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个人简介
#include <iostream> #include <string> #include <vector> #include <cstdlib> #include <ctime> #include <algorithm> using namespace std; // 定义地图大小 const int MAP_WIDTH = 20; const int MAP_HEIGHT = 20; // 玩家类 class Player { public: int x, y; int health; int bullets; Player(int _x, int _y) : x(_x), y(_y), health(100), bullets(10) {} void takeDamage(int damage) { health -= damage; if (health < 0) health = 0; } bool isAlive() const { return health > 0; } void reload() { bullets = 10; } }; // 敌人类 class Enemy { public: int x, y; int health; Enemy(int _x, int _y) : x(_x), y(_y), health(50) {} void takeDamage(int damage) { health -= damage; if (health < 0) health = 0; } bool isAlive() const { return health > 0; } }; // 游戏地图类 class GameMap { public: vector<vector<char>> map; GameMap() { map.resize(MAP_HEIGHT, vector<char>(MAP_WIDTH, '.')); // 随机生成障碍物 for (int i = 0; i < MAP_WIDTH * MAP_HEIGHT / 10; ++i) { int x = rand() % MAP_WIDTH; int y = rand() % MAP_HEIGHT; if (map[y][x] == '.') { map[y][x] = '#'; // 障碍物用 '#' 表示 } } } void placePlayer(const Player& player) { map[player.y][player.x] = 'P'; } void placeEnemy(const Enemy& enemy) { map[enemy.y][enemy.x] = 'E'; } void placeTeammate(const Player& teammate) { map[teammate.y][teammate.x] = 'T'; } void clearMap() { for (int y = 0; y < MAP_HEIGHT; ++y) { for (int x = 0; x < MAP_WIDTH; ++x) { if (map[y][x] != '#') { map[y][x] = '.'; } } } } void drawMap() { for (const auto& row : map) { for (char cell : row) { cout << cell << " "; } cout << endl; } } bool isObstacle(int x, int y) const { return map[y][x] == '#'; } bool isOccupied(int x, int y) const { return map[y][x] != '.' && map[y][x] != '#'; } }; // 队友类 class Teammate : public Player { public: Teammate(int _x, int _y) : Player(_x, _y) {} // 队友自动移动 void moveTowardsEnemy(const Enemy& enemy, GameMap& gameMap) { int dx = enemy.x - x; int dy = enemy.y - y; // 优先水平移动 if (abs(dx) > abs(dy)) { if (dx > 0 && x < MAP_WIDTH - 1 && !gameMap.isObstacle(x + 1, y) && !gameMap.isOccupied(x + 1, y)) { x++; } else if (dx < 0 && x > 0 && !gameMap.isObstacle(x - 1, y) && !gameMap.isOccupied(x - 1, y)) { x--; } } else { if (dy > 0 && y < MAP_HEIGHT - 1 && !gameMap.isObstacle(x, y + 1) && !gameMap.isOccupied(x, y + 1)) { y++; } else if (dy < 0 && y > 0 && !gameMap.isObstacle(x, y - 1) && !gameMap.isOccupied(x, y - 1)) { y--; } } } // 队友自动射击 void shootEnemy(Enemy& enemy) { if (bullets > 0) { int damage = rand() % 15 + 1; // 队友的伤害稍低 enemy.takeDamage(damage); bullets--; cout << "Teammate shot the enemy for " << damage << " damage!" << endl; } } }; // 游戏逻辑 void playGame() { srand(time(0)); // 初始化随机数种子 Player player(0, 0); Teammate teammate(MAP_WIDTH - 1, 0); // 队友初始位置 Enemy enemy(MAP_WIDTH - 1, MAP_HEIGHT - 1); GameMap gameMap; cout << "Welcome to the Gunfight Game!" << endl; while (player.isAlive() && enemy.isAlive()) { gameMap.clearMap(); gameMap.placePlayer(player); gameMap.placeTeammate(teammate); gameMap.placeEnemy(enemy); gameMap.drawMap(); cout << "\nYour Health: " << player.health << ", Bullets: " << player.bullets << endl; cout << "Teammate Health: " << teammate.health << ", Bullets: " << teammate.bullets << endl; cout << "Enemy Health: " << enemy.health << endl; cout << "Choose an action: " << endl; cout << "1. Shoot" << endl; cout << "2. Move" << endl; cout << "3. Reload" << endl; cout << "4. Run" << endl; string action; getline(cin, action); if (action == "1") { if (player.bullets > 0) { int damage = rand() % 20 + 1; // 随机伤害 enemy.takeDamage(damage); player.bullets--; cout << "You shot the enemy for " << damage << " damage!" << endl; } else { cout << "You have no bullets left! Reload or run!" << endl; } } else if (action == "2") { cout << "Enter direction (w/a/s/d): "; char direction; cin >> direction; cin.ignore(); // 清除缓冲区 int newX = player.x, newY = player.y; switch (direction) { case 'w': if (player.y > 0) newY--; break; case 's': if (player.y < MAP_HEIGHT - 1) newY++; break; case 'a': if (player.x > 0) newX--; break; case 'd': if (player.x < MAP_WIDTH - 1) newX++; break; default: cout << "Invalid direction." << endl; break; } if (!gameMap.isObstacle(newX, newY) && !gameMap.isOccupied(newX, newY)) { player.x = newX; player.y = newY; } else { cout << "You can't move there!" << endl; } } else if (action == "3") { player.reload(); cout << "You reloaded your gun." << endl; } else if (action == "4") { cout << "You ran away!" << endl; break; } else { cout << "Invalid action. Try again." << endl; } // 队友自动移动和射击 teammate.moveTowardsEnemy(enemy, gameMap); if (teammate.bullets > 0 && abs(teammate.x - enemy.x) <= 1 && abs(teammate.y - enemy.y) <= 1) { teammate.shootEnemy(enemy); } if (enemy.isAlive()) { int enemyDamage = rand() % 10 + 1; // 敌人随机伤害 player.takeDamage(enemyDamage); cout << "The enemy shot you for " << enemyDamage << " damage!" << endl; } } if (player.isAlive()) { cout << "Congratulations! You and your teammate defeated the enemy!" << endl; } else { cout << "Game Over. You were killed by the enemy." << endl; } } int main() { playGame(); return 0; }
**
#include <iostream> #include <string> #include <vector> #include <cstdlib> #include <ctime> #include <algorithm> using namespace std; // 定义地图大小 const int MAP_WIDTH = 20; const int MAP_HEIGHT = 20; // 玩家类 class Player { public: int x, y; int health; int bullets; Player(int _x, int _y) : x(_x), y(_y), health(100), bullets(10) {} void takeDamage(int damage) { health -= damage; if (health < 0) health = 0; } bool isAlive() const { return health > 0; } void reload() { bullets = 10; } }; // 敌人类 class Enemy { public: int x, y; int health; Enemy(int _x, int _y) : x(_x), y(_y), health(50) {} void takeDamage(int damage) { health -= damage; if (health < 0) health = 0; } bool isAlive() const {
```language #ifndef _GLIBCXX_NO_ASSERT #include <cassert> #endif #include <cctype> #include <cerrno> #include <cfloat> #include <ciso646> #include <climits> #include <clocale> #include <cmath> #include <csetjmp> #include <csignal> #include <cstdarg> #include <cstddef> #include <cstdio> #include <cstdlib> #include <cstring> #include <ctime> #if __cplusplus >= 201103L #include <ccomplex> #include <cfenv> #include <cinttypes> #include <cstdalign> #include <cstdbool> #include <cstdint> #include <ctgmath> #include <cwchar> #include <cwctype> #endif #include <algorithm> #include <bitset> #include <complex> #include <deque> #include <exception> #include <fstream> #include <functional> #include <iomanip> #include <ios> #include <iosfwd> #include <iostream> #include <istream> #include <iterator> #include <limits> #include <list> #include <locale> #include <map> #include <memory> #include <new> #include <numeric> #include <ostream> #include <queue> #include <set> #include <sstream> #include <stack> #include <stdexcept> #include <streambuf> #include <string> #include <typeinfo> #include <utility> #include <valarray> #include <vector> #if __cplusplus >= 201103L #include <array> #include <atomic> #include <chrono> #include <condition_variable> #include <forward_list> #include <future> #include <initializer_list> #include <mutex> #include <random> #include <ratio> #include <regex> #include <scoped_allocator> #include <system_error> #include <thread> #include <tuple> #include <typeindex> #include <type_traits> #include <unordered_map> #include <unordered_set> #endif #include<bits/stdc++.h> #include<windows.h> #include<stdio.h> #include<conio.h> #include<time.h> #define Nor if(B[b].x<5) B[b].x=5; #define Out1 Bx1-Bvx1<=6||Bx1-Bvx1>=28||By1-Bvy1<=7||By1-Bvy1>=27 #define Out2 Bx2-Bvx2<=6||Bx2-Bvx2>=28||By2-Bvy2<=7||By2-Bvy2>=27 #define Chang1 {Bwhat1=0;Bvx1=Bvy1=0;memset(Bgo1,0,sizeof(Bgo1));} #define Chang2 {Bwhat2=0;Bvx2=Bvy2=0;memset(Bgo2,0,sizeof(Bgo2));} #define Chang3 {Bwhat3=0;Bvx3=Bvy3=0;memset(Bgo3,0,sizeof(Bgo3));} using namespace std; int ti(float a) {return ((int)(a*10+5))/10;} void Setpos(float x,float y){COORD pos;pos.X=ti(y*4)/2;pos.Y=ti(x);SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);} void Color(int a){if(a==0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);if(a==3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);if(a==4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);if(a==5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);if(a==6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);if(a==7) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==8) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED);if(a==9) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_GREEN|BACKGROUND_BLUE);if(a==10) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_BLUE);if(a==11) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_BLUE);if(a==12) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN);if(a==13) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);if(a==14) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_BLUE);} int Blomax,Ren,Exp,Expmax,Lv,Lvl,Ice,Drug,ar1,ar2,Tar1,Tar2,bl,br,Win,T,Tb,Sy,Up,Upt,Down,u1,u2,Kill,Killb,L,Ll[4],Li,D,Gd[10],Biao,Fire,Fir,Water,Thun,Wind,Magne,I[20][2],ib,Dis,Disb,Dis1,Disb1,Boss,Bblo,Bblomax,Bwhat1,Bwhat2,Bwhat3,Bgo1[10],Bgo2[10],Bgo3[10],Bbr,Bbl,Bl[4]; float X,Y,Vx,Vy,Ding,Blo,Hui,Bx1,By1,Bx2,By2,Bx3,By3,Bvx1,Bvy1,Bvx2,Bvy2,Bvx3,Bvy3,Bway[1001][2]; struct bullet{float x,y,vx,vy;int what;int a,t,How;int life;bool kill;}B[100001]; void Map(int a,int b); void Pan(int a,float x,float y,int b){ float Nox[4],Noy[4];Nox[0]=X,Noy[0]=Y; if(Down==1&&X==22) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;else if(Down==2) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;else if(Down==1||X<18) Nox[1]=X-1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;else Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5; for(int i=0;i<3;i++){ if(a==-1){if(abs(x-Nox[i])+abs(y-Noy[i])<1.5) {if(B[b].what==-10)Exp+=2;if(B[b].what==-11)Exp+=1;B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}} if(a==-2){if(abs(x-Nox[i])+abs(y-Noy[i])<2.5) {if(B[b].what==-2)Exp+=5,Biao+=5;if(B[b].what==-3)Fire=300,Ice=0,Fir=3;if(B[b].what==-4)Water=200;if(B[b].what==-5){Wind=70;Ding=28.25;Ice=0;if(Y<Ding-1)Vy=5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(B[b].what==-6){Thun=200;system("color 1F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");}if(B[b].what==-7)Magne=300;if(B[b].what==-8)Ice=0,Drug=0,Blo=fmin((float)Blomax,Blo+20);if(B[b].what==-9)Exp=fmin((float)Expmax,Exp+20);B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}} }if(Wind==0&&Thun==0&&(B[b].kill!=0||Killb>=15||Ren==1&&Killb>0)) return; for(int i=0;i<3;i++){ if((Wind>=1||Thun>=1)&&abs(x-Nox[i])+abs(y-Noy[i])<2.5) {if(B[b].what<98)Exp+=2;B[b].life=0;Map(3,b);break;} if(a==1) {if(abs(x-Nox[i])<0.5&&abs(y-Noy[i])<1) {if(B[b].what>=99)Blo-=10;if(B[b].what==14)Blo-=15,Ice=100,B[b].life=0;else if(B[b].what==15)Blo-=20,Ice=0,B[b].life=0;else if(B[b].what==17)Blo-=5,Drug=100,B[b].life=0;else if(B[b].what>=13&&B[b].what<=17)Blo-=10,B[b].life=0;else Blo-=15;B[b].kill=1,Killb=20;Kill=1;Map(3,b);break;}} if (a==2||a==6||a==8||a==9||a==10||a==11||a==12) { if(abs(x-Nox[i])+abs(y-Noy[i])<1.5) { if(a==2)Blo-=20; else if(a==8)Blo-=10; else Blo-=15;B[b].kill=1,Killb=20;Kill=1;if(a!=2){B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}}} if(a==4) {if((Wind>=1||Thun>=1)&&abs(x-Nox[i])<1.5&&Noy[i]-y<=0&&Noy[i]-y>=-8) {if(B[b].what<98)Exp+=2;B[b].life=0;Map(3,b);break;}if(abs(x-Nox[i])<1&&Noy[i]-y<=0&&Noy[i]-y>=-8) {Blo-=25,B[b].kill=1,Killb=20;Kill=1;Vy=-1;Y-=0.5;break;}} } } void Map(int a,int b){ Color(0); if(a==-1){ if(Boss==1||Boss==6){if(Bwhat1==5){if(ti(Bx1)==20)Setpos(Bx1,By1),cout<<"==";else Setpos(Bx1,By1),cout<<" ";}else{Setpos(Bx1-1,By1-0.5),cout<<" ";Setpos(Bx1,By1-1),cout<<" ";Setpos(Bx1+1,By1-0.5),cout<<" ";if(abs(ti(Bx1)-20)<=1)Setpos(20,By1-1),cout<<"======";}} if(Boss==2||Boss==6){Setpos(Bx2-1,By2-1);cout<<" ";Setpos(Bx2,By2-1);cout<<" ";Setpos(Bx2+1,By2-1),cout<<" ";Color(0);if(abs(ti(Bx2)-20)<=1)Setpos(20,By2-1),cout<<"======";} if(Boss==3||Boss==6){Setpos(Bx3-1,By3-0.5);cout<<" ";Setpos(Bx3,By3);cout<<" ";Setpos(Bx3+1,By3-1),cout<<" ";Color(0);if(abs(ti(Bx3)-20)<=1)Setpos(20,By3-1),cout<<"=======";} if(X<0)return;if(X>=17&&X<=19){Setpos(X-1,Y);cout<<" ";Setpos(X,Y-1);cout<<" ";Setpos(X+1,Y-1),cout<<" ";}else if(X<=23&&X>=21){Setpos(X+1,Y);cout<<" ";Setpos(X,Y-1);cout<<" ";Setpos(X-1,Y-1),cout<<" ";}else if(X>23){Setpos(X,Y-1);cout<<" ";Setpos(X-1,Y-0.5),cout<<" ";}else if(X<17&&Upt!=0){Setpos(X,Y-1);cout<<" ";Setpos(X+1,Y-1.5),cout<<" ";}else if(X<17){Setpos(X,Y-1);cout<<" ";Setpos(X+1,Y-0.5),cout<<" ";}if(Thun>0){Setpos(X-2,Y-1),cout<<" ";Setpos(X+2,Y-1),cout<<" ";Setpos(X,Y+2),cout<<" ";Setpos(X,Y-2.5),cout<<" ";Setpos(X-1,Y+1),cout<<" ";Setpos(X+1,Y+1),cout<<" ";Setpos(X-1,Y-2),cout<<" ";Setpos(X+1,Y-2),cout<<" ";Setpos(20,Y-2.5),cout<<"============";}if(Wind!=0){Setpos(X+1,Y-5);cout<<" ";Setpos(X,Y-5);cout<<" ";Setpos(X-1,Y-5);cout<<" ";Setpos(20,Y-5),cout<<"========";}if(Water!=0){Setpos(X,Y-4);cout<<" ";Setpos(X+2,Y-3.5);cout<<" ";Setpos(X-2,Y-3.5);cout<<" ";Setpos(X+1,Y-3.5);cout<<" ";Setpos(X-1,Y-3.5);cout<<" ";Setpos(20,Y-5),cout<<"========";}if(Fire!=0){Setpos(X,Y+1),cout<<" ";Setpos(X+1,Y),cout<<" ";Setpos(X-1,Y-1),cout<<" ";Setpos(20,Y-1);cout<<"======";} } if(a==0){ if(Boss==1||Boss==6){if(Bwhat1==5)Color(5),Setpos(Bx1,By1),cout<<"█",Color(0);else if(Bwhat1==4&&Bgo1[1]>6&&Bgo1[1]<11)Color(4),Setpos(Bgo1[5]-1,Bgo1[6]),cout<<"︻",Setpos(Bgo1[5],Bgo1[6]-1),cout<<"【",Setpos(Bgo1[5],Bgo1[6]+1),cout<<"】",Setpos(Bgo1[5]+1,Bgo1[6]),cout<<"︼",Color(0);else{Setpos(Bx1-1,By1-0.5),Color(0),cout<<"●●";Setpos(Bx1,By1-1);if(Bwhat1==2&&Bgo1[1]<=5)Color(1);else if(Bwhat1==3&&Bgo1[1]<=5)Color(5);else if(Bwhat1==6&&Bgo1[1]<=5)Color(8); else Color(4);if(Bwhat1==4) Setpos(Bx1,By1-0.5),cout<<"██(";else cout<<")██(";Setpos(Bx1+1,By1-0.5),cout<<"……";Color(0);}} if(Boss==2||Boss==6){Setpos(Bx2-1,By2-1);Color(0),cout<<"\\ ";Color(0);cout<<"●";Setpos(Bx2,By2-1);Color(3);cout<<"◥";Color(5),cout<<"JJJ";Color(0),cout<<">";Color(3);Setpos(Bx2+1,By2-1),cout<<"◢█◣";Color(0);} if(Boss==3||Boss==6){Setpos(Bx3-1,By3-0.5);if(Bwhat3==3||Bwhat3==9) Color(1);else if(Bwhat3==4||Bwhat3==10) Color(4);else if(Bwhat3==5||Bwhat3==11) Color(5);if(Bwhat3==11)cout<<' ';else if(Bwhat3==6) Color(3);else Color(2);cout<<"●-";Setpos(Bx3,By3);if(Bwhat3==11)cout<<"/";else cout<<"┃";Color(0);Setpos(Bx3+1,By3-1),cout<<"●●●";} if(X<0)return;if(Ren==2) Color(12);if(Ren==3) Color(1);if(Ren==4) Color(3);if(Ren==5) Color(4);if(Ren==6) Color(2);if(Drug!=0&&T%5!=0) Color(11);if(Drug!=0&&T%5==0) Color(11);if(Ice!=0) Color(6);if(b==1) Color(8);if(Li!=0) Color(5);if(Ren==1&&Killb>0&&T%4<2) Color(13);if(Wind>0&&T%4<=1) Color(1);if(Wind>0&&T%4>=2) Color(0);if(Thun>0&&T%4<=1) Color(1);if(Thun>0&&T%4>=2) Color(6); if(X>=17&&X<=19){Setpos(X-1,Y);cout<<"●";Setpos(X,Y-1);cout<<"━/";if(T%10<3) Setpos(X+1,Y-1),cout<<"┛╲";else if(T%10<6) Setpos(X+1,Y-1),cout<<"┦ ";else Setpos(X+1,Y-1),cout<<"╯>";if(Wind>0&&T%3==0) Setpos(X+1,Y-1),cout<<"┛╲";else if(Wind>0&&T%3==1) Setpos(X+1,Y-1),cout<<"┦ ";else if(Wind>0&&T%3==2)Setpos(X+1,Y-1),cout<<"╯>";}else if(X<=23&&X>=21){Setpos(X+1,Y);cout<<"●";Setpos(X,Y-1);cout<<"━\\";if(T%10<3) Setpos(X-1,Y-1),cout<<"┓╱";else if(T%10<6) Setpos(X-1,Y-1),cout<<"┪ ";else Setpos(X-1,Y-1),cout<<"╮>";if(Wind>0&&T%3==0) Setpos(X-1,Y-1),cout<<"┓╱";else if(Wind>0&&T%3==1) Setpos(X-1,Y-1),cout<<"┪ ";else if(Wind>0&&T%3==2)Setpos(X-1,Y-1),cout<<"╮>";}else if(X>23){Setpos(X,Y-1);cout<<"━ ●";Setpos(X-1,Y-0.5),cout<<"│>";}else if(X<17&&Upt!=0){Setpos(X,Y-1);cout<<"━ ●";Setpos(X+1,Y-1.5),cout<<"╱ >";}else if(X<17){Setpos(X,Y-1);cout<<"━ ●";Setpos(X+1,Y-0.5),cout<<"│>";}if(Thun>0){Setpos(X-2,Y-1),cout<<"▄▄";Setpos(X+2,Y-1),cout<<"▄▄";Setpos(X,Y+2),cout<<"▌";Setpos(X,Y-2.5),cout<<"▌";Setpos(X-1,Y+1),cout<<"█";Setpos(X+1,Y+1),cout<<"█";Setpos(X-1,Y-2),cout<<"█";Setpos(X+1,Y-2),cout<<"█";}if(Magne>0&&T%7<2)Setpos(X,Y),Color(5),cout<<"★";if(Wind>1){if(T%6<2)Color(1);else Color(0);if(T%8<=1){Setpos(X+1,Y-5);cout<<"---- --";Setpos(X,Y-5);cout<<"- --- -";Setpos(X-1,Y-5);cout<<"--- - --";}else if(T%8<=3){Setpos(X+1,Y-5);cout<<"------ ";Setpos(X,Y-5);cout<<" -- ---";Setpos(X-1,Y-5);cout<<"----- - ";}else if(T%8<=5){Setpos(X+1,Y-5);cout<<" ------";Setpos(X,Y-5);cout<<"-- -- -";Setpos(X-1,Y-5);cout<<"- ----- ";}else if(T%8<=7){Setpos(X+1,Y-5);cout<<"-- ----";Setpos(X,Y-5);cout<<" --- -- ";Setpos(X-1,Y-5);cout<<"- - ----";}}if(Water!=0){Color(1);if(T%20<5){Setpos(X+2,Y-3);cout<<"■";Setpos(X+1,Y-3.5);cout<<"■";Setpos(X-1,Y-2.5);cout<<"■";Setpos(X-2,Y-3);cout<<"■";}else if(T%20<10||T%20>=15){Setpos(X+2,Y-3);cout<<"■";Setpos(X,Y-4);cout<<"■■";Setpos(X-2,Y-3); cout<<"■";}else if(T%20<15){Setpos(X+2,Y-3.5);cout<<"■";Setpos(X+1,Y-3);cout<<"■";Setpos(X-1,Y-3.5);cout<<"■";Setpos(X-2,Y-3);cout<<"■";}}if(Fire!=0){if(T%6<3)Color(4);else Color(5);if(Fir>=1)Setpos(X,Y+1),cout<<"●";if(Fir>=2)Setpos(X+1,Y),cout<<"●";if(Fir>=3)Setpos(X-1,Y-1),cout<<"●";} } if(a==1||a==3){ if(B[b].what==1){Nor;Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<" ";if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].How<=1) Color(13);else Color(4);cout<<"●";if(a==1) Pan(1,B[b].x,B[b].y,b);}} if(B[b].what==2){Nor;Setpos(B[b].x-1,B[b].y-1);if(ti(B[b].x-1)==20)cout<<"======";else cout<<" ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<" ";Setpos(B[b].x+1,B[b].y-1);if(ti(B[b].x+1)==20)cout<<"======";else cout<<" ";if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);Color(5);if(B[b].How==0){Setpos(B[b].x-1,B[b].y),cout<<"↑";Setpos(B[b].x,B[b].y-1),cout<<"←┼ →";Setpos(B[b].x+1,B[b].y),cout<<"↓";}else if(B[b].How==1){Setpos(B[b].x-1,B[b].y-1),cout<<"↖ ↗";Setpos(B[b].x,B[b].y),cout<<"╳";Setpos(B[b].x+1,B[b].y-1),cout<<"↙ ↘";} if(a==1) Pan(2,B[b].x,B[b].y,b);}} if(B[b].what==3||B[b].what==5){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<" ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;Setpos(B[b].x,B[b].y);if(B[b].How==1) Color(5);else Color(4);cout<<"◎";}} if(B[b].what==4){Nor;Setpos(B[b].x,fmax((float)0,B[b].y-8));if(ti(B[b].x)==20){for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<"==";}else {for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<" ";}if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,fmax((float)0,B[b].y-8));Color(6); for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<"═"; if(a==1) Pan(4,B[b].x,B[b].y,b);}} if(B[b].what==6||B[b].what==8||B[b].what==9){Nor;Setpos(B[b].x-1,B[b].y);if(ti(B[b].x)-1==20)cout<<"==";else cout<<" ";Setpos(B[b].x+1,B[b].y);if(ti(B[b].x)+1==20)cout<<"==";else cout<<" ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<" ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;Setpos(B[b].x,B[b].y-1);if(B[b].what==6){if(B[b].How<=1) Color(1); else Color(6);}if(B[b].what==9){if(B[b].How<=1) Color(4); else Color(8);}if(B[b].what==8)Color(5);Setpos(B[b].x-1,B[b].y);cout<<"︹";Setpos(B[b].x+1,B[b].y);cout<<"︺";Setpos(B[b].x,B[b].y-1);if(B[b].How%2==1) cout<<"〔●〕"; else cout<<"﹝○﹞"; if(a==1) Pan(6,B[b].x,B[b].y,b);}} if(B[b].what==7){Nor;Setpos(B[b].x,B[b].y);if(B[b].How<0) for(int i=19;i>=20+B[b].How;i--) {Setpos(i,B[b].y);cout<<" ";}if(B[b].How>0) for(int i=21;i<=20+B[b].How;i++) {Setpos(i,B[b].y);cout<<" ";}if(B[b].life!=0){B[b].y-=B[b].vy;if(B[b].How<0) for(int i=19;i>=20+B[b].How;i--) {Setpos(i,B[b].y);cout<<"║"; if(a==1) Pan(7,i,B[b].y,b);}if(B[b].How>0) for(int i=21;i<=20+B[b].How;i++) {Setpos(i,B[b].y);cout<<"║"; if(a==1) Pan(7,i,B[b].y,b);}}} if(B[b].what==10||B[b].what==11||B[b].what==12){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<" ";if(B[b].life!=0){B[b].x-=B[b].vx;B[b].y-=B[b].vy;if(B[b].How==1){B[b].vy-=0.2;}else B[b].vx-=0.35;if(B[b].x>=25) B[b].x=25,B[b].vx*=-0.8;if(B[b].what==11&&B[b].y<=1) B[b].y=1,B[b].vy*=-1;if(B[b].what==12&&B[b].y<=1) B[b].y=1,B[b].vx=0,B[b].vy=-0.5,B[b].How=1;Setpos(B[b].x,B[b].y);if(B[b].what==11)Color(1);else if(B[b].what==12)Color(5);else Color(0);if(B[b].t%4<2)cout<<"▃";else cout<<"▍";if(a==1) Pan(B[b].what,B[b].x,B[b].y,b);}} if(B[b].what>=13&&B[b].what<=17){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"====";else cout<<" ";if(B[b].life!=0){B[b].x-=B[b].vx;B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].what==14) Color(1);else if(B[b].what==15) Color(4);else if(B[b].what==16) Color(5);else if(B[b].what==17) Color(3);else Color(2);cout<<"●";if(B[b].what==14)cout<<"*";if(B[b].what==15)cout<<"";if(B[b].what==16)cout<<"<";if(B[b].what==17)cout<<"X";} if(a==1) Pan(1,B[b].x,B[b].y,b);} if(B[b].what==98&&B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(ti(B[b].x==20))cout<<"==";else cout<<" ";if(B[b].y<=3)B[b].life=0;} if(B[b].what>=99){if(B[b].y<=3)B[b].life=0;if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);Color(5);if(B[b].what==99)cout<<"█";if(B[b].what>=100&&B[b].what<200){if(B[b].what%5==0)cout<<"我";if(B[b].what%5==1)cout<<"是";if(B[b].what%5==2)cout<<"最";if(B[b].what%5==3)cout<<"强";if(B[b].what%5==4)cout<<"的";}if(B[b].what>=200&&B[b].what<300){if(B[b].what%6==0)cout<<"神";if(B[b].what%6==1)cout<<"级";if(B[b].what%6==2)cout<<"怪";if(B[b].what%6==3)cout<<"物";if(B[b].what%6==4)cout<<"之";if(B[b].what%6==5)cout<<"光";}if(B[b].what>=300&&B[b].what<400){if(B[b].what%8==0)cout<<"颤";if(B[b].what%8==1)cout<<"抖";if(B[b].what%8==2)cout<<"吧";if(B[b].what%8==3)cout<<"无";if(B[b].what%8==4)cout<<"能";if(B[b].what%8==5)cout<<"的";if(B[b].what%8==6)cout<<"人";if(B[b].what%8==7)cout<<"类";}if(B[b].what>=400&&B[b].what<500){if(B[b].what%8==0)cout<<"还";if(B[b].what%8==1)cout<<"不";if(B[b].what%8==2)cout<<"快";if(B[b].what%8==3)cout<<"跪";if(B[b].what%8==4)cout<<"倒";if(B[b].what%8==5)cout<<"在";if(B[b].what%8==6)cout<<"朕";if(B[b].what%8==7)cout<<"前";}if(B[b].what>=500&&B[b].what<600){if(B[b].what%8==0)cout<<"看";if(B[b].what%8==1)cout<<"懂";if(B[b].what%8==2)cout<<"这";if(B[b].what%8==3)cout<<"句";if(B[b].what%8==4)cout<<"话";if(B[b].what%8==5)cout<<"的";if(B[b].what%8==6)cout<<"是";if(B[b].what%8==7)cout<<"猪";} if(a==1) Pan(1,B[b].x,B[b].y,b);}} if(B[b].what==-1){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<" ";if(Boss==0) B[b].life=0;else if(((Boss==1&&abs(B[b].x-Bx1)+abs(B[b].y-By1)<1.5)||(Boss==2&&abs(B[b].x-Bx2)+abs(B[b].y-By2)<1.5)||(Boss==3&&abs(B[b].x-Bx3)+abs(B[b].y-By3)<1.5)||(B[b].t==10))&&B[b].life==1) Bblo-=8+Lv*2,B[b].life=0;if(B[b].life!=0){if(Boss==1)B[b].x=B[b].x+(Bx1-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By1-B[b].y)/(10-B[b].t)*1.0;if(Boss==2)B[b].x=B[b].x+(Bx2-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By2-B[b].y)/(10-B[b].t)*1.0;if(Boss==3)B[b].x=B[b].x+(Bx3-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By3-B[b].y)/(10-B[b].t)*1.0;Setpos(B[b].x,B[b].y);Color(7);if(B[b].t%2==0) cout<<"+";else cout<<"×";}} if(B[b].what<=-2&&B[b].what>=-9){Nor;Setpos(B[b].x-1,B[b].y);if(ti(B[b].x)-1==20)cout<<"==";else cout<<" ";Setpos(B[b].x+1,B[b].y);if(ti(B[b].x)+1==20)cout<<"==";else cout<<" ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<" ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;if(B[b].what<=-3&&B[b].what>=-7){if(B[b].x<=7)B[b].x=7;if(B[b].x>=28)B[b].x=28;else if(B[b].x>=B[b].a+1&&B[b].How==1)B[b].How=0;else if(B[b].x<=B[b].a-1&&B[b].How==0)B[b].How=1;if(B[b].How==1&&B[b].vx>=-1)B[b].vx-=0.2;if(B[b].How==0&&B[b].vx<=1)B[b].vx+=0.2;}if(B[b].what==-2) Color(3);if(B[b].what==-3) Color(4);if(B[b].what==-4) Color(1);if(B[b].what==-5) Color(0);if(B[b].what==-6) Color(6);if(B[b].what==-7) Color(5);if(B[b].what==-8) Color(2);if(B[b].what==-9) Color(14);if(T%7<=1&&B[b].what==-5)Color(1);else if(T%7<=1)Color(0);Setpos(B[b].x-1,B[b].y);cout<<"︹";Setpos(B[b].x+1,B[b].y);cout<<"︺";Setpos(B[b].x,B[b].y-1);if(B[b].what==-2) cout<<"﹝镖﹞";if(B[b].what==-3) cout<<"﹝火﹞";if(B[b].what==-4) cout<<"﹝水﹞";if(B[b].what==-5) cout<<"﹝风﹞";if(B[b].what==-6) cout<<"﹝雷﹞";if(B[b].what==-7) cout<<"﹝磁﹞";if(B[b].what==-8) cout<<"﹝血﹞";if(B[b].what==-9) cout<<"﹝忍﹞"; if(a==1) Pan(-2,B[b].x,B[b].y,b);}} if(B[b].what==-11||B[b].what==-12){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<" ";if(B[b].life!=0){if(Magne>0)B[b].How++,B[b].x=B[b].x+(X-B[b].x)/(10-B[b].How)*1.0,B[b].y=B[b].y+(Y-B[b].y)/(10-B[b].How)*1.0;B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].what==-10) Color(5);if(B[b].what==-11) Color(7);if(T%7<=1)Color(0);cout<<"◆"; if(a==1) Pan(-1,B[b].x,B[b].y,b);}} if(B[b].what==-13){Nor;Setpos(B[b].x,B[b].y-0.5);if(ti(B[b].x)==20)cout<<"===";else cout<<" ";if(B[b].life!=0){if(B[b].a==13880086){if(Boss==0) B[b].life=0;else if(((Boss==1&&abs(B[b].x-Bx1)+abs(B[b].y-By1)<1.5)||(Boss==2&&abs(B[b].x-Bx2)+abs(B[b].y-By2)<1.5)||(Boss==3&&abs(B[b].x-Bx3)+abs(B[b].y-By3)<1.5)||(B[b].t==5))&&B[b].life==1) Bblo-=8+Lv*2,B[b].life=0;if(B[b].life!=0){if(Boss==1)B[b].x=B[b].x+(Bx1-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By1-B[b].y)/(5-B[b].t)*1.0;if(Boss==2)B[b].x=B[b].x+(Bx2-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By2-B[b].y)/(5-B[b].t)*1.0;if(Boss==3)B[b].x=B[b].x+(Bx3-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By3-B[b].y)/(5-B[b].t)*1.0;}}else{if(B[B[b].a].life==0) B[b].life=0;else if((abs(B[b].x-B[B[b].a].x)+abs(B[b].y-B[B[b].a].y)<1.5||(B[b].t==5))&&B[b].life==1) Exp+=2,B[B[b].a].life=B[b].life=0;if(B[b].life!=0){B[b].x=B[b].x+(B[B[b].a].x-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(B[B[b].a].y-B[b].y)/(5-B[b].t)*1.0;}}Setpos(B[b].x,B[b].y-0.5);if(T%6<3)Color(5);else Color(4);cout<<"●";}} }if(br<bl) {br=-1,bl=0;memset(B,0,sizeof(B));}Color(0); } void Move(){ if(X<3) X=3;if(Y<1) Y=1,Vy=0;if(Y>29) Y=29,Vy=0; if(Ice!=0){X-=Vx/2.0;Y+=Vy/2.0;Vy=fmax(Vy-0.025,(float)0);if(T%6==0&&Up==0&&Y<Ding) Y+=0.25;if(T%6==3&&Up==0&&Y>=Ding) Y-=0.25;if(Up==0&&Y<=Ding-1.25) Vy=0.25;if(Up==0&&Y>=Ding+1.25&&Wind==0) Vy=-0.25;if(Up==0&&Down==0&&Vx>0&&X<=18) Up=0,Down=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2&&X<=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up==0&&Down==1&&Vx<0&&X>=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up>0&&Down==0&&X>18) Up=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2) Vx+=0.175;else if(Up>0&&Upt==0) Vx-=0.175;else if(Up>0&&Upt>0) {Vx=fmax(Vx-0.125,(float)0);if(Upt==1&&T%2==0)Map(-1,0);if(T%2==0)Upt--;}} else{X-=Vx;Y+=Vy;Vy=fmax(Vy-0.05,(float)0);if(Wind==0){if(T%6==0&&Up==0&&Y<Ding) Y+=0.5;if(T%6==3&&Up==0&&Y>=Ding) Y-=0.5;}else{if(T%2==0&&Up==0&&Y<Ding) Y+=0.5;if(T%2==1&&Up==0&&Y>=Ding) Y-=0.5;}if(Up==0&&Y<=Ding-1.25) Vy=0.5;if(Up==0&&Y>=Ding+1.25&&Wind==0) Vy=-0.5;if(Up==0&&Down==0&&Vx>0&&X<=18) Up=0,Down=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2&&X<=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up==0&&Down==1&&Vx<0&&X>=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up>0&&Down==0&&X>18) Up=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2) Vx+=0.35;else if(Up>0&&Upt==0) Vx-=0.35;else if(Up>0&&Upt>0) {Vx=fmax(Vx-0.25,(float)0);if(Upt==1)Map(-1,0); Upt--;}} for(int i=bl;i<=br;i++){ if(B[i].what<98)if(B[i].x-B[i].vx<=5||B[i].x-B[i].vx>=30||B[i].y-B[i].vy<=0||B[i].y-B[i].vy>=30){B[i].life=0;Map(1,i);} for(int j=0;j<20;j++)if(B[i].what>0&&B[i].life!=0&&abs(B[i].x-I[j][0])<2&&B[i].y-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<" ";I[j][0]=I[j][1]=-1;B[i].life=0;Exp+=2;} if(B[i].t>=100)B[i].life=0;if(B[i].life==0&&i==bl) bl++; Map(1,i);if(B[i].life==0) continue; else{B[i].t++; if(B[i].what==1){if(B[i].y<=25&&B[i].How==0) B[i].vy=0,B[i].How=1;if(B[i].t==30) B[i].y+=1.5,B[i].How=2;if(B[i].t==35) B[i].vy=1.5,B[i].How=3;} if(B[i].what==2){if(B[i].t%3==0) B[i].How=!B[i].How;} if(B[i].what==3||B[i].what==5){if(B[i].what==3&&B[i].y<=20) B[i].vy=0;if(B[i].what==5&&B[i].y<=21) B[i].vy=0;if(B[i].t>30&&B[i].t%2==0) B[i].How=!B[i].How;if(B[i].what==5&&B[i].t<=30&&B[i].x<X) B[i].vx=-0.2;else if(B[i].what==5&&B[i].t<=70&&B[i].x>X) B[i].vx=0.2;else B[i].vx=0;if(B[i].t==45){B[i].life=0;br++;B[br].what=4;B[br].x=B[i].x;B[br].y=32;B[br].vy=3;B[br].life=1;}} if(B[i].what==6||B[i].what==8||B[i].what==9){if(B[i].vx<0.25&&B[i].vy<0.25&&B[i].t>=50){B[i].life=0;if(B[i].life==0&&i==bl) bl++;Map(1,i);break;}if(B[i].t%5==0) B[i].How=rand()%4;if(B[i].what==9){if(B[i].t==7){X9:float xx=(rand()%41)/40.0,yy=(rand()%41)/40.0;if(xx<=0.5&&yy<=0.5) goto X9;for(int j=1;j<=4;j++){br++,B[br].what=9;B[br].t=11;B[br].x=B[i].x,B[br].y=B[i].y,B[br].vx=xx,B[br].vy=yy;if(j%2==0)swap(B[br].vx,B[br].vy),B[br].vy*=-1;if(j<=2)B[br].vx*=-1,B[br].vy*=-1;B[br].life=1;}B[i].life=0;}}if(B[i].what==8){if(B[i].x>X&&B[i].vx<1.2) B[i].vx+=fmax((float)0,0.2-B[i].t/25);if(B[i].x<X&&B[i].vx>-1.2) B[i].vx-=fmax((float)0,0.2-B[i].t/25);if(B[i].y>Y&&B[i].vy<1.2) B[i].vy+=fmax((float)0,0.2-B[i].t/25);if(B[i].y<Y&&B[i].vy>-1.2) B[i].vy-=fmax((float)0,0.2-B[i].t/25);}} if(B[i].what>=13&&B[i].what<=15&&B[i].How!=0){if(B[i].x==B[i].How)B[i].vx=0,B[i].How=0;} if(B[i].what==16){if(B[i].x<X&&B[i].vx>=-1) B[i].vx-=0.2;else if(B[i].x>X&&B[i].vx<=1) B[i].vx+=0.2;} } if(B[i].life==1&&B[i].a==0&&B[i].what>0){if(B[i].y>Y&&abs(B[i].x-X)<=3&&((B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y))<Dis) Dis=(B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y),Disb=i;else if(((B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y))<Dis1) Dis1=(B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y),Disb1=i;} } } void Guai(int R,int r){ if(R==-1){br++;B[br].what=-1;B[br].x=X+rand()%3-1;B[br].y=Y+rand()%3-1;B[br].life=1;} if(R<=-2&&R>=-11){br++;B[br].what=R;B[br].x=B[br].a=r;B[br].y=29;if(R<=-3&&R>=-7)B[br].vx=-1;B[br].vy=1;B[br].life=1;} if(R==0){br++;B[br].what=1;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;} if(R==1){br++;B[br].what=2;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;} if(R==2||R==3){br++;B[br].what=2*R-1;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;} if(R==4){br++;B[br].what=6;if(r<5)r=5;if(r>30)r=30;B[br].x=r;if(r==11||r==25) B[br].y=29-(rand()%20);else B[br].y=29;X4:B[br].vx=(rand()%21-10)/30.0;B[br].vy=(rand()%25)/30.0;if(B[br].vx<=0.8&&B[br].vy<=0.8)goto X4;int rx=rand()%50;if(rx==0) B[br].vx=0;B[br].life=1;} if(R==5){br++;B[br].How=r;B[br].what=7;if(B[br].How<0) B[br].x=19;if(B[br].How>0) B[br].x=21;B[br].y=29;B[br].vy=1;B[br].life=1;} } void CpGuai(int R,float x,float y,float xx,float yy){ if(R==4){br++;B[br].what=6;B[br].x=x;B[br].y=y;B[br].vx=xx;B[br].vy=yy;B[br].life=1;} if(R==6||R==7||R==8){br++;B[br].what=4+R;B[br].x=x;B[br].y=y;B[br].vx=xx;B[br].vy=yy;B[br].life=1;} } void MesGuai(int a,int rr){ int R=rand()%rr,r=-10086; if(R==0){if(a==1) r=(5+rand()%8)*2;if(a<=3&&a!=1) r=10+rand()%16;if(a==4) r=rand()%75-20;if(a==5) r=2+rand()%4;if(r!=-10086) Guai(a,r);} } void NorGuai(int a,int b){ if(a==1) {if(b==1||b==41) Guai(0,15),Guai(0,17),Guai(0,19);if(b==21||b==61) Guai(0,21),Guai(0,23),Guai(0,25);if(b==81) Guai(0,11),Guai(0,13),Guai(0,15),Guai(0,17),Guai(0,19);if(b==101||b==141) Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23),Guai(0,25);if(b==121) Guai(0,15),Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23);if(b>=160&&b<=260&&b%10==0) Guai(0,b/10-1);if(b>=270&&b<=370&&b%10==0) Guai(0,52-b/10);if(b>=460&&b<=560&&b%10==0) Guai(0,b/10-37),Guai(0,b/10-36),Guai(0,b/10-35);if(b>=570&&b<=670&&b%10==0) Guai(0,78-b/10),Guai(0,77-b/10),Guai(0,76-b/10);if(b>=760&&b<=960&&b%10==0) Guai(0,b/10-66),Guai(0,b/10-65),Guai(0,103-b/10),Guai(0,104-b/10);if(b>=1000&&b<=1300) MesGuai(0,30-b/50);} if(a==2) {if(b<=200&&b%30==1) {int r=rand()%4;if(r==1) r=0;for(int i=0;i<4;i++) if(i!=r) Guai(1,i*4+9);}if(b>200&&b<=220&&b%5==1) Guai(1,18);if(b>220&&b<=300&&b%7==1) Guai(1,b/5-26);if(b>350&&b<=370&&b%5==1) Guai(1,22);if(b>370&&b<=450&&b%7==1) Guai(1,96-b/5);if(b==461||b==501||b==541) Guai(1,13),Guai(1,17),Guai(1,21);if(b==481||b==521||b==561) Guai(1,17),Guai(1,21),Guai(1,25);if(b>=561&&b<=861&&b%20==1) Guai(1,b/40+5);if(b>=561&&b<=861&&b%20==11) Guai(1,35-b/40);if(b>=801&&b<=961&&b%15==1) Guai(1,20);if(b>=1000&&b<=1300) MesGuai(1,30-b/50);} if(a==3) {if(b==1||b==61) Guai(3,15),Guai(2,17),Guai(2,19);if(b==31||b==91) Guai(2,21),Guai(2,23),Guai(3,25);if(b>=120&&b<=220&&b%10==0) Guai(2,b/10+3);if(b>=240&&b<=340&&b%10==0) Guai(2,49-b/10);if(b>=360&&b<=460&&b%20==0) Guai(2,b/10-21),Guai(2,61-b/10);if(b>=480&&b<=580&&b%20==0) Guai(3,b/10-33),Guai(3,73-b/10);if(b>=600&&b<750&&b%30==0) {for(int i=0;i<5;i++) Guai(3,i*3+10);}if(b>=750&&b<830&&b%10==0) if(b<=200&&b%40==1) Guai(2,X);if(b>=830&&b<910&&b%20==0) Guai(2,X);if(b>=910&&b<980&&b%10==0) Guai(2,X);if(b>=1000&&b<=1300) MesGuai(rand()%2+2,40-b/50);} if(a==4) {if(b==1) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.65);if(b==41) CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);if(b==81) CpGuai(4,5,20,-0.4,0.35),CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,30,20,0.25,0.4),CpGuai(4,21,29,0,0.65);if(b==121) CpGuai(4,5,20,-0.2,0.35),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,30,20,0.4,0.4),CpGuai(4,18,29,0,0.65);if(b==161) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.6),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);if(b>=200&&b<=500&&b%40==1) {float r=0,rr;for(int i=1;i<=5;i++){X5:rr=0.7+(rand()%5)/10.0;if(rr==r)goto X5;r=rr;CpGuai(4,i*3+7,29,0,0.5+(rand()%50)/80.0);}}if(b>540&&b<=565&&b%5==1) CpGuai(4,5,8,-2,0.2);if(b>590&&b<=615&&b%5==1) CpGuai(4,30,8,1.5,0.2);if(b>640&&b<=665&&b%5==1) CpGuai(4,5,8,-1.5,0.3);if(b>690&&b<=715&&b%5==1) CpGuai(4,30,8,2,0.3);if(b>=750&&b<=950&&b%20==1) {float r=0,rr;for(int i=1;i<=3;i++){X6:rr=0.7+(rand()%5)/10.0;if(rr==r)goto X6;r=rr;CpGuai(4,i*5+7+(rand()%3),29,0,0.5+(rand()%50)/200.0);}}if(b>=1000&&b<=1300) MesGuai(4,5);} } void RandGood(){ if(Biao>0){Biao--;Guai(-1,0);} if(Gd[1]==0){Gd[1]=rand()%1000+1;if(Win==7)Gd[1]=10086;Gd[3]=rand()%16+8;} else if(Gd[1]<=5){Guai(-2-Gd[1],Gd[3]);memset(Gd,0,sizeof(Gd));} else if(Gd[1]>=20&&Gd[1]<27){Guai(-8,Gd[3]);memset(Gd,0,sizeof(Gd));} else if(Gd[1]>=30&&Gd[1]<37){Guai(-9,Gd[3]);memset(Gd,0,sizeof(Gd));} else if(Gd[1]>=40&&Gd[1]<70){Gd[2]++;if(Gd[2]%2==1)Guai(-10,Gd[3]);if(Gd[2]>=9)memset(Gd,0,sizeof(Gd));} else if(Gd[1]>=70&&Gd[1]<100){Gd[2]++;if(Gd[2]%2==1)Guai(-11,Gd[3]);if(Gd[2]>=9)memset(Gd,0,sizeof(Gd));} else if(Boss!=0&&Gd[1]>=450&&Gd[1]<=500){Guai(-2,Gd[3]);memset(Gd,0,sizeof(Gd));} else Gd[1]=0; for(int i=0;i<20;i++){if(I[i][0]==-1) continue;Setpos(I[i][0],I[i][1]);Color(0);if(I[i][0]==20) cout<<"===";else cout<<" ";I[i][1]++;if(I[i][0]>=28||I[i][0]<=0||I[i][1]>=29) I[i][0]=I[i][1]=-1;else Color(1),Setpos(I[i][0],I[i][1]),cout<<"■";Color(0);} } void Panboss(int bx,int by){ float Nox[4],Noy[4];Nox[0]=X,Noy[0]=Y; if(Down==1&&X==22) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5; else if(Down==2) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10; else if(Down==1||X<18) Nox[1]=X-1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10; else Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5; for(int i=0;i<3;i++){if((Boss==1||Boss==6)&&Wind==0&&Thun==0&&abs(Nox[i]-bx)<1&&abs(Noy[i]-by)<1&&Bgo1[4]==0) Blo-=20,Bgo1[4]=1,Killb=20,Kill=1;if((Boss==2||Boss==6)&&Wind==0&&Thun==0&&abs(Nox[i]-bx)<1&&abs(Noy[i]-by)<1&&Bgo2[8]==0) Blo-=20,Bgo2[8]=1,Killb=20,Kill=1;} } void Boss1(){ for(int j=0;j<20;j++)if(abs(Bx1-I[j][0])<2&&By1-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<" ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;} if(Bbr==Bbl&&Bbr!=0) Bbr=Bbl=0; for(int i=1;i<=3+(Bbl-Bbr)/5;i++)if(Bbr<Bbl){Setpos(Bway[Bbr][0],Bway[Bbr][1]);if(Bway[Bbr][0]==20) cout<<"==";else cout<<" ";Bbr++;} if(Bwhat1==5){int bx,by;Color(5);for(int i=0;i<10;i++){bx=Bx1-i*Bvx1/10.0;by=By1-i*Bvy1/10.0;Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;}Color(0);} Bx1-=Bvx1;By1-=Bvy1; if(Bwhat1==0){X2:Bwhat1=rand()%7;if(Bwhat1==2||Bwhat1==3){if(By1<=10||By1>25) goto X2;}if(Bwhat1==4){if(By1<=15||Bx1<20) goto X2;Bgo1[2]=Bx1;Bgo1[3]=By1-1;}if(Bwhat1==5) {X0:Bgo1[3]=rand()%4+1;Bvx1=(rand()%101)/20.0;Bvy1=(rand()%101)/20.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(abs(Bvx1)+abs(Bvy1)<=3||Out1)goto X0;}if(Bwhat1==6){if(By1<=17||By1>25) goto X2;}} if(Bwhat1==1){Bgo1[1]++,Bgo1[2]++;int R=rand()%(5-Bgo1[1]),r=rand()%(10-Bgo1[2]);if(Out1) R=0;if(R==0) {int vx=Bvx1,vy=Bvy1;Bgo1[1]=0;Bvx1=(rand()%101-20)/50.0;Bvy1=(rand()%101-20)/50.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(Out1) r=0;} if(r==0) Chang1 } if(Bwhat1==2){Bgo1[1]++;if(Bgo1[1]>6){Bvy1=-0.3;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=6;X3:B[br].vx=(rand()%21-10)/40.0;B[br].vy=(rand()%25)/30.0;if(B[br].vx<=0.8&&B[br].vy<=0.8)goto X3;int rx=rand()%50;if(rx==0) B[br].vx=0;B[br].life=1;}if(Bgo1[1]>8) Chang1} if(Bwhat1==3){Bgo1[1]++;if(Bgo1[1]>6&&Bgo1[1]%3==0){Bvy1=-0.3;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=8;B[br].life=1;}if(Bgo1[1]>15) Chang1} if(Bwhat1==4){Bgo1[1]++;if(Bgo1[1]<=8){Setpos(Bgo1[2],Bgo1[3]);if(Bgo1[1]==1)cout<<" ";else if(Bgo1[1]>1&&Bgo1[2]==20) cout<<"==";else cout<<" ";Bgo1[2]--;Setpos(Bgo1[2],Bgo1[3]);int r=rand()%4;if(r%2==0) Color(6);else Color(9);if(r<2) cout<<") ";else cout<<"】";Color(0);}if(Bgo1[1]==6) Bgo1[5]=X,Bgo1[6]=Y;if(Bgo1[1]==11){Map(0,(bool)Kill);Setpos(Bgo1[5],Bgo1[6]+1),cout<<" ";Setpos(Bgo1[5],Bgo1[6]-1),cout<<" ";Setpos(Bgo1[5]+1,Bgo1[6]),cout<<" ";Setpos(Bgo1[5]-1,Bgo1[6]),cout<<" ";int bx,by,bvx=Bgo1[2]-Bgo1[5],bvy=Bgo1[3]-Bgo1[6];Color(6);int i=0;while(1){bx=Bgo1[2]-i*bvx/30.0;by=Bgo1[3]-i*bvy/30.0;if(bx<=5||bx>=30||by<0||by>=29) break;Panboss(bx,by);Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;i++;}Color(0);Map(-1,0);Chang1}} if(Bwhat1==5){Bgo1[1]++,Bgo1[2]++;int R=rand()%(5-Bgo1[1]),r=rand()%(10-Bgo1[2]);if(Out1) R=0;if(R==0) {int vx=Bvx1,vy=Bvy1;Bgo1[1]=0;X1:Bvx1=(rand()%101-20)/20.0;Bvy1=(rand()%101-20)/20.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(abs(Bvx1)+abs(Bvy1)<=3||abs(Bvx1-vx)<=1||abs(Bvy1-vy)<=1)goto X1;if(Out1) r=0;} if(r==0) Chang1 } if(Bwhat1==6){Bgo1[1]++;if(Bgo1[1]>6&&Bgo1[1]%10==0){By1-=1;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=9;X30:B[br].vy=1;B[br].life=1;}if(Bgo1[1]>31) Chang1} } void Boss2(){ for(int j=0;j<20;j++)if(abs(Bx2-I[j][0])<2&&By2-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<" ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;} if(Bbr==Bbl&&Bbr!=0) Bbr=Bbl=0; for(int i=1;i<=3+(Bbl-Bbr)/5;i++)if(Bbr<Bbl){Setpos(Bway[Bbr][0],Bway[Bbr][1]);if(Bway[Bbr][0]==20) cout<<"==";else cout<<" ";Bbr++;} Bx2-=Bvx2;By2-=Bvy2; if(Bwhat2==0){X21:Bwhat2=rand()%7;if(Bwhat2==2){X31:for(int i=1;i<=3;i++){Bgo2[i*2+1]=rand()%28+1,Bgo2[i*2]=rand()%25+5;if((abs(Bgo2[i*2]-Bx2)<=2&&abs(Bgo2[i*2+1]-By2)<=2)||(abs(Bgo2[i*2]-X)<=2&&abs(Bgo2[i*2+1]-Y)<=2))goto X31;}if(Bgo2[2]==Bgo2[4]||Bgo2[2]==Bgo2[6]||Bgo2[6]==Bgo2[4]||Bgo2[5]==Bgo2[3]||Bgo2[3]==Bgo2[7]||Bgo2[5]==Bgo2[7]) goto X31;}if(Bwhat2==3){Bgo2[2]=rand()%2;}if(Bwhat2==4||Bwhat2==5||Bwhat2==6){Bvy2=-1.5;Bvx2=-0.5;}} if(Bwhat2==1){Bgo2[1]++,Bgo2[2]++;int R=rand()%(5-Bgo2[1]),r=rand()%(30-Bgo2[2]);if(Out2) R=0;if(R==0) {int vx=Bvx2,vy=Bvy2;Bgo2[1]=0;Bvx2=(rand()%101-20)/50.0;Bvy2=(rand()%101-20)/50.0;if(Bgo2[3]<=2) Bvx2*=-1;if(Bgo2[3]%2==1) Bvy2*=-1;if(Out2) r=0;} if(r==0) Chang2 } if(Bwhat2==2){Bgo2[1]++;float bx,by,bvx,bvy;if(Bgo2[1]<21){for(int i=1;i<=3;i++){bvx=Bgo2[i*2]-Bx2,bvy=Bgo2[i*2+1]-By2;if(Bgo2[1]<=10){Setpos(Bx2+(Bgo2[1]-1)*bvx/10.0,By2+(Bgo2[1]-1)*bvy/10.0);if(abs(Bx2+(Bgo2[1]-1)*bvx/10.0-20)<0.5)cout<<"==";else cout<<" ";bx=Bx2+Bgo2[1]*bvx/10.0;by=By2+Bgo2[1]*bvy/10.0;Setpos(bx,by);}else Setpos(Bgo2[i*2],Bgo2[i*2+1]);int r=rand()%4;if(r%2==0) Color(3);else Color(10);if(r<=1) cout<<"×";else cout<<"+";Color(0);}}if(Bgo2[1]==21){Map(0,(bool)Kill);Color(3);int j=0;for(int j=0;j<=30;j++)for(int i=1;i<=3;i++)for(int k=1;k<=4;k++){if(k==1) bvx=j,bvy=0;if(k==2) bvx=-j,bvy=0;if(k==3) bvx=0,bvy=j;if(k==4) bvx=0,bvy=-j;bx=Bgo2[i*2]+bvx,by=Bgo2[i*2+1]+bvy;if(bx<=5||bx>=30||by<0||by>=30) {continue;}Panboss(bx,by);Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;}Color(0);Map(-1,0);Chang2}} if(Bwhat2==3){Bgo2[1]++;if(Bgo2[1]<=18){if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<" ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<" ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<" ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<" ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";if(Bgo2[1]%4==0)Bgo2[3]=!Bgo2[3];if(Bgo2[1]%6<3)Color(3);else Color(5);if(Bgo2[3]==0) Setpos(X-3,Y),cout<<"▼",Setpos(X+3,Y),cout<<"▲",Bgo2[4]=(int)(X+0.5),Bgo2[5]=(int)(Y+0.5);if(Bgo2[3]==1) Setpos(X,Y-3),cout<<" ",Setpos(X,Y+3),cout<<" ",Bgo2[4]=(int)(X+0.5),Bgo2[5]=(int)(Y+0.5);Color(0);}if(Bgo2[1]==18){if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<" ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<" ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<" ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<" ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";}if(Bgo2[1]>18&&Bgo2[1]<=25){Bgo2[3]=Bgo2[2];if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<" ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<" ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<" ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<" ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";if(Bgo2[1]%4<2)Color(3);else Color(5);if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"▼",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"▲";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3),cout<<" ",Setpos(Bgo2[4],Bgo2[5]+3),cout<<" ";Color(0);}if(Bgo2[1]==25){if(Bgo2[2]==0){Color(3);for(int i=4;i<=29;i++){Setpos(i,Bgo2[5]),cout<<"█";Bbl++;Panboss(i,Bgo2[5]);Bway[Bbl][0]=i;Bway[Bbl][1]=Bgo2[5];}}if(Bgo2[2]==1){Color(3);for(int i=0;i<=28;i++){Setpos(Bgo2[4],i),cout<<"█";Bbl++;Panboss(Bgo2[4],i);Bway[Bbl][0]=Bgo2[4];Bway[Bbl][1]=i;}}Chang2}} if(Bwhat2==4||Bwhat2==5||Bwhat2==6){Bgo2[1]++;if(By2>27)Bvy2=0;if(Bx2>23)Bvx2=0;if(Bgo2[1]>13&&Bgo2[1]%3==0){float t=By2-Y,g=0.35;if(Boss==6) t/=2.0;CpGuai(Bwhat2+2,Bx2,By2,(Bx2-X)/t*1.0+(t-1)*g/2.0,1);}if(Bgo2[1]>20) Chang2} } void Boss3(){ #define Bean br++;B[br].what=13;B[br].x=Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1; for(int j=0;j<20;j++)if(abs(Bx3-I[j][0])<2&&By3-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<" ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;} Bx3-=Bvx3;By3-=Bvy3; if(Bwhat3<=8){if(Bx3>X&&Bvx3<1.5) Bvx3+=0.3;if(Bx3<X&&Bvx3>-1.5) Bvx3-=0.3;} if(Bwhat3==0){X22:Bwhat3=rand()%12;if(Bwhat3==11&&abs(Bx3-20)<=1)goto X22;if(Bwhat3==11)Bgo3[2]=rand()%5;} if(Bwhat3==1){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}} if(Bwhat3>=2&&Bwhat3<=6){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].what=11+Bwhat3;B[br].vy=0.5+(rand()%100)/80.0;if(Bwhat3==5)B[br].vy=B[br].vy*3/4.0;B[br].life=1;Chang3}} if(Bwhat3==7){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}} if(Bwhat3==8){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}} if(Bwhat3==9){Bvx3=0;Bgo3[1]++;if(Bgo3[1]==6||Bgo3[1]==8){Bean}if(Bgo3[1]>=8)Chang3} if(Bwhat3==10){Bvx3=0;Bgo3[1]++;if(Bgo3[1]==6||Bgo3[1]==8||Bgo3[1]==10||Bgo3[1]==12){Bean}if(Bgo3[1]>=12)Chang3} if(Bwhat3==11){Bvx3=0;Bgo3[1]++;if(Bgo3[1]>=8)for(int i=1;i<=4;i++){br++;B[br].what=80+100*Bgo3[2]+Bgo3[1]*4+i;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=99;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=99;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}if(Bgo3[1]>=20){for(int i=1;i<=4;i++){br++;B[br].what=98;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}Chang3}} } void Ball(int ball){ if(ball==1){if(Fir<3&&T%8==0) Fir++;if(Fir>0){br++;B[br].what=-13;B[br].x=X;B[br].y=Y+rand()%3-1;B[br].life=1;if(Dis<=30) B[br].a=Disb,B[Disb].a=1,Fir--;else if(Boss!=0) B[br].a=13880086,Fir--;else if(Dis!=13880087) B[br].a=Disb,B[Disb].a=1,Fir--;else if(Dis1!=13880087) B[br].a=Disb1,B[Disb1].a=1,Fir--;else B[br].life=0;Dis=Dis1=13880087;}} if(ball==2){if(T%4==0)ib=(ib+1)%20,I[ib][1]=Y-2;if(T%16==0)I[ib][0]=X;if(T%16==4)I[ib][0]=X-1;if(T%16==8)I[ib][0]=X+1;if(T%16==12)I[ib][0]=X-2;if(T%12==9)I[ib][0]=X+2;if(Water==1){for(int i=X-6;i<=X+6;i++)ib=(ib+1)%20,I[ib][0]=i,I[ib][1]=Y-2-0.5*abs(i-X);}} if(ball==3){if(Wind>5){if(Y<Ding-1)Vy=5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(Wind<5){if(Y>Ding-1)Vy=-5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(Wind==5){if(Boss==2) Ding=12.25;else Ding=6.25;if(Boss!=0) Bblo-=16+Lv*4;if(Boss==1) Chang1 if(Boss==2) Chang2 if(Boss==3) Chang3 system("color 3F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");system("cls");for(int i=bl;i<=br;i++)if(B[i].what>0)B[i].life=0;Setpos(20,0);for(int i=1;i<=60;i++) printf("=");}} if(ball==4){if(Thun==1){if(Boss!=0) Bblo-=16+Lv*4;if(Boss==1) Chang1 if(Boss==2) Chang2 if(Boss==3) Chang3 system("color 9F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");system("cls");for(int i=bl;i<=br;i++)if(B[i].what>0)B[i].life=0;Setpos(20,0);for(int i=1;i<=60;i++) printf("=");}} if(ball==5){system("cls"); Color(5);Setpos(10,10);cout<<"新天赋!";Y:int rr=rand()%4+2;Setpos(12,10);if(rr==Ren) goto Y;if(rr==2)cout<<"瞬跳";if(rr==3)cout<<"空之舞";if(rr==4)cout<<"三段跳";if(rr==5)cout<<"反重力跳跃";Setpos(14,10);cout<<"当前天赋:";if(Ren==1)cout<<"小无敌";if(Ren==2)cout<<"瞬跳";if(Ren==3)cout<<"空之舞";if(Ren==4)cout<<"三段跳";if(Ren==5)cout<<"反重力跳跃";Setpos(16,10);cout<<"换否?(y/n)";G:char g=_getch();if(g=='y')Ren=rr;else if(g!='n')goto G;system("cls");Setpos(20,0);Color(0);for(int i=1;i<=60;i++) printf("=");} if(ball==6){Color(4);for(float i=1;i<=Bblo;i+=Bblomax/20.0)cout<<"▄";Color(0);cout<<' '<<Bblo<<" ";Color(0);} if(ball==7){Color(1);if(Win==7&&T%6<3)Color(3);for(float i=1;i<=Blo;i+=Blomax/20.0)cout<<"▄";Color(0);if(Win==7&&T%6<3)Color(3);printf(" %0.1f ",Blo);} } int main(){ system("mode con cols=60 lines=37");CONSOLE_CURSOR_INFO cursor_info={1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);srand((unsigned)time(NULL)); Win=0;Ren=1;Lv=1;Blo=Blomax=100;Expmax=300;Hui=15;X=18,Y=6; ReStart:system("cls");memset(B,0,sizeof(B));memset(I,-1,sizeof(I));T=0;bl=0;br=-1;Upt=0; Start:Blo=Blomax * 100;Ding=6.25; memset(Bgo1,0,sizeof(Bgo1));memset(Bgo2,0,sizeof(Bgo2));memset(Bgo3,0,sizeof(Bgo3)); if(Win%2==0) T=0;if(Win%2==0&&D==0){if(Win>0)Ball(5);Boss=0;lL:L=rand()%4+1;for(int i=0;i<=Win/2-1;i++)if(L==Ll[i]) goto lL;Ll[Win/2]=L;}if(Win%2==1&&D==0){if(Win==7)Boss=6,T=0,Blomax+=100;else{bl:Boss=rand()%3+1;for(int i=0;i<=3;i++)if(Boss==Bl[i]) goto bl;}Bl[Win/2]=Boss;Bwhat1=Bwhat2=Bwhat3=0,Bx1=10,By1=20,Bx2=15,By2=20,Bx3=21,By3=20;system("color 4C");Sleep(20);system("color 0F");Map(0,1);Sleep(1000);}if(Win%2==1){Bblomax=500+(Win/2)*500;Bblo=Bblomax;if(Boss==2) Ding=12.25;} while(1){ T++; if(Wind==0){if(GetAsyncKeyState(VK_LEFT)&0x8000) Vy=-(10-abs(Ding-Y)*1.5)/20.0;if(GetAsyncKeyState(VK_RIGHT)&0x8000) Vy=(10-abs(Ding-Y)*1.5)/20.0;}if(GetAsyncKeyState(VK_UP)&0x8000&&u1==0) {u1++;if(Down==1){Down=0;Up=0;if(Ren==2)Map(-1,0),Vx=0,X=18,Li=5;else Vx=7,Vy=0.3;}else if(Up==0&&Wind==0) {Down=0;Up=1;if(Ren==2)Map(-1,0),Vx=1,X=10,Map(0,3),Li=5;else Vx=2,Vy=0.1;}else if(Up==1&&Wind==0) {Down=0;Up=2;if(Ren==2)Map(-1,0),Vx=1,X-=6,Map(0,3),Li=5;else Vx=1.5,Vy=0.1;}else if(Ren==3&&Up==2&&Wind==0) {Down=0;Up=3;Vx=1;Vy=0.5;Upt=30;}else if(Ren==4&&Up==2&&Wind==0) {Down=0;Up=3;Vx=1.8;Vy=0.1;}}if(GetAsyncKeyState(VK_DOWN)&0x8000&&u2==0) {u2++;if(Down==1&&Ren==5){Down=2;Up=0;Vx=-1.7;}else {Down=1;Up=0;if(Ren==2)Map(-1,0),Vx=0,X=22,Map(0,3),Li=5;else {if(Upt!=0) Map(-1,0),Upt=0;Vx=-7;}}}if((GetAsyncKeyState(VK_UP)&0x8000) ?0:1) u1=0;if((GetAsyncKeyState(VK_DOWN)&0x8000) ?0:1) u2=0;if(kbhit()){char g=_getch();if(g==' ') Sleep(100),Setpos(4,1),Sy++,system("pause");}if(Sy==1) Setpos(4,1),printf(" "),Sy--; if(Drug==0) Blo=fmin((float)Blomax,Blo+Hui/100.0);else if(T%10==0)Blo--;if(T%20==0) {if(Kill!=0) Kill=0;if(Lvl!=0) Lvl=0;}if(Killb>0) Killb--;if(Li>0) Li--;if(Ice>0) Ice--;if(Drug>0) Drug--;if(Magne>0) Magne--; if(Fire>0) Ball(1),Fire--;if(Water>0) Ball(2),Water--;if(Wind>0) Ball(3),Wind--;if(Thun>0) Ball(4),Thun--; if(Boss==0) NorGuai(L,T%1500);RandGood();if(T%20==1)Exp++; if(T%50==1){Exp++;system("cls");Setpos(20,0);Color(0);for(int i=1;i<=60;i++) printf("=");if(Win==0&&T<300){Setpos(4,6);cout<<"↑/↓ 跳跃/下翻,←→ 些微移动(松手即返回)"; Setpos(8,6);cout<<"球可以开启特殊效果,经验积满(300)可提升级别。";Setpos(8,6);cout<<"打败 7 波即胜利,打败 BOSS 有新天赋。";Setpos(10,15);cout<<"空格可以暂停。";}} Map(-1,0); if(Boss==1) Boss1();if(Boss==2) Boss2();if(Boss==3) Boss3();if(Boss==6) Boss1(),Boss2(),Boss3(); Move();Map(0,(bool)Kill);Color(0); Setpos(1,1);Blo=fmin(Blo,(float)Blomax);if(Boss==0)cout<<"血量: "<<(int)Blo<<" ";Color(0);Setpos(1,9),cout<<"死亡次数: "<<D<<" ";Setpos(2,1);Exp=min(Exp,Expmax);if(Exp>=Expmax)Exp=0,Lv++,Lvl++,Hui++,Blomax+=5;if(Lvl>0)Color(5);cout<<"级别: "<<Lv;Color(0);Setpos(2,9);cout<<"经验: "<<Exp<<" ";if(Boss>0) Setpos(3,1),cout<<"血量 : ",Ball(7);if(Boss>0&&Boss!=6) Setpos(4,1),cout<<"怪物血量: ",Ball(6);if(Boss==6) Setpos(1,9),printf("时间: %0.1f s ",T/15.0); if(Win==0) Sleep(55);if(Win==1) Sleep(50);if(Win==2) Sleep(35);if(Win==3) Sleep(40);if(Win==4) Sleep(25);if(Win==5) Sleep(30);if(Win==6) Sleep(20);if(Win>=7) Sleep(17); if(Boss==3&&Bblo<=0){for(int i=1;i<=4;i++){br++;B[br].what=98;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}} if((Win%2==0&&T>=1400)||(Win%2==1&&Bblo<=0)||(Win==7&&T>=450)||Blo<=0) {Map(-1,0);break;} } if(Blo<=0){ Sleep(1000); D++; system("color 7F"); Setpos(15,11); Color(4); cout<<"GAME OVER..."; Sleep(2000); goto ReStart; } /* else if(Win==){ system("color 7F"); Setpos(15,11); Color(4); cout<<"坚持30秒 !"; Sleep(2000); Setpos(30,0); Win++; D=0; }*/ else if(Win==6){ Sleep(1000); system("color 6E"); Setpos(15,11); Color(5); cout<<"YOU WIN !"; Sleep(2000); Setpos(30,0); return 0; }else Sleep(1000),Win++,D=0; goto Start; }
#include<iostream> #include<bits/stdc++.h> #include<cmath> #include<iomanip> #include<windows.h> #define endl "\n" #define A 150 using namespace std; long long int i,j,k,a[15],sj,b[15],d,db=0,xz,bs; long long int p[15],cp1,cp2,tx,bf1,bf2,day=1; long long int pp[A],gs=250,sl,su=1,xz1,x1,sg=250; bool q1,ll=true; void datdh(int all){ Sleep(2000); system("cls"); cout<<" "<<endl; cout<<" "<<endl; cout<<" "<<endl; cout<<" o "<<endl; Sleep(400); system("cls"); cout<<" "<<endl; cout<<" "<<endl; cout<<" o "<<endl; cout<<" "<<endl; Sleep(400); system("cls"); cout<<" "<<endl; cout<<" o "<<endl; cout<<" "<<endl; cout<<" "<<endl; Sleep(400); system("cls"); cout<<" o "<<endl; cout<<" "<<endl; cout<<" "<<endl; cout<<" "<<endl; Sleep(400); system("cls"); cout<<" o "<<endl; cout<<" "<<endl; cout<<" "<<endl; cout<<" "<<endl; Sleep(400); system("cls"); cout<<" o "<<endl; cout<<" "<<endl; cout<<" "<<endl; cout<<" "<<endl; Sleep(400); system("cls"); cout<<" "<<endl; cout<<" o "<<endl; cout<<" "<<endl; cout<<" "<<endl; Sleep(400); system("cls"); cout<<" "<<endl; cout<<" "<<endl; cout<<" o "<<endl; cout<<" "<<endl; Sleep(400); system("cls"); cout<<" "<<endl; cout<<" "<<endl; cout<<" "<<endl; cout<<" o "<<endl; Sleep(400); system("cls"); cout<<" "<<endl; cout<<" "<<endl; cout<<" "<<endl; cout<<" "<<endl; Sleep(400); system("cls"); cout<<" "<<endl; cout<<" "<<endl; cout<<" "<<endl; cout<<" "<<endl; Sleep(400); system("cls"); cout<<" "<<endl; cout<<" "<<endl; cout<<" "<<endl; cout<<" o "<<endl; Sleep(1000); system("cls"); cout<<"第"; Sleep(1000); system("cls"); cout<<"第"<<all; Sleep(1000); system("cls"); cout<<"第"<<all<<"天"; Sleep(1000); system("cls"); } struct wp{ string wn; int jg; }; struct bb{ string nz; int sl; }; wp a1[A]; bb a2[A]; wp a3[A]; void cs(){ a1[1]={"铅笔",3}; a1[2]={"橡皮",2}; a1[3]={"草",10}; a1[4]={"土",5}; a1[5]={"木头",4}; a1[6]={"铁锭",30}; a1[7]={"铁钉",2}; a1[8]={"铜线",10}; a1[9]={"铜锭",20}; a1[10]={"铝片",10}; a1[11]={"铝块",100}; a1[12]={"钻石",500}; a1[13]={"黄金锭",2000}; a1[14]={"黄金块",20000}; a1[15]={"钛合金锭",5000}; a1[16]={"钛合金块",50000}; a1[17]={"面包",5}; a1[18]={"大米",25}; a1[19]={"一把塑料袋",5}; a1[20]={"杯子",5}; a1[21]={"金坷垃",100}; a1[22]={"可乐",5}; a1[23]={"纸",10}; a1[24]={"作业",10}; a1[25]={"D老师的糖果",100000}; a1[26]={"炸药",100}; a1[27]={"邓鱼",20}; a1[28]={"鱼项航(只是鱼名)",10}; a1[29]={"橘子",5}; a1[30]={"香蕉",5}; } void bg(){ Sleep(1000); system("cls"); while(1){ cout<<"格子:"<<gs<<"/"<<sg<<endl; for(i=1;i<=su;++i){ if(a2[i].sl<=0){ }else{ cout<<a2[i].nz<<" 数量:"<<a2[i].sl<<endl; } } cout<<"扣1,买格"<<endl; cout<<"扣2,退出"<<endl; cin>>xz; if(xz==1){ cout<<"输入你想买的格数(10G/格)"<<endl; cin>>sl; Sleep(1000); system("cls"); if(db<(sl*10)){ for(i=1;i<=10000;++i){ Sleep(1); cout<<"撒B!没钱别买!"<<endl; } return ; }else{ cout<<"机付包减"<<(sl*10)<<"G"; db-=(sl*10); Sleep(1000); system("cls"); cout<<"格子加 "<<sl; sg+=sl; gs+=sl; Sleep(1000); } } if(xz==2){ Sleep(1000); system("cls"); break; } system("cls"); } } void sxmm(){ int sb; for(i=1;i<=7;++i)pp[i]=0; srand(time(0)); for(i=1;i<=7;++i){ q1=true; sb=rand()%30+1; for(j=1;j<=i;j++){ if(sb==pp[j]){ i--;break;q1=false; } } pp[i]=sb; if(q1==false){ continue; } a3[i]=a1[sb]; } srand(time(0)); for(i=1;i<=7;i++){ sb=rand()%2+1; if(sb==1){ sb=rand()%a3[i].jg; a3[i].jg+=sb; } if(sb==2){ sb=rand()%a3[i].jg; a3[i].jg-=sb; } } } void mm(){ Sleep(1000); system("cls"); while(1){ cout<<"每天都会刷新"<<endl; cout<<"机付包:"<<db<<"G"<<endl; for(i=1;i<=7;++i){ cout<<"扣"<<i<<",购买或出售 "<<a3[i].wn<<" 价格:"<<a3[i].jg<<"G"<<endl; } cout<<"扣8,打开背包"<<endl; cout<<"扣9,退出"<<endl; cin>>xz; if(xz<=7){ Sleep(1000); system("cls"); cout<<"扣1,购买"<<endl; cout<<"扣2,出售"<<endl; cin>>xz1; if(xz1==1){ cout<<"输入想买的数量"<<endl; cin>>sl; if(db-(sl*a3[xz].jg)<0){ Sleep(1000); system("cls"); cout<<"G不够"<<endl; Sleep(1000); system("cls"); cout<<"你被踢出去了"<<endl; return ; }else if(gs<sl){ Sleep(1000); system("cls"); cout<<"你不能买那么多"<<endl; Sleep(1000); continue; } Sleep(1000); system("cls"); cout<<"机付包减"<<sl*a3[xz].jg<<"G"<<endl; db-=(sl*a3[xz].jg); Sleep(1000); system("cls"); cout<<"背包加 "<<a3[xz].wn<<"X"<<sl; gs-=sl; for(i=1;i<=su;++i){ if(a2[i].nz==a3[xz].wn){ a2[i].sl+=sl;break; }else if(i==su){ a2[i].nz=a3[xz].wn; a2[i].sl=sl; su++; break; } } } if(xz1==2){ cout<<"输入你想卖的数量"<<endl; cin>>sl; for(i=1;i<=su;++i){ if(a2[i].nz==a3[xz].wn){ x1=i;break; }else if(i==su){ Sleep(1000); system("cls"); cout<<"你没有这个物品"<<endl; Sleep(1000); system("cls"); cout<<"你被踢出去了"<<endl; Sleep(1000); system("cls"); return ; } } if(a2[x1].sl<sl){ Sleep(1000); system("cls"); cout<<"你没有那么多"<<endl; Sleep(1000); system("cls"); continue; Sleep(1000); system("cls"); } Sleep(1000); system("cls"); cout<<"机付包加"<<sl*a3[xz].jg<<"G"<<endl; db+=(sl*a3[xz].jg); Sleep(1000); system("cls"); cout<<"背包减 "<<a2[x1].nz<<"X"<<sl; gs+=sl; a2[x1].sl-=sl; } Sleep(1000); system("cls"); } if(xz==8){ bg(); } if(xz==9){ break; } system("cls"); } } void jz(){ for(i=1;i<=100;++i){ cout<<" G币人生"<<endl; cout<<"加载中......."<<endl<<setw(5)<<right<<i<<"%"<<endl; for(j=1;j<=i/10;++j){cout<<"█";} Sleep(200+i*10); system("cls"); } cout<<" G币人生"<<endl; cout<<"加载完成!!!"<<endl<<setw(5)<<right<<"100%"<<endl; for(j=1;j<=10;++j){cout<<"█";} system("cls"); } void kt(){ for(i=5;i>=1;--i){cout<<" G币人生"<<endl;cout<<setw(5)<<i<<"S";Sleep(1000);system("cls");} system("cls"); jz(); cout<<"欢迎来到G币人生"<<endl; Sleep(2000); cout<<"这里你需要通过不同的方法赚G币"<<endl; Sleep(3000); system("cls"); cout<<"开始吧!"<<endl; Sleep(2000); system("cls"); cout<<"我将给你10个G币"<<endl; db+=10; Sleep(2000); cout<<"机付包到账10G"<<endl; Sleep(3000); system("cls"); } void gg(){ Sleep(1000); system("cls"); Sleep(1000); cout<<"广告开始"; Sleep(1000); system("cls"); for(i=1;i<=30;++i){ cout<<31-i<<"s"; Sleep(1000); system("cls"); } cout<<"0s"; Sleep(2000); system("cls"); cout<<"机付包到账5G"; db+=5; Sleep(1000); system("cls"); } void kp(){ Sleep(1000); system("cls"); cout<<"出G(赢了你将得两倍)"<<endl; bf1=0;bf2=0; cin>>bs; if(db<bs){ cout<<"余额不足"; Sleep(1000); system("cls"); cout<<"你被踢出去了!!!"; Sleep(1000); system("cls"); return; } db-=bs; cout<<"机付包减"<<bs<<"G"<<endl; Sleep(1000); system("cls"); cout<<"规则:"<<endl; cout<<"你将得到5张牌,你可以出任意一张,只能出有的,4>3>2>1,1可以干掉4"<<endl; system("pause"); system("cls"); srand(time(0)); for(i=1;i<=5;++i){ p[i]=rand()%4+1; } srand(time(0)); for(i=1;i<=5;++i){ Sleep(1000); system("cls"); cout<<"对方:你 "<<bf1<<":"<<bf2<<endl; cout<<"第"<<i<<"回合"; tx=0; Sleep(2000); system("cls"); srand(time(0)); cp1=rand()%2+1; srand(time(0)); if(cp1==1){ cp1=rand()%3+1; } if(cp1==2){ cp1=rand()%4+1; } for(j=1;j<=5;++j){ if(p[j]!=0){ cout<<p[j]<<" "; } } cout<<endl; while(1){ if(tx==1){ cout<<"再次"; } tx=0; cout<<"出牌"<<endl; cin>>cp2; for(j=1;j<=5;++j){ if(p[j]==cp2){ break; }else{ if(j==5){ cout<<"不能出没有的牌"<<endl;tx=1; } } } if(tx==0){ for(j=1;j<=5;++j){ if(p[j]==cp2){ p[j]=0;break; } } break; } } Sleep(500); system("cls"); cout<<"?对方 你?"; Sleep(500); system("cls"); cout<<" 对? ? "; Sleep(500); system("cls"); cout<<" 对方"<<cp1<<" "<<cp2<<"你"; Sleep(500); system("cls"); if(cp1<cp2){ if(cp1==1&&cp2==4){ cout<<" 对方"<<cp1<<" "<<"你";tx=1; }else{ cout<<" 对方"<<" "<<cp2<<"你";tx=0; } } if(cp1>cp2){ if(cp1==4&&cp2==1){ cout<<" 对方"<<" "<<cp2<<"你";tx=0; }else{ cout<<" 对方"<<cp1<<" "<<"你";tx=1; } } if(cp1==cp2){ cout<<" 对方"<<" "<<"你";tx=2; } Sleep(1000); system("cls"); if(tx==1){ cout<<"这回合你输了"; bf1++; } if(tx==0){ cout<<"这回合你赢了"; bf2++; } if(tx==2){ cout<<"这回合平局"; } } Sleep(2000); system("cls"); if(bf1>bf2){ cout<<"你输了"; bf1++; } if(bf1<bf2){ cout<<"你赢了"<<endl; bf2++; Sleep(1000); cout<<"机付包到账"<<bs*2<<"G"; db+=(bs*2); Sleep(1000); } if(bf1==bf2){ cout<<"平局"<<endl; Sleep(1000); cout<<"机付包到账"<<bs<<"G"; db+=bs; Sleep(1000); } } void hm(){ for(i=1;i<=10;++i){ a[i]=0; } Sleep(1000); system("cls"); d=0; srand(time(0)); cout<<"输入你想买的被数,1为1倍,2为2倍"<<endl; cin>>bs; if(db<bs){ cout<<"余额不足"; Sleep(1000); system("cls"); cout<<"你被踢出去了!!!"; Sleep(1000); system("cls"); return; } db-=bs; cout<<"机付包减"<<bs<<"G"<<endl; Sleep(1000); system("cls"); cout<<"每对上一个你卖彩票的G乘2(第一次为你卖彩票的G)"<<endl; cout<<"输入你的号码(6位,0~20)"<<endl; cin>>b[1]>>b[2]>>b[3]>>b[4]>>b[5]>>b[6]; Sleep(1000); system("cls"); cout<<"5秒后开奖"; Sleep(1000); system("cls"); for(i=4;i>=1;i--){ cout<<i<<"s"; Sleep(1000); system("cls"); } for(i=1;i<=6;++i){ sj=rand()%20; for(k=1;k<=20;++k){ a[i]=k; if(k==sj){ system("cls");break; } cout<<setw(2)<<setfill('0')<<a[1]<<" "<<setw(2)<<setfill('0')<<a[2]<<" "<<setw(2)<<setfill('0')<<a[3]<<" "<<setw(2)<<setfill('0')<<a[4]<<" "<<setw(2)<<setfill('0')<<a[5]<<" "<<setw(2)<<setfill('0')<<a[6]; system("cls"); } } for(i=1;i<=6;++i)cout<<setw(2)<<setfill('0')<<a[i]<<" "; for(i=1;i<=6;++i){ if(a[i]==b[i]){ if(d==0){ d+=bs; }else{ d*=2; } } } cout<<endl; d*=bs; for(i=1;i<=6;++i)cout<<setw(2)<<setfill('0')<<b[i]<<" "; cout<<endl; cout<<"你得"<<d<<"个G币"<<endl; db+=d; system("pause"); system("cls"); } int main(){ //kt(); cs(); sxmm(); system("cls"); while(1){ if(ll==false){ cout<<"开发者模式"<<endl; day=1; } cout<<"第"<<day<<"天"<<endl; cout<<"剩余"<<20-day<<"天"<<endl; cout<<"机付包:"<<db<<"G"<<endl; cout<<"扣1,卡牌对战"<<endl; cout<<"扣2,彩票"<<endl; cout<<"扣3,广告"<<endl; cout<<"扣4,买卖"<<endl; cout<<"扣5,下一天"<<endl; cin>>xz; if(xz==1){ kp(); } if(xz==2){ hm(); } if(xz==3){ gg(); } if(xz==4){ mm(); } if(xz==5){ Sleep(1000); system("cls"); day++; sxmm(); datdh(day); } if(xz==114514){ Sleep(10000); system("cls"); cout<<"开发者模式"<<endl; Sleep(2000); cout<<"机付包到账100000000G"<<endl; db+=100000000; Sleep(2000); ll=false; gs+=1000000; sg+=1000000; } if(day==20){ Sleep(1000); system ("cls"); cout<<"游戏结束"<<endl; cout<<"你一共赚了"<<db<<"G"<<endl; return 0; } system("cls"); } return 0; }
#include<windows.h> #include<bits/stdc++.h> using namespace std; int Your=6,Other=6; string daojuname[]={"放大镜","手铐","小刀","烟","饮料"}; double Yourmoney; int shi,kong; int q[10],qlen;//1 实 2 空 int Rand(int x,int y){ int A=rand(),B=rand(); return A*1ll*B%(y-x+1)+x; } int T;//ou->you int daojulen; int daoju[10]; int daojulen1; int daoju1[10]; void build_gun(){ kong=Rand(1,4); shi=Rand(1,4); qlen=0; printf("%d发实弹,%d发空弹\n",shi,kong); int a1=kong,a2=shi; for(int i=1;i<=kong+shi;i++){ // Sleep(50); int sum=Rand(1,a1+a2); if(sum<=a1){ a1--; q[++qlen]=2; }else{ a2--; q[++qlen]=1; } } int maxn=min(4,8-daojulen); printf("你获得了%d个道具:\n",maxn); daojulen+=maxn; for(int i=1;i<=maxn;i++){ // Sleep(50); int kkk=Rand(0,4); daoju[kkk]++; cout<<daojuname[kkk]; if(i!=maxn){ printf(","); } } printf("\n"); maxn=min(4,8-daojulen1); printf("恶魔获得了%d个道具:\n",maxn); daojulen1+=maxn; for(int i=1;i<=maxn;i++){ int kkk=Rand(0,4); daoju1[kkk]++; cout<<daojuname[kkk]; if(i!=maxn){ printf(","); } } printf("\n"); system("pause"); system("cls"); } void IsOver(){ if(Your<=0){ printf("你输了\n"); system("pause"); exit(0); } if(Other<=0){ printf("你赢了\n你获得了奖金$%.2lf\n",Yourmoney); system("pause"); exit(0); } } void wait(){ for(int i=1;i<=3;i++){ Sleep(500); printf("."); } Sleep(500); } int Hurt=1; int shoukao_you; void Timeyou(){ int x; while(1){ printf("你的生命:%d/6\n恶魔生命:%d/6\n",Your,Other); printf("剩余实弹数:%d 剩余空弹数:%d\n",shi,kong); printf("你现在拥有的道具:\n"); for(int i=0;i<=4;i++){ cout<<daojuname[i]; printf("%d",daoju[i]); printf("个"); if(i!=4){ printf(","); } } printf("\n"); printf("恶魔现在拥有的道具:\n"); for(int i=0;i<=4;i++){ cout<<daojuname[i]; printf("%d",daoju1[i]); printf("个"); if(i!=4){ printf(","); } } printf("\n"); printf("现在是你的回合\n"); printf("你要\n1.向恶魔开枪\n2.向自己开枪\n"); for(int i=0;i<=4;i++){ printf("%d.使用",i+3); cout<<daojuname[i]<<'\n'; } scanf("%d",&x); if(1<=x&&x<=7){ break; } printf("输入不合法\n"); Sleep(1145); system("cls"); } if(x==1){ printf("你决定向恶魔开枪"); T++; wait(); if(q[qlen]==2){ Yourmoney+=(double)(2000.0*(Hurt*1.0)*(1+(double)(shi)*1.0/(double)(shi+kong))); kong--; qlen--; Hurt=1; printf("是空弹\n"); if(shoukao_you==1){ shoukao_you=0; printf("因为你使用了手铐,所以可以再来一次\n"); Sleep(500); T--; } }else{ // printf("((%lf))\n",Yourmoney); Yourmoney+=(double)(5000.0*(Hurt*1.0)*(1+(double)(kong)*1.0/(double)(shi+kong))); // printf("{{%lf}}\n",Yourmoney); shi--; qlen--; Other-=Hurt; Hurt=1; printf("是实弹\n"); Sleep(500); IsOver(); if(shoukao_you==1){ shoukao_you=0; Yourmoney+=1000.0; printf("因为你使用了手铐,所以可以再来一次\n"); Sleep(500); T--; } } }else if(x==2){ printf("你决定向自己开枪"); wait(); if(q[qlen]==2){ Yourmoney+=(double)(2000.0*(Hurt*1.0)*(1+(double)(kong)*1.0/(double)(shi+kong))); kong--; qlen--; Hurt=1; printf("是空弹\n"); }else{ Yourmoney+=5000.0*(1+(double)(shi)*1.0/(double)(shi+kong)); T++; shi--; qlen--; Your-=Hurt; Hurt=1; printf("是实弹\n"); Sleep(500); IsOver(); if(shoukao_you==1){ shoukao_you=0; printf("因为你使用了手铐,所以可以再来一次\n"); Sleep(500); T--; } } }else if(x==3){//{"放大镜","手铐","小刀","烟","饮料"}; if(daoju[0]){ daoju[0]--; daojulen--; printf("你使用了放大镜\n"); wait(); printf("\n你看到了"); if(q[qlen]==1){ printf("实弹\n"); Yourmoney+=2500.0; }else{ printf("空弹\n"); } Sleep(500); printf("\n"); }else{ printf("你现在没有放大镜\n"); Sleep(1145); system("cls"); } }else if(x==4){ if(daoju[1]){ if(!shoukao_you){ daoju[1]--; daojulen--; printf("你使用了手铐\n"); printf("你获得了连开两枪的机会\n"); shoukao_you=1; }else{ printf("你已经用过手铐了\n"); } Sleep(1145); system("cls"); }else{ printf("你现在没有手铐\n"); Sleep(1145); system("cls"); } }else if(x==5){ if(daoju[2]){ if(Hurt==1){ daoju[2]--; daojulen--; printf("你使用了小刀\n"); printf("若下一发为实弹则伤害+1\n"); Yourmoney+=500.0; Hurt=2; }else{ printf("你已经用过小刀了\n"); } Sleep(1145); system("cls"); }else{ printf("你现在没有小刀\n"); Sleep(1145); system("cls"); } }else if(x==6){ if(daoju[3]){ if(Your^6){ daoju[3]--; daojulen--; printf("你使用了烟\n"); printf("你回复了一点生命\n"); Yourmoney+=500.0; Your++; }else{ printf("你现在不需要烟\n"); } Sleep(1145); }else{ printf("你现在没有烟\n"); Sleep(1145); system("cls"); } }else{ if(daoju[4]){ daoju[4]--; daojulen--; printf("你使用了饮料\n"); wait(); printf("\n"); printf("你退了一发"); if(q[qlen]==2){ printf("空弹"); kong--; }else{ printf("实弹"); Yourmoney+=500.0; shi--; } qlen--; Sleep(500); }else{ printf("你现在没有饮料\n"); Sleep(1145); system("cls"); } } Sleep(1000); system("cls"); } int Know;//通过放大镜得知下一发子弹 int shoukaoemo; void fightyou(){ printf("恶魔决定向你开枪"); T++; wait(); if(q[qlen]==2){ Yourmoney+=(double)(2000.0*(Hurt*1.0)*(1+(double)(kong)*1.0/(double)(shi+kong))); kong--; qlen--; Hurt=1; Know=0; printf("是空弹\n"); if(shoukaoemo){ printf("因为恶魔使用了手铐,所以可以再来一次\n"); T--; Sleep(500); shoukaoemo=0; } }else{ Yourmoney+=(double)(5000.0*(Hurt*1.0)*(1+(double)(kong)*1.0/(double)(shi+kong))); shi--; qlen--; Your-=Hurt; Hurt=1; printf("是实弹\n"); Know=0; Sleep(500); IsOver(); if(shoukaoemo){ printf("因为恶魔使用了手铐,所以可以再来一次\n"); Yourmoney+=1000.0; T--; Sleep(500); shoukaoemo=0; } } } void fightemo(){ printf("恶魔决定向自己开枪"); wait(); if(q[qlen]==2){ Yourmoney+=2000.0*(1+(double)(shi)*1.0/(double)(shi+kong)); kong--; qlen--; printf("是空弹\n"); Know=0; }else{ Yourmoney+=5000.0*(1+(double)(kong)*1.0/(double)(shi+kong)); shi--; T++; qlen--; Other-=Hurt; Hurt=1; printf("是实弹\n"); Know=0; Sleep(500); IsOver(); if(shoukaoemo){ printf("因为恶魔使用了手铐,所以可以再来一次\n"); T--; Sleep(500); shoukaoemo=0; } } } void Timeother(){ printf("你的生命:%d/6\n恶魔生命:%d/6\n",Your,Other); printf("剩余实弹数:%d 剩余空弹数:%d\n",shi,kong); printf("你现在拥有的道具:\n"); for(int i=0;i<=4;i++){ cout<<daojuname[i]; printf("%d",daoju[i]); printf("个"); if(i!=4){ printf(","); } } printf("\n"); printf("恶魔现在拥有的道具:\n"); for(int i=0;i<=4;i++){ cout<<daojuname[i]; printf("%d",daoju1[i]); printf("个"); if(i!=4){ printf(","); } } printf("\n"); printf("现在是恶魔的回合\n"); Sleep(1500); if(Other!=6){ if(daoju1[3]){ daoju1[3]--; daojulen1--; printf("恶魔使用了烟\n"); printf("恶魔回复了一点生命\n"); Other++; Yourmoney+=500.0; Sleep(1145); system("cls"); return ; } } if(Know==0&&kong==0){ Know=1; } if(Know==0){ if(abs(shi-kong)<2&&kong!=0){ if(daoju1[0]){ daoju1[0]--; daojulen1--; printf("恶魔使用了放大镜\n"); wait(); printf("\n恶魔看到了"); if(q[qlen]==1){ printf("实弹"); Yourmoney+=2500.0; Know=1; }else{ printf("空弹"); Know=2; } Sleep(1145); system("cls"); return ; } } }else if(Know==1){ if(Hurt==1&&daoju1[2]){ daoju1[2]--; daojulen1--; Hurt++; printf("恶魔使用了小刀\n"); printf("若下一发为实弹则伤害+1"); Yourmoney+=500.0; Sleep(1145); system("cls"); return ; }else{ if(shi>=kong+1&&daoju1[1]&&shoukaoemo!=1){ daoju1[1]--; daojulen1--; shoukaoemo=1; printf("恶魔使用了手铐\n"); printf("恶魔获得了连开两枪的机会\n"); Sleep(1145); system("cls"); return ; } fightyou(); system("cls"); return ; } }else{ if(daoju1[4]){ daoju1[4]--; daojulen1--; printf("恶魔使用了饮料\n"); wait(); printf("\n"); printf("恶魔退了一发"); if(q[qlen]==2){ printf("空弹"); kong--; }else{ printf("实弹"); shi--; } Know=0; qlen--; Sleep(500); Sleep(1145); system("cls"); return ; }else{ fightemo(); Sleep(1145); system("cls"); return ; } } if(shi>=kong){ fightyou(); }else{ fightemo(); } Sleep(1145); system("cls"); } void Play(){ while(1){ if(shi==0){ build_gun(); T=0; continue; } if(T%2==0){ Timeyou(); }else{ Timeother(); } } } void danrenplay(){ for(int i=1;i<=3;i++){ printf("."); // Sleep(1000); } printf("\n"); printf("又来了一位挑战者...\n"); Sleep(1000); int x; while(1){ printf("准备好参与恶魔的游戏吗?胜者带走奖金,败者将会在此长眠\n1.好的\n2.没问题\n"); scanf("%d",&x); if(x==1||x==2){ break; } printf("输入不合法\n"); Sleep(1145); system("cls"); } while(1){ printf("你清楚我们的规则吗?\n1.清楚\n2.不清楚\n"); scanf("%d",&x); if(x==1||x==2){ break; } printf("输入不合法\n"); Sleep(1145); system("cls"); } if(x==1){ }else{ for(int i=1;i<=3;i++){ printf("."); Sleep(1000); } printf("\n"); printf("规则:\n"); printf("你和恶魔都各有6点生命\n") ; printf("每一回合开始前,你将知道一共有几发实弹,几发空弹,同时双方都将获得4个道具作为补给(上限为8个)\n"); printf("每一回合,你可以选择对自己开枪,对恶魔开枪或者使用道具\n"); printf("如果你对自己开枪,若为空弹,则可以继续行动,否则,停止行动\n"); printf("如果你对恶魔开枪,无论如何,都将停止行动\n"); printf("道具一览:\n"); printf("放大镜:可以知道下一发子弹是空弹还是实弹\n"); printf("手铐:增加一次本回合的行动次数\n"); printf("小刀:若下一发子弹为实弹,则伤害+1\n"); printf("烟:可以回复1点体力\n"); printf("饮料:可以退一发子弹\n"); system("pause"); system("cls"); } printf("好吧\n"); Sleep(1145); printf("游戏将要开始了哦\n"); Sleep(1145); system("cls"); Play(); } void IsOver_duo(){ if(Your<=0){ printf("玩家B赢了\n玩家B获得了奖金$%.2lf\n",Yourmoney); system("pause"); exit(0); }else if(Other<=0){ printf("玩家A赢了\n玩家A获得了奖金$%.2lf\n",Yourmoney); system("pause"); exit(0); } } void build_gun_duo(){ kong=Rand(1,4); shi=Rand(1,4); qlen=0; printf("%d发实弹,%d发空弹\n",shi,kong); int a1=kong,a2=shi; for(int i=1;i<=kong+shi;i++){ // Sleep(50); int sum=Rand(1,a1+a2); if(sum<=a1){ a1--; q[++qlen]=2; }else{ a2--; q[++qlen]=1; } } int maxn=min(2,8-daojulen); printf("玩家A获得了%d个道具:\n",maxn); daojulen+=maxn; for(int i=1;i<=maxn;i++){ // Sleep(50); int kkk=Rand(0,4); daoju[kkk]++; cout<<daojuname[kkk]; if(i!=maxn){ printf(","); } } printf("\n"); maxn=min(2,8-daojulen1); printf("玩家B获得了%d个道具:\n",maxn); daojulen1+=maxn; for(int i=1;i<=maxn;i++){ int kkk=Rand(0,4); daoju1[kkk]++; cout<<daojuname[kkk]; if(i!=maxn){ printf(","); } } printf("\n"); system("pause"); system("cls"); } void Timeyou_duo(){ int x; while(1){ printf("玩家A的生命:%d/4\n玩家B的生命:%d/4\n",Your,Other); printf("剩余实弹数:%d 剩余空弹数:%d\n",shi,kong); printf("玩家A现在拥有的道具:\n"); for(int i=0;i<=4;i++){ cout<<daojuname[i]; printf("%d",daoju[i]); printf("个"); if(i!=4){ printf(","); } } printf("\n"); printf("玩家B现在拥有的道具:\n"); for(int i=0;i<=4;i++){ cout<<daojuname[i]; printf("%d",daoju1[i]); printf("个"); if(i!=4){ printf(","); } } printf("\n"); printf("现在是玩家A的回合\n"); printf("玩家A要\n1.向玩家B开枪\n2.向自己开枪\n"); for(int i=0;i<=4;i++){ printf("%d.使用",i+3); cout<<daojuname[i]<<'\n'; } scanf("%d",&x); if(1<=x&&x<=7){ break; } printf("输入不合法\n"); Sleep(1145); system("cls"); } if(x==1){ printf("玩家A决定向玩家B开枪"); T++; wait(); if(q[qlen]==2){ Yourmoney+=(double)(2000.0*(Hurt*1.0)*(1+(double)(shi)*1.0/(double)(shi+kong))); kong--; qlen--; Hurt=1; printf("是空弹\n"); if(shoukao_you==1){ shoukao_you=0; printf("因为玩家A使用了手铐,所以可以再来一次\n"); Sleep(500); T--; } }else{ // printf("((%lf))\n",Yourmoney); Yourmoney+=(double)(5000.0*(Hurt*1.0)*(1+(double)(kong)*1.0/(double)(shi+kong))); // printf("{{%lf}}\n",Yourmoney); shi--; qlen--; Other-=Hurt; Hurt=1; printf("是实弹\n"); Sleep(500); IsOver_duo(); if(shoukao_you==1){ shoukao_you=0; Yourmoney+=1000.0; printf("因为玩家A使用了手铐,所以可以再来一次\n"); Sleep(500); T--; } } }else if(x==2){ printf("玩家A决定向自己开枪"); wait(); if(q[qlen]==2){ Yourmoney+=(double)(2000.0*(Hurt*1.0)*(1+(double)(kong)*1.0/(double)(shi+kong))); kong--; qlen--; Hurt=1; printf("是空弹\n"); }else{ Yourmoney+=5000.0*(1+(double)(shi)*1.0/(double)(shi+kong)); T++; shi--; qlen--; Your-=Hurt; Hurt=1; printf("是实弹\n"); Sleep(500); IsOver_duo(); if(shoukao_you==1){ shoukao_you=0; printf("因为玩家A使用了手铐,所以可以再来一次\n"); Sleep(500); T--; } } }else if(x==3){//{"放大镜","手铐","小刀","烟","饮料"}; if(daoju[0]){ daoju[0]--; daojulen--; printf("玩家A使用了放大镜\n"); wait(); printf("\n玩家A看到了"); if(q[qlen]==1){ printf("实弹\n"); Yourmoney+=2500.0; }else{ printf("空弹\n"); } Sleep(500); printf("\n"); }else{ printf("玩家A现在没有放大镜\n"); Sleep(1145); system("cls"); } }else if(x==4){ if(daoju[1]){ if(!shoukao_you){ daoju[1]--; daojulen--; printf("玩家A使用了手铐\n"); printf("玩家A获得了连开两枪的机会\n"); shoukao_you=1; }else{ printf("玩家A已经用过手铐了\n"); } Sleep(1145); system("cls"); }else{ printf("玩家A现在没有手铐\n"); Sleep(1145); system("cls"); } }else if(x==5){ if(daoju[2]){ if(Hurt==1){ daoju[2]--; daojulen--; printf("玩家A使用了小刀\n"); printf("若下一发为实弹则伤害+1\n"); Yourmoney+=500.0; Hurt=2; }else{ printf("玩家A已经用过小刀了\n"); } Sleep(1145); system("cls"); }else{ printf("玩家A现在没有小刀\n"); Sleep(1145); system("cls"); } }else if(x==6){ if(daoju[3]){ if(Your^4){ daoju[3]--; daojulen--; printf("玩家A使用了烟\n"); printf("玩家A回复了一点生命\n"); Yourmoney+=500.0; Your++; }else{ printf("玩家A现在不需要烟\n"); } Sleep(1145); }else{ printf("玩家A现在没有烟\n"); Sleep(1145); system("cls"); } }else{ if(daoju[4]){ daoju[4]--; daojulen--; printf("玩家A使用了饮料\n"); wait(); printf("\n"); printf("玩家A退了一发"); if(q[qlen]==2){ printf("空弹"); kong--; }else{ printf("实弹"); Yourmoney+=500.0; shi--; } qlen--; Sleep(500); }else{ printf("玩家A现在没有饮料\n"); Sleep(1145); system("cls"); } } Sleep(1000); system("cls"); } void Timeother_duo(){ int x; while(1){ printf("玩家A的生命:%d/4\n玩家B的生命:%d/4\n",Your,Other); printf("剩余实弹数:%d 剩余空弹数:%d\n",shi,kong); printf("玩家A现在拥有的道具:\n"); for(int i=0;i<=4;i++){ cout<<daojuname[i]; printf("%d",daoju[i]); printf("个"); if(i!=4){ printf(","); } } printf("\n"); printf("玩家B现在拥有的道具:\n"); for(int i=0;i<=4;i++){ cout<<daojuname[i]; printf("%d",daoju1[i]); printf("个"); if(i!=4){ printf(","); } } printf("\n"); printf("现在是玩家B的回合\n"); printf("玩家B要\n1.向玩家A开枪\n2.向自己开枪\n"); for(int i=0;i<=4;i++){ printf("%d.使用",i+3); cout<<daojuname[i]<<'\n'; } scanf("%d",&x); if(1<=x&&x<=7){ break; } printf("输入不合法\n"); Sleep(1145); system("cls"); } if(x==1){ printf("玩家B决定向玩家A开枪"); T++; wait(); if(q[qlen]==2){ Yourmoney+=(double)(2000.0*(Hurt*1.0)*(1+(double)(shi)*1.0/(double)(shi+kong))); kong--; qlen--; Hurt=1; printf("是空弹\n"); if(shoukaoemo==1){ shoukaoemo=0; printf("因为玩家B使用了手铐,所以可以再来一次\n"); Sleep(500); T--; } }else{ // printf("((%lf))\n",Yourmoney); Yourmoney+=(double)(5000.0*(Hurt*1.0)*(1+(double)(kong)*1.0/(double)(shi+kong))); // printf("{{%lf}}\n",Yourmoney); shi--; qlen--; Your-=Hurt; Hurt=1; printf("是实弹\n"); Sleep(500); IsOver_duo(); if(shoukaoemo==1){ shoukaoemo=0; Yourmoney+=1000.0; printf("因为玩家B使用了手铐,所以可以再来一次\n"); Sleep(500); T--; } } }else if(x==2){ printf("玩家B决定向自己开枪"); wait(); if(q[qlen]==2){ Yourmoney+=(double)(2000.0*(Hurt*1.0)*(1+(double)(kong)*1.0/(double)(shi+kong))); kong--; qlen--; Hurt=1; printf("是空弹\n"); }else{ Yourmoney+=5000.0*(1+(double)(shi)*1.0/(double)(shi+kong)); T++; shi--; qlen--; Other-=Hurt; Hurt=1; printf("是实弹\n"); Sleep(500); IsOver_duo(); if(shoukao_you==1){ shoukao_you=0; printf("因为玩家B使用了手铐,所以可以再来一次\n"); Sleep(500); T--; } } }else if(x==3){//{"放大镜","手铐","小刀","烟","饮料"}; if(daoju1[0]){ daoju1[0]--; daojulen1--; printf("玩家B使用了放大镜\n"); wait(); printf("\n玩家B看到了"); if(q[qlen]==1){ printf("实弹\n"); Yourmoney+=2500.0; }else{ printf("空弹\n"); } Sleep(500); printf("\n"); }else{ printf("玩家B现在没有放大镜\n"); Sleep(1145); system("cls"); } }else if(x==4){ if(daoju1[1]){ if(!shoukaoemo){ daoju1[1]--; daojulen1--; printf("玩家B使用了手铐\n"); printf("玩家B获得了连开两枪的机会\n"); shoukaoemo=1; }else{ printf("玩家B已经用过手铐了\n"); } Sleep(1145); system("cls"); }else{ printf("玩家B现在没有手铐\n"); Sleep(1145); system("cls"); } }else if(x==5){ if(daoju1[2]){ if(Hurt==1){ daoju1[2]--; daojulen1--; printf("玩家B使用了小刀\n"); printf("若下一发为实弹则伤害+1\n"); Yourmoney+=500.0; Hurt=2; }else{ printf("玩家B已经用过小刀了\n"); } Sleep(1145); system("cls"); }else{ printf("玩家B现在没有小刀\n"); Sleep(1145); system("cls"); } }else if(x==6){ if(daoju1[3]){ if(Other^4){ daoju1[3]--; daojulen1--; printf("玩家B使用了烟\n"); printf("玩家B回复了一点生命\n"); Yourmoney+=500.0; Other++; }else{ printf("玩家B现在不需要烟\n"); } Sleep(1145); }else{ printf("玩家B现在没有烟\n"); Sleep(1145); system("cls"); } }else{ if(daoju1[4]){ daoju1[4]--; daojulen1--; printf("玩家B使用了饮料\n"); wait(); printf("\n"); printf("玩家B退了一发"); if(q[qlen]==2){ printf("空弹"); kong--; }else{ printf("实弹"); Yourmoney+=500.0; shi--; } qlen--; Sleep(500); }else{ printf("玩家B现在没有饮料\n"); Sleep(1145); system("cls"); } } Sleep(1000); system("cls"); } int asdasd; void duorenplay(){ while(1){ if(shi==0){ build_gun_duo(); T=asdasd; asdasd++; continue; } if(T%2==0){ Timeyou_duo(); }else{ Timeother_duo(); } } } int main(){ srand(time(0)); int x; while(1){ printf("请选择你想要的模式:\n1.单人\n2.双人(此模式中,生命值为4,道具补给为2)\n"); scanf("%d",&x); if(x==1||x==2){ break; } printf("输入不合法\n"); Sleep(1145); system("cls"); } system("cls"); if(x==1){ danrenplay(); }else{ Your=Other=4; duorenplay(); } return 0; }
#include <GL/glew.h> #include <GLFW/glfw3.h> #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> #include #include #include
// 定义常量 const int WINDOW_WIDTH = 1280; const int WINDOW_HEIGHT = 720; const float PLAYER_SPEED = 5.0f; const float HUNTER_SPEED = 4.0f; const float PROPS_SPEED = 10.0f; const float GAME_TIME = 120.0f;
// 角色结构 struct Player { glm::vec3 position; bool isHunter = false;
Player(bool isHunter, float x, float y, float z) : isHunter(isHunter), position(x, y, z) {} void move(const glm::vec3& direction) { position += direction; }
};
// 道具结构 struct Prop { glm::vec3 position; std::string type; // 如 "speed", "invisibility" 等
Prop(const glm::vec3& pos, const std::string& type) : position(pos), type(type) {}
};
// 渲染函数 void render(GLFWwindow* window, const std::vector& players, const std::vector& props) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 设置视图矩阵 glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / WINDOW_HEIGHT, 0.1f, 100.0f); // 渲染玩家 for (const auto& player : players) { glm::mat4 model = glm::translate(glm::mat4(1.0f), player.position); model = glm::scale(model, glm::vec3(0.5f)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glDrawArrays(GL_TRIANGLES, 0, 36); // 假设玩家模型是一个简单的立方体 } // 渲染道具 for (const auto& prop : props) { glm::mat4 model = glm::translate(glm::mat4(1.0f), prop.position); model = glm::scale(model, glm::vec3(0.2f)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glDrawArrays(GL_TRIANGLES, 0, 36); // 假设道具模型是一个简单的立方体 } glfwSwapBuffers(window); glfwPollEvents();
}
int main() { if (!glfwInit()) { std::cerr << "Failed to initialize GLFW" << std::endl; return -1; }
GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "3D Runaway Game", nullptr, nullptr); if (!window) { std::cerr << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glewInit(); glEnable(GL_DEPTH_TEST); // 初始化着色器程序(这里需要一个简单的着色器程序) GLuint shaderProgram = ...; // 加载和编译着色器 // 创建玩家和道具 std::vector<Player> players = { Player(false, -1.0f, 0.0f, 0.0f), // 跑者 Player(true, 1.0f, 0.0f, 0.0f) // 猎人 }; std::vector<Prop> props = { Prop(glm::vec3(-0.5f, 0.0f, 0.0f), "speed"), Prop(glm::vec3(0.5f, 0.0f, 0.0f), "invisibility") }; float gameTime = GAME_TIME; bool gameRunning = true; while (!glfwWindowShouldClose(window) && gameRunning) { // 处理玩家输入 for (auto& player : players) { if (player.isHunter) { if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) { player.move(glm::vec3(0.0f, 0.0f, -HUNTER_SPEED)); } if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) { player.move(glm::vec3(0.0f, 0.0f, HUNTER_SPEED)); } if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) { player.move(glm::vec3(-HUNTER_SPEED, 0.0f, 0.0f)); } if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) { player.move(glm::vec3(HUNTER_SPEED, 0.0f, 0.0f)); } } else { if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { player.move(glm::vec3(0.0f, 0.0f, -PLAYER_SPEED)); }#include <GL/glew.h>
#include <GLFW/glfw3.h> #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> #include #include #include
// 定义常量 const int WINDOW_WIDTH = 1280; const int WINDOW_HEIGHT = 720; const float PLAYER_SPEED = 5.0f; const float HUNTER_SPEED = 4.0f; const float PROPS_SPEED = 10.0f; const float GAME_TIME = 120.0f;
// 角色结构 struct Player { glm::vec3 position; bool isHunter = false;
Player(bool isHunter, float x, float y, float z) : isHunter(isHunter), position(x, y, z) {} void move(const glm::vec3& direction) { position += direction; }
};
// 道具结构 struct Prop { glm::vec3 position; std::string type; // 如 "speed", "invisibility" 等
Prop(const glm::vec3& pos, const std::string& type) : position(pos), type(type) {}
};
// 渲染函数 void render(GLFWwindow* window, const std::vector& players, const std::vector& props) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 设置视图矩阵 glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / WINDOW_HEIGHT, 0.1f, 100.0f); // 渲染玩家 for (const auto& player : players) { glm::mat4 model = glm::translate(glm::mat4(1.0f), player.position); model = glm::scale(model, glm::vec3(0.5f)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glDrawArrays(GL_TRIANGLES, 0, 36); // 假设玩家模型是一个简单的立方体 } // 渲染道具 for (const auto& prop : props) { glm::mat4 model = glm::translate(glm::mat4(1.0f), prop.position); model = glm::scale(model, glm::vec3(0.2f)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glDrawArrays(GL_TRIANGLES, 0, 36); // 假设道具模型是一个简单的立方体 } glfwSwapBuffers(window); glfwPollEvents();
}
int main() { if (!glfwInit()) { std::cerr << "Failed to initialize GLFW" << std::endl; return -1; }
GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "3D Runaway Game", nullptr, nullptr); if (!window) { std::cerr << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glewInit(); glEnable(GL_DEPTH_TEST); // 初始化着色器程序(这里需要一个简单的着色器程序) GLuint shaderProgram = ...; // 加载和编译着色器 // 创建玩家和道具 std::vector<Player> players = { Player(false, -1.0f, 0.0f, 0.0f), // 跑者 Player(true, 1.0f, 0.0f, 0.0f) // 猎人 }; std::vector<Prop> props = { Prop(glm::vec3(-0.5f, 0.0f, 0.0f), "speed"), Prop(glm::vec3(0.5f, 0.0f, 0.0f), "invisibility") }; float gameTime = GAME_TIME; bool gameRunning = true; while (!glfwWindowShouldClose(window) && gameRunning) { // 处理玩家输入 for (auto& player : players) { if (player.isHunter) { if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) { player.move(glm::vec3(0.0f, 0.0f, -HUNTER_SPEED)); } if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) { player.move(glm::vec3(0.0f, 0.0f, HUNTER_SPEED)); } if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) { player.move(glm::vec3(-HUNTER_SPEED, 0.0f, 0.0f)); } if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) { player.move(glm::vec3(HUNTER_SPEED, 0.0f, 0.0f)); } } else { if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { player.move(glm::vec3(0.0f, 0.0f, -PLAYER_SPEED)); }
```language #include<stdio.h> #include<ctime> #include<time.h> //suiji #include<windows.h> //SLEEP函数 using namespace std; struct Player { //玩家结构体,并初始化player char name[21]; int attack; int defense; int health; long int max_health; int level; int exp; int range_exp; long int max_exp; } player = {"勇者", 50, 40, 100, 100, 1, 0, 0, 100}; struct Enemy { //怪的结构体,并初始化各种怪 char name[20]; char wupin[12]; int attack; int defense; int health; int money; long int exp; int wupin_sign; int wupinpro; int double_attack; int miss; } strongman = {"森林巨人", "黄金圣衣", 40, 50, 350, 200, 100, 1, 2, 1, 0}, witch = {"森林女巫", "银甲", 25, 15, 100, 50, 50, 2, 2, 1, 1}, xiyi = {"森林蜥蜴", "铁甲", 18, 10, 50, 30, 35, 3, 3, 2, 2}, big_strongman = {"森林巨人王", "巨人晶石", 40 * 5, 50 * 5, 200 * 5, 200 * 5, 100 * 5, 4, 4, 2, 0}, lion = {"草原雄狮", "绝世好剑", 60, 30, 280, 200, 100, 5, 2, 1, 0}, horse = {"草原野马", "碧血剑", 28, 12, 90, 50, 50, 6, 2, 1, 1}, bee = {"草原黄蜂", "长剑", 17, 11, 60, 30, 35, 7, 3, 2, 2}, shitu = {"使徒", "\0", 60 * 8, 30 * 8, 280 * 8, 200 * 8, 100 * 8, 9, 1, 1, 0}, guai = {"\0", "\0", 0, 0, 0, 0, 0, 0, 0, 0, 0}; struct Place { int bar, hotel, forest1, forest2, forest3, grass1, grass2, grass3; } place = {1, 2, 3, 4, 5, 6, 7, 8}; int max_exp = 0; int choose_number = 0, s = 0, strongman_arm = 0, battle = 0, money = 500, place_sign = 9; int cao = 3, jijiubao = 2, baiyao = 2, superbaiyao = 1, boom = 3, dubiao = 2, atom_boom = 1; int fang = 0, fang1 = 10, fang1n = 0, fang2 = 20, fang2n = 0, fang3 = 40, fang3n = 0, fang4 = 100, fang4n = 0; int gong = 0, gong1 = 8, gong1n = 0, gong2 = 15, gong2n = 0, gong3 = 25, gong3n = 0, gong4 = 60, gong4n = 0; int jingyancao = 0, jingyanbao = 0, jingyanshi = 0; char gongname[20] = "无", fangname[20] = "无"; char proof; void AddWupin(int); int AttackResult(); void BattleAct(); void ChooseWupin(); void DisplayState(); void OrdinaryAct(); int SuiJi(); int SuiJi100(); void WhetherLevelUp(); void SlowDisplay(char *); void mmain(); int main() { int i = 0, j = 0, k = 0; char player_name[21]; Sleep(1000); printf("--------------------------欢迎来到 [苍穹世界] 2.2 测试版-----------------------\n\n\n"); //如果想使用外挂,名字请输入:“圣战斗士 ”。 Sleep(1000); printf("这里是苍穹世界! 雅莉萨斯国的罗茜公主被陌生人绑架了!\n\n\n 伟大的勇者啊~拿起你们的武器,营救公主!\n\n\n输入你的名字: (20个字符)\n\n\n"); scanf("%s", player_name); strncpy(player.name, player_name, 20); if (strcmp(player.name, "圣战斗士") == 0) { printf("\n\n\n封印多年的圣剑血统啊!你终于觉醒了!\n\n\n圣战斗士,你成为了天选之人,请你救出公主吧!\n\n\n"); player.attack = 99; player.defense = 99; player.health = 999; player.max_health = 999; }else if (strcmp(player.name, "暗影") == 0) { printf("......"); player.attack = 10000; player.defense = 30; player.health = 100; player.max_health = 100; } getchar(); OrdinaryAct(); return 0; } int SuiJi() { srand((unsigned)time(NULL)); return rand() % 10; } int SuiJi100() { srand((unsigned)time(NULL)); return rand() % 100; } void ChooseWupin() { //选择物品 并使用 printf("物品: 1,止血草%d个 2,急救包%d个 3,云南白药%d个 4,超级云南白药%d个 5,手雷%d个 6,毒标%d个 7,手抛式原子弹%d个 8,经验草%d个 9,经验包%d个 10,经验石%d个 11,巨人晶石%d个 0,返回\n\n\n", cao, jijiubao, baiyao, superbaiyao, boom, dubiao, atom_boom, jingyancao, jingyanbao, jingyanshi, strongman_arm); switch (scanf("%d", &choose_number), choose_number) { case 1: if (cao > 0) { printf("使用止血草,HP增加60\n\n\n"); cao--; if (player.health + 60 > player.max_health)player.health = player.max_health; else player.health += 60; } else printf("没有止血草了\n\n\n"); break; case 2: if (jijiubao > 0) { printf("使用急救包,HP增加80\n\n\n"); jijiubao--; if (player.health + 80 > player.max_health)player.health = player.max_health; else player.health += 80; } else printf("没有急救包了\n\n\n"); break; case 3: if (baiyao > 0) { printf("使用云南白药,HP增加120\nz\n\n"); baiyao--; if (player.health + 120 > player.max_health)player.health = player.max_health; else player.health += 120; } else printf("没有云南白药了\n\n\n"); break; case 4: if (superbaiyao > 0) { printf("使用超级云南白药,HP增加200\n\n\n"); superbaiyao--; if (player.health + 200 > player.max_health)player.health = player.max_health; else player.health += 200; } else printf("没有超级云南白药了\n\n\n"); break; case 5: if (battle) { //在战斗中(battle=1),否则(battle=0)不能使用攻击性物品 if (boom > 0) { printf("使用手雷,敌人HP减少100\n\n\n"); boom--; guai.health -= 100; AttackResult(); } } else printf("非战斗状态,不能使用手雷!\n\n\n"); break; case 6: if (battle) { //在战斗中(battle=1),否则(battle=0)不能使用攻击性物品 if (dubiao > 0) { printf("使用毒标,敌人HP减少200\n\n\n"); dubiao--; guai.health -= 200; AttackResult(); } } else printf("非战斗状态,不能使用毒标!\n\n\n"); break; case 7: if (battle) { //在战斗中(battle=1),否则(battle=0)不能使用攻击性物品 if (atom_boom > 0) { printf("使用手抛式原子弹,敌人HP减少666666666\n\n\n"); atom_boom--; guai.health -= 666666666; AttackResult(); } } else printf("非战斗状态,不能使用手抛式原子弹!\n\n\n"); break; case 8: if (jingyancao > 0 && player.level < 1000) { printf("使用经验草,等级增加10级\n\n\n"); jingyancao--; player.level += 10; printf("等级:%d\n", player.level); } else if (jingyancao < 1) { printf("没有经验草了\n\n\n"); } else printf("等级超过45级,修为太高,无法使用。\n\n\n"); break; case 9: if (jingyanbao > 0 && player.level < 1000) { if (player.level > 44 && player.level < 1000) { int sheng; sheng = 45 - player.level; player.level += sheng; printf("使用经验包,等级增加%d级", sheng); printf("等级:%d\n", player.level); } else { printf("使用经验包,等级增加2级\n\n\n"); jingyanbao--; player.level += 2; printf("等级:%d\n", player.level); } } else if (jingyanbao < 1) { printf("没有经验包了"); } else printf("等级超过45级,修为太高,无法使用。\n\n\n"); break; case 10: if (jingyanshi > 0 && player.level < 1000) { if (player.level > 42 && player.level < 1000) { int sheng; sheng = 45 - player.level; player.level += sheng; printf("使用经验石,等级增加%d级\n", sheng); printf("等级:%d\n", player.level); } else { printf("使用经验石,等级增加10级\n"); jingyanshi--; player.level += 10; } } else if (jingyanshi < 1) { printf("没有经验石了\n\n\n"); } else printf("等级超过45级,修为太高,无法使用。\n\n\n"); break; case 11: if (strongman_arm > 0 && player.level < 10000) { if (player.level > 29 && player.level < 10000) { int sheng; sheng = 45 - player.level; player.level += sheng; printf("使用巨人晶石,等级增加%d级", sheng); printf("等级:%d\n", player.level); } else { printf("使用巨人晶石,等级增加16级\n\n\n"); strongman_arm--; player.level += 16; printf("等级:%d\n", player.level); } } else if (strongman_arm < 1) { printf("没有巨人晶石了。\n\n\n"); } else printf("等级超过45级,修为太高,无法使用。\n\n\n"); break; case 0: break; default: printf("ChooseWupin error!\n\n\n"); } } int AttackResult() { //攻击结果:判断是否获胜 是否获得物品 和 是否升级 if (guai.health <= 0) { battle = 0; printf("战斗胜利!获得金币%d,经验%d\n\n\n", guai.money, guai.exp); player.exp += guai.exp; player.range_exp += guai.exp; money += guai.money; s = SuiJi(); if (s < guai.wupinpro) { printf("从敌人尸骸中发现"); printf("%s\n\n\n", guai.wupin); AddWupin(guai.wupin_sign); } WhetherLevelUp(); if (strcmp(guai.name, "使徒") == 0) { printf("战斗胜利,救出公主!!!"); getchar(); getchar(); exit(0); } return 1; //攻击有结果了返回1,否则返回0,用于判断是否继续做战斗行为 } else { int s = SuiJi(); if ((guai.attack + s - player.defense / 3) < 0) { player.health -= 1; printf("%s反击,你的HP减少了 1\n\n", guai.name); } else { player.health -= guai.attack + s - player.defense / 3; printf("%s反击,你的HP减少了%d\n\n", guai.name, guai.attack + s - player.defense / 3); } if (player.health < 0) { battle = 0; printf("%s战死!金币掉落%d\n\n\n", player.name, player.level * 500); money -= player.level * 500; player.health = player.max_health / 5; OrdinaryAct();// return 1; } } return 0; } void AddWupin(int wupin_sign) { switch (wupin_sign) { case 1: fang4n++; break; case 2: fang3n++; break; case 3: fang2n++; break; case 4: strongman_arm = 1; break; case 5: gong4n++; break; case 6: gong3n++; break; case 7: gong2n++; break; default: printf("AddWupin error\n\n\n"); } } void WhetherLevelUp() { int i = 0, j = 0; int l1 = player.range_exp / 100; int l2 = player.range_exp / 300; int l3 = player.range_exp / 600; if (player.level <= 15 && l1 > 0) { //15级以下,经验足够 都满足则升级 if (l1 == 1) { printf("%s", player.name); printf(" 升级!\n\n\n攻击力+3, 防御力+2, HP上限+20\n\n\n"); player.exp = player.exp + guai.exp - (player.exp + guai.exp) % 100; player.attack += 3; player.defense += 2; player.max_health += 20; player.health = player.max_health; player.level++; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 100; } else { printf("好厉害!连升%d级!", l1); printf("攻击力+%d, 防御力+%d, HP上限+%d\n\n\n", 3 * l1, 2 * l1, 20 * l1); player.exp = (player.exp + guai.exp) || player.exp - ((player.exp + guai.exp) || player.exp) % 100; player.attack += 3 * l1; player.defense += 2 * l1; player.max_health += 20 * l1; player.health = player.max_health; player.level += l1; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 100 * l1; } } else if (player.level <= 40 && l2 > 0) { if (l2 == 1) { printf("%s", player.name); printf(" 升级!\n\n\n攻击力+3, 防御力+2, HP上限+20\n\n\n"); player.exp = player.exp + guai.exp - (player.exp + guai.exp) % 100; player.attack += 3; player.defense += 2; player.max_health += 20; player.health = player.max_health; player.level++; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 300; } else { printf("好厉害!连升%d级!", l1); printf("攻击力+%d, 防御力+%d, HP上限+%d\n\n\n", 3 * l2, 2 * l2, 20 * l2); player.exp = player.exp + guai.exp - (player.exp + guai.exp) % 100; player.attack += 3 * l2; player.defense += 2 * l2; player.max_health += 20 * l2; player.health = player.max_health; player.level += l2; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 300 * l2; } } else if (l3 > 0) { if (l3 == 1) { printf("%s", player.name); printf(" 升级!\n\n\n攻击力+3, 防御力+2, HP上限+20\n\n\n"); player.exp = player.exp + guai.exp - (player.exp + guai.exp) % 100; player.attack += 3; player.defense += 2; player.max_health += 20; player.health = player.max_health; player.level++; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 600; } else { printf("好厉害!连升%d级!", l1); printf("攻击力+%d, 防御力+%d, HP上限+%d\n\n\n", 3 * l3, 2 * l3, 20 * l3); player.exp = player.exp + guai.exp - (player.exp + guai.exp) % 100; player.attack += 3 * l3; player.defense += 2 * l3; player.max_health += 20 * l3; player.health = player.max_health; player.level += l3; player.range_exp = 0; player.exp = player.max_exp; player.max_exp += 600 * l3; } } } void OrdinaryAct() { //正常行为菜单(移动,物品,对话,查看状态,装备,退出游戏) while (1) { // \(1000); // system("cls"); puts("============================================================================="); printf("要做什么?\n\n\n 1,移动 2,道具 3,对话 4,查看状态 5,装备 6,关于游戏 0,退出游戏\n\n\n"); puts("============================================================================="); switch (scanf("%d", &choose_number), choose_number) { case 1: //显示移动菜单 printf("要去哪里?\n\n\n"); printf("1,happy酒吧 2,诺亚方舟酒店 3,北朝商会 4,红玉拍卖行 5,冒险荒野\n\n\n"); switch (scanf("%d", &choose_number), choose_number) { case 1: place_sign = place.bar; //记录目前位置-酒吧 // OrdinaryAct(); break; case 2: place_sign = place.hotel; //进入旅店 printf("金币:%d", money); printf("要开房吗? 200个金币 1,是 0,否\n\n\n"); choose_number = 1; switch (scanf("%d", &choose_number), choose_number) { case 1: if (money - 200 < 0) { //判断钱是否够 printf("Sorry,你的钱不够~\n\n\n"); printf("金币:%d", money); } else { printf("好好休息\nHP满\n第二天了\n\n"); printf("金币:%d\n", money); money -= 200; //花费200住店费 player.health = player.max_health; //体力满 } break; case 0: printf("下次再来!\n\n\n"); break; default: printf("hotel talk error!\n\n\n"); } place_sign = 0; break; case 3: int yongju, gong, fang; printf("请问您要购买什么类型的物品?\n\n\n 1,攻击装备 2,防御装备 3,一次性伤害武器\n\n\n"); scanf("%d", &yongju); switch (yongju) { case 1: printf("请问您要购买什么武器?\n\n\n 1,匕首¥300 2,长剑¥500 3,碧血剑¥1000\n\n\n"); scanf("%d", &gong); switch (gong) { case 1: if (money >= 300) { gong1n++; money = money - 300; printf ("匕首+1\n"); printf("匕首:%d个\n", gong1n); printf("金币:%d\n", money); break; } else { printf("钱不够!\n"); printf("金币:%d\n", money); break; } case 2: if (money >= 500) { gong2n++; money = money - 500; printf ("长剑+1\n"); printf("长剑:%d个\n", gong2n); printf("金币:%d\n", money); break; } else { printf("钱不够!\n"); printf("金币:%d\n", money); break; } case 3: if (money >= 1000) { gong3n++; money = money - 1000; printf ("碧血剑+1\n"); printf("碧血剑:%d个\n", gong3n); printf("金币:%d\n", money); break; } else { printf("钱不够!\n"); printf("金币:%d\n", money); break; } default: printf("对不起,我们只会打造以上武器。"); break; } break; case 2: int fang; printf("请问您要购买什么防具?\n\n\n 1,布衣¥300 2,铁甲¥500 3,银甲¥1000\n\n\n"); scanf("%d", &fang); switch (fang) { case 1: if (money >= 300) { fang1n++; money = money - 300; printf ("布衣+1\n"); printf("布衣:%d个\n", fang1n); printf("金币:%d\n", money); } else { printf("钱不够!\n"); printf("金币:%d\n", money); } break; case 2: if (money >= 500) { fang2n++; money = money - 500; printf ("铁甲+1\n"); printf("铁甲:%d个\n", fang2n); printf("金币:%d\n", money); } else { printf("钱不够!\n"); printf("金币:%d", money); } break; case 3: if (money >= 1000) { fang3n++; money = money - 1000; printf ("银甲+1\n"); printf("银甲:%d个\n", fang3n); printf("金币:%d\n", money); } else { printf("钱不够!\n"); printf("金币:%d\n", money); } default: printf("对不起,我们只会打造以上防具。"); break; } printf("金币:%d\n", money); break; case 3: printf("请问您要购买什么一次性伤害武器?\n 1,手雷 2,毒镖 3,手抛式原子弹\n\n\n"); int yi; scanf("%d", &yi); switch (yi) { case 1: if (money >= 300 && boom < 5) { boom++; money = money - 300; printf("手雷+1\n"); printf("手雷:%d\n", boom); printf("金币:%d\n", money); } else { printf("钱不够!\n"); printf("金币:%d", money); } break; case 2: if (money >= 600 && dubiao < 4) { dubiao++; money = money - 600; printf("毒镖+1\n"); printf("毒镖:%d\n", dubiao); printf("金币:%d\n", money); } else { printf("钱不够!\n"); printf("金币:%d\n", money); } break; case 3: if (money >= 0 && atom_boom < 23333333333) { atom_boom = atom_boom + 233; money = money + 1500; printf("手抛式原子弹+2\n"); printf("手抛式原子弹:%d\n", atom_boom); printf("金币:%d\n", money); } else { printf("钱不够!\n\n\n"); printf("金币:%d\n", money); } break; } } break; case 4: printf ("欢迎您光临本拍卖行,请问您要卖什么东西?\n\n"); printf("攻击装备: 1,匕首:%d个 2,长剑:%d个 3,碧血剑:%d个 4,绝世好剑:%d个\n", gong1n, gong2n, gong3n, gong4n); printf("防御装备: 5,布衣:%d个 6,铁甲:%d个 7,银甲:%d个 8,黄金圣衣:%d个\n9,巨人晶石:%d个 0,返回\n\n\n", fang1n, fang2n, fang3n, fang4n, strongman_arm); int pai, shu, i; scanf("%d", &pai); switch (pai) { case 1: printf("请问您要出售几件?"); scanf("%d", &shu); if (gong1n >= shu) { gong1n = gong1n - shu; money = money + shu * 240; printf("匕首:%d\n", gong1n); printf("金币:%d\n", money); break; } else { printf("装备数不够,无法出售!\n"); break; } break; case 2: printf("请问您要出售几件?\n"); scanf("%d", &shu); if (gong2n >= shu) { gong2n = gong2n - shu; money = money + shu * 400; printf("长剑:%d\n", gong2n); printf("金币:%d\n", money); break; } else { printf("装备数不够,无法出售!\n"); break; } case 3: printf("请问您要出售几件?\n"); scanf("%d", &shu); if (gong3n >= shu) { gong3n = gong3n - shu; money = money + shu * 800; printf("碧血剑:%d\n", gong3n); printf("金币:%d\n", money); break; } else { printf("装备数不够,无法出售!\n"); break; } case 4: printf("请问您要出售几件?\n"); scanf("%d", &shu); if (gong4n >= shu) { gong4n = gong4n - shu; money = money + shu * 1500; printf("绝世好剑:%d\n", gong4n); printf("金币:%d\n", money); break; } else { printf("装备数不够,无法出售!\n"); break; } case 5: printf("请问您要出售几件?\n"); scanf("%d", &shu); if (fang1n >= shu) { fang1n = fang1n - shu; money = money + shu * 240; printf("布衣:%d\n", fang1n); printf("金币:%d\n", money); break; } else { printf("装备数不够,无法出售!\n"); break; } case 6: printf("请问您要出售几件?\n"); scanf("%d", &shu); if (fang2n >= shu) { fang2n = fang2n - shu; money = money + shu * 500; printf("铁甲:%d\n", fang2n); printf("金币:%d\n", money); break; } else { printf("装备数不够,无法出售!\n"); break; } case 7: printf("请问您要出售几件?\n"); scanf("%d", &shu); if (fang3n >= shu) { fang3n = fang3n - shu; money = money + shu * 800; printf("银甲:%d\n", fang3n); printf("金币:%d\n", money); break; } else { printf("装备数不够,无法出售!\n"); break; } break; case 8: printf("请问您要出售几件?\n"); scanf("%d", &shu); if (fang1n >= shu) { fang4n = fang4n - shu; money = money + shu * 1500; printf("黄金圣衣:%d\n", fang4n); printf("金币:%d\n", money); break; } else { printf("装备数不够,无法出售!\n"); break; } case 9: printf("请问您要出售几颗?"); scanf("%d", &shu); if (strongman_arm >= shu) { strongman_arm = strongman_arm - shu; money = money + shu * 2000; printf("巨人晶石:%d\n", strongman_arm); printf("金币:%d\n", money); } else { printf("晶石数不够,无法出售!\n"); break; } break; case 0: break; break; default: printf("没有该装备,无法出售!\n"); break; } break; case 5: int yewai; while (1) { puts("============================================================================="); printf("要去哪冒险呢?"); printf("\n\n 1,神秘沼泽 危险程度:★\n\n 2,星耀草原 危险程度:★\n\n 3,诡异森林 危险程度:★★★\n\n 4,荒漠矿场 危险程度:★★★\n\n 5,炽热炎洞 危险程度:★★★★\n\n 6,花朵宫殿 危险程度:★★★★★\n\n 0,离开\n"); puts("============================================================================="); scanf("%d", &yewai); switch (yewai) { case 1: place_sign = place.forest1; s = SuiJi(); if (s < 7) { battle = 1; guai = xiyi; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else if (s < 9) { battle = 1; guai = witch; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else { printf("这里安全\n\n\n"); //不用调用OAct函数,会自动执行OAct函数; } break; case 3: place_sign = place.forest2; s = SuiJi(); if (s < 7) { battle = 1; guai = witch; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else if (s < 9) { battle = 1; guai = strongman; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else { printf("这里安全\n\n\n"); } break; case 5: place_sign = place.forest3; s = SuiJi(); if (s < 7) { battle = 1; guai = strongman; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else if (s < 9) { battle = 1; guai = big_strongman; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else { printf("这里安全\n\n\n"); } break; case 2: place_sign = place.grass1; s = SuiJi(); if (s < 7) { battle = 1; guai = bee; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else if (s < 9) { battle = 1; guai = horse; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else { printf("这里安全\n\n\n"); } break; case 4: place_sign = place.grass2; s = SuiJi(); if (s < 7) { battle = 1; guai = horse; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else if (s < 9) { battle = 1; guai = lion; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else { printf("这里安全\n\n\n"); } break; case 6: place_sign = place.grass3; s = SuiJi(); if (s < 7) { battle = 1; guai = lion; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else if (s < 9) { battle = 1; if (strongman_arm) { printf("神秘老人:\n\n\n 哈哈,年轻人,做的不错,不过...嘿嘿,你上当啦!巨人晶石我要了,公主你也别想带走!\n\n\n"); guai = shitu; printf("%s扑了过来!\n\n\n", guai.name); BattleAct(); } else printf("神秘老人:\n\n\n 年轻人,你好啊.如果你有巨人晶石,我可以告诉你公主的下落哦~\n\n\n"); } else { printf("这里安全\n\n\n"); } break; if (yewai != 0) { printf("该区域为未知区域,无法进入。\n\n\n"); break; } } if (yewai == 0) { break; printf("已离开荒野。"); } } } break; case 2: ChooseWupin(); break; //显示道具,并可以使用. case 3: //对话选项 if (place_sign == place.bar) { printf("要和谁说话?\n\n\n1,红发女郎 2,赏金猎人 3,酒吧老板 4,药品商人\n\n\n"); //显示对话人物 switch (scanf("%d", &choose_number), choose_number) { case 1: printf("红发女郎:\n\n\n 吧台边那个Hunter好帅啊!(~脸红~)\n\n\n听说他经常外出打猎,外面的路他应该很熟悉的!\n\n\n"); break; case 2: if (fang1n < 1 && gong1n < 1) { printf("赏金猎人:\n\n\n 你要救公主啊!好胆量!\n\n\n 不过外面的世界很险恶,而且越深越危险,这是匕首和布衣,对你会有些帮助的,拿去吧!\n\n\n"); printf("%s心想:哇,这位大叔人真好啊!\n\n\n)", player.name); gong1n++; fang1n++; } else printf("赏金猎人:\n\n\n 加油吧,年轻人!\n\n\n 不要被外面世界所吓倒!\n\n\n"); break; case 3: printf("要喝点什么?\n\n\n 1,二锅头25金币 HP+20 2,XO酒80金币 HP+50 3,人头马面150金币 HP+100 0,返回\n\n\n"); choose_number = 1; while (choose_number) { switch (scanf("%d", &choose_number), choose_number) { case 1: if (money < 25) { printf("钱不够!"); } else { if (player.health + 20 <= player.max_health) { printf("HP+20."); money -= 25; player.health += 20; } else { printf("HP满了"); player.health = player.max_health; } } break; case 2: if (money < 80) { printf("钱不够!"); } else { if (player.health + 50 <= player.max_health) { printf("HP+50."); money -= 80; player.health += 50; } else { printf("HP满了"); player.health = player.max_health; } } break; case 3: if (money < 150) { printf("钱不够!"); } else { if (player.health + 100 <= player.max_health) { printf("HP+100."); money -= 150; player.health += 100; } else { printf("HP满了"); player.health = player.max_health; } } break; case 0: printf("下次再来!\n"); break; default: printf("输入错误\n\n\n"); break; } break; } break; case 4: printf("你要干什么?\n\n\n 1,买东西 2,聊天 \n\n\n"); int mai; scanf("%d", &mai); if (mai == 1) { printf("买点什么呢?\n1,止血草¥100 HP+60\n2,急救包¥150 HP+80 \n3,云南白药¥250 HP+120\n4,超级云南白药¥400 HP+200 \n5,经验草¥150 经验+300 \n6,经验包¥600 经验+600\n7,经验石¥500 经验+1000 \n0,拜拜\n"); int dongxi; scanf("%d", &dongxi); switch (dongxi) { case 1: if (money >= 100 && cao < 6) { cao++; money = money - 100; printf ("止血草+1\n"); } else { printf("钱不够!\n"); } break; case 2: if (money >= 150 && jijiubao < 5) { jijiubao++; money = money - 150; printf ("急救包+1\n"); } else { printf("钱不够!\n"); } break; case 3: if (money >= 250 && baiyao < 4) { baiyao++; money = money - 250; printf ("云南白药+1\n"); } else { printf("钱不够!\n"); } break; case 4: if (money >= 400 && superbaiyao < 3) { superbaiyao++; money = money - 400; printf ("超级云南白药+1\n"); } else { printf("钱不够!\n"); } break; case 5: if (money >= 150) { jingyancao++; money = money - 150; printf ("经验草+1\n"); } else { printf("钱不够!\n"); } break; case 6: if (money >= 300) { jingyanbao++; money = money - 300; printf ("经验包+1\n"); } else { printf("钱不够!\n"); } break; case 7: if (money >= 500) { jingyanshi++; money = money + 500; printf ("经验石+1\n"); } else { printf("钱不够!\n"); } break; } case 0: printf("金币:%d\n", money); printf("再见,欢迎下次再来!\n"); break; } if (mai == 2) { printf("药品商人:去去去,老子没时间陪你聊。\n"); } } } else if (place_sign == place.hotel) printf("“老板娘!我...”\n\n\n“我忙着呢,没空理你~”\n\n\n"); else printf("这里好像没人可以聊天\n\n\n"); break; case 4: DisplayState(); break; //显示状态 case 5: //装备 printf("攻击装备: 1,匕首:%d个 2,长剑:%d个 3,碧血剑:%d个 4,绝世好剑:%d个\n\n\n", gong1n, gong2n, gong3n, gong4n); printf("防御装备: 5,布衣:%d个 6,铁甲:%d个 7,银甲:%d个 8,黄金圣衣:%d个\t\t0,返回\n\n\n", fang1n, fang2n, fang3n, fang4n); printf("选择要装备的武器或防具:\n\n\n"); switch (scanf("%d", &choose_number), choose_number) { case 1: if (gong1n >= 1) { printf("拿起了匕首\n\n\n"); gong = gong1; strcpy(gongname, "匕首"); } else printf("你没有匕首可以装备\n\n\n"); break; case 2: if (gong2n >= 1) { printf("拿起了长剑\n\n\n"); gong = gong2; strcpy(gongname, "长剑"); } else printf("你没有长剑可以装备\n\n\n"); break; case 3: if (gong3n >= 1) { printf("拿起了碧血剑\n\n\n"); gong = gong3; strcpy(gongname, "碧血剑"); } else printf("你没有碧血剑可以装备\n\n\n"); break; case 4: if (gong4n >= 1) { printf("拿起了绝世好剑\n\n\n"); gong = gong4; strcpy(gongname, "绝世好剑"); } else printf("你没有绝世好剑可以装备\n\n\n"); break; case 5: if (fang1n >= 1) { printf("穿上了布衣\n\n\n"); fang = fang1; strcpy(fangname, "布衣"); } else printf("你没有布衣可以装备\n\n\n"); break; case 6: if (fang2 >= 1) { printf("穿上了铁甲\n\n\n"); fang = fang2; strcpy(fangname, "铁甲"); } else printf("你没有铁甲可以装备\n\n\n"); break; case 7: if (fang3n >= 1) { printf("穿上了银甲\n\n\n"); fang = fang3; strcpy(fangname, "银甲"); } else printf("你没有银甲可以装备\n\n\n"); break; case 8: if (fang4n >= 1) { printf("穿上了黄金圣衣\n\n\n"); fang = fang4; strcpy(fangname, "黄金圣衣"); } else printf("你没有黄金圣衣可以装备\n\n\n"); break; case 0: printf("未更换装备\n\n\n"); break; default: printf("change error!"); } break; case 6: printf(" 您好,欢迎您玩苍穹世界。为了给您更好的游戏体验,本团队时不时会优化本游戏,优化后会尽快发布在网上。关于外挂方面,开启外挂的方式是设定勇者姓名时,输入“圣战斗士 ”(不包括双引号)。由于2.0版本的buy,我们在2.0的基础上进行修改,已修复该buy。并且新增了经验草等有助于升级的道具,希望大家喜欢。在这里要感谢离陌同学,他给了我们许多宝贵的建议,谢谢。\n"); break; case 0: printf("确定退出游戏?(Y/N)\n\n\n"); getchar(); proof = getchar(); if (proof == 'y' || proof == 'Y') { printf("数据存储中..."); //向文件中更新数据; getchar(); printf("按回车退出"); getchar(); return; } else if (proof == 'n' || proof == 'N')printf("继续游戏!\n\n\n"); else printf("继续!\n\n\n"); break; default: printf("输入错误!\n\n\n"); } } } void DisplayState() { printf("%s 攻击力:%d+%d=%d 防御力:%d+%d=%d HP:%d/%d \n\n\n", player.name, player.attack, gong, player.attack + gong, player.defense, fang, player.defense + fang, player.health, player.max_health); printf("武器: %s 防具: %s \n\n\n", gongname, fangname); printf("等级:%d 经验:%d/%d 还需要%d经验升级 金币:%d \n\n\n", player.level, player.exp, player.max_exp, player.max_exp - player.exp, money); } void BattleAct() { while (1) { puts("============================================================================="); printf("要怎么办?\n\n\n 1,攻击 2,物品 3,查看状态 4,逃跑\n\n\n"); switch (scanf("%d", &choose_number), choose_number) { case 1: s = SuiJi(); printf("%s攻击! %sHP减少%d\n\n\n", player.name, guai.name, player.attack + s + gong - guai.defense / 3); guai.health -= player.attack + s + gong - guai.defense / 3; if (AttackResult())return; //如果攻击有结果(敌人或玩家战死)退出函数 else continue; case 2: ChooseWupin(); break; //选择物品,可以使用,战斗中允许使用攻击性物品 case 3: DisplayState(); break; //显示状态 case 4: s = SuiJi(); if (s < 4) { //40%的概率可以逃跑 printf("%s逃跑了~\n\n\n", player.name); battle = 0; return; } else printf("%s逃跑失败!\n\n\n", player.name); break; default: printf("输入错误,重新输入!\n\n\n"); } } } void printf(char *p) { while (1) { if (*p != 0) printf("%c", *p++); else break; Sleep(100); } } ``` ```language #include <iostream> #include <conio.h> #include <windows.h> #include <string> using namespace std; const int MAP_WIDTH = 50; const int MAP_HEIGHT = 20; char map[MAP_HEIGHT][MAP_WIDTH] = { "############################################", "# #", "# @ #", "# #", "# #", "# #", "# #", "# #", "# #", "# #", "# #", "# #", "# #", "# #", "# #", "# #", "# #", "# #", "# #", "# #", "############################################" }; void printMap(int x1, int y1, int x2, int y2) { system("cls"); for (int i = 0; i < MAP_HEIGHT; i++) { for (int j = 0; j < MAP_WIDTH; j++) { if (i == y1 && j == x1) { cout << "O"; // 逃生者 } else if (i == y2 && j == x2) { cout << "@"; // 追捕者 } else { cout << map[i][j]; } } cout << endl; } } bool checkCollision(int x1, int y1, int x2, int y2) { return (x1 == x2 && y1 == y2); } int main() { int x1 = 2, y1 = 1; // 逃生者初始位置 int x2 = 2, y2 = 1; // 追捕者初始位置 bool gameOver = false; while (!gameOver) { printMap(x1, y1, x2, y2); if (_kbhit()) { char key = _getch(); switch (key) { case 'w': // 上 if (y1 > 1) y1--; break; case 's': // 下 if (y1 < MAP_HEIGHT - 2) y1++; break; case 'a': // 左 if (x1 > 1) x1--; break; case 'd': // 右 if (x1 < MAP_WIDTH - 2) x1++; break; } } // 追捕者随机移动 Sleep(500); // 延迟 int direction = rand() % 4; switch (direction) { case 0: // 上 if (y2 > 1) y2--; break; case 1: // 下 if (y2 < MAP_HEIGHT - 2) y2++; break; case 2: // 左 if (x2 > 1) x2--; break; case 3: // 右 if (x2 < MAP_WIDTH - 2) x2++; break; } if (checkCollision(x1, y1, x2, y2)) { cout << "游戏结束!追捕者抓到了逃生者!" << endl; gameOver = true; } } return 0; } ```
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