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In Java plz Task 1 Create a Player class, that represents a player. Put this in Player.java. - Every Player has a name (String), and

In Java plz

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Task 1 Create a Player class, that represents a player. Put this in Player.java. - Every Player has a name (String), and a health level (integer) and a manna level (integer). The health affects if you stay alive in the game, and the manna level affects how much you can wield a weapon to attack other players. - Create a constructor for Player that takes a String for the name, and initializes the health and manna to 100. - Create getters for the name (getName()) and health (getHealth()) and manna (getManna()) Task 2 Create a Potion class that represents a potion. Drinking a potion restores a Player's health. Put this in Potion.java. - Every Potion has a name, and a benefit level (int), representing how many points it restores to a Player if the potion is drunk. - Create a constructor for Potion that takes a String name, and initializes the name of the potion, and initializes the benefit level to 10 . - Create a getter (getName()) that returns the name of the Potion. - Create a getter (getBenefit()) that returns the benefit level of the potion. - Create a drink() method that returns the value of the benefit level of the potion, and reduces the benefit value of the potion to 0 (after you drink a potion, it loses all potency). Task 3 Create a Weapon class that represents a weapon. Getting hit by a weapon causes a reduction in the Player's health. Using a weapon reduces the Player's manna. Put this in Weapon.java. - Every Weapon has a name, and a damage level (int), representing how many points it reduces a Player's health if the Player is hit by it, and a cost to using it (int). - Create a constructor for Weapon that takes a String name of the weapon, and initializes the damage level to 0. - Create a getter (getDamage()) that returns the damage level of the weapon. - Create a getter (getName()) that returns the name of the weapon. - Create a getter (getCost()) that returns the cost of using the weapon. Every weapon has a special ultimate level move that inflicts lots of damage, but costs all the player's manna to use. - Create a method ultimateDamage() that returns the amount of damage the weapon would cause if the ultimate move was used. This should just return 0 for the Weapon superclass

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