Dev-C++小游戏大全(完结篇)(上)

这一次是最全的17个游戏

作者十分推荐

(没VIP的可以去前三期,但不完全)

1.MC

#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;
}

2.宝强越狱

#include"bits/stdc++.h"
#include"Windows.h"
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0)
using namespace std;
int w=3,s=3,a=3,d=3;
bool n=false,ip=true,m=false;
void guize(){
	system("cls");
	cout<<"\n\n	1.本次更新不仅修复了像变量未重置,第三关未按路线走不死亡的bug\n"; 
	cout<<"	2.更新到了第五关,难度逐步提升,第\n	二关E建破坏墙体过关,死亡需重新\n	来,第三关的提示很明显,剩的自己去摸索吧\n	第四关与S建有关\n	第五关到出口之后按E建出去\n	第六关到指定位置按E建获得密码再按Q键输入密码即可通关\n	第七关因为你被保安打伤了,要在血流尽前自救\n";
	cout<<"	3.点个关注不迷路,一波三连就有福~\n";
	cout<<"	4.此作品为***原创,无抄袭行为,由谢老板习得神通改编\n";
	system("pause");
}
int home(){
	while(1){
		system("cls");
		cout<<"\n\n\n\n\n\n			=======\033[32;1m宝强越狱\033[0m=======\n\n\n";
		cout<<"			======\033[33;1m1.游戏开始\033[0m======\n";
		cout<<"			======\033[34;1m2.关于游戏\033[0m======\n";
		cout<<"			======\033[31;1m3.退出游戏\033[0m======\n";
		if(KEY_DOWN(49)) break;
		if(KEY_DOWN(50)) guize();
		if(KEY_DOWN(51)){
			m=true;
			return 0;
		}
		Sleep(100);
	}
	system("cls");
	cout<<"\n\n\n\n\n\n			2024年2月28日,有一青年入狱";
	Sleep(3000);
	system("cls");
	cout<<"\n\n\n\n\n\n			现在你是这个青年,名叫宝强,你要逃出危机四伏的监狱";
	Sleep(3000);
	system("cls");
	cout<<"\n\n\n\n\n\n			游戏开始!";
	Sleep(3000);
	return 0;
}
void first(){
	a=3;
	d=3;
	w=3;
	s=3;
	cout<<"\n\n\n\n\n\n			第一关:寻找出路";
	Sleep(3000);
	system("cls");
	while(n==false){
		cout<<"█████████\n";
		for(int i=0;i<w;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█";
		for(int i=0;i<a;i++){
			cout<<" ";
		}
		cout<<"\033[32;1m●\033[0m";
		for(int i=1;i<d;i++){
			cout<<" ";
		}
		cout<<"█\n";
		for(int i=0;i<s;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█████████\n";
		if(KEY_DOWN(87)){
			if(w>0&&s<=6)
			{
				w--;
				s++;
			}	
		}//w
		if(KEY_DOWN(83)){
			if(s>0&&w<=6)
			{
				w++;
				s--;
			}
		}//s
		if(KEY_DOWN(65)){
			if(a>0&&d<=5)
			{
				a--;
				d++;
			}
			
		}//a
		if(KEY_DOWN(68)){
			if(d>0&&a<5)
			{
				a++;
				d--;
			}
		}//d
		if(w==0&&a==0) n=true;
		Sleep(100);
		system("cls");
	}
}
void second(){
	int HP=40;
	a=3;
	d=3;
	w=6;
	s=0;
	n=false;
	cout<<"\n\n\n\n\n\n			第二关:雷霆击碎黑暗";
	Sleep(3000);
	system("cls");
	while(n==false){
		cout<<"█████████\n";
		for(int i=0;i<w;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<"█";
			cout<<"█\n";
		}
		cout<<"█";
		for(int i=0;i<a;i++){
			cout<<" ";
		}
		cout<<"\033[32;1m●\033[0m";
		for(int i=1;i<d;i++){
			cout<<" ";
		}
		cout<<"█\n";
		for(int i=0;i<s;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█████████\n";
		if(KEY_DOWN(65)){
			if(a>0&&d<=5)
			{
				a--;
				d++;
			}
			
		}//a
		if(KEY_DOWN(68)){
			if(d>0&&a<5)
			{
				a++;
				d--;
			}
		}//d
		if(KEY_DOWN(69)) HP--;
		if(HP==0) n=true;
		Sleep(100);
		system("cls");
	}
	cout<<"█████████\n";
	cout<<"█       █\n";
	cout<<"█       █\n";
	cout<<"█       █\n";
	cout<<"█       █\n";
	cout<<"█       █\n";
	cout<<"█       █\n";
	cout<<"█   \033[32;1m●\033[0m  █\n";
	cout<<"█████████\n";
	Sleep(2000);
}
int third(){
	a=3;
	d=3;
	w=6;
	s=0;
	n=false;
	ip=true;
	cout<<"\n\n\n\n\n\n			第三关:幻影小道";
	Sleep(3000);
	system("cls");
	while(n==false&&ip==true){
		cout<<"█████████\n";
		for(int i=0;i<w;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█";
		for(int i=0;i<a;i++){
			cout<<" ";
		}
		cout<<"\033[32;1m●\033[0m";
		for(int i=1;i<d;i++){
			cout<<" ";
		}
		cout<<"█\n";
		for(int i=0;i<s;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█████████\n";
		cout<<"         \n";
		cout<<"    #    \n";
		cout<<"    #    \n";
		cout<<"    ###  \n";
		cout<<"      #  \n";
		cout<<"    ###  \n";
		cout<<"    #    \n";
		cout<<"    #    \n";
		cout<<"         \n";
		if(KEY_DOWN(87)){
			if(w>0&&s<=6)
			{
				w--;
				s++;
			}	
		}//w
		if(KEY_DOWN(83)){
			if(s>0&&w<=6)
			{
				w++;
				s--;
			}
		}//s
		if(KEY_DOWN(65)){
			if(a>0&&d<=5)
			{
				a--;
				d++;
			}
			
		}//a
		if(KEY_DOWN(68)){
			if(d>0&&a<5)
			{
				a++;
				d--;
			}
		}//d
		if((a==3&&s==0)||(a==3&&s==1)||(s==2&&(a==3||a==4||a==5))||(s==4&&(a==3||a==4||a==5))||(a==3&&s==5)||(a==3&&s==6)||(s==3&&a==5)) ip=true;
		else{
			system("cls");
			cout<<"\n\n\n\n\n\n			\033[31;1m你失败了!\033[0m\n\n\n\n\n\n";
			Sleep(3000);
			ip=false;
		}
		if(a==3&&s==6) n=true;
		Sleep(50);
		system("cls");
	}
}
void fourth(){
	a=4;
	d=4;
	n=false;
	ip=true;
	cout<<"\n\n\n\n\n\n			第四关:12345";
	Sleep(3000);
	system("cls");
	while(n==false&&ip==true){
		cout<<"██████████\n";
		cout<<"|1|2|3|4|5|\n";
		cout<<"|";
		for(int i=0;i<a;i++) cout<<" ";
		cout<<"\033[32;1m●\033[0m";
		for(int i=1;i<d;i++) cout<<" ";
		cout<<"|\n";
		cout<<"██████████\n";
		if(KEY_DOWN(65)){
			if(a>0&&d<=7)
			{
				a--;
				d++;
			}
			
		}//a
		if(KEY_DOWN(68)){
			if(d>0&&a<7)
			{
				a++;
				d--;
			}
		}//d
		if(a==0&&KEY_DOWN(83)){
			n=true;
		}
		if((a==0&&KEY_DOWN(87))||(a==2&&KEY_DOWN(87))||(a==4&&KEY_DOWN(87))||(a==6&&KEY_DOWN(87))||(a==8&&KEY_DOWN(87))){
			system("cls");
			cout<<"\n\n\n\n\n\n			\033[31;1m你失败了!\033[0m\n\n\n\n\n\n";
			Sleep(3000);
			ip=false;
		}
		Sleep(100);
		system("cls");
	}	
}
void fifth(){
	a=3;
	d=3;
	w=6;
	s=0;
	n=false;
	ip=true;
	cout<<"\n\n\n\n\n\n			第五关:看不见的陷阱";
	Sleep(3000);
	system("cls");
	while(n==false&&ip==true){
		cout<<"█████████\n";
		for(int i=0;i<w;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█";
		for(int i=0;i<a;i++){
			cout<<" ";
		}
		cout<<"\033[32;1m●\033[0m";
		for(int i=1;i<d;i++){
			cout<<" ";
		}
		cout<<"█\n";
		for(int i=0;i<s;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█████████\n";
		cout<<"         \n";
		cout<<" \033[31;1m*******\033[0m \n";
		cout<<"    \033[31;1m*\033[0m    \n";
		cout<<"    \033[31;1m*\033[0m    \n";
		cout<<"    \033[31;1m*\033[0m    \n";
		cout<<"    \033[31;1m*\033[0m    \n";
		cout<<"         \n";
		cout<<"         \n";
		cout<<"         \n";
		if(KEY_DOWN(87)){
			if(w>0&&s<=6)
			{
				w--;
				s++;
			}	
		}//w
		if(KEY_DOWN(83)){
			if(s>0&&w<=6)
			{
				w++;
				s--;
			}
		}//s
		if(KEY_DOWN(65)){
			if(a>0&&d<=5)
			{
				a--;
				d++;
			}
			
		}//a
		if(KEY_DOWN(68)){
			if(d>0&&a<5)
			{
				a++;
				d--;
			}
		}//d
		if((w==0&&d==2)&&KEY_DOWN(69)){
			n=true;
		}
		if((a==3&&(s==1||s==2||s==3||s==4||s==5))||(s==6&&(a==0||a==1||a==2||a==3||a==5||a==6))){
			system("cls");
			cout<<"\n\n\n\n\n\n			\033[31;1m你失败了!\033[0m\n\n\n\n\n\n";
			Sleep(3000);
			ip=false;
		}
		Sleep(100);
		system("cls");
	}
}
int sixth(){
	a=3;
	d=3;
	w=6;
	s=0;
	int l,k=142857;
	n=false;
	ip=true;
	m=false;
	cout<<"\n\n\n\n\n\n			第六关:找密码";
	Sleep(3000);
	system("cls");
	while(n==false&&ip==true){
		cout<<"█████████\n";
		for(int i=0;i<w;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█";
		for(int i=0;i<a;i++){
			cout<<" ";
		}
		cout<<"\033[32;1m●\033[0m";
		for(int i=1;i<d;i++){
			cout<<" ";
		}
		cout<<"█\n";
		for(int i=0;i<s;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█████████\n";
		if(KEY_DOWN(87)){
			if(w>0&&s<=6)
			{
				w--;
				s++;
			}	
		}//w
		if(KEY_DOWN(83)){
			if(s>0&&w<=6)
			{
				w++;
				s--;
			}
		}//s
		if(KEY_DOWN(65)){
			if(a>0&&d<=5)
			{
				a--;
				d++;
			}
			
		}//a
		if(KEY_DOWN(68)){
			if(d>0&&a<5)
			{
				a++;
				d--;
			}
		}//d
		if(w==3&&s==3&&a==3&&d==3&&KEY_DOWN(69)) m=true;
		if(m==true){
			cout<<"142857\n";
			if(KEY_DOWN(81)){
				cin>>l;
				Sleep(1000);
				if(k==l) return 0;
				if(k!=l){
					cout<<"\033[31;1m密码错误!\033[0m";
					Sleep(3000);
					l=0;
				}
			}
			
		}
		Sleep(100);
		system("cls");
	}
	return 0;
}
void seventh(){
	a=3;
	d=3;
	w=6;
	s=0;
	long long k=100;
	n=false;
	ip=true;
	m=false;
	cout<<"\n\n\n\n\n\n			第七关:找绷带";
	Sleep(3000);
	system("cls");
	while(k!=0){
		cout<<"█████████\n";
		for(int i=0;i<w;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█";
		for(int i=0;i<a;i++){
			cout<<" ";
		}
		cout<<"\033[32;1m●\033[0m";
		for(int i=1;i<d;i++){
			cout<<" ";
		}
		cout<<"█\n";
		for(int i=0;i<s;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█████████\n";
		cout<<"时间"<<k;
		if(KEY_DOWN(87)){
			if(w>0&&s<=6)
			{
				w--;
				s++;
			}	
		}//w
		if(KEY_DOWN(83)){
			if(s>0&&w<=6)
			{
				w++;
				s--;
			}
		}//s
		if(KEY_DOWN(65)){
			if(a>0&&d<=5)
			{
				a--;
				d++;
			}
			
		}//a
		if(KEY_DOWN(68)){
			if(d>0&&a<5)
			{
				a++;
				d--;
			}
		}//d
		if(w==5&&a==1&&KEY_DOWN(69)){
			n==true;
			break;
		}
		Sleep(100);
		system("cls");
		k--;
	}
}
eighth(){
	a=3;
	d=3;
	w=6;
	s=0;
	n=false;
	cout<<"\n\n\n\n\n\n			第八关:找枪";
	Sleep(3000);
	system("cls");
	while(1){
		cout<<"█████████\n";
		for(int i=0;i<w;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█";
		for(int i=0;i<a;i++){
			cout<<" ";
		}
		cout<<"\033[32;1m●\033[0m";
		for(int i=1;i<d;i++){
			cout<<" ";
		}
		cout<<"█\n";
		for(int i=0;i<s;i++){
			cout<<"█";
			for(int j=0;j<7;j++) cout<<" ";
			cout<<"█\n";
		}
		cout<<"█████████\n";
		if(KEY_DOWN(87)){
			if(w>0&&s<=6)
			{
				w--;
				s++;
			}	
		}//w
		if(KEY_DOWN(83)){
			if(s>0&&w<=6)
			{
				w++;
				s--;
			}
		}//s
		if(KEY_DOWN(65)){
			if(a>0&&d<=5)
			{
				a--;
				d++;
			}
			
		}//a
		if(KEY_DOWN(68)){
			if(d>0&&a<5)
			{
				a++;
				d--;
			}
		}//d
		if(w==0&&a==0&&KEY_DOWN(69)){
			n==true;
			break;
		}
		Sleep(100);
		system("cls");
	}
}
int main(){
	while(!KEY_DOWN(51)){
		while(!KEY_DOWN(51)){
			home();
			if(m==true){
				return 0;
			}
			system("cls");
			Sleep(1000);
			if(KEY_DOWN(51)){
				return 0;
			}
			first();
			system("cls");
			Sleep(1000);
			if(KEY_DOWN(51)){
				return 0;
			}
			second();
			system("cls");
			Sleep(1000);
			if(KEY_DOWN(51)){
				return 0;
			}
			third();
			if(ip==false){
				break;
			}
			Sleep(1000);
			if(KEY_DOWN(51)){
				return 0;
			}
			fourth();
			if(ip==false){
				break;
			}
			Sleep(1000);
			if(KEY_DOWN(51)){
				return 0;
			}
			fifth();
			if(ip==false){
				break;
			}
			Sleep(1000);
			if(KEY_DOWN(51)){
				return 0;
			}
			sixth();
			if(ip==false){
				break;
			}
			Sleep(1000);
			if(KEY_DOWN(51)){
				return 0;
			}
			seventh();
			if(n==false){
				break;
			}
			Sleep(1000);
			if(KEY_DOWN(51)){
				return 0;
			}
			eighth();
			if(n==false){
				break;
			}
			Sleep(1000);
			system("cls");
			cout<<"\n\n\n\n\n\n			\033[33;1m越狱成功!\033[0m\n\n\n\n\n\n"; 
			Sleep(3000);
		}
	}
}

 3.爆破战争

//爆破战争 
//不忘初心,专注枪战。
//大致剧情线:爆破->战役(保卫战->歼灭战->生化空间站救援->阻击战)->枪战  (双人模式架空) 
#include<algorithm>
#include<fstream>
#include<iostream>
#include<stdio.h>
#include<cstdio>
#include<iostream>
#include<windows.h>
#include<conio.h>
#include <time.h>
#include <stdlib.h>
#include<bits/stdc++.h>
#include<cstdio>
#include<algorithm>
#include <windows.h>
#include <stdlib.h>
#include <time.h>
HWND hMainWnd;  //主窗口句柄
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0) //必要的,要背下来
using namespace std;
int ms;
int yb;
int sh=0;
int dhurt=5;
int dz=0;
int bptd=1;
int boom_time;
int map_num;
int hurt;
int js;
int x,y;
int dx,dy;
int bx,by;
int bww=100;
int qfw=100;
char hero;
int dsr;
int game_map[101][101];
int x_what(int x) {//取随机数
	srand((unsigned)time(NULL));
	return( rand() % x);
}
int map_out(int x) {
	if(x==0) {
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
		cout<<"*";
	} else if(x==1) {
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN|FOREGROUND_RED);
		cout<<"*";
	} else if(x==2) {
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY );
		cout<<"*";
	} else if(x==3) {
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE);
		cout<<"*";
	} else if(x==4) {
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
		cout<<"*";
	} else if(x==5) {
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE|FOREGROUND_GREEN);
		cout<<"*";
	} else if(x==6) {
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE|FOREGROUND_GREEN);
		cout<<"*";
	}
}
int open() {
	hero='+';
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
	cout<<"-------------------"<<endl;
	cout<<"|     黑客爱坤     |"<<endl;
	cout<<"-------------------"<<endl;
	Sleep(2000);
	system("cls");
	cout<<"-------------------"<<endl;
	cout<<"| 1无任何正常梦想 |"<<endl;
	cout<<"-------------------"<<endl;
	Sleep(2000);
	system("cls");
	cout<<"------------------"<<endl;
	cout<<"|     爆破战争    |"<<endl;
	cout<<"-------------------"<<endl;
	while(!kbhit()) {
 
	}
	system("cls");
}
int out1() {
	system("cls");
	cout<<"本局角色:土匪"<<endl;
	cout<<"警:"<<bww<<"匪:"<<qfw;
	if(bptd==0) {
		cout<<"距离爆炸的时间:"<<boom_time;
	}
	cout<<endl;
	for(int i=0; i<11; i++) {
		for(int j=0; j<11; j++) {
			if(i==0||i==10) {
				map_out(map_num);
			} else if(j==0||j==10) {
				map_out(map_num);
			} else if(i==x&&j==y) {
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN);
				cout<<hero;
			} else if(i==dx&&j==dy) {
				if(sh==0) {
					SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE);
					cout<<"+";
				} else {
					SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
					cout<<"#";
				}
			} else if(i==bx&&j==by) {
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
				cout<<"O";
			} else if(game_map[i][j]==1) {
				map_out(map_num);
			} else {
				cout<<" ";
			}
		}
		cout<<endl;
	}
}
int out2() {
	system("cls");
	cout<<"本局角色:警察"<<endl;
	cout<<"警:"<<bww<<"匪:"<<qfw;
	if(bptd==0) {
		cout<<"距离爆炸的时间:"<<boom_time;
	}
	cout<<endl;
	for(int i=0; i<11; i++) {
		for(int j=0; j<11; j++) {
			if(i==0||i==10) {
				map_out(map_num);
			} else if(j==0||j==10) {
				map_out(map_num);
			} else if(i==dx&&j==dy) {
				if(sh==0) {
					SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN);
					cout<<"+";
				} else {
					SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
					cout<<"#";
				}
			} else if(i==x&&j==y) {
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE);
				cout<<hero;
			} else if(i==bx&&j==by) {
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
				cout<<"O";
			} else if(game_map[i][j]==1) {
				map_out(map_num);
			} else {
				cout<<" ";
			}
		}
		cout<<endl;
	}
}
int out3() {
	system("cls");
	cout<<"警:"<<bww<<"匪:"<<qfw;
	if(bptd==0) {
		cout<<"距离爆炸的时间:"<<boom_time;
	}
	cout<<endl;
	for(int i=0; i<11; i++) {
		for(int j=0; j<11; j++) {
			if(i==0||i==10) {
				map_out(map_num);
			} else if(j==0||j==10) {
				map_out(map_num);
			} else if(i==dx&&j==dy) {
				if(sh==0) {
					SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_GREEN);
					cout<<"+";
				} else {
					SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
					cout<<"#";
				}
			} else if(i==x&&j==y) {
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_BLUE);
				cout<<hero;
			} else if(i==bx&&j==by) {
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
				cout<<"O";
			} else if(game_map[i][j]==1) {
				map_out(map_num);
			} else {
				cout<<" ";
			}
		}
		cout<<endl;
	}
}
//隔着建筑物可打建筑物上方射建筑物后的人
//例子:
//   *-----*
//  |  ||| |
int play1() {
	char c;
	if(kbhit()) {
		c=getch();
		if(c=='w'&&x>1&&game_map[x-1][y]==0) {
			x--;
		}
		if(c=='a'&&y>1&&game_map[x][y-1]==0) {
			y--;
		}
		if(c=='s'&&x<9&&game_map[x+1][y]==0) {
			x++;
		}
		if(c=='d'&&y<9&&game_map[x][y+1]==0) {
			y++;
		}
		if (c==' ') {
			if(x==dx||y==dy) {
				bww-=hurt;
			}
		}
		if(c=='q'&&x==dx&&y==dy&&(hero=='A'||hero=='*')) {
			bww-=200;
		}
	}
}
int play2() {
	char c;
	if(kbhit()) {
		c=getch();
		if(c=='w'&&x>1&&game_map[x-1][y]==0) {
			x--;
		}
		if(c=='a'&&y>1&&game_map[x][y-1]==0) {
			y--;
		}
		if(c=='s'&&x<9&&game_map[x][y+1]==0) {
			x++;
		}
		if(c=='d'&&y<9&&game_map[x][y+1]==0) {
			y++;
		}
		if(c=='e') {
			if(x==bx&&y==by) {
				qfw=0;
			}
		}
		if (c==' ') {
			if(x==dx||y==dy) {
				qfw-=hurt;
			}
		}
		if(c=='q'&&x==dx&&y==dy&&(hero=='A'||hero=='*')) {
			qfw-=200;
		}
	}
}
int play3() {
	char c;
	if(kbhit()) {
		c=getch();
		if(c=='w'&&x>1&&game_map[x-1][y]==0) {
			x--;
		}
		if(c=='a'&&y>1&&game_map[x][y]-1==0) {
			y--;
		}
		if(c=='s'&&x<9&&game_map[x+1][y]==0) {
			x++;
		}
		if(c=='d'&&y<9&&game_map[x][y-1]==0) {
			y++;
		}
		if(c=='e') {
			if(x==bx&&y==by) {
				qfw=0;
			}
		}
		if (c==' ') {
			if(x==dx||y==dy) {
				qfw-=hurt;
			}
		}
		if(c=='i'&&dx>1&&game_map[dx-1][dy]==0) {
			dx--;
		}
		if(c=='j'&&dy>1&&game_map[dx][dy-1]==0) {
			dy--;
		}
		if(c=='k'&&dx<9&&game_map[dx+1][dy]==0) {
			dx++;
		}
		if(c=='l'&&dy<9&&game_map[dx][y+1]==0) {
			dy++;
		}
		if (c=='m') {
			if(sh==0&&x==dx||y==dy) {
				bww-=hurt;
			}
			if(sh==1&&x==dx&&y==dy)
				bww-=150;
		}
	}
}
int AI() {
	if(bww<=0||qfw<=0) {
		return 0;
	}
	if(boom_time%3!=0) {
		return 0;
	}
	if(x>dx&&dx<9&&game_map[dx+1][dy]==0) {
		dx++;
	} else if(y>dy&&dy<9&&game_map[dx][dy+1]==0) {
		dy++;
	}
	if(x<dx&&dx>1&&game_map[dx-1][dy]==0) {
		dx--;
	} else if(y<dy&&dy>1&&game_map[dx][dy-1]==0) {
		dy--;
	}
	if(dy==y||dx==x) {
		if(js==2) {
			bww-=dhurt;
			if(hero=='W') {
				bww+=(dhurt/5);
			}
		}
		if(js==1) {
			qfw-=dhurt;
			if(hero=='W') {
				qfw+=(dhurt/5);
			}
		}
	}
}
int AI2() {
	if(bww<=0||qfw<=0) {
		return 0;
	}
	if(boom_time%3!=0) {
		return 0;
	}
	if(x>dx&&dx<9&&game_map[dx+1][dy]==0) {
		dx++;
	} else if(y>dy&&dx!=x&&game_map[dx][dy+1]==0) {
		dy++;
	}
	if(x<dx&&dx>1&&game_map[dx-1][dy]==0) {
		dx--;
	} else if(y<dy&&dy>1&&game_map[dx][dy-1]==0) {
		dy--;
	}
	if(dy==y&&dx==x) {
		if(js==2) {
			bww-=100;
			if(hero=='W') {
				bww+=20;
			}
		}
	}
}
int qf() {
	while(true) {
		out1();
		play1();
		if(sh==0) {
			AI();
		} else {
			AI2();
		}
		boom_time--;
		if(bww<=0||boom_time<=0) {
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
			cout<<"土匪胜利";
			Sleep(2000);
			system("cls");
			return 0;
		}
		if(qfw<=0) {
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
			cout<<"警察胜利";
			Sleep(2000);
			system("cls");
			return 0;
		}
		Sleep(500);
	}
}
int bw() {
	while(true) {
		out2();
		play2();
		if(sh==0) {
			AI();
		} else {
			AI2();
		}
		boom_time--;
		if(bww<=0||boom_time<=0) {
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
			cout<<"土匪胜利";
			Sleep(2000);
			system("cls");
			return 0;
		}
		if(qfw<=0) {
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
			cout<<"警察胜利";
			Sleep(2000);
			system("cls");
			return 0;
		}
		Sleep(500);
	}
}
int srbp() {
	while(true) {
		out3();
		play3();
		boom_time--;
		if(bww<=0||boom_time<=0) {
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
			cout<<"土匪胜利";
			Sleep(2000);
			system("cls");
			return 0;
		}
		if(qfw<=0) {
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED| FOREGROUND_GREEN);
			cout<<"警察胜利";
			Sleep(2000);
			system("cls");
			return 0;
		}
		Sleep(500);
	}
}
int story_bwz() {
	system("cls");
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
	system("cls");
	cout<<"?警官:一个财阀为了避免我们和军方歼灭生化幽灵,土匪让一个改造人进攻城市,警局已经沦陷,我是唯一幸存者。";
	Sleep(2000);
	system("cls");
	cout<<"?警官:你一定要消灭他!";
	Sleep(2000);
	system("cls");
	cout<<"?警官:小心点,他拿着枪";
	Sleep(2000);
	system("cls");
	cout<<"?警官:啊!";
	Sleep(2000);
	system("cls");
}
int story_fcns() {
	system("cls");
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
	system("cls");
	cout<<"军方指挥官:全体复仇女神部队成员请注意,有新的任务。";
	Sleep(2000);
	system("cls");
	cout<<"军方指挥官:一群警察拿了一个财阀的钱和实验邀请函,进入了生化空间站参加高额奖金生化猎杀,遭遇了生化幽灵。";
	Sleep(2000);
	system("cls");
	cout<<"军方指挥官:进入生化空间站,击毙生化幽灵,营救他们";
	Sleep(2000);
	system("cls");
}
int story_qfz() {
	system("cls");
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
	system("cls");
	cout<<"土匪zero:我们改造士兵恐袭计划失败了,你只能自己进攻了";
	Sleep(2000);
	system("cls");
	cout<<"土匪zero:城市里有一个拿狙击枪的警察,你要消灭他";
	Sleep(2000);
	system("cls");
	cout<<"土匪zero:开始行动!";
	Sleep(2000);
	system("cls");
}
int story_yb(){
	system("cls");
	cout<<"土匪zero:我们的生化幽灵被击败了,不能让敌人跑了";
	Sleep(2000);
	system("cls");
} 
int js_h() {
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY |FOREGROUND_RED);
	char c;
	while(c!='z') {
		system("cls");
		cout<<"n换角色,z确定。"<<endl;
		cout<<hero<<endl;
		if(hero=='+') {
			cout<<"斯沃特(手)";
			hurt=5;
		} else if(hero=='I') {
			cout<<"灵狐者(狙)";
			hurt=100;
		} else  if(hero=='8') {
			cout<<"刀锋(步)";
			hurt=10;
		} else if(hero=='T') {
			cout<<"奥摩(手)";
			hurt=5;
		} else if(hero=='=') {
			cout<<"飞虎队(狙)";
			hurt=100;
		} else if(hero=='V') {
			cout<<"夜玫瑰(步)";
			hurt=10;
		} else if(hero=='W') {
			cout<<"机械N22(手)<AC护甲免疫20%伤害>";
			hurt=5;
		} else if(hero=='A') {
			cout<<"审判者(狙)<可踢腿>";
			hurt=100;
		} else if(hero=='*') {
			cout<<"零(步)<可踢腿>";
			hurt=10;
		}
 
		if(kbhit()) {
			c=getch();
			if(c=='n') {
				if(hero=='+') {
					hero='I';
				} else if(hero=='I') {
					hero='8';
				} else if(hero=='8') {
					hero='T';
				} else if(hero=='T') {
					hero='=';
				} else if(hero=='=') {
					hero='V';
				} else if(hero=='V') {
					hero='W';
				} else if(hero=='W') {
					hero='A';
				} else if(hero=='A') {
					hero='*';
				} else if(hero=='*') {
					hero='+';
				}
			}
		}
		Sleep(500);
	}
	system("cls");
}
int map_what_bp() {
	system("cls");
	char cz;
	cout<<"x:沙漠灰 c:新年广场 v:黑色城镇 b:随机地图。";
	while(true) {
		wh
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