二维我的世界Dev c++代码

您所在的位置:网站首页 我的游戏大全 二维我的世界Dev c++代码

二维我的世界Dev c++代码

2024-05-30 12:28| 来源: 网络整理| 查看: 265

大家在其它网页上看的代码是不是都有一点小错,但自己又不会改。(请用Dev c++直接编译,小熊猫c++等都不行!!!)

接下来,废话不多说,上狠货!!!

#include

#include

#include

#include

#include

#include

#include

#include

#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

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

for (int j = 0; j //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

if (k == (int)high) { //如果是最高点

setboard[k][j] = 3;//就用草地

if (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

if (k == (int)high) {

setboard[k][j] = 3;

if (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

if (setboard[j][i] == 0) {

setboard[j][i] = 8;

}

}

}

//沙子

for (int i = 0; i

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

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

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

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

for (int k = 0; k

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

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

continue;

}

arrow[i].x += (int)arrow[i].plusx;

arrow[i].plusx -= 0.1;

for (int j = (int)arrow[j].y + 1; j

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

continue;

}

mob[j].hurt = false;

mob[j].color = 7;

if (mob[j].health 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

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

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

cout

cout

for (int j = x - 6; j

if (mob[s].shap == "") {

continue;

} else if (mob[s].x == j && mob[s].y == i) {

color(mob[s].color);

cout

if (arrow[s].shap == "") {

continue;

} else if ((int)arrow[s].x == j && (int)arrow[s].y == i) {

color(7);

cout

if (KEY_DOWN('S')) {

color(14);

if (hurt) {

color(12);

}

cout

color(12);

}

cout

color(14);

if (hurt) {

color(12);

}

cout

if (i = 1000 || j = 1000) {

cout

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

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

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

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)

setboard[tnt[i].y][tnt[i].x] = 0;

if (!tnt[i].issave) {

for (int yy = tnt[i].y - 3; yy

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)

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

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

health -= 600;

hurt = true;

die = "被压扁了";

}

} else if (board[i + 1][j] == 0 && i + 1

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

board[i][j] = setboard[i][j];

}

}

}

int main() {

srand((int)time(0));

for (int i = 0; i

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

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

color(block[bag[i * 10 + j]].color);

cout

hungry += 100;

hungry = min(hungry, 1000);

}

if (KEY_DOWN('Q')) {

for (int i = 0; i

tnt[i] = {y, x, 10, 0};

break;

}

}

}

if (KEY_DOWN('i')) {

for (int i = 0; i

tnt[i] = {y, x, 10, 1};

break;

}

}

}

if (KEY_DOWN('8')) {

for (int i = 0; i

tnt[i] = {y, x, 10, 2};

break;

}

}

}

if (KEY_DOWN('9')) {

for (int i = 0; i

tnt[i] = {y, x, 10, 3};

break;

}

}

}

if (KEY_DOWN('0')) {

for (int i = 0; i

tnt[i] = {y, x, 10, 4};

break;

}

}

}

if (KEY_DOWN('I')) {

for (int i = 0; i

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

arrow[i] = {"→", y, x, -0.7, 2};

break;

}

}

} else {

for (int i = 0; i

arrow[i] = {"←", y, x, -0.7, -2};

break;

}

}

}

}

if (KEY_DOWN('T')) {

clear_buffer();

system("cls");

cout

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

mob[i] = mobs[a];

mob[i].x = x;

mob[i].y = y;

break;

}

}

}

}

if (KEY_DOWN('O')) {

for (int i = 0; i

setboard[i][j] = 0;

}

}

}

if (KEY_DOWN('P')) {

for (int i = 0; i

setboard[i][j] = 2;

}

}

}

if (y > 1000) {

die = "掉出了这个世界!";

hurt = true;

health -= 200;

}

if (breath

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;

}

别忘了点赞+关注,作者做这个真的很不容易,谢谢!!!



【本文地址】


今日新闻


推荐新闻


CopyRight 2018-2019 办公设备维修网 版权所有 豫ICP备15022753号-3