C語言魔塔遊戲的實現程式碼
很早就很想寫這個,今天終於寫完了。
遊戲截圖:
編譯環境: VS2017
遊戲需要一些圖片,如果有想要的或者對遊戲有什麼看法的可以加我的QQ 2985486630 討論,如果暫時沒有迴應,可以在部落格下方留言,到時候我會看到。覺得麻煩的直接下載C-mota_jb51.rar
解壓後點擊sln檔案直接可以執行
下面我來介紹一下游戲的主要功能和實現方式
首先是玩家的定義,使用結構體,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; //防禦 int ATT; //攻擊 int Lv; //等級 int Exp; //經驗 int Num_Blue_Key; //藍鑰匙數量 int Num_Yellow_Key; }player;
在遊戲的右邊顯示任務的各項屬性
函式:
void SetPlayer() { putimage(60 * 13,&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)); }
由於這個函式要求屬性必須是字串,所以我寫了一個把數字轉化成字串的函式
//整數轉換為字元 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; //防禦 int Exp; //經驗 };
接下來就是定義畫布,然後載入圖片,我用一個二維陣列存下了地圖,不同的數字代表不同的圖片,然後根據二維陣列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); //牆 break; case 1: putimage(j * 60,&Ground); //地板 break; case 2: putimage(j * 60,&Blue_door); //藍門 break; case 3: putimage(j * 60,&Yellow_door); //黃門 break; case 4: putimage(j * 60,&Blue_Cry); //藍水晶 break; case 5: putimage(j * 60,&Red_Cry); //紅水晶 break; case 6: putimage(j * 60,&Blue_Key); //藍鑰匙 break; case 7: putimage(j * 60,&Yellow_Key); //黃鑰匙 break; case 8: putimage(j * 60,&Red_Med); //紅藥水 break; case 9: putimage(j * 60,&Blue_Med); //藍藥水 break; case 10: putimage(j * 60,&Small_Bat); //小蝙蝠 break; case 11: putimage(j * 60,&Small_Wizard); //小巫師 break; case 12: putimage(j * 60,&Small_Skull); //小骷髏 break; case 13: putimage(j * 60,&Big_Skull); //大骷髏 break; case 14: putimage(j * 60,&Green_Slime); //綠史萊姆 break; case 15: putimage(j * 60,&Red_Slime); //紅史萊姆 break; case 98: putimage(j * 60,&Ladder); //梯子 break; case 99: putimage(j * 60,&Player); //玩家 break; } } } }
接下來就是人物的移動和戰鬥了,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,把對應的鑰匙數量加1。
如果是門,判斷一下對應顏色的鑰匙是否足夠,如果足夠,鑰匙數量減1,然後把對應位置上的門變為空地。
如果是藥水,吃了之後會增加生命。
如果是水晶,根據水晶的顏色加對應的屬性。
當遇到怪物的時候回產生戰鬥,對於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的對話方塊
此處有一個VS函式,用於計算戰鬥是否成功,如果成功,會加相應的屬性,如果失敗,則會彈出打不過的視窗。
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; } }
在每一次敲擊鍵盤後更新地圖資訊和人物資訊 :
SetMap(); //重新顯示地圖 SetPlayer(); //重新顯示角色資訊
到了這裡,遊戲的內容也就說的差不多了,雖然我只寫出了第一個地圖。但是,只要新增地圖即可有更多的玩法,有興趣的同學可以自制關卡,實現更多內容。
最後,加上所有程式碼,註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(); //載入遊戲圖片 void SetPlayer(); //顯示角色資訊 void initPlayer(); //初始化遊戲角色 void SetMap(); //載入遊戲地圖 char *intToString(int Number); //把整數轉化成字串 void playGame(); //開始遊戲 int Combat(int x); int VS(int playHP,int monDEF); int playerx,playery; char str[20] = ""; //地圖1 int map[13][13] = { { 0,0 },{ 0,98,1,14,15,8,2,5,6,12,4,3,10,11,13,7,99,9,0 } }; 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; //防禦 int ATT; //攻擊 int Lv; //等級 int Exp; //經驗 int Num_Blue_Key; //藍鑰匙數量 int Num_Yellow_Key; }player; struct monster { int HP; //血量 int ATT; //攻擊 int DEF; //防禦 int Exp; //經驗 }; struct monster Green_Slime_Pro = { 50,100 }; //綠史萊姆屬性 struct monster Red_Slime_Pro = { 100,50,500 }; //紅史萊姆屬性 struct monster Small_Wizard_Pro = { 100,30,400 };//小巫師屬性 struct monster Small_Bat_Pro = { 20,50 }; //小蝙蝠屬性 struct monster Small_Skull_Pro = {30,20,200}; //小骷髏屬性 struct monster Big_Skull_Pro = {60,25,300}; //大骷髏屬性 int main() { initPlayer(); hwnd = initgraph(60 * 14,60 * 13); initgamePicture(); while (1) { SetMap(); SetPlayer(); playGame(); } return 0; } /* *顯示角色資訊 */ void SetPlayer() { putimage(60 * 13,intToString(player.Num_Blue_Key)); } /* * 載入遊戲圖片 */ void initgamePicture() { loadimage(&Wall,"牆.jpg",60,60); loadimage(&Ground,"地板.jpg",60); loadimage(&Green_Slime,"綠史萊姆.jpg",60); loadimage(&Red_Slime,"紅史萊姆.jpg",60); loadimage(&Blue_Cry,"藍水晶.jpg",60); loadimage(&Red_Cry,"紅水晶.jpg",60); loadimage(&Blue_Key,"藍鑰匙.jpg",60); loadimage(&Yellow_Key,"黃鑰匙.jpg",60); loadimage(&Red_Med,"小紅藥水.jpg",60); loadimage(&Blue_Med,"小藍藥水.jpg",60); loadimage(&Ladder,"梯子.jpg",60); loadimage(&Small_Bat,"小蝙蝠.jpg",60); loadimage(&Small_Wizard,"小巫師.jpg",60); loadimage(&Small_Skull,"骷髏兵.jpg",60); loadimage(&Big_Skull,"大骷髏兵.jpg",60); loadimage(&Blue_door,"藍門.jpg",60); loadimage(&Yellow_door,"黃門.jpg",60); loadimage(&Player,"人.jpg",60); loadimage(&Message,"info.jpg"); } /* *初始化遊戲角色 */ 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; } //整數轉換為字元 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; } /* *載入遊戲地圖 * */ 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,&Player); //玩家 break; } } } } int Combat(int x) { int ID; switch (x) { case 10: ID = MessageBox(hwnd,MB_YESNO); if (ID == IDYES) { if (VS(player.HP,Small_Bat_Pro.DEF)) { player.Exp += Small_Bat_Pro.Exp; return 1; } } break; case 11: ID = MessageBox(hwnd,"遇到小巫師",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",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",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",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",Red_Slime_Pro.HP,Red_Slime_Pro.HP)) { player.Exp += Green_Slime_Pro.Exp; return 1; } } break; } return 0; } int VS(int playHP,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防禦 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防禦 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防禦 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防禦 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(); //重新顯示角色資訊 } }
到此這篇關於C語言魔塔遊戲的實現程式碼的文章就介紹到這了,更多相關C語言魔塔遊戲內容請搜尋我們以前的文章或繼續瀏覽下面的相關文章希望大家以後多多支援我們!