ou control a character on a map. Get the maximum of gold coins. But watch out for monsters and traps. The aim of the project is to create a game that will:你控制地圖上的一個棋子。獲得金幣的最大值。但要小心怪物和陷阱。該專案的目的是創建一個游戲,將:
1. to initialize a 20×20 card in which the player’s character will move and on which elements will be placed such as obstacles (rock, tree), bonuses (gold coin) and malus (monster, trap).
初始化一張20×20的卡,玩家的棋子將在其中移動,并在上面放置障礙物(巖石、樹)、獎勵(金幣)和馬呂斯(怪物、陷阱)。
2. allow the player to move the character on the card and display the card as the character moves.允許玩家移動卡片上的棋子,并在棋子移動時顯示卡片。
3. to perform actions according to what the character meets on the map (incrementing the number of gold coins, loss of life point, etc.) 根據棋子在地圖上遇到的情況(增加金幣數量、生命值損失等)執行動作
CARD:
1.1 Initialisation of the card 卡的初始化
To represent a 20×20 card we will use a 2-dimensional grid. Each box will have a code representing what is in that location: 為了表示20×20卡,我們將使用二維網格。每格都有一個碼,表示該位置中的內容:
? 0 : grass 草
? 1 : a flower 一朵花
? 2 : an obstacle: a tree 障礙物:樹
? 3 : an obstacle: a rock 障礙物:巖石
? 4 : an object: a key 一個物品:一把鑰匙
? 5 : an object: a gold coin 一個物品:金幣
? 6 : an object: a padlock 一個物品:掛鎖
? 7 : a trap 一個陷阱
? 8 : a monster 一個怪物
Create an init_card procedure for card initialization. This procedure will take as an argument an array 20×20 and initialize each of the boxes in which you place these different elements at your convenience . 創建一個初始化卡程序init_card。此程序將以陣列20×20作為引數,并在方便的情況下初始化放置這些不同元素的每個框[1為了不必對每個20x20框進行單獨編碼,我們將使用回圈將表完全初始化成草,然后將其他幾個元素(花、障礙物、物品和陷阱)放入想要的地方。]
1.2 Card display 卡顯示
Create a procedure display_card taking as argument the table 20×20 initialized as well as an array with a dimension of two boxes (1×2) allowing to display the card in text format (see the display below) with the position of the character. The position of the character is encoded in the form of an array of two boxes, the first representing the abscissa, the other representing the ordinate. The character is represented by an "X" symbol on the map. 創建一個以初始化的表20×20為引數的顯示卡程序 display_card ,以及一個尺寸為2的陣列,允許以文本格式(見下面的顯示)顯示卡的棋子位置。棋子的位置以尺寸為2的陣列形式編碼,第一個表示橫坐標,另一個表示縱坐標。這個棋子在地圖上用“X”符號表示。
THE CHARACTER AND ITS MOVEMENT ON THE CARD: 卡片上的棋子及其移動:
It is a matter of moving the character so that it can move on the map (in the table). 這是一個移動棋子的問題,以便它能在地圖上移動(在圖表上)。
2.1 simple movement 簡單移動
Initially, the character is in the position (0, 0). Create a move_character function that takes two arguments: the 20×20 size array representing the card, and the 1×2 array representing the character’s coordinates. This function will: 最初,棋子位于位置(0,0)。創建一個move_character函式,該函式接受兩個引數:表示卡的20×20大小的陣列和表示棋子坐標的1×2陣列。此功能將:
1. ask the user (using a scanf) the direction to move the character (8=up, 2=down, 6=right, 4=left) 詢問用戶(使用scanf)移動棋子的方向(8=向上,2=向下,6=向右,4=向左)
2. allows the player to move the character. The coordinate table will be updated according to the movement : 允許玩家移動棋子。坐標表將根據移動進行更新:
3.
a. taking into account the “edges” of the table 考慮到表的“邊緣”
b. taking into account the obstacles in the table 考慮到表中的障礙
c. if the user enters the value 0 (instead of moving 8, 2, 6 or 4), the function returns -1 (stops the game). Otherwise, it returns the value of the box on which the player stopped (for example 0 if he stopped on a grass box, 5 if it is on a gold coin box, etc.) 如果用戶輸入值0(而不是移動值8、2、6或4),則函式回傳-1(停止游戲)。否則,它將回傳玩家停下的格子的值(例如,如果他停止在草地盒子上,則回傳0;如果在金幣盒子上,則回傳5)
2.2 Displacement 位移
By calling from the main function, the functions move_character and display_card, the player can move his character and the card with the new player position must be re-affirmed. As long as the player does not ask to leave, the player will continue to move his character. 通過呼叫主函式, move_character 和 display_card函式,玩家可以移動他的棋子,并且必須重新確認玩家在卡中的新位置。只要玩家不要求離開,他就會繼續移動他的棋子。
THE GAME 游戲
A gold coin counter (initially at 0) must be incremented each time the character passes over a box containing a gold coin. A life counter (initially at 10) is decremented each time the character passes on a trap box. Once the gold coin is taken or the trap is activated, the object disappears from the card (ie.the box becomes a simple ”grass” box).Complete your program so that:每次棋子經過包含金幣的盒子時,金幣計數器(初值為0)必須遞增。每次棋子經過陷阱格時,生命值計數器(初值為10)都會遞減。一旦金幣被拿走或陷阱被激活,物體就會從卡中消失(即盒子變成一個簡單的“草”盒子)。完成你的程式,以便:
? The life and gold coin counters are updated according to the events mentioned above 根據上述事件更新生命值和金幣計數器
? These two counters are displayed each time the card is updated 這兩個計數器在每次更新卡時顯示
? The game ends in one of the following three cases:游戲以以下三種情況之一結束:
o The player recovered 10 gold coins. In this case, he won 玩家找到了10個金幣。在這種情況下,他贏了
o The player has passed to 0 life points. In this case, he has lost 玩家的生命值已等于0。在這種情況下,他輸了
o The player pressed ”0” to voluntarily leave the game.玩家按“0”自動退出游戲
求大佬 代碼 獎金50
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