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【Visual C++】游戏开发笔记十六 讲解一个完整的回合制游戏demo

2012-04-14 19:39 573 查看
本系列文章由zhmxy555编写,转载请注明出处。 文章链接 http://blog.csdn.net/zhmxy555/article/details/7447864

作者:毛星云 邮箱: happylifemxy@qq.com 欢迎邮件交流编程心得

这节笔记的主要内容是介绍一个完整的回合制游戏demo,而这个demo里面主要突出了游戏里AI的各种思考与行为的方式.这样的通过计算机角色本身的判断思考,然后产生对应行为的AI称作行为型游戏AI。

如果对AI基础不太了解的朋友,请移步:

【Visual C++】游戏开发笔记十五 游戏人工智能(一) 运动型游戏AI

首先,我们来了解这种行为型AI的设计方法。

游戏程序中计算机角色的思考与行为,实际上是对各种不同事件进行分析思考,然后根据不同的情况作出相应的反应。但如何对发生的条件进行判断,并作出相应的反应呢?

对,我们可以利用“if-else”条件句以及“switch-case”语句这类的判断式来完成。

通常情况下,设计此类AI,会涉及到连串的条件判断句,简单数学运算,及一些数据结构的知识。

下面我们就来具体讲解这个demo涉及到的一些知识点:

一、AI怪物攻击与思考方式设计

例如今天我们要展示的这个回合制游戏demo里的AI,就有如下几种行为:

(1)利爪攻击

(2)闪电链攻击

(3)致命一击

(4)使用梅肯斯姆回复生命值

(5)逃跑

那么我们可以根据以上设计的怪物行为,设计以下一段算法,用来模拟怪物对战时的思考与行为的方式:

[cpp]
view plaincopyprint?

if(monster.nHp > 20) //生命值大于20
{
if(rand()%5!= 1)
//进行利爪攻击概率4/5
else
//进行闪电链攻击概率1/5
}
else //生命值小于20
{
switch(rand()%5)
{
case 0: //利爪攻击
break;
case 1: //释放闪电链
break;
case 2: //致命一击
break;
case 3: //使用梅肯斯姆回复 ;
break;
case 4: //逃跑
if(1== rand()%3 ) //逃跑成功几率1/3
//逃跑成功

else
//逃跑失败

break;
}
}

[cpp] 
view plaincopyprint?

if (4==rand()%5)                   // 20%几率触发幻影刺客的大招,恩赐解脱,4倍暴击伤害  
{  
damage = 4*(rand()%10 + player.lv*player.w);  
monster.nHp -= (int)damage;  
sprintf(str,"恩赐解脱触发,这下牛逼了,4倍暴击...对怪物照成了%d点伤害",damage);  
}   
else  
{  
damage = rand()%10 + player.lv*player.w;  
monster.nHp -= (int)damage;  
sprintf(str,"玩家使用了无敌斩,伤害一般般...对怪物照成了%d点伤害",damage);  
}  

if (4==rand()%5)                   // 20%几率触发幻影刺客的大招,恩赐解脱,4倍暴击伤害
{
damage = 4*(rand()%10 + player.lv*player.w);
monster.nHp -= (int)damage;
sprintf(str,"恩赐解脱触发,这下牛逼了,4倍暴击...对怪物照成了%d点伤害",damage);
} 
else
{
damage = rand()%10 + player.lv*player.w;
monster.nHp -= (int)damage;
sprintf(str,"玩家使用了无敌斩,伤害一般般...对怪物照成了%d点伤害",damage);
}


三、完整的回合制游戏源代码

基础部分就讲解完了,下面就贴出注释详细的,完整的回合制游戏demo的代码吧:

[cpp]
view plaincopyprint?

#include "stdafx.h"
#include <stdio.h>
//定义一个结构体
struct chr
{
int nHp;
int fHp;
int lv;
int w;
int kind;
};
//全局变量声明

HINSTANCE hInst;
HBITMAP bg,sheep,girl,skill,skillult,slash,magic,recover,game;
HDC hdc,mdc,bufdc;
HWND hWnd;
DWORD tPre,tNow;
int pNum,f,txtNum;
bool attack,over;
chr player,monster;
char text[5][100];
//全局函数声明

ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void MyPaint(HDC hdc);
void MsgInsert(char*);
void CheckDie(int hp,bool player);
//****WinMain函数,程序入口点函数**************************************
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
MyRegisterClass(hInstance);
//初始化
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
//消息循环

GetMessage(&msg,NULL,NULL,NULL); //初始化msg
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0,0 ,PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
tNow = GetTickCount();
if(tNow-tPre >= 40)
MyPaint(hdc);
}
}
return msg.wParam;
}
//***设计一个窗口类,类似填空题,使用窗口结构体*************************
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = NULL;
wcex.hCursor = NULL;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "canvas";
wcex.hIconSm = NULL;
return RegisterClassEx(&wcex);
}
//****初始化函数************************************
//加载位图并设定各种初始值
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HBITMAP bmp;
hInst = hInstance;
hWnd = CreateWindow("canvas", "浅墨的绘图窗口" , WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
MoveWindow(hWnd,10,10,640,510,true);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
hdc = GetDC(hWnd);
mdc = CreateCompatibleDC(hdc);
bufdc = CreateCompatibleDC(hdc);
bmp = CreateCompatibleBitmap(hdc,640,510);
SelectObject(mdc,bmp);
bg = (HBITMAP)LoadImage(NULL,"bg.bmp",IMAGE_BITMAP,640,510,LR_LOADFROMFILE);
sheep = (HBITMAP)LoadImage(NULL,"sheep.bmp",IMAGE_BITMAP,133,220,LR_LOADFROMFILE);
girl = (HBITMAP)LoadImage(NULL,"girl.bmp",IMAGE_BITMAP,480,148,LR_LOADFROMFILE);
skill = (HBITMAP)LoadImage(NULL,"skill.bmp",IMAGE_BITMAP,50,50,LR_LOADFROMFILE);
skillult = (HBITMAP)LoadImage(NULL,"skillult.bmp",IMAGE_BITMAP,50,50,LR_LOADFROMFILE);
slash = (HBITMAP)LoadImage(NULL,"slash.bmp",IMAGE_BITMAP,196,162,LR_LOADFROMFILE);
magic = (HBITMAP)LoadImage(NULL,"magic.bmp",IMAGE_BITMAP,200,100,LR_LOADFROMFILE);
recover = (HBITMAP)LoadImage(NULL,"recover.bmp",IMAGE_BITMAP,300,150,LR_LOADFROMFILE);
game = (HBITMAP)LoadImage(NULL,"over.bmp",IMAGE_BITMAP,289,74,LR_LOADFROMFILE);
player.nHp = player.fHp = 50; //设定玩家角色声明值及上限
player.lv = 2; //设定玩家角色等级
player.w = 4; //设定攻击伤害加权值
monster.nHp = monster.fHp = 120; //设定怪物角色生命值及上限
monster.lv = 1; //设定怪物角色等级
monster.w = 1; //设定攻击伤害加权值
txtNum = 0; //显示消息数目
SetBkMode(mdc, TRANSPARENT); //设置TextOut背景透明
MyPaint(hdc);
return TRUE;
}
//****自定义绘图函数*********************************
// 1.画面贴图与对战消息显示
// 2.怪物行为判断及各项数据处理与计算
void MyPaint(HDC hdc)
{
char str[100];
int i,damage;
//贴上背景图

SelectObject(bufdc,bg);
BitBlt(mdc,0,0,640,510,bufdc,0,0,SRCCOPY);
//显示对战消息
for(i=0;i<txtNum;i++)
TextOut(mdc,0,360+i*18,text[i],strlen(text[i]));
//贴上怪物图

if(monster.nHp>0)
{
SelectObject(bufdc,sheep);
BitBlt(mdc,70,180,133,110,bufdc,0,110,SRCAND);
BitBlt(mdc,70,180,133,110,bufdc,0,0,SRCPAINT);
sprintf(str,"%d / %d",monster.nHp,monster.fHp);
TextOut(mdc,100,320,str,strlen(str));
}
//贴上玩家图
if(player.nHp>0)
{
SelectObject(bufdc,girl);
BitBlt(mdc,500,200,60,74,bufdc,pNum*60,74,SRCAND);
BitBlt(mdc,500,200,60,74,bufdc,pNum*60,0,SRCPAINT);
sprintf(str,"%d / %d",player.nHp,player.fHp);
TextOut(mdc,510,320,str,strlen(str));
}
if(over) //贴上游戏结束图画
{
SelectObject(bufdc,game);
BitBlt(mdc,200,200,289,37,bufdc,0,37,SRCAND);
BitBlt(mdc,200,200,289,37,bufdc,0,0,SRCPAINT);
}
else if(!attack) //贴上攻击命令图画
{
SelectObject(bufdc,skill);
BitBlt(mdc,500,350,50,50,bufdc,0,0,SRCCOPY);
SelectObject(bufdc,skillult);
BitBlt(mdc,430,350,50,50,bufdc,0,0,SRCCOPY);
//BitBlt(mdc,500,350,74,30,bufdc,0,30,SRCAND);
//BitBlt(mdc,500,350,74,30,bufdc,0,0,SRCPAINT);
}
else
{
f++;
//第5~10个画面时显示玩家攻击图标
if(f>=5 && f<=10)
{
SelectObject(bufdc,slash);
BitBlt(mdc,100,160,98,162,bufdc,98,0,SRCAND);
BitBlt(mdc,100,160,98,162,bufdc,0,0,SRCPAINT);
//第10个画面时计算怪物受伤害程度并加入显示消息
if(f == 10)
{
if (4==rand()%5) // 20%几率触发幻影刺客的大招,恩赐解脱,4倍暴击伤害
{
damage = 4*(rand()%10 + player.lv*player.w);
monster.nHp -= (int)damage;
sprintf(str,"恩赐解脱触发,这下牛逼了,4倍暴击...对怪物照成了%d点伤害",damage);
}
else
{
damage = rand()%10 + player.lv*player.w;
monster.nHp -= (int)damage;
sprintf(str,"玩家使用了无敌斩,伤害一般般...对怪物照成了%d点伤害",damage);
}
MsgInsert(str);
CheckDie(monster.nHp,false);
}
}
srand(tPre);
//第15个画面时判断怪物进行哪项动作
if(f == 15)
{
if(monster.nHp > 20) //生命值大于20
{
if(rand()%5 != 1) //进行利爪攻击概率4/5
monster.kind = 0;
else //进行闪电链攻击概率1/5
monster.kind = 1;
}
else //生命值小于20
{
switch(rand()%5)
{
case 0: //利爪攻击
monster.kind = 0;
break;
case 1: //释放闪电链
monster.kind = 1;
break;
case 2: //致命一击
monster.kind = 2;
break;
case 3: //使用梅肯斯姆回复
monster.kind = 3;
break;
case 4: //逃跑
monster.kind = 4;
break;
}
}
}
//第26~30个画面时显示玩家攻击图标
if(f>=26 && f<=30)
{
switch(monster.kind)
{
case 0: //利爪攻击
SelectObject(bufdc,slash);
BitBlt(mdc,480,150,98,162,bufdc,98,0,SRCAND);
BitBlt(mdc,480,150,98,162,bufdc,0,0,SRCPAINT);
//第30个画面时计算玩家受伤害程度并加入显示消息
if(f == 30)
{
damage = rand()%10 + monster.lv*monster.w;
player.nHp -= (int)damage;
sprintf(str,"怪物利爪攻击...对玩家照成 %d 点伤害",damage);
MsgInsert(str);
CheckDie(player.nHp,true);
}
break;
case 1: //释放闪电链
SelectObject(bufdc,magic);
BitBlt(mdc,480,190,100,100,bufdc,100,0,SRCAND);
BitBlt(mdc,480,190,100,100,bufdc,0,0,SRCPAINT);
//第30个画面时计算玩家受伤害程度并加入显示消息
if(f == 30)
{
damage = rand()%10 + 3*monster.w;
player.nHp -= (int)damage;
sprintf(str,"怪物释放闪电链...对玩家照成 %d 点伤害",damage);
MsgInsert(str);
CheckDie(player.nHp,true);
}
break;
case 2: //致命一击
SelectObject(bufdc,slash);
BitBlt(mdc,480,150,98,162,bufdc,98,0,SRCAND);
BitBlt(mdc,480,150,98,162,bufdc,0,0,SRCPAINT);
//第30个画面时计算玩家受伤害程度并加入显示消息
if(f == 30)
{
damage = rand()%10 + monster.lv*monster.w*5;
player.nHp -= (int)damage;
sprintf(str,"怪物致命一击...对玩家照成 %d 点伤害.",damage);
MsgInsert(str);
CheckDie(player.nHp,true);
}
break;
case 3: //使用梅肯斯姆补血
SelectObject(bufdc,recover);
BitBlt(mdc,60,160,150,150,bufdc,150,0,SRCAND);
BitBlt(mdc,60,160,150,150,bufdc,0,0,SRCPAINT);
//第30个画面时怪物回复生命值并加入显示消息
if(f == 30)
{
monster.nHp += 30;
sprintf(str,"怪物使用梅肯斯姆...恢复了30点生命值",damage);
MsgInsert(str);
}
break;
case 4:
//在第30个画面时判断怪物是否逃跑成功
if(f == 30)
{
if(1== rand()%3 ) //逃跑几率1/3
{
over = true;
monster.nHp = 0;
sprintf(str,"怪物逃跑中...逃跑成功");
MsgInsert(str);
}
else
{
sprintf(str,"怪物逃跑中...逃跑失败");
MsgInsert(str);
}
}
break;
}
}
if(f == 30) //回合结束
{
attack = false;
f = 0;
}
}
BitBlt(hdc,0,0,640,510,mdc,0,0,SRCCOPY);
tPre = GetTickCount();
pNum++;
if(pNum == 8)
pNum = 0;
}
//****新增的对战消息函数********************************
void MsgInsert(char* str)
{
if(txtNum < 5)
{
sprintf(text[txtNum],str);
txtNum++;
}
else
{
for(int i=0;i<txtNum;i++)
sprintf(text[i],text[i+1]);
sprintf(text[4],str);
}
}
//****生命值判断函数*************************
void CheckDie(int hp,bool player)
{
char str[100];
if(hp <= 0)
{
over = true;
if(player)
{
sprintf(str,"胜败乃兵家常事,大侠请重新来过......");
MsgInsert(str);
}
else
{
sprintf(str,"少年,你赢了,有两下子啊~~~~~!!!!");
MsgInsert(str);
}
}
}
//****消息处理函数***********************************
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int x,y;
switch (message)
{
case WM_KEYDOWN: //键盘消息
if(wParam==VK_ESCAPE) //按下Esc键
PostQuitMessage(0);
break;
case WM_LBUTTONDOWN: //鼠标左键消息
if(!attack)
{
x = LOWORD(lParam); //X坐标
y = HIWORD(lParam); //Y坐标
if(x >= 500 && x <= 550 && y >= 350 && y <= 400)
attack = true;
}
break;
case WM_DESTROY: //窗口结束消息
DeleteDC(mdc);
DeleteDC(bufdc);
DeleteObject(bg);
DeleteObject(sheep);
DeleteObject(girl);
DeleteObject(skill);
DeleteObject(skillult);
DeleteObject(slash);
DeleteObject(magic);
DeleteObject(recover);
DeleteObject(game);
ReleaseDC(hWnd,hdc);
PostQuitMessage(0);
break;
default: //默认消息
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}

#include "stdafx.h"
#include <stdio.h>
//定义一个结构体
struct chr
{
int nHp;
int fHp;
int lv;
int w;
int kind;
};
//全局变量声明
HINSTANCE hInst;
HBITMAP bg,sheep,girl,skill,skillult,slash,magic,recover,game;
HDC hdc,mdc,bufdc;
HWND hWnd;
DWORD tPre,tNow;
int pNum,f,txtNum;
bool attack,over;
chr player,monster;
char text[5][100];
//全局函数声明
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void MyPaint(HDC hdc);
void MsgInsert(char*);
void CheckDie(int hp,bool player);
//****WinMain函数,程序入口点函数**************************************
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
MyRegisterClass(hInstance);
//初始化
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
//消息循环
GetMessage(&msg,NULL,NULL,NULL); //初始化msg
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0,0 ,PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
tNow = GetTickCount();
if(tNow-tPre >= 40)
MyPaint(hdc);
}
}
return msg.wParam;
}
//***设计一个窗口类,类似填空题,使用窗口结构体*************************
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = NULL;
wcex.hCursor = NULL;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "canvas";
wcex.hIconSm = NULL;
return RegisterClassEx(&wcex);
}
//****初始化函数************************************
//加载位图并设定各种初始值
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HBITMAP bmp;
hInst = hInstance;
hWnd = CreateWindow("canvas", "浅墨的绘图窗口" , WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
MoveWindow(hWnd,10,10,640,510,true);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
hdc = GetDC(hWnd);
mdc = CreateCompatibleDC(hdc);
bufdc = CreateCompatibleDC(hdc);
bmp = CreateCompatibleBitmap(hdc,640,510);
SelectObject(mdc,bmp);
bg = (HBITMAP)LoadImage(NULL,"bg.bmp",IMAGE_BITMAP,640,510,LR_LOADFROMFILE);
sheep = (HBITMAP)LoadImage(NULL,"sheep.bmp",IMAGE_BITMAP,133,220,LR_LOADFROMFILE);
girl = (HBITMAP)LoadImage(NULL,"girl.bmp",IMAGE_BITMAP,480,148,LR_LOADFROMFILE);
skill = (HBITMAP)LoadImage(NULL,"skill.bmp",IMAGE_BITMAP,50,50,LR_LOADFROMFILE);
skillult = (HBITMAP)LoadImage(NULL,"skillult.bmp",IMAGE_BITMAP,50,50,LR_LOADFROMFILE);
slash = (HBITMAP)LoadImage(NULL,"slash.bmp",IMAGE_BITMAP,196,162,LR_LOADFROMFILE);
magic = (HBITMAP)LoadImage(NULL,"magic.bmp",IMAGE_BITMAP,200,100,LR_LOADFROMFILE);
recover = (HBITMAP)LoadImage(NULL,"recover.bmp",IMAGE_BITMAP,300,150,LR_LOADFROMFILE);
game = (HBITMAP)LoadImage(NULL,"over.bmp",IMAGE_BITMAP,289,74,LR_LOADFROMFILE);
player.nHp = player.fHp = 50; //设定玩家角色声明值及上限
player.lv = 2; //设定玩家角色等级
player.w = 4; //设定攻击伤害加权值
monster.nHp = monster.fHp = 120; //设定怪物角色生命值及上限
monster.lv = 1; //设定怪物角色等级
monster.w = 1; //设定攻击伤害加权值
txtNum = 0; //显示消息数目
SetBkMode(mdc, TRANSPARENT); //设置TextOut背景透明
MyPaint(hdc);
return TRUE;
}
//****自定义绘图函数*********************************
// 1.画面贴图与对战消息显示
// 2.怪物行为判断及各项数据处理与计算
void MyPaint(HDC hdc)
{
char str[100];
int i,damage;
//贴上背景图
SelectObject(bufdc,bg);
BitBlt(mdc,0,0,640,510,bufdc,0,0,SRCCOPY);
//显示对战消息
for(i=0;i<txtNum;i++)
TextOut(mdc,0,360+i*18,text[i],strlen(text[i]));
//贴上怪物图
if(monster.nHp>0)
{
SelectObject(bufdc,sheep);
BitBlt(mdc,70,180,133,110,bufdc,0,110,SRCAND);
BitBlt(mdc,70,180,133,110,bufdc,0,0,SRCPAINT);
sprintf(str,"%d / %d",monster.nHp,monster.fHp);
TextOut(mdc,100,320,str,strlen(str));
}
//贴上玩家图
if(player.nHp>0)
{
SelectObject(bufdc,girl);
BitBlt(mdc,500,200,60,74,bufdc,pNum*60,74,SRCAND);
BitBlt(mdc,500,200,60,74,bufdc,pNum*60,0,SRCPAINT);
sprintf(str,"%d / %d",player.nHp,player.fHp);
TextOut(mdc,510,320,str,strlen(str));
}
if(over) //贴上游戏结束图画
{
SelectObject(bufdc,game);
BitBlt(mdc,200,200,289,37,bufdc,0,37,SRCAND);
BitBlt(mdc,200,200,289,37,bufdc,0,0,SRCPAINT);
}
else if(!attack) //贴上攻击命令图画
{
SelectObject(bufdc,skill);
BitBlt(mdc,500,350,50,50,bufdc,0,0,SRCCOPY);
SelectObject(bufdc,skillult);
BitBlt(mdc,430,350,50,50,bufdc,0,0,SRCCOPY);
//BitBlt(mdc,500,350,74,30,bufdc,0,30,SRCAND);
//BitBlt(mdc,500,350,74,30,bufdc,0,0,SRCPAINT);
}
else
{
f++;
//第5~10个画面时显示玩家攻击图标
if(f>=5 && f<=10)
{
SelectObject(bufdc,slash);
BitBlt(mdc,100,160,98,162,bufdc,98,0,SRCAND);
BitBlt(mdc,100,160,98,162,bufdc,0,0,SRCPAINT);
//第10个画面时计算怪物受伤害程度并加入显示消息
if(f == 10)
{
if (4==rand()%5) // 20%几率触发幻影刺客的大招,恩赐解脱,4倍暴击伤害
{
damage = 4*(rand()%10 + player.lv*player.w);
monster.nHp -= (int)damage;
sprintf(str,"恩赐解脱触发,这下牛逼了,4倍暴击...对怪物照成了%d点伤害",damage);
}
else
{
damage = rand()%10 + player.lv*player.w;
monster.nHp -= (int)damage;
sprintf(str,"玩家使用了无敌斩,伤害一般般...对怪物照成了%d点伤害",damage);
}
MsgInsert(str);
CheckDie(monster.nHp,false);
}
}
srand(tPre);
//第15个画面时判断怪物进行哪项动作
if(f == 15)
{
if(monster.nHp > 20) //生命值大于20
{
if(rand()%5 != 1) //进行利爪攻击概率4/5
monster.kind = 0;
else //进行闪电链攻击概率1/5
monster.kind = 1;
}
else //生命值小于20
{
switch(rand()%5)
{
case 0: //利爪攻击
monster.kind = 0;
break;
case 1: //释放闪电链
monster.kind = 1;
break;
case 2: //致命一击
monster.kind = 2;
break;
case 3: //使用梅肯斯姆回复
monster.kind = 3;
break;
case 4: //逃跑
monster.kind = 4;
break;
}
}
}
//第26~30个画面时显示玩家攻击图标
if(f>=26 && f<=30)
{
switch(monster.kind)
{
case 0: //利爪攻击
SelectObject(bufdc,slash);
BitBlt(mdc,480,150,98,162,bufdc,98,0,SRCAND);
BitBlt(mdc,480,150,98,162,bufdc,0,0,SRCPAINT);
//第30个画面时计算玩家受伤害程度并加入显示消息
if(f == 30)
{
damage = rand()%10 + monster.lv*monster.w;
player.nHp -= (int)damage;
sprintf(str,"怪物利爪攻击...对玩家照成 %d 点伤害",damage);
MsgInsert(str);
CheckDie(player.nHp,true);
}
break;
case 1: //释放闪电链
SelectObject(bufdc,magic);
BitBlt(mdc,480,190,100,100,bufdc,100,0,SRCAND);
BitBlt(mdc,480,190,100,100,bufdc,0,0,SRCPAINT);
//第30个画面时计算玩家受伤害程度并加入显示消息
if(f == 30)
{
damage = rand()%10 + 3*monster.w;
player.nHp -= (int)damage;
sprintf(str,"怪物释放闪电链...对玩家照成 %d 点伤害",damage);
MsgInsert(str);
CheckDie(player.nHp,true);
}
break;
case 2: //致命一击
SelectObject(bufdc,slash);
BitBlt(mdc,480,150,98,162,bufdc,98,0,SRCAND);
BitBlt(mdc,480,150,98,162,bufdc,0,0,SRCPAINT);
//第30个画面时计算玩家受伤害程度并加入显示消息
if(f == 30)
{
damage = rand()%10 + monster.lv*monster.w*5;
player.nHp -= (int)damage;
sprintf(str,"怪物致命一击...对玩家照成 %d 点伤害.",damage);
MsgInsert(str);
CheckDie(player.nHp,true);
}
break;
case 3: //使用梅肯斯姆补血
SelectObject(bufdc,recover);
BitBlt(mdc,60,160,150,150,bufdc,150,0,SRCAND);
BitBlt(mdc,60,160,150,150,bufdc,0,0,SRCPAINT);
//第30个画面时怪物回复生命值并加入显示消息
if(f == 30)
{
monster.nHp += 30;
sprintf(str,"怪物使用梅肯斯姆...恢复了30点生命值",damage);
MsgInsert(str);
}
break;
case 4:
//在第30个画面时判断怪物是否逃跑成功
if(f == 30)
{
if(1== rand()%3 ) //逃跑几率1/3
{
over = true;
monster.nHp = 0;
sprintf(str,"怪物逃跑中...逃跑成功");
MsgInsert(str);
}
else
{
sprintf(str,"怪物逃跑中...逃跑失败");
MsgInsert(str);
}
}
break;
}
}
if(f == 30) //回合结束
{
attack = false;
f = 0;
}
}
BitBlt(hdc,0,0,640,510,mdc,0,0,SRCCOPY);
tPre = GetTickCount();
pNum++;
if(pNum == 8)
pNum = 0;
}
//****新增的对战消息函数********************************
void MsgInsert(char* str)
{
if(txtNum < 5)
{
sprintf(text[txtNum],str);
txtNum++;
}
else
{
for(int i=0;i<txtNum;i++)
sprintf(text[i],text[i+1]);
sprintf(text[4],str);
}
}
//****生命值判断函数*************************
void CheckDie(int hp,bool player)
{
char str[100];
if(hp <= 0)
{
over = true;
if(player)
{
sprintf(str,"胜败乃兵家常事,大侠请重新来过......");
MsgInsert(str);
}
else
{
sprintf(str,"少年,你赢了,有两下子啊~~~~~!!!!");
MsgInsert(str);
}
}
}
//****消息处理函数***********************************
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int x,y;
switch (message)
{
case WM_KEYDOWN: //键盘消息
if(wParam==VK_ESCAPE) //按下Esc键
PostQuitMessage(0);
break;
case WM_LBUTTONDOWN: //鼠标左键消息
if(!attack)
{
x = LOWORD(lParam); //X坐标
y = HIWORD(lParam); //Y坐标
if(x >= 500 && x <= 550 && y >= 350 && y <= 400)
attack = true;
}
break;
case WM_DESTROY: //窗口结束消息
DeleteDC(mdc);
DeleteDC(bufdc);
DeleteObject(bg);
DeleteObject(sheep);
DeleteObject(girl);
DeleteObject(skill);
DeleteObject(skillult);
DeleteObject(slash);
DeleteObject(magic);
DeleteObject(recover);
DeleteObject(game);
ReleaseDC(hWnd,hdc);
PostQuitMessage(0);
break;
default: //默认消息
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}

每一回合开始的时候,我们点击画面上“无敌斩”的技能图标,就可以进行攻击,对怪物造成伤害,人品好的话,还可以触发强力被动技能“恩赐解脱”,对怪物造成4倍暴击伤害,这里我们设定的暴击概率为20%

浅墨在截图的时候,人品挺好的,恩赐解脱的暴击概率为20%,但是浅墨的4次攻击里,有3次都打出了“恩赐解脱”的暴击效果,直接果断地把这只小绵羊带走了,呵呵。

下面就是游戏运行的截图:

游戏开始



第一刀就出暴击了,48点伤害



运气不错,又一刀暴击,68点伤害



最后一刀又出了暴击,小绵羊被“秒杀”,游戏结束



我们还可以调节怪物等级,怪物攻击加权值,怪物血量上限以及玩家角色等级,玩家角色攻击加权值,玩家角色血量上限来让游戏更具挑战性。

当然,我们也可以增加更多的代码,来使怪物的思考与行动方式更具真实性和多样性,来使玩家的技能更加丰富。

这个回合制游戏demo可以说是目前市场上回合制游戏的本体,《仙剑奇侠传》(三代以前的,三代及以后的仙剑都是进度条模式了),《梦幻西游》《问道》等经典的回合制游戏,无非就是在这种风格的demo基础上,写更多的代码,丰富内容而已,或为游戏引擎的核心代码。

最后浅墨再提一点,以结束这篇笔记,其实就是为了给大家提供一些实现思路:

可以在这个demo的基础上,增加剧情,世界观,游戏地图,等级系统,经验值系统,宠物系统,道具系统,符文系统,五行相克系

统,天气系统等,让这个回合制游戏更加有趣更加吸引人。

而这些系统,我在以后的笔记里面会尽量全部涵盖进行讲解的,希望大家继续关注我的博客。

本节笔记到这里就结束了。

本节笔记的源代码请点击这里下载: 【Visual C++】Note_Code_16

感谢一直支持【Visual C++】游戏开发笔记系列专栏的朋友们,也请大家继续关注我的专栏,我一有时间就会把自己的学习心得,觉得比较好的知识点写出来和大家一起分享。

精通游戏开发的路还很长很长,非常希望能和大家一起交流,共同学习,共同进步。

大家看过后觉得值得一看的话,可以顶一下这篇文章,你们的支持是我继续写下去的动力~

如果文章中有什么疏漏的地方,也请大家指正。也希望大家可以多留言来和我探讨编程相关的问题。

最后,谢谢你们一直的支持~~~

——————————浅墨于2012年4月10日
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