比较渣的小游戏:::供像我一样的初学者学习或做着玩
下面是一些怪物说明 和操作说明:
1:怪物以及道具说明**********************************************************
叱咤风云特殊道具代号:
银剑 ╃:攻击增加50
银盾 @:防御增加50
圣剑 →:攻击*2
圣盾 】:防御*2
攻击宝石 ♂: 攻击加5
防御宝石♀: 防御加5
生命药水#: 血量加1000
神圣之剑┞: 攻击加800
神圣之盾&: 防御加500
\3圣神之心 生命值加12000
叱咤风云怪物字符代号:
0青头怪 \1 攻击15 防御10 血量100
1骷髅人 € 攻击30 防御15 血量150
2骷髅士兵 ※攻击40 防御20 血量300
3小蝙蝠 ¤ 攻击28 防御12 血量120
4大蝙蝠 ┳ 攻击42 防御24 血量350
5骷髅队长 ◎ 攻击60 防御30 血量500
6初级卫兵 ○ 攻击100 防御50 血量1000
7冥卫兵 ● 攻击150 防御80 血量1400
8白衣武士 ↑ 攻击200 防御100 血量2000
9金队长 \2 攻击300 防御120 血量3000
10魔王(幻影)◇ 攻击800 防御400 血量6000
飞哥(护法)№ 攻击1000 防御500 血量10000
伟哥(护法) ☆ 攻击1000 防御500 血量10000
大锐哥(魔王) ◆ 攻击2000 防御1000 血量20000
******************************************************************************************************************************
2.操作说明**********************************************************************
操作说明:走到与怪重合的位置,自动打怪(与魔塔稍有不同)
方向键控制移动,A键查看自己的属性,S键关闭属性栏,D查看
当前关卡提示(第二关才有) F商店,可强化自身属性 G查看自身金钱
第二关一开始会获得圣神祝福:攻击加100,防御加50
最后一关会受到魔王的诅咒,生命-8000
提示:尽量用4来提升自身属性,必要时,直接全加3
第二关和第三关第一层可以穿墙得宝物,但第三关第一层的圣剑
尽量不要提前拿............
怪物有所改动,但是强弱关系不变
******************************************************************************
3. 5个地图文件
叱咤风云地图1 (就以这个(叱咤风云地图1)作为第一个TXT文件名,把下面这一大串数字拷贝进这个TXT文件中,然后把所有的TXT文件和代码文件以及可执行文件都放在桌面上或者都放在桌面上的同一个文件夹里)++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000301010101010101010101010101010101010101010101010101010101040000020000000000000000000000000000000000000000000000000000000002000002000000000000000000000000000000000000000000000000000000000200000200000000000000000000000000000000000000000000000000000000020000020000000000000000000000000000000000000000000000000000000002000005010101010101010101010101010101010104000002000200000000000200000200000000000000000000000000000000000200000200020000000000020000020003010101010101010101010101010400020000020002000000000002000002000200000000000000000000000000020002000002000200000000000200000200020000000000000000000000000002000200000200020000000000020000020002000000000000000000000000000200020000020002000000000002000002000501010101010101010104000000020002000002000200000000000200000200000000000000000000000200000002000200000200020000000000020000050101010101010101040000020000000200020000020002000000000002000002000000000000000002000002000000020002000002000200000000000200000200000000000000000200000200000002000200000200020000000000020000020000000000000000020000020000000200020000020002000000000002000002000000000000000002000002000000020002000002000200000000000200000501010101010101010600000200000002000200000200020000000000020000020000000000000000000000020000000200020000020002000000000002000002000301010101010101010106000000020005010106000200000000000200000200020000000000000000000000000002000000000000020000000000020000020002000000000000000000000000000200030101010106000000000002000002000200000000000000000000000000020002000000000000000000000200000200020000000000000000000000000002000200000000000000000000020000050105010101010101010101010101010501050101010101010101010106000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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叱咤风云地图2(同理)++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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叱咤风云地图3-1 (注意:这个地图名是 叱咤风云地图3-1)(注意:这个地图拷贝下列字符,两行加号中间的字符,不包含这两行加号)+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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叱咤风云地图3-2 (拷贝)+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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叱咤风云地图3-3(拷贝)+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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我再强调一遍,一定要按我说的做,把这些数字(3-1是字符)按照开头我写的名字命名TXT文件,分别写到5个TXT文件中(手动拷贝就行),然后,把所有的这些
TXT文件 以及代码文件和生成的可执行文件 都放在桌面上 或者 桌面上建的一个文件夹中,然后运行该代码,即可体验简陋版魔塔....哈哈哈...是中秋特别版的
记得膜拜我哈,有buff加成的(特别提醒:有作弊键的,想知道是哪几个键就自己 研究代码吧,嘻嘻......告辞.........)
#include
#include
#include
#include
#include
#include
#define FrameX 4//x :4-62
#define FrameY 4//y :4-34
#define Frame_width 30
#define Frame_height 25
int m=0;
int isdie=0;//判断自己是否死亡
int map[35][66];//定义地图数组
int batt=1;//关卡数
int cs=1;//层数(第三关开始有)
int is=0;//判断是否初始化地图
int money=0;//将打怪获得的金钱放在一个整形变量中
int ak=0;
int ac1=0;
int flag=0;
struct holysword
{
int x;
int y;
};//定义一些剑盾的结构体
struct attribute
{
char name[30];
int x;
int y;
int health;
int attack;
int defend;
};// 定义自己和敌人的基本属性
struct attribute enemy[11][50];//定义敌人
struct attribute ddi[50];//防御宝石
struct attribute adi[50];//攻击宝石
struct attribute hdi[50];//血瓶
void enemymake();//制造敌人
void enemyprint();//打印敌人
void enemyplace();//放置敌人
void battlesite(struct attribute *me,int i,int j);//战斗场景即战斗时的框
void setWindowsSize(int w,int h);//游戏窗口设置
void MainMenu();//一开始游戏界面初始化
void Gotoxy(int x,int y);//光标移动
void Hide();//隐藏光标
void moveme(struct attribute *me);//移动我自己
void printme(struct attribute *me);//打印我自己
void battle(struct attribute *me,int i,int j);//战斗数据变化设置
void overgame();//游戏结束界面显示
void victory();//游戏胜利
void mapmake();//制作地图
void mapprint();//打印地图
void mapload();//加载地图
void atplace();//道具放置
void atprint();//道具打印
void attributeprint(struct attribute *me);
int main()
{
for(int i=0;i<50;++i)
{
ddi[i].x=150;
ddi[i].y=150;
adi[i].x=150;
adi[i].y=150;
hdi[i].x=150;
hdi[i].y=150;
}//先置空宝石和药水
struct holysword sword;//圣剑
struct holysword shield;//圣盾
struct holysword msword;//银剑
struct holysword mshield;//银盾
struct holysword godsword;//神圣之剑
struct holysword godshield;//神圣之盾
setWindowsSize(180,80);//设置窗口大小
Hide();//隐藏光标
printf("游戏加载中,请稍等");
Sleep(10000);//设置基本属性并延迟半秒
system("cls");//清屏
MainMenu();//显示初始菜单
system("cls");
Sleep(2000);
struct attribute *me,I;//定义自己
me=&I;
me->x=FrameX+2;
me->y=FrameY+Frame_height-1;
me->attack=20;
me->defend=10;
me->health=4000;//设置自己的属性
printf("请输入你的名字\n");
scanf("%s",me->name);
system("cls");
printf("请按任意键开始游戏");
char s;
s=getch();
system("cls");
printf("很久很久以前,面对魔种入侵,一位名叫%s的英雄出现了\n",me->name);//开场剧情设置
Sleep(2000);
printf("他承载着实现国家爱与和平的使命,从此踏上了征途\n");
Sleep(2000);
printf("故事从此开始了.........\n");
printf("(按任意键继续)");
getch();
system("cls");
printf("欢迎来到中秋特别版,本版本福利多多哦\n");
printf("(按任意键继续)");
getch();
system("cls");
printf("是否膜拜制作人豪哥?膜拜有奖哦\n");
printf("1.膜拜 2.不膜拜 3.仍一个粑粑给制作人");
char ac;
ac=getch();
switch(ac)
{
case '1':
system("cls");
printf("恭喜你获得buff攻击加5,生命加500\n");
printf("按任意键继续");
getch();
me->attack+=5;
me->health+=500;
system("cls");
break;
case '2':
system("cls");
printf("豪哥甩了一张瓜皮脸给你,并向你的排位扔了4个小学生\n");
printf("按任意键继续");
getch();
system("cls");
break;
case '3':
system("cls");
printf("豪哥非常不开心,但是大度的豪哥给你一个选择的机会\n");
printf("1.豪哥太帅了 2.丑比");
ac=getch();
switch(ac)
{
case '1':
system("cls");
printf("可以,可以,豪哥奖励你防御3点,生命300点\n");
printf("按任意键继续");
getch();
system("cls");
me->defend+=3;
me->health+=300;
break;
case '2':
system("cls");
printf("你惹豪哥生气了,豪哥要施罚于你\n");
printf("你的攻击减少2点,你的防御减少2点\n");
printf("按任意键继续");
getch();
me->attack-=2;
me->defend-=2;
system("cls");
break;
}
break;
}
system("cls");
if(batt==1)
{
mapload();
mapprint();
printme(me);//设置打印地图,打印自己
}
enemymake();//设置敌人属性
if(batt==1)
{
enemyplace();//放置第一关并打印敌人
enemyprint();
}
int ii=0;
if(batt>=2)ii=1;//置位第一次
while(1)
{
if(batt==2&&ii==1)
{
enemymake();
ii=0;
printf("第%d关,地图加载中,请稍等",batt);
Sleep(4000);
system("cls");
printf("魔王:哈哈,不错嘛,能来到本关\n");
Sleep(2000);
printf("你的绝望会让你痛不欲生......哈哈哈哈\n");
printf("(按任意键继续)");//剧情设置
getch();
system("cls");
printf("获得圣神祝福\n");
me->attack+=100;
me->defend+=50;
me->health+=5000;
Sleep(2000);
printf("按任意键继续");
getch();
system("cls");
printf("嘻嘻,帅帅的豪哥又来送福利了\n");
printf("(按任意键继续)");
getch();
system("cls");
printf("是否膜拜制作人豪哥?膜拜有奖哦\n");
printf("1.膜拜 2.不膜拜 3.仍一个粑粑给制作人");
ac=getch();
switch(ac)
{
case '1':
system("cls");
printf("恭喜你获得buff攻击加20,生命加1500\n");
printf("按任意键继续");
getch();
me->attack+=20;
me->health+=1500;
system("cls");
break;
case '2':
system("cls");
printf("豪哥甩了一张瓜皮脸给你,并向你的排位扔了4个小学生\n");
printf("按任意键继续");
getch();
system("cls");
break;
case '3':
system("cls");
printf("豪哥非常不开心,但是大度的豪哥给你一个选择的机会\n");
printf("1.豪哥太帅了 2.丑比");
ac=getch();
switch(ac)
{
case '1':
system("cls");
printf("可以,可以,豪哥奖励你防御10点,生命1000点\n");
printf("按任意键继续");
getch();
system("cls");
me->defend+=10;
me->health+=1000;
break;
case '2':
system("cls");
printf("你惹豪哥生气了,豪哥要施罚于你\n");
printf("你的攻击减少10点,你的防御减少10点\n");
printf("按任意键继续");
getch();
me->attack-=10;
me->defend-=10;
system("cls");
break;
}
break;
}
system("cls");
Sleep(3000);
mapload();
mapprint();//设置地图
if(batt==2)
{
sword.x=FrameX+6;
sword.y=FrameY+Frame_height-8;
shield.x=FrameX+6;
shield.y=FrameY+Frame_height-10;
Gotoxy(FrameX+6,FrameY+Frame_height-8);
printf("→");
Gotoxy(FrameX+6,FrameY+Frame_height-10);
printf("】");
}//设置第二关圣剑圣盾属性
me->x=FrameX+2;
me->y=FrameY+Frame_height-1;
enemyplace();
enemyprint();
printme(me);//设置第二关的敌人与我
}
else if(batt>=3&&ii==1&&cs==1)
{
printf("豪哥又来了!!!!!\n");
printf("(按任意键继续)");
getch();
system("cls");
printf("是否膜拜制作人豪哥?膜拜有奖哦\n");
printf("1.膜拜 2.不膜拜 3.仍一个粑粑给制作人");
ac=getch();
switch(ac)
{
case '1':
system("cls");
printf("恭喜你获得buff攻击加30,生命加2000\n");
printf("按任意键继续");
getch();
me->attack+=30;
me->health+=2000;
system("cls");
break;
case '2':
system("cls");
printf("豪哥甩了一张瓜皮脸给你,并向你的排位扔了4个小学生\n");
printf("按任意键继续");
getch();
system("cls");
break;
case '3':
system("cls");
printf("豪哥非常不开心,但是大度的豪哥给你一个选择的机会\n");
printf("1.豪哥太帅了 2.丑比");
ac=getch();
switch(ac)
{
case '1':
system("cls");
printf("可以,可以,豪哥奖励你防御20点,生命1500点\n");
printf("按任意键继续");
getch();
system("cls");
me->defend+=20;
me->health+=1500;
break;
case '2':
system("cls");
printf("你惹豪哥生气了,豪哥要施罚于你\n");
printf("你的攻击减少20点,你的防御减少20点\n");
printf("按任意键继续");
getch();
me->attack-=20;
me->defend-=20;
system("cls");
break;
}
break;
}
system("cls");
enemymake();
ii=0;
printf("第%d关第%d层,地图加载中,请稍等",batt,cs);
Sleep(4000);
system("cls");
printf("感受炼狱般的恐怖吧");
printf("(按任意键继续)");//剧情设置
getch();
system("cls");
mapload();
mapprint();//加载地图
me->x=FrameX+2;
me->y=FrameY+Frame_height-2;//设置我自己
printme(me);//打印我自己
msword.x=FrameX+24;
msword.y=FrameY+Frame_height-7;//设置银剑
Gotoxy(FrameX+24,FrameY+Frame_height-7);
printf("╃");//打印银剑
mshield.x=FrameX+28;
mshield.y=FrameY+Frame_height-7;//设置圣盾
Gotoxy(FrameX+28,FrameY+Frame_height-7);
printf("@");//打印圣盾
sword.x=FrameX+52;
sword.y=FrameY+Frame_height-11;
shield.x=FrameX+56;
shield.y=FrameY+Frame_height-11;
Gotoxy(FrameX+52,FrameY+Frame_height-11);
printf("→");
Gotoxy(FrameX+56,FrameY+Frame_height-11);
printf("】");//在第三关重新设置并打印圣剑圣盾
enemyplace();
enemyprint();
atplace();
atprint();//第三关敌人与道具设置
}
else if(batt==3&&ii==1&&cs==2)
{
printf("欢迎来到中秋特别版,本版本福利多多哦\n");
printf("(按任意键继续)");
getch();
system("cls");
printf("想打败魔王幻影吗,想就膜拜宝宝我阿!嘻嘻\n");
printf("1.膜拜 2.不膜拜 3.仍一个粑粑给制作人");
ac=getch();
switch(ac)
{
case '1':
system("cls");
printf("恭喜你获得buff攻击加100,生命加5000\n");
printf("按任意键继续");
getch();
me->attack+=5;
me->health+=500;
system("cls");
break;
case '2':
system("cls");
printf("豪哥甩了一张瓜皮脸给你,并向你的排位扔了4个小学生\n");
printf("按任意键继续");
getch();
system("cls");
break;
case '3':
system("cls");
printf("豪哥非常不开心,但是大度的豪哥给你一个选择的机会\n");
printf("1.豪哥太帅了 2.丑比");
ac=getch();
switch(ac)
{
case '1':
system("cls");
printf("可以,可以,豪哥奖励你防御60点,生命3000点\n");
printf("按任意键继续");
getch();
system("cls");
me->defend+=60;
me->health+=3000;
break;
case '2':
system("cls");
printf("你惹豪哥生气了,豪哥要施罚于你\n");
printf("你的攻击减少40点,你的防御减少40点\n");
printf("按任意键继续");
getch();
me->attack-=40;
me->defend-=40;
system("cls");
break;
}
break;
}
system("cls");
for(int i=0;i<=10;++i)
{
for(int j=0;j<=30;++j)
{
enemy[i][j].x=150;
enemy[i][j].y=150;
}
}//第三关第二层先初始化敌人
for(int i=0;i<50;++i)
{
ddi[i].x=150;
ddi[i].y=150;
adi[i].x=150;
adi[i].y=150;
hdi[i].x=150;
hdi[i].y=150;
}//讲宝石重置,防止
sword.x=150;
sword.y=150;
shield.x=150;
shield.y=150;
msword.x=150;
msword.y=150;
mshield.x=150;
mshield.y=150;
godsword.x=FrameX+14;
godsword.y=FrameY+2;
godshield.x=FrameX+18;
godshield.y=FrameY+2;
printf("第%d关第%d层,地图加载中,请稍等",batt,cs);
Sleep(4000);
system("cls");
ii=0;
printf("让我来好好教训一下你吧,哈哈哈哈\n");
printf("(按任意键继续)");
getch();
system("cls");
mapload();
mapprint();
me->x=FrameX+2;
me->y=FrameY+Frame_height-2;
enemymake();
enemyplace();
enemyprint();
Gotoxy(godsword.x,godsword.y);
printf("┞");
Gotoxy(godshield.x,godshield.y);
printf("&");
atplace();
atprint();
printme(me);
}
else if(batt==3&&ii==1&&cs==3)
{
printf("第%d关第%d层,地图加载中,请稍等",batt,cs);
Sleep(4000);
system("cls");
printf("一决高下吧!!!!!!\n");
printf("(按任意键继续)");
getch();
system("cls");
printf("受到大锐哥(魔王)的诅咒\n");
Sleep(2000);
printf("(按任意键继续)");
getch();
system("cls");
ii=0;
mapload();
mapprint();
me->x=FrameX+2;
me->y=FrameY+Frame_height-2;
enemymake();
enemyplace();
enemyprint();
printme(me);
me->health-=5000;
Gotoxy(FrameX+2,FrameY+8);
printf("\3");
map[FrameY+8][FrameX+4]=2;
map[FrameY+7][FrameX+4]=4;
map[FrameY+9][FrameX+4]=6;
map[FrameY+7][FrameX+2]=1;
map[FrameY+9][FrameX+2]=1;
map[FrameY+7][FrameX]=3;
map[FrameY+9][FrameX]=5;
mapprint();
Gotoxy(FrameX+2*Frame_width,FrameY);
printf("圣神已被我摧毁,心已被我封印,哈哈哈哈,现在没人能帮你了");
Sleep(4000);
Gotoxy(FrameX+2*Frame_width,FrameY);
printf(" ");
}
moveme(me);
if(batt==3&&cs==2)
{
int lll=0;
int ll=0;
for(int i=5;i<=8;++i)
for(int j=0;j<20;++j)
{
if(enemy[i][j].x==150)lll++;
}
if(lll==80)map[FrameY+Frame_height-8][FrameX+8]=0;
if(enemy[9][0].x==150&&enemy[9][1].x==150&&enemy[9][2].x==150)map[FrameY+4][FrameX+16]=0;
}
if(batt==3&&cs==3&&ii==0&&ak==0)
{
if(enemy[10][0].x==150&&enemy[10][1].x==150)
{
map[FrameY+8][FrameX+4]=0;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("圣神:我的心永远存在");
Sleep(3000);
Gotoxy(FrameX+Frame_width*2,FrameY+1);
printf("圣神:用你的意念破除诅咒,获得我心灵的力量与你一同战斗吧");
Sleep(3000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+1);
printf(" ");
ak=1;
}
}
if(me->x==sword.x&&me->y==sword.y)
{
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("你已获得圣剑");
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
me->attack*=2;
sword.x=150;
sword.y=150;
}
else if(me->x==shield.x&&me->y==shield.y)
{
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("你已获得圣盾");
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
me->defend*=2;
shield.x=150;
shield.y=150;
}
else if(me->x==msword.x&&me->y==msword.y)
{
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("你已获得银剑");
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
me->attack+=50;
msword.x=150;
msword.y=150;
}
else if(me->x==mshield.x&&me->y==mshield.y)
{
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("你已获得银盾");
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
me->defend+=50;
mshield.x=150;
mshield.y=150;
}
else if(me->x==godsword.x&&me->y==godsword.y)
{
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("你已获得神圣之剑");
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
me->attack+=800;
godsword.x=150;
godsword.y=150;
}
else if(me->x==godshield.x&&me->y==godshield.y)
{
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("你已获得神圣之盾");
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
me->defend+=500;
godshield.x=150;
godshield.y=150;
}
for(int i=0;i<50;++i)
{
if(me->x==adi[i].x&&me->y==adi[i].y)
{
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得攻击宝石,攻击力增加5");
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
adi[i].x=150;
adi[i].y=150;
me->attack+=5;
}
else if(me->x==ddi[i].x&&me->y==ddi[i].y)
{
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得防御宝石,防御力增加5");
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
ddi[i].x=150;
ddi[i].y=150;
me->defend+=5;
}
else if(me->x==hdi[i].x&&me->y==hdi[i].y)
{
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得生命药水,生命上升1000");
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
hdi[i].x=150;
hdi[i].y=150;
me->health+=1000;
}
}
for(int i=0;i<=10;++i)
for(int j=0;j<=30;++j)
{
if(me->x==enemy[i][j].x&&me->y==enemy[i][j].y)
{
while(me->health!=0||enemy[i][j].health!=0)
{
Sleep(20);
printme(me);
Sleep(20);
Gotoxy(me->x,me->y);
printf(" ");
battlesite(me,i,j);
battle(me,i,j);
Sleep(500);
if(enemy[i][j].health<=0)
{
Gotoxy(me->x,me->y);
printf("★");
for(int k=1;k<=16;++k)
{
Gotoxy(FrameX+Frame_width*2,FrameY+k-1);
printf(" ");
}
enemy[i][j].x=150;
enemy[i][j].y=150;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("战斗胜利");
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
int kick;
if(i==0)
{
kick=10;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得金币%d",kick);
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
}
else if(i==1)
{
kick=20;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得金币%d",kick);
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
}
else if(i==2)
{
kick=25;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得金币%d",kick);
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
}
else if(i==3)
{
kick=15;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得金币%d",kick);
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
}
else if(i==4)
{
kick=30;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得金币%d",kick);
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
}
else if(i==5)
{
kick=45;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得金币%d",kick);
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
}
else if(i==6)
{
kick=60;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得金币%d",kick);
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
}
else if(i==7)
{
kick=100;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得金币%d",kick);
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
}
else if(i==8)
{
kick=130;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得金币%d",kick);
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
}
else if(i==9)
{
kick=150;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得金币%d",kick);
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
}
else if(i==10)
{
kick=200;
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("获得金币%d",kick);
Sleep(1000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
}
money+=kick;
break;
}
else if(me->health<=0)
{
for(int k=1;k<=16;++k)
{
Gotoxy(FrameX+Frame_width*2,FrameY+k-1);
printf(" ");
}
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("你死了");
Sleep(2000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf(" ");
Sleep(2000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("游戏结束");
Sleep(4000);
isdie=1;
break;
}
else if(me->attack<=enemy[i][j].defend&&me->defend>=enemy[i][j].attack)
{
break;
}
}
}
}
int ol=0;
int flag=0;
for(int i=0;i<=10;++i)
{
for(int j=0;j<=30;++j)
{
if(enemy[i][j].x!=150)
{
flag=1;
break;
}
ol++;
}
if(flag==1)break;
}
if(ol==341&&batt<=2)
{
Sleep(2000);
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("您已通过第%d关",batt);
Sleep(2000);
system("cls");
batt++;
ii=1;
}
if(me->x==FrameX+2*Frame_width-4&&me->y==FrameY+1&&batt==3)
{
cs++;
system("cls");
ii=1;
}
else if(batt==3&&cs==3&&enemy[10][0].x==150&&enemy[10][1].x==150&&enemy[10][2].x==150)
{
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("您已通过所有关卡");
Sleep(4000);
system("cls");
victory();
break;
}
else if(batt==3&&cs==3&&ac1==0)
{
if(me->x==FrameX+2&&me->y==FrameY+8)
{
me->health+=12000;
ac1=1;
Gotoxy(FrameX+2*Frame_width,FrameY);
printf("圣神:你已领悟真谛,去战胜魔王结束这一切吧!!!");
Sleep(4000);
Gotoxy(FrameX+2*Frame_width,FrameY);
printf(" ");
}
}
if(isdie==1)
{
system("cls");
overgame();
Sleep(6000);
break;
}
}
s=getch();
while(1);
return 0;
}
void Hide()
{
HANDLE hout=GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO info={1,0};
SetConsoleCursorInfo(hout,&info);
}//隐藏光标
void Gotoxy(int x,int y)
{
HANDLE hOut=GetStdHandle(STD_OUTPUT_HANDLE);
COORD pos;
pos.X=x;
pos.Y=y;
SetConsoleCursorPosition(hOut,pos);
}//光标跳转
void MainMenu()
{
unsigned char ch;
printf("\n\n\n\n\n\n");
printf("\t ________________________________________________________________\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| 叱咤风云 |\n");
printf("\t| 按任意键开始游戏 |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t|________________________________________________________________|\n");
getch();
}//打印一个矩形框
void setWindowsSize(int w,int h)
{
HANDLE hout;
hout=GetStdHandle(STD_OUTPUT_HANDLE);
SMALL_RECT rc={0,0,w-1,h-1};
COORD size = {w,h};
SetConsoleWindowInfo(hout,TRUE,&rc);
SetConsoleScreenBufferSize(hout,size);
}//设置矩形界面大小
void moveme(struct attribute *me)
{
char ch;
ch=getch();
switch(ch)
{
case 72:
Gotoxy(me->x,me->y);
printf(" ");
if(me->y>FrameY+1&&map[me->y-1][me->x]==0)me->y-=1;
printme(me);
break;
case 80:
Gotoxy(me->x,me->y);
printf(" ");
if(me->yy+1][me->x]==0) me->y+=1;
printme(me);
break;
case 75:
Gotoxy(me->x,me->y);
printf(" ");
if((me->x>FrameX+2&&map[me->y][me->x-2]==0)||(batt==2&&me->x==FrameX+16&&me->y==FrameY+Frame_height-6)||(batt==2&&me->x==FrameX+12&&me->y==FrameY+Frame_height-10))me->x-=2;
printme(me);
break;
case 77:
Gotoxy(me->x,me->y);
printf(" ");
if((batt==3&&me->x==FrameX+46&&me->y==FrameY+Frame_height-8)||(me->xy][me->x+2]==0)||(batt==2&&me->x==FrameX+12&&me->y==FrameY+Frame_height-6)||(batt==2&&me->x==FrameX+8&&me->y==FrameY+Frame_height-10)||(batt==3&&me->x==FrameX+20&&me->y==FrameY+Frame_height-8)||(batt==3&&me->x==FrameX+28&&me->y==FrameY+Frame_height-8))
me->x+=2;
printme(me);
break;
case 'a':case 'A':
attributeprint(me);
break;
case 's':case 'S':
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+17);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+18);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+19);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+20);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+21);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+22);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+23);
printf(" ");
break;
case 'd':case 'D':
if(batt==2)
{
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf("提示:想通过本关,请务必拿到圣剑和圣盾");
Sleep(2000);
Gotoxy(FrameX+Frame_width*2,FrameY+17);
printf("提示:穿墙");
}
else if(batt==3&&cs==1)
{
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf("提示:想通过本层,并对下几层有帮助,");
Sleep(2000);
Gotoxy(FrameX+Frame_width*2,FrameY+17);
printf("请务必拿到各种宝石,银剑银盾后再拿圣剑圣盾");
Gotoxy(FrameX+Frame_width*2,FrameY+18);
printf("提示:穿墙");
}
else if(batt==3&&cs==2)
{
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf("提示:想打败下层的魔王大锐哥,");
Gotoxy(FrameX+Frame_width*2,FrameY+17);
printf("请务必拿到神圣之剑和神圣之盾");
Sleep(2000);
Gotoxy(FrameX+Frame_width*2,FrameY+18);
printf("提示:击败魔王幻影");
}
else if(batt==3&&cs==3)
{
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf("提示:击败魔王大锐哥以及两个护法后即可通关");
}
break;
case 'f':case 'F':
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf("欢迎来到商店:请选择你要提升的属性:");
Gotoxy(FrameX+Frame_width*2,FrameY+17);
printf("1:攻击加1点(20金币)");
Gotoxy(FrameX+Frame_width*2,FrameY+18);
printf("2:防御加1点(20金币)");
Gotoxy(FrameX+Frame_width*2,FrameY+19);
printf("3:血量加200点(20金币)");
Gotoxy(FrameX+Frame_width*2,FrameY+20);
printf("4:以上三个均提升一次(50金币)");
flag=1;
break;
case '1':
if(flag==1&&money>=20)
{
me->attack+=1;
money-=20;
flag=0;
}
else if(flag==1&&money<20)
{
Gotoxy(FrameX+Frame_width*2,FrameY+21);
printf("金钱不足");
Sleep(2000);
Gotoxy(FrameX+Frame_width*2,FrameY+21);
printf(" ");
}
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+17);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+18);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+19);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+20);
printf(" ");
break;
case '2':
if(flag==1&&money>=20)
{
me->defend+=1;
money-=20;
flag=0;
}
else if(flag==1&&money<20)
{
Gotoxy(FrameX+Frame_width*2,FrameY+21);
printf("金钱不足");
Sleep(2000);
Gotoxy(FrameX+Frame_width*2,FrameY+21);
printf(" ");
}
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+17);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+18);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+19);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+20);
printf(" ");
break;
case '3':
if(flag==1&&money>=20)
{
me->health+=200;
money-=20;
flag=0;
}
else if(flag==1&&money<20)
{
Gotoxy(FrameX+Frame_width*2,FrameY+21);
printf("金钱不足");
Sleep(2000);
Gotoxy(FrameX+Frame_width*2,FrameY+21);
printf(" ");
}
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+17);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+18);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+19);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+20);
printf(" ");
break;
case '4':
if(flag==1&&money>=50)
{
me->attack+=1;
me->health+=200;
me->defend+=1;
money-=50;
flag=0;
}
else if(flag==1&&money<50)
{
Gotoxy(FrameX+Frame_width*2,FrameY+21);
printf("金钱不足");
Sleep(2000);
Gotoxy(FrameX+Frame_width*2,FrameY+21);
printf(" ");
}
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+17);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+18);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+19);
printf(" ");
Gotoxy(FrameX+Frame_width*2,FrameY+20);
printf(" ");
break;
case 'g':case'G':
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf("当前金钱是%d",money);
break;
case '*':
me->health+=10000;
break;
case '+':me->attack+=100;
break;
case '-':me->defend+=100;
break;
}
}
void printme(struct attribute *me)
{
Gotoxy(me->x,me->y);
printf("★");
}
void enemymake()
{
for(int j=0;j<=30;++j)
{
strcpy(enemy[0][j].name,"青头怪");
enemy[0][j].health=100;
enemy[0][j].attack=15;
enemy[0][j].defend=10;
enemy[0][j].x=150;
enemy[0][j].y=150;
}
for(int j=0;j<=30;++j)
{
strcpy(enemy[1][j].name,"骷髅人");
enemy[1][j].health=150;
enemy[1][j].attack=40;
enemy[1][j].defend=12;
enemy[1][j].x=150;
enemy[1][j].y=150;
}
for(int j=0;j<=30;++j)
{
strcpy(enemy[2][j].name,"骷髅士兵");
enemy[2][j].health=300;
enemy[2][j].attack=70;
enemy[2][j].defend=15;
enemy[2][j].x=150;
enemy[2][j].y=150;
}
for(int j=0;j<=30;++j)
{
strcpy(enemy[3][j].name,"小蝙蝠");
enemy[3][j].health=120;
enemy[3][j].attack=60;
enemy[3][j].defend=12;
enemy[3][j].x=150;
enemy[3][j].y=150;
}
for(int j=0;j<=30;++j)
{
strcpy(enemy[4][j].name,"大蝙蝠");
enemy[4][j].health=350;
enemy[4][j].attack=100;
enemy[4][j].defend=24;
enemy[4][j].x=150;
enemy[4][j].y=150;
}
for(int j=0;j<=30;++j)
{
strcpy(enemy[5][j].name,"骷髅队长");
enemy[5][j].health=500;
enemy[5][j].attack=120;
enemy[5][j].defend=30;
enemy[5][j].x=150;
enemy[5][j].y=150;
}
for(int j=0;j<=30;++j)
{
strcpy(enemy[6][j].name,"初级卫兵");
enemy[6][j].health=1500;
enemy[6][j].attack=100;
enemy[6][j].defend=50;
enemy[6][j].x=150;
enemy[6][j].y=150;
}
for(int j=0;j<=30;++j)
{
strcpy(enemy[7][j].name,"冥卫兵");
enemy[7][j].health=1400;
enemy[7][j].attack=150;
enemy[7][j].defend=80;
enemy[7][j].x=150;
enemy[7][j].y=150;
}
for(int j=0;j<=30;++j)
{
strcpy(enemy[8][j].name,"白衣武士");
enemy[8][j].health=2000;
enemy[8][j].attack=200;
enemy[8][j].defend=100;
enemy[8][j].x=150;
enemy[8][j].y=150;
}
for(int j=0;j<=30;++j)
{
strcpy(enemy[9][j].name,"金队长");
enemy[9][j].health=3000;
enemy[9][j].attack=300;
enemy[9][j].defend=120;
enemy[9][j].x=150;
enemy[9][j].y=150;
}
for(int j=0;j<=30;++j)
{
strcpy(enemy[10][j].name,"魔王(幻影)");
enemy[10][j].health=8000;
enemy[10][j].attack=1500;
enemy[10][j].defend=500;
enemy[10][j].x=150;
enemy[10][j].y=150;
}
}
void enemyprint()
{
for(int i=0;i<=10;++i)
{
for(int j=0;j<=30;++j)
{
if(enemy[i][j].x!=150)
{
Gotoxy(enemy[i][j].x,enemy[i][j].y);
if(!strcmp(enemy[i][j].name,"青头怪"))printf("\1");
else if(!strcmp(enemy[i][j].name,"骷髅人"))printf("€");
else if(!strcmp(enemy[i][j].name,"骷髅士兵"))printf("※");
else if(!strcmp(enemy[i][j].name,"小蝙蝠"))printf("¤");
else if(!strcmp(enemy[i][j].name,"大蝙蝠"))printf("┳");
else if(!strcmp(enemy[i][j].name,"骷髅队长"))printf("◎");
else if(!strcmp(enemy[i][j].name,"初级卫兵"))printf("○");
else if(!strcmp(enemy[i][j].name,"冥卫兵"))printf("●");
else if(!strcmp(enemy[i][j].name,"白衣武士"))printf("↑");
else if(!strcmp(enemy[i][j].name,"金队长"))printf("\2");
else if(!strcmp(enemy[i][j].name,"魔王(幻影)"))printf("◇");
else if(!strcmp(enemy[i][j].name,"飞哥左护法"))printf("№");
else if(!strcmp(enemy[i][j].name,"伟哥右护法"))printf("☆");
else if(!strcmp(enemy[i][j].name,"大锐哥"))printf("◆");
}
}
}
}
void enemyplace()
{
if(batt==1)
{
enemy[0][0].x=FrameX+2;
enemy[0][0].y=FrameY+Frame_height-2;
enemy[0][1].x=FrameX+2;
enemy[0][1].y=FrameY+Frame_height-5;
enemy[0][2].x=FrameX+4;
enemy[0][2].y=FrameY+Frame_height-6;
enemy[0][3].x=FrameX+8;
enemy[0][3].y=FrameY+Frame_height-6;
enemy[0][4].x=FrameX+16;
enemy[0][4].y=FrameY+Frame_height-6;
/*enemy[0][5].x=FrameX+20;
enemy[0][5].y=FrameY+Frame_height-9;*/
enemy[0][5].x=FrameX+20;
enemy[0][5].y=FrameY+Frame_height-9;
enemy[0][6].x=FrameX+22;
enemy[0][6].y=FrameY+Frame_height-10;
enemy[0][7].x=FrameX+12;
enemy[0][7].y=FrameY+Frame_height-13;
enemy[0][8].x=FrameX+6;
enemy[0][8].y=FrameY+Frame_height-13;
enemy[0][9].x=FrameX+2;
enemy[0][9].y=FrameY+Frame_height-13;
enemy[0][10].x=FrameX+2;
enemy[0][10].y=FrameY+Frame_height-16;
enemy[0][11].x=FrameX+2;
enemy[0][11].y=FrameY+Frame_height-18;
enemy[0][12].x=FrameX+6;
enemy[0][12].y=FrameY+Frame_height-19;
enemy[0][13].x=FrameX+12;
enemy[0][13].y=FrameY+Frame_height-19;
enemy[0][14].x=FrameX+34;
enemy[0][14].y=FrameY+Frame_height-19;
enemy[0][15].x=FrameX+34;
enemy[0][15].y=FrameY+Frame_height-16;
enemy[0][16].x=FrameX+34;
enemy[0][16].y=FrameY+Frame_height-13;
enemy[1][0].x=FrameX+20;
enemy[1][0].y=FrameY+Frame_height-10;
enemy[1][1].x=FrameX+22;
enemy[1][1].y=FrameY+Frame_height-8;
enemy[1][2].x=FrameX+22;
enemy[1][2].y=FrameY+Frame_height-19;
enemy[1][3].x=FrameX+34;
enemy[1][3].y=FrameY+Frame_height-18;
enemy[1][4].x=FrameX+34;
enemy[1][4].y=FrameY+Frame_height-8;
enemy[1][5].x=FrameX+34;
enemy[1][5].y=FrameY+Frame_height-4;
enemy[1][6].x=FrameX+40;
enemy[1][6].y=FrameY+Frame_height-4;
enemy[1][7].x=FrameX+44;
enemy[1][7].y=FrameY+Frame_height-5;
enemy[2][0].x=FrameX+44;
enemy[2][0].y=FrameY+Frame_height-20;
}
else if(batt==2)
{
enemy[1][8].x=FrameX+2;
enemy[1][8].y=FrameY+Frame_height-4;
enemy[1][9].x=FrameX+2;
enemy[1][9].y=FrameY+Frame_height-5;
enemy[1][10].x=FrameX+2;
enemy[1][10].y=FrameY+Frame_height-8;
enemy[1][11].x=FrameX+2;
enemy[1][11].y=FrameY+Frame_height-11;
enemy[1][12].x=FrameX+2;
enemy[1][12].y=FrameY+Frame_height-13;
enemy[2][0].x=FrameX+6;
enemy[2][0].y=FrameY+Frame_height-13;
enemy[2][1].x=FrameX+8;
enemy[2][1].y=FrameY+Frame_height-15;
enemy[2][2].x=FrameX+8;
enemy[2][2].y=FrameY+Frame_height-18;
enemy[2][3].x=FrameX+8;
enemy[2][3].y=FrameY+Frame_height-20;
enemy[2][4].x=FrameX+8;
enemy[2][4].y=FrameY+Frame_height-22;
enemy[3][0].x=FrameX+14;
enemy[3][0].y=FrameY+2;
enemy[3][1].x=FrameX+14;
enemy[3][1].y=FrameY+Frame_height-18;
enemy[3][2].x=FrameX+14;
enemy[3][2].y=FrameY+Frame_height-16;
enemy[3][3].x=FrameX+14;
enemy[3][3].y=FrameY+Frame_height-14;
enemy[3][4].x=FrameX+18;
enemy[3][4].y=FrameY+Frame_height-22;
enemy[3][5].x=FrameX+18;
enemy[3][5].y=FrameY+Frame_height-20;
enemy[3][6].x=FrameX+16;
enemy[3][6].y=FrameY+Frame_height-13;
enemy[4][0].x=FrameX+20;
enemy[4][0].y=FrameY+Frame_height-13;
enemy[4][1].x=FrameX+24;
enemy[4][1].y=FrameY+Frame_height-12;
enemy[4][2].x=FrameX+24;
enemy[4][2].y=FrameY+Frame_height-10;
enemy[4][3].x=FrameX+22;
enemy[4][3].y=FrameY+Frame_height-9;
enemy[4][2].x=FrameX+20;
enemy[4][2].y=FrameY+Frame_height-9;
enemy[6][0].x=FrameX+16;
enemy[6][0].y=FrameY+Frame_height-5;
enemy[8][0].x=FrameX+32;
enemy[8][0].y=FrameY+Frame_height-8;
enemy[8][1].x=FrameX+32;
enemy[8][1].y=FrameY+Frame_height-2;
enemy[8][2].x=FrameX+34;
enemy[8][2].y=FrameY+Frame_height-3;
enemy[8][3].x=FrameX+34;
enemy[8][3].y=FrameY+Frame_height-7;
enemy[8][4].x=FrameX+36;
enemy[8][4].y=FrameY+Frame_height-4;
enemy[8][5].x=FrameX+36;
enemy[8][5].y=FrameY+Frame_height-5;
enemy[8][6].x=FrameX+36;
enemy[8][6].y=FrameY+Frame_height-6;
enemy[9][0].x=FrameX+32;
enemy[9][0].y=FrameY+Frame_height-3;
enemy[9][1].x=FrameX+32;
enemy[9][1].y=FrameY+Frame_height-7;
enemy[9][2].x=FrameX+34;
enemy[9][2].y=FrameY+Frame_height-4;
enemy[9][3].x=FrameX+34;
enemy[9][3].y=FrameY+Frame_height-5;
enemy[9][4].x=FrameX+34;
enemy[9][4].y=FrameY+Frame_height-6;
}
else if(batt==3&&cs==1)
{
enemy[0][0].x=FrameX+2;
enemy[0][0].y=FrameY+Frame_height-3;
enemy[0][1].x=FrameX+2;
enemy[0][1].y=FrameY+Frame_height-5;
enemy[0][2].x=FrameX+2;
enemy[0][2].y=FrameY+Frame_height-7;
enemy[0][3].x=FrameX+6;
enemy[0][3].y=FrameY+Frame_height-3;
enemy[0][4].x=FrameX+10;
enemy[0][4].y=FrameY+Frame_height-5;
enemy[0][5].x=FrameX+16;
enemy[0][5].y=FrameY+Frame_height-18;
enemy[0][6].x=FrameX+16;
enemy[0][6].y=FrameY+Frame_height-19;
enemy[0][7].x=FrameX+16;
enemy[0][7].y=FrameY+Frame_height-20;
enemy[0][8].x=FrameX+16;
enemy[0][8].y=FrameY+Frame_height-21;
enemy[0][9].x=FrameX+16;
enemy[0][9].y=FrameY+Frame_height-22;
enemy[0][10].x=FrameX+24;
enemy[0][10].y=FrameY+Frame_height-11;
enemy[0][11].x=FrameX+26;
enemy[0][11].y=FrameY+Frame_height-11;
enemy[0][12].x=FrameX+28;
enemy[0][12].y=FrameY+Frame_height-11;
enemy[0][13].x=FrameX+28;
enemy[0][13].y=FrameY+Frame_height-12;
enemy[0][14].x=FrameX+28;
enemy[0][14].y=FrameY+Frame_height-13;
enemy[0][15].x=FrameX+30;
enemy[0][15].y=FrameY+Frame_height-17;
enemy[0][16].x=FrameX+28;
enemy[0][16].y=FrameY+Frame_height-12;
enemy[0][17].x=FrameX+50;
enemy[0][17].y=FrameY+Frame_height-5;
enemy[0][18].x=FrameX+52;
enemy[0][18].y=FrameY+Frame_height-5;
enemy[1][0].x=FrameX+8;
enemy[1][0].y=FrameY+Frame_height-3;
enemy[1][1].x=FrameX+34;
enemy[1][1].y=FrameY+Frame_height-17;
enemy[1][2].x=FrameX+50;
enemy[1][2].y=FrameY+Frame_height-4;
enemy[1][3].x=FrameX+52;
enemy[1][3].y=FrameY+Frame_height-4;
enemy[1][4].x=FrameX+54;
enemy[1][4].y=FrameY+Frame_height-4;
enemy[1][5].x=FrameX+56;
enemy[1][5].y=FrameY+Frame_height-4;
enemy[1][6].x=FrameX+54;
enemy[1][6].y=FrameY+Frame_height-5;
enemy[1][7].x=FrameX+56;
enemy[1][7].y=FrameY+Frame_height-5;
enemy[2][0].x=FrameX+10;
enemy[2][0].y=FrameY+2;
enemy[2][1].x=FrameX+48;
enemy[2][1].y=FrameY+Frame_height-1;
enemy[4][0].x=FrameX+44;
enemy[4][0].y=FrameY+Frame_height-17;
enemy[5][0].x=FrameX+10;
enemy[5][0].y=FrameY+Frame_height-2;
enemy[5][1].x=FrameX+12;
enemy[5][1].y=FrameY+Frame_height-12;
enemy[5][2].x=FrameX+14;
enemy[5][2].y=FrameY+Frame_height-12;
enemy[5][3].x=FrameX+16;
enemy[5][3].y=FrameY+Frame_height-12;
enemy[5][4].x=FrameX+28;
enemy[5][4].y=FrameY+2;
enemy[6][0].x=FrameX+18;
enemy[6][0].y=FrameY+Frame_height-12;
enemy[6][1].x=FrameX+36;
enemy[6][1].y=FrameY+Frame_height-2;
enemy[7][0].x=FrameX+10;
enemy[7][0].y=FrameY+Frame_height-12;
enemy[8][0].x=FrameX+8;
enemy[8][0].y=FrameY+Frame_height-12;
}
else if(batt==3&&cs==2)
{
enemy[5][0].x=FrameX+2;
enemy[5][0].y=FrameY+Frame_height-4;
enemy[5][1].x=FrameX+4;
enemy[5][1].y=FrameY+Frame_height-4;
enemy[5][2].x=FrameX+6;
enemy[5][2].y=FrameY+Frame_height-4;
enemy[5][3].x=FrameX+8;
enemy[5][3].y=FrameY+Frame_height-4;
enemy[5][4].x=FrameX+8;
enemy[5][4].y=FrameY+Frame_height-3;
enemy[5][5].x=FrameX+8;
enemy[5][5].y=FrameY+Frame_height-2;
enemy[5][6].x=FrameX+8;
enemy[5][6].y=FrameY+Frame_height-1;
int i=0;
for(int j=1;j<=5;++j)
{
enemy[6][i].x=FrameX+2*j;
enemy[6][i].y=FrameY+Frame_height-5;
i++;
}
for(int j=1;j<=4;j++)
{
enemy[6][i].x=FrameX+10;
enemy[6][i].y=FrameY+Frame_height-5+j;
i++;
}
i=0;
for(int j=1;j<=6;++j)
{
enemy[7][i].x=FrameX+2*j;
enemy[7][i].y=FrameY+Frame_height-6;
i++;
}
for(int j=1;j<=5;++j)
{
enemy[7][i].x=FrameX+12;
enemy[7][i].y=FrameY+Frame_height-6+j;
i++;
}
i=0;
for(int j=1;j<=7;++j)
{
enemy[8][i].x=FrameX+2*j;
enemy[8][i].y=FrameY+Frame_height-7;
i++;
}
for(int j=1;j<=6;++j)
{
enemy[8][i].x=FrameX+14;
enemy[8][i].y=FrameY+Frame_height-7+j;
i++;
}
enemy[9][0].x=FrameX+14;
enemy[9][0].y=FrameY+Frame_height-20;
enemy[9][1].x=FrameX+16;
enemy[9][1].y=FrameY+Frame_height-20;
enemy[9][2].x=FrameX+18;
enemy[9][2].y=FrameY+Frame_height-20;
enemy[10][0].x=FrameX+16;
enemy[10][0].y=FrameY+Frame_height-22;
}
else if(batt==3&&cs==3)
{
strcpy(enemy[10][0].name,"飞哥");
strcpy(enemy[10][1].name,"伟哥");
strcpy(enemy[10][2].name,"大锐哥");
enemy[10][0].attack=1500;
enemy[10][0].defend=800;
enemy[10][0].health=10000;
enemy[10][1].attack=1500;
enemy[10][1].defend=800;
enemy[10][1].health=10000;
enemy[10][2].attack=2500;
enemy[10][2].defend=1000;
enemy[10][2].health=20000;
enemy[10][0].x=FrameX+18;
enemy[10][0].y=FrameY+Frame_height-13;
enemy[10][1].x=FrameX+22;
enemy[10][1].y=FrameY+Frame_height-13;
enemy[10][2].x=FrameX+20;
enemy[10][2].y=FrameY+Frame_height-15;
}
}
void battlesite(struct attribute *me,int i,int j)
{
Gotoxy(FrameX+Frame_width*2,FrameY);
printf("╔══════════════════╗");
Gotoxy(FrameX+Frame_width*2,FrameY+1);
printf("║英雄名字:%s ",me->name);
Gotoxy(FrameX+Frame_width*2+38,FrameY+1);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+2);
printf("║攻击力:%d ",me->attack);
Gotoxy(FrameX+Frame_width*2+38,FrameY+2);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+3);
printf("║防御力:%d ",me->defend);
Gotoxy(FrameX+Frame_width*2+38,FrameY+3);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+4);
printf("║生命值:%d ",me->health);
Gotoxy(FrameX+Frame_width*2+38,FrameY+4);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+5);
printf("║综合战力:%d ",me->attack*6+me->defend*4);
Gotoxy(FrameX+Frame_width*2+38,FrameY+5);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+6);
printf("║ ");
Gotoxy(FrameX+Frame_width*2+38,FrameY+6);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+7);
printf("╚══════════════════\n\n");
Gotoxy(FrameX+Frame_width*2+38,FrameY+7);
printf("╝");
Gotoxy(FrameX+Frame_width*2,FrameY+8);
printf("╔══════════════════");
Gotoxy(FrameX+Frame_width*2+38,FrameY+8);
printf("╗");
Gotoxy(FrameX+Frame_width*2,FrameY+9);
printf("║怪物名字:%s ",enemy[i][j].name);
Gotoxy(FrameX+Frame_width*2+38,FrameY+9);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+10);
printf("║攻击力:%d ",enemy[i][j].attack);
Gotoxy(FrameX+Frame_width*2+38,FrameY+10);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+11);
printf("║防御力:%d ",enemy[i][j].defend);
Gotoxy(FrameX+Frame_width*2+38,FrameY+11);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+12);
printf("║生命值:%d ",enemy[i][j].health);
Gotoxy(FrameX+Frame_width*2+38,FrameY+12);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+13);
printf("║综合战力:%d ",enemy[i][j].attack*6+enemy[i][j].defend*4);
Gotoxy(FrameX+Frame_width*2+38,FrameY+13);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+14);
printf("║ ");
Gotoxy(FrameX+Frame_width*2+38,FrameY+14);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+15);
printf("╚══════════════════");
Gotoxy(FrameX+Frame_width*2+38,FrameY+15);
printf("╝");
}
void attributeprint(struct attribute *me)
{
Gotoxy(FrameX+Frame_width*2,FrameY+16);
printf("╔══════════════════╗");
Gotoxy(FrameX+Frame_width*2,FrameY+17);
printf("║英雄名字:%s ",me->name);
Gotoxy(FrameX+Frame_width*2+38,FrameY+17);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+18);
printf("║攻击力:%d ",me->attack);
Gotoxy(FrameX+Frame_width*2+38,FrameY+18);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+19);
printf("║防御力:%d ",me->defend);
Gotoxy(FrameX+Frame_width*2+38,FrameY+19);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+20);
printf("║生命值:%d ",me->health);
Gotoxy(FrameX+Frame_width*2+38,FrameY+20);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+21);
printf("║综合战力:%d ",me->attack*6+me->defend*4);
Gotoxy(FrameX+Frame_width*2+38,FrameY+21);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+22);
printf("║ ");
Gotoxy(FrameX+Frame_width*2+38,FrameY+22);
printf("║");
Gotoxy(FrameX+Frame_width*2,FrameY+23);
printf("╚══════════════════\n\n");
Gotoxy(FrameX+Frame_width*2+38,FrameY+23);
printf("╝");
}
void battle(struct attribute *me,int i,int j)
{
if(me->attack>enemy[i][j].defend)enemy[i][j].health-=me->attack-enemy[i][j].defend;
if(enemy[i][j].attack>me->defend)me->health-=enemy[i][j].attack-me->defend;
}
void overgame()
{
system("cls");
printf("\n\n\n\n\n\n");
printf("\t ________________________________________________________________\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| 游 戏 结 束 |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t|________________________________________________________________|\n");
}//结束界面
void victory()
{
system("cls");
printf("不!!!怎么会这样!!!\n");
Sleep(2000);
printf("在英雄的帮助下,世界重现和平\n");
Sleep(2000);
printf("按任意键继续");
getch();
system("cls");
printf("\n\n\n\n\n\n");
printf("\t ________________________________________________________________\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| 恭喜你,已经通过所有关卡 |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t| |\n");
printf("\t|________________________________________________________________|\n");
}//结束界面
void atplace()
{
if(batt==3&&cs==1)
{
int j=0;
for(int i=1;i<=9;++i)
{
adi[j].x=FrameX+2;
adi[j].y=FrameY+Frame_height-8-i;
j++;
}
for(int i=1;i<=9;++i)
{
adi[j].x=FrameX+4;
adi[j].y=FrameY+Frame_height-8-i;
j++;
}
for(int i=1;i<=9;++i)
{
adi[j].x=FrameX+6;
adi[j].y=FrameY+Frame_height-8-i;
j++;
}
adi[27].x=FrameX+12;
adi[27].y=FrameY+Frame_height-13;
adi[28].x=FrameX+14;
adi[28].y=FrameY+Frame_height-13;
adi[29].x=FrameX+16;
adi[29].y=FrameY+Frame_height-13;
adi[30].x=FrameX+32;
adi[30].y=FrameY+Frame_height-1;
adi[31].x=FrameX+34;
adi[31].y=FrameY+Frame_height-1;
adi[32].x=FrameX+46;
adi[32].y=FrameY+Frame_height-18;
adi[33].x=FrameX+48;
adi[33].y=FrameY+Frame_height-18;
adi[34].x=FrameX+12;
adi[34].y=FrameY+Frame_height-24;
adi[35].x=FrameX+24;
adi[35].y=FrameY+Frame_height-24;
hdi[0].x=FrameX+2;
hdi[0].y=FrameY+Frame_height-18;
hdi[1].x=FrameX+4;
hdi[1].y=FrameY+Frame_height-18;
hdi[2].x=FrameX+6;
hdi[2].y=FrameY+Frame_height-18;
hdi[3].x=FrameX+6;
hdi[3].y=FrameY+Frame_height-2;
hdi[4].x=FrameX+6;
hdi[4].y=FrameY+Frame_height-4;
hdi[5].x=FrameX+24;
hdi[5].y=FrameY+Frame_height-1;
hdi[6].x=FrameX+26;
hdi[6].y=FrameY+Frame_height-1;
hdi[7].x=FrameX+14;
hdi[7].y=FrameY+1;
hdi[8].x=FrameX+28;
hdi[8].y=FrameY+1;
hdi[9].x=FrameX+54;
hdi[9].y=FrameY+Frame_height-18;
hdi[10].x=FrameX+12;
hdi[10].y=FrameY+Frame_height-1;
ddi[0].x=FrameX+14;
ddi[0].y=FrameY+Frame_height-1;
ddi[1].x=FrameX+28;
ddi[1].y=FrameY+Frame_height-1;
ddi[2].x=FrameX+30;
ddi[2].y=FrameY+Frame_height-1;
ddi[3].x=FrameX+12;
ddi[3].y=FrameY+Frame_height-11;
ddi[4].x=FrameX+14;
ddi[4].y=FrameY+Frame_height-11;
ddi[5].x=FrameX+16;
ddi[5].y=FrameY+Frame_height-11;
ddi[6].x=FrameX+26;
ddi[6].y=FrameY+1;
ddi[7].x=FrameX+50;
ddi[7].y=FrameY+Frame_height-18;
ddi[8].x=FrameX+52;
ddi[8].y=FrameY+Frame_height-18;
}
}
//道具放置
void atprint()
{
for(int i=0;i<50;++i)
{
if(ddi[i].x!=150)
{
Gotoxy(ddi[i].x,ddi[i].y);
printf("♀");
}
if(adi[i].x!=150)
{
Gotoxy(adi[i].x,adi[i].y);
printf("♂");
}
if(hdi[i].x!=150)
{
Gotoxy(hdi[i].x,hdi[i].y);
printf("#");
}
}
}
//道具打印
void mapprint()
{
for(int i=4;i<35;++i)
{
for(int j=4;j<=64;j+=2)
{
switch(map[i][j])
{
case 1:
Gotoxy(j,i);
printf("═");
break;
case 3:
Gotoxy(j,i);
printf("╔");
break;
case 4:
Gotoxy(j,i);
printf("╗");
break;
case 5:
Gotoxy(j,i);
printf("╚");
break;
case 6:
Gotoxy(j,i);
printf("╝");
break;
case 2:
Gotoxy(j,i);
printf("║");
break;
}
}
}
}
void mapload()
{
FILE *fp;
if(batt==1)fp=fopen("叱咤风云地图1.txt","r");
else if(batt==2)fp=fopen("叱咤风云地图2.txt","r");
else if(batt==3&&cs==1)
{
fp=fopen("叱咤风云地图3-1.txt","r");
}
else if(batt==3&&cs==2)
fp=fopen("叱咤风云地图3-2.txt","r");
else if(batt==3&&cs==3)
fp=fopen("叱咤风云地图3-3.txt","r");
char n;
int i,j;
i=j=0;
while(1)
{
if((n=fgetc(fp))!=0)
{
map[i][j]=n;
map[i][j]-='0';
j++;
if(j==64)
{
j=0;
i++;
}
}
if(i==34)break;
}
fclose(fp);
}