C++ 控制台我的世界游戏

程序代码:

#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)

void Clear_Screen() {
	HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
	COORD coordScreen = {0, 0};
	SetConsoleCursorPosition(hConsole, coordScreen);
}

void Hide_Cursor() {
	CONSOLE_CURSOR_INFO cursorInfo;
	GetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursorInfo);
	cursorInfo.bVisible = false;
	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursorInfo);
}

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 = 114514, dienum;
bool attack, defense, hurt, mode;

struct TNT {
	int y;
	int x;
	int time;
	int 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() {
	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].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() {
	Hide_Cursor();
	Clear_Screen();
	srand((int)time(0));

	for (int i = 0; i < 20; i++) {
		tnt[i].time = -2;
	}

	init();

	while (1) {
		Clear_Screen();

		if (KEY_DOWN('L')) {
			system("cls");
		}

		if (!mode) {
			move();
		}

		if (KEY_DOWN('F')) {
			setboard[y + 1][x] = 2;
		}

		check();
		bomb();
		Arrowmove();
		mobmove();

		if (mode) {
			hurt = false;
		}

		print();

		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);
			Clear_Screen();

			color(12);
			cout << "           GAME OVER           " << endl;

			color(7);
			cout << "   STEVE " << die << endl;
			system("cls");

			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')) {
			Clear_Screen();
			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 += 10000;
			hungry = min(hungry, 114514);
		}

		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();
			Clear_Screen();

			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;
				system("cls");
			}

			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;
}

(Z键挖掘方块,F键放置方块)

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写一个简单的我的世界游戏需要很多的工作,包括图形界面的设计、物理引擎的实现、游戏逻辑的编写等等。下面是一个简单的C++控制台版本的我的世界游戏示例: ```c++ #include <iostream> #include <vector> using namespace std; const int WORLD_WIDTH = 10; const int WORLD_HEIGHT = 10; enum BlockType { BLOCK_AIR, BLOCK_DIRT, BLOCK_GRASS, BLOCK_STONE }; class Block { public: Block(BlockType type = BLOCK_AIR) : type(type) {} BlockType getType() const { return type; } private: BlockType type; }; class World { public: World(int width, int height) : width(width), height(height) { blocks.resize(height); for (int i = 0; i < height; i++) { blocks[i].resize(width); for (int j = 0; j < width; j++) { if (i == 0 || i == height - 1 || j == 0 || j == width - 1) { blocks[i][j] = Block(BLOCK_STONE); } else if (i == height - 2) { blocks[i][j] = Block(BLOCK_GRASS); } else { blocks[i][j] = Block(BLOCK_DIRT); } } } } void print() const { for (int i = 0; i < height; i++) { for (int j = 0; j < width; j++) { switch (blocks[i][j].getType()) { case BLOCK_AIR: cout << " "; break; case BLOCK_DIRT: cout << "#"; break; case BLOCK_GRASS: cout << "*"; break; case BLOCK_STONE: cout << "@"; break; } } cout << endl; } } Block getBlock(int x, int y) const { if (x < 0 || x >= width || y < 0 || y >= height) { return Block(BLOCK_AIR); } else { return blocks[y][x]; } } private: int width, height; vector<vector<Block>> blocks; }; class Player { public: Player(int x, int y) : x(x), y(y) {} void move(int dx, int dy, const World& world) { if (world.getBlock(x + dx, y + dy).getType() == BLOCK_AIR) { x += dx; y += dy; } } int getX() const { return x; } int getY() const { return y; } private: int x, y; }; int main() { World world(WORLD_WIDTH, WORLD_HEIGHT); Player player(WORLD_WIDTH / 2, WORLD_HEIGHT / 2); while (true) { system("cls"); world.print(); cout << "Player is at (" << player.getX() << ", " << player.getY() << ")" << endl; char input; cin >> input; switch (input) { case 'w': player.move(0, -1, world); break; case 'a': player.move(-1, 0, world); break; case 's': player.move(0, 1, world); break; case 'd': player.move(1, 0, world); break; } } return 0; } ``` 这个示例中,我们定义了一个World类和一个Player类,分别表示游戏世界和玩家。在World类中,我们使用二维数组来存储所有的方块,然后在构造函数中初始化它们。在Player类中,我们使用x和y来表示玩家的坐标,在move函数中,我们判断目标位置是否为空气块,如果是,则移动玩家。最后,在主函数中,我们循环输出游戏世界和玩家位置,并根据用户的输入移动玩家。
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