芜湖!我又回来啦!作业全完成喽!今天带来的代码可是我想+写=1周的呢,大家好好收藏,好好赞,一起加油吧!
OK!老规矩,介绍一下代码
#include <bits/stdc++.h>
#include <windows.h>
#include <unistd.h>
#include <conio.h>
#define LIFE 15
#define HUNGRY 100
#define SPEED 1000
using namespace std;
//hamburger是汉堡,为迷你世界里的麦包什么的 , hungryl剩余饥饿 , speed玩家移动速度,暂时不使用
//wood木头物资 , stone石头物资 , metal金属物资 , diamond钻石物资
//und是当前玩家所在高度,便于判断一些稀有矿石出现点
//stoneAX、metalAX、diamondAX和goldAX各类斧头和镐子,需要合成
//undergroundMAP是当前底下矿洞可视区域,一旦移动,如不在map内,则重新随机
unsigned long long hamburger=10000, hungryl=100, speed=100;
unsigned long long wood=1000, stone=1000, metal=1000, diamond=1000;
long long und=-6;
bool stoneAX=true, metalAX=false, diamondAX=false, goldAX=false;
int undergroundMAP[10][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,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0
};
int nowp;//判断当前位置,更利于底下矿洞探索
unsigned long long x, y;//位置判断,便于输出
void HIDE() {
CONSOLE_CURSOR_INFO cursor_info= {1,0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);
}
void SetPos(int x,int y) {
COORD pos;
pos.X=y*2-1,pos.Y=x+1;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
}
void stoDIG() {
if(stoneAX==true&&metalAX==false) Sleep(50);
else;
}
void metDIG() {
if(stoneAX==true&&metalAX==false) Sleep(111);
else if(metalAX=true&&diamondAX==false) Sleep(65);
else;
}
void diaDIG() {
if(metalAX==true&&diamondAX==false) Sleep(210);
else if(diamondAX==true&&goldAX==false) Sleep(80);
else;
}
上面这段是一些需要的挖掘的函数和所需要的变量,大家应该都看得懂。
void golAX() {
for(int i=0; i<10; i++) {
for(int j=0; j<10; j++) {
switch(undergroundMAP[i][j]) {
case 1:
wood++;
break;
case 2:
stone++;
break;
case 3:
metal++;
break;
case 4:
diamond++;
break;
}
undergroundMAP[i][j]=0;
}
}
}
void diaAX() {
for(int i=x-2; i<=x+2; i++) {
for(int j=y-2; j<=y+2; j++) {
switch(undergroundMAP[i][j]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[i][j]=0;
}
}
}
void metAX() {
for(int i=x-1; i<=x+1; i++) {
for(int j=y; j<=y+1; j++) {
switch(undergroundMAP[i][j]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[i][j]=0;
}
}
}
bool canGO(bool a1,bool a2,bool a3,bool a4,int pla) {
if(pla<=3) {
return 1;
} else if(pla==4&&a2==true) {
return 1;
} else {
return 0;
}
}
void make() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE);
cout<<" __________________________________________________________________ "<<endl;
cout<<"| 合 成 |"<<endl;
cout<<"| |"<<endl;
cout<<"| 1. 铁斧 |"<<endl;
cout<<"| 2. 钻石斧 |"<<endl;
cout<<"| 3. 荒芜神斧 |"<<endl;
cout<<"| 铁斧:有99.8%的概率挖掘3 ×3方格 |"<<endl;
cout<<"| 钻石斧:有99.9%的概率挖掘5 ×5方格 |"<<endl;
cout<<"| 荒芜神斧:有100%的概率挖掘全屏方格 |"<<endl;
cout<<"| ________________________________________________________________|"<<endl;
cout<<"| |备注:请确认背包已有所有所需物品且斧子合成不需要使用已合成的斧子|"<<endl;
cout<<"|_|________________________________________________________________|"<<endl;
cout<<"请输入:";
char input=getch();
switch(input) {
case '1':
if(metal>=4&&stoneAX!=false&&metalAX==false) {
cout<<endl<<"已合成"<<endl;
metalAX=true;
} else if(metalAX==true) {
cout<<endl<<"对不起!您的铁斧已经合成了,不能继续合成了呦!"<<endl;
}
break;
case '2':
if(diamond>=2&&metalAX!=false&&diamondAX==false) {
cout<<endl<<"已合成"<<endl;
diamondAX=true;
} else if(diamondAX==true) {
cout<<endl<<"对不起!您的钻石斧已经合成了,不能继续合成了呦!"<<endl;
}
break;
case '3':
if(wood>=30&&metal>=20&&diamond>=12&&diamondAX!=false&&goldAX==false) {
cout<<endl<<"已合成"<<endl;
goldAX=true;
} else if(goldAX==true) {
cout<<endl<<"对不起!您的荒芜神斧已经合成了,不能继续合成了呦!"<<endl;
}
break;
}
}
void getk() {
switch(getch()) {
case 'w':
if(x!=0&&goldAX==true) {
golAX();
} else if(x!=0&&diamondAX==true) {
diaAX();
} else if(x!=0&&metalAX==true) {
metAX();
}
if( x!=0 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x-1][y] ) ) {
x-=1;
switch(undergroundMAP[x][y]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[x][y]=0;
}
break;
case 's':
if(x!=9&&goldAX==true) {
golAX();
} else if(x!=9&&diamondAX==true) {
diaAX();
} else if(x!=9&&metalAX==true) {
metAX();
}
if( x!=9 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x+1][y] ) ) {
x+=1;
switch(undergroundMAP[x][y]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[x][y]=0;
}
break;
case 'a':
if(y!=0&&goldAX==true) {
golAX();
} else if(y!=0&&diamondAX==true) {
diaAX();
} else if(y!=0&&metalAX==true) {
metAX();
}
if( y!=0 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x][y-1] ) ) {
y-=1;
switch(undergroundMAP[x][y]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[x][y]=0;
}
break;
case 'd':
if(y!=9&&goldAX==true) {
golAX();
} else if(y!=9&&diamondAX==true) {
diaAX();
} else if(y!=9&&metalAX==true) {
metAX();
}
if( y!=9 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x][y+1] ) ) {
y+=1;
switch(undergroundMAP[x][y]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[x][y]=0;
}
break;
case 'm':
make();
break;
}
}
bool emp() {
for(int i=1; i<9; i++) {
for(int j=1; j<9; j++) {
if(undergroundMAP[i][j]!=0&&undergroundMAP[i][j]!=4) {
return false;
}
}
}
return true;
}
void pm() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
cout<<" _________________________________________________________________________________________ "<<endl;
cout<<"| __________________________________________________ _______________ __________________ |"<<endl;
cout<<"| | 迷 你 世 界 | 背包 | 合成表 | |"<<endl;
cout<<"| |__________________________________________正常模式| 1.木头: | 2.工具合成 | |"<<endl;
cout<<"| |生命: 100 | 饥饿值: 100 | 状态:正常 | 网络延时:0ms| | (1).挖掘工具 | |"<<endl;
cout<<"| |__________________________________________________| 2.石头: | 1.石斧 | |"<<endl;
cout<<"| | | | 直接送 | |"<<endl;
cout<<"| | | 3.铁矿: | | |"<<endl;
cout<<"| | | | 2.铁斧 | |"<<endl;
cout<<"| | | 4.钻石: | 需要一个石斧和 | |"<<endl;
cout<<"| | |_______________|四块铁矿合成 | |"<<endl;
cout<<"| | | 工具 | | |"<<endl;
cout<<"| | |1.石斧: | 3.钻石斧 | |"<<endl;
cout<<"| | | | 需要一个铁斧和 | |"<<endl;
cout<<"| | |2.铁斧: |两块钻石矿合成 | |"<<endl;
cout<<"| |__________________________________________________| | | |"<<endl;
cout<<"| |目标完成情况: |目标:合成钻石斧 |丢包率: %0|3.钻石斧: | 4.荒芜神斧 | |"<<endl;
cout<<"| |____________________|_________________|___________| | 需要三十个木头 | |"<<endl;
cout<<"| | m键打开工具制造区 |4.荒芜神斧: |加二十块铁矿 加十 | |"<<endl;
cout<<"| |提示:挖掘钻石需要铁镐哦!铁镐需要石镐和四块铁合成 |_______________|二个钻石合成 | |"<<endl;
cout<<"| | 钻石需要挖掘到地下-7层左右才有 |当前高度: | | |"<<endl;
cout<<"| |__________________________________________________|_______________|__________________| |"<<endl;
cout<<"| |______注意:由于某种bug,第一行矿石请尽量不要挖掘,谢谢配合,后面我们将尽快修复!______| |"<<endl;
cout<<"| |版本号| |"<<endl;
cout<<"|_____________________________________|V1.7.3|____________________________________________|"<<endl;
if(emp()) {
und--;
srand(time(0));
for(int k=4; k<=13; k++) {
SetPos(k+1,2);
for(int i=0; i<9; i++) {
if(k-4==x&&i==y) {
cout<<" *你*";
undergroundMAP[k-4][i]=0;
continue;
}
int a;
do {
a=rand()%4+1;
} while(a==4&&und>-7);
if(a==1) {
cout<<setw(5)<<"木";
undergroundMAP[k-4][i]=1;
} else if(a==2) {
cout<<setw(5)<<"石";
undergroundMAP[k-4][i]=2;
} else if(a==3) {
cout<<setw(5)<<"铁";
undergroundMAP[k-4][i]=3;
} else if(a==4&&und<=-7) {
cout<<setw(5)<<"钻";
undergroundMAP[k-4][i]=4;
}
}
}
} else {
for(int i=0; i<9; i++) {
SetPos(i+5,2);
for(int j=0; j<9; j++) {
if(i==x&&j==y) {
cout<<" *你*";
undergroundMAP[i-4][j]=0;
continue;
}
switch(undergroundMAP[i][j]) {
case 0:
cout<<setw(5)<<" ";
break;
case 1:
cout<<setw(5)<<"木";
break;
case 2:
cout<<setw(5)<<"石";
break;
case 3:
cout<<setw(5)<<"铁";
break;
case 4:
cout<<setw(5)<<"钻";
break;
}
}
}
}
SetPos(2,32);
cout<<wood;
SetPos(4,32);
cout<<stone;
SetPos(6,32);
cout<<metal;
SetPos(8,32);
cout<<diamond;
SetPos(11,31);
cout<<(stoneAX==false?"没有":"有");
SetPos(13,31);
cout<<(metalAX==false?"没有":"有");
SetPos(15,32);
cout<<(diamondAX==false?"没有":"有");
SetPos(17,33);
cout<<(goldAX==false?"没有":"有");
SetPos(19,32);
cout<<und;
SetPos(15,9);
cout<<"未完成"<<endl;
}
这里是所有界面函数,也不多介绍。
int main() {
cout.tie();
HIDE();
while(wood<10000) {
system("cls");
pm();
getk();
}
getch();
system("cls");
return 0;
}
最后是主函数,稍微说一下cout.tie()。
此函数功能主要是让输出更快更标准,一般在动画制作中使用。
最后是完整代码。
#include <bits/stdc++.h>
#include <windows.h>
#include <unistd.h>
#include <conio.h>
#define LIFE 15
#define HUNGRY 100
#define SPEED 1000
using namespace std;
//hamburger是汉堡,为迷你世界里的麦包什么的 , hungryl剩余饥饿 , speed玩家移动速度,暂时不使用
//wood木头物资 , stone石头物资 , metal金属物资 , diamond钻石物资
//und是当前玩家所在高度,便于判断一些稀有矿石出现点
//stoneAX、metalAX、diamondAX和goldAX各类斧头和镐子,需要合成
//undergroundMAP是当前底下矿洞可视区域,一旦移动,如不在map内,则重新随机
unsigned long long hamburger=10000, hungryl=100, speed=100;
unsigned long long wood=1000, stone=1000, metal=1000, diamond=1000;
long long und=-6;
bool stoneAX=true, metalAX=false, diamondAX=false, goldAX=false;
int undergroundMAP[10][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,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0
};
int nowp;//判断当前位置,更利于底下矿洞探索
unsigned long long x, y;//位置判断,便于输出
void HIDE() {
CONSOLE_CURSOR_INFO cursor_info= {1,0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);
}
void SetPos(int x,int y) {
COORD pos;
pos.X=y*2-1,pos.Y=x+1;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
}
void stoDIG() {
if(stoneAX==true&&metalAX==false) Sleep(50);
else;
}
void metDIG() {
if(stoneAX==true&&metalAX==false) Sleep(111);
else if(metalAX=true&&diamondAX==false) Sleep(65);
else;
}
void diaDIG() {
if(metalAX==true&&diamondAX==false) Sleep(210);
else if(diamondAX==true&&goldAX==false) Sleep(80);
else;
}
void golAX() {
for(int i=0; i<10; i++) {
for(int j=0; j<10; j++) {
switch(undergroundMAP[i][j]) {
case 1:
wood++;
break;
case 2:
stone++;
break;
case 3:
metal++;
break;
case 4:
diamond++;
break;
}
undergroundMAP[i][j]=0;
}
}
}
void diaAX() {
for(int i=x-2; i<=x+2; i++) {
for(int j=y-2; j<=y+2; j++) {
switch(undergroundMAP[i][j]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[i][j]=0;
}
}
}
void metAX() {
for(int i=x-1; i<=x+1; i++) {
for(int j=y; j<=y+1; j++) {
switch(undergroundMAP[i][j]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[i][j]=0;
}
}
}
bool canGO(bool a1,bool a2,bool a3,bool a4,int pla) {
if(pla<=3) {
return 1;
} else if(pla==4&&a2==true) {
return 1;
} else {
return 0;
}
}
void make() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE);
cout<<" __________________________________________________________________ "<<endl;
cout<<"| 合 成 |"<<endl;
cout<<"| |"<<endl;
cout<<"| 1. 铁斧 |"<<endl;
cout<<"| 2. 钻石斧 |"<<endl;
cout<<"| 3. 荒芜神斧 |"<<endl;
cout<<"| 铁斧:有99.8%的概率挖掘3 ×3方格 |"<<endl;
cout<<"| 钻石斧:有99.9%的概率挖掘5 ×5方格 |"<<endl;
cout<<"| 荒芜神斧:有100%的概率挖掘全屏方格 |"<<endl;
cout<<"| ________________________________________________________________|"<<endl;
cout<<"| |备注:请确认背包已有所有所需物品且斧子合成不需要使用已合成的斧子|"<<endl;
cout<<"|_|________________________________________________________________|"<<endl;
cout<<"请输入:";
char input=getch();
switch(input) {
case '1':
if(metal>=4&&stoneAX!=false&&metalAX==false) {
cout<<endl<<"已合成"<<endl;
metalAX=true;
} else if(metalAX==true) {
cout<<endl<<"对不起!您的铁斧已经合成了,不能继续合成了呦!"<<endl;
}
break;
case '2':
if(diamond>=2&&metalAX!=false&&diamondAX==false) {
cout<<endl<<"已合成"<<endl;
diamondAX=true;
} else if(diamondAX==true) {
cout<<endl<<"对不起!您的钻石斧已经合成了,不能继续合成了呦!"<<endl;
}
break;
case '3':
if(wood>=30&&metal>=20&&diamond>=12&&diamondAX!=false&&goldAX==false) {
cout<<endl<<"已合成"<<endl;
goldAX=true;
} else if(goldAX==true) {
cout<<endl<<"对不起!您的荒芜神斧已经合成了,不能继续合成了呦!"<<endl;
}
break;
}
}
void getk() {
switch(getch()) {
case 'w':
if(x!=0&&goldAX==true) {
golAX();
} else if(x!=0&&diamondAX==true) {
diaAX();
} else if(x!=0&&metalAX==true) {
metAX();
}
if( x!=0 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x-1][y] ) ) {
x-=1;
switch(undergroundMAP[x][y]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[x][y]=0;
}
break;
case 's':
if(x!=9&&goldAX==true) {
golAX();
} else if(x!=9&&diamondAX==true) {
diaAX();
} else if(x!=9&&metalAX==true) {
metAX();
}
if( x!=9 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x+1][y] ) ) {
x+=1;
switch(undergroundMAP[x][y]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[x][y]=0;
}
break;
case 'a':
if(y!=0&&goldAX==true) {
golAX();
} else if(y!=0&&diamondAX==true) {
diaAX();
} else if(y!=0&&metalAX==true) {
metAX();
}
if( y!=0 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x][y-1] ) ) {
y-=1;
switch(undergroundMAP[x][y]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[x][y]=0;
}
break;
case 'd':
if(y!=9&&goldAX==true) {
golAX();
} else if(y!=9&&diamondAX==true) {
diaAX();
} else if(y!=9&&metalAX==true) {
metAX();
}
if( y!=9 && canGO( stoneAX, metalAX, diamondAX, goldAX, undergroundMAP[x][y+1] ) ) {
y+=1;
switch(undergroundMAP[x][y]) {
case 1:
wood++;
break;
case 2:
stone++;
stoDIG();
break;
case 3:
metal++;
metDIG();
break;
case 4:
diamond++;
diaDIG();
break;
}
undergroundMAP[x][y]=0;
}
break;
case 'm':
make();
break;
}
}
bool emp() {
for(int i=1; i<9; i++) {
for(int j=1; j<9; j++) {
if(undergroundMAP[i][j]!=0&&undergroundMAP[i][j]!=4) {
return false;
}
}
}
return true;
}
void pm() {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
cout<<" _________________________________________________________________________________________ "<<endl;
cout<<"| __________________________________________________ _______________ __________________ |"<<endl;
cout<<"| | 迷 你 世 界 | 背包 | 合成表 | |"<<endl;
cout<<"| |__________________________________________正常模式| 1.木头: | 2.工具合成 | |"<<endl;
cout<<"| |生命: 100 | 饥饿值: 100 | 状态:正常 | 网络延时:0ms| | (1).挖掘工具 | |"<<endl;
cout<<"| |__________________________________________________| 2.石头: | 1.石斧 | |"<<endl;
cout<<"| | | | 直接送 | |"<<endl;
cout<<"| | | 3.铁矿: | | |"<<endl;
cout<<"| | | | 2.铁斧 | |"<<endl;
cout<<"| | | 4.钻石: | 需要一个石斧和 | |"<<endl;
cout<<"| | |_______________|四块铁矿合成 | |"<<endl;
cout<<"| | | 工具 | | |"<<endl;
cout<<"| | |1.石斧: | 3.钻石斧 | |"<<endl;
cout<<"| | | | 需要一个铁斧和 | |"<<endl;
cout<<"| | |2.铁斧: |两块钻石矿合成 | |"<<endl;
cout<<"| |__________________________________________________| | | |"<<endl;
cout<<"| |目标完成情况: |目标:合成钻石斧 |丢包率: %0|3.钻石斧: | 4.荒芜神斧 | |"<<endl;
cout<<"| |____________________|_________________|___________| | 需要三十个木头 | |"<<endl;
cout<<"| | m键打开工具制造区 |4.荒芜神斧: |加二十块铁矿 加十 | |"<<endl;
cout<<"| |提示:挖掘钻石需要铁镐哦!铁镐需要石镐和四块铁合成 |_______________|二个钻石合成 | |"<<endl;
cout<<"| | 钻石需要挖掘到地下-7层左右才有 |当前高度: | | |"<<endl;
cout<<"| |__________________________________________________|_______________|__________________| |"<<endl;
cout<<"| |______注意:由于某种bug,第一行矿石请尽量不要挖掘,谢谢配合,后面我们将尽快修复!______| |"<<endl;
cout<<"| |版本号| |"<<endl;
cout<<"|_____________________________________|V1.7.3|____________________________________________|"<<endl;
if(emp()) {
und--;
srand(time(0));
for(int k=4; k<=13; k++) {
SetPos(k+1,2);
for(int i=0; i<9; i++) {
if(k-4==x&&i==y) {
cout<<" *你*";
undergroundMAP[k-4][i]=0;
continue;
}
int a;
do {
a=rand()%4+1;
} while(a==4&&und>-7);
if(a==1) {
cout<<setw(5)<<"木";
undergroundMAP[k-4][i]=1;
} else if(a==2) {
cout<<setw(5)<<"石";
undergroundMAP[k-4][i]=2;
} else if(a==3) {
cout<<setw(5)<<"铁";
undergroundMAP[k-4][i]=3;
} else if(a==4&&und<=-7) {
cout<<setw(5)<<"钻";
undergroundMAP[k-4][i]=4;
}
}
}
} else {
for(int i=0; i<9; i++) {
SetPos(i+5,2);
for(int j=0; j<9; j++) {
if(i==x&&j==y) {
cout<<" *你*";
undergroundMAP[i-4][j]=0;
continue;
}
switch(undergroundMAP[i][j]) {
case 0:
cout<<setw(5)<<" ";
break;
case 1:
cout<<setw(5)<<"木";
break;
case 2:
cout<<setw(5)<<"石";
break;
case 3:
cout<<setw(5)<<"铁";
break;
case 4:
cout<<setw(5)<<"钻";
break;
}
}
}
}
SetPos(2,32);
cout<<wood;
SetPos(4,32);
cout<<stone;
SetPos(6,32);
cout<<metal;
SetPos(8,32);
cout<<diamond;
SetPos(11,31);
cout<<(stoneAX==false?"没有":"有");
SetPos(13,31);
cout<<(metalAX==false?"没有":"有");
SetPos(15,32);
cout<<(diamondAX==false?"没有":"有");
SetPos(17,33);
cout<<(goldAX==false?"没有":"有");
SetPos(19,32);
cout<<und;
SetPos(15,9);
cout<<"未完成"<<endl;
}
int main() {
cout.tie();
HIDE();
while(wood<10000) {
system("cls");
pm();
getk();
}
getch();
system("cls");
return 0;
}
OK!今天就到这里,拜拜!