?? qb
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第四天
今天讓我們來替迷宮內增加一些有用的物品,像是食物、武器等裝備。 為求游戲整
體的平衡,我們同時也在迷宮內增加一些陷阱:
CLS
RANDOMIZE TIMER :REM <--- new
DIM monster(10, 10)
FOR count1 = 1 TO 10
FOR count2 = 1 TO 10
monster(count1, count2) = INT(RND * 11)
NEXT count2
NEXT count1
DIM item(10, 10) :REM <--- new
FOR count1 = 1 TO 10 :REM |
FOR count2 = 1 TO 10 :REM |
IF RND < .2 THEN :REM |
item(count1, count2) = INT(RND * 9) + 1 :REM |
ELSE :REM |
item(count1, count2) = 0 :REM |
END IF :REM |
NEXT count2 :REM |
NEXT count1 :REM _|
row = 5
column = 5
moveErr$ = "You cannot move in that direction!"
pressKey$ = "Press any key to continue."
exitRow = INT(RND * 10) + 1
exitColumn = INT(RND * 10) + 1
gold = 0
health = 20
weapon = 1
DIM monster$(10)
RESTORE monsterData
FOR count = 1 TO 10
READ monster$(count)
NEXT count
DIM item$(9) :REM <--- new
RESTORE itemData :REM |
FOR count = 1 TO 9 :REM |
READ item$(count) :REM |
NEXT count :REM _|
LOCATE 14, 1
PRINT "Commands: n - north"
PRINT " s - south"
PRINT " e - east"
PRINT " w - west"
PRINT " a - attack"
PRINT " t - take item" :REM <--- new
PRINT " x - use exit"
PRINT
PRINT " q - quit"
LOCATE 14, 40 :REM <--- new
PRINT CHR$(201); STRING$(10, CHR$(205)); CHR$(187) :REM |
LOCATE 15, 40 :REM |
PRINT CHR$(186); SPACE$(10); CHR$(186) :REM |
LOCATE 16, 40 :REM |
PRINT CHR$(200); STRING$(10, CHR$(205)); CHR$(188) :REM |
LOCATE 17, 44 :REM |
PRINT "ITEM" :REM _|
DO
LOCATE 1, 1
PRINT "Your position:"; row; column
LOCATE 1, 25
PRINT "Gold:"; gold; " Health:"; health; " Weapon:"; weapon :REM <--changed
IF ((row = exitRow) AND (column = exitColumn)) THEN
LOCATE 2, 1
PRINT "You are at the exit!"
ELSE
LOCATE 2, 1
PRINT SPACE$(79)
END IF
LOCATE 3, 1
PRINT "Monster: ";
monsterType = monster(row, column)
IF monsterType = 0 THEN
PRINT "nothing "
ELSE
monsterName$ = MID$(monster$(monsterType), 1, 10)
PRINT monsterName$
monsterAttack = VAL(MID$(monster$(monsterType), 11, 1))
MonsterHealth = VAL(MID$(monster$(monsterType), 12, 1))
MonsterGold = monsterType * INT(RND * 6)
END IF
itemType (or edit) = item(row, column) :REM <--- new
IF itemType (or edit) = 0 THEN :REM |
LOCATE 15, 41 :REM |
PRINT "nothing " :REM |
ELSE :REM |
itemName$ = LEFT$(item$(itemType (or edit)), 10) :REM |
itemClass$ = MID$(item$(itemType (or edit)), 11, 1) :REM |
itemValue = VAL(RIGHT$(item$(itemType (or edit)), 1)) :REM |
LOCATE 15, 41 :REM |
PRINT itemName$ :REM |
IF itemClass$ = "T" THEN :REM |
LOCATE 10, 1 :REM |
PRINT "The "; RTRIM$(itemName$); " damages you for "; itemValue; " points!"
health = health - itemValue :REM |
item(row, column) = 0 :REM |
itemType (or edit) = 0 :REM |
IF health <= 0 THEN :REM |
PRINT "You die!" :REM |
PRINT "Game over!" :REM |
END :REM |
END IF :REM |
END IF :REM |
END IF :REM _|
LOCATE 8, 1
INPUT "What now"; reply$
LOCATE 10, 1
PRINT SPACE$(79)
PRINT SPACE$(79)
PRINT SPACE$(79)
SELECT CASE reply$
CASE IS = "n"
IF row = 1 THEN
LOCATE 10, 1
PRINT moveErr$
ELSE
row = row - 1
LOCATE 10, 1
PRINT "You go north."
END IF
CASE IS = "s"
IF row = 10 THEN
LOCATE 10, 1
PRINT moveErr$
ELSE
row = row + 1
LOCATE 10, 1
PRINT "You go south."
END IF
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