C语言魔塔游戏

游戏已更新:C语言魔塔游戏十层_张宜强的博客-CSDN博客

很早就很想写这个,今天终于写完了。

游戏截图:

编译环境: VS2017

直接下载https://download.csdn.net/download/qq_41505957/12154086 

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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