Implementing a turn-based game

Hi,
I am implementing a turn based game but am having problems coding the actual turns of the players.
I have thought maybe:
Player[] players = {player1, player2, player3, player4 etc }
while(there is no winner) {
    players[1].haveGo();
    players[2].haveGo();
    players[3].haveGo();
    players[4].haveGo();
}Is this a good way of implementing a turn based game or is there a default way which is considered good practise?
Many thanks
Cath

Hi Cath
The pseudo code you've included is wrong because the loop will be completed even if one of the players is finished the game. it's have to be like this .
while(there is no winner)
     players[1].haveGo();
     if (there is no winner) players[2].haveGo();
     if (there is no winner) players[3].haveGo();
     if (there is no winner) players[4].haveGo();

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    8   launcher.dylib                          0x00539e31 fixapi2_impl::CFixClientAPI::Do_MainFrame() + 833
    9   client.dylib                            0x18d3819c IGameSystem::UpdateAllSystems(float) + 108
    10  client.dylib                            0x18e99bb2 CHLClient::HudUpdate(bool) + 130
    11  engine.dylib                            0x09bd98e6 ClientDLL_Update() + 54
    12  engine.dylib                            0x09d29e92 _Host_RunFrame(float) + 2722
    13  engine.dylib                            0x09d45819 CHostState::State_Run(float) + 281
    14  engine.dylib                            0x09d46400 CHostState::FrameUpdate(float) + 592
    15  engine.dylib                            0x09d464c5 HostState_Frame(float) + 37
    16  engine.dylib                            0x09e5c246 CEngine::Frame() + 710
    17  engine.dylib                            0x09e59556 CEngineAPI::MainLoop() + 214
    18  engine.dylib                            0x09e5973a CModAppSystemGroup::Main() + 234
    19  engine.dylib                            0x09ebf7b8 CAppSystemGroup::Run() + 88
    20  engine.dylib                            0x09e59ecd CEngineAPI::RunListenServer() + 125
    21  launcher.dylib                          0x005199c8 CAppSystemGroup::Run() + 88
    22  launcher.dylib                          0x005199c8 CAppSystemGroup::Run() + 88
    23  launcher.dylib                          0x00521a92 MainFunctionThread(void*) + 82
    24  launcher.dylib                          0x005220bc ValveCocoaMain + 140
    25  launcher.dylib                          0x0050f441 LauncherMain + 897
    26  tacint_osx                              0x00001d26 start + 54
    Thread 1:: Dispatch queue: com.apple.libdispatch-manager
    0   libsystem_kernel.dylib                  0x930a39ae kevent + 10
    1   libdispatch.dylib                       0x96f13c71 _dispatch_mgr_invoke + 993
    2   libdispatch.dylib                       0x96f137a9 _dispatch_mgr_thread + 53
    Thread 2:
    0   libsystem_kernel.dylib                  0x930a30ee __workq_kernreturn + 10
    1   libsystem_c.dylib                       0x972660ac _pthread_workq_return + 45
    2   libsystem_c.dylib                       0x97265e79 _pthread_wqthread + 448
    3   libsystem_c.dylib                       0x9724dd2a start_wqthread + 30
    Thread 3:
    0   libsystem_kernel.dylib                  0x930a30ee __workq_kernreturn + 10
    1   libsystem_c.dylib                       0x972660ac _pthread_workq_return + 45
    2   libsystem_c.dylib                       0x97265e79 _pthread_wqthread + 448
    3   libsystem_c.dylib                       0x9724dd2a start_wqthread + 30
    Thread 4:: IOPollingHelperThread
    0   libsystem_kernel.dylib                  0x930a39ae kevent + 10
    1   steamclient.dylib                       0x060889c5 OSXHelpers::CIOPollingHelper::RealRun() + 249
    2   libtier0_s.dylib                        0x00704f3d CatchAndWriteContext_t::Invoke() + 159
    3   libtier0_s.dylib                        0x00704ac8 CatchAndWriteMiniDumpExForVoidPtrFn + 86
    4   libtier0_s.dylib                        0x00704af2 CatchAndWriteMiniDumpForVoidPtrFn + 37
    5   steamclient.dylib                       0x060888bb OSXHelpers::CIOPollingHelper::Run() + 41
    6   libtier0_s.dylib                        0x00709314 SteamThreadTools::CThread::ThreadExceptionWrapper(void*) + 16
    7   libtier0_s.dylib                        0x00704f3d CatchAndWriteContext_t::Invoke() + 159
    8   libtier0_s.dylib                        0x00704ac8 CatchAndWriteMiniDumpExForVoidPtrFn + 86
    9   libtier0_s.dylib                        0x00704af2 CatchAndWriteMiniDumpForVoidPtrFn + 37
    10  libtier0_s.dylib                        0x0070928c SteamThreadTools::CThread::ThreadProc(void*) + 196
    11  libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    12  libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 5:
    0   libsystem_kernel.dylib                  0x930a30ee __workq_kernreturn + 10
    1   libsystem_c.dylib                       0x972660ac _pthread_workq_return + 45
    2   libsystem_c.dylib                       0x97265e79 _pthread_wqthread + 448
    3   libsystem_c.dylib                       0x9724dd2a start_wqthread + 30
    Thread 6:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 7:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 8:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 9:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 10:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 11:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 12:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 13:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 14:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 15:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 16:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   libvstdlib.dylib                        0x00092857 CJobThread::Run() + 295
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 17:: AQClient
    0   libsystem_kernel.dylib                  0x930a07d2 mach_msg_trap + 10
    1   libsystem_kernel.dylib                  0x9309fcb0 mach_msg + 68
    2   com.apple.CoreFoundation                0x9472af79 __CFRunLoopServiceMachPort + 185
    3   com.apple.CoreFoundation                0x9473095f __CFRunLoopRun + 1247
    4   com.apple.CoreFoundation                0x9473001a CFRunLoopRunSpecific + 378
    5   com.apple.CoreFoundation                0x9472fe8b CFRunLoopRunInMode + 123
    6   com.apple.audio.toolbox.AudioToolbox          0x90096a81 GenericRunLoopThread::Entry(void*) + 209
    7   com.apple.audio.toolbox.AudioToolbox          0x900969ac CAPThread::Entry(CAPThread*) + 196
    8   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    9   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 18:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee0e0 pthread_cond_timedwait$UNIX2003 + 70
    3   libtier0.dylib                          0x00049733 CThreadSyncObject::Wait(unsigned int) + 307
    4   libtier0.dylib                          0x000497c8 CThreadEvent::Wait(unsigned int) + 24
    5   engine.dylib                            0x09db1029 CQueuedPacketSender::Run() + 121
    6   libtier0.dylib                          0x0004acc4 CThread::ThreadProc(void*) + 212
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 19:
    0   libsystem_kernel.dylib                  0x930a28e2 __psynch_cvwait + 10
    1   libsystem_c.dylib                       0x97268280 _pthread_cond_wait + 833
    2   libsystem_c.dylib                       0x972ee095 pthread_cond_wait$UNIX2003 + 71
    3   com.apple.audio.toolbox.AudioToolbox          0x900a69c1 CAGuard::Wait() + 113
    4   com.apple.audio.toolbox.AudioToolbox          0x900a5619 AQConverterManager::AQConverterThread::Run() + 271
    5   com.apple.audio.toolbox.AudioToolbox          0x900a54a2 AQConverterManager::AQConverterThread::ConverterThreadEntry(void*) + 22
    6   com.apple.audio.toolbox.AudioToolbox          0x900969ac CAPThread::Entry(CAPThread*) + 196
    7   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    8   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 20:: com.apple.audio.IOThread.client
    0   libsystem_kernel.dylib                  0x930a07d2 mach_msg_trap + 10
    1   libsystem_kernel.dylib                  0x9309fcb0 mach_msg + 68
    2   com.apple.audio.CoreAudio               0x96c6eeba HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned long, unsigned long, mach_msg_header_t*, bool, unsigned int) + 138
    3   com.apple.audio.CoreAudio               0x96c6952e HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 70
    4   com.apple.audio.CoreAudio               0x96c67bcd HALC_ProxyIOContext::IOWorkLoop() + 1287
    5   com.apple.audio.CoreAudio               0x96c67617 HALC_ProxyIOContext::IOThreadEntry(void*) + 145
    6   com.apple.audio.CoreAudio               0x96c71b61 ___ZN19HALC_ProxyIOContextC2Emj_block_invoke_0 + 20
    7   com.apple.audio.CoreAudio               0x96c6753d HALB_IOThread::Entry(void*) + 71
    8   libsystem_c.dylib                       0x972635b7 _pthread_start + 344
    9   libsystem_c.dylib                       0x9724dd4e thread_start + 34
    Thread 21:
    0   libsystem_kernel.dylib                  0x930a30ee __workq_kernreturn + 10
    1   libsystem_c.dylib                       0x972660ac _pthread_workq_return + 45
    2   libsystem_c.dylib                       0x97265e79 _pthread_wqthread + 448
    3   libsystem_c.dylib                       0x9724dd2a start_wqthread + 30
    Thread 0 crashed with X86 Thread State (32-bit):
      eax: 0xdeadbeef  ebx: 0x09a3ed17  ecx: 0xbfffdb84  edx: 0x00002500
      edi: 0xaca3b174  esi: 0xbfffdbfc  ebp: 0xbfffe018  esp: 0xbfffdbd0
       ss: 0x00000023  efl: 0x00210282  eip: 0x09a3ee7f   cs: 0x0000001b
       ds: 0x00000023   es: 0x00000023   fs: 0x00000000   gs: 0x0000000f
      cr2: 0x00000000
    Logical CPU: 2
    Binary Images:
        0x1000 -     0x1fff +tacint_osx (???) <61864F59-8A71-C466-4887-AC7CCB0C9B9D> /Users/USER/Library/Application Support/Steam/*/tacint_osx
        0x4000 -    0x1dff3 +gameoverlayrenderer.dylib (1) <C6AD9D84-0A5D-3598-9C2D-81FF881D168A> /Applications/Steam.app/Contents/MacOS/osx32/gameoverlayrenderer.dylib
       0x34000 -    0x34ffb +steamloader.dylib (0) <04FED4D9-EA7B-3389-8885-307D47EC1AF1> /Applications/Steam.app/Contents/MacOS/osx32/steamloader.dylib
       0x37000 -    0x58ff3 +libtier0.dylib (1) <BD2C9B41-54BD-8C53-640F-6351B707BA58> /Users/USER/Library/Application Support/Steam/*/libtier0.dylib
       0x73000 -    0xbaff7 +libvstdlib.dylib (1) <B56FA152-7E46-2B14-7485-C8C2AAFA642D> /Users/USER/Library/Application Support/Steam/*/libvstdlib.dylib
      0x274000 -   0x279ff7 +libsteam_api.dylib (1) <0F0B01B6-ECB2-3F57-8911-197F6ED26E75> /Users/USER/Library/Application Support/Steam/*/libsteam_api.dylib
      0x2e3000 -   0x2eafff +com.googlecode.google-breakpad (1.0) <52A4C312-E82C-3FD2-AD6B-71E07E934FA9> /Applications/Steam.app/Contents/MacOS/Frameworks/Breakpad.framework/Versions/A /Breakpad
      0x500000 -   0x5b1ff7 +launcher.dylib (1) <64725D45-057F-E805-DA12-7063086B5E38> /Users/USER/Library/Application Support/Steam/*/launcher.dylib
      0x700000 -   0x714ff3 +libtier0_s.dylib (1) <AC4B93C4-802E-3E63-9E48-7280B9AC66EA> /Applications/Steam.app/Contents/MacOS/osx32/libtier0_s.dylib
      0x732000 -   0x751ffb +libvstdlib_s.dylib (1) <94C6E88E-0EAB-379B-B79C-A506A2F4158A> /Applications/Steam.app/Contents/MacOS/osx32/libvstdlib_s.dylib
      0x77a000 -   0x7a5ff7  com.apple.audio.OpenAL (1.6 - 1.6) <CDE1BC7D-871D-3BE7-A6DE-96F6806BB7E1> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
      0x7b5000 -   0x7c0fff +crashhandler.dylib (1) <4C339284-0393-32BE-9D3B-CE01C33C09EE> /Applications/Steam.app/Contents/MacOS/osx32/crashhandler.dylib
      0x7d7000 -   0x7e6fff +breakpadUtilities.dylib (1) <705ACFD7-8CF0-3AB6-9F66-AF306AF3286F> /Applications/Steam.app/Contents/MacOS/Frameworks/Breakpad.framework/Versions/A /Resources/breakpadUtilities.dylib
      0x7ef000 -   0x7f4fff  com.apple.audio.AppleHDAHALPlugIn (2.3.7 - 2.3.7fc4) <903097A8-3922-3BF8-8B82-8BD1D831F6E7> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bun dle/Contents/MacOS/AppleHDAHALPlugIn
    0x14e1000 -  0x14eeff3  com.apple.Librarian (1.1 - 1) <68F8F983-5F16-3BA5-BDA7-1A5451CC02BB> /System/Library/PrivateFrameworks/Librarian.framework/Versions/A/Librarian
    0x2400000 -  0x24a8fff +filesystem_stdio.dylib (1) <35589B63-D93F-A355-B940-E450EB840B19> /Users/USER/Library/Application Support/Steam/*/filesystem_stdio.dylib
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    0x97d48000 - 0x9812bfff  com.apple.HIToolbox (2.0 - 626.1) <ECC3F04F-C4B7-35BF-B10E-183B749DAB92> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.fra mework/Versions/A/HIToolbox
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    Hi, never played them or had Steam, but it appears to be something about the Login as far as I can tell, but not sure of course.
    Hopefully my reply brings your query to the top again & we get more help here.

  • How to make an a basic attack in my text based game

    hey guys! i really need some genuine help on how to create an attack for my monsters and player. the attack should be basic: if the room contains a monster, then the monster attacks when the player goes inside the room. then the player can type a command to attack the monster. the attack should just deduct the hp of the monster. so the player can keep attacking till the monster is "dead"(this is where i remove the monster).
    anyway i tried alot in creating the attack but i failed all the time, messing my code even more. please!!!!! help!!!
    my monster class:
    public class Monster
    private int hp, stage;
    private String name;
    public Monster(String name, int stage)
    this.name = name;
    this.stage = stage;
    if(stage == 1) {
    hp = 1;
    else if(stage == 2) {
    hp = 2;
    else if(stage == 3) {
    hp = 2;
    else if(stage == 4) {
    hp = 3;
    else if(stage == 5) {
    hp = 4;
    else if(stage == 6) {
    hp = 6;
    public int monsterStage()
    return stage;
    public String getName()
    return name;
    this is where i created the monsters in my main game class:
    private Monster skeleton, sphinx, zombie, vampire, werewolf, undeadking;
    setting the monster to a room:
    skeleton = new Monster("skeleton1", 1);
    skeleton = new Monster("skeleton2", 1);
    sphinx = new Monster("sphinx1", 2);
    sphinx = new Monster("sphinx2", 2);
    sphinx = new Monster("sphinx3", 2);
    zombie = new Monster("zombie", 3);
    vampire = new Monster("vampire1", 4);
    vampire = new Monster("vampire2", 4);
    werewolf = new Monster("werewolf", 5);
    undeadking = new Monster("undeadking", 6);
    //setting the monster to a place
    bridge.addMonster("skeleton1", skeleton);
    castleDoor.addMonster("sphinx1", sphinx);
    castleChest.addMonster("zombie", zombie);
    dungeonDoor.addMonster("sphinx2", sphinx);
    castleStair.addMonster("werewolf", werewolf);
    dungeonBridge.addMonster("vampire2", vampire);
    dungeonBook.addMonster("sphinx3", sphinx);
    dungeonChest.addMonster("skeleton2", skeleton);
    throneCenter.addMonster("undeadking", undeadking);
    ps.: please help me! each room has one monster only and they are stored in hashmaps

    Here is a start of a basic text based game--it doesn't level or regen characters nor give healing or have new weapons...
    package ForumJunk;
    import java.util.Random;
    import java.util.Scanner;
    public class ForumJunk{
      private final int widthX;
      private final int heightY;
      private int myX;
      private int myY;
      private int myLevel;
      private int baseHP;
      private int myHP;
      private int myTreasure;
      private String[] myWeapon = {"fist", "open hand", "dagger", "short sword", "long sword", "b-sword", "2H sword"};
      private int[] myWeaponMaxDamage = {2, 3, 4, 6, 10, 12, 16};
      private int monsterFillFactor = 40;
      private int[][] monsterLevel = {{1, 1, 1}, {2, 2, 2}, {3, 3, 3}};
      private String[][] monsterName = {{"Skeleton", "Orac", "Kobald"}, {"Zombi", "Wolf", "Giant Rat"}, {"Bandit", "Mummy", "Ghost"}};
      private int[] monsterMaxDamage = {2, 4, 6};
      private myRoom[][] room;
      private Random rand;
      public ForumJunk(){
        widthX  = 100;
        heightY = 100;
        myLevel = 1;
        rand = new Random();
        baseHP   = 16;
        myHP     = baseHP;
        for(int i=0; i<myLevel; i++) myHP = myHP + rand.nextInt(4) + 4;
        room = new myRoom[widthX][heightY];
        for(int i=0; i<widthX; i++)for(int j=0; j<heightY; j++)room[i][j]=new myRoom();
        myX = rand.nextInt(widthX);
        myY = rand.nextInt(heightY);
        myTreasure = 0;
        fillMonster();
      public void doAttack(){
        if(!(room[myX][myY].monster != null)){
          System.out.println("Oh, it must have been my shadow; there's no monsters here \n");
          return; //no monster
        if(rand.nextBoolean()){
         doHumanAttack();
         if(room[myX][myY].monster.hp > 0) doMonsterAttack();
        }else{
          doMonsterAttack();
          doHumanAttack();
      public void doHumanAttack(){
        int weaponIndex = 0;
        if(myLevel<myWeaponMaxDamage.length) weaponIndex = myLevel;else weaponIndex = myWeaponMaxDamage.length-1;
        System.out.println("Attacking with " + myWeapon[weaponIndex] + " ...");
        int damage = myLevel * rand.nextInt(myWeaponMaxDamage[myLevel]);
        room[myX][myY].monster.hp -= damage;
        if(damage>0) System.out.println("Hit for " + damage + " damage\n");
        else System.out.println("I missed!\n");
        if(room[myX][myY].monster.hp <= 0) System.out.println("The " + room[myX][myY].monster.name  + " is dead.");
      public void doMonsterAttack(){
        System.out.println("The " + room[myX][myY].monster.name  + " is attacking...");
        int damage = rand.nextInt(monsterMaxDamage[room[myX][myY].monster.level-1]);
        myHP -= damage;
        if(damage>0) System.out.println("I've been hit for " + damage + " damage\n");
        else System.out.println("It missed me!\n");
        if(myHP<=0){
          System.out.println("Oh no, I'm dead!!!!!");
          System.exit(0);
      public void doStatus(){
        System.out.println();
        System.out.println("  Status:");
        System.out.println("    Room: " + myX + ":" + myY);
        System.out.println("      HP: " + myHP);
        System.out.println("Treasure: " + myTreasure + " gp");
        System.out.println("   Level: " + myLevel);
        System.out.println();
      public void doTreasure(){
        if(!(room[myX][myY].monster != null)){
          System.out.println("What--do you expect it just to be laying around in every room? \n");
          return; //no monster
        if(room[myX][myY].monster.hp>0){
          System.out.println("If there is any treasure that " + room[myX][myY].monster.name + " is guarding it.\n");
          return; //no monster
        myTreasure += room[myX][myY].monster.treasure;
        System.out.println("I found " + room[myX][myY].monster.treasure + " gp\n");
        room[myX][myY].monster = null;
      public void fillMonster(){
        int fill = (widthX * heightY * monsterFillFactor) / 100;
        int x = 0;
        int y = 0;
        boolean gen = false;
        for(int i=0; i<fill; i++){
          gen = true;
          while(gen){
            x = rand.nextInt(widthX);
            y = rand.nextInt(heightY);
            if(!(room[x][y].monster != null)){
              room[x][y].monster = new Monster(rand.nextInt(3)+1);
              gen = false;
      class Monster{
        int level = 0;
        int hp   = 0;
        int treasure = 0;
        String name = "";
        Monster(int level){
          this.level = level;
          hp = 1;
          for(int i = 0; i<level; i++) {
            hp += rand.nextInt(6);
            treasure += rand.nextInt(100);
          name = monsterName[level-1][rand.nextInt(3)];
      class myRoom{
        Monster monster = null;
        //what ever else you want to put in here
      public static void main(String[] args){
        String myIN = "";
        Scanner scan = new Scanner(System.in);
        ForumJunk fj = new ForumJunk();
        System.out.print("I am in room: " + fj.myX + ", " + fj.myY + " I have " + fj.myHP + " hit points and " + fj.myTreasure + " treasure ");
        if(fj.room[fj.myX][fj.myY].monster!=null){
          System.out.println("There is a  " + fj.room[fj.myX][fj.myY].monster.name + " here!");
        System.out.println("\n");
        while(!(myIN=scan.next()).equals("exit")){
          if(myIN.equals("north")){
            fj.myY -=1;
            if(fj.myY<0) fj.myY=fj.heightY-1;
          }else if(myIN.equals("south")){
            fj.myY +=1;
            if(fj.myY==fj.heightY) fj.myY=0;
          }else if(myIN.equals("west")){
            fj.myX -=1;
            if(fj.myX<0) fj.myX=fj.widthX-1;
          }else if(myIN.equals("east")){
            fj.myX +=1;
            if(fj.myX==fj.widthX) fj.myX=0;
          }else if(myIN.equals("attack")){
            fj.doAttack();
          }else if(myIN.equals("weapon")){
            System.out.println("I'll be using my " + fj.myWeapon[fj.myLevel] + " to attack\n");
          }else if(myIN.equals("treasure")){
            fj.doTreasure();
          }else if(myIN.equals("status")){
            fj.doStatus();
        System.out.print("I am in room: " + fj.myX + ", " + fj.myY + " I have " + fj.myHP + " hit points and " + fj.myTreasure + " treasure ");
        if(fj.room[fj.myX][fj.myY].monster!=null){
          System.out.print("There is a ");
          if(fj.room[fj.myX][fj.myY].monster.hp<=0) System.out.print("dead ");
          System.out.println(fj.room[fj.myX][fj.myY].monster.name + " here!");
        System.out.println("\n");
      System.out.println("Bye!");
    }

  • Ideas For A Text-Based Game

    I tried working on Graphics a while ago, but I didn't have too much luck with that ;)
    Just wondering if anyone here has any ideas about a 'fun' text-based game, that wouldn't be really based on RPG style stuff, because I don't really want to bother with having characters save and stuff(I kno how to though...)
    Something like Rock/Paper/Siscors(spelling? lol), but kinda more adicting...oh right, forgot to tell you...idea for a MULTIPLAYER text-based game ;)
    Thanks
    -Been trying to think of a good idea all day, no luck ;)

    Think of an existing exciting game, and make a clone. Thinking of new games is hard.
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