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import processing.core.*;
import processing.data.*;
import processing.event.*;
import processing.opengl.*;
import ddf.minim.*;
import java.util.HashMap;
import java.util.ArrayList;
import java.io.File;
import java.io.BufferedReader;
import java.io.PrintWriter;
import java.io.InputStream;
import java.io.OutputStream;
import java.io.IOException;
public class comandbattle extends PApplet {
PImage slime,goblin,dragon;
//mp3ファイルを取り込めるようにする
Minim minim = new Minim(this);
//キャラクターのステータス、ダメージ計算設定
abstract class characters{
int maxHp,hp,maxMp,mp,attack,guard,sAttack,sGuard;
String name;
characters(int maxHp0,int hp0,int maxMp0,int mp0,int attack0,int guard0,int sAttack0,int sGuard0,String name0){
maxHp=maxHp0;
hp=hp0;
maxMp=maxMp0;
mp=mp0;
attack=attack0;
guard=guard0;
sAttack=sAttack0;
sGuard=sGuard0;
name=name0;
}
public void damage(int damage,boolean skill){
if(skill){
hp-=damage-sGuard;
}else{
hp-=damage-guard;
}
}
public int attack(boolean skill){
if(skill){
return sAttack+PApplet.parseInt(random(-10,10));
}else{
return attack+PApplet.parseInt(random(-10,10));
}
}
}
class Enemy extends characters{
PImage ilust;
Enemy(int maxHp0,int hp0,int maxMp0,int mp0,int attack0,int guard0,int sAttack0,int sGuard0,String name0,PImage ilust0){
super(maxHp0,hp0,maxMp0,mp0,attack0,guard0,sAttack0,sGuard0,name0);
ilust=ilust0;
}
}
class Player extends characters{
Player(int maxHp0,int hp0,int mpMax0,int mp0,int attack0,int guard0,int sAttack0,int sGuard0,String name0){
super(maxHp0,hp0,mpMax0,mp0,attack0,guard0,sAttack0,sGuard0,name0);
}
}
//プレイヤーと敵のコマンド設定
class Command{
int r=PApplet.parseInt(random(4));
public int playerCommand(){
playerGuard=false;
int c=-1;
if(keyPressed){
if(down==0&&key==ENTER){
sword.play();
sword.rewind();
int attack=player.attack(false);
if(enemyGuard==true){
if(attack/2-enemyData[i].guard<=0){
message="ダメージを与えられない!";
text(0,500,300);
}else{
enemyData[i].damage(attack/2,false);
message="通常攻撃!"+(attack/2-enemyData[i].guard)+"のダメージを与えた!";
text(attack/2-enemyData[i].guard,500,300);
}
}else{
if(attack-enemyData[i].guard<=0){
message="ダメージを与えられない!";
text(0,500,300);
}else{
enemyData[i].damage(attack,false);
message="通常攻撃!"+(attack-enemyData[i].guard)+"のダメージを与えた!";
text(attack-enemyData[i].guard,500,300);
}
}
if(enemyData[i].hp<0){
enemyData[i].hp=0;
}
c = 0;
}else if(down==2&&key==ENTER){
message="防御した";
playerGuard=true;
c = 1;
}else if(down==1&&key==ENTER){
int attack=player.attack(true)*skillCount;
if(player.mp>=20){
if(enemyGuard==true){
player.mp-=20;
sword.play();
sword.rewind();
thunder.play();
thunder.rewind();
if(attack/2-enemyData[i].guard<=0){
message="ダメージを与えられない!";
text(0,500,300);
}else{
enemyData[i].damage(attack/2,true);
message=("剣に雷をまとわせて攻撃!"+(attack/2-enemyData[i].sGuard)+"のダメージを与えた!");
text(attack/2-enemyData[i].sGuard,500,300);
}
}else{
player.mp-=20;
sword.play();
sword.rewind();
thunder.play();
thunder.rewind();
if(attack-enemyData[i].guard<=0){
message="ダメージを与えられない!";
text(0,500,300);
}else{
enemyData[i].damage(attack,true);
message=("剣に雷をまとわせて攻撃!"+(attack-enemyData[i].sGuard)+"のダメージを与えた!");
text(attack-enemyData[i].sGuard,500,300);
}
}
if(enemyData[i].hp<0){
enemyData[i].hp=0;
}
}else{
message=("MPが足りない!");
}
if(skillCount==3){
skillCount=1;
}else{
skillCount++;
}
}else if(down==3&&key==ENTER){
if(player.mp>=15){
int heal;
int healMax;
if(healCount==1){
healMax=player.maxHp/5;
}else if(healCount==2){
healMax=player.maxHp/2;
}else{
healMax=player.maxHp;
}
if(player.hp+healMax>player.maxHp){
heal=player.maxHp-player.hp;
}else{
heal=healMax;
}
player.hp+=heal;
message="HPが"+heal+"回復した";
player.mp-=15;
c = 3;
}else{
message="MPが足りない!";
}
if(healCount==3){
healCount=1;
}else{
healCount++;
}
}
if(key==ENTER){
playerTurn=false;
}
}
return c;
}
public int enemyCommand(){
int r=PApplet.parseInt(random(4));
enemyGuard=false;
if(r==0){
int attack=enemyData[i].attack(false);
if(playerGuard==true){
if(attack/2-player.guard<=0){
message2="ダメージを受けない!";
}else{
player.damage(attack/2,false);
message2="敵の通常攻撃!"+(attack/2-player.guard)+"のダメージを受けた";
}
}else if(playerGuard==false){
if(attack-player.guard<=0){
message2="ダメージを受けない!";
}else{
player.damage(attack,false);
message2="敵の通常攻撃!"+(attack-player.guard)+"のダメージを受けた";
}
}
if(player.hp<0){
player.hp=0;
}
}else if(r==1){
message2="敵は防御した";
enemyGuard=true;
}else if(r==2){
int attack=enemyData[i].attack(true);
if(enemyData[i].mp>=20){
if(playerGuard==true){
enemyData[i].mp-=20;
if(attack/2-player.sGuard<=0){
message2="ダメージを受けない!";
}else{
player.damage(attack/2,true);
if(i==0){
dageki.play();
dageki.rewind();
message2="勢いよく体当たりをしてきた!敵から"+(attack/2-player.sGuard)+"のダメージを受けた";
}else if(i==1){
sword2.play();
sword2.rewind();
message2="剣での二回攻撃!敵から"+(attack/2-player.sGuard)+"のダメージを受けた";
}else if(i==2){
fire.play();
fire.rewind();
message2="炎を吐いてきた!敵から"+(attack/2-player.sGuard)+"のダメージを受けた";
}
}
}else if(playerGuard==false){
enemyData[i].mp-=20;
if(attack-player.sGuard<=0){
message2="ダメージを受けない!";
}else{
player.damage(attack,true);
if(i==0){
dageki.play();
dageki.rewind();
message2="勢いよく体当たりをしてきた!敵から"+(attack-player.sGuard)+"のダメージを受けた";
}else if(i==1){
sword2.play();
sword2.rewind();
message2="剣での二回攻撃!敵から"+(attack-player.sGuard)+"のダメージを受けた";
}else if(i==2){
fire.play();
fire.rewind();
message2="炎を吐いてきた!敵から"+(attack-player.sGuard)+"のダメージを受けた";
}
}
}
}else{
message2="MPが足りない!";
}
if(player.hp<0){
player.hp=0;
}
}else if(r==3){
if(enemyData[i].mp>=20){
int heal=0;
if(enemyData[i].hp+enemyData[i].maxHp/3>enemyData[i].maxHp){
heal=enemyData[i].maxHp-enemyData[i].hp;
}else{
heal=enemyData[i].maxHp/3;
}
message2="敵のHPが"+heal+"回復した";
enemyData[i].hp+=heal;
}else{
message="MPが足りない";
}
}
playerTurn=true;
//println("enemy:"+r);
return r;
}
}
Enemy[] enemyData=new Enemy[3];
int[][] enemyBaseData={{350,50,50,75},{1000,200,120,160},{3000,1000,250,300}};
int i=0;
int roop=1;
int winCount=0;
int down=0;
int skillCount=1;
int healCount=1;
Player player;
Command command;
Game game;
TitleRuleEnd titleRuleEnd;
displayStatusUI Status;
String message = "";
String message2 = "";
boolean playerTurn=true;
boolean playerGuard=false;
boolean enemyGuard=false;
boolean Title=true;
boolean rule=false;
boolean gameOver = false;
//敵が倒れたかどうかの判定
class Game{
public boolean isDead(){
if(enemyData[i].hp<=0){
return true;
}else{
return false;
}
}
}
//タイトル画面、ルール説明画面、エンディング画面の作成
class TitleRuleEnd{
public void title(){
textSize(60);
fill(0);
String titleName = "勝ち抜きコマンドバトル";
text(titleName,width/2-60*titleName.length()/2,200);
textSize(40);
if(dist(mouseX,mouseY,500,400)<100){
fill(255,0,0);
}else{
noFill();
}
ellipse(500,400,200,200);
fill(0);
text("Start",450,400);
}
public void rule(){
textSize(60);
String ruleTitle="ルール説明";
text("ルール説明",width/2-60*ruleTitle.length()/2,50);
textSize(20);
text("・自分のHPが0になるまで続くエンドレスバトル",20,100);
text("・PCの十字キーでコマンドを操作し、Enterで決定",20,140);
text("・こうげき:MPを消費しない代わりに威力の低い攻撃",20,180);
text("・スキル:MPを消費し、威力の高い攻撃",20,220);
text("・ぼうぎょ:1ターンの間自身が受けるダメージを半減",20,260);
text("・かいふく:MPを消費し、HPを回復する",20,300);
text("HP:自身の体力 MP:スキルの発動や回復を行うための値",20,340);
text("A:通常攻撃の攻撃力 G:通常攻撃の防御力",20,380);
text("SA:スキルの攻撃力 SG:スキルの防御力",20,420);
textSize(20);
text("・スキルと回復は使うたびに3回まで強化され、最大まで強化されたら次使用時はリセット(プレイヤーのみ)",20,460);
text("・敵は一定の戦闘回数でループして出現し、2回目以降の出現では一定量強化される",20,500);
text("・敵のループに応じてプレイヤーのHPとMPも一定量回復する",20,540);
text("・以上が確認出来たらスペースキーを押しゲームスタート",20,580);
}
}
//ステータスや与ダメ、被ダメの表示や各種UIの設定
class displayStatusUI{
public void status(){
text(message,250,500);
text(message2,250,550);
fill(255);
rect(10,5,160,210);
fill(0);
text(player.name,10+160/2-30*player.name.length()/2,30);
text("HP:"+player.hp, 30,60);
text("MP:"+player.mp, 30, 90);
text("A:"+player.attack, 40, 120);
text("G:"+player.guard, 40, 150);
text("SA:"+player.sAttack, 40, 180);
text("SG:"+player.sGuard, 40, 210);
fill(255);
rect(830,5,160,210);
fill(0);
text(enemyData[i].name,830+160/2-30*enemyData[i].name.length()/2,30);
text("HP:"+enemyData[i].hp, 850,60);
text("MP:"+enemyData[i].mp, 850, 90);
fill(255);
rect(10,350,200,240);
fill(0);
text("こうげき",20,390);
text("スキル",20,450);
text("ぼうぎょ",20,510);
text("かいふく",20,570);
text("連勝数:"+winCount,200,100);
}
public void UI(){
if(keyPressed){
delay(200);
if(keyCode==DOWN){
if(down==3){
down=0;
}else{
down++;
}
}else if(keyCode==UP){
if(down==0){
down=3;
}else{
down--;
}
}
}
if(down==0){
triangle(150,380,165,360,165,400);
}else if(down==1){
triangle(150,440,165,420,165,460);
}else if(down==2){
triangle(150,500,165,480,165,520);
}else{
triangle(150,560,165,540,165,580);
}
noFill();
rect(400,150,200,10);
fill(0);
rect(400,150,PApplet.parseFloat(enemyData[i].hp)/PApplet.parseFloat(enemyData[i].maxHp)*200,10);
if(30 <mouseX && mouseX<150 && 30<mouseY && mouseY <60){
text("体力",300,40);
}
if(30 <mouseX && mouseX<150 && 61<mouseY && mouseY <90){
text("精神力",300,40);
}
if(40 <mouseX && mouseX<150 && 91<mouseY && mouseY <120){
text("攻撃力",300,40);
}
if(40 <mouseX && mouseX<150 && 121<mouseY && mouseY <150){
text("防御力",300,40);
}
if(40 <mouseX && mouseX<150 && 151<mouseY && mouseY <180){
text("スキルの攻撃力",300,40);
}
if(40 <mouseX && mouseX<150 && 181<mouseY && mouseY <310){
text("スキルの防御力",300,40);
}
if(20 <mouseX && mouseX<140 && 360<mouseY && mouseY <400){
text("MPを消費しない代わりに威力の低い攻撃",250,40);
}
if(20 <mouseX && mouseX<150 && 401<mouseY && mouseY <460){
text("MPを消費し、威力の高い攻撃",300,40);
}
if(20 <mouseX && mouseX<150 && 461<mouseY && mouseY <520){
text("1ターンの間自身が受けるダメージを半減",250,40);
}
if(20 <mouseX && mouseX<150 && 521<mouseY && mouseY <580){
text("MPを消費し、HPを回復する",300,40);
}
}
}
//攻撃音
AudioPlayer sword;
AudioPlayer dageki;
AudioPlayer thunder;
AudioPlayer sword2;
AudioPlayer fire;
public void setup(){
/* size commented out by preprocessor */;
slime = loadImage("slime.png");
goblin= loadImage("goblin.png");
dragon= loadImage("dragon.png");
sword = minim.loadFile("swordSound.mp3");
dageki = minim.loadFile("dagekiSound.mp3");
sword2 = minim.loadFile("doublesword.mp3");
fire = minim.loadFile("dragon.mp3");
thunder = minim.loadFile("thunderSound.mp3");
enemyData[0]=new Enemy(350,350,70,70,50,40,75,35,"スライム",slime);
enemyData[1]=new Enemy(1000,1000,200,200,120,100,160,80,"ゴブリン",goblin);
enemyData[2]=new Enemy(3000,3000,1000,1000,250,130,300,100,"ドラゴン",dragon);
command=new Command();
game=new Game();
titleRuleEnd=new TitleRuleEnd();
Status=new displayStatusUI();
player=new Player(1000,1000,300,300,300,20,400,20,"あなた");
PFont font= createFont("Meiryo", 50);
textFont(font);
}
public void draw(){
textSize(30);
background(255);
if(Title==true&&gameOver == false){
titleRuleEnd.title();
if(mousePressed&&dist(mouseX,mouseY,500,400)<100){
Title=false;
rule=true;
}
}else if(rule==true){
titleRuleEnd.rule();
if(keyPressed&&key==' '){
rule=false;
message=enemyData[i].name+"があらわれた!";
}
}else if(Title==false&&rule==false&&gameOver == false){
if(enemyData[i].hp<=0){
message2=enemyData[i].name+"を倒した!";
if(keyPressed&&key==ENTER){
winCount++;
if(i==2){
i=0;
roop+=1;
enemyData[2].maxHp*=1.5f;
enemyData[2].attack*=1.2f;
enemyData[2].sAttack*=1.2f;
enemyData[2].hp=enemyData[2].maxHp;
int heal=(player.maxHp-player.hp)/2;
int mpHeal=(player.maxMp-player.mp)/2;
player.hp+=heal;
player.mp+=mpHeal;
}else{
i+=1;
enemyData[i-1].maxHp*=1.5f;
enemyData[i-1].attack*=1.2f;
enemyData[i-1].sAttack*=1.2f;
enemyData[i-1].hp=enemyData[i-1].maxHp;
}
message=enemyData[i].name+"があらわれた!";
message2="";
playerTurn=true;
}
}else{
image(enemyData[i].ilust,350,200,300,250);
if(playerTurn==true){
command.playerCommand();
}else{
delay(1000);
command.enemyCommand();
}
}
Status.status();
Status.UI();
}
if(player.hp<=0){
//battle.close();
gameOver = true;
background(255);
textSize(60);
text("GAME OVER",300,200);
textSize(30);
String winCountMessage = "連勝数:"+winCount;
text(winCountMessage,width/2-60*winCountMessage.length()/2,400);
text("スペースキーでタイトルに戻る",300,500);
if(keyPressed&&key==' '){
Title=true;
gameOver = false;
player.hp=player.maxHp;
for(int i=0;i<3;i++){
enemyData[i].maxHp=enemyBaseData[i][0];
enemyData[i].maxMp=enemyBaseData[i][1];
player.hp=player.maxHp;
player.mp=player.maxMp;
enemyData[i].attack=enemyBaseData[i][2];
enemyData[i].sAttack=enemyBaseData[i][3];
enemyData[i].hp=enemyData[i].maxHp;
enemyData[i].mp=enemyData[i].maxMp;
}
roop=1;
message=" ";
message2=" ";
i=0;
winCount=0;
skillCount=1;
healCount=1;
}
}
}
public void settings() { size(1000, 600); }
static public void main(String[] passedArgs) {
String[] appletArgs = new String[] { "comandbattle" };
if (passedArgs != null) {
PApplet.main(concat(appletArgs, passedArgs));
} else {
PApplet.main(appletArgs);
}
}
}
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