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C語言魔塔游戲的實現(xiàn)代碼

 更新時間:2020年02月28日 10:53:15   作者:張宜強  
這篇文章主要介紹了C語言魔塔游戲的實現(xiàn)代碼,文中通過示例代碼介紹的非常詳細,對大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價值,需要的朋友們下面隨著小編來一起學(xué)習(xí)學(xué)習(xí)吧

很早就很想寫這個,今天終于寫完了。

游戲截圖:

編譯環(huán)境: VS2017

游戲需要一些圖片,如果有想要的或者對游戲有什么看法的可以加我的QQ 2985486630 討論,如果暫時沒有回應(yīng),可以在博客下方留言,到時候我會看到。覺得麻煩的直接下載C-mota_jb51.rar

解壓后點擊sln文件直接可以運行

下面我來介紹一下游戲的主要功能和實現(xiàn)方式

首先是玩家的定義,使用結(jié)構(gòu)體,這個名字是可以自己改變的

struct gamerole
{
	char name[20] = "黑蛋"; //玩家名字
	int HP;	  //血量
	int MP;
	int DEF;	//防御
	int ATT;  //攻擊
	int Lv;   //等級
	int Exp;  //經(jīng)驗
	int Num_Blue_Key; //藍鑰匙數(shù)量
	int Num_Yellow_Key;
}player;

在游戲的右邊顯示任務(wù)的各項屬性

函數(shù):

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));
}

由于這個函數(shù)要求屬性必須是字符串,所以我寫了一個把數(shù)字轉(zhuǎn)化成字符串的函數(shù)

//整數(shù)轉(zhuǎn)換為字符
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;
}

怪物屬性的定義

struct monster
{
	int HP;	  //血量
	int ATT;  //攻擊
	int DEF;	//防御
	int Exp;  //經(jīng)驗
};

接下來就是定義畫布,然后加載圖片,我用一個二維數(shù)組存下了地圖,不同的數(shù)字代表不同的圖片,然后根據(jù)二維數(shù)組的值把不同的地方貼上不同的圖片。

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);     //墻
				break;
			case 1:
				putimage(j * 60, i * 60, &Ground);    //地板
				break;
			case 2:
				putimage(j * 60, i * 60, &Blue_door);   //藍門
				break;
			case 3:
				putimage(j * 60, i * 60, &Yellow_door);  //黃門
				break;
			case 4:
				putimage(j * 60, i * 60, &Blue_Cry);     //藍水晶
				break;
			case 5:
				putimage(j * 60, i * 60, &Red_Cry);     //紅水晶
				break;
			case 6:
				putimage(j * 60, i * 60, &Blue_Key);    //藍鑰匙
				break;
			case 7:
				putimage(j * 60, i * 60, &Yellow_Key);   //黃鑰匙
				break;
			case 8:
				putimage(j * 60, i * 60, &Red_Med);     //紅藥水
				break;
			case 9:
				putimage(j * 60, i * 60, &Blue_Med);     //藍藥水
				break;
			case 10:
				putimage(j * 60, i * 60, &Small_Bat);    //小蝙蝠
				break;
			case 11:
				putimage(j * 60, i * 60, &Small_Wizard);   //小巫師
				break;
			case 12:
				putimage(j * 60, i * 60, &Small_Skull);   //小骷髏
				break;
			case 13:
				putimage(j * 60, i * 60, &Big_Skull);    //大骷髏
				break;
			case 14:
				putimage(j * 60, i * 60, &Green_Slime);   //綠史萊姆
				break;
			case 15:
				putimage(j * 60, i * 60, &Red_Slime);    //紅史萊姆
				break;
			case 98:
				putimage(j * 60, i * 60, &Ladder);     //梯子
				break;
			case 99:
				putimage(j * 60, i * 60, &Player);     //玩家
				break;
			}
 
		}
	}
}

接下來就是人物的移動和戰(zhàn)斗了,人物的移動我就是直接對上下左右四種情況分別討論, 在人物走動的時候要判斷能不能走,不能走就不處理,如果能走,就把走到的那個位置上變成人,把之前人的位置變成地板。

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--;
}

需要處理的就是鑰匙,門, 水晶, 藥水, 怪物。

如果是鑰匙,把對應(yīng)的鑰匙數(shù)量加1。

如果是門,判斷一下對應(yīng)顏色的鑰匙是否足夠,如果足夠,鑰匙數(shù)量減1,然后把對應(yīng)位置上的門變?yōu)榭盏亍?/p>

如果是藥水,吃了之后會增加生命。

如果是水晶,根據(jù)水晶的顏色加對應(yīng)的屬性。

當(dāng)遇到怪物的時候回產(chǎn)生戰(zhàn)斗,對于不同的怪物分開處理,下面是小蝙蝠的處理

case 10:
    ID = MessageBox(hwnd, "小蝙蝠", "是否攻擊?", 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;

遇到怪物是會彈出對應(yīng)的對話框

此處有一個VS函數(shù),用于計算戰(zhàn)斗是否成功,如果成功,會加相應(yīng)的屬性,如果失敗,則會彈出打不過的窗口。

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, "", "打不過", MB_YESNO);
		return 0;
	}
}

在每一次敲擊鍵盤后更新地圖信息和人物信息 :

SetMap(); //重新顯示地圖
SetPlayer(); //重新顯示角色信息

到了這里,游戲的內(nèi)容也就說的差不多了,雖然我只寫出了第一個地圖。但是,只要添加地圖即可有更多的玩法,有興趣的同學(xué)可以自制關(guān)卡,實現(xiàn)更多內(nèi)容。

最后,加上所有代碼,注釋上說的也比較清楚。

#include <stdlib.h>
#include <graphics.h>
#include <windows.h>
#include<conio.h>
#include<graphics.h>
#include<windows.h>
#include <stdio.h>
 
void initgamePicture();  //加載游戲圖片
void SetPlayer();    //顯示角色信息
void initPlayer();   //初始化游戲角色
void SetMap();     //加載游戲地圖
char *intToString(int Number); //把整數(shù)轉(zhuǎn)化成字符串
void playGame();     //開始游戲
int Combat(int x);
int VS(int playHP, int playATT, int playDEF, int monHP, int monATT, int monDEF);
 
int playerx, playery;
char str[20] = "";
//地圖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;  //攻擊
	int Lv;   //等級
	int Exp;  //經(jīng)驗
	int Num_Blue_Key; //藍鑰匙數(shù)量
	int Num_Yellow_Key;
}player;
 
struct monster
{
	int HP;	  //血量
	int ATT;  //攻擊
	int DEF;	//防御
	int Exp;  //經(jīng)驗
};
struct monster Green_Slime_Pro = { 50,10,12,100 };  //綠史萊姆屬性   
struct monster Red_Slime_Pro = { 100, 50, 12, 500 }; //紅史萊姆屬性
struct monster Small_Wizard_Pro = { 100, 30, 9, 400 };//小巫師屬性
struct monster Small_Bat_Pro = { 20, 10, 9, 50 };     //小蝙蝠屬性
struct monster Small_Skull_Pro = {30, 20, 10, 200};  //小骷髏屬性
struct monster Big_Skull_Pro = {60, 50, 25, 300};   //大骷髏屬性
 
 
int main()
{
	initPlayer();
	hwnd = initgraph(60 * 14, 60 * 13);
	initgamePicture();
 
	while (1) {
		SetMap();
		SetPlayer();
		playGame();
	}
 
	return 0;
}
 
/*
*顯示角色信息
*/
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));
}
 
/*
*  加載游戲圖片
*/
void initgamePicture()
{
	loadimage(&Wall, "墻.jpg", 60, 60);
	loadimage(&Ground, "地板.jpg", 60, 60);
	loadimage(&Green_Slime, "綠史萊姆.jpg", 60, 60);
	loadimage(&Red_Slime, "紅史萊姆.jpg", 60, 60);
 
	loadimage(&Blue_Cry, "藍水晶.jpg", 60, 60);
	loadimage(&Red_Cry, "紅水晶.jpg", 60, 60);
 
	loadimage(&Blue_Key, "藍鑰匙.jpg", 60, 60);
	loadimage(&Yellow_Key, "黃鑰匙.jpg", 60, 60);
 
	loadimage(&Red_Med, "小紅藥水.jpg", 60, 60);
	loadimage(&Blue_Med, "小藍藥水.jpg", 60, 60);
 
	loadimage(&Ladder, "梯子.jpg", 60, 60);
	loadimage(&Small_Bat, "小蝙蝠.jpg", 60, 60);
	loadimage(&Small_Wizard, "小巫師.jpg", 60, 60);
	loadimage(&Small_Skull, "骷髏兵.jpg", 60, 60);
	loadimage(&Big_Skull, "大骷髏兵.jpg", 60, 60);
 
	loadimage(&Blue_door, "藍門.jpg", 60, 60);
	loadimage(&Yellow_door, "黃門.jpg", 60, 60);
	loadimage(&Player, "人.jpg", 60, 60);
	loadimage(&Message, "info.jpg");
}
 
/*
*初始化游戲角色
*/
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;
}
 
//整數(shù)轉(zhuǎn)換為字符
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;
}
 
/*
*加載游戲地圖
*
*/
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);     //墻
				break;
			case 1:
				putimage(j * 60, i * 60, &Ground);    //地板
				break;
			case 2:
				putimage(j * 60, i * 60, &Blue_door);   //藍門
				break;
			case 3:
				putimage(j * 60, i * 60, &Yellow_door);  //黃門
				break;
			case 4:
				putimage(j * 60, i * 60, &Blue_Cry);     //藍水晶
				break;
			case 5:
				putimage(j * 60, i * 60, &Red_Cry);     //紅水晶
				break;
			case 6:
				putimage(j * 60, i * 60, &Blue_Key);    //藍鑰匙
				break;
			case 7:
				putimage(j * 60, i * 60, &Yellow_Key);   //黃鑰匙
				break;
			case 8:
				putimage(j * 60, i * 60, &Red_Med);     //紅藥水
				break;
			case 9:
				putimage(j * 60, i * 60, &Blue_Med);     //藍藥水
				break;
			case 10:
				putimage(j * 60, i * 60, &Small_Bat);    //小蝙蝠
				break;
			case 11:
				putimage(j * 60, i * 60, &Small_Wizard);   //小巫師
				break;
			case 12:
				putimage(j * 60, i * 60, &Small_Skull);   //小骷髏
				break;
			case 13:
				putimage(j * 60, i * 60, &Big_Skull);    //大骷髏
				break;
			case 14:
				putimage(j * 60, i * 60, &Green_Slime);   //綠史萊姆
				break;
			case 15:
				putimage(j * 60, i * 60, &Red_Slime);    //紅史萊姆
				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", "是否攻擊?", 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, "遇到小巫師", "是否攻擊?", 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, "遇到小骷髏", "是否攻擊?", 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, "遇到大骷髏", "是否攻擊?", 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, "遇到綠史萊姆", "是否攻擊?", 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, "遇到紅史萊姆", "是否攻擊?", 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, "", "打不過", 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) {   //下一步是藍鑰匙
					player.Num_Blue_Key++;
					map[playerx - 1][playery] = 99;
					map[playerx][playery] = 1;
					playerx--;
				}
				else if (map[playerx - 1][playery] == 7) {   //下一步是黃鑰匙
					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--;
					}
				}
				//紅藍藥水
				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--;
				}
				//紅藍門
				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--;
					}
				}
				//紅藍水晶
				//紅水晶+2攻擊
				//藍水晶+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) {   //下一步是藍鑰匙
					player.Num_Blue_Key++;
					map[playerx + 1][playery] = 99;
					map[playerx][playery] = 1;
					playerx++;
				}
				else if (map[playerx + 1][playery] == 7) {   //下一步是黃鑰匙
					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++;
					}
				}
				//紅藍藥水
				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++;
				}
				//紅藍門
				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++;
					}
				}
				//紅藍水晶
				//紅水晶+2攻擊
				//藍水晶+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) {   //下一步是藍鑰匙
					player.Num_Blue_Key++;
					map[playerx][playery - 1] = 99;
					map[playerx][playery] = 1;
					playery--;
				}
				else if (map[playerx][playery - 1] == 7) {   //下一步是黃鑰匙
					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--;
					}
				}
				//紅藍藥水
				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--;
				}
				//紅藍門
				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--;
					}
				}
				//紅藍水晶
				//紅水晶+2攻擊
				//藍水晶+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) {   //下一步是藍鑰匙
					player.Num_Blue_Key++;
					map[playerx][playery + 1] = 99;
					map[playerx][playery] = 1;
					playery++;
				}
				else if (map[playerx][playery + 1] == 7) {   //下一步是黃鑰匙
					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++;
					}
				}
				//紅藍藥水
				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++;
				}
				//紅藍門
				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++;
					}
				}
				//紅藍水晶
				//紅水晶+2攻擊
				//藍水晶+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(); //重新顯示地圖
		SetPlayer(); //重新顯示角色信息
	}
}

到此這篇關(guān)于C語言魔塔游戲的實現(xiàn)代碼的文章就介紹到這了,更多相關(guān)C語言魔塔游戲內(nèi)容請搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!

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