C語言魔塔遊戲

張宜強發表於2020-02-10

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。

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, 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, 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 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 = { 50,10,12,100 };    //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;
}

/*
*顯示角色資訊
*/
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));
}

/*
*   載入遊戲圖片
*/
void initgamePicture()
{
	loadimage(&Wall, "牆.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, i * 60, &Wall);          //牆
				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
	}
}

 

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