原案列:https://www.cnblogs.com/floatiy/p/9459889.html
修改后:
#include<iostream> #include<cstdio> #include<windows.h> #include<conio.h> #pragma warning(disable : 4996) using namespace std; int SIZ = 20; HANDLE hout = GetStdHandle(STD_OUTPUT_HANDLE); COORD coord; HANDLE hCon; enum Color { DARKBLUE = 1, DARKGREEN, DARKTEAL, DARKRED, DARKPINK, DARKYELLOW, GRAY, DARKGRAY, BLUE, GREEN, TEAL, RED, PINK, YELLOW, WHITE }; void SetColor(Color c) { if (hCon == NULL) hCon = GetStdHandle(STD_OUTPUT_HANDLE); SetConsoleTextAttribute(hCon, c); } SYSTEMTIME sys; //sys.wYear,sys.wMonth,sys.wDay,sys.wHour,sys.wMinute, sys.wSecond,sys.wMilliseconds,sys.wDayOfWeek struct PLAYER { int x, y; int hp; int gun; int direct; } p1, p2; int map[1005][1005]; int abs(int x) { if (x < 0) return -x; return x; } void locate(int x, int y) { coord.X = y - 1; coord.Y = x - 1; SetConsoleCursorPosition(hout, coord); } void print_map() { locate(1, 1); SetColor(GRAY); for (int i = 1; i <= SIZ; i++) cout << "■"; locate(SIZ, 1); for (int i = 1; i <= SIZ; i++) cout << "■"; for (int i = 2; i < SIZ; i++) { locate(i, 1); cout << "■"; locate(i, SIZ * 2 - 1); cout << "■"; } locate(SIZ + 1, 1); SetColor(WHITE); } void create_tree(int x, int y) { map[x][y] = map[x + 1][y] = map[x - 1][y] = map[x][y + 1] = map[x][y - 1] = 2; } void use_map(int x) { if (x == 1) { SIZ = 20; SetColor(DARKGREEN); map[16][6] = map[15][6] = map[17][6] = map[16][7] = map[16][5] = map[14][13] = map[13][12] = map[13][13] = 2; for (int i = 2; i < SIZ; i++) { for (int j = 2; j < SIZ; j++) { if (map[i][j] == 2) { locate(i, j * 2 - 1); cout << "■"; } } } SetColor(GRAY); for (int i = 5; i <= 15; i++) { map[i][i] = 1; locate(i, i * 2 - 1); cout << "■"; } SetColor(WHITE); } else if (x == 2) { SIZ = 30; SetColor(GRAY); for (int i = 4; i <= 26; i++) { if (i == 13 || i == 14 || i == 15) continue; map[i][4] = map[4][i] = map[26][i] = map[i][26] = 1; } for (int i = 1; i <= SIZ; i++) { for (int j = 1; j <= SIZ; j++) { if (map[i][j] == 1) { locate(i, j * 2 - 1); cout << "■"; } } } SetColor(DARKGREEN); for (int i = 10; i <= 20; i++) { if (i == 13 || i == 17) continue; map[i][10] = map[10][i] = map[20][i] = map[i][20] = 2; } create_tree(5, 5); create_tree(18, 18); for (int i = 1; i <= SIZ; i++) { for (int j = 1; j <= SIZ; j++) { if (map[i][j] == 2) { locate(i, j * 2 - 1); cout << "■"; } } } SetColor(WHITE); } } void cleanbody(int x, int y); void putbody(int x, int y, int z); void player_init() { p1.hp = p2.hp = 300; p1.gun = p2.gun = 1; p1.direct = 4; p2.direct = 2; p1.x = 2; p1.y = 2; p2.x = SIZ - 1; p2.y = SIZ - 1; putbody(p1.x, p1.y, 1); putbody(p2.x, p2.y, 2); } void mapinit() { for (int i = 1; i <= SIZ; i++) { map[i][1] = map[1][i] = map[SIZ][i] = map[i][SIZ] = 1; } } void init() { printf("Use Which Map?\n"); int x; cin >> x; system("cls"); use_map(x); mapinit(); print_map(); player_init(); } void putbody(int x, int y, int z) { if (z == 1) SetColor(BLUE); else if (z == 2) SetColor(RED); locate(x, y * 2 - 1); cout << "■"; SetColor(WHITE); } void cleanbody(int x, int y) { locate(x, y * 2 - 1); cout << " "; } /* LIST direct: w 1 a 2 s 3 d 4 gun: usp 1 mimigun 2 awp 3 block: void 0 stone 1 tree 2 player 3 clip 4 */ bool judge(int x, int y) { if (map[x][y] == 1) return false; if (map[x][y] == 2) return false; if (map[x][y] == 3) return false; return true; } bool judge_gun(int x, int y, int a) { if (map[x][y] == 1) return 0; if (map[x][y] == 2) return 0; if (map[x][y] == 3) { if (p1.x == x && p1.y == y) { if (a == 1)p1.hp -= 50; else if (a == 2)p1.hp -= 100; else if (a == 3)p1.hp -= 300; } else { if (a == 1)p2.hp -= 50; else if (a == 2)p2.hp -= 100; else if (a == 3)p2.hp -= 300; } return 0; } return 1; } int cnt; struct Clip { int x, y; int derect; int force; int start; bool flag; } clip[1000000]; void create_clip(int y, int x, int a, int b,int g) { int X, Y; if (y == 1) { if (!judge_gun(a - 1, b,g)) return; X = a - 1; Y = b; } else if (y == 2) { if (!judge_gun(a, b - 1,g)) return; X = a; Y = b - 1; } else if (y == 3) { if (!judge_gun(a + 1, b,g)) return; X = a + 1; Y = b; } else if (y == 4) { if (!judge_gun(a, b + 1,g)) return; X = a; Y = b + 1; } cnt++; GetLocalTime(&sys); clip[cnt].start = sys.wMilliseconds + sys.wSecond * 60 + sys.wHour * 3600; clip[cnt].x = X; clip[cnt].y = Y; if (x == 1) { clip[cnt].derect = p1.direct; } else if (x == 2) { clip[cnt].derect = p2.direct; } } void shoot(int x,int g) { if (x == 1) { create_clip(p1.direct, 1, p1.x, p1.y,g); } else if (x == 2) { create_clip(p2.direct, 2, p2.x, p2.y,g); } } void clean_clip(int x, int y) { locate(x, y * 2 - 1); cout << " "; locate(1, 1); } void print_clip(int x, int y, int i) { if (clip[i].flag) { clean_clip(x, y); return; } locate(x, y * 2 - 1); SetColor(YELLOW); cout << "‘‘"; locate(1, 1); } void clipmove(int g) { GetLocalTime(&sys); int t = sys.wMilliseconds + sys.wSecond * 60 + sys.wHour * 3600; for (int i = 1; i <= cnt; i++) { if (clip[i].flag) continue; if (abs(clip[i].start - t) > 50) { clip[i].start = t; int x = clip[i].x; int y = clip[i].y; if (clip[i].derect == 1) { if (!judge_gun(clip[i].x - 1, clip[i].y,g)) { clip[i].flag = 1; clean_clip(x, y); continue; } clean_clip(clip[i].x, clip[i].y); clip[i].x--; print_clip(clip[i].x, clip[i].y, i); } else if (clip[i].derect == 2) { if (!judge_gun(clip[i].x, clip[i].y - 1,g)) { clip[i].flag = 1; clean_clip(x, y); continue; } clean_clip(clip[i].x, clip[i].y); clip[i].y--; print_clip(clip[i].x, clip[i].y, i); } else if (clip[i].derect == 3) { if (!judge_gun(clip[i].x + 1, clip[i].y,g)) { clip[i].flag = 1; clean_clip(x, y); continue; } clean_clip(clip[i].x, clip[i].y); clip[i].x++; print_clip(clip[i].x, clip[i].y, i); } else if (clip[i].derect == 4) { if (!judge_gun(clip[i].x, clip[i].y + 1,g)) { clip[i].flag = 1; clean_clip(x, y); continue; } clean_clip(clip[i].x, clip[i].y); clip[i].y++; print_clip(clip[i].x, clip[i].y, i); } } } } int judge_hp() { int x = p1.hp; int y = p2.hp; if (x < 0 && y<0 && x > y) swap(x, y); if (x <= 0) { locate(1, 1); system("cls"); printf("GAME OVER!\nTHE WINNER IS P2!\n"); return 1; } else if (y <= 0) { locate(1, 1); system("cls"); printf("GAME OVER!\nTHE WINNER IS P1!\n"); return 1; } return 0; } void prog(int g) { int t; char ch; while (true) { if (kbhit()) { ch = getch(); if (ch == ‘w‘ && judge(p1.x - 1, p1.y)) { p1.direct = 1; cleanbody(p1.x, p1.y); map[p1.x][p1.y] = 0; putbody(--p1.x, p1.y, 1); map[p1.x][p1.y] = 3; } else if (ch == ‘8‘ && judge(p2.x - 1, p2.y)) { p2.direct = 1; cleanbody(p2.x, p2.y); map[p2.x][p2.y] = 0; putbody(--p2.x, p2.y, 2); map[p2.x][p2.y] = 3; } else if (ch == ‘a‘ && judge(p1.x, p1.y - 1)) { p1.direct = 2; cleanbody(p1.x, p1.y); map[p1.x][p1.y] = 0; putbody(p1.x, --p1.y, 1); map[p1.x][p1.y] = 3; } else if (ch == ‘4‘ && judge(p2.x, p2.y - 1)) { p2.direct = 2; cleanbody(p2.x, p2.y); map[p2.x][p2.y] = 0; putbody(p2.x, --p2.y, 2); map[p2.x][p2.y] = 3; } else if (ch == ‘s‘ && judge(p1.x + 1, p1.y)) { p1.direct = 3; cleanbody(p1.x, p1.y); map[p1.x][p1.y] = 0; putbody(++p1.x, p1.y, 1); map[p1.x][p1.y] = 3; } else if (ch == ‘5‘ && judge(p2.x + 1, p2.y)) { p2.direct = 3; cleanbody(p2.x, p2.y); map[p2.x][p2.y] = 0; putbody(++p2.x, p2.y, 2); map[p2.x][p2.y] = 3; } else if (ch == ‘d‘ && judge(p1.x, p1.y + 1)) { p1.direct = 4; cleanbody(p1.x, p1.y); map[p1.x][p1.y] = 0; putbody(p1.x, ++p1.y, 1); map[p1.x][p1.y] = 3; } else if (ch == ‘6‘ && judge(p2.x, p2.y + 1)) { p2.direct = 4; cleanbody(p2.x, p2.y); map[p2.x][p2.y] = 0; putbody(p2.x, ++p2.y, 2); map[p2.x][p2.y] = 3; } else if (ch == ‘0‘) { shoot(2,g); } else if (ch == ‘ ‘) { shoot(1,g); } Sleep(20); } clipmove(g); t=judge_hp(); if (t == 1) { Sleep(2000); break; } } } int welcome() { system("cls"); printf("操作方法:\n玩家1 wasd控制移动,空格攻击\n玩家2 数字小键盘4568控制移动,0攻击\n"); printf("Which GUN do you want to choose?\n"); printf("1.usp------2.mimigun------3.awp\n"); int a; cin >> a; return a; } int main() { int i; for (;;) { int g; g = welcome(); GetLocalTime(&sys); init(); prog(g); printf("Continue?\n1.Yes------2.NO\n"); cin >> i; if (i == 2)exit(0); } return 0; }
修改实现了 选择武器。(多谢大佬原本比较完美的模板)
但伴随也出现了莫名其妙的bug(地图修改后,地图2不可通过)
本粗案列修改让我深入地学习了他人代码的风格和模式,让我更清晰的认识到关于自身能力的不足。日后需要尝试进一步修改并提高自己。
最后再次感谢原博主的模板。
原文:https://www.cnblogs.com/VerbericBG/p/14531683.html