这是如何从java中的另一个方法正确调用一个方法吗?有人可以描述如何创建一个重载的攻击方法,允许我使用基本攻击修饰符运行攻击吗?actionPerformed 是控制以正确的 java swing 样式实例化的所有按钮的提交操作的方法。该命令取决于按钮,该程序将帮助模拟 rpg 的第一次战斗。攻击函数调用所有布尔函数来接收按钮提交结果的各种可能性。actionPerformed 函数应该调用损坏函数,该函数应该更新 Jtable 中的 hp 值。附上演示所描述功能的代码。如果有人可以帮助我,我需要一些关于代码故障排除的帮助,我将不胜感激。
public void actionPerformed(ActionEvent event)
{
String command = event.getActionCommand();
this.getRows(table);
rows = this.rows;
firstRow = rows[0];
lastRow = rows[1];
if(command == "Shield Bash") {
this.attack(firstRow, lastRow, command, table);
damage = this.damage;
this.damage(table, firstRow, damage);
}else if(command == "Run Threw") {
}else if(command == "React") {
this.attack(firstRow, lastRow, command, table);
damage = this.damage;
this.damage(table, firstRow, damage);
}else if (command == "Attack") {
this.attack(firstRow, lastRow, command, table);
damage = this.damage;
this.damage(table, firstRow, damage);
}else if (command == "Skill") {
}else if (command == "Heal") {
}else if (command == "Rest") {
}else if (command == "Skulk") {
}else {
}
}
public boolean block (JTable table, int defendersRow) {
defendersRow = this.defendersRow;
blockChanceObject = table.getValueAt(defendersRow, 15);
blockChance = (Integer) blockChanceObject;
blockRoll = generator.nextInt(100) + 1;
if(blockRoll < blockChance) {
blocked = true;
}
return blocked;
}
public boolean fumble (JTable table, int attackersRow) {
attackersRow = this.attackersRow;
fumbleChanceObject = table.getValueAt(attackersRow, 7);
fumbleChance = (Integer) fumbleChanceObject;
int fumbleRoll = generator.nextInt(100) + 1;
if (fumbleRoll < fumbleChance) {
fumbled = true;
}
return fumbled;
}
public boolean dodge (JTable table, int defendersRow) {
defendersRow = this.defendersRow;
dodgeChanceObject = table.getValueAt(defendersRow,12);
dodgeChance = (Integer) dodgeChanceObject;
dodgeRoll = generator.nextInt(100) + 1;
if (dodgeRoll < dodgeChance) {
dodged = true;
}
return dodged;
}
public boolean critical (JTable table, int attackersRow, int attackRoll) {
attackersRow = this.attackersRow;
attackRoll = this.attackRoll;
criticalChanceObject = table.getValueAt(attackersRow, 8);
criticalChance = (Integer) criticalChanceObject;
if (attackRoll >= criticalChance) {
criticaled = true;
}
return criticaled;
}
public int[] getRows(JTable table) {
rows[0] = table.getSelectedRow();
rowCount = table.getSelectedRowCount() - 1;
rows[1] = rows[0] + rowCount;
return rows;
}
public int attack(int firstRow, int lastRow, String command, JTable table) {
command = this.command;
firstRow = this.firstRow;
lastRow = this.lastRow;
table = this.table;
if (command == "Bludgeon" || command == "React" || command == "ShieldBash") {
attackersRow = this.lastRow;
defendersRow = this.firstRow;
}else if(command == "Attack" || command == "Skill") {
attackersRow = this.firstRow;
defendersRow = this.lastRow;
}else {
}
this.fumble(table, attackersRow);
if (fumbled == true) {
outputString = "fumbled";
}
attackRoll = generator.nextInt(100) + 1;
this.critical(table, attackersRow, attackRoll);
if (criticaled == true) {
outputString = "criticaled";
}
this.dodge(table, defendersRow);
if (dodged == true) {
outputString = "dodged";
}
this.block(table, defendersRow);
if (blocked == true) {
outputString = "blocked";
}
defenseRoll = generator.nextInt(100) + 1;
attackBaseObject = table.getValueAt(attackersRow, 6);
defenseBaseObject = table.getValueAt(defendersRow, 11);
attackBase = (Integer) attackBaseObject;
defenseBase = (Integer) defenseBaseObject;
attack = attackRoll + attackBase;
defense = defenseRoll + defenseBase;
minDamageObject = table.getValueAt(attackersRow, 9);
minDamage = (Integer) minDamageObject;
maxDamageObject = table.getValueAt(attackersRow, 10);
maxDamage = (Integer) maxDamageObject;
damage = generator.nextInt((maxDamage - minDamage))+minDamage;
if (criticaled == true) {
damage = maxDamage * 2;
}else if (attack >= (defense + 50)) {
damage = damage * 2;
}else if (attack >= defense) {
damage = damage;
}else {
damage = 0;
}
this.outputSelection(outputString, attackersRow, defendersRow, table, command, damage);
return damage;
}
private void damage(JTable table, int defendersRow, int damage) {
damage = this.damage;
defendersRow = this.defendersRow;
hpObject = table.getValueAt(defendersRow, 3);
hp = (Integer) hpObject;
hp = hp - damage;
table.setValueAt(hp, defendersRow, 3);
}
private void outputSelection(String outputString, int attackersRow, int defendersRow, JTable table, String command, int damage) {