基于C语言开发的双人回合制拳皇游戏(Turn-Based KOF)

KOF

    • 1) main.c
    • 2) game.c
    • 3) game.h
    • 4) 开发日志与记录

游戏有三个主要的代码文件:main.c/game.h/game. c
开发环境:VS2017
开发语言:C
版本号:v1.0.11

基于C语言开发的双人回合制拳皇游戏(Turn-Based KOF)_第1张图片

1) main.c

#include
#include
#include
#include
#include"game.h"

void main(void)
{
	DosSize();								//创建特定分辨率的DOS窗口
	system("color f0");						//修改DOS背景色和字体色
	SetConsoleTitle("Turn-Based KOF");		//修改DOS窗口title

	char start_choice;
	static char back_choice;
	
	while (1)
	{
		WindowSize(7);		//创建主界面窗口

		SetPosition(LEFT_DISTANCE + 14, 2);
		printf("TURN-BASED KOF");
		SetPosition(LEFT_DISTANCE + 6, 4);
		printf("[1]开始游戏");
		SetPosition(LEFT_DISTANCE + 24, 4);
		printf("[2]游戏介绍");
		SetPosition(LEFT_DISTANCE + 6, 6);
		printf("[3]制作名单");
		SetPosition(LEFT_DISTANCE + 24, 6);
		printf("[4]退出游戏");

		SetPosition(LEFT_DISTANCE + 0, 9);		//移动光标至界面外

		fflush(stdin);			//清空缓冲区
		start_choice = getch();

		system("cls");

		switch (start_choice)
		{
			case '1':
				StartGame();
				system("cls");
				break;
			case '2':
				GameIntroduction();
				SetPosition(LEFT_DISTANCE + 4, 6);
				BackMenu(back_choice);
				break;
			case '3':
				MakerList();
				SetPosition(LEFT_DISTANCE + 4, 6);
				BackMenu(back_choice);
				break;
			case '4':
				ExitGame();
				break;
			case '5':
				ShowEgg();
				SetPosition(LEFT_DISTANCE + 4, 4);
				BackMenu(back_choice);
				system("color f0");
				break;
			default:
				system("cls");
				printf("非法输入!\n");
				break;
		}
	}
	system("pause");
}

2) game.c

/*//////////////////////////////////////////
//                                        //
//				函数的实现				  //
//                                        //
//////////////////////////////////////////*/

#include
#include
#include
#include
#include"game.h"

//{id, 姓名, 血量, 防御, 怒气值, {一技能名称, 一技能攻击力, 二技能名称, 二技能伤害}, 普通攻击伤害, 恢复能力}
struct people peoples[] = {		//定义人物属性
	{1001, "草薙京", 85, 4, 0, {"草薙流古武术", 15, "我流拳法", 16}, 11, 4},			//高攻击,低血量
	{1002, "大门五郎",100, 8, 0, {"柔道", 8, "我流格斗术",9}, 6, 7},					//高防御,高恢复能力,低攻击
	{1003, "哈迪伦", 130, 2, 0, {"MARTIAL ARTS", 13, "我流暗杀术", 14}, 10, 4},		//高血量,低防御
	{1004, "拉尔夫琼斯", 100, 4, 15, {"军技拳", 10, "哈迪伦流暗杀术", 11}, 8, 4}		//初始怒气值高,低攻击
};
int count = 4;//人数数量,增减人物时要记得更新

void StartGame()				//游戏开始函数
{
	int turnCount = 0;			//轮数计数变量

	int dice_1 = -1;			//玩家一的点数
	int dice_2 = -1;			//玩家二的点数
	
	int peopleChoice_1;			//玩家1对于人物的选择,用于转换
	int peopleChoice_2;			//玩家2对于人物的选择,用于转换

	SetPosition(LEFT_DISTANCE, 34);
	printf("玩家一选择人物:");
	SetPosition(LEFT_DISTANCE + 10, 34);
	peopleChoice_1 = SelectPeople();
	system("cls");
	
	SetPosition(LEFT_DISTANCE, 34);
	printf("玩家二选择人物:");
	do
	{
		peopleChoice_2 = SelectPeople();
		if (peopleChoice_1 != peopleChoice_2)
			break;
		else
		{
			SetPosition(LEFT_DISTANCE, 35);
			printf("人物不能选择重复!\n");
			continue;
		}
	}while(1);

	system("cls");
	PrintFrame();
	SetPosition(48, 31);
	printf("玩家一选择了%s", peoples[peopleChoice_1 - 1].name);
	SetPosition(48, 32);
	printf("玩家二选择了%s", peoples[peopleChoice_2 - 1].name);
	SetPosition(48, 34);
	printf("下面开始掷骰子来决定谁先攻击:");
	SetPosition(48, 36);
	system("pause");

	while (dice_1 == dice_2)
	{
		srand((unsigned int)time(NULL));
		dice_1 = rand() % 6 + 1;
		dice_2 = rand() % 6 + 1;
	}
	
	system("cls");
	PrintFrame();
	
	SetPosition(48, 31);
	printf("%s的点数为%d!", peoples[peopleChoice_1 - 1].name, dice_1);
	SetPosition(48, 32);
	printf("%s的点数为%d!", peoples[peopleChoice_2 - 1].name, dice_2);
	
	if (dice_1 > dice_2)
	{
		SetPosition(48, 34);
		printf("%s先攻击!", peoples[peopleChoice_1 - 1].name);
	}
	else
	{
		SetPosition(48, 34);
		printf("%s先攻击!", peoples[peopleChoice_2 - 1].name);
	}
	
	SetPosition(48, 36);
	system("pause");

	double peopleHP_1 = peoples[peopleChoice_1 - 1].hp;									//玩家一的血量
	double peopleHP_2 = peoples[peopleChoice_2 - 1].hp;									//玩家二的血量
	
	while (peopleHP_1 > 0 && peopleHP_2 > 0)		//好戏开始
	{
		if (dice_1 > dice_2)
		{
			system("cls");
			PrintFrame();
			SetPosition(2, 31);
			printf("第%d轮",turnCount + 1);
			
			PeopleFight(&peopleHP_1, &peopleHP_2, &peoples[peopleChoice_1 - 1].angryValue, &peoples[peopleChoice_2 - 1].angryValue, peopleChoice_1, peopleChoice_2, &turnCount);
			if (peopleHP_1 <= 0)//防止玩家血量出现负数
			{
				peopleHP_1 = 0;
				break;
			}
			if (peopleHP_2 <= 0)
			{
				peopleHP_2 = 0;
				break;
			}
			PrintBloodValue(&peopleHP_1, &peopleHP_2, peopleChoice_1, peopleChoice_2);
			
			SetPosition(48, 38);
			system("pause");
			system("cls");
			PrintFrame();
			SetPosition(2, 31);
			printf("第%d轮", turnCount + 1);
			turnCount++;
			
			PeopleFight(&peopleHP_2, &peopleHP_1, &peoples[peopleChoice_2 - 1].angryValue, &peoples[peopleChoice_1 - 1].angryValue, peopleChoice_2, peopleChoice_1, &turnCount);
			if (peopleHP_1 <= 0)//防止玩家血量出现负数
			{
				peopleHP_1 = 0;
				break;
			}
			if (peopleHP_2 <= 0)
			{
				peopleHP_2 = 0;
				break;
			}
			PrintBloodValue(&peopleHP_1, &peopleHP_2, peopleChoice_1, peopleChoice_2);
		
			SetPosition(48, 38);
			system("pause");
		}

		if (dice_1 < dice_2)
		{
			system("cls");
			PrintFrame();
			SetPosition(2, 31);
			printf("第%d轮", turnCount + 1);
			
			PeopleFight(&peopleHP_2, &peopleHP_1, &peoples[peopleChoice_2 - 1].angryValue, &peoples[peopleChoice_1 - 1].angryValue, peopleChoice_2, peopleChoice_1, &turnCount);
			if (peopleHP_1 <= 0)//防止玩家血量出现负数
			{
				peopleHP_1 = 0;
				break;
			}
			if (peopleHP_2 <= 0)
			{
				peopleHP_2 = 0;
				break;
			}
			PrintBloodValue(&peopleHP_1, &peopleHP_2, peopleChoice_1, peopleChoice_2);
			
			SetPosition(48, 38);
			system("pause");
			system("cls");
			PrintFrame();
			SetPosition(2, 31);
			printf("第%d轮", turnCount + 1);
			turnCount++;

			PeopleFight(&peopleHP_1, &peopleHP_2, &peoples[peopleChoice_1 - 1].angryValue, &peoples[peopleChoice_2 - 1].angryValue, peopleChoice_1, peopleChoice_2, &turnCount);
			if (peopleHP_1 <= 0)//防止玩家血量出现负数
			{
				peopleHP_1 = 0;
				break;
			}
			if (peopleHP_2 <= 0)
			{
				peopleHP_2 = 0;
				break;
			}
			PrintBloodValue(&peopleHP_1, &peopleHP_2, peopleChoice_1, peopleChoice_2);
		
			SetPosition(48, 38);
			system("pause");
		}

	}//好戏结束
	
	PrintBloodValue(&peopleHP_1, &peopleHP_2, peopleChoice_1, peopleChoice_2);
	SetPosition(48, 37);
	if (peopleHP_1 > peopleHP_2)
		printf("%s倒地以后就没有动弹,%s获得胜利!", peoples[peopleChoice_2 - 1].name, peoples[peopleChoice_1 - 1].name);
	if (peopleHP_1 == peopleHP_2)
		printf("biubiu~ 双方同时倒地了!");
	if (peopleHP_1 < peopleHP_2)
		printf("%s倒地以后就没有动弹,%s获得胜利!", peoples[peopleChoice_1 - 1].name, peoples[peopleChoice_2 - 1].name);
	
	SetPosition(48, 38);
	system("pause");
}

void GameIntroduction()		//游戏介绍函数
{
	WindowSize(7);

	SetPosition(LEFT_DISTANCE + 4, 2);
	printf("Name:TURN-BASED KOF");
	SetPosition(LEFT_DISTANCE + 4, 3);
	printf("开发环境:VS2017");
	SetPosition(LEFT_DISTANCE + 4, 4);
	printf("开发语言:C");

}

void MakerList()			//制作者名单函数
{
	WindowSize(7);

	SetPosition(LEFT_DISTANCE + 4, 2);
	printf("制作者:UP");
	SetPosition(LEFT_DISTANCE + 4, 3);
	printf("更新日期:2019/5/31");
	SetPosition(LEFT_DISTANCE + 4, 4);
	printf("版本号:v1.0.11");
}

void ExitGame()				//游戏退出函数
{
	exit(NULL);
}

int SelectPeople()
{
	int i;
	char charPeopleChoice;	//玩家一人物选择
	int peopleChoice;		//玩家1对于人物的选择,用于转换
	
	SetPosition(LEFT_DISTANCE, 0);
	printf("人物选择如下:\n\n");
	SetPosition(LEFT_DISTANCE, 1);
	PrintBar();
	for (i = 0; i < count; i++)//打印人物列表
	{
		SetPosition(LEFT_DISTANCE, i * 8 + 3);
		printf("[%d]%s\n", i + 1, peoples[i].name);
		SetPosition(LEFT_DISTANCE, i * 8 + 4);
		printf("   血量:%.1lf\t     ", peoples[i].hp);
		printf("   防御力:%.1lf\n", peoples[i].defense);
		SetPosition(LEFT_DISTANCE, i * 8 + 5);
		printf("   怒气值:%.1lf\t     ", peoples[i].angryValue);
		printf("   恢复能力:%.1lf\n", peoples[i].getWell);
		SetPosition(LEFT_DISTANCE, i * 8 + 6);
		printf("   %-16s\t伤害:%.1lf\n", peoples[i].movement_1, peoples[i].harm_1);
		SetPosition(LEFT_DISTANCE, i * 8 + 7);
		printf("   %-16s\t伤害:%.1lf\n", peoples[i].movement_2, peoples[i].harm_2);
		SetPosition(LEFT_DISTANCE, i * 8 + 8);
		printf("   普通攻击伤害:%.1lf\n\n", peoples[i].attack);
		SetPosition(LEFT_DISTANCE, i * 8 + 9);
		PrintBar();
	}

	while (1)
	{
		fflush(stdin);
		charPeopleChoice = getch();

		switch (charPeopleChoice)
		{
		case '1':
			peopleChoice = 1;
			break;
		case '2':
			peopleChoice = 2;
			break;
		case '3':
			peopleChoice = 3;
			break;
		case '4':
			peopleChoice = 4;
			break;
		default:
			break;
		}

		if (charPeopleChoice == '1' || charPeopleChoice == '2' || charPeopleChoice == '3' || charPeopleChoice == '4')
			break;
		if (charPeopleChoice != '1' || charPeopleChoice != '2' || charPeopleChoice != '3' || charPeopleChoice != '4')
			printf("输入错误!请重新输入!\n");
	}
	
	return peopleChoice;
}

void PrintBar()			//打印游戏中的分割线
{
	int i;
	printf("+");
	for (i = 0; i < 40; i++)
		printf("=");
	printf("+\n");
}

void PrintFrame()
{
	int i;
	SetPosition(0, 30);
	printf("++=============================================+=============================================++\n");
	for (i = 0; i < 8; i++)
	{
		printf("||\t\t\t\t\t       |\t\t\t\t\t     ||\n");
	}
	printf("++=============================================+=============================================++\n");
}

void BackMenu(char back_choice)		//返回主菜单函数
{
	printf("[0]返回主菜单");
	while (1)
	{
		fflush(stdin);
		back_choice = getch();
		
		if (back_choice == '0')
		{
			system("cls");
			break;
		}
		else
			continue;
	}
}

void ShowEgg()				//彩蛋函数
{
	system("color C0");
	WindowSize(5);
	
	SetPosition(LEFT_DISTANCE + 4, 2);
	printf("他...如同死神再生...");

	double *harm_1;					//改变技能一攻击力
	harm_1 = &peoples[0].harm_1;
	*harm_1 = 99999;
	
	double *harm_2;					//改变技能二攻击力
	harm_2 = &peoples[0].harm_2;
	*harm_2 = 99999;

	double *attack;					//改变普通攻击攻击力
	attack = &peoples[0].attack;
	*attack = 99999;
}

void DosSize()			//DOS窗口分辨率修改函数
{
	HWND h;
	char szConsoleTitle[100];
	GetConsoleTitle(szConsoleTitle, 100);
	h = FindWindow(NULL, szConsoleTitle);
	SetWindowPos(h, HWND_TOP, 350, 100, 800, 700, SWP_SHOWWINDOW);
}

void WindowSize(int width_y)			//界面窗口创建函数
{
	int i;
	
	SetPosition(LEFT_DISTANCE, 0);
	PrintBar();
	for (i = 0;i < width_y;i++)
	{
		SetPosition(LEFT_DISTANCE, i + 1);
		printf("|\t\t\t\t\t    |\n");
	}
	SetPosition(LEFT_DISTANCE, width_y + 1);
	PrintBar();
}

void SetPosition(int x, int y)			//光标位置固定函数
{
	HANDLE winHandle;	//句柄
	COORD position = { x, y };
	winHandle = GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleCursorPosition(winHandle, position);
}

void SetColor(int foreColor, int backColor)		//语句颜色,背景色设置函数
{
	/*
	 *0 - 黑色;1 - 蓝色;   2 - 绿色;   3 - 浅绿色;  4 - 红色;   5 - 紫色;   6 - 黄色;   7 - 白色;
	 *8 - 灰色;9 - 浅蓝色;10 - 淡绿色;11 - 淡浅绿色;12 - 淡红色;13 - 淡紫色;14 - 淡黄色;15 - 亮白色
	 */
	HANDLE winHandle;		//句柄
	winHandle = GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleTextAttribute(winHandle, foreColor + backColor * 0x10);//设置文字颜色
}

void PeopleFight(double *ptr_HP_1, double *ptr_HP_2, double *ptr_peopleAngryValue_1, double *ptr_peopleAngryValue_2, int peopleChoice_1, int peopleChoice_2, int *turnCount)
{
	char charMovementChoice;
	int movementChoice;
	
	if (*ptr_peopleAngryValue_1 >= 100)
	{
		SetPosition(48, 31);
		printf("%s抛出了一片二向箔!", peoples[peopleChoice_1 - 1].name);
		SetPosition(48, 32);
		printf("忽略了%s的防御!额外打出了%.1lf点伤害!", peoples[peopleChoice_2 - 1].name, peoples[peopleChoice_1 - 1].attack * 1.5);
		*ptr_HP_2 -= (peoples[peopleChoice_1 - 1].attack * 1.5);
		*ptr_peopleAngryValue_1 = 0;
		
		SetPosition(48, 38);
		system("pause");
		system("cls");
		PrintFrame();
		SetPosition(2, 31);
		printf("第%d轮", *turnCount + 1);
	}

	SetPosition(14, 33);
	printf("%s选择招式:\n\n", peoples[peopleChoice_1 - 1].name);
	SetPosition(2, 35);
	printf("\t[1]%-12s\t[2]%-12s", peoples[peopleChoice_1 - 1].movement_1, peoples[peopleChoice_1 - 1].movement_2);
	SetPosition(2, 37);
	printf("\t[3]普通攻击\t[4]血量恢复");

	do
	{
		fflush(stdin);
		charMovementChoice = getch();
		
		switch (charMovementChoice)
		{
		case '1':
			movementChoice = 1;
			break;
		case '2':
			movementChoice = 2;
			break;
		case '3':
			movementChoice = 3;
			break;
		case '4':
			movementChoice = 4;
			break;
		default:
			break;

		}
		if (charMovementChoice == '1' || charMovementChoice == '2' || charMovementChoice == '3' || charMovementChoice == '4')
			break;
		if (charMovementChoice != '1' || charMovementChoice != '2' || charMovementChoice != '3' || charMovementChoice != '4')
		{
			SetPosition(48, 31);
			printf("输入错误!");
		}
	} while (1);

	switch (movementChoice)//1.招式一 2.招式二 3.普通攻击 4.血量恢复
	{
	case 1:
		SetPosition(48, 31);
		printf("%s选择了%s!", peoples[peopleChoice_1 - 1].name, peoples[peopleChoice_1 - 1].movement_1);
		SetPosition(48, 33);
		printf("打出了%.1lf点伤害!", peoples[peopleChoice_1 - 1].harm_1 - peoples[peopleChoice_2 - 1].defense * 0.5);
		*ptr_HP_2 -= (peoples[peopleChoice_1 - 1].harm_1 - peoples[peopleChoice_2 - 1].defense * 0.5);
		*ptr_peopleAngryValue_2 += (peoples[peopleChoice_1 - 1].harm_1 - peoples[peopleChoice_2 - 1].defense * 0.5) * 1.5;
		break;
	case 2:
		SetPosition(48, 31);
		printf("%s选择了%s!", peoples[peopleChoice_1 - 1].name, peoples[peopleChoice_1 - 1].movement_2);
		SetPosition(48, 33);
		printf("打出了%.1lf点伤害!", peoples[peopleChoice_1 - 1].harm_2 - peoples[peopleChoice_2 - 1].defense * 0.5);
		*ptr_HP_2 -= (peoples[peopleChoice_1 - 1].harm_2 - peoples[peopleChoice_2 - 1].defense * 0.5);
		*ptr_peopleAngryValue_2 += (peoples[peopleChoice_1 - 1].harm_2 - peoples[peopleChoice_2 - 1].defense * 0.5) * 1.5;
		break;
	case 3:
		SetPosition(48, 31);
		printf("%s选择了普通攻击!", peoples[peopleChoice_1 - 1].name);
		SetPosition(48, 33);
		printf("打出了%.1lf点伤害!", peoples[peopleChoice_1 - 1].attack - peoples[peopleChoice_2 - 1].defense * 0.5);
		*ptr_HP_2 -= (peoples[peopleChoice_1 - 1].attack - peoples[peopleChoice_2 - 1].defense * 0.5);
		*ptr_peopleAngryValue_2 += (peoples[peopleChoice_1 - 1].attack - peoples[peopleChoice_2 - 1].defense * 0.5) * 1.5;
		break;
	case 4:
		SetPosition(48, 31);
		printf("%s选择了血量恢复!", peoples[peopleChoice_1 - 1].name);
		if ((*ptr_HP_1 + peoples[peopleChoice_1 - 1].getWell) <= peoples[peopleChoice_1 - 1].hp)
		{
			SetPosition(48, 33);
			printf("%s恢复了%.1lf点血量!", peoples[peopleChoice_1 - 1].name, peoples[peopleChoice_1 - 1].getWell);
			*ptr_HP_1 += peoples[peopleChoice_1 - 1].getWell;
		}
		else
		{
			SetPosition(48, 33);
			printf("恢复失败!\n%s回合跳过!\n\n", peoples[peopleChoice_1 - 1].name);
		}
		break;
	default:
		break;
	}
}

void PrintBloodValue(double *ptr_HP_1, double *ptr_HP_2, int peopleChoice_1, int peopleChoice_2)
{
	SetPosition(48, 35);
	printf("%s还有%.1lf点血量!", peoples[peopleChoice_1 - 1].name, *ptr_HP_1);
	SetPosition(48, 36);
	printf("%s还有%.1lf点血量!", peoples[peopleChoice_2 - 1].name, *ptr_HP_2);
}

3) game.h

/*//////////////////////////////////////////
//										  //
//			  函数与结构的声明			  //
//										  //
//////////////////////////////////////////*/

#pragma once

#include
#include

#define LEFT_DISTANCE 27	//距窗口左边框的距离

struct ability
{
	char movement_1[50];	//1技能名称
	double harm_1;			//1技能伤害
	
	char movement_2[50];	//2技能名称
	double harm_2;			//2技能伤害
};

struct people
{
	int id;					//人物id
	char name[50];			//人物姓名
	double hp;				//人物血量
	double defense;			//人物防御
	double angryValue;		//人物怒气值
	struct ability;			//人物技能
	double attack;			//人物普通攻击伤害
	double getWell;			//血量恢复能力
};
//游戏开始函数
void StartGame();			

//游戏介绍函数
void GameIntroduction();	

//制作者名单函数
void MakerList();			

//游戏退出函数
void ExitGame();			

//人物选择函数
int SelectPeople();			

//另一种分割线打印函数
void PrintBar();			

//打印打斗界面
void PrintFrame();			

//返回主菜单函数
void BackMenu(char back_choice);				

//彩蛋函数
void ShowEgg();									

//修改DOS窗口分辨率函数
void DosSize();									

//游戏界面创建函数
void WindowSize(int width_y);

//光标位置固定函数
void SetPosition(int x, int y);					

//语句颜色,背景色设置函数
void SetColor(int foreColor, int backcolor);	

//人物攻击函数,谁先攻击就把谁的数值的放前面
void PeopleFight(double *ptr_HP_1, double *ptr_HP_2, 
	double *ptr_peopleAngryValue_1, double *ptr_peopleAngryValue_2, 
	int peopleChocie_1, int peopleChoice_2,
	int *turnCount);	

//血量打印函数,打印各人物的血量
void PrintBloodValue(double *ptr_HP_1, double *ptr_HP_2, 
	int peopleChoice_1, int peopleChoice_2);

4) 开发日志与记录


 笔记或者是日志
 
 多个人物:struct数组--id,姓名,血量,怒气值,技能,普通攻击,血量恢复
 
 游戏流程:
 [1]开始游戏 GameStart()
 		p1人物选择 -> p2人物选择 -> 通过双方掷色子来判断谁先出招 -> p1(假设)出招 -> p2(假设)出招 -> 循环上述两个步骤
		-> 在循环中如果怒气值达到了100,则使出暴击 -> p1(假设)死亡 -> p2(假设)获胜
 [2]游戏介绍 GameIntroduction()
 
 [3]制作者名单 MakerList()
 
 [4]退出游戏 ExitGame()
 
 [5]彩蛋 ShowEgg()

//////////////////////////////////////////////////////////////////////////////////

游戏中出现的公式:
 
 防御力抵抗计算公式:  
 		自己受到的伤害 = 对方伤害 - 自己的防御 * 0.5 
 
 血量计算公式:
 		自己现在的血量 = 自己之前的血量 - (对方伤害 - 自己的防御 * 0.5)
 
 怒气值计算公式:
 		自己怒气值的增加 = 对方受到的的伤害 * 1.5
 
 暴走伤害计算公式:
 		对方因自己暴走的伤害 = 自己的普通攻击 * 1.5(暴走伤害忽略防御)

//////////////////////////////////////////////////////////////////////////////////

bugs:
1.血量根本不能恢复(done 2019/2/14)
2,当玩家们选择相同人物时会有血量同时下降的bug(done 2019/2/17)

//////////////////////////////////////////////////////////////////////////////////

更新日志

2019/1/30	v1.0.1beta
1.开始Turn-based KOF的重构工作
2.完成Turn-based KOF总体的重构框架,封装了基本函数
3.GameStart()框架仍没有完成
4.游戏界面仍不友好

2019/1/31	v1.0.1beta
1.优化 人物选择过程,有效防止了玩家的非法输入
2.优化 玩家的招式选择

2019/2/1	v1.0.1beta
1.优化 整体游戏的框架构造工作,游戏已经可以正常运行
2.优化 人物选择时的界面
3.优化 人物的属性,使玩家在挑选人物时更具有多样性
4.修复 血量显示错误的bug

2019/2/14	v1.0.1beta
1.修复 游戏玩家无法恢复血量的bug

2019/2/17	v1.0.1beta
1.修复 人物选择相同时造成血量同时下降的bug

2019/2/17	v1.0.2
1.我要宣布这游戏终于能玩了哈哈哈哈哈哈哈
2.美化 游戏页面

2019/2/20	v1.0.3
1.优化 代码逻辑,精简了main(),并且去除了饱受诟病的goto语句
2.修复 大门五郎招式名字显示错位的bug
3.优化 主菜单界面
4.埋入了彩蛋~并单独对彩蛋界面进行优化

2019/2/21	v1.0.4
1.修复 骰子显示错误的bug
2.优化 为窗体增加标题,不再显示文件路径名

2019/2/23	v1.0.5
1.优化 升级代码,使之容易维护
2.优化 界面显示逻辑
3.优化 利用新函数极大的优化了界面
4.优化 修改了原始窗口分辨率,利于显示

2019/2/24	v1.0.6
1.优化 界面,调整显示逻辑

2019/2/25	v1.0.7
1.优化 界面显示
2.明天一定要对代码进行大改!!!自己看着都难受啊!!!

目前问题:
1.StartGame()中人物选择过程,玩家打斗过程代码混乱,后期代码维护费时且十分困难。
2.StartGame()中代码重复太多。
3.打斗界面的显示,想加入一些低分辨率的人物显示
4.后期想利用acllib实现与用户的鼠标交互

2019/2/26	v1.0.8
1.修复 人物选择过程中代码混乱重复的问题
2.添加 打斗界面

2019/3/2	v1.0.9
1.解决了最让我头疼的打斗混乱代码问题,精简了代码,便于维护
2.删掉了大概180行代码,功能保持不变
3.优化 打斗界面的显示
4.修复 打斗结束时自动回到主界面的bug
5.修复 打斗结束时乱码的bug

2019/3/26	v1.0.10
1.修改小部分代码,移除了一些无意义的变量,添加一些必要注释

2019/5/31	v1.0.11
UP回归来修复bug了!
1.修复 第一回合选择恢复血量时文字显示串行的bug

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