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
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