孩子们,我又更新了,这次更了一个2d我的世界(搬运的)话不多说,上代码!
(因为有1000多行,这次还是分批发
第一部分(把第二部分装后面,最好放进dev后格式化一下)
#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;