C language devil's tower game

Very long wanted to write this, it is finally finished.

Screenshots:

Compiler environment: VS2017

The game needs some pictures, or if you want to have any views on the game can add my QQ 2985486630 discussions, if temporarily did not respond, you can leave a message below the blog, when I will see.

Let me introduce the game's major features and implementation

The first is the definition of the player, use structure, the name can change their own

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;

The attributes on the right side of the display task of the game

function:

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));
}

Since this function requires property must be a string, so I wrote converted into a digital string functions

//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;
}

 

Monster defined attributes

struct monster
{
	int HP;	    //血量
	int ATT;    //攻击
	int DEF;	//防御
	int Exp;    //经验
};

Then there is the definition of the canvas, and then load the picture, I used a two-dimensional array able to save the map, different numbers represent different picture, then depending on the value of the two-dimensional array of different places affix a different picture.

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;
			}

		}
	}
}

Then there is the character's movement and combat, and moving directly to the person I was down about four cases were discussed, can not go to judge when the characters move, and can not handle not go, if you can walk, went to put become a person of that position, the position becomes the floor before the people.

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--;
}

Need to be addressed is the key to the door, crystal, medicine, monster.

If a key corresponding to the key number is incremented.

If the door is, to determine what the corresponding color key is adequate, if a sufficient number of key minus 1, then the corresponding position on the door becomes open space.

If the medicine is, after eating will increase the life.

If the crystal, the crystal according to the color of the corresponding attribute added.

 

When confronted with the monster fighting back produce, processed separately for different monsters, here is the deal with small bats

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;

Encounter monsters will pop up the corresponding dialog box

Here there is a VS function to calculate whether the success of the fight, if successful, will add the corresponding property, and if that fails, it will pop up a window beat.

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;
	}
}

Update the map information and character information after each keystroke:

SetMap();  //重新显示地图
SetPlayer(); //重新显示角色信息

 

Here, and content of the game is to say almost, though I only wrote the first map. However, just add the map to have more games are played, interested students can self-made barriers and achieve more.

Finally, with all of the code, saying the comments are also clear.

#include <stdlib.h>
#include <graphics.h>
#include <windows.h>
#include<conio.h>
#include<graphics.h>
#include<windows.h>
#include <stdio.h>

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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Origin blog.csdn.net/qq_41505957/article/details/103138305