C语言魔塔游戏的实现代码
很早就很想写这个,今天终于写完了。
游戏截图:
编译环境:VS2017
游戏需要一些图片,如果有想要的或者对游戏有什么看法的可以加我的QQ2985486630讨论,如果暂时没有回应,可以在博客下方留言,到时候我会看到。觉得麻烦的直接下载C-mota_jb51.rar
解压后点击sln文件直接可以运行
下面我来介绍一下游戏的主要功能和实现方式
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
structgamerole
{
charname[20]="黑蛋";//玩家名字
intHP; //血量
intMP;
intDEF; //防御
intATT;//攻击
intLv;//等级
intExp;//经验
intNum_Blue_Key;//蓝钥匙数量
intNum_Yellow_Key;
}player;
在游戏的右边显示任务的各项属性
函数:
voidSetPlayer()
{
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(intNumber)
{
intlen=0;
if(Number==0){
str[0]='0';
len++;
}
while(Number)
{
str[len++]=Number%10+'0';
Number/=10;
}
for(inti=0;i
怪物属性的定义
structmonster
{
intHP; //血量
intATT;//攻击
intDEF; //防御
intExp;//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。
voidSetMap()
{
for(inti=0;i<13;i++)
{
for(intj=0;j<13;j++)
{
switch(map[i][j])
{
case0:
putimage(j*60,i*60,&Wall);//墙
break;
case1:
putimage(j*60,i*60,&Ground);//地板
break;
case2:
putimage(j*60,i*60,&Blue_door);//蓝门
break;
case3:
putimage(j*60,i*60,&Yellow_door);//黄门
break;
case4:
putimage(j*60,i*60,&Blue_Cry);//蓝水晶
break;
case5:
putimage(j*60,i*60,&Red_Cry);//红水晶
break;
case6:
putimage(j*60,i*60,&Blue_Key);//蓝钥匙
break;
case7:
putimage(j*60,i*60,&Yellow_Key);//黄钥匙
break;
case8:
putimage(j*60,i*60,&Red_Med);//红药水
break;
case9:
putimage(j*60,i*60,&Blue_Med);//蓝药水
break;
case10:
putimage(j*60,i*60,&Small_Bat);//小蝙蝠
break;
case11:
putimage(j*60,i*60,&Small_Wizard);//小巫师
break;
case12:
putimage(j*60,i*60,&Small_Skull);//小骷髅
break;
case13:
putimage(j*60,i*60,&Big_Skull);//大骷髅
break;
case14:
putimage(j*60,i*60,&Green_Slime);//绿史莱姆
break;
case15:
putimage(j*60,i*60,&Red_Slime);//红史莱姆
break;
case98:
putimage(j*60,i*60,&Ladder);//梯子
break;
case99:
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':
case72:
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
case10:
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;
return1;
}
}
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。
intVS(intplayHP,intplayATT,intplayDEF,intmonHP,intmonATT,intmonDEF)
{
while(playHP>0||monHP>0)
{
monHP-=(playATT-monDEF);
if(monHP<0)
break;
playHP-=(monATT-playDEF);
}
if(playHP>0){
player.HP=playHP;
return1;
}
else{
MessageBox(hwnd,"","打不过",MB_YESNO);
return0;
}
}
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
voidinitgamePicture();//加载游戏图片
voidSetPlayer();//显示角色信息
voidinitPlayer();//初始化游戏角色
voidSetMap();//加载游戏地图
char*intToString(intNumber);//把整数转化成字符串
voidplayGame();//开始游戏
intCombat(intx);
intVS(intplayHP,intplayATT,intplayDEF,intmonHP,intmonATT,intmonDEF);
intplayerx,playery;
charstr[20]="";
//地图1
intmap[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}
};
IMAGEWall,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;
HWNDhwnd;
structgamerole
{
charname[20]="黑蛋";//玩家名字
intHP; //血量
intMP;
intDEF; //防御
intATT;//攻击
intLv;//等级
intExp;//经验
intNum_Blue_Key;//蓝钥匙数量
intNum_Yellow_Key;
}player;
structmonster
{
intHP; //血量
intATT;//攻击
intDEF; //防御
intExp;//经验
};
structmonsterGreen_Slime_Pro={50,10,12,100};//绿史莱姆属性
structmonsterRed_Slime_Pro={100,50,12,500};//红史莱姆属性
structmonsterSmall_Wizard_Pro={100,30,9,400};//小巫师属性
structmonsterSmall_Bat_Pro={20,10,9,50};//小蝙蝠属性
structmonsterSmall_Skull_Pro={30,20,10,200};//小骷髅属性
structmonsterBig_Skull_Pro={60,50,25,300};//大骷髅属性
intmain()
{
initPlayer();
hwnd=initgraph(60*14,60*13);
initgamePicture();
while(1){
SetMap();
SetPlayer();
playGame();
}
return0;
}
/*
*显示角色信息
*/
voidSetPlayer()
{
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
*/
voidinitgamePicture()
{
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
*/
voidinitPlayer()
{
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(intNumber)
{
intlen=0;
if(Number==0){
str[0]='0';
len++;
}
while(Number)
{
str[len++]=Number%10+'0';
Number/=10;
}
for(inti=0;i0||monHP>0)
{
monHP-=(playATT-monDEF);
if(monHP<0)
break;
playHP-=(monATT-playDEF);
}
if(playHP>0){
player.HP=playHP;
return1;
}
else{
MessageBox(hwnd,"","打不过",MB_YESNO);
return0;
}
}
voidplayGame()
{
while(1)
{
charch=_getch();
switch(ch){
case'w':
case72:
if(map[playerx-1][playery]==1){//下一步是地板
map[playerx-1][playery]=99;
map[playerx][playery]=1;
playerx--;
}
elseif(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--;
}
elseif(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
elseif(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)
{
intx=Combat(map[playerx-1][playery]);
if(x==1){
map[playerx-1][playery]=99;
map[playerx][playery]=1;
playerx--;
}
}
//红蓝药水
elseif(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
elseif(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
elseif(map[playerx-1][playery]==4||map[playerx-1][playery]==5){
if(map[playerx-1][playery]==4)
player.DEF+=2;
elseif(map[playerx-1][playery]==5)
player.ATT+=2;
map[playerx-1][playery]=99;
map[playerx][playery]=1;
playerx--;
}
break;
case's':
case80:
if(map[playerx+1][playery]==1){//下一步是地板
map[playerx+1][playery]=99;
map[playerx][playery]=1;
playerx++;
}
elseif(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++;
}
elseif(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
elseif(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)
{
intx=Combat(map[playerx+1][playery]);
if(x==1){
map[playerx+1][playery]=99;
map[playerx][playery]=1;
playerx++;
}
}
//红蓝药水
elseif(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
elseif(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
elseif(map[playerx+1][playery]==4||map[playerx+1][playery]==5){
if(map[playerx+1][playery]==4)
player.DEF+=2;
elseif(map[playerx+1][playery]==5)
player.ATT+=2;
map[playerx+1][playery]=99;
map[playerx][playery]=1;
playerx++;
}
break;
case'a':
case75:
if(map[playerx][playery-1]==1){//下一步是地板
map[playerx][playery-1]=99;
map[playerx][playery]=1;
playery--;
}
elseif(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--;
}
elseif(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
elseif(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)
{
intx=Combat(map[playerx][playery-1]);
if(x==1){
map[playerx][playery-1]=99;
map[playerx][playery]=1;
playery--;
}
}
//红蓝药水
elseif(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
elseif(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
elseif(map[playerx][playery-1]==4||map[playerx][playery-1]==5){
if(map[playerx][playery-1]==4)
player.DEF+=2;
elseif(map[playerx][playery-1]==5)
player.ATT+=2;
map[playerx][playery-1]=99;
map[playerx][playery]=1;
playery--;
}
break;
case'd':
case77:
if(map[playerx][playery+1]==1){//下一步是地板
map[playerx][playery+1]=99;
map[playerx][playery]=1;
playery++;
}
elseif(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++;
}
elseif(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
elseif(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)
{
intx=Combat(map[playerx][playery+1]);
if(x==1){
map[playerx][playery+1]=99;
map[playerx][playery]=1;
playery++;
}
}
//红蓝药水
elseif(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
elseif(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
elseif(map[playerx][playery+1]==4||map[playerx][playery+1]==5){
if(map[playerx][playery+1]==4)
player.DEF+=2;
elseif(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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