很早就很想写这个,今天终于写完了。
游戏截图:
编译环境: VS2017
游戏需要一些图片,如果有想要的或者对游戏有什么看法的可以加我的QQ 2985486630 讨论,如果暂时没有回应,可以在博客下方留言,到时候我会看到。觉得麻烦的直接下载C-mota_jb51.rar
解压后点击sln文件直接可以运行
下面我来介绍一下游戏的主要功能和实现方式
首先是玩家的定义,使用结构体,这个名字是可以自己改变的
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12struct gamerole { char name[20] = "黑蛋"; //玩家名字 int HP; //血量 int MP; int DEF; //防御 int ATT; //攻击 int Lv; //等级 int Exp; //经验 int Num_Blue_Key; //蓝钥匙数量 int Num_Yellow_Key; }player;
在游戏的右边显示任务的各项属性
函数:
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13void SetPlayer() { putimage(60 * 13, 0, &Message); outtextxy(60 * 13 + 12, 100, player.name); outtextxy(60 * 13 + 12, 180, intToString(player.Lv)); outtextxy(60 * 13 + 12, 235, intToString(player.Exp)); outtextxy(60 * 13 + 12, 362, intToString(player.HP)); outtextxy(60 * 13 + 12, 425, intToString(player.MP)); outtextxy(60 * 13 + 12, 517, intToString(player.ATT)); outtextxy(60 * 13 + 12, 567, intToString(player.DEF)); outtextxy(60 * 13 + 12, 689, intToString(player.Num_Yellow_Key)); outtextxy(60 * 13 + 12, 759, intToString(player.Num_Blue_Key)); }
由于这个函数要求属性必须是字符串,所以我写了一个把数字转化成字符串的函数
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22//整数转换为字符 char *intToString(int Number) { int len = 0; if (Number == 0) { str[0] = '0'; len++; } while (Number) { str[len++] = Number % 10+'0'; Number /= 10; } for (int i = 0; i < len/2; i++) { char t = str[i]; str[i] = str[len - i - 1]; str[len - i - 1] = t; } str[len] = ''; return str; }
怪物属性的定义
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7struct monster { int HP; //血量 int ATT; //攻击 int DEF; //防御 int Exp; //经验 };
接下来就是定义画布,然后加载图片,我用一个二维数组存下了地图,不同的数字代表不同的图片,然后根据二维数组的值把不同的地方贴上不同的图片。
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68void SetMap() { for (int i = 0; i < 13; i++) { for (int j = 0; j < 13; j++) { switch (map[i][j]) { case 0: putimage(j * 60, i * 60, &Wall); //墙 break; case 1: putimage(j * 60, i * 60, &Ground); //地板 break; case 2: putimage(j * 60, i * 60, &Blue_door); //蓝门 break; case 3: putimage(j * 60, i * 60, &Yellow_door); //黄门 break; case 4: putimage(j * 60, i * 60, &Blue_Cry); //蓝水晶 break; case 5: putimage(j * 60, i * 60, &Red_Cry); //红水晶 break; case 6: putimage(j * 60, i * 60, &Blue_Key); //蓝钥匙 break; case 7: putimage(j * 60, i * 60, &Yellow_Key); //黄钥匙 break; case 8: putimage(j * 60, i * 60, &Red_Med); //红药水 break; case 9: putimage(j * 60, i * 60, &Blue_Med); //蓝药水 break; case 10: putimage(j * 60, i * 60, &Small_Bat); //小蝙蝠 break; case 11: putimage(j * 60, i * 60, &Small_Wizard); //小巫师 break; case 12: putimage(j * 60, i * 60, &Small_Skull); //小骷髅 break; case 13: putimage(j * 60, i * 60, &Big_Skull); //大骷髅 break; case 14: putimage(j * 60, i * 60, &Green_Slime); //绿史莱姆 break; case 15: putimage(j * 60, i * 60, &Red_Slime); //红史莱姆 break; case 98: putimage(j * 60, i * 60, &Ladder); //梯子 break; case 99: putimage(j * 60, i * 60, &Player); //玩家 break; } } } }
接下来就是人物的移动和战斗了,人物的移动我就是直接对上下左右四种情况分别讨论, 在人物走动的时候要判断能不能走,不能走就不处理,如果能走,就把走到的那个位置上变成人,把之前人的位置变成地板。
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7case 'w': case 72: if (map[playerx - 1][playery] == 1) { //下一步是地板 map[playerx - 1][playery] = 99; map[playerx][playery] = 1; playerx--; }
需要处理的就是钥匙,门, 水晶, 药水, 怪物。
如果是钥匙,把对应的钥匙数量加1。
如果是门,判断一下对应颜色的钥匙是否足够,如果足够,钥匙数量减1,然后把对应位置上的门变为空地。
如果是药水,吃了之后会增加生命。
如果是水晶,根据水晶的颜色加对应的属性。
当遇到怪物的时候回产生战斗,对于不同的怪物分开处理,下面是小蝙蝠的处理
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10case 10: ID = MessageBox(hwnd, "小蝙蝠", "是否攻击?", MB_YESNO); if (ID == IDYES) { if (VS(player.HP, player.ATT, player.DEF, Small_Bat_Pro.HP, Small_Bat_Pro.ATT, Small_Bat_Pro.DEF)) { player.Exp += Small_Bat_Pro.Exp; return 1; } } break;
遇到怪物是会弹出对应的对话框
此处有一个VS函数,用于计算战斗是否成功,如果成功,会加相应的属性,如果失败,则会弹出打不过的窗口。
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19int VS(int playHP, int playATT, int playDEF, int monHP, int monATT, int monDEF) { while (playHP > 0 || monHP > 0) { monHP -= (playATT - monDEF); if (monHP < 0) break; playHP -= (monATT - playDEF); } if (playHP > 0) { player.HP = playHP; return 1; } else { MessageBox(hwnd, "", "打不过", MB_YESNO); return 0; } }
在每一次敲击键盘后更新地图信息和人物信息 :
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2SetMap(); //重新显示地图 SetPlayer(); //重新显示角色信息
到了这里,游戏的内容也就说的差不多了,虽然我只写出了第一个地图。但是,只要添加地图即可有更多的玩法,有兴趣的同学可以自制关卡,实现更多内容。
最后,加上所有代码,注释上说的也比较清楚。
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618#include <stdlib.h> #include <graphics.h> #include <windows.h> #include<conio.h> #include<graphics.h> #include<windows.h> #include <stdio.h> void initgamePicture(); //加载游戏图片 void SetPlayer(); //显示角色信息 void initPlayer(); //初始化游戏角色 void SetMap(); //加载游戏地图 char *intToString(int Number); //把整数转化成字符串 void playGame(); //开始游戏 int Combat(int x); int VS(int playHP, int playATT, int playDEF, int monHP, int monATT, int monDEF); int playerx, playery; char str[20] = ""; //地图1 int map[13][13] = { { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 98, 1, 14, 15, 14, 1, 1, 1, 1, 1, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0 }, { 0, 8, 1, 1, 2, 1, 0, 5, 6, 1, 0, 1, 0 }, { 0, 1, 12, 1, 0, 1, 0, 4, 8, 1, 0, 1, 0 }, { 0, 0, 2, 0, 0, 1, 0, 0, 0, 14, 0, 1, 0 }, { 0, 6, 1, 1, 0, 1, 3, 10, 11, 10, 0, 1, 0 }, { 0, 1, 13, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0 }, { 0, 0, 2, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0 }, { 0, 1, 1, 1, 0, 0, 14, 0, 0, 0, 14, 0, 0 }, { 0, 8, 1, 6, 0, 7, 1, 6, 0, 1, 10, 1, 0 }, { 0, 8, 1, 6, 0, 1, 99, 1, 0, 14, 9, 14, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } }; IMAGE Wall, Ground, Green_Slime, Red_Slime, Blue_Cry, Red_Cry, Blue_Key, Yellow_Key, Red_Med, Blue_Med, Ladder, Small_Skull, Big_Skull, Small_Bat, Small_Wizard, Blue_door, Yellow_door, Player, Message; HWND hwnd; struct gamerole { char name[20] = "黑蛋"; //玩家名字 int HP; //血量 int MP; int DEF; //防御 int ATT; //攻击 int Lv; //等级 int Exp; //经验 int Num_Blue_Key; //蓝钥匙数量 int Num_Yellow_Key; }player; struct monster { int HP; //血量 int ATT; //攻击 int DEF; //防御 int Exp; //经验 }; struct monster Green_Slime_Pro = { 50,10,12,100 }; //绿史莱姆属性 struct monster Red_Slime_Pro = { 100, 50, 12, 500 }; //红史莱姆属性 struct monster Small_Wizard_Pro = { 100, 30, 9, 400 };//小巫师属性 struct monster Small_Bat_Pro = { 20, 10, 9, 50 }; //小蝙蝠属性 struct monster Small_Skull_Pro = {30, 20, 10, 200}; //小骷髅属性 struct monster Big_Skull_Pro = {60, 50, 25, 300}; //大骷髅属性 int main() { initPlayer(); hwnd = initgraph(60 * 14, 60 * 13); initgamePicture(); while (1) { SetMap(); SetPlayer(); playGame(); } return 0; } /* *显示角色信息 */ void SetPlayer() { putimage(60 * 13, 0, &Message); outtextxy(60 * 13 + 12, 100, player.name); outtextxy(60 * 13 + 12, 180, intToString(player.Lv)); outtextxy(60 * 13 + 12, 235, intToString(player.Exp)); outtextxy(60 * 13 + 12, 362, intToString(player.HP)); outtextxy(60 * 13 + 12, 425, intToString(player.MP)); outtextxy(60 * 13 + 12, 517, intToString(player.ATT)); outtextxy(60 * 13 + 12, 567, intToString(player.DEF)); outtextxy(60 * 13 + 12, 689, intToString(player.Num_Yellow_Key)); outtextxy(60 * 13 + 12, 759, intToString(player.Num_Blue_Key)); } /* * 加载游戏图片 */ void initgamePicture() { loadimage(&Wall, "墙.jpg", 60, 60); loadimage(&Ground, "地板.jpg", 60, 60); loadimage(&Green_Slime, "绿史莱姆.jpg", 60, 60); loadimage(&Red_Slime, "红史莱姆.jpg", 60, 60); loadimage(&Blue_Cry, "蓝水晶.jpg", 60, 60); loadimage(&Red_Cry, "红水晶.jpg", 60, 60); loadimage(&Blue_Key, "蓝钥匙.jpg", 60, 60); loadimage(&Yellow_Key, "黄钥匙.jpg", 60, 60); loadimage(&Red_Med, "小红药水.jpg", 60, 60); loadimage(&Blue_Med, "小蓝药水.jpg", 60, 60); loadimage(&Ladder, "梯子.jpg", 60, 60); loadimage(&Small_Bat, "小蝙蝠.jpg", 60, 60); loadimage(&Small_Wizard, "小巫师.jpg", 60, 60); loadimage(&Small_Skull, "骷髅兵.jpg", 60, 60); loadimage(&Big_Skull, "大骷髅兵.jpg", 60, 60); loadimage(&Blue_door, "蓝门.jpg", 60, 60); loadimage(&Yellow_door, "黄门.jpg", 60, 60); loadimage(&Player, "人.jpg", 60, 60); loadimage(&Message, "info.jpg"); } /* *初始化游戏角色 */ void initPlayer() { player.Lv = 0; player.ATT = 50; player.DEF = 50; player.Num_Blue_Key = 0; player.Num_Yellow_Key = 0; player.HP = 500; player.MP = 250; player.Exp = 0; playerx = 11; playery = 6; } //整数转换为字符 char *intToString(int Number) { int len = 0; if (Number == 0) { str[0] = '0'; len++; } while (Number) { str[len++] = Number % 10+'0'; Number /= 10; } for (int i = 0; i < len/2; i++) { char t = str[i]; str[i] = str[len - i - 1]; str[len - i - 1] = t; } str[len] = ''; return str; } /* *加载游戏地图 * */ void SetMap() { for (int i = 0; i < 13; i++) { for (int j = 0; j < 13; j++) { switch (map[i][j]) { case 0: putimage(j * 60, i * 60, &Wall); //墙 break; case 1: putimage(j * 60, i * 60, &Ground); //地板 break; case 2: putimage(j * 60, i * 60, &Blue_door); //蓝门 break; case 3: putimage(j * 60, i * 60, &Yellow_door); //黄门 break; case 4: putimage(j * 60, i * 60, &Blue_Cry); //蓝水晶 break; case 5: putimage(j * 60, i * 60, &Red_Cry); //红水晶 break; case 6: putimage(j * 60, i * 60, &Blue_Key); //蓝钥匙 break; case 7: putimage(j * 60, i * 60, &Yellow_Key); //黄钥匙 break; case 8: putimage(j * 60, i * 60, &Red_Med); //红药水 break; case 9: putimage(j * 60, i * 60, &Blue_Med); //蓝药水 break; case 10: putimage(j * 60, i * 60, &Small_Bat); //小蝙蝠 break; case 11: putimage(j * 60, i * 60, &Small_Wizard); //小巫师 break; case 12: putimage(j * 60, i * 60, &Small_Skull); //小骷髅 break; case 13: putimage(j * 60, i * 60, &Big_Skull); //大骷髅 break; case 14: putimage(j * 60, i * 60, &Green_Slime); //绿史莱姆 break; case 15: putimage(j * 60, i * 60, &Red_Slime); //红史莱姆 break; case 98: putimage(j * 60, i * 60, &Ladder); //梯子 break; case 99: putimage(j * 60, i * 60, &Player); //玩家 break; } } } } int Combat(int x) { int ID; switch (x) { case 10: ID = MessageBox(hwnd, "小蝙蝠", "是否攻击?", MB_YESNO); if (ID == IDYES) { if (VS(player.HP, player.ATT, player.DEF, Small_Bat_Pro.HP, Small_Bat_Pro.ATT, Small_Bat_Pro.DEF)) { player.Exp += Small_Bat_Pro.Exp; return 1; } } break; case 11: ID = MessageBox(hwnd, "遇到小巫师", "是否攻击?", MB_YESNO); if (ID == IDYES) { if (VS(player.HP, player.ATT, player.DEF, Small_Wizard_Pro.HP, Small_Wizard_Pro.ATT, Small_Wizard_Pro.DEF)) { player.Exp += Small_Wizard_Pro.Exp; return 1; } } break; case 12: ID = MessageBox(hwnd, "遇到小骷髅", "是否攻击?", MB_YESNO); if (ID == IDYES) { if (VS(player.HP, player.ATT, player.DEF, Small_Skull_Pro.HP, Small_Skull_Pro.ATT, Small_Skull_Pro.DEF)) { player.Exp += Small_Skull_Pro.Exp; return 1; } } break; case 13: ID = MessageBox(hwnd, "遇到大骷髅", "是否攻击?", MB_YESNO); if (ID == IDYES) { if (VS(player.HP, player.ATT, player.DEF, Big_Skull_Pro.HP, Big_Skull_Pro.ATT, Big_Skull_Pro.DEF)) { player.Exp += Big_Skull_Pro.Exp; return 1; } } break; case 14: ID = MessageBox(hwnd, "遇到绿史莱姆", "是否攻击?", MB_YESNO); if (ID == IDYES) { if (VS(player.HP, player.ATT, player.DEF, Green_Slime_Pro.HP, Green_Slime_Pro.ATT, Green_Slime_Pro.DEF)) { player.Exp += Green_Slime_Pro.Exp; return 1; } } break; case 15: ID = MessageBox(hwnd, "遇到红史莱姆", "是否攻击?", MB_YESNO); if (ID == IDYES) { if (VS(player.HP, player.ATT, player.DEF, Red_Slime_Pro.HP, Red_Slime_Pro.HP, Red_Slime_Pro.HP)) { player.Exp += Green_Slime_Pro.Exp; return 1; } } break; } return 0; } int VS(int playHP, int playATT, int playDEF, int monHP, int monATT, int monDEF) { while (playHP > 0 || monHP > 0) { monHP -= (playATT - monDEF); if (monHP < 0) break; playHP -= (monATT - playDEF); } if (playHP > 0) { player.HP = playHP; return 1; } else { MessageBox(hwnd, "", "打不过", MB_YESNO); return 0; } } void playGame() { while (1) { char ch = _getch(); switch (ch) { case 'w': case 72: if (map[playerx - 1][playery] == 1) { //下一步是地板 map[playerx - 1][playery] = 99; map[playerx][playery] = 1; playerx--; } else if (map[playerx-1][playery]== 6) { //下一步是蓝钥匙 player.Num_Blue_Key++; map[playerx - 1][playery] = 99; map[playerx][playery] = 1; playerx--; } else if (map[playerx - 1][playery] == 7) { //下一步是黄钥匙 player.Num_Yellow_Key++; map[playerx - 1][playery] = 99; map[playerx][playery] = 1; playerx--; } //下一步是怪物 else if (map[playerx - 1][playery] == 10 || map[playerx - 1][playery] == 11 || map[playerx - 1][playery] == 12 || map[playerx - 1][playery] == 13 || map[playerx - 1][playery] == 14 || map[playerx - 1][playery] == 15) { int x = Combat(map[playerx - 1][playery]); if (x == 1) { map[playerx - 1][playery] = 99; map[playerx][playery] = 1; playerx--; } } //红蓝药水 else if (map[playerx - 1][playery] == 8 || map[playerx - 1][playery] == 9) { if (map[playerx - 1][playery] == 8) player.HP += 200; else player.HP += 500; map[playerx - 1][playery] = 99; map[playerx][playery] = 1; playerx--; } //红蓝门 else if (map[playerx - 1][playery] == 2 || map[playerx - 1][playery] == 3) { if (map[playerx - 1][playery] == 2 && player.Num_Blue_Key) { player.Num_Blue_Key--; map[playerx - 1][playery] = 99; map[playerx][playery] = 1; playerx--; } if (map[playerx - 1][playery] == 3 && player.Num_Yellow_Key) { player.Num_Yellow_Key--; map[playerx - 1][playery] = 99; map[playerx][playery] = 1; playerx--; } } //红蓝水晶 //红水晶+2攻击 //蓝水晶+2防御 else if (map[playerx - 1][playery] == 4 || map[playerx - 1][playery] == 5) { if (map[playerx - 1][playery] == 4) player.DEF += 2; else if (map[playerx - 1][playery] == 5) player.ATT += 2; map[playerx - 1][playery] = 99; map[playerx][playery] = 1; playerx--; } break; case 's': case 80: if (map[playerx + 1][playery] == 1) { //下一步是地板 map[playerx + 1][playery] = 99; map[playerx][playery] = 1; playerx++; } else if (map[playerx + 1][playery] == 6) { //下一步是蓝钥匙 player.Num_Blue_Key++; map[playerx + 1][playery] = 99; map[playerx][playery] = 1; playerx++; } else if (map[playerx + 1][playery] == 7) { //下一步是黄钥匙 player.Num_Yellow_Key++; map[playerx + 1][playery] = 99; map[playerx][playery] = 1; playerx++; } //下一步是怪物 else if (map[playerx + 1][playery] == 10 || map[playerx + 1][playery] == 11 || map[playerx + 1][playery] == 12 || map[playerx + 1][playery] == 13 || map[playerx + 1][playery] == 14 || map[playerx + 1][playery] == 15) { int x = Combat(map[playerx + 1][playery]); if (x == 1) { map[playerx + 1][playery] = 99; map[playerx][playery] = 1; playerx++; } } //红蓝药水 else if (map[playerx + 1][playery] == 8 || map[playerx + 1][playery] == 9) { if (map[playerx + 1][playery] == 8) player.HP += 200; else player.HP += 500; map[playerx + 1][playery] = 99; map[playerx][playery] = 1; playerx++; } //红蓝门 else if (map[playerx + 1][playery] == 2 || map[playerx + 1][playery] == 3) { if (map[playerx + 1][playery] == 2 && player.Num_Blue_Key) { player.Num_Blue_Key++; map[playerx + 1][playery] = 99; map[playerx][playery] = 1; playerx++; } if (map[playerx + 1][playery] == 3 && player.Num_Yellow_Key) { player.Num_Yellow_Key++; map[playerx + 1][playery] = 99; map[playerx][playery] = 1; playerx++; } } //红蓝水晶 //红水晶+2攻击 //蓝水晶+2防御 else if (map[playerx + 1][playery] == 4 || map[playerx + 1][playery] == 5) { if (map[playerx + 1][playery] == 4) player.DEF += 2; else if (map[playerx + 1][playery] == 5) player.ATT += 2; map[playerx + 1][playery] = 99; map[playerx][playery] = 1; playerx++; } break; case 'a': case 75: if (map[playerx][playery - 1] == 1) { //下一步是地板 map[playerx][playery - 1] = 99; map[playerx][playery] = 1; playery--; } else if (map[playerx][playery - 1] == 6) { //下一步是蓝钥匙 player.Num_Blue_Key++; map[playerx][playery - 1] = 99; map[playerx][playery] = 1; playery--; } else if (map[playerx][playery - 1] == 7) { //下一步是黄钥匙 player.Num_Yellow_Key++; map[playerx][playery - 1] = 99; map[playerx][playery] = 1; playery--; } //下一步是怪物 else if (map[playerx][playery - 1] == 10 || map[playerx][playery - 1] == 11 || map[playerx][playery - 1] == 12 || map[playerx][playery - 1] == 13 || map[playerx][playery - 1] == 14 || map[playerx][playery - 1] == 15) { int x = Combat(map[playerx][playery - 1]); if (x == 1) { map[playerx][playery - 1] = 99; map[playerx][playery] = 1; playery--; } } //红蓝药水 else if (map[playerx][playery - 1] == 8 || map[playerx][playery - 1] == 9) { if (map[playerx][playery - 1] == 8) player.HP += 200; else player.HP += 500; map[playerx ][playery- 1] = 99; map[playerx][playery] = 1; playery--; } //红蓝门 else if (map[playerx][playery - 1] == 2 || map[playerx][playery - 1] == 3) { if (map[playerx][playery - 1] == 2 && player.Num_Blue_Key) { player.Num_Blue_Key--; map[playerx][playery - 1] = 99; map[playerx][playery] = 1; playery--; } if (map[playerx][playery - 1] == 3 && player.Num_Yellow_Key) { player.Num_Yellow_Key--; map[playerx][playery - 1] = 99; map[playerx][playery] = 1; playery--; } } //红蓝水晶 //红水晶+2攻击 //蓝水晶+2防御 else if (map[playerx][playery - 1] == 4 || map[playerx][playery - 1] == 5) { if (map[playerx][playery - 1] == 4) player.DEF += 2; else if (map[playerx][playery - 1] == 5) player.ATT += 2; map[playerx][playery - 1] = 99; map[playerx][playery] = 1; playery--; } break; case 'd': case 77: if (map[playerx][playery + 1] == 1) { //下一步是地板 map[playerx][playery + 1] = 99; map[playerx][playery] = 1; playery++; } else if (map[playerx][playery + 1] == 6) { //下一步是蓝钥匙 player.Num_Blue_Key++; map[playerx][playery + 1] = 99; map[playerx][playery] = 1; playery++; } else if (map[playerx][playery + 1] == 7) { //下一步是黄钥匙 player.Num_Yellow_Key++; map[playerx][playery + 1] = 99; map[playerx][playery] = 1; playery++; } //下一步是怪物 else if (map[playerx][playery + 1] == 10 || map[playerx][playery + 1] == 11 || map[playerx][playery + 1] == 12 || map[playerx][playery + 1] == 13 || map[playerx][playery + 1] == 14 || map[playerx][playery + 1] == 15) { int x = Combat(map[playerx][playery + 1]); if (x == 1) { map[playerx][playery + 1] = 99; map[playerx][playery] = 1; playery++; } } //红蓝药水 else if (map[playerx][playery + 1] == 8 || map[playerx][playery + 1] == 9) { if (map[playerx][playery + 1] == 8) player.HP += 200; else player.HP += 500; map[playerx][playery + 1] = 99; map[playerx][playery] = 1; playery++; } //红蓝门 else if (map[playerx][playery + 1] == 2 || map[playerx][playery + 1] == 3) { if (map[playerx][playery + 1] == 2 && player.Num_Blue_Key) { player.Num_Blue_Key--; map[playerx][playery + 1] = 99; map[playerx][playery] = 1; playery++; } if (map[playerx][playery + 1] == 3 && player.Num_Yellow_Key) { player.Num_Yellow_Key--; map[playerx][playery + 1] = 99; map[playerx][playery] = 1; playery++; } } //红蓝水晶 //红水晶+2攻击 //蓝水晶+2防御 else if (map[playerx][playery + 1] == 4 || map[playerx][playery + 1] == 5) { if (map[playerx][playery + 1] == 4) player.DEF += 2; else if (map[playerx][playery + 1] == 5) player.ATT += 2; map[playerx][playery + 1] = 99; map[playerx][playery] = 1; playery++; } break; } SetMap(); //重新显示地图 SetPlayer(); //重新显示角色信息 } }
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