#include<iostream> #include<string> #include<ctime>?? ?//用clock()%100 求余,做随机数种子 using namespace std; ? struct shuxing { ?? ?string name;?? ?//名字 ?? ?double str;?? ?//力量 ?? ?double dex; ?? ?//敏捷 ?? ?double sudu;?? ?//速度 ?? ?double tizhi; ?? ?//体质 }; ? shuxing player;?? ?//声明全局变量角色,类型为结构 shuxing enemy[10] = { "史莱姆",10,10,10,10 };//声明全局变量 怪物,类型为结构数组 ? double hp[2];?? ?//声明全局变量数组hp,hp[0]为玩家的,hp[1]为怪物的 int ski;?? ?//ski决定玩家有什么技能 double def=1;?? ?//def防御参数,和伤害数值相乘 string laji;?? ?//用于吃掉没意义的输入 ? bool combat(int);?? ?//guai为怪物编号 void playershuxing();?? ?//玩家属性 void guaiwushuxing(int);?? ?//怪物属性 int minjie(int);?? ?//敏捷带来的倍击函数 int skill();?? ?//技能函数,用于释放技能 void combatend(int,bool); ? int main() { ?? ?int guai = 0; ?? ?bool zhandou; ?? ?cout << "欢迎来到游戏世界——《LOL世界冒险》" << endl; ?? ?cout << "请先输入你的名字:"; ?? ?getline(cin, player.name); ? ?? ?player.str = 5; ?? ?player.dex = 5; ?? ?player.sudu = 5; ?? ?player.tizhi = 5; ?? ?hp[0] = int(player.tizhi * 5);?? ?//初始化属性 ? ?? ?playershuxing();?? ?//调用函数,查看用户属性 ?? ? ?? ?cout << "糟糕,你遇见了第一只怪物!" << endl; ?? ?hp[1] = int(enemy[guai].tizhi * 4);?? ?//给怪物进行初始化血量 ?? ?guaiwushuxing(guai);?? ?//显示怪物属性 ?? ?zhandou =combat(guai);?? ?//战斗,并输出战斗结果 ?? ?combatend(guai, zhandou);?? ?//输出战斗结算 ? ? ? ?? ?system("pause"); ?? ?return 0; } ? void playershuxing()?? ?//查看 玩家的 属性调用本函数 { ?? ?cout << "你好,---" << player.name << "---。你的属性为:" << endl; ?? ?cout << "力量(影响伤害):" << player.str << endl; ?? ?cout << "敏捷(触发倍击):" << player.dex << endl; ?? ?cout << "速度(影响攻速):" << player.sudu << endl; ?? ?cout << "体质(影响免伤):" << player.tizhi << endl; ?? ?cout << "最大生命值:" << player.tizhi * 5 << "(体质的5倍)" << endl; ?? ?if (hp[0] > player.tizhi * 5)hp[0] = player.tizhi * 5; ?? ?cout << "当前生命值:" << hp[0] << endl; ?? ?system("pause"); ?? ?cout << endl; } ? void guaiwushuxing(int guai)//查看 怪物 的属性调用本函数 { ?? ?cout << "当前怪物***" << enemy[guai].name << "***的属性为:" << endl; ?? ?cout << "力量(影响伤害):" << enemy[guai].str << endl; ?? ?cout << "敏捷(触发倍击):" << enemy[guai].dex << endl; ?? ?cout << "速度(影响攻速):" << enemy[guai].sudu << endl; ?? ?cout << "体质(影响免伤):" << enemy[guai].tizhi << endl; ?? ?cout << "最大生命值:" << enemy[guai].tizhi * 4 << "(体质的4倍)" << endl; ?? ?if (hp[1] >enemy[guai].tizhi * 4)hp[1] = player.tizhi * 4; ?? ?cout << "当前生命值:" << hp[1] << endl; ?? ?system("pause"); ?? ?cout << endl; } ? bool combat(int guai) { ?? ?double lun = 1, V[2], v;?? ?//lun回合数,V[2]数组(2成员,分别是玩家和怪物速度),v速度基数 ?? ?char i,act;?? ?//i行动参数(1为怪物,0为玩家),act为行动参数 ?? ?double minguai;?? ?//怪物攻击带来的参数 ?? ?int dam;?? ?//dam为伤害,每次实时计算 ? ?? ?if (player.sudu < enemy[guai].sudu)? ?? ?{? ?? ??? ?v = player.sudu; ?? ?} ?? ?else { ?v = enemy[guai].sudu; }?? ?//双方速度低的,为速度基数 ?? ?V[0] = V[1] = 0; ?? ?cout << "进入战斗。" << endl; ?? ? ? ?? ?for (;hp[0] > 0 && hp[1] > 0;)?? ?//血量都大于0,则执行战斗循环 ?? ?{ ?? ??? ?cout << "*********** 这 *** 是 *** 新 *** 的 *** 回 *** 合 ***********" << endl; ?? ??? ?cout << "现在是第--->>> " << lun << " <<<---回合。" << endl; ?? ??? ?V[0] = V[0] + player.sudu; ?? ??? ?V[1] = V[1] + enemy[guai].sudu;?? ?//回合开始,两人速度都增加 ?? ??? ?while (V[0] >= v || V[1] >= v)?? ?//只要有一个人速度比速度基数高,就判断速度,速度高的出手 ?? ??? ?{ ?? ??? ??? ?if (V[0] < V[1]) { i = 1; } ?? ??? ??? ?else { i = 0; }?? ?//根据行动快慢,决定谁先动 ?? ??? ??? ?if (i == 0)?? ?//玩家行动轮 ?? ??? ??? ?{ ?? ??? ??? ??? ?cout << "现在轮到你行动了!" << endl; ?? ??? ??? ??? ?cout << "请决定你的动作:" << endl; ?? ??? ??? ??? ?cout << "1.攻击\n2.防御\n3.使用技能\n你的动作是: "; ?? ??? ??? ??? ?act = cin.get(); ?? ??? ??? ??? ?getline(cin,laji); ?? ??? ??? ??? ?cout << endl; ?? ??? ??? ??? ?if (act == '1')?? ?//攻击 ?? ??? ??? ??? ?{ ?? ??? ??? ??? ??? ?dam = int(player.str*minjie(guai)*(player.str / enemy[guai].tizhi)); ?? ??? ??? ??? ??? ?cout << "你对 " << enemy[guai].name << " 造成了 " << dam << " 点伤害。"; ?? ??? ??? ??? ??? ?hp[1] = hp[1] - dam; ?? ??? ??? ??? ??? ?cout << "敌人还有 " << hp[1] << " 点生命值。" << endl << endl; ?? ??? ??? ??? ??? ?V[0] = V[0] - v; ?? ??? ??? ??? ?} ?? ??? ??? ??? ?else if (act == '2')?? ?//防御 ?? ??? ??? ??? ?{ ?? ??? ??? ??? ??? ?V[0] = 0; ?? ??? ??? ??? ??? ?def = 0.25; ?? ??? ??? ??? ??? ?cout << "你进行了防御,你的防御指数提高了!" << endl << endl; ?? ??? ??? ??? ?} ?? ??? ??? ??? ?else if (act == '3')?? ?//使用技能 ?? ??? ??? ??? ?{ ?? ??? ??? ??? ??? ?act=skill(); ?? ??? ??? ??? ?} ?? ??? ??? ??? ?else { cout << "输入错误,请重新输入动作代码:"; } ?? ??? ??? ?} ?? ??? ??? ?if (i == 1)?? ?//怪物行动轮 ?? ??? ??? ?{ ?? ??? ??? ??? ?cout << enemy[guai].name << " ?进行攻击!" << endl; ?? ??? ??? ??? ? ?? ??? ??? ??? ?minguai=minjie(guai); ?? ??? ??? ??? ?if (0==minguai) { minguai = 3; } ?? ??? ??? ??? ?else if (1 == minguai) { minguai = 1; } ?? ??? ??? ??? ?else if (2 == minguai) { minguai = 1 / 2; } ?? ??? ??? ??? ?else if (3 == minguai) { minguai = 1 / 3; } ? ?? ??? ??? ??? ?dam = int(def*enemy[guai].str*minguai*(enemy[guai].str / player.tizhi)); ?? ??? ??? ??? ?hp[0] = hp[0] - dam;?? ?//血量减少 ?? ??? ??? ??? ?cout << "你受到了 " << dam << " 点伤害。你当前血量为: " << hp[0] << endl << endl; ?? ??? ??? ??? ?if(def<=1)def = def + 0.1; ?? ??? ??? ??? ?V[1] = V[1] - v; ?? ??? ??? ?} ?? ??? ??? ?if (hp[0] <= 0 || hp[1] <= 0)break; ?? ??? ?} ?? ??? ?lun++;//当两人速度都小于速度基数时,回合数+1 ?? ??? ?def = 1;?? ?//防御系数归1 ?? ?} ?? ?if (hp[1] <= 0) ?? ?{ ?? ??? ?return 1; ?? ?} ?? ?else ?? ?{ ?? ??? ?return 0; ?? ?} } ? int skill() { ?? ?if (ski == 0) { cout << "你并未学会技能,行动失败。" << endl; ?? ?return 4;} ? } ? int minjie(int guai)?? ?//敏捷参数,用于计算伤害倍数 { ?? ?double a, b; ?? ?if (player.dex >= enemy[guai].dex * 2)return 3; ?? ?else if (player.dex >= enemy[guai].dex*1.5)return 2; ?? ?else if (player.dex >= enemy[guai].dex ) ?? ?{ ?? ??? ?a = player.dex / enemy[guai].dex;?? ?//取值范围1.5~1 ?? ??? ?b = clock() % 100 ;?? ?//在0~99之间随机一个数 ?? ??? ?a = (a * 100 - 100) * 2; ?? ??? ?if (b <= a)return 2; ?? ??? ?else return 1; ?? ?} ?? ?else ?? ?{ ?? ??? ?a= player.dex / enemy[guai].dex;?? ?//取值范围1~0 ?? ??? ?a = a * 100; ?? ??? ?b = clock() % 100;?? ?//在1~100之间随机一个数 ?? ??? ?if (b <= a)return 1; ?? ??? ?else return 0; ?? ?} } ? void combatend(int guai,bool a) { ?? ?double heal; ?? ?if (a == true) ?? ?{ ?? ??? ?cout << "战斗结束........." ; ?? ??? ?system("pause"); ?? ??? ?system("cls"); ?? ??? ?cout << "***" << enemy[guai].name << "***死亡!你胜利啦!" << endl; ?? ??? ?if (hp[0] <= 0)hp[0] = 1; ?? ??? ?cout << "你当前生命值为:" << hp[0] << "点。" << endl; ?? ??? ?heal = int(player.tizhi * 2 + enemy[guai].tizhi * 1); ?? ??? ?hp[0] = hp[0] + heal; ?? ??? ?if (hp[0] >= player.tizhi * 5)hp[0] = player.tizhi * 5; ?? ??? ?cout << "由于战斗胜利,你获得了 " << heal << " 点治疗,你当前生命值为?? ?" << hp[0] << " 点。" << endl; ?? ??? ?player.str = player.str + 1; ?? ??? ?player.dex = player.dex + 1; ?? ??? ?player.sudu = player.sudu + 1; ?? ??? ?player.tizhi = player.tizhi + 1; ?? ??? ?playershuxing(); ?? ?} ?? ?else if (a == false) ?? ?{ ?? ??? ?cout << "战斗结束........."; ?? ??? ?system("pause"); ?? ??? ?system("cls"); ?? ??? ?cout << "---" << player.name << "---可耻的失败了!" << endl; ?? ??? ?cout << "你被一个大汉爆了菊花!" << endl; ?? ??? ?cout << "你被两个基佬爆了菊花!" << endl; ?? ??? ?cout << "你被三个人妖爆了菊花!" << endl; ?? ??? ?cout << "你被送到泰国,然后做了切除jj手术!" << endl; ?? ??? ?cout << "你被送进外国某个地下红灯区!" << endl; ?? ??? ?cout << "————十八禁内容————" << endl; ?? ??? ?cout << "真是惨不忍睹啊!" << endl; ?? ??? ?cout << "创世神看不下去了,将你复活了" << endl; ?? ??? ?player.tizhi = player.tizhi + 4; ?? ??? ?heal = int(player.tizhi * 2 + enemy[guai].tizhi * 1); ?? ??? ?hp[0] = 1; ?? ??? ?hp[0] = hp[0] + heal; ?? ??? ?if (hp[0] >= player.tizhi * 5)hp[0] = player.tizhi * 5; ?? ??? ?cout << "创世神对你进行了治疗,你回复了 " << heal << " 点血量。" << endl; ?? ??? ?cout << "你的当前血量为 " << hp[0] << " 点。" << endl; ?? ??? ?cout << "由于沐浴了创世神的光辉,你的体质提高了 4 点。这说明你更抗揍了。" << endl; ?? ??? ?playershuxing(); ?? ?} } ?
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