• 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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