游戏效果
小人可以随便在一些元素(如石头,岩浆,水,宝石等)上跳跃,“地面”一直在上升,小人上升到顶部或者没有血的时候游戏结束(初始20点血),小人可以随意放炸弹,共有八种炸弹。但是被炸到或者碰到岩浆就要减一滴血,拿到宝石加一滴血。炸弹炸掉石头可以得分,得到200分即可获胜。
游戏代码:
#include<bits/stdc++.h>
#include<windows.h>
#include<stdio.h>
#include<conio.h>
#include<time.h>
#define KEY_DOWN(VK_NONAME)((GetAsyncKeyState(VK_NONAME)&0x8000)?1:0)
using namespace std;
int m[10001][21];
struct node {int xx,yy,Zhong,rr,mr;} B[100001];
int K,X,Y,tX,tY,tY2,tT,Er,T,Yb,Zb,Win,Blood,Score,Kb;
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);if(a==8) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==9) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|BACKGROUND_INTENSITY|BACKGROUND_RED);if(a==10) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|BACKGROUND_INTENSITY|BACKGROUND_BLUE);
}
void SetPos(int x,int y)
{COORD pos; pos.X=y*2-1,pos.Y=x+1;SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
}
void Zha(int x,int y)
{Zb++;int k1=rand()%2+2,k2=rand()%3+2,r=rand()%6;if(r==0) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=1,B[Zb].rr=0,B[Zb].mr=k1*2;if(r==1) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=2;if(r==2) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=3,B[Zb].rr=k2,B[Zb].mr=k1;if(r==3) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=4;if(r==4) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=5,B[Zb].rr=1,B[Zb].mr=k2*2;if(r==5) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=rand()%2+6,B[Zb].rr=k1+1,B[Zb].mr=k2+3;
}
void Cout(int i,int j,int a)
{int R=rand()%500,jk=0;if(i-K>=0&&i-K<=1&&j>=2&&j<=6) return;if(a!=4){if(m[i][j]==0&&(a==0||a==3)) SetPos(i-K,j),Color(7),cout<<"■";if(m[i][j]==1&&a==5) SetPos(i-K,j),Color(0),cout<<" ";//空气 if(m[i][j]==2) SetPos(i-K,j),Color(8),cout<<"■";if(m[i][j]>=3&&m[i][j]<6) SetPos(i-K,j),Color(5),cout<<"█",m[i][j]++;if(m[i][j]==6&&a!=5) SetPos(i-K,j),cout<<" ",m[i][j]=1;if(m[i][j]==7) SetPos(i-K,j),Color(9),cout<<"~ ";if(m[i][j]==8) SetPos(i-K,j),Color(10),cout<<"~ ";if(m[i][j]==9) SetPos(i-K,j),Color(3),cout<<"◆";if((m[i][j]==1||m[i][j]==8)&&m[i-1][j]>=10&&m[i-1][j]<=30&&a!=5) {int M=m[i][j];m[i][j]=m[i-1][j],m[i-1][j]=M;if(M==1) SetPos(i-K-1,j),cout<<" ";}//炸弹下落 if(m[i][j]==1&&m[i-1][j]==9&&a!=5) {m[i][j]=9,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<" ";jk=1;}//宝石下落if(m[i][j]>=10&&m[i][j]<=30) {m[i][j]++;if(m[i][j]%3==0) Color(4);else Color(5);SetPos(i-K,j),cout<<"●";}//炸弹计时if(m[i][j]==1&&m[i-1][j]==7&&a!=5) {m[i][j]=7,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<" ";jk=1;}//岩浆下落if(m[i][j]==0&&m[i-1][j]==7&&R<=2) m[i][j]=m[i-1][j],m[i-1][j]=1,SetPos(i-K-1,j),cout<<" ";//岩浆融解 if(m[i][j]==7&&R>2&&R<=5) {int r=rand()%3-1; if(m[i][j+r]==1) m[i][j+r]=m[i][j];if(m[i][j+r]==8) m[i][j+r]=2;}//岩浆扩散 if(R<50&&R>=20&&m[i+1][j+1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j+1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<" ";if(R<80&&R>=50&&m[i+1][j-1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j-1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<" ";//岩浆平面 if(m[i][j]==1&&m[i-1][j]==8&&a!=5) {m[i][j]=8,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<" ";jk=1;}//水下落if(m[i+1][j+1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j+1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<" ";if(m[i+1][j-1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j-1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<" ";//水平面 if((m[i+1][j]==8&&m[i][j]==7)||(m[i+1][j]==7&&m[i][j]==8)) m[i][j]=2,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<" ";//变石头if(m[i][j]==0&&m[i-1][j]==8&&R>5&&R<=7) m[i][j]=m[i-1][j],m[i-1][j]=1,SetPos(i-K-1,j),cout<<" ";//水融解 if(m[i][j]==8&&R>7&&R<=9) {int r=rand()%3-1; if(m[i][j+r]==1) m[i][j+r]=m[i][j];if(m[i][j+r]==7) m[i][j+r]=2;}//水扩散 if(m[i][j]==31) SetPos(i-K,j),cout<<" ",Zha(i,j);}else if(a!=5)//界外 {if(m[i][j]>=3&&m[i][j]<6) m[i][j]++; if(m[i][j]==6) m[i][j]=1;if((m[i][j]==1||(m[i][j]>=3&&m[i][j]<=6))&&m[i-1][j]>=10&&m[i-1][j]<=30) m[i][j]=m[i-1][j],m[i-1][j]=1;//炸弹下落 if(m[i][j]>=10&&m[i][j]<=30) m[i][j]++;//炸弹计时if(m[i][j]==1&&m[i-1][j]==9) m[i][j]=9,m[i-1][j]=1;//宝石下落if(m[i][j]==1&&m[i-1][j]==7) m[i][j]=7,m[i-1][j]=1;//岩浆下落if(m[i][j]==1&&m[i-1][j]==8) m[i][j]=8,m[i-1][j]=1;//水下落}if(jk==1) jk=0,Cout(i,j,5);Color(0);
}
void Map(int a);
void Wo()
{SetPos(X-K,Y),cout<<" "; //清除上一次残影if(m[X][Y]==9) Blood++,Score+=5,m[X][Y]=1,system("color 2F"),Sleep(50),system("color 0F"),Map(3);if(tX!=0&&(m[X-1][Y]==1||m[X-1][Y]==7||m[X-1][Y]==8||m[X-1][Y]==9||(m[X-1][Y]>=3&&m[X-1][Y]<=6))) tX--,X-=2; //上跳 if(m[X+1][Y]==1||(m[X+1][Y]>=3&&m[X+1][Y]<=6)||m[X+1][Y]==7||m[X+1][Y]==8||m[X+1][Y]==9) X++; //掉落 if(m[X+1][Y]==0||m[X+1][Y]==2||(m[X+1][Y]>=3&&m[X+1][Y]<=6)) tX=Er=0; //跳跃次数清零 if(m[X-1][Y]==0||m[X-1][Y]==2||(m[X-1][Y]>=10&&m[X-1][Y]<=31)) tX=Er=0; //跳跃次数清零 if(X<=K) tX=Er=0,X=K; if(X>=K+28) X=K+28,Kb=1; //高度上下限if(m[X][Y]==7) m[X-1][Y]=m[X-2][Y]=1,tX+=8;if(m[X][Y]!=1&&m[X][Y]!=8&&m[X][Y]!=9) Blood--,m[X][Y]=1,system("color 4F"),Sleep(50),system("color 0F"),Map(3);if(Blood<=0) Win=-1;SetPos(X-K,Y),Color(1),cout<<"●";
}
void Map(int a)
{SetPos(0,2);cout<<"Blood: "<<Blood<<" ";SetPos(1,2);cout<<"Score: "<<Score<<" ";if(a==3) system("cls");for(int i=K+28;i>=K;i--)for(int j=1;j<=20;j++) Cout(i,j,a);for(int i=K+33;i>K+28;i--)for(int j=1;j<=20;j++) Cout(i,j,4);if(a!=3) Wo();
}
void CircleBomb(int x,int y,int s,int ms)
{if(s==ms) return;for(int i=x-s;i<=x+s;i++)for(int j=y-s;j<=y+s;j++){float k=(i-x)*(i-x)+(j-y)*(j-y)-s*s;if(k<=s&&k>=-s&&j>0&&j<=20&&m[i+K][j]!=2&&m[i+K][j]!=9) m[i+K][j]=3;}Zb++;B[Zb].xx=x,B[Zb].yy=y,B[Zb].Zhong=1,B[Zb].rr=s+1,B[Zb].mr=ms;Sleep(30);
}
void LineBomb(int i,int j)
{for(int k=0;j+k<=20;k++) if(m[i+K][j+k]!=2&&m[i+K][j+k]!=9) m[i+K][j+k]=3;for(int k=0;j+k<=20;k++) if(m[i+K+1][j+k]!=2&&m[i+K+1][j+k]!=9) m[i+K+1][j+k]=3;for(int k=0;j-k>0;k++) if(m[i+K][j-k]!=2&&m[i+K][j-k]!=9) m[i+K][j-k]=3;for(int k=0;j-k>0;k++) if(m[i+K+1][j-k]!=2&&m[i+K+1][j-k]!=9) m[i+K+1][j-k]=3;
}
void ZuanBomb(int i,int j)
{int k;for(k=0;m[i+K+k][j]!=2&&k<=7;k++) if(m[i+K+k][j]!=9) m[i+K+k][j]=3;int k1=rand()%2+2;Zb++;B[Zb].xx=i+k,B[Zb].yy=j,B[Zb].Zhong=1,B[Zb].rr=0,B[Zb].mr=k1*3/2;
}
void TrigleBomb(int i,int j,int r,int mr)
{if(r==mr) return;if(r==1) m[i+K][j]=3,i++;for(int k=max(0,j-r);k<=min(20,j+r);k++) if(m[i+K][k]!=2&&m[i+K][k]!=9) m[i+K][k]=3;Zb++;B[Zb].xx=i+1,B[Zb].yy=j,B[Zb].Zhong=5,B[Zb].rr=r+1,B[Zb].mr=mr;
}
void GunBomb(int i,int j,int r,int mr)
{if(mr<=0) return;Zb++;B[Zb].xx=i,B[Zb].yy=j+2,B[Zb].Zhong=6,B[Zb].rr=r,B[Zb].mr=mr-1;Zb++;B[Zb].xx=i,B[Zb].yy=j,B[Zb].Zhong=1,B[Zb].rr=r-1,B[Zb].mr=r;
}
void GunBomb2(int i,int j,int r,int mr)
{if(mr<=0) return;Zb++;B[Zb].xx=i,B[Zb].yy=j-2,B[Zb].Zhong=7,B[Zb].rr=r,B[Zb].mr=mr-1;Zb++;B[Zb].xx=i,B[Zb].yy=j,B[Zb].Zhong=1,B[Zb].rr=r-1,B[Zb].mr=r;
}
void ThreeBomb(int x,int y,int s,int ms)
{for(int i=1;i<=3;i++){int Xx=rand()%(2*s+1)-s,Yy=rand()%(2*s+1)-s; Zb++;B[Zb].xx=Xx+x,B[Zb].yy=Yy+y,B[Zb].Zhong=1,B[Zb].rr=0,B[Zb].mr=ms+rand()%3-1;}
}
void Sheng(int a)
{K++;for(int i=1;i<=20;i++){int R=rand()%max(80-(K/10),30);int Rr=rand()%200;if(R<=3) m[K+28][i]=2;else if(R<=6) m[K+28][i]=7;else if(R<=9) m[K+28][i]=8;if(Rr==0) m[K+28][i]=9;}if(a!=1) system("cls"),Map(0);
}
void Jiao()
{SetPos(0,2);Color(1),cout<<"●",Color(7),cout<<" ■ ",Color(8),cout<<" ■ ",Color(4),cout<<" ● ",Color(9),cout<<"~ ",Color(0),cout<<" ",Color(10),cout<<"~ ",Color(3),cout<<" ◆";SetPos(2,2);Color(0),cout<<"你 泥土 石块 炸弹 岩浆 水 宝石";SetPos(4,1),cout<<" ↑ 空格放炸弹..."; SetPos(5,1),cout<<"← →移动 ";SetPos(6,1),cout<<" ↓ 可二段跳。";SetPos(8,1),cout<<"炸弹种类随机,计时3秒爆炸。";SetPos(10,1),cout<<"(一共有7种炸弹,有几率组合一起爆炸)";SetPos(12,1),cout<<"岩浆和水有几率向左右扩散...";SetPos(14,1),cout<<"它们相融会产生石块。";SetPos(16,1),cout<<"岩浆和爆炸波会使你减血...";SetPos(18,1),cout<<"岩浆还会使你上跳,宝石可以加血。";SetPos(20,1),cout<<"画面每隔一段时间会下降...";SetPos(22,1),cout<<"当你抵达画面底部时,画面会随你一起下降...";SetPos(24,1),cout<<"当你被抵在画面顶部时,会持续减血。";SetPos(26,1),cout<<"每隔一段时间分数会增加...",Color(5),cout<<"200分即可通关!";SetPos(28,1);Color(1);cout<<"按 y 开始游戏!";char tt;while(tt!='y') tt=_getch();
}
void Start()
{Color(5);SetPos(2,3);Color(7),cout<<" ■ ",Color(5),cout<<"掘",Color(7),cout<<" ■■■■ ";SetPos(3,3);Color(7),cout<<" ■■ ",Color(5),cout<<" ↓",Color(7),cout<<" ■■■■ ";SetPos(4,3);Color(7),cout<<" ■■■■ ",Color(5),cout<<" ↓",Color(7),cout<<" ■■■■■ ";SetPos(5,3);Color(7),cout<<" ■■■■■",Color(5),cout<<"↓",Color(7),cout<<" ■■■■■ ";SetPos(6,3);Color(7),cout<<" ■■■■■ ■■■",Color(5),cout<<"地",Color(7),cout<<"■■ ";SetPos(7,3);Color(7),cout<<" ■■■■■■■■■■■■ ";Color(5);SetPos(22,2);Color(1);cout<<"按 y 确定!";SetPos(22,10);Color(9);cout<<" 开始游戏! ";SetPos(24,10);Color(0);cout<<" 操作攻略! ";SetPos(27,1);Color(3);cout<<"注意!这里 绝对不能是拼音输入法!";SetPos(28,5);Color(3);cout<<"↓";Color(0);char tt;int Ee=0;while(tt!='y'){tt=_getch();if(tt==72&&Ee!=0) Ee--;if(tt==80&&Ee!=2) Ee++;SetPos(22,10);if(Ee==0) Color(9);else Color(0);cout<<" 开始游戏! ";SetPos(24,10);if(Ee==1) Color(9);else Color(0);cout<<" 操作攻略! ";}system("color 0F");system("cls");Color(0);if(Ee==1) Jiao();
}
int main()
{system("mode con cols=42 lines=31");CONSOLE_CURSOR_INFO cursor_info={1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);srand((unsigned)time(NULL));Start();St:system("cls");K=-5,T=Win=Score=0;X=Y=2;Blood=20;memset(m,0,sizeof(m));memset(B,0,sizeof(B));for(int i=5;i<=15;i++) for(int j=1;j<=20;j++) m[i][j]=1;for(int i=1;i<=10;i++) Sheng(1);Map(0);while(Win==0){T++;Kb=0;if(Score>=200) Win=1;if(GetAsyncKeyState(VK_UP)&0x8000&&tT==0&&Er<2) tT++,tX+=4,Er++;if((GetAsyncKeyState(VK_UP)&0x8000)?0:1) tT=0;if(GetAsyncKeyState(VK_LEFT)&0x8000&&Y>1&&(m[X][Y-1]==1||m[X][Y-1]==7||m[X][Y-1]==8||m[X][Y-1]==9)&&(tY==0||tY>=2)) SetPos(X-K,Y),cout<<" ",Y--;if(GetAsyncKeyState(VK_RIGHT)&0x8000&&Y<20&&(m[X][Y+1]==1||m[X][Y+1]==7||m[X][Y+1]==8||m[X][Y+1]==9)&&(tY2==0||tY2>=2)) SetPos(X-K,Y),cout<<" ",Y++;if((GetAsyncKeyState(VK_LEFT)&0x8000)?0:1) tY=0;if((GetAsyncKeyState(VK_RIGHT)&0x8000)?0:1) tY2=0;if((GetAsyncKeyState(VK_LEFT)&0x8000)?1:0) tY++;if((GetAsyncKeyState(VK_RIGHT)&0x8000)?1:0) tY2++;if(kbhit()) {char e=_getch();if(e==' '&&m[X-1][Y]!=0&&m[X-1][Y]!=2&&(m[X+1][Y]<=10||m[X+1][Y]>=31)&&Kb==0) m[X][Y]=10,X--;}int zb=Zb;for(int i=zb-10;i<=zb;i++){if(B[i].Zhong==1) CircleBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;if(B[i].Zhong==2) LineBomb(B[i].xx,B[i].yy),B[i].Zhong=0;if(B[i].Zhong==3) ThreeBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;if(B[i].Zhong==4) ZuanBomb(B[i].xx,B[i].yy),B[i].Zhong=0;if(B[i].Zhong==5) TrigleBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;if(B[i].Zhong==6) GunBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;if(B[i].Zhong==7) GunBomb2(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;}Map(1);Sleep(40);if(T%max(10,40-Score/16)==0||Kb>=1) Sheng(0);if(T%20==0) Score++;}if(Win!=0){if(Win>0) {system("color 6E"),Color(3);SetPos(0,2);cout<<"You! Win!!!",Sleep(1000);}if(Win<0) {system("color 7F"),Color(4);SetPos(0,2);cout<<"You! Die!!!",Sleep(1000);}SetPos(1,2);cout<<"请输入y重新开始游戏";A:char e=_getch();if(e!='y') goto A;goto St;}
}