| 关键词: character include 木剑 weapons 武器 prefix 前缀 int name 属性 |
接着一继续:因为有字数限制。所以要分开 ================== 源文件 ================== //main.cpp #include <iostream> #include <windows.h> #include<string> #include"wait.h" #include"character.h" #include "Enemy.h" #include"Blacksmith.h" #include"Select.h" using namespace std; int main() { void speek(char c1[][160]); system("TITLE 混沌");//NND。搜索了好久才知道怎样设置。 char c1[7][160]={"学c++至今也23天了,嗯,才学到第10章运算符重载,做这个游戏的目的有几个,主要呢是复习之前学所的内容,", "因为书上关于类的题目比较少嗯,还有就是今天是我生日,想做一个特别的礼物送给自己,", "让自己明年的今天再看回这个游戏一定会特别有趣.还要感谢贴吧的飞翔 雨夜,以及所有帮助过我的人,非常感谢.", "至于说为啥分这么多文件写。。其实是因为我看了第8章的公用接口与私有实现的分离0,所以练习下。这小东西", "- -花了我17个小时才竣工。。,昨天写到2点用了4个小时,今天点9一直写到晚上11点半了,真累啊.", "最后说下。。。虽然我知道。。这程序有很多不足。我的技术也很差。但为了赶在今天内完成。质量可能不太好", "2011/3/14 混沌字。"}; speek(c1); Select s1; s1.display(); } void speek(char c1[][160]) { int i,j,h=0; int s=50; for(i=0;i<7;i++) { system("CLS"); cout<<endl<<endl<<endl<<endl<<endl<<endl<<endl<<endl; cout<<"\t"; for(j=0;c1[i][j]!='\0';j++) { cout<<c1[i][j]; h++; Sleep(s); } Sleep(2000); } } ================================= 资源文件 ==================================== //Blacksmith.cpp #ifndef ONE4 #include <iostream> #include <windows.h> #include"wait.h" #include"Blacksmith.h" #include"Character.h" #include"Fighting.h" #include <time.h> using namespace std; void Blacksmith::display() { int a; do {system("CLS"); cout<<endl<<endl<<endl<<endl<<endl<<endl; cout<<"\t\t\t〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓"<<endl; cout<<"\t\t\t☆ 黑死你铁匠店 ★"<<endl; cout<<"\t\t\t〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓"<<endl; cout<<"\t\t\t1.强化武器(需要5点混沌币)"<<endl; cout<<"\t\t\t2.特殊属性附魔(需要5点混沌币)"<<endl; cout<<"\t\t\t3.返回主界面"<<endl<<endl; cout<<"\t\t\t你目前的武器是:"; cout<<Character::b_prefix_name<<Character::b_weapons_name<<"("<<(Character::b_weapons+Character::b_prefix)<<")"; cout<<endl; cin>>a; cin.ignore(1024,'\n'); if(a==1)//===========================武器强化========================== { if(Character::money<5) { do { cout<<"你的混沌币不够,请及时充值。"; cin>>a; cin.ignore(1024,'\n'); }while(a!=3); } else if(Character::money>=5) { Character::money-=5; if(Character::b_weapons_name=="木剑") { int b; b=Fighting::random(1); switch(b) { case 0: { Character::b_weapons_name=Character::weapons_name[1];//武器名更改 Character::b_weapons=Character::weapons[1];//属性更改 Character::attack =(Character::b_attack+Character::b_weapons+Character::b_prefix);//最终攻击=基本+武器+前缀 cout<<"强化成功!"<<endl; Sleep(1000); system("CLS"); Wait::display(10); break; } default:cout<<"强化失败。"<<endl; Sleep(1000); system("CLS"); Wait::display(10);break; } } else if(Character::b_weapons_name=="木剑+1") { //================================================ int b; b=Fighting::random(2); switch(b) { case 0: { Character::b_weapons_name=Character::weapons_name[2];//武器名更改 Character::b_weapons=Character::weapons[2];//属性更改 Character::attack =(Character::b_attack+Character::b_weapons+Character::b_prefix);//最终攻击=基本+武器+前缀 cout<<"强化成功!"<<endl; Sleep(1000); system("CLS"); Wait::display(10); break; } default:cout<<"强化失败。"<<endl; Sleep(1000); system("CLS"); Wait::display(10);break; } }//============================================= else if(Character::b_weapons_name=="木剑+2") { //================================================ int b; b=Fighting::random(5); switch(b) { case 0: { Character::b_weapons_name=Character::weapons_name[3];//武器名更改 Character::b_weapons=Character::weapons[3];//属性更改 Character::attack =(Character::b_attack+Character::b_weapons+Character::b_prefix);//最终攻击=基本+武器+前缀 cout<<"强化成功!"<<endl; Sleep(1000); system("CLS"); Wait::display(10); break; } default:cout<<"强化失败。"<<endl; Sleep(1000); system("CLS"); Wait::display(10);break; } }//============================================= else if(Character::b_weapons_name=="木剑+3") { //================================================ int b; b=Fighting::random(10); switch(b) { case 0: { Character::b_weapons_name=Character::weapons_name[4];//武器名更改 Character::b_weapons=Character::weapons[4];//属性更改 Character::attack =(Character::b_attack+Character::b_weapons+Character::b_prefix);//最终攻击=基本+武器+前缀 cout<<"强化成功!"<<endl; Sleep(1000); system("CLS"); Wait::display(10); break; } default:cout<<"强化失败。"<<endl; Sleep(1000); system("CLS"); Wait::display(10);break; } }//============================================= else if(Character::b_weapons_name=="木剑+4") { cout<<"无法强化,已经是最高等级"; Character::money+=5; } } }//===========================武器强化========================== else if(a==2)//===========================特殊附魔========================== { if(Character::money<5) { do { cout<<"你的混沌币不够,请及时充值。"; cin>>a; cin.ignore(1024,'\n'); }while(a!=3); } else if(Character::money>=5) { Character::money-=5; int b; b=Fighting::random(9); switch(b) { case 0: { Character::b_prefix_name=Character::prefix_name[1];//武器名更改 Character::b_prefix=Character::prefix[1];//属性更改 Character::attack =(Character::b_attack+Character::b_weapons+Character::b_prefix);//最终攻击=基本+武器+前缀 cout<<"附魔成功!"<<endl; Sleep(1000); system("CLS"); Wait::display(10); break; } case 1: case 2: case 3: { Character::b_prefix_name=Character::prefix_name[2];//武器名更改 Character::b_prefix=Character::prefix[2];//属性更改 Character::attack =(Character::b_attack+Character::b_weapons+Character::b_prefix);//最终攻击=基本+武器+前缀 cout<<"附魔成功!"<<endl; Sleep(1000); system("CLS"); Wait::display(10); break; } case 4: case 5: { Character::b_prefix_name=Character::prefix_name[3];//武器名更改 Character::b_prefix=Character::prefix[3];//属性更改 Character::attack =(Character::b_attack+Character::b_weapons+Character::b_prefix);//最终攻击=基本+武器+前缀 cout<<"附魔成功!"<<endl; Sleep(1000); system("CLS"); Wait::display(10); break; } case 6: { Character::b_prefix_name=Character::prefix_name[4];//武器名更改 Character::b_prefix=Character::prefix[4];//属性更改 Character::attack =(Character::b_attack+Character::b_weapons+Character::b_prefix);//最终攻击=基本+武器+前缀 cout<<"附魔成功!"<<endl; Sleep(1000); system("CLS"); Wait::display(10); break; } default: { Character::b_prefix_name=Character::prefix_name[0];//武器名更改 Character::b_prefix=Character::prefix[0];//属性更改 Character::attack =(Character::b_attack+Character::b_weapons+Character::b_prefix);//最终攻击=基本+武器+前缀 cout<<"附魔失败。"<<endl; Sleep(1000); system("CLS"); Wait::display(10);break; } } } }//===========================特殊附魔========================== }while(a!=3); system("CLS"); } #define ONE4 #endif ; //Character.cpp #include <iostream> #include <windows.h> #include<string> #include"Character.h" #include"Wait.h" using namespace std; /*=========常类=============*/ int Character::money =10; string Character::name ="混沌"; int Character::exp_max =100; int Character::exp_min =0; int Character::lv =1; //============库类============== string Character::weapons_name[5] ={"木剑","木剑+1","木剑+2","木剑+3","木剑+4"};//武器名字 int Character::weapons[5] ={10,15,25,60,120}; // 武器属性 string Character::clothes_name ="布衣";//衣服名字 int Character::clothes =10;// 衣服属性 string Character::prefix_name[4] ={"","幸运的","巨熊的","破坏的"};// 属性前缀名字 int Character::prefix[4] ={0,5,30,60};// 属性前缀 /*=======身上装备类==============*/ string Character::b_weapons_name =weapons_name[0]; //身上武器名字 int Character::b_weapons =weapons[0]; //身上武器属性 string Character::b_prefix_name =prefix_name[0]; //武器前缀名字 int Character::b_prefix =prefix[0]; //武器前缀属性 string Character::b_clothes_name =clothes_name; //身上衣服名字 int Character::b_clothes =clothes; //身上衣服属性 /*=========属性类=============*/ int Character::life_max =20; int Character::life_min =20; int Character::magic_max =10; int Character::magic_min =10; double Character::b_attack =5;//基本攻击 double Character::attack =(b_attack+b_weapons+b_prefix);//最终攻击=基本+武器+前缀 double Character::b_defense =10;//基本防御 double Character::defense =(b_defens |
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