游戏截图:
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;
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
#include
#include
#include
#include
#include
#include
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
}
}