C语言魔塔

游戏截图:

C语言魔塔

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;
C语言魔塔

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
 }
 }

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