1. Project Structure
1
2
3
| src/
├── main/
│ └── Main.java // Updated with game loop
|
2. Basic PvE Game Loop
Update Main.java to include a turn-based loop with input:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
| import factory.ChampionFactory;
import model.*;
import java.util.*;
public class Main {
public static void main(String[] args) {
Scanner scanner = new Scanner(System.in);
List<String> championNames = Arrays.asList("Garen", "Ahri", "Lux", "Darius");
System.out.println("Welcome to Java MOBA Console");
System.out.println("Choose your champion:");
for (int i = 0; i < championNames.size(); i++) {
System.out.println((i + 1) + ". " + championNames.get(i));
}
System.out.print("Enter the number of your champion: ");
int choice = scanner.nextInt() - 1;
if (choice < 0 || choice >= championNames.size()) {
System.out.println("Invalid choice. Exiting...");
return;
}
Hero player = ChampionFactory.createChampion(championNames.get(choice));
Hero bot = ChampionFactory.createChampion(championNames.get((choice + 1) % championNames.size()));
System.out.println("\nYou are: " + player.getName());
System.out.println("Bot is: " + bot.getName());
Random random = new Random();
while (player.getHp() > 0 && bot.getHp() > 0) {
System.out.println("\n=== Player Turn ===");
player.processEffects();
System.out.println(player.getName() + ": " + player.getHp() + " HP");
System.out.println(bot.getName() + ": " + bot.getHp() + " HP");
System.out.println("1. Basic Attack");
for (int i = 0; i < player.getSkills().size(); i++) {
System.out.println((i + 2) + ". Skill: " + player.getSkills().get(i).getName());
}
System.out.print("Your choice: ");
int action = scanner.nextInt();
if (action == 1) {
player.attack(bot);
} else {
int skillIndex = action - 2;
player.useSkill(skillIndex, bot);
}
if (bot.getHp() <= 0) break;
System.out.println("\n=== Bot Turn ===");
bot.processEffects();
if (random.nextBoolean() || bot.getSkills().isEmpty()) {
bot.attack(player);
} else {
int skillIndex = random.nextInt(bot.getSkills().size());
bot.useSkill(skillIndex, player);
}
}
System.out.println("\nGame Over!");
if (player.getHp() > 0) {
System.out.println("You win!");
} else {
System.out.println("Bot wins!");
}
scanner.close();
}
}
|
3. BurnEffect.java – Damage over Time
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
| package effect;
import model.Hero;
public class BurnEffect extends StatusEffect {
private int burnDamage;
public BurnEffect(int duration, int burnDamage) {
super(duration);
this.burnDamage = burnDamage;
}
@Override
public void apply(Hero target) {
System.out.println(target.getName() + " is burning! Takes " + burnDamage + " damage.");
target.takeDamage(burnDamage);
}
@Override
public String getName() {
return "Burn";
}
}
|
4. StunEffect.java – Skips Turn
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
| package effect;
import model.Hero;
public class StunEffect extends StatusEffect {
public StunEffect(int duration) {
super(duration);
}
@Override
public void apply(Hero target) {
System.out.println(target.getName() + " is stunned and cannot act!");
// We'll check this flag in Main or Hero logic later
}
@Override
public String getName() {
return "Stun";
}
}
|
5. HealEffect.java – Heals HP
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
| package effect;
import model.Hero;
public class HealEffect extends StatusEffect {
private int healAmount;
public HealEffect(int duration, int healAmount) {
super(duration);
this.healAmount = healAmount;
}
@Override
public void apply(Hero target) {
System.out.println(target.getName() + " is healed for " + healAmount + " HP.");
target.heal(healAmount);
}
@Override
public String getName() {
return "Heal";
}
}
|
6. Update Hero.java to Support Effects
Update your Hero class to store and process status effects:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
| import effect.StatusEffect;
import java.util.*;
public abstract class Hero {
// ... existing fields
protected List<StatusEffect> effects = new ArrayList<>();
public void addEffect(StatusEffect effect) {
effects.add(effect);
System.out.println(name + " is affected by " + effect.getName());
}
public void processEffects() {
Iterator<StatusEffect> it = effects.iterator();
while (it.hasNext()) {
StatusEffect effect = it.next();
effect.tick(this);
if (effect.isExpired()) {
System.out.println(effect.getName() + " has worn off.");
it.remove();
}
}
}
public void heal(int amount) {
this.hp += amount;
System.out.println(name + " now has " + hp + " HP.");
}
// existing attack/takeDamage/etc...
}
|
7. Example Test in Main.java
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
| import effect.*;
import model.*;
public class Main {
public static void main(String[] args) {
Hero garen = new Warrior("Garen");
Hero ahri = new Mage("Ahri");
ahri.addEffect(new BurnEffect(3, 5));
garen.addEffect(new HealEffect(2, 10));
for (int i = 1; i <= 3; i++) {
System.out.println("=== Turn " + i + " ===");
garen.processEffects();
ahri.processEffects();
garen.attack(ahri);
ahri.attack(garen);
}
}
}
|