fighter(1.0)

最近写了一个战斗机的游戏

此处特别鸣谢蒟蒻尹对本游戏的大力支持

#include <bits/stdc++.h>
#include <iostream>
#include <stdio.h>
#include <cstdlib>
#include <conio.h>
#include "windows.h"
#pragma GCC optimize(3)
#pragma GCC optimize(2)
using namespace std;
const int row = 26+12;
const int col = 18*2;
struct enemy {
	int x,y;
	bool life;
} enemy[1000];

int enemy_top=1;
int tim_fire;
int tim_enemy_making;
bool v[row][col];
int Map[row][col] = {
//   0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0},// 0
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},// 1
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},// 2
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},// 3
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},// 4
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},// 5
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},// 6
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},// 7
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},// 8
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},// 9
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//10
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//11
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//12
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//13
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//14
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//15
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//16
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//17
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//18
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//19
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//20
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//21
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//22
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//23
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//24
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//25
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//26
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//27
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//28
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//29
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//30
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//31
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//32
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//33
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//34
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//35
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//36
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},//37
};
int p_x=17,p_y=9;  //玩家的坐标  map[p_x][p_y];

void hide_cursor() {
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
	CONSOLE_CURSOR_INFO CursorInfo;
	GetConsoleCursorInfo(handle, &CursorInfo);//获取控制台光标信息
	CursorInfo.bVisible = false; //隐藏控制台光标
	SetConsoleCursorInfo(handle, &CursorInfo);//设置控制台光标状态
}

void color (string ss) {
	if(ss=="RED")
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 4);
	if(ss=="BLU")
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 1);
	if(ss=="GRE")
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 2);
	if(ss=="YEL")
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 14);
	if(ss=="PUR")
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), 5);
	if(ss=="WHI")
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_GREEN|FOREGROUND_RED);
}

bool check(int x,int y) {
	if(x>=0&&y>=0&&x<=37&&y<=35) return true;
	return false;
}

void move(int x_mov,int y_mov) {  //玩家坐标位移
	p_x+=x_mov,p_y+=y_mov;
}

void fire(int p_x,int p_y) {
	int now_fire=time(0);
	if(tim_fire==0||now_fire-tim_fire>=1) {
		Map[p_x-1][p_y]=8;
		Map[p_x-1][p_y+1]=8;
		tim_fire=now_fire;
	}

}

void player_step() {  //位移操作
	Map[p_x][p_y]=0;
	Map[p_x][p_y+1]=0;
	Map[p_x+1][p_y+1]=0;
	Map[p_x+1][p_y]=0;
//	Map[p_x+1][p_y-1]=0;
	Map[p_x+1][p_y-2]=0;
//	Map[p_x+1][p_y+2]=0;
	Map[p_x+1][p_y+3]=0;
	Map[p_x+2][p_y+3]=0;
	Map[p_x+2][p_y+4]=0;
	Map[p_x+2][p_y+5]=0;
	Map[p_x+2][p_y+6]=0;
	Map[p_x+2][p_y+2]=0;
	Map[p_x+2][p_y+1]=0;
	Map[p_x+2][p_y]=0;
	Map[p_x+2][p_y-1]=0;
	Map[p_x+2][p_y-3]=0;
	Map[p_x+2][p_y-4]=0;
	Map[p_x+2][p_y-5]=0;
	Map[p_x+2][p_y-2]=0;
//	Map[p_x+3][p_y]=0;
//	Map[p_x+3][p_y+1]=0;
	Map[p_x+3][p_y+2]=0;
	Map[p_x+3][p_y-1]=0;
	Map[p_x+4][p_y]=0;
	Map[p_x+4][p_y+1]=0;
	Map[p_x+4][p_y-1]=0;
	Map[p_x+4][p_y+2]=0;
	Map[p_x+4][p_y+3]=0;
	Map[p_x+4][p_y+4]=0;
	Map[p_x+4][p_y-2]=0;
	Map[p_x+4][p_y-3]=0;
	if(GetKeyState(VK_UP) < 0&&p_x-1>=0) {
		move(-1, 0);
	}
	if(GetKeyState(VK_DOWN ) < 0&&p_x+1<=33) {
		move( 1, 0);
	}
	if(GetKeyState(VK_LEFT) < 0&&p_y-1>=5) {
		move( 0,-1);
	}
	if(GetKeyState(VK_RIGHT) < 0&&p_y+1<=29) {
		move( 0, 1);
	}
	if(GetKeyState(' ') < 0) {
		fire(p_x,p_y);
	}
	Map[p_x][p_y]=2;
	Map[p_x][p_y+1]=2;
	Map[p_x+1][p_y+1]=1;
	Map[p_x+1][p_y]=1;
//	Map[p_x+1][p_y-1]=7;
	Map[p_x+1][p_y-2]=1;
//	Map[p_x+1][p_y+2]=7;
	Map[p_x+1][p_y+3]=1;
	Map[p_x+2][p_y+3]=1;
	Map[p_x+2][p_y+4]=3;
	Map[p_x+2][p_y+5]=3;
	Map[p_x+2][p_y+6]=3;
	Map[p_x+2][p_y+2]=3;
	Map[p_x+2][p_y+1]=3;
	Map[p_x+2][p_y]=3;
	Map[p_x+2][p_y-1]=3;
	Map[p_x+2][p_y-3]=3;
	Map[p_x+2][p_y-4]=3;
	Map[p_x+2][p_y-5]=3;
	Map[p_x+2][p_y-2]=1;
//	Map[p_x+3][p_y]=7;
//	Map[p_x+3][p_y+1]=7;
	Map[p_x+3][p_y+2]=1;
	Map[p_x+3][p_y-1]=1;
	Map[p_x+4][p_y]=3;
	Map[p_x+4][p_y+1]=3;
	Map[p_x+4][p_y-1]=1;
	Map[p_x+4][p_y+2]=1;
	Map[p_x+4][p_y+3]=3;
	Map[p_x+4][p_y+4]=3;
	Map[p_x+4][p_y-2]=3;
	Map[p_x+4][p_y-3]=3;
}
//	puts("             ||		  ");
//	puts("           | || |       ");
//	puts("        ===|====|===    ");
//	puts("            |  |        ");
//	puts("          ==|==|==      ");
//	puts("");
//	puts("");

void enemy_check(int e_x,int e_y,int id,int cor) {
	if(Map[e_x][e_y]==8) {
		enemy[id].life=false;
		return ;
	}
	if(check(e_x,e_y)&&Map[e_x][e_y]>=1&&Map[e_x][e_y]<=3) exit(0);
	Map[e_x][e_y]=cor;
}

void enemy_clear(int e_x,int e_y) {
	if(v[e_x][e_y])Map[e_x][e_y]=0;
	if(v[e_x][e_y+1])Map[e_x][e_y+1]=0;
	if(v[e_x-1][e_y])Map[e_x-1][e_y]=0;
	if(v[e_x-2][e_y])Map[e_x-2][e_y]=0;
	if(v[e_x-3][e_y])Map[e_x-3][e_y]=0;
	if(v[e_x-1][e_y+1])Map[e_x-1][e_y+1]=0;
	if(v[e_x-2][e_y+1])Map[e_x-2][e_y+1]=0;
	if(v[e_x-3][e_y+1])Map[e_x-3][e_y+1]=0;
	if(v[e_x-1][e_y-1])Map[e_x-1][e_y-1]=0;
	if(v[e_x-2][e_y-3])Map[e_x-1][e_y-2]=0;
	if(v[e_x-1][e_y-3])Map[e_x-1][e_y-3]=0;
	if(v[e_x-1][e_y-4])Map[e_x-1][e_y-4]=0;
	if(v[e_x-1][e_y+2])Map[e_x-1][e_y+2]=0;
	if(v[e_x-1][e_y+3])Map[e_x-1][e_y+3]=0;
	if(v[e_x-1][e_y+4])Map[e_x-1][e_y+4]=0;
	if(v[e_x-1][e_y+5])Map[e_x-1][e_y+5]=0;
	if(v[e_x-3][e_y-1])Map[e_x-3][e_y-1]=0;
	if(v[e_x-3][e_y+2])Map[e_x-3][e_y+2]=0;
}

void enemy_move(int e_x,int e_y,int id) {
	enemy_clear(e_x,e_y);

	e_x+=1;
	enemy[id].x=e_x;
	if(v[e_x][e_y]) {
		enemy_check(e_x,e_y,id,4);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x][e_y+1]) {
		enemy_check(e_x,e_y+1,id,4);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-1][e_y]) {
		enemy_check(e_x-1,e_y,id,6);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-2][e_y]) {
		enemy_check(e_x-2,e_y,id,6);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-3][e_y]) {
		enemy_check(e_x-3,e_y,id,6);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-1][e_y+1]) {
		enemy_check(e_x-1,e_y+1,id,6);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-2][e_y+1]) {
		enemy_check(e_x-2,e_y+1,id,6);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-3][e_y+1]) {
		enemy_check(e_x-3,e_y+1,id,6);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-1][e_y-1]) {
		enemy_check(e_x-1,e_y-1,id,7);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-1][e_y-2]) {
		enemy_check(e_x-1,e_y-2,id,7);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-1][e_y-3]) {
		enemy_check(e_x-1,e_y-3,id,7);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-1][e_y-4]) {
		enemy_check(e_x-1,e_y-4,id,7);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-1][e_y+2]) {
		enemy_check(e_x-1,e_y+2,id,7);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-1][e_y+3]) {
		enemy_check(e_x-1,e_y+3,id,7);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-1][e_y+4]) {
		enemy_check(e_x-1,e_y+4,id,7);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-1][e_y+5]) {
		enemy_check(e_x-1,e_y+5,id,7);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-3][e_y-1]) {
		enemy_check(e_x-3,e_y-1,id,7);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}
	if(v[e_x-3][e_y+2]) {
		enemy_check(e_x-3,e_y+2,id,7);
		if(enemy[id].life==false) {
			enemy_clear(e_x,e_y);
			return ;
		}
	}

}
void enemy_step() {
	for(int i=1; i<=enemy_top; i++) {
		if(!enemy[i].life) continue;
		enemy_move(enemy[i].x,enemy[i].y,i);
	}
}

void make_enemy() {
	int now_tim_enemy=time(0);
	srand(time(0));
	int enemy_making_lie=rand()%27+4;
	if(now_tim_enemy-tim_enemy_making>=5) {
		enemy[++enemy_top].life=1;
		enemy[enemy_top].x=1;
		enemy[enemy_top].y=enemy_making_lie;
		tim_enemy_making=now_tim_enemy;
	}
}
//    =||=
//     ||
// ====||====
//	   --
void draw(int x,int y) {
	if(Map[x][y]==0) putchar (' ');
//  1~3:player
	if(Map[x][y]==1||Map[x][y]==2) color("GRE"),putchar('|');
	if(Map[x][y]==3)               color("GRE"),putchar('=');
//  4~7:enemy
	if(Map[x][y]==4||Map[x][y]==5) color("WHI"),putchar('-');
	if(Map[x][y]==6)               color("WHI"),putchar('|');
	if(Map[x][y]==7)               color("WHI"),putchar('=');
	if(Map[x][y]==8) { //子弹特殊操作
		color("YEL"),putchar('^');
		Map[x][y]=0;
		if(x-1)
			Map[x-1][y]=8;
	}
}


int main() {

	hide_cursor();
	for(int i=0; i<=37; i++) {
		for(int j=0; j<=35; j++) {
			v[i][j]=1;
		}
	}
	system("mode con cols=37 lines=38");
	while (true) {

		for(int i=0; i<=37; i++) {
			for(int j=0; j<=35; j++) {
				draw(i,j);
			}

			if(i!=row-1)puts("");
		}
		make_enemy();
		enemy_step();
		player_step();

		Sleep(100);
		system("cls");
	}
	cout<<1;
    
	while(1) {
	}
}

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