• 个人简介

    我的世界代码

    #include <iostream>
    #include <conio.h>
    #include <string>
    #include <map>
    #include <cmath>
    #include <windows.h>
    #include <time.h>
    #define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0)
    using namespace std;
    int fallspeed;
    int jumpspeed = -3;
    int gravity = 1;
    int y = 400, x = 5000;
    int restartposy, restartposx, face, health = 1000, lasthealth = 1000, breath = 1000, hungry = 100, dienum;
    bool attack, defense, hurt, mode;
    struct TNT
    {
    int y;
    int x;
    int time;
    bool issave;
    };
    struct BLOCK
    {
    int color;
    string ch;
    string type;
    };
    struct MOB
    {
    int fallspeed;
    int health;
    bool hurt;
    int y;
    int x;
    int attack;
    string shap;
    bool isenemy;
    int color;
    string name;
    };
    struct ARROW
    {
    string shap;
    double y;
    double x;
    double fallspeed;
    double plusx;
    };
    TNT tnt[20];
    string die;
    ARROW arrow[100];
    MOB mobs[50] = {
    {0,1000,0,0,0,100,"危",true,7,"危"},
    {0,10,0,0,0,10,"  ",true,7,"  "},
    {0,1000,0,0,0,100,"MM",false,7,"MM"},
    {0,100000,0,90,70,-100,"AC",true,7,"Accept"},
    {0,10000,0,90,70,500,"BO",true,7,"BOSS"},
    {0,100000,0,90,70,-1000,"AK",true,7,"AK"},
    };
    MOB mob[100] = {
    {0,1000,0,92,4,100,"WA",true,7,"Wrong Anwser"},
    {0,1000,0,92,4,100,"TL",true,7,"Time Limit Error"},
    {0,2000,0,92,4,300,"CE",true,7,"Compile Error"},
    {0,1000,0,45,9,100,"WA",true,7,"Wrong Anwser"},
    {0,100000,0,90,70,-100,"AC",true,7,"Accept"},
    {0,100000,0,90,70,-1000,"AK",true,7,"AK"},
    {0,10000,0,90,70,500,"UK",true,7,"Unknown Error"},
    {0,1000,0,92,3,0,"MM",false,7,"MM"},
    {0,1000,0,92,3,0,"MM",false,7,"MM"},
    {0,1000,0,90,15,0,"MM",false,7,"MM"},
    {0,1000,0,90,80,0,"MM",false,7,"MM"},
    };
    BLOCK block[32] = {
    {0,"  ","air"},//空气
    {6,"██","block"},//土块
    {8,"██","block"},//石头
    {2,"██","block"},//草方块
    {15,"██","block"},//雪块
    {4,"██","block"},//岩浆块
    {14,"▓▓","fallblock"},//沙块
    {8,"II","fallblock"},//铁砧
    {9,"██","water"},//水
    {9,"▇▇","water"},//水
    {9,"▆▆","water"},//水
    {9,"▅▅","water"},//水
    {9,"▄▄","water"},//水
    {9,"▃▃","water"},//水
    {9,"▂▂","water"},//水
    {9,"▁▁","water"},//水
    {12,"██","lava"},//岩浆
    {12,"▇▇","lava"},//岩浆
    {12,"▆▆","lava"},//岩浆
    {12,"▅▅","lava"},//岩浆
    {12,"▄▄","lava"},//岩浆
    {12,"▃▃","lava"},//岩浆
    {12,"▂▂","lava"},//岩浆
    {12,"▁▁","lava"},//岩浆
    {12,"危","background"},//危
    {6,"██","background"},//木头
    {10,"▓▓","background"},//树叶
    {15,"▓▓","background"},//带雪树叶
    {15,"▅▅","bomb"},//TNT爆炸
    {12,"Ⅲ","TNT"},//TNT
    {7,"Ⅲ","TNT"},//TNT2
    {6,"∷","ladder"},//梯子
    };
    int board[1005][1005];
    int setboard[1005][1005];
    int bag[100];
    int clear_buffer()
    {
    while(kbhit())
    {
    if(getch() != EOF);
    for(int i = 1; i <= 256; i++)
    {
    if(GetAsyncKeyState(i));
    }
    }
    return 0;
    }
    void color(int a)
    {
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
    /*	1	深蓝色
    2	深绿色
    3	深青色
    4	深红色
    5	深粉色
    i	黄色
    7	深白色
    8	灰色
    9	浅蓝色
    10	浅绿色
    11	浅青色
    12	浅红色
    13	浅粉色
    14	浅黄色
    15	浅白色
    背景
    1~15		黑色
    16~31		深蓝色
    32~47		深绿色
    48~63		深青色
    64~79		深红色
    'S'~95		深粉色
    96~111		深黄色
    112~127 	深白色
    128~143 	灰色
    144~159 	浅蓝色
    160~1'A' 	浅绿色
    176~191 	浅青色
    192~207 	浅红色
    208~223 	浅粉色
    224~239 	浅黄色
    240~255 	浅白色
    */
    }
    int init()//听说有人要我增加地图生成的注释,所以我就写了。
    {
    for(int j = 0; j < 100; j++)
    {
    bag[j] = 0;//这个...初始化背包
    }
    for(int i = 0; i < 1000; i++)
    {
    for(int j = 0; j < 1000; j++)
    {
    board[i][j] = 0;//初始化地图 (我们的y是倒着来的)
    }
    }
    double lasty = rand() % 101 + 400;//lasty代表上一个我们选择的点的高度。
    for(int i = 5; i < 1000; i += 5)//i每次加5,每隔5个点连一条线
    {
    double y = rand() % 21 - 10 + lasty;//y代表这个点我们选择的高度,为了不出现太陡峭的山,我们只允许这个高度在刚才的点的高低10格内。
    y = min(450.0, y);//这是最小高度,防止整个地图都在水里。
    double high = lasty;//这个high是用来统计当前高度的,用double可以更加精确。
    int dirt = rand() % 5 + 2;//dirt代表这一列上泥土高度。
    for(int j = i - 5; j < i; j++)
    {
    high += (y - lasty) / 5;//high每次增加差距的1/5。
    for(int k = 999; k >= (int)high; k--)
    {
    if(k == (int)high)//如果是最高点
    {
    setboard[k][j] = 3;//就用草地
    if(high <= 350)//如果high比较高
    {
    setboard[k][j] = 4;//就用雪地
    }
    }
    else if(k - dirt <= (int)high)//泥土
    {
    setboard[k][j] = 1;
    }
    else
    {
    setboard[k][j] = 2;//石头
    }
    }
    }
    lasty = y;//赋值
    }
    //再来一边,填满最后几格
    int dirt = rand() % 5 + 2;
    double high = lasty;
    for(int j = 995; j < 999; j++)
    {
    for(int k = 999; k >= (int)high; k--)
    {
    if(k == (int)high)
    {
    setboard[k][j] = 3;
    if(high <= 350)
    {
    setboard[k][j] = 4;
    }
    }
    else if(k - dirt <= (int)high)
    {
    setboard[k][j] = 1;
    }
    else
    {
    setboard[k][j] = 2;
    }
    }
    }
    //填满水,这里默认把海平面高度设为410。
    for(int i = 0; i < 1000; i++)
    {
    for(int j = 600; j >= 410; j--)
    {
    if(setboard[j][i] == 0)
    {
    setboard[j][i] = 8;
    }
    }
    }
    //沙子
    for(int i = 0; i < 1000; i++)
    {
    bool a = 0;
    for(int j = 999; j >= 0; j--)
    {
    if(a && setboard[j][i] != 0  && setboard[j][i] != 8)
    {
    setboard[j][i] = 6;
    continue;
    }
    if(setboard[j][i] == 8)
    {
    continue;
    }
    if(setboard[j][i + 3] == 8)
    {
    a = true;
    setboard[j][i] = 6;
    }
    if(setboard[j][i + 2] == 8)
    {
    a = true;
    setboard[j][i] = 6;
    }
    if(setboard[j][i + 1] == 8)
    {
    a = true;
    setboard[j][i] = 6;
    }
    if(setboard[j][i - 1] == 8)
    {
    a = true;
    setboard[j][i] = 6;
    }
    if(setboard[j][i - 2] == 8)
    {
    a = true;
    setboard[j][i] = 6;
    }
    if(setboard[j][i - 3] == 8)
    {
    a = true;
    setboard[j][i] = 6;
    }
    if(setboard[j - 2][i] == 8)
    {
    a = true;
    setboard[j][i] = 6;
    }
    if(setboard[j - 1][i] == 8)
    {
    a = true;
    setboard[j][i] = 6;
    }
    if(setboard[j - 3][i] == 8)
    {
    a = true;
    setboard[j][i] = 6;
    }
    if(setboard[j - 4][i] == 8)
    {
    a = true;
    setboard[j][i] = 6;
    }
    }
    }
    //树
    for(int i = 0; i < 1000; i++)
    {
    for(int j = 0; j < 1000; j++)
    {
    if(setboard[j][i] == 0 && block[setboard[j + 1][i]].type == "block")
    {
    if(rand() % 10 == 1)
    {
    setboard[j][i] = 25;
    setboard[j - 1][i] = 25;
    setboard[j - 2][i] = 25;
    setboard[j - 3][i] = 25;
    setboard[j - 3][i + 1] = 26;
    setboard[j - 3][i - 1] = 26;
    setboard[j - 4][i + 2] = 26;
    setboard[j - 4][i + 1] = 26;
    setboard[j - 4][i] = 26;
    setboard[j - 4][i - 1] = 26;
    setboard[j - 4][i - 2] = 26;
    setboard[j - 5][i + 2] = 26;
    setboard[j - 5][i + 1] = 26;
    setboard[j - 5][i] = 26;
    setboard[j - 5][i - 1] = 26;
    setboard[j - 5][i - 2] = 26;
    setboard[j - 6][i + 1] = 26;
    setboard[j - 6][i] = 26;
    setboard[j - 6][i - 1] = 26;
    if(j <= 350)
    {
    setboard[j - 3][i + 1] = 27;
    setboard[j - 3][i - 1] = 27;
    setboard[j - 4][i + 2] = 27;
    setboard[j - 4][i + 1] = 27;
    setboard[j - 4][i] = 27;
    setboard[j - 4][i - 1] = 27;
    setboard[j - 4][i - 2] = 27;
    setboard[j - 5][i + 2] = 27;
    setboard[j - 5][i + 1] = 27;
    setboard[j - 5][i] = 27;
    setboard[j - 5][i - 1] = 27;
    setboard[j - 5][i - 2] = 27;
    setboard[j - 6][i + 1] = 27;
    setboard[j - 6][i] = 27;
    setboard[j - 6][i - 1] = 27;
    }
    }
    }
    }
    }
    //地洞
    for(int j = 999; j >= 700; j--)
    {
    if(rand() % 20 == 1)
    {
    setboard[j - 3][2] = 0;
    setboard[j - 2][2] = 0; setboard[j - 2][3] = 0;
    setboard[j - 1][2] = 0; setboard[j - 1][3] = 0; setboard[j - 1][4] = 0;
    setboard[j][2] = 0; setboard[j][3] = 0; setboard[j][4] = 0; setboard[j][5] = 0;
    setboard[j + 1][2] = 0; setboard[j + 1][3] = 0; setboard[j + 1][4] = 0;
    setboard[j + 2][2] = 0; setboard[j + 2][3] = 0;
    setboard[j + 3][2] = 0;
    }
    }
    for(int i = 3; i < 997; i++)
    {
    for(int j = 996; j >= 500; j--)
    {
    if(block[setboard[j + 3][i]].type == "block" && block[setboard[j - 3][i]].type == "block" && setboard[j][i] == 0 && setboard[j + 1][i] == 0 && setboard[j + 2][i] == 0 && setboard[j - 1][i] == 0  && setboard[j - 2][i] == 0)
    {
    j += rand() % 5 - 2;
    j = max(3, j);
    j = min(996, j);
    if(rand() % 500 <= 499)
    {
    setboard[j - 3][i] = 0;
    setboard[j - 2][i - 1] = 0; setboard[j - 2][i] = 0; setboard[j - 2][i + 1] = 0;
    setboard[j - 1][i - 2] = 0; setboard[j - 1][i - 1] = 0; setboard[j - 1][i] = 0; setboard[j - 1][i + 1] = 0; setboard[j - 1][i + 2] = 0;
    setboard[j][i - 3] = 0; setboard[j][i - 2] = 0; setboard[j][i - 1] = 0; setboard[j][i] = 0; setboard[j][i + 1] = 0; setboard[j][i + 2] = 0; setboard[j][i + 3] = 0;
    setboard[j + 1][i - 2] = 0; setboard[j + 1][i - 1] = 0; setboard[j + 1][i] = 0; setboard[j + 1][i + 1] = 0; setboard[j + 1][i + 2] = 0;
    setboard[j + 2][i - 1] = 0; setboard[j + 2][i] = 0; setboard[j + 2][i + 1] = 0;
    setboard[j + 3][i] = 0;
    if(rand() % 20 == 1)
    {
    for(int k = 0; k < 100; k++)
    {
    if(mob[k].shap == "")
    {
    mob[k] = {0,1000,0,0,0,100,"SS",true,7,"僵尸"};
    mob[k].x = i;
    mob[k].y = j;
    break;
    }
    }
    }
    }
    }
    else if(block[setboard[j + 3][i]].type == "block" && block[setboard[j + 2][i]].type == "block" && block[setboard[j + 1][i]].type == "block" && block[setboard[j][i]].type == "block" && block[setboard[j - 1][i]].type == "block" && block[setboard[j - 2][i]].type == "block" && block[setboard[j - 3][i]].type == "block")
    {
    if(rand() % 500 == 1)
    {
    setboard[j - 3][i] = 0;
    setboard[j - 2][i - 1] = 0; setboard[j - 2][i] = 0; setboard[j - 2][i + 1] = 0;
    setboard[j - 1][i - 2] = 0; setboard[j - 1][i - 1] = 0; setboard[j - 1][i] = 0; setboard[j - 1][i + 1] = 0; setboard[j - 1][i + 2] = 0;
    setboard[j][i - 3] = 0; setboard[j][i - 2] = 0; setboard[j][i - 1] = 0; setboard[j][i] = 0; setboard[j][i + 1] = 0; setboard[j][i + 2] = 0; setboard[j][i + 3] = 0;
    setboard[j + 1][i - 2] = 0; setboard[j + 1][i - 1] = 0; setboard[j + 1][i] = 0; setboard[j + 1][i + 1] = 0; setboard[j + 1][i + 2] = 0;
    setboard[j + 2][i - 1] = 0; setboard[j + 2][i] = 0; setboard[j + 2][i + 1] = 0;
    setboard[j + 3][i] = 0;
    }
    }
    }
    }
    //出生点
    bool a = false;
    for(int i = 400; i < 1000; i++)
    {
    for(int j = 0; j < 1000; j++)
    {
    if(setboard[j][i] == 0 && block[setboard[j + 1][i]].type == "block" && (setboard[j + 1][i] == 3 || setboard[j + 1][i] == 4))
    {
    restartposy = j;
    restartposx = i;
    y = j;
    x = i;
    a = true;
    break;
    }
    }
    if(a)
    {
    break;
    }
    }
    return 0;
    }
    int Arrowmove()
    {
    for(int i = 0; i < 100; i++)
    {
    if(arrow[i].shap == "")
    {
    continue;
    }
    arrow[i].x += (int)arrow[i].plusx;
    arrow[i].plusx -= 0.1;
    for(int j = (int)arrow[j].y + 1; j <= (int)arrow[j].y + (int)arrow[j].fallspeed; j++)
    {
    if(block[board[j][(int)arrow[j].x]].type == "block" || block[board[j][(int)arrow[j].x]].type == "fallblock")
    {
    arrow[i].fallspeed = 0;
    return 0;
    }
    }
    arrow[i].y += arrow[i].fallspeed;
    arrow[i].fallspeed += 0.1;
    if(arrow[i].y > 999)
    {
    arrow[i].shap = "";
    }
    if(block[board[(int)arrow[i].y + 1][(int)arrow[i].x]].type == "block" || block[board[(int)arrow[i].y + 1][(int)arrow[i].x]].type == "fallblock")
    {
    arrow[i].shap = "";
    }
    }
    return 0;
    }
    int mobmove()
    {
    for(int j = 0; j < 100; j++)
    {
    if(mob[j].shap == "")
    {
    continue;
    }
    mob[j].hurt = false;
    mob[j].color = 7;
    if(mob[j].health <= 0 || mob[j].y > 999)
    {
    mob[j].shap = "";
    mob[j].color = 7;
    continue;
    }
    if(block[board[mob[j].y][mob[j].x]].type == "lava")
    {
    mob[j].health -= 200;
    mob[j].hurt = true;
    }
    else if((board[mob[j].y + 1][mob[j].x] == 5) || ((mob[j].y == y || mob[j].y == y - 1) && (mob[j].x == x + 1 || mob[j].x == x || mob[j].x == x - 1) && KEY_DOWN(' ')))
    {
    mob[j].health -= 100;
    mob[j].hurt = true;
    }
    if(mob[j].y == y && mob[j].x == x && mob[j].isenemy)
    {
    health -= mob[j].attack;
    hurt = true;
    die = "被 " + mob[j].name + " 杀死了";
    }
    for(int i = mob[j].y - 1; i >= mob[j].y + mob[j].fallspeed; i--)
    {
    if(block[board[i - 1][mob[j].x]].type == "block")
    {
    mob[j].fallspeed = 0 - mob[j].y + i + 1;
    return 0;
    }
    }
    for(int i = mob[j].y + 1; i <= mob[j].y + mob[j].fallspeed; i++)
    {
    if(block[board[i][mob[j].x]].type == "block" || block[board[i][mob[j].x]].type == "fallblock")
    {
    if(mob[j].fallspeed >= 5 && block[board[i - 1][mob[j].x]].type == "water")
    {
    mob[j].health -= 50 * (mob[j].fallspeed - 4);
    mob[j].hurt = true;
    }
    mob[j].fallspeed = 0;
    return 0;
    }
    }
    mob[j].y += mob[j].fallspeed;
    mob[j].fallspeed += gravity;
    if(mob[j].isenemy)
    {
    if(mob[j].y > y && (block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type == "fallblock"))
    {
    if(mob[j].y > y + 50)
    {
    mob[j].fallspeed = -7;
    }
    mob[j].fallspeed = -3;
    }
    if(mob[j].x < x)
    {
    if(block[board[mob[j].y][mob[j].x + 1]].type != "block" || block[board[mob[j].y][mob[j].x + 1]].type != "fallblock")
    {
    mob[j].x++;
    }
    else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock")
    {
    mob[j].fallspeed = -3;
    }
    }
    else if(mob[j].x > x)
    {
    if(block[board[mob[j].y][mob[j].x - 1]].type != "block" || block[board[mob[j].y][mob[j].x - 1]].type != "fallblock")
    {
    mob[j].x--;
    }
    else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock")
    {
    mob[j].fallspeed = -3;
    }
    }
    }
    else
    {
    if(rand() % 3 == 0)
    {
    if(block[board[mob[j].y][mob[j].x + 1]].type != "block" || block[board[mob[j].y][mob[j].x + 1]].type != "fallblock")
    {
    mob[j].x++;
    }
    else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock")
    {
    mob[j].fallspeed = -3;
    }
    }
    else if(rand() % 3 == 1)
    {
    if(block[board[mob[j].y][mob[j].x - 1]].type != "block" || block[board[mob[j].y][mob[j].x - 1]].type != "fallblock")
    {
    mob[j].x--;
    }
    else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock")
    {
    mob[j].fallspeed = -3;
    }
    }
    }
    if(mob[j].hurt)
    {
    mob[j].color = 12;
    }
    }
    return 0;
    }
    int print()
    {
    if(!mode)
    {
    color(8);
    cout << "HP:";
    color(12);
    cout << health << endl;
    for(int i = 0; i < health; i += 100)
    {
    cout << "◆";
    }
    color(7);
    for(int i = health; i < lasthealth; i += 100)
    {
    cout << "◇";
    }
    cout << endl;
    color(8);
    cout << "AIR:";
    color(11);
    cout << breath << endl;
    for(int i = 0; i < breath; i += 10)
    {
    cout << "●";
    }
    for(int i = breath; i < 91; i += 10)
    {
    cout << "○";
    }
    cout << endl;
    color(8);
    cout << "HUNGRY:";
    color(14);
    cout << hungry << endl;
    for(int i = 0; i < hungry; i += 100)
    {
    cout << "§";
    }
    cout << endl;
    }
    color(8);
    cout << "DIENUM:";
    color(4);
    cout << dienum << endl;
    for(int i = y - 6; i <= y + 6; i++)
    {
    for(int j = x - 6; j <= x + 6; j++)
    {
    bool ismob = false;
    for(int s = 0; s < 100; s++)
    {
    if(mob[s].shap == "")
    {
    continue;
    }
    else if(mob[s].x == j && mob[s].y == i)
    {
    color(mob[s].color);
    cout << mob[s].shap;
    ismob = true;
    break;
    }
    }
    if(ismob)
    {
    continue;
    }
    for(int s = 0; s < 100; s++)
    {
    if(arrow[s].shap == "")
    {
    continue;
    }
    else if((int)arrow[s].x == j && (int)arrow[s].y == i)
    {
    color(7);
    cout << arrow[s].shap;
    ismob = true;
    break;
    }
    }
    if(ismob)
    {
    continue;
    }
    else if(i == y && j == x)
    {
    if (KEY_DOWN('S'))
    {
    color(14);
    if(hurt)
    {
    color(12);
    }
    cout << "()";
    }
    else
    {
    color(9);
    if(hurt)
    {
    color(12);
    }
    cout << "∏";
    }
    }
    else if(i == y - 1 && j == x)
    {
    if (!KEY_DOWN('S'))
    {
    color(14);
    if(hurt)
    {
    color(12);
    }
    cout << "()";
    }
    else
    {
    color(block[board[i][j]].color);
    cout << block[board[i][j]].ch;
    }
    }
    else
    {
    if(i < 0 || i >= 1000 || j < 0 || j >= 1000)
    {
    cout << "  ";
    continue;
    }
    color(block[board[i][j]].color);
    cout << block[board[i][j]].ch;
    }
    }
    cout << endl;
    }
    color(7);
    cout << "Y:";
    color(6);
    cout << 1000 - y << endl;
    color(7);
    cout << "X:";
    color(6);
    cout << x << endl;
    return 0;
    }
    int move()
    {
    if(board[y][x] == 31)
    {
    y += fallspeed;
    return 0;
    }
    if(block[board[y][x]].type == "water")
    {
    if(fallspeed > 1)
    {
    fallspeed = 1;
    }
    }
    else
    {
    for(int i = y - 1; i >= y + fallspeed; i--)
    {
    if(block[board[i - 1][x]].type == "block" || block[board[i - 1][x]].type == "fallblock")
    {
    fallspeed = 0 - y + i + 1;
    return 0;
    }
    }
    }
    for(int i = y + 1; i <= y + fallspeed; i++)
    {
    if(block[board[i][x]].type == "block" || block[board[i][x]].type == "fallblock")
    {
    if(fallspeed >= 5 && block[board[i - 1][x]].type != "water")
    {
    health -= 50 * (fallspeed - 4);
    if(fallspeed >= 7)
    {
    die = "落地过猛!";
    }
    else
    {
    die = "从高处摔了下来!";
    }
    hurt = true;
    }
    fallspeed = 0;
    return 0;
    }
    }
    y += fallspeed;
    fallspeed += gravity;
    return 0;
    }
    int bomb()
    {
    for(int i = 0; i < 20; i++)
    {
    if(tnt[i].time == 0)
    {
    int atk = 0;
    if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 4)
    {
    atk = 50;
    fallspeed -= 1;
    x += x - tnt[i].x;
    }
    if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 3)
    {
    atk = 100;
    fallspeed -= 2;
    x += x - tnt[i].x;
    }
    if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 2)
    {
    atk = 300;
    fallspeed -= 4;
    x += 2 * (x - tnt[i].x);
    }
    if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 1)
    {
    atk = 500;
    fallspeed -= 7;
    x += 5 * (x - tnt[i].x);
    }
    if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 0)
    {
    atk = 800;
    fallspeed -= 10;
    }
    tnt[i].time--;
    if(!tnt[i].issave)
    {
    health -= atk;
    }
    die = "被TNT炸死了";
    if(atk > 0 && !tnt[i].issave)
    {
    hurt = true;
    }
    if(!tnt[i].issave)
    {
    for(int yy = tnt[i].y - 3; yy <= tnt[i].y + 3; yy++)
    {
    for(int xx = tnt[i].x - 3; xx <= tnt[i].x + 3; xx++)
    {
    if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) == 3)
    {
    setboard[yy][xx] = 28;
    }
    if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) < 3)
    {
    setboard[yy][xx] = 0;
    }
    }
    }
    }
    }
    else if(tnt[i].time == -1)
    {
    setboard[tnt[i].y][tnt[i].x] = 0;
    if(!tnt[i].issave)
    {
    for(int yy = tnt[i].y - 3; yy <= tnt[i].y + 3; yy++)
    {
    for(int xx = tnt[i].x - 3; xx <= tnt[i].x + 3; xx++)
    {
    if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) <= 3)
    {
    setboard[yy][xx] = 0;
    }
    }
    }
    }
    tnt[i].time--;
    }
    else if(tnt[i].time > 0)
    {
    tnt[i].time--;
    if(tnt[i].time % 2 == 0)
    {
    setboard[tnt[i].y][tnt[i].x] = 29;
    }
    else
    {
    setboard[tnt[i].y][tnt[i].x] = 30;
    }
    }
    }
    return 0;
    }
    int check()
    {
    for(int i = 0; i < 1000; i++)
    {
    for(int j = 0; j < 1000; j++)
    {
    if(block[board[i][j]].type == "water" && board[i][j] != 15)
    {
    if(board[i + 1][j] == 0)
    {
    setboard[i + 1][j] = board[i][j];
    setboard[i + 1][j] = 8;
    }
    else if(block[board[i + 1][j]].type == "lava")
    {
    setboard[i + 1][j] = 2;
    }
    else if(block[board[i + 1][j]].type == "block" || block[board[i + 1][j]].type == "fallblock")
    {
    if(board[i][j + 1] == 0)
    {
    setboard[i][j + 1] = board[i][j] + 1;
    }
    else if(block[board[i][j + 1]].type == "lava")
    {
    setboard[i][j + 1] = 2;
    }
    if(board[i][j - 1] == 0)
    {
    setboard[i][j - 1] = board[i][j] + 1;
    }
    else if(block[board[i][j - 1]].type == "lava")
    {
    setboard[i][j - 1] = 2;
    }
    }
    }
    if(block[board[i][j]].type == "lava" && board[i][j] != 23)
    {
    if(board[i + 1][j] == 0)
    {
    setboard[i + 1][j] = board[i][j];
    setboard[i + 1][j] = 16;
    }
    else if(block[board[i + 1][j]].type == "water")
    {
    setboard[i + 1][j] = 2;
    }
    else if(block[board[i + 1][j]].type == "block" || block[board[i + 1][j]].type == "fallblock")
    {
    if(board[i][j + 1] == 0)
    {
    setboard[i][j + 1] = board[i][j] + 1;
    }
    else if(block[board[i][j + 1]].type == "water")
    {
    setboard[i][j + 1] = 2;
    }
    if(board[i][j - 1] == 0)
    {
    setboard[i][j - 1] = board[i][j] + 1;
    }
    else if(block[board[i][j - 1]].type == "water")
    {
    setboard[i][j - 1] = 2;
    }
    }
    }
    if(block[board[i][j]].type == "fallblock")
    {
    if(board[i + 2][j] == 0 && board[i + 1][j] == 0 && i + 2 < 100)
    {
    setboard[i][j] = 0;
    setboard[i + 2][j] = board[i][j];
    if(board[i][j] == 7 && j == x && i + 2 == y)
    {
    health -= 600;
    hurt = true;
    die = "被压扁了";
    }
    }
    else if(board[i + 1][j] == 0 && i + 1 < 100)
    {
    setboard[i][j] = 0;
    setboard[i + 1][j] = board[i][j];
    if(board[i][j] == 7 && j == x && i + 1 == y)
    {
    health -= 600;
    hurt = true;
    die = "被压扁了";
    }
    else if(board[i][j] == 7 && j == x && i + 2 == y)
    {
    health -= 600;
    hurt = true;
    die = "被压扁了";
    }
    }
    }
    }
    }
    for(int i = 0; i < 1000; i++)
    {
    for(int j = 0; j < 1000; j++)
    {
    board[i][j] = setboard[i][j];
    }
    }
    }
    int main()
    {
    srand((int)time(0));
    for(int i = 0; i < 20; i++)
    {
    tnt[i].time = -2;
    }
    init();
    while(1)
    {
    system("cls");
    if(!mode)
    {
    move();
    }
    if(KEY_DOWN('F'))
    {
    setboard[y + 1][x] = 2;
    }
    check();
    bomb();
    Arrowmove();
    mobmove();
    if(mode)
    {
    hurt = false;
    }
    print();
    Sleep(30);
    hungry--;
    hungry = max(hungry, 0);
    if(hungry == 0)
    {
    die = "被饿死了";
    hurt = true;
    health -= 10;
    }
    if(mode)
    {
    health = 1000;
    }
    if(health <= 0)
    {
    Sleep(500);
    system("cls");
    color(12);
    cout << "           GAME OVER           " << endl;
    color(7);
    cout << "   STEVE " << die << endl;
    dienum++;
    Sleep(2000);
    x = restartposx;
    y = restartposy;
    health = 1000;
    hungry = 1000;
    breath = 100;
    fallspeed = 0;
    }
    health += (hungry + 201) / 300;
    if(health > 1000)
    {
    health = 1000;
    }
    if(attack)
    {
    attack = 0;
    }
    if(defense)
    {
    defense = 0;
    }
    if(hurt)
    {
    hurt = false;
    lasthealth = health;
    }
    if(block[board[y][x]].type == "water")
    {
    fallspeed = 1;
    if(KEY_DOWN('W'))
    {
    fallspeed = -1;
    }
    }
    if(block[board[y - 1][x]].type == "water")
    {
    die = "被水淹死了!";
    breath--;
    }
    else
    {
    breath++;
    if(breath > 100)
    {
    breath = 100;
    }
    }
    if(board[y][x] == 31)
    {
    fallspeed = 0;
    if(KEY_DOWN('W'))
    {
    fallspeed = -1;
    }
    if(KEY_DOWN('S'))
    {
    fallspeed = 1;
    }
    }
    if(block[board[y][x]].type == "lava")
    {
    fallspeed = 1;
    if(KEY_DOWN('W'))
    {
    fallspeed = -1;
    }
    die = "试图在岩浆里游泳!";
    hurt = true;
    health -= 100;
    }
    if (KEY_DOWN('W') && !KEY_DOWN('S'))
    {
    if(mode)
    {
    y--;
    }
    else
    {
    if(block[board[y][x]].type != "water" && board[y][x] != 31)
    {
    if(block[board[y + 1][x]].type == "block" || block[board[y + 1][x]].type == "fallblock")
    {
    fallspeed = jumpspeed;
    }
    }
    }
    }
    if (KEY_DOWN('A'))
    {
    if((block[board[y][x - 1]].type != "block" && block[board[y][x - 1]].type != "fallblock") || mode)
    {
    if(KEY_DOWN('S') || (block[board[y - 1][x - 1]].type != "block" && block[board[y - 1][x - 1]].type != "fallblock") || mode)
    {
    x -= 1;
    }
    }
    face = -1;
    }
    if (KEY_DOWN('D'))
    {
    if((block[board[y][x + 1]].type != "block" && block[board[y][x + 1]].type != "fallblock") || mode)
    {
    if(KEY_DOWN('S') || (block[board[y - 1][x + 1]].type != "block"  && block[board[y - 1][x + 1]].type != "fallblock") || mode)
    {
    x += 1;
    }
    }
    face = 1;
    }
    if(KEY_DOWN('S'))
    {
    if(mode)
    {
    y++;
    }
    else
    {
    fallspeed += 1;
    }
    }
    if(KEY_DOWN(' '))
    {
    attack = true;
    }
    if(KEY_DOWN('E'))
    {
    system("cls");
    color(7);
    cout << "┌──┬──┬──┬──┬──┬──┬──┬──┬──┬──┐" << endl;
    for(int i = 0; i < 9; i++)
    {
    color(7);
    cout << "│";
    for(int j = 0; j < 10; j++)
    {
    color(block[bag[i * 10 + j]].color);
    cout << block[bag[i * 10 + j]].ch;
    color(7);
    cout << "│";
    }
    cout << endl;
    color(7);
    cout << "├──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤" << endl;
    }
    color(7);
    cout << "│";
    for(int j = 0; j < 10; j++)
    {
    color(block[bag[90 + j]].color);
    cout << block[bag[90 + j]].ch;
    color(7);
    cout << "│";
    }
    color(7);
    cout << endl;
    cout << "└──┴──┴──┴──┴──┴──┴──┴──┴──┴──┘" << endl;
    Sleep(3000);
    }
    if(KEY_DOWN('C'))
    {
    hungry += 100;
    hungry = min(hungry, 1000);
    }
    if(KEY_DOWN('Q'))
    {
    for(int i = 0; i < 20; i++)
    {
    if(tnt[i].time == -2)
    {
    tnt[i] = {y, x, 10, 0};
    break;
    }
    }
    }
    if(KEY_DOWN('i'))
    {
    for(int i = 0; i < 20; i++)
    {
    if(tnt[i].time == -2)
    {
    tnt[i] = {y, x, 10, 1};
    break;
    }
    }
    }
    if(KEY_DOWN('8'))
    {
    for(int i = 0; i < 20; i++)
    {
    if(tnt[i].time == -2)
    {
    tnt[i] = {y, x, 10, 2};
    break;
    }
    }
    }
    if(KEY_DOWN('9'))
    {
    for(int i = 0; i < 20; i++)
    {
    if(tnt[i].time == -2)
    {
    tnt[i] = {y, x, 10, 3};
    break;
    }
    }
    }
    if(KEY_DOWN('0'))
    {
    for(int i = 0; i < 20; i++)
    {
    if(tnt[i].time == -2)
    {
    tnt[i] = {y, x, 10, 4};
    break;
    }
    }
    }
    if(KEY_DOWN('I'))
    {
    for(int i = 0; i < 20; i++)
    {
    if(tnt[i].time == -2)
    {
    tnt[i] = {y, x, 10, 5};
    break;
    }
    }
    }
    if(KEY_DOWN('Z'))
    {
    setboard[y + 1][x] = 0;
    }
    if(KEY_DOWN('X'))
    {
    setboard[y][x] = 24;
    }
    if(KEY_DOWN('3'))
    {
    setboard[y + 1][x] = 6;
    }
    if(KEY_DOWN('4'))
    {
    setboard[y + 1][x] = 7;
    }
    if(KEY_DOWN('1'))
    {
    setboard[y + 1][x] = 8;
    }
    if(KEY_DOWN('2'))
    {
    setboard[y + 1][x] = 16;
    }
    if(KEY_DOWN('5'))
    {
    if(face == 1)
    {
    for(int i = 0; i < 100; i++)
    {
    if(arrow[i].shap == "")
    {
    arrow[i] = {"→",y,x,-0.7,2};
    break;
    }
    }
    }
    else
    {
    for(int i = 0; i < 100; i++)
    {
    if(arrow[i].shap == "")
    {
    arrow[i] = {"←",y,x,-0.7,-2};
    break;
    }
    }
    }
    }
    if(KEY_DOWN('T'))
    {
    clear_buffer();
    system("cls");
    cout << "请输入指令:" << endl;
    string a;
    cin >> a;
    if(a == "kill")
    {
    die = "失败了。";
    hurt = true;
    health = 0;
    }
    if(a == "full_health")
    {
    health = 1000;
    }
    if(a == "creativemode")
    {
    mode = !mode;
    }
    if(a == "move")
    {
    cin >> y >> x;
    y = 1000 - y;
    }
    if(a == "summom")
    {
    int a;
    cin >> a;
    for(int i = 0; i < 100; i++)
    {
    if(mob[i].shap == "")
    {
    mob[i] = mobs[a];
    mob[i].x = x;
    mob[i].y = y;
    break;
    }
    }
    }
    }
    if(KEY_DOWN('O'))
    {
    for(int i = 0; i < 1000; i++)
    {
    for(int j = 0; j < 1000; j++)
    {
    setboard[i][j] = 0;
    }
    }
    }
    if(KEY_DOWN('P'))
    {
    for(int i = 0; i < 1000; i++)
    {
    for(int j = 0; j < 1000; j++)
    {
    setboard[i][j] = 2;
    }
    }
    }
    if(y > 1000)
    {
    die = "掉出了这个世界!";
    hurt = true;
    health -= 200;
    }
    if(breath <= 0)
    {
    breath = 0;
    hurt = true;
    health -= 10;
    }
    if(!KEY_DOWN('S') && block[board[y - 1][x]].type == "block")
    {
    die = "在墙里窒息死亡!";
    hurt = true;
    health -= 50;
    }
    if(board[y + 1][x] == 5)
    {
    hurt = true;
    die = "发现了地板是熔岩做的。";
    health -= 30;
    }
    clear_buffer();
    }
    return 0;
    }