C语言魔塔游戏的实现代码

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

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;

在游戏的右边显示任务的各项属性

函数:

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));

}

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

//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] = '\0';

return str;

}

怪物属性的定义

struct 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。

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;

}

}

}

}

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。

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--;

}

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

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;

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。

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;

}

}

在每一次敲击键盘后更新地图信息和人物信息 :

SetMap(); //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。

#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] = '\0';

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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