只写了两层,但是基本功能都能实现,部分效果图如下:

 

 

 

 

 

随便放一点代码,需要完整代码的可以加下QQ裙【八零六零四/一五九九】领取 
#include "header.h" #include <iostream> using namespace std; #include
<conio.h> // 怪物数组 名字 血量 攻击 防御 加经验 加金币 Monster monsterArray[3] = { { "小小怪", 40,
5, 2, 5, 10 }, { "小怪", 50, 10, 5, 10, 30 }, { "大大怪", 200, 50, 35, 30, 60 } };
// 物品数组 Goods goodsArray[6] = { { "红宝石", 0, 25, 0 }, { "蓝宝石", 0,0, 25 }, { "剑",
0, 20, 0}, { "盾", 0, 0, 20 }, { "红瓶", 200, 0, 0 }, { "蓝瓶", 400, 0, 0} }; //
英雄移动方向 Vec2 hero_up = { -1, 0 }; Vec2 hero_down = { 1, 0 }; Vec2 hero_left = {
0, -1 }; Vec2 hero_right = { 0, 1 }; // 英雄结构体对象 Hero g_hero; // 当前关卡 short
g_nLv = 1; // 初始化英雄 void initHero() { cout << "请输入昵称:" << endl; cin >>
g_hero.name; g_hero.lv = 1; g_hero.hp = 100; g_hero.atk = 10; g_hero.def = 5;
g_hero.gold = 0; g_hero.exp = 0; g_hero.rKey = 0; g_hero.bKey = 0; g_hero.yKey
= 0; } // 渲染英雄信息 void RenderHero() {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 6);//黄 cout <<
"********************" << endl; cout << g_hero.name << " 等级:" << g_hero.lv << "
血量:" << g_hero.hp << endl; cout << "攻击:" << g_hero.atk << " 防御:" << g_hero.def
<< endl; cout << "经验:" << g_hero.exp << "金币:" << g_hero.gold << endl; cout <<
"********************" << endl; cout << endl;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白 cout << "红钥匙:"
<< g_hero.rKey << "蓝钥匙:" << g_hero.bKey << "黄钥匙:" << g_hero.yKey << endl; cout
<< endl; cout << "\t第" << g_nLv << "层" << endl; cout << endl; } // 渲染UI //
渲染操作信息 // 获取指定位置的元素 int getElementOfPos(const Vec2& dir) { return
g_mapArray[g_nLv - 1][dir.x][dir.y]; } // 更新地图指定位置的为指定元素 void updateMap(const
Vec2& pos, MapElement e) { g_mapArray[g_nLv - 1][pos.x][pos.y] = e; } Goods*
createrGoods(MapElement e) { Goods* pGoods = new Goods; (*pGoods) =
goodsArray[e%HELP_A]; return pGoods; } // 创建指定类型的怪物 Monster*
createMonster(MapElement e) { Monster* pMonster = new Monster; // e%MONSTER_A
(*pMonster) = monsterArray[e%MONSTER_A]; return pMonster; switch (e) { case
MONSTER_A: (*pMonster) = monsterArray[0]; break; case MONSTER_B: (*pMonster) =
monsterArray[1]; break; case MONSTER_C: (*pMonster) = monsterArray[2]; break;
default: break; } } // 打死怪物增加英雄的对应属性 void add(Monster* pMonster) { g_hero.exp
+= pMonster->addexp; g_hero.gold += pMonster->addgold; } // 战斗(参数:怪物) bool
pk(Monster* pMonster) { // 创建对应类型怪物 while (true) { // 英雄对怪物造成的伤害 short hurt =
g_hero.atk - pMonster->def; hurt = hurt < 0 ? 0 : hurt;// 避免出现负伤害 pMonster->hp
-= hurt; cout << g_hero.name << "发起普攻对" << pMonster->name << "造成了" << hurt <<
"的伤害,血量为" << pMonster->hp << endl; if (pMonster->hp <= 0) { // 增加英雄属性
add(pMonster); // 释放怪物 delete pMonster; pMonster = nullptr; return true; }
Sleep(500); // 怪物对英雄造成的伤害值 hurt = pMonster->atk - g_hero.def; hurt = hurt < 0 ?
0 : hurt;// 避免出现负伤害 g_hero.hp -= hurt; cout << pMonster->name << "对" <<
g_hero.name << "敲了一下,造成了" << hurt << "的伤害,血量为" << g_hero.hp << endl; if
(g_hero.hp <= 0) { // 释放怪物 delete pMonster; pMonster = nullptr; return false; }
Sleep(500); } } //增加装备属性 void AddGoods(Goods *newGoods) { g_hero.hp +=
newGoods->addhp; g_hero.atk += newGoods->addatk; g_hero.def +=
newGoods->adddef; } // 移动函数 void operate(const Vec2& dir) { // 下一个位置 Vec2
nextpos = { g_hero.pos.x + dir.x, g_hero.pos.y + dir.y }; // 获取下一个位置的元素 int e =
getElementOfPos(nextpos); switch (e) { case ROAD: // 更新地图数据
updateMap(g_hero.pos, ROAD); updateMap(nextpos, HERO); break; case MONSTER_A:
case MONSTER_B: case MONSTER_C: {//注意:如果有在case语句中定义变量并初始化需要打大括号 // 战斗函数
Monster* pMonster = createMonster((MapElement)e); if (g_hero.atk >
pMonster->def) { if (pk(pMonster)) { // 更新地图数据 updateMap(g_hero.pos, ROAD);
updateMap(nextpos, HERO); } } else{ cout << "变强一些再来吧!" << endl; Sleep(500); } }
break; case UP: g_nLv++; // 设置英雄坐标 break; case DOWN: g_nLv--; // 设置英雄坐标 break;
case KEY_B: // 更新地图数据 updateMap(g_hero.pos, ROAD); updateMap(nextpos, HERO);
g_hero.bKey++; break; case KEY_R: // 更新地图数据 updateMap(g_hero.pos, ROAD);
updateMap(nextpos, HERO); g_hero.rKey++; break; case KEY_Y: // 更新地图数据
updateMap(g_hero.pos, ROAD); updateMap(nextpos, HERO); g_hero.yKey++; break;
case DOOR_B: if (g_hero.bKey > 0) {// 更新地图数据 updateMap(g_hero.pos, ROAD);
updateMap(nextpos, HERO); g_hero.bKey--; } else cout << "去获得对应的钥匙再来开门吧!" <<
endl; Sleep(500); break; case DOOR_R: if (g_hero.rKey > 0) {// 更新地图数据
updateMap(g_hero.pos, ROAD); updateMap(nextpos, HERO); g_hero.rKey--; } else
cout << "去获得对应的钥匙再来开门吧!" << endl; Sleep(500); break; case DOOR_Y: if
(g_hero.yKey > 0) {// 更新地图数据 updateMap(g_hero.pos, ROAD); updateMap(nextpos,
HERO); g_hero.yKey--; } else cout << "去获得对应的钥匙再来开门吧!" << endl; Sleep(500);
break; case HELP_A: case HELP_B: case HELP_C: case HELP_D: case HELP_E: case
HELP_F: { Goods* pGoods = createrGoods((MapElement)e); AddGoods(pGoods); //
更新地图数据 updateMap(g_hero.pos, ROAD); updateMap(nextpos, HERO); } break; default:
break; } } // 获取用户的按键信息 void KeyBoardListener() { char ch = _getch(); switch
(ch) { case 'w': case 'W': operate(hero_up); break; case 's': case 'S':
operate(hero_down); break; case 'a': case 'A': operate(hero_left); break; case
'd': case 'D': operate(hero_right); break; default: break; } } // 游戏初始化 void
GameInit() { initHero(); } // 游戏渲染 void GameRender() { system("CLS");
RenderHero(); // 渲染地图 RenderMap(); // ui 英雄数据.. cout << endl; cout << " W" <<
endl; cout << "按下 A S D 进行移动" << endl; cout << "获取对应颜色的钥匙(";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 12);//红 cout << "K";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白) cout <<
")打开大门("; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 12);//红 cout
<< "‖"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白) cout
<< ")" << endl; cout << "通过宝石(";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 12);//红 cout << "◆";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白 cout <<
")增强力量,打败怪兽("; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 12);//红
cout << "※"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白
cout << ")吧!" << endl; } // 游戏更新 void GameUpdate() { // 监听键盘
KeyBoardListener(); } // 渲染地图 void RenderMap() { for (int i = 0; i < 10; i++) {
for (int j = 0; j < 10; j++) { switch (g_mapArray[g_nLv - 1][i][j]) { case
ROAD: cout << " "; break; case WALL: cout << "■"; break; case MONSTER_A:
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 12);//红 cout << "※";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白 break; case
MONSTER_B: SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 3);//红 cout
<< "※"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白 break;
case MONSTER_C: SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 6);//红
cout << "※"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白
break; case HERO: cout << "♀"; // 更新英雄坐标 g_hero.pos.x = i; g_hero.pos.y = j;
break; case UP: cout << "上"; break; case DOWN: cout << "下"; break; case DOOR_R:
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 12);//红 cout << "‖";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白 break; case
DOOR_B: SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 3);//浅蓝 cout
<< "‖"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白 break;
case DOOR_Y: SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 6);//黄
cout << "‖"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白
break; case KEY_B: SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
3);//浅蓝 cout << "K "; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
7);//白 break; case KEY_R:
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 12);//红 cout << "K ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白 break; case
KEY_Y: SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 6);//黄 cout <<
"K "; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白 break;
case HELP_A: SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 12);//红
cout << "◇"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白
break; case HELP_B: SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
3);//浅蓝 cout << "◇"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
7);//白 break; case HELP_C:
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 6);//黄 cout << "◇";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白 break; case
HELP_D: SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 6);//黄 cout <<
"◇"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白 break;
case HELP_E: SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 12);//红
cout << "◆"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 7);//白
break; case HELP_F : SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
3);//浅蓝 cout << "◆"; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
7);//白 break; break; default: cout << "错"; break; } } cout << endl; } }
#include <windows.h>

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