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我的世界电脑版是由Mojang Studios开发开发的一款迷你沙盒类建造游戏。我的世界电脑版游戏采用了模拟像素风,带给了玩家最独特新颖的游戏体验。在这款游戏中,玩家可以尽情地去做自己任何想做的事,包括探索、建造、制作、破坏以及攻击等。我的世界电脑版包含了诸多的游戏模式供大家挑选,还具有鲜明的场景道具可以免费使用,以及特色的画面转换玩法,素材信息内容也清晰鲜明。
c++代码:
- #include <iostream>
- #include <conio.h>
- #include <string>
- #include <map>
- #include <cmath>
- #include <windows.h>
- #include <time.h>
- #define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0)
- using namespace std;
- int fallspeed;
- int jumpspeed = -3;
- int gravity = 1;
- int y = 400, x = 500;
- int restartposy, restartposx, face, health = 1000, lasthealth = 1000, breath = 100, hungry = 1000, dienum;
- bool attack, defense, hurt, mode;
- struct TNT
- {
- int y;
- int x;
- int time;
- bool issave;
- };
- struct BLOCK
- {
- int color;
- string ch;
- string type;
- };
- struct MOB
- {
- int fallspeed;
- int health;
- bool hurt;
- int y;
- int x;
- int attack;
- string shap;
- bool isenemy;
- int color;
- string name;
- };
- struct ARROW
- {
- string shap;
- double y;
- double x;
- double fallspeed;
- double plusx;
- };
- TNT tnt[20];
- string die;
- ARROW arrow[100];
- MOB mobs[50] = {
- {0,1000,0,0,0,100,"危",true,7,"危"},
- {0,10,0,0,0,10," ",true,7," "},
- {0,1000,0,0,0,100,"MM",false,7,"MM"},
- {0,100000,0,90,70,-100,"AC",true,7,"Accept"},
- {0,10000,0,90,70,500,"BO",true,7,"BOSS"},
- {0,100000,0,90,70,-1000,"AK",true,7,"AK"},
- };
- MOB mob[100] = {
- {0,1000,0,92,4,100,"WA",true,7,"Wrong Anwser"},
- {0,1000,0,92,4,100,"TL",true,7,"Time Limit Error"},
- {0,2000,0,92,4,300,"CE",true,7,"Compile Error"},
- {0,1000,0,45,9,100,"WA",true,7,"Wrong Anwser"},
- {0,100000,0,90,70,-100,"AC",true,7,"Accept"},
- {0,100000,0,90,70,-1000,"AK",true,7,"AK"},
- {0,10000,0,90,70,500,"UK",true,7,"Unknown Error"},
- {0,1000,0,92,3,0,"MM",false,7,"MM"},
- {0,1000,0,92,3,0,"MM",false,7,"MM"},
- {0,1000,0,90,15,0,"MM",false,7,"MM"},
- {0,1000,0,90,80,0,"MM",false,7,"MM"},
- };
- BLOCK block[32] = {
- {0," ","air"},//空气
- {6,"██","block"},//土块
- {8,"██","block"},//石头
- {2,"██","block"},//草方块
- {15,"██","block"},//雪块
- {4,"██","block"},//岩浆块
- {14,"▓▓","fallblock"},//沙块
- {8,"II","fallblock"},//铁砧
- {9,"██","water"},//水
- {9,"▇▇","water"},//水
- {9,"▆▆","water"},//水
- {9,"▅▅","water"},//水
- {9,"▄▄","water"},//水
- {9,"▃▃","water"},//水
- {9,"▂▂","water"},//水
- {9,"▁▁","water"},//水
- {12,"██","lava"},//岩浆
- {12,"▇▇","lava"},//岩浆
- {12,"▆▆","lava"},//岩浆
- {12,"▅▅","lava"},//岩浆
- {12,"▄▄","lava"},//岩浆
- {12,"▃▃","lava"},//岩浆
- {12,"▂▂","lava"},//岩浆
- {12,"▁▁","lava"},//岩浆
- {12,"危","background"},//危
- {6,"██","background"},//木头
- {10,"▓▓","background"},//树叶
- {15,"▓▓","background"},//带雪树叶
- {15,"▅▅","bomb"},//TNT爆炸
- {12,"Ⅲ","TNT"},//TNT
- {7,"Ⅲ","TNT"},//TNT2
- {6,"∷","ladder"},//梯子
- };
- int board[1005][1005];
- int setboard[1005][1005];
- int bag[100];
- int clear_buffer()
- {
- while(kbhit())
- {
- if(getch() != EOF);
- for(int i = 1; i <= 256; i++)
- {
- if(GetAsyncKeyState(i));
- }
- }
- return 0;
- }
- void color(int a)
- {
- SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
- /* 1 深蓝色
- 2 深绿色
- 3 深青色
- 4 深红色
- 5 深粉色
- i 黄色
- 7 深白色
- 8 灰色
- 9 浅蓝色
- 10 浅绿色
- 11 浅青色
- 12 浅红色
- 13 浅粉色
- 14 浅黄色
- 15 浅白色
- 背景
- 1~15 黑色
- 16~31 深蓝色
- 32~47 深绿色
- 48~63 深青色
- 64~79 深红色
- 'S'~95 深粉色
- 96~111 深黄色
- 112~127 深白色
- 128~143 灰色
- 144~159 浅蓝色
- 160~1'A' 浅绿色
- 176~191 浅青色
- 192~207 浅红色
- 208~223 浅粉色
- 224~239 浅黄色
- 240~255 浅白色
- */
- }
- int init()//听说有人要我增加地图生成的注释,所以我就写了。
- {
- for(int j = 0; j < 100; j++)
- {
- bag[j] = 0;//这个...初始化背包
- }
- for(int i = 0; i < 1000; i++)
- {
- for(int j = 0; j < 1000; j++)
- {
- board[i][j] = 0;//初始化地图 (我们的y是倒着来的)
- }
- }
- double lasty = rand() % 101 + 400;//lasty代表上一个我们选择的点的高度。
- for(int i = 5; i < 1000; i += 5)//i每次加5,每隔5个点连一条线
- {
- double y = rand() % 21 - 10 + lasty;//y代表这个点我们选择的高度,为了不出现太陡峭的山,我们只允许这个高度在刚才的点的高低10格内。
- y = min(450.0, y);//这是最小高度,防止整个地图都在水里。
- double high = lasty;//这个high是用来统计当前高度的,用double可以更加精确。
- int dirt = rand() % 5 + 2;//dirt代表这一列上泥土高度。
- for(int j = i - 5; j < i; j++)
- {
- high += (y - lasty) / 5;//high每次增加差距的1/5。
- for(int k = 999; k >= (int)high; k--)
- {
- if(k == (int)high)//如果是最高点
- {
- setboard[k][j] = 3;//就用草地
- if(high <= 350)//如果high比较高
- {
- setboard[k][j] = 4;//就用雪地
- }
- }
- else if(k - dirt <= (int)high)//泥土
- {
- setboard[k][j] = 1;
- }
- else
- {
- setboard[k][j] = 2;//石头
- }
- }
- }
- lasty = y;//赋值
- }
- //再来一边,填满最后几格
- int dirt = rand() % 5 + 2;
- double high = lasty;
- for(int j = 995; j < 999; j++)
- {
- for(int k = 999; k >= (int)high; k--)
- {
- if(k == (int)high)
- {
- setboard[k][j] = 3;
- if(high <= 350)
- {
- setboard[k][j] = 4;
- }
- }
- else if(k - dirt <= (int)high)
- {
- setboard[k][j] = 1;
- }
- else
- {
- setboard[k][j] = 2;
- }
- }
- }
- //填满水,这里默认把海平面高度设为410。
- for(int i = 0; i < 1000; i++)
- {
- for(int j = 600; j >= 410; j--)
- {
- if(setboard[j][i] == 0)
- {
- setboard[j][i] = 8;
- }
- }
- }
- //沙子
- for(int i = 0; i < 1000; i++)
- {
- bool a = 0;
- for(int j = 999; j >= 0; j--)
- {
- if(a && setboard[j][i] != 0 && setboard[j][i] != 8)
- {
- setboard[j][i] = 6;
- continue;
- }
- if(setboard[j][i] == 8)
- {
- continue;
- }
- if(setboard[j][i + 3] == 8)
- {
- a = true;
- setboard[j][i] = 6;
- }
- if(setboard[j][i + 2] == 8)
- {
- a = true;
- setboard[j][i] = 6;
- }
- if(setboard[j][i + 1] == 8)
- {
- a = true;
- setboard[j][i] = 6;
- }
- if(setboard[j][i - 1] == 8)
- {
- a = true;
- setboard[j][i] = 6;
- }
- if(setboard[j][i - 2] == 8)
- {
- a = true;
- setboard[j][i] = 6;
- }
- if(setboard[j][i - 3] == 8)
- {
- a = true;
- setboard[j][i] = 6;
- }
- if(setboard[j - 2][i] == 8)
- {
- a = true;
- setboard[j][i] = 6;
- }
- if(setboard[j - 1][i] == 8)
- {
- a = true;
- setboard[j][i] = 6;
- }
- if(setboard[j - 3][i] == 8)
- {
- a = true;
- setboard[j][i] = 6;
- }
- if(setboard[j - 4][i] == 8)
- {
- a = true;
- setboard[j][i] = 6;
- }
- }
- }
- //树
- for(int i = 0; i < 1000; i++)
- {
- for(int j = 0; j < 1000; j++)
- {
- if(setboard[j][i] == 0 && block[setboard[j + 1][i]].type == "block")
- {
- if(rand() % 10 == 1)
- {
- setboard[j][i] = 25;
- setboard[j - 1][i] = 25;
- setboard[j - 2][i] = 25;
- setboard[j - 3][i] = 25;
- setboard[j - 3][i + 1] = 26;
- setboard[j - 3][i - 1] = 26;
- setboard[j - 4][i + 2] = 26;
- setboard[j - 4][i + 1] = 26;
- setboard[j - 4][i] = 26;
- setboard[j - 4][i - 1] = 26;
- setboard[j - 4][i - 2] = 26;
- setboard[j - 5][i + 2] = 26;
- setboard[j - 5][i + 1] = 26;
- setboard[j - 5][i] = 26;
- setboard[j - 5][i - 1] = 26;
- setboard[j - 5][i - 2] = 26;
- setboard[j - 6][i + 1] = 26;
- setboard[j - 6][i] = 26;
- setboard[j - 6][i - 1] = 26;
- if(j <= 350)
- {
- setboard[j - 3][i + 1] = 27;
- setboard[j - 3][i - 1] = 27;
- setboard[j - 4][i + 2] = 27;
- setboard[j - 4][i + 1] = 27;
- setboard[j - 4][i] = 27;
- setboard[j - 4][i - 1] = 27;
- setboard[j - 4][i - 2] = 27;
- setboard[j - 5][i + 2] = 27;
- setboard[j - 5][i + 1] = 27;
- setboard[j - 5][i] = 27;
- setboard[j - 5][i - 1] = 27;
- setboard[j - 5][i - 2] = 27;
- setboard[j - 6][i + 1] = 27;
- setboard[j - 6][i] = 27;
- setboard[j - 6][i - 1] = 27;
- }
- }
- }
- }
- }
- //地洞
- for(int j = 999; j >= 700; j--)
- {
- if(rand() % 20 == 1)
- {
- setboard[j - 3][2] = 0;
- setboard[j - 2][2] = 0; setboard[j - 2][3] = 0;
- setboard[j - 1][2] = 0; setboard[j - 1][3] = 0; setboard[j - 1][4] = 0;
- setboard[j][2] = 0; setboard[j][3] = 0; setboard[j][4] = 0; setboard[j][5] = 0;
- setboard[j + 1][2] = 0; setboard[j + 1][3] = 0; setboard[j + 1][4] = 0;
- setboard[j + 2][2] = 0; setboard[j + 2][3] = 0;
- setboard[j + 3][2] = 0;
- }
- }
- for(int i = 3; i < 997; i++)
- {
- for(int j = 996; j >= 500; j--)
- {
- if(block[setboard[j + 3][i]].type == "block" && block[setboard[j - 3][i]].type == "block" && setboard[j][i] == 0 && setboard[j + 1][i] == 0 && setboard[j + 2][i] == 0 && setboard[j - 1][i] == 0 && setboard[j - 2][i] == 0)
- {
- j += rand() % 5 - 2;
- j = max(3, j);
- j = min(996, j);
- if(rand() % 500 <= 499)
- {
- setboard[j - 3][i] = 0;
- setboard[j - 2][i - 1] = 0; setboard[j - 2][i] = 0; setboard[j - 2][i + 1] = 0;
- setboard[j - 1][i - 2] = 0; setboard[j - 1][i - 1] = 0; setboard[j - 1][i] = 0; setboard[j - 1][i + 1] = 0; setboard[j - 1][i + 2] = 0;
- setboard[j][i - 3] = 0; setboard[j][i - 2] = 0; setboard[j][i - 1] = 0; setboard[j][i] = 0; setboard[j][i + 1] = 0; setboard[j][i + 2] = 0; setboard[j][i + 3] = 0;
- setboard[j + 1][i - 2] = 0; setboard[j + 1][i - 1] = 0; setboard[j + 1][i] = 0; setboard[j + 1][i + 1] = 0; setboard[j + 1][i + 2] = 0;
- setboard[j + 2][i - 1] = 0; setboard[j + 2][i] = 0; setboard[j + 2][i + 1] = 0;
- setboard[j + 3][i] = 0;
- if(rand() % 20 == 1)
- {
- for(int k = 0; k < 100; k++)
- {
- if(mob[k].shap == "")
- {
- mob[k] = {0,1000,0,0,0,100,"SS",true,7,"僵尸"};
- mob[k].x = i;
- mob[k].y = j;
- break;
- }
- }
- }
- }
- }
- else if(block[setboard[j + 3][i]].type == "block" && block[setboard[j + 2][i]].type == "block" && block[setboard[j + 1][i]].type == "block" && block[setboard[j][i]].type == "block" && block[setboard[j - 1][i]].type == "block" && block[setboard[j - 2][i]].type == "block" && block[setboard[j - 3][i]].type == "block")
- {
- if(rand() % 500 == 1)
- {
- setboard[j - 3][i] = 0;
- setboard[j - 2][i - 1] = 0; setboard[j - 2][i] = 0; setboard[j - 2][i + 1] = 0;
- setboard[j - 1][i - 2] = 0; setboard[j - 1][i - 1] = 0; setboard[j - 1][i] = 0; setboard[j - 1][i + 1] = 0; setboard[j - 1][i + 2] = 0;
- setboard[j][i - 3] = 0; setboard[j][i - 2] = 0; setboard[j][i - 1] = 0; setboard[j][i] = 0; setboard[j][i + 1] = 0; setboard[j][i + 2] = 0; setboard[j][i + 3] = 0;
- setboard[j + 1][i - 2] = 0; setboard[j + 1][i - 1] = 0; setboard[j + 1][i] = 0; setboard[j + 1][i + 1] = 0; setboard[j + 1][i + 2] = 0;
- setboard[j + 2][i - 1] = 0; setboard[j + 2][i] = 0; setboard[j + 2][i + 1] = 0;
- setboard[j + 3][i] = 0;
- }
- }
- }
- }
- //出生点
- bool a = false;
- for(int i = 400; i < 1000; i++)
- {
- for(int j = 0; j < 1000; j++)
- {
- if(setboard[j][i] == 0 && block[setboard[j + 1][i]].type == "block" && (setboard[j + 1][i] == 3 || setboard[j + 1][i] == 4))
- {
- restartposy = j;
- restartposx = i;
- y = j;
- x = i;
- a = true;
- break;
- }
- }
- if(a)
- {
- break;
- }
- }
- return 0;
- }
- int Arrowmove()
- {
- for(int i = 0; i < 100; i++)
- {
- if(arrow[i].shap == "")
- {
- continue;
- }
- arrow[i].x += (int)arrow[i].plusx;
- arrow[i].plusx -= 0.1;
- for(int j = (int)arrow[j].y + 1; j <= (int)arrow[j].y + (int)arrow[j].fallspeed; j++)
- {
- if(block[board[j][(int)arrow[j].x]].type == "block" || block[board[j][(int)arrow[j].x]].type == "fallblock")
- {
- arrow[i].fallspeed = 0;
- return 0;
- }
- }
- arrow[i].y += arrow[i].fallspeed;
- arrow[i].fallspeed += 0.1;
- if(arrow[i].y > 999)
- {
- arrow[i].shap = "";
- }
- if(block[board[(int)arrow[i].y + 1][(int)arrow[i].x]].type == "block" || block[board[(int)arrow[i].y + 1][(int)arrow[i].x]].type == "fallblock")
- {
- arrow[i].shap = "";
- }
- }
- return 0;
- }
- int mobmove()
- {
- for(int j = 0; j < 100; j++)
- {
- if(mob[j].shap == "")
- {
- continue;
- }
- mob[j].hurt = false;
- mob[j].color = 7;
- if(mob[j].health <= 0 || mob[j].y > 999)
- {
- mob[j].shap = "";
- mob[j].color = 7;
- continue;
- }
- if(block[board[mob[j].y][mob[j].x]].type == "lava")
- {
- mob[j].health -= 200;
- mob[j].hurt = true;
- }
- else if((board[mob[j].y + 1][mob[j].x] == 5) || ((mob[j].y == y || mob[j].y == y - 1) && (mob[j].x == x + 1 || mob[j].x == x || mob[j].x == x - 1) && KEY_DOWN(' ')))
- {
- mob[j].health -= 100;
- mob[j].hurt = true;
- }
- if(mob[j].y == y && mob[j].x == x && mob[j].isenemy)
- {
- health -= mob[j].attack;
- hurt = true;
- die = "被 " + mob[j].name + " 杀死了";
- }
- for(int i = mob[j].y - 1; i >= mob[j].y + mob[j].fallspeed; i--)
- {
- if(block[board[i - 1][mob[j].x]].type == "block")
- {
- mob[j].fallspeed = 0 - mob[j].y + i + 1;
- return 0;
- }
- }
- for(int i = mob[j].y + 1; i <= mob[j].y + mob[j].fallspeed; i++)
- {
- if(block[board[i][mob[j].x]].type == "block" || block[board[i][mob[j].x]].type == "fallblock")
- {
- if(mob[j].fallspeed >= 5 && block[board[i - 1][mob[j].x]].type == "water")
- {
- mob[j].health -= 50 * (mob[j].fallspeed - 4);
- mob[j].hurt = true;
- }
- mob[j].fallspeed = 0;
- return 0;
- }
- }
- mob[j].y += mob[j].fallspeed;
- mob[j].fallspeed += gravity;
- if(mob[j].isenemy)
- {
- if(mob[j].y > y && (block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type == "fallblock"))
- {
- if(mob[j].y > y + 50)
- {
- mob[j].fallspeed = -7;
- }
- mob[j].fallspeed = -3;
- }
- if(mob[j].x < x)
- {
- if(block[board[mob[j].y][mob[j].x + 1]].type != "block" || block[board[mob[j].y][mob[j].x + 1]].type != "fallblock")
- {
- mob[j].x++;
- }
- else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock")
- {
- mob[j].fallspeed = -3;
- }
- }
- else if(mob[j].x > x)
- {
- if(block[board[mob[j].y][mob[j].x - 1]].type != "block" || block[board[mob[j].y][mob[j].x - 1]].type != "fallblock")
- {
- mob[j].x--;
- }
- else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock")
- {
- mob[j].fallspeed = -3;
- }
- }
- }
- else
- {
- if(rand() % 3 == 0)
- {
- if(block[board[mob[j].y][mob[j].x + 1]].type != "block" || block[board[mob[j].y][mob[j].x + 1]].type != "fallblock")
- {
- mob[j].x++;
- }
- else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock")
- {
- mob[j].fallspeed = -3;
- }
- }
- else if(rand() % 3 == 1)
- {
- if(block[board[mob[j].y][mob[j].x - 1]].type != "block" || block[board[mob[j].y][mob[j].x - 1]].type != "fallblock")
- {
- mob[j].x--;
- }
- else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock")
- {
- mob[j].fallspeed = -3;
- }
- }
- }
- if(mob[j].hurt)
- {
- mob[j].color = 12;
- }
- }
- return 0;
- }
- int print()
- {
- if(!mode)
- {
- color(8);
- cout << "HP:";
- color(12);
- cout << health << endl;
- for(int i = 0; i < health; i += 100)
- {
- cout << "◆";
- }
- color(7);
- for(int i = health; i < lasthealth; i += 100)
- {
- cout << "◇";
- }
- cout << endl;
- color(8);
- cout << "AIR:";
- color(11);
- cout << breath << endl;
- for(int i = 0; i < breath; i += 10)
- {
- cout << "●";
- }
- for(int i = breath; i < 91; i += 10)
- {
- cout << "○";
- }
- cout << endl;
- color(8);
- cout << "HUNGRY:";
- color(14);
- cout << hungry << endl;
- for(int i = 0; i < hungry; i += 100)
- {
- cout << "§";
- }
- cout << endl;
- }
- color(8);
- cout << "DIENUM:";
- color(4);
- cout << dienum << endl;
- for(int i = y - 6; i <= y + 6; i++)
- {
- for(int j = x - 6; j <= x + 6; j++)
- {
- bool ismob = false;
- for(int s = 0; s < 100; s++)
- {
- if(mob[s].shap == "")
- {
- continue;
- }
- else if(mob[s].x == j && mob[s].y == i)
- {
- color(mob[s].color);
- cout << mob[s].shap;
- ismob = true;
- break;
- }
- }
- if(ismob)
- {
- continue;
- }
- for(int s = 0; s < 100; s++)
- {
- if(arrow[s].shap == "")
- {
- continue;
- }
- else if((int)arrow[s].x == j && (int)arrow[s].y == i)
- {
- color(7);
- cout << arrow[s].shap;
- ismob = true;
- break;
- }
- }
- if(ismob)
- {
- continue;
- }
- else if(i == y && j == x)
- {
- if (KEY_DOWN('S'))
- {
- color(14);
- if(hurt)
- {
- color(12);
- }
- cout << "()";
- }
- else
- {
- color(9);
- if(hurt)
- {
- color(12);
- }
- cout << "∏";
- }
- }
- else if(i == y - 1 && j == x)
- {
- if (!KEY_DOWN('S'))
- {
- color(14);
- if(hurt)
- {
- color(12);
- }
- cout << "()";
- }
- else
- {
- color(block[board[i][j]].color);
- cout << block[board[i][j]].ch;
- }
- }
- else
- {
- if(i < 0 || i >= 1000 || j < 0 || j >= 1000)
- {
- cout << " ";
- continue;
- }
- color(block[board[i][j]].color);
- cout << block[board[i][j]].ch;
- }
- }
- cout << endl;
- }
- color(7);
- cout << "Y:";
- color(6);
- cout << 1000 - y << endl;
- color(7);
- cout << "X:";
- color(6);
- cout << x << endl;
- return 0;
- }
- int move()
- {
- if(board[y][x] == 31)
- {
- y += fallspeed;
- return 0;
- }
- if(block[board[y][x]].type == "water")
- {
- if(fallspeed > 1)
- {
- fallspeed = 1;
- }
- }
- else
- {
- for(int i = y - 1; i >= y + fallspeed; i--)
- {
- if(block[board[i - 1][x]].type == "block" || block[board[i - 1][x]].type == "fallblock")
- {
- fallspeed = 0 - y + i + 1;
- return 0;
- }
- }
- }
- for(int i = y + 1; i <= y + fallspeed; i++)
- {
- if(block[board[i][x]].type == "block" || block[board[i][x]].type == "fallblock")
- {
- if(fallspeed >= 5 && block[board[i - 1][x]].type != "water")
- {
- health -= 50 * (fallspeed - 4);
- if(fallspeed >= 7)
- {
- die = "落地过猛!";
- }
- else
- {
- die = "从高处摔了下来!";
- }
- hurt = true;
- }
- fallspeed = 0;
- return 0;
- }
- }
- y += fallspeed;
- fallspeed += gravity;
- return 0;
- }
- int bomb()
- {
- for(int i = 0; i < 20; i++)
- {
- if(tnt[i].time == 0)
- {
- int atk = 0;
- if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 4)
- {
- atk = 50;
- fallspeed -= 1;
- x += x - tnt[i].x;
- }
- if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 3)
- {
- atk = 100;
- fallspeed -= 2;
- x += x - tnt[i].x;
- }
- if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 2)
- {
- atk = 300;
- fallspeed -= 4;
- x += 2 * (x - tnt[i].x);
- }
- if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 1)
- {
- atk = 500;
- fallspeed -= 7;
- x += 5 * (x - tnt[i].x);
- }
- if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 0)
- {
- atk = 800;
- fallspeed -= 10;
- }
- tnt[i].time--;
- if(!tnt[i].issave)
- {
- health -= atk;
- }
- die = "被TNT炸死了";
- if(atk > 0 && !tnt[i].issave)
- {
- hurt = true;
- }
- if(!tnt[i].issave)
- {
- for(int yy = tnt[i].y - 3; yy <= tnt[i].y + 3; yy++)
- {
- for(int xx = tnt[i].x - 3; xx <= tnt[i].x + 3; xx++)
- {
- if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) == 3)
- {
- setboard[yy][xx] = 28;
- }
- if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) < 3)
- {
- setboard[yy][xx] = 0;
- }
- }
- }
- }
- }
- else if(tnt[i].time == -1)
- {
- setboard[tnt[i].y][tnt[i].x] = 0;
- if(!tnt[i].issave)
- {
- for(int yy = tnt[i].y - 3; yy <= tnt[i].y + 3; yy++)
- {
- for(int xx = tnt[i].x - 3; xx <= tnt[i].x + 3; xx++)
- {
- if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) <= 3)
- {
- setboard[yy][xx] = 0;
- }
- }
- }
- }
- tnt[i].time--;
- }
- else if(tnt[i].time > 0)
- {
- tnt[i].time--;
- if(tnt[i].time % 2 == 0)
- {
- setboard[tnt[i].y][tnt[i].x] = 29;
- }
- else
- {
- setboard[tnt[i].y][tnt[i].x] = 30;
- }
- }
- }
- return 0;
- }
- int check()
- {
- for(int i = 0; i < 1000; i++)
- {
- for(int j = 0; j < 1000; j++)
- {
- if(block[board[i][j]].type == "water" && board[i][j] != 15)
- {
- if(board[i + 1][j] == 0)
- {
- setboard[i + 1][j] = board[i][j];
- setboard[i + 1][j] = 8;
- }
- else if(block[board[i + 1][j]].type == "lava")
- {
- setboard[i + 1][j] = 2;
- }
- else if(block[board[i + 1][j]].type == "block" || block[board[i + 1][j]].type == "fallblock")
- {
- if(board[i][j + 1] == 0)
- {
- setboard[i][j + 1] = board[i][j] + 1;
- }
- else if(block[board[i][j + 1]].type == "lava")
- {
- setboard[i][j + 1] = 2;
- }
- if(board[i][j - 1] == 0)
- {
- setboard[i][j - 1] = board[i][j] + 1;
- }
- else if(block[board[i][j - 1]].type == "lava")
- {
- setboard[i][j - 1] = 2;
- }
- }
- }
- if(block[board[i][j]].type == "lava" && board[i][j] != 23)
- {
- if(board[i + 1][j] == 0)
- {
- setboard[i + 1][j] = board[i][j];
- setboard[i + 1][j] = 16;
- }
- else if(block[board[i + 1][j]].type == "water")
- {
- setboard[i + 1][j] = 2;
- }
- else if(block[board[i + 1][j]].type == "block" || block[board[i + 1][j]].type == "fallblock")
- {
- if(board[i][j + 1] == 0)
- {
- setboard[i][j + 1] = board[i][j] + 1;
- }
- else if(block[board[i][j + 1]].type == "water")
- {
- setboard[i][j + 1] = 2;
- }
- if(board[i][j - 1] == 0)
- {
- setboard[i][j - 1] = board[i][j] + 1;
- }
- else if(block[board[i][j - 1]].type == "water")
- {
- setboard[i][j - 1] = 2;
- }
- }
- }
- if(block[board[i][j]].type == "fallblock")
- {
- if(board[i + 2][j] == 0 && board[i + 1][j] == 0 && i + 2 < 100)
- {
- setboard[i][j] = 0;
- setboard[i + 2][j] = board[i][j];
- if(board[i][j] == 7 && j == x && i + 2 == y)
- {
- health -= 600;
- hurt = true;
- die = "被压扁了";
- }
- }
- else if(board[i + 1][j] == 0 && i + 1 < 100)
- {
- setboard[i][j] = 0;
- setboard[i + 1][j] = board[i][j];
- if(board[i][j] == 7 && j == x && i + 1 == y)
- {
- health -= 600;
- hurt = true;
- die = "被压扁了";
- }
- else if(board[i][j] == 7 && j == x && i + 2 == y)
- {
- health -= 600;
- hurt = true;
- die = "被压扁了";
- }
- }
- }
- }
- }
- for(int i = 0; i < 1000; i++)
- {
- for(int j = 0; j < 1000; j++)
- {
- board[i][j] = setboard[i][j];
- }
- }
- }
- int main()
- {
- srand((int)time(0));
- for(int i = 0; i < 20; i++)
- {
- tnt[i].time = -2;
- }
- init();
- while(1)
- {
- system("cls");
- if(!mode)
- {
- move();
- }
- if(KEY_DOWN('F'))
- {
- setboard[y + 1][x] = 2;
- }
- check();
- bomb();
- Arrowmove();
- mobmove();
- if(mode)
- {
- hurt = false;
- }
- print();
- Sleep(30);
- hungry--;
- hungry = max(hungry, 0);
- if(hungry == 0)
- {
- die = "被饿死了";
- hurt = true;
- health -= 10;
- }
- if(mode)
- {
- health = 1000;
- }
- if(health <= 0)
- {
- Sleep(500);
- system("cls");
- color(12);
- cout << " GAME OVER " << endl;
- color(7);
- cout << " STEVE " << die << endl;
- dienum++;
- Sleep(2000);
- x = restartposx;
- y = restartposy;
- health = 1000;
- hungry = 1000;
- breath = 100;
- fallspeed = 0;
- }
- health += (hungry + 201) / 300;
- if(health > 1000)
- {
- health = 1000;
- }
- if(attack)
- {
- attack = 0;
- }
- if(defense)
- {
- defense = 0;
- }
- if(hurt)
- {
- hurt = false;
- lasthealth = health;
- }
- if(block[board[y][x]].type == "water")
- {
- fallspeed = 1;
- if(KEY_DOWN('W'))
- {
- fallspeed = -1;
- }
- }
- if(block[board[y - 1][x]].type == "water")
- {
- die = "被水淹死了!";
- breath--;
- }
- else
- {
- breath++;
- if(breath > 100)
- {
- breath = 100;
- }
- }
- if(board[y][x] == 31)
- {
- fallspeed = 0;
- if(KEY_DOWN('W'))
- {
- fallspeed = -1;
- }
- if(KEY_DOWN('S'))
- {
- fallspeed = 1;
- }
- }
- if(block[board[y][x]].type == "lava")
- {
- fallspeed = 1;
- if(KEY_DOWN('W'))
- {
- fallspeed = -1;
- }
- die = "试图在岩浆里游泳!";
- hurt = true;
- health -= 100;
- }
- if (KEY_DOWN('W') && !KEY_DOWN('S'))
- {
- if(mode)
- {
- y--;
- }
- else
- {
- if(block[board[y][x]].type != "water" && board[y][x] != 31)
- {
- if(block[board[y + 1][x]].type == "block" || block[board[y + 1][x]].type == "fallblock")
- {
- fallspeed = jumpspeed;
- }
- }
- }
- }
- if (KEY_DOWN('A'))
- {
- if((block[board[y][x - 1]].type != "block" && block[board[y][x - 1]].type != "fallblock") || mode)
- {
- if(KEY_DOWN('S') || (block[board[y - 1][x - 1]].type != "block" && block[board[y - 1][x - 1]].type != "fallblock") || mode)
- {
- x -= 1;
- }
- }
- face = -1;
- }
- if (KEY_DOWN('D'))
- {
- if((block[board[y][x + 1]].type != "block" && block[board[y][x + 1]].type != "fallblock") || mode)
- {
- if(KEY_DOWN('S') || (block[board[y - 1][x + 1]].type != "block" && block[board[y - 1][x + 1]].type != "fallblock") || mode)
- {
- x += 1;
- }
- }
- face = 1;
- }
- if(KEY_DOWN('S'))
- {
- if(mode)
- {
- y++;
- }
- else
- {
- fallspeed += 1;
- }
- }
- if(KEY_DOWN(' '))
- {
- attack = true;
- }
- if(KEY_DOWN('E'))
- {
- system("cls");
- color(7);
- cout << "┌──┬──┬──┬──┬──┬──┬──┬──┬──┬──┐" << endl;
- for(int i = 0; i < 9; i++)
- {
- color(7);
- cout << "│";
- for(int j = 0; j < 10; j++)
- {
- color(block[bag[i * 10 + j]].color);
- cout << block[bag[i * 10 + j]].ch;
- color(7);
- cout << "│";
- }
- cout << endl;
- color(7);
- cout << "├──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤" << endl;
- }
- color(7);
- cout << "│";
- for(int j = 0; j < 10; j++)
- {
- color(block[bag[90 + j]].color);
- cout << block[bag[90 + j]].ch;
- color(7);
- cout << "│";
- }
- color(7);
- cout << endl;
- cout << "└──┴──┴──┴──┴──┴──┴──┴──┴──┴──┘" << endl;
- Sleep(3000);
- }
- if(KEY_DOWN('C'))
- {
- hungry += 100;
- hungry = min(hungry, 1000);
- }
- if(KEY_DOWN('Q'))
- {
- for(int i = 0; i < 20; i++)
- {
- if(tnt[i].time == -2)
- {
- tnt[i] = {y, x, 10, 0};
- break;
- }
- }
- }
- if(KEY_DOWN('i'))
- {
- for(int i = 0; i < 20; i++)
- {
- if(tnt[i].time == -2)
- {
- tnt[i] = {y, x, 10, 1};
- break;
- }
- }
- }
- if(KEY_DOWN('8'))
- {
- for(int i = 0; i < 20; i++)
- {
- if(tnt[i].time == -2)
- {
- tnt[i] = {y, x, 10, 2};
- break;
- }
- }
- }
- if(KEY_DOWN('9'))
- {
- for(int i = 0; i < 20; i++)
- {
- if(tnt[i].time == -2)
- {
- tnt[i] = {y, x, 10, 3};
- break;
- }
- }
- }
- if(KEY_DOWN('0'))
- {
- for(int i = 0; i < 20; i++)
- {
- if(tnt[i].time == -2)
- {
- tnt[i] = {y, x, 10, 4};
- break;
- }
- }
- }
- if(KEY_DOWN('I'))
- {
- for(int i = 0; i < 20; i++)
- {
- if(tnt[i].time == -2)
- {
- tnt[i] = {y, x, 10, 5};
- break;
- }
- }
- }
- if(KEY_DOWN('Z'))
- {
- setboard[y + 1][x] = 0;
- }
- if(KEY_DOWN('X'))
- {
- setboard[y][x] = 24;
- }
- if(KEY_DOWN('3'))
- {
- setboard[y + 1][x] = 6;
- }
- if(KEY_DOWN('4'))
- {
- setboard[y + 1][x] = 7;
- }
- if(KEY_DOWN('1'))
- {
- setboard[y + 1][x] = 8;
- }
- if(KEY_DOWN('2'))
- {
- setboard[y + 1][x] = 16;
- }
- if(KEY_DOWN('5'))
- {
- if(face == 1)
- {
- for(int i = 0; i < 100; i++)
- {
- if(arrow[i].shap == "")
- {
- arrow[i] = {"→",y,x,-0.7,2};
- break;
- }
- }
- }
- else
- {
- for(int i = 0; i < 100; i++)
- {
- if(arrow[i].shap == "")
- {
- arrow[i] = {"←",y,x,-0.7,-2};
- break;
- }
- }
- }
- }
- if(KEY_DOWN('T'))
- {
- clear_buffer();
- system("cls");
- cout << "请输入指令:" << endl;
- string a;
- cin >> a;
- if(a == "kill")
- {
- die = "失败了。";
- hurt = true;
- health = 0;
- }
- if(a == "full_health")
- {
- health = 1000;
- }
- if(a == "creativemode")
- {
- mode = !mode;
- }
- if(a == "move")
- {
- cin >> y >> x;
- y = 1000 - y;
- }
- if(a == "summom")
- {
- int a;
- cin >> a;
- for(int i = 0; i < 100; i++)
- {
- if(mob[i].shap == "")
- {
- mob[i] = mobs[a];
- mob[i].x = x;
- mob[i].y = y;
- break;
- }
- }
- }
- }
- if(KEY_DOWN('O'))
- {
- for(int i = 0; i < 1000; i++)
- {
- for(int j = 0; j < 1000; j++)
- {
- setboard[i][j] = 0;
- }
- }
- }
- if(KEY_DOWN('P'))
- {
- for(int i = 0; i < 1000; i++)
- {
- for(int j = 0; j < 1000; j++)
- {
- setboard[i][j] = 2;
- }
- }
- }
- if(y > 1000)
- {
- die = "掉出了这个世界!";
- hurt = true;
- health -= 200;
- }
- if(breath <= 0)
- {
- breath = 0;
- hurt = true;
- health -= 10;
- }
- if(!KEY_DOWN('S') && block[board[y - 1][x]].type == "block")
- {
- die = "在墙里窒息死亡!";
- hurt = true;
- health -= 50;
- }
- if(board[y + 1][x] == 5)
- {
- hurt = true;
- die = "发现了地板是熔岩做的。";
- health -= 30;
- }
- clear_buffer();
- }
- return 0;
- }
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