利用C++編寫簡(jiǎn)易寶可夢(mèng)對(duì)戰(zhàn)小游戲
最近想到了用C++寫個(gè)小時(shí)候課間嘴上玩的那種寶可夢(mèng)游戲,先試寫了個(gè)demo,只有早期的三個(gè)寶可夢(mèng)和基礎(chǔ)招式,感興趣的朋友可以再自己添加,也沒有各種物防特攻數(shù)值啥的,等以后會(huì)搞圖形化界面了再做個(gè)復(fù)雜的,功能完善的。
玩法就是選擇寶可夢(mèng)和電腦對(duì)戰(zhàn),除了攻擊還有三次防御的機(jī)會(huì),可以完全抵消對(duì)面這輪的攻擊,增加了一點(diǎn)博弈的感覺(其實(shí)和電腦也沒啥好博弈的)
上代碼
#include<iostream> #include<windows.h> #include<ctime> enum Type {normal,fire,grass,water};//定義招式與pokemon屬性 struct Atk//招式結(jié)構(gòu)體 { char name[20];//招式名 int damage;//傷害 Type type;//屬性 int speed;//招式速度 int pp; //招式技能點(diǎn)數(shù)量 }; Atk def{"def",0,normal,10,3};//防御 struct pokemon//pokemon結(jié)構(gòu)體 { char name[30];//名 int hp;//初始血量 int speed;//pokemon本身速度 Type type;//屬性 Atk atk1;//招式1到4 Atk atk2; Atk atk3; Atk atk4; int def;//防御點(diǎn)數(shù) }; void initial(); int choose(int); int AIchoose(int); int p_choose(int,pokemon); int AI_choose(int,pokemon); void duel(pokemon p_pokemon,pokemon AI_pokemmon); double damage_coeff(Type type1,Type type2); int main() { using namespace std; int cont=1;//設(shè)定循環(huán)游戲的flag while(cont==1) { system("cls");//新游戲開始時(shí)清屏 //初始化各個(gè)招式與pokemon Atk watergun{"water gun",40,water,2,2};//水槍 Atk quickattack{"quick attack",40,normal,5,3};//電光石火 Atk scratch{"scratch",40,normal,2,8};//抓 Atk bubblebeam{"bubble beam",65,water,1,1};//泡沫光線 Atk razorleaf{"razor leaf",55,grass,3,1};//飛葉快刀 Atk vinewhip{"vine whip",35,grass,4,2};//藤鞭 Atk tackle{"tackle",35,normal,2,10};//撞擊 Atk ember{"ember",40,fire,2,1};//火苗 Atk firespin{"fire spin",35,fire,4,2};//火焰旋渦 pokemon bulbasaur{"bulbasaur",200,3,grass,tackle,quickattack,vinewhip,razorleaf,3};//妙蛙種子 pokemon charmander{"charmander",200,2,fire,scratch,quickattack,ember,firespin,3};//小火龍 pokemon squirtle{"squirtle",200,1,water,tackle,quickattack,watergun,bubblebeam,3};//杰尼龜 initial(); pokemon p_pokemon; pokemon AI_pokemon; int Num1,Num2; Num1=choose(Num1); Num2=AIchoose(Num2); //確定雙方選擇的pokemon switch(Num1) { case 1: p_pokemon=bulbasaur; break; case 2: p_pokemon=charmander; break; case 3: p_pokemon=squirtle; break; } switch(Num2) { case 0: AI_pokemon=bulbasaur; break; case 1: AI_pokemon=charmander; break; case 2: AI_pokemon=squirtle; break; } system("cls"); Sleep(500); cout <<"You choose "<<p_pokemon.name<<" and your opponent choose "<<AI_pokemon.name<<endl; duel(p_pokemon,AI_pokemon); cout <<"If you want to play another round,enter number 1,or enter others number to quit:"<<endl; cin >>cont; } cin.get(); return 0; } void initial()//初始化界面 { using namespace std; cout <<"Welcome to the pokemon duel!"<<endl; cout <<"Your pokemon has 3 chances to defend.Once you decide to defend,you will not get damage this turn."<<endl; cout <<"But also,you can not attack this turn."<<endl; cout <<"Now choose your pokemon by enter the number:"; cout <<"1.bulbasaur 2.charmander 3.squirtle"; } int choose(int Num)//玩家選擇pokemon,利用遞歸讓玩家正確輸入 { using namespace std; cin >>Num; if(Num!=1&&Num!=2&&Num!=3) { cout <<"You choose a wrong number, choose it again:"; Num=choose(Num); } return Num; } int AIchoose(int Num)//電腦選擇pokemon,利用隨機(jī)數(shù)讓電腦隨機(jī)選擇 { using namespace std; srand((unsigned)time(NULL)); Num = rand() % 3; return Num; } int p_choose(int pchoose,pokemon p_pokemon)//玩家選擇招式,利用遞歸讓玩家正確輸入 { using namespace std; cin >>pchoose; //判斷玩家所選的招式PP是否足夠 if(pchoose==1&&p_pokemon.atk1.pp<=0) { cout <<"You don't have enough pp"<<endl; pchoose=p_choose(pchoose,p_pokemon); } if(pchoose==2&&p_pokemon.atk2.pp<=0) { cout <<"You don't have enough pp"<<endl; pchoose=p_choose(pchoose,p_pokemon); } if(pchoose==3&&p_pokemon.atk3.pp<=0) { cout <<"You don't have enough pp"<<endl; pchoose=p_choose(pchoose,p_pokemon); } if(pchoose==4&&p_pokemon.atk4.pp<=0) { cout <<"You don't have enough pp"<<endl; pchoose=p_choose(pchoose,p_pokemon); } if(pchoose==5&&p_pokemon.def<=0) { cout <<"You don't have enough pp"<<endl; pchoose=p_choose(pchoose,p_pokemon); } if(pchoose>5||pchoose<=0) { cout <<"You choose a wrong number, choose it again:"; pchoose=p_choose(pchoose,p_pokemon); } return pchoose; } int AI_choose(int AIchoose,pokemon AI_pokemon)//利用隨機(jī)數(shù)讓電腦隨機(jī)選擇 { using namespace std; srand((unsigned)time(NULL)); AIchoose = rand() % 5; //判斷電腦選擇招式的PP是否足夠 if(AIchoose==0&&AI_pokemon.atk1.pp<=0) { Sleep(1000); AIchoose=AI_choose(AIchoose,AI_pokemon); } if(AIchoose==1&&AI_pokemon.atk2.pp<=0) { Sleep(1000); AIchoose=AI_choose(AIchoose,AI_pokemon); } if(AIchoose==2&&AI_pokemon.atk3.pp<=0) { Sleep(1000); AIchoose=AI_choose(AIchoose,AI_pokemon); } if(AIchoose==3&&AI_pokemon.atk4.pp<=0) { Sleep(1000); AIchoose=AI_choose(AIchoose,AI_pokemon); } if(AIchoose==4&&AI_pokemon.def<=0) { Sleep(1000); AIchoose=AI_choose(AIchoose,AI_pokemon); } return AIchoose; } double damage_coeff(Type type1,Type type2)//計(jì)算攻擊時(shí)傷害加成系數(shù),type1為招式屬性,type2為pokemon屬性 { if(type1==normal) { return 1; } if(type1==grass) { switch(type2) { case grass: return 0.5; break; case fire: return 0.5; break; case water: return 2; break; } } if(type1==fire) { switch(type2) { case grass: return 2; break; case fire: return 0.5; break; case water: return 0.5; break; } } if(type1==water) { switch(type2) { case grass: return 0.5; break; case fire: return 2; break; case water: return 0.5; break; } } } void duel(pokemon p_pokemon,pokemon AI_pokemmon)//戰(zhàn)斗流程函數(shù) { using namespace std; while(p_pokemon.hp>0&&AI_pokemmon.hp>0)//雙方HP均大于0時(shí)繼續(xù)戰(zhàn)斗 { //顯示雙方相關(guān)信息 cout <<"Your HP:"<<p_pokemon.hp<<" Your opponent's HP:"<<AI_pokemmon.hp<<endl<<endl; cout <<"Choose your action this turn by ernter the number:"<<endl; cout <<"1."<<p_pokemon.atk1.name<<" PP:"<<p_pokemon.atk1.pp<<endl; cout <<"2."<<p_pokemon.atk2.name<<" PP:"<<p_pokemon.atk2.pp<<endl; cout <<"3."<<p_pokemon.atk3.name<<" PP:"<<p_pokemon.atk3.pp<<endl; cout <<"4."<<p_pokemon.atk4.name<<" PP:"<<p_pokemon.atk4.pp<<endl; cout <<"5.deffense PP:"<<p_pokemon.def; Atk this_turn_p_atk;//定義玩家本輪所選招式 Atk this_turn_AI_atk;//定義電腦本輪所選招式 int pchoose; pchoose=p_choose(pchoose,p_pokemon); int AIchoose; AIchoose=AI_choose(AIchoose,AI_pokemmon); switch(pchoose) { case 1: p_pokemon.atk1.pp=p_pokemon.atk1.pp-1; this_turn_p_atk=p_pokemon.atk1; break; case 2: p_pokemon.atk2.pp=p_pokemon.atk2.pp-1; this_turn_p_atk=p_pokemon.atk2; break; case 3: p_pokemon.atk3.pp=p_pokemon.atk3.pp-1; this_turn_p_atk=p_pokemon.atk3; break; case 4: p_pokemon.atk4.pp=p_pokemon.atk4.pp-1; this_turn_p_atk=p_pokemon.atk4; break; case 5: p_pokemon.def=p_pokemon.def-1; this_turn_p_atk=def; break; } switch(AIchoose) { case 0: AI_pokemmon.atk1.pp=AI_pokemmon.atk1.pp-1; this_turn_AI_atk=AI_pokemmon.atk1; break; case 1: AI_pokemmon.atk2.pp=AI_pokemmon.atk2.pp-1; this_turn_AI_atk=AI_pokemmon.atk2; break; case 2: AI_pokemmon.atk3.pp=AI_pokemmon.atk3.pp-1; this_turn_AI_atk=AI_pokemmon.atk3; break; case 3: AI_pokemmon.atk4.pp=AI_pokemmon.atk4.pp-1; this_turn_AI_atk=AI_pokemmon.atk4; break; case 4: AI_pokemmon.def=AI_pokemmon.def-1; this_turn_AI_atk=def; break; } system("cls"); //判斷是否有玩家本輪采取防御 if(AIchoose==4&&pchoose!=5) { cout <<"You use "<<this_turn_p_atk.name<<"."; Sleep(500); cout <<"But your attack was defended!"<<endl; } else if(pchoose==5&&AIchoose!=4) { cout <<"Your opponent use "<<this_turn_AI_atk.name<<"."; Sleep(500); cout <<"But you defend the attack from the opponent!"<<endl; } else if(pchoose==5&&AIchoose==4) { cout <<"You both defend this turn."<<endl; Sleep(250); } else//雙方都沒有防御的情況 { int p_speed,AI_speed; double p_coeff,AI_coeff; //真正的速度為pokemon本身速度加招式速度 p_speed=p_pokemon.speed+this_turn_p_atk.speed;//本輪玩家真正的速度 AI_speed=AI_pokemmon.speed+this_turn_AI_atk.speed;//本輪電腦真正的速度 //計(jì)算傷害系數(shù) p_coeff=damage_coeff(this_turn_p_atk.type,AI_pokemmon.type); AI_coeff=damage_coeff(this_turn_AI_atk.type,p_pokemon.type); //比較雙方誰(shuí)本輪速度快,判斷先手 if(AI_speed>p_speed) { cout <<"Your opponent use "<<this_turn_AI_atk.name<<" !"<<endl; Sleep(500); p_pokemon.hp=p_pokemon.hp-this_turn_AI_atk.damage*AI_coeff;//計(jì)算收到的傷害,傷害為招式傷害乘以傷害系數(shù) if(p_pokemon.hp<=0) { cout <<"You have been defeated!"<<endl; } else if(p_pokemon.hp>0) { cout <<"You use "<<this_turn_p_atk.name<<" !"<<endl; Sleep(500); AI_pokemmon.hp=AI_pokemmon.hp-this_turn_p_atk.damage*p_coeff; if(AI_pokemmon.hp<=0) { cout <<"You win!"<<endl; } } } else if(AI_speed<p_speed) { cout <<"You use "<<this_turn_p_atk.name<<" !"<<endl; Sleep(500); AI_pokemmon.hp=AI_pokemmon.hp-this_turn_p_atk.damage*p_coeff; if(AI_pokemmon.hp<=0) { cout <<"You win!"<<endl; } else { cout <<"Your opponent use "<<this_turn_AI_atk.name<<" !"<<endl; Sleep(500); p_pokemon.hp=p_pokemon.hp-this_turn_AI_atk.damage*AI_coeff; if(p_pokemon.hp<=0) { cout <<"You have been defeated!"<<endl; } } } else if(AI_speed==p_speed) { cout <<"You both attack at the same time!"<<endl; Sleep(500); cout <<"You use "<<this_turn_p_atk.name<<" !"<<endl; Sleep(500); cout <<" Your opponent use "<<this_turn_AI_atk.name<<" !"<<endl; Sleep(500); p_pokemon.hp=p_pokemon.hp-this_turn_AI_atk.damage*AI_coeff; AI_pokemmon.hp=AI_pokemmon.hp-this_turn_p_atk.damage*p_coeff; if(AI_pokemmon.hp<=0&&p_pokemon.hp>0) { cout <<"You win!"<<endl; } else if(AI_pokemmon.hp>0&&p_pokemon.hp<=0) { cout <<"You have been defeated!"<<endl; } else if(AI_pokemmon.hp<=0&&p_pokemon.hp<=0) { cout <<"Draw game!"; } } } } }
以上就是利用C++編寫簡(jiǎn)易寶可夢(mèng)對(duì)戰(zhàn)小游戲的詳細(xì)內(nèi)容,更多關(guān)于C++寶可夢(mèng)對(duì)戰(zhàn)游戲的資料請(qǐng)關(guān)注腳本之家其它相關(guān)文章!
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