基于C+EasyX实现的《魔塔》小游戏!献给那个还是孩子般的你!

游戏介绍:

  1. 键盘4个光标键控制 人物移动
  2. 怪物属性:生命值 (怪物可法移动)
  3. 玩家属性:生命值 攻击力 防御力
  4. 拿到相应的钥匙直到终点 方可结束

游戏思路解析:

  1. 地图元素由数组存储 地图元素数字化
  2. 人物行走 判断所遇到的 元素 (所有可能性)
  3. 拿到钥匙才可以打开门
  4. 判断到达终点 结点游戏

素材准备如下:
基于C+EasyX实现的《魔塔》小游戏!献给那个还是孩子般的你!_第1张图片
想要素材的小伙伴可以私聊我 . . .
.

游戏效果如下所示:

小游戏制作魔塔


代码如下所示:

#include 
#include 
#include 
#include 

#include 
#pragma comment (lib,"winmm")	


class Magic_Towers
{
private:

	IMAGE img[10];		//存储图片元素

	static const int size = 13;		//数组元素行列大小

	static const int WIDTH = 700;		//界面大小
	static const int HEIGHT = 520;

	//0 - 墙1     1 - 墙2       2 - 红水		 3 - 蓝水   4 - 钥匙    5 - 门   
	//6 - 怪物      7 - 空地	    8 - 玩家***   9 - 终点

	//地图元素符号化
	int arr[size][size] = {
			{0,0,0,0,0,0,0,0,0,0,0,0,0},
			{0,2,2,4,0,1,1,1,2,7,1,7,0},
			{0,7,7,1,6,1,7,1,7,7,1,7,0},
			{0,1,7,7,6,6,7,7,5,7,6,6,0},
			{0,7,7,1,7,1,7,1,7,1,1,1,0},
			{0,8,1,1,7,1,9,1,7,7,7,7,0},
			{0,7,1,7,6,1,1,1,1,7,1,1,0},
			{0,7,6,7,1,1,7,7,6,7,5,2,0},
			{0,3,1,7,7,7,7,1,3,1,1,1,0},
			{0,7,1,5,1,7,1,1,7,1,7,4,0},
			{0,7,5,4,1,7,7,7,7,6,7,3,0},
			{0,0,0,0,0,0,0,0,0,0,0,0,0}
	};

	//游戏人物玩家的性质及属性
	int pEo_x = 5, pEo_y = 1;		//位置
	int vItality = 600;			//生命力
	int aTtack = 600;				//攻击力

	int kEy_count = 0;				//钥匙数量   为2放可结束游戏

	int Fz = 1;			//用于标记移动元素判断 

	//怪物的性质及属性
	struct Monster_Coord	//怪物的坐标
	{
		int x;
		int y;
		int vitality = 500;			//默认生命力   攻击力
		int phylactic = 200;
	};

	std::vector<Monster_Coord> monster_arr;			//用来存储几个怪物
	int mOnster_count = 0;			//怪物数量

public:
	Magic_Towers() {}
	~Magic_Towers() {}


	void InitDraw()const;		//数据初始化		开始界面  音乐
	void LoadPic();				//加载资源	
	void PrintMap()const;		//打印地图
	void ScanMonster();			//扫描怪物 并存储数据
	void PrintText()const;		//打印文字数据


	void JudgeUp();				//判断上路
	void JudgeLeft();			//判断左路
	void JudgeRight();			//判断右路
	void JudgeDown();			//判断下路

	void PeopleMove();			//玩家移动
};




int main()
{
	Magic_Towers mag;

	mag.InitDraw();		//初始画
	mag.LoadPic();		//加载资源
	mag.PrintMap();		//打印地图
	mag.PrintText();	//打印文字数据
	mag.ScanMonster();	//扫描怪物位置 并存储

	while (1)
	{
		if (_kbhit())		//判断是否按下键值
		{
			mag.PeopleMove();

			mag.PrintMap();
		}
	}

	return 0;
}


void Magic_Towers::InitDraw()const
{
	initgraph(WIDTH, HEIGHT);

	mciSendString("play bj.mp3 repeat", 0, 0, 0);

	setbkcolor(RGB(80, 80, 80));
	cleardevice();
	settextstyle(50, 25, "楷体");
	outtextxy(WIDTH / 2 - 80, HEIGHT / 2 - 180, "魔 塔");

	settextstyle(28, 14, "楷体");
	outtextxy(WIDTH / 2 - 75, HEIGHT / 2, "开始游戏");

	//	rectangle(WIDTH / 2 - 75, HEIGHT / 2, WIDTH / 2 - 75 + 113, HEIGHT / 2 + 28);


	MOUSEMSG msg;		//


	while (1)
	{
		msg = GetMouseMsg();

		//鼠标落在范围内变颜色
		if (msg.x - (WIDTH / 2 - 75) < 113 && msg.x - (WIDTH / 2 - 75) > 0 &&
			msg.y - (HEIGHT / 2) < 28 && msg.y - (HEIGHT / 2) > 0)
		{
			if (msg.mkLButton)break;

			settextcolor(RGB(0, 255, 255));
			outtextxy(WIDTH / 2 - 75, HEIGHT / 2, "开始游戏");
		}
		else
		{
			settextcolor(WHITE);
			outtextxy(WIDTH / 2 - 75, HEIGHT / 2, "开始游戏");
		}

	}

}

void Magic_Towers::LoadPic()
{

	char buf[32];

	for (int i = 0; i < 10; i++)
	{
		memset(buf, 0, sizeof(buf));

		sprintf(buf, "魔塔素材\\%d.jpg", i);

		loadimage(&img[i], buf, 40, 40);
	}

}


void Magic_Towers::PrintMap()const
{
	for (int i = 0; i < size; i++)
	{
		for (int j = 0; j < size; j++)
		{
			putimage(j * 40, i * 40, &img[arr[i][j]]);
		}
	}

}


void Magic_Towers::ScanMonster()		//扫描元素为 6的怪物
{
	for (int i = 0; i < size; i++)
	{
		for (int j = 0; j < size; j++)
		{
			if (arr[i][j] == 6)
			{
				monster_arr.push_back({ i,j });		//保存怪物的位置

				mOnster_count++;	//数量 +1
			}

		}
	}
}


void Magic_Towers::PrintText()const
{

	char buf[32];

	clearrectangle(WIDTH - 170, 80, WIDTH, 120);
	sprintf(buf, "生命力:%d", vItality);
	outtextxy(WIDTH - 170, 80, buf);

	sprintf(buf, "攻击力:%d", aTtack);
	outtextxy(WIDTH - 170, 140, buf);

	sprintf(buf, "钥匙:%d", kEy_count);
	outtextxy(WIDTH - 170, 200, buf);

}

void Magic_Towers::JudgeUp()
{
	if (arr[pEo_x - 1][pEo_y] == 7)		//空地的情况
	{
		arr[pEo_x - 1][pEo_y] += 1;
		arr[pEo_x][pEo_y] -= Fz;

		Fz = 1;
		pEo_x -= 1;
		return;
	}

	if (arr[pEo_x - 1][pEo_y] == 2 || arr[pEo_x - 1][pEo_y] == 3)		//红蓝药水
	{
		arr[pEo_x - 1][pEo_y] == 2 ? vItality += 200 : aTtack += 100;		//增加生命力 攻击力  
		PrintText();

		arr[pEo_x - 1][pEo_y] += 8 - arr[pEo_x - 1][pEo_y];
		arr[pEo_x][pEo_y] -= Fz;

		Fz = 1;
		pEo_x -= 1;


		return;
	}

	if (arr[pEo_x - 1][pEo_y] == 4)		//钥匙
	{
		arr[pEo_x - 1][pEo_y] += 8 - arr[pEo_x - 1][pEo_y];
		arr[pEo_x][pEo_y] -= Fz;
		Fz = 1;
		pEo_x -= 1;

		kEy_count += 1;
		PrintText();

		return;
	}

	if (arr[pEo_x - 1][pEo_y] == 5 && kEy_count >= 1)
	{
		arr[pEo_x - 1][pEo_y] += 8 - arr[pEo_x - 1][pEo_y];
		arr[pEo_x][pEo_y] -= 1;

		pEo_x -= 1;

		Fz = 3;

		return;
	}

	if (arr[pEo_x - 1][pEo_y] == 6)
	{
		char buf[32];
		for (int i = 0; i < mOnster_count; i++)	//扫描是哪一个怪物
		{
			if (pEo_x - 1 == monster_arr[i].x && pEo_y == monster_arr[i].y)
			{
				while (monster_arr[i].vitality > 0)
				{
					clearrectangle(WIDTH - 170, 280, WIDTH - 50, 320);
					sprintf(buf, "怪物:%d", monster_arr[i].vitality);
					outtextxy(WIDTH - 170, 280, buf);

					monster_arr[i].vitality -= aTtack / (rand() % 10 + 6);

					Sleep(500);

					vItality -= monster_arr[i].phylactic / (rand() % 10 + 6);

					PrintText();
					Sleep(500);
				}

				clearrectangle(WIDTH - 170, 280, WIDTH - 50, 320);

				arr[pEo_x - 1][pEo_y] += 2;
				arr[pEo_x][pEo_y] -= 1;

				pEo_x -= 1;

				monster_arr.erase(monster_arr.begin() + i);
				break;
			}


		}

		return;
	}

	if (arr[pEo_x - 1][pEo_y] == 9 && kEy_count == 3)
	{
		arr[pEo_x - 1][pEo_y] += 8 - arr[pEo_x - 1][pEo_y];

		arr[pEo_x][pEo_y] -= 1;

		PrintMap();

		MessageBox(nullptr, "      Game Over!", "Magic Towers", MB_OK);

		exit(0);
	}

}
void Magic_Towers::JudgeLeft()
{
	if (arr[pEo_x][pEo_y - 1] == 7)		//空地的情况
	{
		arr[pEo_x][pEo_y - 1] += 1;
		arr[pEo_x][pEo_y] -= Fz;
		Fz = 1;

		pEo_y -= 1;
		return;
	}

	if (arr[pEo_x][pEo_y - 1] == 2 || arr[pEo_x][pEo_y - 1] == 3)		//红药水
	{
		arr[pEo_x][pEo_y - 1] == 2 ? vItality += 200 : aTtack += 100;		//增加攻击力
		PrintText();



		arr[pEo_x][pEo_y - 1] += 8 - arr[pEo_x][pEo_y - 1];
		arr[pEo_x][pEo_y] -= Fz;
		Fz = 1;
		pEo_y -= 1;

		return;
	}
	if (arr[pEo_x][pEo_y - 1] == 4)
	{
		arr[pEo_x][pEo_y - 1] += 8 - arr[pEo_x][pEo_y - 1];
		arr[pEo_x][pEo_y] -= Fz;
		Fz = 1;
		pEo_y -= 1;

		kEy_count += 1;
		PrintText();

		return;
	}
	if (arr[pEo_x][pEo_y - 1] == 5 && kEy_count >= 1)
	{
		arr[pEo_x][pEo_y - 1] += 8 - arr[pEo_x][pEo_y - 1];
		arr[pEo_x][pEo_y] -= 1;

		pEo_y -= 1;

		Fz = 3;

		return;
	}

	if (arr[pEo_x][pEo_y - 1] == 6)
	{
		char buf[32];
		for (int i = 0; i < mOnster_count; i++)	//扫描是哪一个怪物
		{
			if (pEo_x == monster_arr[i].x && pEo_y - 1 == monster_arr[i].y)
			{
				while (monster_arr[i].vitality > 0)
				{
					clearrectangle(WIDTH - 170, 280, WIDTH - 50, 320);
					sprintf(buf, "怪物:%d", monster_arr[i].vitality);
					outtextxy(WIDTH - 170, 280, buf);

					monster_arr[i].vitality -= aTtack / (rand() % 10 + 6);

					Sleep(500);

					vItality -= monster_arr[i].phylactic / (rand() % 10 + 6);

					PrintText();
					Sleep(500);
				}

				clearrectangle(WIDTH - 170, 280, WIDTH - 50, 320);

				arr[pEo_x][pEo_y - 1] += 2;
				arr[pEo_x][pEo_y] -= 1;

				pEo_y -= 1;

				monster_arr.erase(monster_arr.begin() + i);
				break;
			}


		}

		return;
	}

	if (arr[pEo_x][pEo_y - 1] == 9 && kEy_count == 3)
	{
		arr[pEo_x][pEo_y - 1] += 8 - arr[pEo_x][pEo_y - 1];

		arr[pEo_x][pEo_y] -= 1;
		PrintMap();
		MessageBox(nullptr, "      Game Over!", "Magic Towers", MB_OK);

		exit(0);
	}
}
void Magic_Towers::JudgeRight()
{
	if (arr[pEo_x][pEo_y + 1] == 7)		//空地的情况
	{
		arr[pEo_x][pEo_y + 1] += 1;
		arr[pEo_x][pEo_y] -= Fz;
		Fz = 1;

		pEo_y += 1;
		return;
	}

	if (arr[pEo_x][pEo_y + 1] == 2 || arr[pEo_x][pEo_y + 1] == 3)		//红药水
	{
		arr[pEo_x][pEo_y + 1] == 2 ? vItality += 200 : aTtack += 100;		//增加攻击力
		PrintText();


		arr[pEo_x][pEo_y + 1] += 8 - arr[pEo_x][pEo_y + 1];
		arr[pEo_x][pEo_y] -= Fz;
		Fz = 1;
		pEo_y += 1;


		return;
	}

	if (arr[pEo_x][pEo_y + 1] == 4)
	{
		arr[pEo_x][pEo_y + 1] += 8 - arr[pEo_x][pEo_y + 1];
		arr[pEo_x][pEo_y] -= Fz;
		Fz = 1;
		pEo_y += 1;

		kEy_count += 1;
		PrintText();

		return;
	}

	if (arr[pEo_x][pEo_y + 1] == 5 && kEy_count >= 1)
	{
		arr[pEo_x][pEo_y + 1] += 8 - arr[pEo_x][pEo_y + 1];
		arr[pEo_x][pEo_y] -= 1;

		pEo_y += 1;

		Fz = 3;

		return;
	}
	if (arr[pEo_x][pEo_y + 1] == 6)
	{
		char buf[32];
		for (int i = 0; i < mOnster_count; i++)	//扫描是哪一个怪物
		{
			if (pEo_x == monster_arr[i].x && pEo_y + 1 == monster_arr[i].y)
			{
				while (monster_arr[i].vitality > 0)
				{
					clearrectangle(WIDTH - 170, 280, WIDTH - 50, 320);
					sprintf(buf, "怪物:%d", monster_arr[i].vitality);
					outtextxy(WIDTH - 170, 280, buf);

					monster_arr[i].vitality -= aTtack / (rand() % 10 + 6);

					Sleep(500);

					vItality -= monster_arr[i].phylactic / (rand() % 10 + 6);

					PrintText();
					Sleep(500);
				}

				clearrectangle(WIDTH - 170, 280, WIDTH - 50, 320);

				arr[pEo_x][pEo_y + 1] += 2;
				arr[pEo_x][pEo_y] -= 1;

				pEo_y += 1;

				monster_arr.erase(monster_arr.begin() + i);
				break;
			}


		}

		return;
	}
	if (arr[pEo_x][pEo_y + 1] == 9 && kEy_count == 3)
	{
		arr[pEo_x][pEo_y + 1] += 8 - arr[pEo_x][pEo_y + 1];

		arr[pEo_x][pEo_y] -= 1;
		PrintMap();
		MessageBox(nullptr, "      Game Over!", "Magic Towers", MB_OK);

		exit(0);
	}
}

void Magic_Towers::JudgeDown()
{
	if (arr[pEo_x + 1][pEo_y] == 7)		//空地的情况
	{
		arr[pEo_x + 1][pEo_y] += 1;
		arr[pEo_x][pEo_y] -= Fz;
		Fz = 1;

		pEo_x += 1;
		return;
	}
	if (arr[pEo_x + 1][pEo_y] == 2 || arr[pEo_x + 1][pEo_y] == 3)		//红药水
	{
		arr[pEo_x + 1][pEo_y] == 2 ? vItality += 200 : aTtack += 100;		//增加攻击力
		PrintText();

		arr[pEo_x + 1][pEo_y] += 8 - arr[pEo_x + 1][pEo_y];
		arr[pEo_x][pEo_y] -= Fz;
		Fz = 1;
		pEo_x += 1;
		return;
	}
	if (arr[pEo_x + 1][pEo_y] == 4)
	{
		arr[pEo_x + 1][pEo_y] += 8 - arr[pEo_x + 1][pEo_y];
		arr[pEo_x][pEo_y] -= Fz;
		Fz = 1;
		pEo_x += 1;

		kEy_count += 1;
		PrintText();
		return;
	}

	if (arr[pEo_x + 1][pEo_y] == 5 && kEy_count >= 1)
	{
		arr[pEo_x + 1][pEo_y] += 8 - arr[pEo_x + 1][pEo_y];
		arr[pEo_x][pEo_y] -= 1;

		pEo_x += 1;

		Fz = 3;

		return;
	}

	if (arr[pEo_x + 1][pEo_y] == 6)
	{
		char buf[32];
		for (int i = 0; i < mOnster_count; i++)	//扫描是哪一个怪物
		{
			if (pEo_x + 1 == monster_arr[i].x && pEo_y == monster_arr[i].y)
			{
				while (monster_arr[i].vitality > 0)
				{
					clearrectangle(WIDTH - 170, 280, WIDTH - 50, 320);
					sprintf(buf, "怪物:%d", monster_arr[i].vitality);
					outtextxy(WIDTH - 170, 280, buf);

					monster_arr[i].vitality -= aTtack / (rand() % 10 + 6);

					Sleep(500);

					vItality -= monster_arr[i].phylactic / (rand() % 10 + 6);

					PrintText();
					Sleep(500);
				}

				clearrectangle(WIDTH - 170, 280, WIDTH - 50, 320);

				arr[pEo_x + 1][pEo_y] += 2;
				arr[pEo_x][pEo_y] -= 1;

				pEo_x += 1;

				monster_arr.erase(monster_arr.begin() + i);
				break;
			}
		}
		return;
	}

	if (arr[pEo_x + 1][pEo_y] == 9 && kEy_count == 3)
	{
		arr[pEo_x + 1][pEo_y] += 8 - arr[pEo_x + 1][pEo_y];

		arr[pEo_x][pEo_y] -= 1;
		PrintMap();
		MessageBox(nullptr, "      Game Over!", "Magic Towers", MB_OK);

		exit(0);
	}
}


void Magic_Towers::PeopleMove()
{
	char ch = getch();

	switch (ch)
	{
	case 72:
		JudgeUp();
		break;
	case 75:
		JudgeLeft();
		break;
	case 77:
		JudgeRight();
		break;
	case 80:
		JudgeDown();
		break;
	}
}

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