我的世界c++代码,勿喷

#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);
}
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()//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].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)
    {
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;
            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;
            }
            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;
}

//原创:love_c++

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