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个人简介
节约时间,也就是使一个人有限的 生命 更加有效,也即等于延长了人的生命。
#include <stdio.h> #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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