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Adventure Game (text based) in C++
Text-based adventure gameThe Mysts of Altair - text-based adventure gameText-based adventure survival horror gameFirst text-based adventure gameText based adventure game navigationText-based Adventure-Game EngineHaskell Text-Adventure GameJava text-based adventure gameShort text-based adventure gameText-based adventure and combat game
$begingroup$
I'm working on a simple text based adventure game. I've just finished working on the character creation portion. The code works perfectly fine when run, but I would just like to get some feedback to ensure that it checks off from a professional and efficient standpoint.
The values of the materials, weapons, and spells are representing the amount of damage points each does for further and future calculations with the characters stats later in the game.
The code itself essentially allows you to input a characters name. Then, the strength, stamina, and intellect is randomly generated so that your character build is different at the beginning of each game. Then, once that has finished, the code takes into account the weapon type, the material of the weapon, the spell type and adds additional damage based on the players stats.
I would just like to know if there is a better way of writing my code to make it look cleaner, or if there possibly any concerns that might cause me issues down the road when I add more functionality to the game. Seeing as I am a beginner to C++, I am not incredibly great at determining whether my code is optimal or not.
#include <iostream>
#include <string>
#include <ctime>
using namespace std;
/* Materials Structure */
typedef struct materials
int wood = 1, oak = 2, maple = 3, ash = 4, bronze = 2, iron = 3, steel = 4, mithril = 5, dragon = 6;
;
/* Weapon Structure */
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
/* Spell Structure */
typedef struct spells
int fire = 4, frost = 6, dark = 8, chaos = 10;
spells;
/* Character Structure */
typedef struct character
string name;
int health = 100, mana = 100, strength, stamina, intellect, weaponAttack, spellAttack, souls = 0;
spells spell;
weapons weapon;
materials material;
character;
/* Function Declaration */
character characterCreation(string name);
void printInfo(character createChar);
/* Main Function */
int main()
string characterName;
cout << "Please input character name: ";
cin >> characterName;
srand(time(NULL));
character player = characterCreation(characterName);
printInfo(player);
system("pause");
return 0;
/* Function Definition */
character characterCreation(string name)
character createChar;
createChar.name = name;
createChar.strength = rand() % 5 + 5;
createChar.stamina = rand() % 5 + 5;
createChar.intellect = rand() % 5 + 5;
createChar.health += 2 * createChar.stamina;
createChar.mana += 3 * createChar.intellect;
createChar.weaponAttack = (createChar.weapon.dagger * createChar.material.bronze) + (2 * createChar.strength);
createChar.spellAttack = (createChar.spell.fire + (createChar.intellect * 2));
return createChar;
void printInfo(character createChar)
cout << createChar.name << endl;
cout << createChar.health << endl;
cout << createChar.mana << endl;
cout << createChar.strength << endl;
cout << createChar.stamina << endl;
cout << createChar.intellect << endl;
cout << createChar.weaponAttack << endl;
cout << createChar.spellAttack << endl;
cout << createChar.souls << endl;
c++ beginner game adventure-game
New contributor
$endgroup$
add a comment |
$begingroup$
I'm working on a simple text based adventure game. I've just finished working on the character creation portion. The code works perfectly fine when run, but I would just like to get some feedback to ensure that it checks off from a professional and efficient standpoint.
The values of the materials, weapons, and spells are representing the amount of damage points each does for further and future calculations with the characters stats later in the game.
The code itself essentially allows you to input a characters name. Then, the strength, stamina, and intellect is randomly generated so that your character build is different at the beginning of each game. Then, once that has finished, the code takes into account the weapon type, the material of the weapon, the spell type and adds additional damage based on the players stats.
I would just like to know if there is a better way of writing my code to make it look cleaner, or if there possibly any concerns that might cause me issues down the road when I add more functionality to the game. Seeing as I am a beginner to C++, I am not incredibly great at determining whether my code is optimal or not.
#include <iostream>
#include <string>
#include <ctime>
using namespace std;
/* Materials Structure */
typedef struct materials
int wood = 1, oak = 2, maple = 3, ash = 4, bronze = 2, iron = 3, steel = 4, mithril = 5, dragon = 6;
;
/* Weapon Structure */
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
/* Spell Structure */
typedef struct spells
int fire = 4, frost = 6, dark = 8, chaos = 10;
spells;
/* Character Structure */
typedef struct character
string name;
int health = 100, mana = 100, strength, stamina, intellect, weaponAttack, spellAttack, souls = 0;
spells spell;
weapons weapon;
materials material;
character;
/* Function Declaration */
character characterCreation(string name);
void printInfo(character createChar);
/* Main Function */
int main()
string characterName;
cout << "Please input character name: ";
cin >> characterName;
srand(time(NULL));
character player = characterCreation(characterName);
printInfo(player);
system("pause");
return 0;
/* Function Definition */
character characterCreation(string name)
character createChar;
createChar.name = name;
createChar.strength = rand() % 5 + 5;
createChar.stamina = rand() % 5 + 5;
createChar.intellect = rand() % 5 + 5;
createChar.health += 2 * createChar.stamina;
createChar.mana += 3 * createChar.intellect;
createChar.weaponAttack = (createChar.weapon.dagger * createChar.material.bronze) + (2 * createChar.strength);
createChar.spellAttack = (createChar.spell.fire + (createChar.intellect * 2));
return createChar;
void printInfo(character createChar)
cout << createChar.name << endl;
cout << createChar.health << endl;
cout << createChar.mana << endl;
cout << createChar.strength << endl;
cout << createChar.stamina << endl;
cout << createChar.intellect << endl;
cout << createChar.weaponAttack << endl;
cout << createChar.spellAttack << endl;
cout << createChar.souls << endl;
c++ beginner game adventure-game
New contributor
$endgroup$
add a comment |
$begingroup$
I'm working on a simple text based adventure game. I've just finished working on the character creation portion. The code works perfectly fine when run, but I would just like to get some feedback to ensure that it checks off from a professional and efficient standpoint.
The values of the materials, weapons, and spells are representing the amount of damage points each does for further and future calculations with the characters stats later in the game.
The code itself essentially allows you to input a characters name. Then, the strength, stamina, and intellect is randomly generated so that your character build is different at the beginning of each game. Then, once that has finished, the code takes into account the weapon type, the material of the weapon, the spell type and adds additional damage based on the players stats.
I would just like to know if there is a better way of writing my code to make it look cleaner, or if there possibly any concerns that might cause me issues down the road when I add more functionality to the game. Seeing as I am a beginner to C++, I am not incredibly great at determining whether my code is optimal or not.
#include <iostream>
#include <string>
#include <ctime>
using namespace std;
/* Materials Structure */
typedef struct materials
int wood = 1, oak = 2, maple = 3, ash = 4, bronze = 2, iron = 3, steel = 4, mithril = 5, dragon = 6;
;
/* Weapon Structure */
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
/* Spell Structure */
typedef struct spells
int fire = 4, frost = 6, dark = 8, chaos = 10;
spells;
/* Character Structure */
typedef struct character
string name;
int health = 100, mana = 100, strength, stamina, intellect, weaponAttack, spellAttack, souls = 0;
spells spell;
weapons weapon;
materials material;
character;
/* Function Declaration */
character characterCreation(string name);
void printInfo(character createChar);
/* Main Function */
int main()
string characterName;
cout << "Please input character name: ";
cin >> characterName;
srand(time(NULL));
character player = characterCreation(characterName);
printInfo(player);
system("pause");
return 0;
/* Function Definition */
character characterCreation(string name)
character createChar;
createChar.name = name;
createChar.strength = rand() % 5 + 5;
createChar.stamina = rand() % 5 + 5;
createChar.intellect = rand() % 5 + 5;
createChar.health += 2 * createChar.stamina;
createChar.mana += 3 * createChar.intellect;
createChar.weaponAttack = (createChar.weapon.dagger * createChar.material.bronze) + (2 * createChar.strength);
createChar.spellAttack = (createChar.spell.fire + (createChar.intellect * 2));
return createChar;
void printInfo(character createChar)
cout << createChar.name << endl;
cout << createChar.health << endl;
cout << createChar.mana << endl;
cout << createChar.strength << endl;
cout << createChar.stamina << endl;
cout << createChar.intellect << endl;
cout << createChar.weaponAttack << endl;
cout << createChar.spellAttack << endl;
cout << createChar.souls << endl;
c++ beginner game adventure-game
New contributor
$endgroup$
I'm working on a simple text based adventure game. I've just finished working on the character creation portion. The code works perfectly fine when run, but I would just like to get some feedback to ensure that it checks off from a professional and efficient standpoint.
The values of the materials, weapons, and spells are representing the amount of damage points each does for further and future calculations with the characters stats later in the game.
The code itself essentially allows you to input a characters name. Then, the strength, stamina, and intellect is randomly generated so that your character build is different at the beginning of each game. Then, once that has finished, the code takes into account the weapon type, the material of the weapon, the spell type and adds additional damage based on the players stats.
I would just like to know if there is a better way of writing my code to make it look cleaner, or if there possibly any concerns that might cause me issues down the road when I add more functionality to the game. Seeing as I am a beginner to C++, I am not incredibly great at determining whether my code is optimal or not.
#include <iostream>
#include <string>
#include <ctime>
using namespace std;
/* Materials Structure */
typedef struct materials
int wood = 1, oak = 2, maple = 3, ash = 4, bronze = 2, iron = 3, steel = 4, mithril = 5, dragon = 6;
;
/* Weapon Structure */
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
/* Spell Structure */
typedef struct spells
int fire = 4, frost = 6, dark = 8, chaos = 10;
spells;
/* Character Structure */
typedef struct character
string name;
int health = 100, mana = 100, strength, stamina, intellect, weaponAttack, spellAttack, souls = 0;
spells spell;
weapons weapon;
materials material;
character;
/* Function Declaration */
character characterCreation(string name);
void printInfo(character createChar);
/* Main Function */
int main()
string characterName;
cout << "Please input character name: ";
cin >> characterName;
srand(time(NULL));
character player = characterCreation(characterName);
printInfo(player);
system("pause");
return 0;
/* Function Definition */
character characterCreation(string name)
character createChar;
createChar.name = name;
createChar.strength = rand() % 5 + 5;
createChar.stamina = rand() % 5 + 5;
createChar.intellect = rand() % 5 + 5;
createChar.health += 2 * createChar.stamina;
createChar.mana += 3 * createChar.intellect;
createChar.weaponAttack = (createChar.weapon.dagger * createChar.material.bronze) + (2 * createChar.strength);
createChar.spellAttack = (createChar.spell.fire + (createChar.intellect * 2));
return createChar;
void printInfo(character createChar)
cout << createChar.name << endl;
cout << createChar.health << endl;
cout << createChar.mana << endl;
cout << createChar.strength << endl;
cout << createChar.stamina << endl;
cout << createChar.intellect << endl;
cout << createChar.weaponAttack << endl;
cout << createChar.spellAttack << endl;
cout << createChar.souls << endl;
c++ beginner game adventure-game
c++ beginner game adventure-game
New contributor
New contributor
edited 28 mins ago
Justin
New contributor
asked 3 hours ago
JustinJustin
162
162
New contributor
New contributor
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
It's extremely unclear what you're asking (or whether your post might just be a troll post), so expect it to get closed shortly.
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
The typedef struct X ... X;
pattern is a C-ism; in C++ you don't need the typedef and can just write struct X ... ;
.
You're creating a struct type named weapons
with a bunch of per-instance member variables. This is almost certainly not what you meant to do. Probably what you meant was
enum class Weapon
dagger = 2,
sword = 3,
axe = 4,
mace = 5,
;
so that you could later write
Weapon w = Weapon::sword;
if (w == Weapon::axe) ...
What you actually wrote, unfortunately, is simply nonsense.
character characterCreation(string name);
Look up the C++ notion of "constructors" (and also destructors). What you have here would normally be spelled something like
Character::Character(const std::string& name)
this->name = name;
this->strength = rand() % 5 + 5;
and so on.
Also consider writing yourself a helper function
int randint(int lo, int hi)
return rand() % (hi - lo) + lo;
so that you can write simply
this->strength = randint(5, 10);
Ninety percent of what we call "programming" is just finding sources of repetition and eliminating them.
$endgroup$
$begingroup$
I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
$endgroup$
– Justin
1 hour ago
$begingroup$
Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
$endgroup$
– Justin
42 mins ago
add a comment |
Your Answer
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$begingroup$
It's extremely unclear what you're asking (or whether your post might just be a troll post), so expect it to get closed shortly.
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
The typedef struct X ... X;
pattern is a C-ism; in C++ you don't need the typedef and can just write struct X ... ;
.
You're creating a struct type named weapons
with a bunch of per-instance member variables. This is almost certainly not what you meant to do. Probably what you meant was
enum class Weapon
dagger = 2,
sword = 3,
axe = 4,
mace = 5,
;
so that you could later write
Weapon w = Weapon::sword;
if (w == Weapon::axe) ...
What you actually wrote, unfortunately, is simply nonsense.
character characterCreation(string name);
Look up the C++ notion of "constructors" (and also destructors). What you have here would normally be spelled something like
Character::Character(const std::string& name)
this->name = name;
this->strength = rand() % 5 + 5;
and so on.
Also consider writing yourself a helper function
int randint(int lo, int hi)
return rand() % (hi - lo) + lo;
so that you can write simply
this->strength = randint(5, 10);
Ninety percent of what we call "programming" is just finding sources of repetition and eliminating them.
$endgroup$
$begingroup$
I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
$endgroup$
– Justin
1 hour ago
$begingroup$
Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
$endgroup$
– Justin
42 mins ago
add a comment |
$begingroup$
It's extremely unclear what you're asking (or whether your post might just be a troll post), so expect it to get closed shortly.
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
The typedef struct X ... X;
pattern is a C-ism; in C++ you don't need the typedef and can just write struct X ... ;
.
You're creating a struct type named weapons
with a bunch of per-instance member variables. This is almost certainly not what you meant to do. Probably what you meant was
enum class Weapon
dagger = 2,
sword = 3,
axe = 4,
mace = 5,
;
so that you could later write
Weapon w = Weapon::sword;
if (w == Weapon::axe) ...
What you actually wrote, unfortunately, is simply nonsense.
character characterCreation(string name);
Look up the C++ notion of "constructors" (and also destructors). What you have here would normally be spelled something like
Character::Character(const std::string& name)
this->name = name;
this->strength = rand() % 5 + 5;
and so on.
Also consider writing yourself a helper function
int randint(int lo, int hi)
return rand() % (hi - lo) + lo;
so that you can write simply
this->strength = randint(5, 10);
Ninety percent of what we call "programming" is just finding sources of repetition and eliminating them.
$endgroup$
$begingroup$
I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
$endgroup$
– Justin
1 hour ago
$begingroup$
Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
$endgroup$
– Justin
42 mins ago
add a comment |
$begingroup$
It's extremely unclear what you're asking (or whether your post might just be a troll post), so expect it to get closed shortly.
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
The typedef struct X ... X;
pattern is a C-ism; in C++ you don't need the typedef and can just write struct X ... ;
.
You're creating a struct type named weapons
with a bunch of per-instance member variables. This is almost certainly not what you meant to do. Probably what you meant was
enum class Weapon
dagger = 2,
sword = 3,
axe = 4,
mace = 5,
;
so that you could later write
Weapon w = Weapon::sword;
if (w == Weapon::axe) ...
What you actually wrote, unfortunately, is simply nonsense.
character characterCreation(string name);
Look up the C++ notion of "constructors" (and also destructors). What you have here would normally be spelled something like
Character::Character(const std::string& name)
this->name = name;
this->strength = rand() % 5 + 5;
and so on.
Also consider writing yourself a helper function
int randint(int lo, int hi)
return rand() % (hi - lo) + lo;
so that you can write simply
this->strength = randint(5, 10);
Ninety percent of what we call "programming" is just finding sources of repetition and eliminating them.
$endgroup$
It's extremely unclear what you're asking (or whether your post might just be a troll post), so expect it to get closed shortly.
typedef struct weapons
int dagger = 2, sword = 3, axe = 4, mace = 5, bow = 3, arrows = 2;
weapons;
The typedef struct X ... X;
pattern is a C-ism; in C++ you don't need the typedef and can just write struct X ... ;
.
You're creating a struct type named weapons
with a bunch of per-instance member variables. This is almost certainly not what you meant to do. Probably what you meant was
enum class Weapon
dagger = 2,
sword = 3,
axe = 4,
mace = 5,
;
so that you could later write
Weapon w = Weapon::sword;
if (w == Weapon::axe) ...
What you actually wrote, unfortunately, is simply nonsense.
character characterCreation(string name);
Look up the C++ notion of "constructors" (and also destructors). What you have here would normally be spelled something like
Character::Character(const std::string& name)
this->name = name;
this->strength = rand() % 5 + 5;
and so on.
Also consider writing yourself a helper function
int randint(int lo, int hi)
return rand() % (hi - lo) + lo;
so that you can write simply
this->strength = randint(5, 10);
Ninety percent of what we call "programming" is just finding sources of repetition and eliminating them.
answered 2 hours ago
QuuxplusoneQuuxplusone
12.5k12061
12.5k12061
$begingroup$
I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
$endgroup$
– Justin
1 hour ago
$begingroup$
Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
$endgroup$
– Justin
42 mins ago
add a comment |
$begingroup$
I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
$endgroup$
– Justin
1 hour ago
$begingroup$
Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
$endgroup$
– Justin
42 mins ago
$begingroup$
I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
$endgroup$
– Justin
1 hour ago
$begingroup$
I apologize, I should have clarified what my code is doing and what my expectations were. My post is not a troll, I prefer not to waste peoples time if I do not have to. I will make edits to the question. The numbers on the materials, weapons, and spells simply represent the amount of damage.
$endgroup$
– Justin
1 hour ago
$begingroup$
Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
$endgroup$
– Justin
42 mins ago
$begingroup$
Thank you for the insight and helpful post though. I will take a look at more constructors and destructors. I used the struct with the hopes that I would be able to create a large combination of different weapon types/spells, being that my class has only just begun using structs I am not too familiar with constructors/destructors.
$endgroup$
– Justin
42 mins ago
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Justin is a new contributor. Be nice, and check out our Code of Conduct.
Justin is a new contributor. Be nice, and check out our Code of Conduct.
Justin is a new contributor. Be nice, and check out our Code of Conduct.
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