- 问答
有人能帮我改代码吗?求求惹。。。
- 2022-9-14 21:05:24 @
#include<bits/stdc++.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;
}
8 comments
-
18226508377 LV 7 @ 2024-7-13 20:35:25
这不是CSND上的我的世界吗
-
2023-7-18 17:51:55@
修好了可以发一下代码吗?
-
2023-1-7 16:29:06@
代码过长,浪费hydro资源,与OI无关,建议紫衫
-
2023-1-4 10:14:54@
这是编译器报的错,你自己去调一调。
基本上都是数据类型的问题.
g++.exe:
未命名1 In function 'int clear_buffer()':
111 13 未命名1 [Warning] suggest braces around empty body in an 'if' statement [-Wempty-body]
114 17 未命名1 [Warning] suggest braces around empty body in an 'if' statement [-Wempty-body]
未命名1 In function 'int check()':
857 1 未命名1 [Warning] no return statement in function returning non-void [-Wreturn-type]
未命名1 In function 'int main()':
1053 43 未命名1 [Error] narrowing conversion of '2' from 'int' to 'bool' [-Wnarrowing]
1061 44 未命名1 [Error] narrowing conversion of '3' from 'int' to 'bool' [-Wnarrowing]
1069 44 未命名1 [Error] narrowing conversion of '4' from 'int' to 'bool' [-Wnarrowing]
1077 44 未命名1 [Error] narrowing conversion of '5' from 'int' to 'bool' [-Wnarrowing]
1104 45 未命名1 [Warning] narrowing conversion of 'y' from 'int' to 'double' [-Wnarrowing]
1104 48 未命名1 [Warning] narrowing conversion of 'x' from 'int' to 'double' [-Wnarrowing]
1111 45 未命名1 [Warning] narrowing conversion of 'y' from 'int' to 'double' [-Wnarrowing]
1111 48 未命名1 [Warning] narrowing conversion of 'x' from 'int' to 'double' [-Wnarrowing]
cl.exe
1142 34 E0349 没有与这些操作数匹配的 "=" 运算符
1150 34 E0349 没有与这些操作数匹配的 "=" 运算符
重要的错误信息都给你粗体标出来了,你自己看.
-
2023-1-2 10:14:08@
不是,两个头文件?
-
2022-10-16 19:10:55@
这种东西真的有人会来调吗……
-
2022-9-17 9:33:55@
这种东西真的会有人帮忙调吗...
-
2022-9-16 21:34:37@
- 1