` are abstract classes implementing `Item`. example :
- KnightArmor extends Armor - you can add more subclasses of Armor for extra score
- Sword extends Weapon - you can add more subclasses of Weapon for extra score
- Flask extends Consumable - you can add more subclasses of Consumable for extra score
![structure](Readme_Pictures/structure.png)
### 3️⃣ Step 3: Implement Player & Monster Methods 🏹
**Player Actions (The Rule of Five):**
Every player class **must** implement exactly the following 5 actions (You can use an interface like `ICombatActions`). Every action (except Light Attack) consumes a specific amount of Mana/Stamina. The **Special Ability** must consume the *highest* amount of Mana compared to the others.
1. **Light Attack:** Deals moderate damage and costs **NO Mana**. (Note: If the player runs out of Mana/Stamina, this is the ONLY action they can perform.)
2. **Heavy Attack:** Deals high damage, medium Mana cost.
3. **Defend:** Completely blocks or significantly reduces the damage of the enemy's *next* strike. Medium Mana cost.
4. **Heal:** Restores a portion of the player's HP. Medium-high Mana cost.
5. **Special Ability:** A unique class-based ultimate move (Highest Mana cost):
- **Wizard** 🧙‍♂️: Casts a devastating spell that damages the enemy while simultaneously replenishing some HP.
- **Assassin** 🗡️: Turns invisible, dodging the next incoming attack completely and guaranteeing a *Critical Hit* on their next turn.
- **Knight** ⚔️: Performs a shield bash that stuns the enemy, forcing them to skip their next turn while dealing heavy damage.
**Monster Abilities:**
- **Goblin** 👹: High critical hit chance but low health.
- **Skeleton** ☠️: Can resurrect once per battle with 50% HP.
- **Vampire** 🦇: Lifesteal ability a portion of the damage it deals to the player is added back to its own health.
- **Dragon (Final Boss)** 🐉: Immune to normal defense. Its fiery breath bypasses shields and deals massive damage.
🔹 Make sure each entity **prints messages** when performing actions. example output (while in combat) :
```bash ```bash
You chose to FIGHT! javac Main.java
```
[Ser Duncan - 45/45 HP | 40/40 Mana] 4. **Run** the code
[Goblin - 30/30 HP] ```bash
java Main
```
This command will run the Main class, which serves as the entry point for the application, and start the game.
--- ---
Your Turn: ## Classes and OOP Principles
1. Light Attack | 2. Heavy Attack (-8 Mana) | 3. Defend (-6 Mana) | 4. Heal (-12 Mana) | 5. Shield Bash (-15 Mana)
```
```bash This project has been developed adhering to Object-Oriented Programming (OOP) principles and
→ Chose: Light Attack incorporates several key design patterns to ensure the code is clean, maintainable, and scalable.
⚔️ Ser Duncan (Knight) used Light Attack! (0 Mana)
Goblin took 10 damage! ### Core classes
Goblin has 20/30 HP remaining.
Ser Duncan Mana: 40/40 * `Entity` (Abstract): The base class for all living entities in the game (both players and enemies).
``` It encapsulates common attributes such as name, health, and basic stats.
```
Goblin's Turn :
👹 Goblin used Critical Strike!
💥 Critical hit! Ser Duncan took 20 damage!
Ser Duncan has 25/45 HP remaining.
```
🔹 *Narrative Console:* Use ANSI escape codes to print colorful narrative logs (e.g., Red for damage, Blue for Mana usage, Green for healing).
### 4️⃣ Step 4: Implement the Game Loop & Progression 🎮 * `Player` (Abstract): The base class for player characters. It manages player-specific attributes like XP, mana, health, and core abilities.
1. **The Core Loop:** The game starts with the player entering a location. A random standard enemy (`Goblin`, `Skeleton`, or `Vampire`) spawns immediately.
2. **Player Choices:** Before engaging, the player is presented with the following options:
- **1. Fight the enemy:** Enter the turn-based combat sequence.
- **2. Move to another location:** Skip the current enemy and spawn a new random one.
- **3. Go to the Castle to fight the Dragon:** *(Note: This option must remain strictly hidden or locked until the player has successfully collected all 3 keys).*
3. **The Key Drop Logic (RNG Gatekeeping):**
- When the player defeats an enemy, there is a **specific percentage chance (e.g., 20%)** that it will drop the unique key associated with its species (Goblin Key, Skeleton Key, Vampire Key).
- **One Key Per Species:** Once a player obtains a specific key (e.g., Goblin Key), subsequent enemies of that same type (other Goblins) will **never** drop a key again.
- The player **must collect all 3 distinct keys** to unlock Option 3 and enter the Castle.
4. **Post-Combat Recovery:** After each successful battle, the player's HP and Mana bars must automatically replenish (either fully or partially) to their base amounts so they are ready for the next encounter.
5. **Experience & Leveling System:**
- Defeating an enemy grants **XP**. The amount of XP must scale proportionally to the enemy's power level.
- Upon reaching an XP threshold, the player levels up. **Leveling up must automatically increase the player's Max HP and Max Stamina/Mana**, making them strong enough to eventually face the Dragon.
6. **Final Boss Fight:** Once the 3 Keys are obtained and the player chooses to go to the Castle, they will face the Dragon. Defeating the Dragon breaks the curse, resulting in **Victory**. Dying at any point results in **Game Over**.
🔹 Example game loop structure:
```java
while (player.isAlive() && enemy.isAlive())
player.attack(enemy);
if (enemy.isAlive()) {
enemy.attack(player);
}
}
```
### 5️⃣ Step 5: Extra Features & Bonus Tasks ⭐ * `Assassin`, `Knight`, `Wizard`: These are subclasses of `Player`, each with unique abilities, stats, and playstyles.
*(Optional for extra credit)*
**Dynamic Economy & Merchant System:** Implement coins that drop from enemies. Add a "Visit Merchant" option to the main loop where players can spend coins to buy specific weapons, armors, or consumables.
**Multiple Weapons & Inventory:** Players can buy, store, and swap between multiple weapons or use consumables mid-combat.
**Multiplayer/Party Mode:** Allow multiple players to team up and fight multiple enemies together. The Dragon's breath attack will damage the entire party simultaneously.
**PvP Mode:** Implement a **Player vs. Player** combat system.
### 6️⃣ Step 6: Write a Comprehensive README 📄 * `Enemy` (Abstract): The base class for all monsters. It contains the fundamental logic for combat, XP rewards, and aliveness status.
As the final mandatory step of your development, you must replace the default `README.md` with your own comprehensive documentation. Your README should include:
- A brief introduction to the game.
- How to compile and run your project from the terminal. * `Dragon`, `Goblin`, `Skeleton`, `Vampire`: These are subclasses of `Enemy`, each possessing distinct behaviors, stats, and special abilities.
- An explanation of the classes, design patterns, and OOP principles you used.
- A brief guide on how to play (controls, stats, classes).
* `EnemyStats`, `PlayerStats`: Dedicated classes for managing and holding the data for players and enemies (e.g., attack power, defense).
This promotes separation of data from the core logic of the entity classes.
* `Location`: Represents different areas or zones within the game world. Each location contains a list of enemies.
* `Main`: The primary class of the application, acting as the program's entry point. It is responsible for the initial setup, managing the main game loop, and calls to location and combat logic.
### OOP Principles Employed:
* **Encapsulation**: Data (variables) and behaviors (methods) are bundled within classes.
Access to data is controlled through getter and setter methods, ensuring data integrity.
* **Abstraction**: Abstract classes like `Entity`, `Player`, and `Enemy` define common interfaces and behaviors without implementing all details,
allowing subclasses to provide specific implementations.
* **Inheritance**: Concrete classes (`Dragon`, `Assassin`) inherit properties and methods from their base classes (`Enemy`, `Player`),
extending or modifying them as needed.
* **Polymorphism**: Objects of different classes can be treated through a common interface. For example, calling an `attack()` method on different `Player` or `Enemy` objects will result in distinct behaviors specific to each type.
--- ---
## Evaluation Criteria ⚖ ## Gameplay Guide
This is your guide to navigating the world, battling monsters, and becoming a legend.
| **Criteria** | **Points** | ### How to Play
|-------------------------------------------------------------|------------| The game is played through text commands in your computers terminal. When the game asks you to do something, just type your answer and press Enter.
| Proper use of OOP principles | **50** |
| Working combat mechanics, Leveling System & Enemy abilities | **20** |
| Clear and Comprehensive `README.md` | **20** |
| Code readability, documentation, and comments | **10** |
| Meaningful, interactive, & colored console outputs | **10** |
| Inventory (item) and Merchant System (bonus) | **20** |
| Other Extra features (bonus tasks) | **20** |
| **Total Score** | **150** |
## Tips 🚀 * **Exploration**: Youll move between different places in the game world. Each place might have different monsters.
- **Follow OOP principles**: Avoid redundant code by using inheritance properly. Think carefully about what belongs in an abstract class vs. a specific subclass. Make sure you use overriding and overloading correctly. * **Combat**: When you meet a monster, a battle will begin. Youll need to choose your actions wisely to win.
- **Test your code**: Run different scenarios (fighting, running out of mana, leveling up, dying) to ensure everything works as expected.
- **Ask for help**: If you're stuck, reach out to your classmates or mentors.
## Submission ⌛ ### Understanding your stats
- **Deadline**: Submit your assignment before **21 Ordibehesht (May 11th, 2026)**. Heres what your heros (and the monsters) numbers mean:
- **Submission Format**: Push your code to your forked repository, create a PR, and ensure your comprehensive `README.md` is included in the root directory.
* **Health Points (HP)**: This is your life bar. If your HP drops to 0, you lose the battle. Keep an eye on it!
* **Attack Power**: This number shows how much damage you deal with each normal hit or spell. Higher is better!
* **Defense**: This helps reduce the damage you take from enemy attacks. A good defense keeps you in the fight longer.
* **Mana Points (MP)**: heroes use MP to do actions (only light attack doesn't use MP).
* **Experience Points (XP)**: You earn XP by winning battles against monsters.
### Your Hero
You can choose to be one of three types of heroes.
Each has a special ability:
* `Knight⚔️`: Performs a shield bash that stuns the enemy, forcing them to skip their next turn while dealing heavy damage.
* `Wizard🧙‍♂️`: Casts a devastating spell that damages the enemy while simultaneously replenishing some HP.
* `Assassin🗡️`: Turns invisible, dodging the next incoming attack completely and guaranteeing a Critical Hit on their next turn.
### Monsters Youll Face
The world is full of creatures youll need to defeat:
* `Goblin👹`: Small, common enemies. Good for practicing your fighting skills and earning early XP.
* `Skeleton☠️`: These reanimated bones can be tricky. Some might even get back up after you defeat them!
* `Vampire🦇`: Dangerous creatures that can drain your health. Be careful when fighting them!
* `Dragon🐉`: One of the most powerful enemies in the game. Youll need to be well-prepared and use all your skills to defeat a dragon.
### Winning the Game
To win, youll need to explore, get stronger by leveling up your chosen hero,
and use your skills effectively in combat to defeat all the challenging monsters, culminating in the defeat of the most powerful threats.
Good luck on your adventure!
![cover](Readme_Pictures/image.png)
###### - Born of God and Void. You shall seal the blinding light that plagues their dreams. You are the Vessel. You are the Java Knight.