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正式更名为mazecraft
当前功能:wasd移动,撞墙自动挖墙
宝箱(‘=’)需要钥匙(‘-’)打开
矿物:
煤矿(C)需要挖8下
铁矿(I)需要挖15下
金矿(G)需要挖30下
钻石矿(D)需要挖40下
预告:3.0加入物品掉落与背包
#include<iostream>
#include<cstdlib>
#include<ctime>
#include<stack>
#include<map>
#include<queue>
#include<windows.h>
#include<conio.h>
using namespace std;
struct node_start{
int tx,ty,way;
};
struct node_dir{
int dx,dy;
};
char a[5200][5200];
int cnt[5200][5200];//挖掘状态
int dir[4][2]={{1,0},{0,1},{-1,0},{0,-1}},x,y;
int lx,ly,rx,ry,count;
char wmp;
bool vis[5200][5200],vistart[5200][5200],viscase[5200][5200],opencase[5200][5200];
node_dir findkey[5200][5200];
stack<node_start> s;
queue<node_dir> q;
void start(int len,int cx,int cy){
int x,y,w,k,nx,ny;
srand((unsigned int)time(NULL));
// 初始化
s.push({cx,cy,-1});
vis[cx][cy]=true;
a[cx][cy]=' ';
int step=0;
int max_step=len; // 控制线条总长度
while(!s.empty() && step<max_step){
node_start u=s.top();
x=u.tx;
y=u.ty;
w=u.way;
//寻找一个未访问的方向
bool found=false;
int tmp=0;
// 随机尝试序列
int dirs[4]={0,1,2,3};
for(int i=0;i<4;i++){
int r=rand()%4;
swap(dirs[i],dirs[r]);
}
for(int i=0;i<4;i++){
k=dirs[i];
// 避免直接回头
if(w!=-1 && k==(w+2)%4) continue;
nx=x+dir[k][0];
ny=y+dir[k][1];
if(nx>1 && nx<5000 && ny>1 && ny<5000 && !vis[nx][ny]){
vis[nx][ny]=true;
a[nx][ny]=' ';
s.push({nx,ny,k}); //下一步将继续从新节点延申
found=true;
step++;
break;
}
}
if(!found){
s.pop();
}
}
}
//生成地图函数
void start_ore(char p,int step,int sx,int sy,int cntp){
while(!q.empty()) q.pop();
a[sx][sy]=p;
q.push({sx,sy});
int nx,ny;
while(!q.empty()){
if(step<=0) return ;
node_dir h=q.front();
q.pop();
int dirs[4]={0,1,2,3};
for(int i=0;i<4;i++){
int r=rand()%4;
swap(dirs[i],dirs[r]);
}
for(int i=0;i<4;i++){
if(step<=0) return ;
int k=dirs[i];
nx=h.dx+dir[k][0];
ny=h.dy+dir[k][1];
if(nx>1 && nx<5000 && ny>1 && ny<5000 && (a[nx][ny]==' ' || a[nx][ny]=='H')){
a[nx][ny]=p;
cnt[nx][ny]=cntp;
step--;
if(step<=0) return ;
q.push({nx,ny});
}
}
}
//if(rand()%100) cout<<count<<endl;
}
//生成矿物函数
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
void setColor(int color) {
SetConsoleTextAttribute(hOut, color);
}
int main(){
string skey;
for(int i=1;i<=5200;i++){
for(int j=1;j<=5200;j++) {
a[i][j]='H';
vis[i][j]=false;
}
}
//初始化
start(5000,2500,2500);
start(5000,2450,2550);
start(5000,2550,2450);
for(int i=1;i<=5000;i++){
for(int j=1;j<=5000;j++){
if(a[i][j]==' ' && rand()%150==0 || rand()%1000==0){
vistart[i][j]=true;
start(rand()%200+1,i,j);
}
}
}
for(int i=1;i<=5000;i++){
for(int j=1;j<=5000;j++){
if(vistart[i][j]){
start(rand()%600+1,i,j);
}
cnt[i][j]=5;
}
}
//生成地形
for(int i=1;i<=5000;i++){
for(int j=1;j<=5000;j++){
if(rand()%500==0){
a[i][j]='C';
start_ore('C',rand()%8+4,i,j,8);
}else if(rand()%600==0){
a[i][j]='I';
start_ore('I',rand()%8+2,i,j,15);
}else if(rand()%4000==0){
a[i][j]='G';
start_ore('G',rand()%8+1,i,j,30);
}else if(rand()%10000==0){
a[i][j]='D';
start_ore('D',rand()%4+1,i,j,40);
}
}
}
//生成矿物
int kx,ky;
for(int i=1;i<=5000;i++){
for(int j=1;j<=5000;j++){
if(rand()%15000<=2 && a[i][j]=='H'){
a[i][j]='=';
while(true){
kx=i+rand()%5*(0-rand()%2);
ky=j+rand()%5*(0-rand()%2);
if(kx>0&&ky>0&&kx<=5000&&ky<=5000 && a[kx][ky]!='=' && a[kx][ky]!='-'){
break;
}
}
a[kx][ky]='-';
viscase[i][j]=false;
findkey[i][j]={kx,ky};
findkey[kx][ky]={i,j};
cnt[i][j]=0x3f3f3f3f;
//cout<<i<<" "<<j<<endl;
}
}
}
//生成宝箱
for(int i=2470;i<=2530;i++){
for(int j=2450;j<=2550;j++){
if(a[i][j]=='C'){//输出分支3:煤矿(C)
setColor(FOREGROUND_INTENSITY);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}else if(a[i][j]=='I'){//输出分支4:铁矿(I)
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}else if(a[i][j]=='G'){//输出分支5:金矿(G)
setColor(FOREGROUND_RED | FOREGROUND_GREEN);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}else if(a[i][j]=='D'){//输出分支6:钻石矿(D)
setColor(FOREGROUND_BLUE | FOREGROUND_INTENSITY);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}else if(a[i][j]=='='){//输出分支7:宝箱(=)
setColor(FOREGROUND_BLUE | FOREGROUND_GREEN);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}else{
cout<<a[i][j];
}
}
cout<<endl;
}
Sleep(5000);
//地图查看器
map<char,node_dir> m;
m['w']={-1,0};
m['s']={1,0};
m['a']={0,-1};
m['d']={0,1};
x=2500,y=2500;//移动初始化
int fx,fy;
while(true){
system("cls");
cout<<"当前位置 : "<<x<<","<<y<<endl;
lx=x-8;
rx=x+8;
ly=y-12;
ry=y+12;
for(int i=lx;i<=rx;i++){
for(int j=ly;j<=ry;j++){
if(i==x && j==y){//输出分支1:玩家(Y)
setColor(FOREGROUND_RED | FOREGROUND_INTENSITY);
cout<<'Y';
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
continue;
}else if(a[i][j]=='H'){//输出分支2:墙壁(H)
if(cnt[i][j]==5){
cout<<a[i][j];
}else if(cnt[i][j]>=3){
setColor(FOREGROUND_INTENSITY);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}else{
setColor(FOREGROUND_RED | FOREGROUND_BLUE);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}
}else if(a[i][j]=='C'){//输出分支3:煤矿(C)
setColor(FOREGROUND_INTENSITY);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}else if(a[i][j]=='I'){//输出分支4:铁矿(I)
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}else if(a[i][j]=='G'){//输出分支5:金矿(G)
setColor(FOREGROUND_RED | FOREGROUND_GREEN);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}else if(a[i][j]=='D'){//输出分支6:钻石矿(D)
setColor(FOREGROUND_BLUE | FOREGROUND_INTENSITY);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}else if(a[i][j]=='='){//输出分支7:宝箱(=)
setColor(FOREGROUND_BLUE | FOREGROUND_GREEN);
cout<<a[i][j];
setColor(FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}else{
cout<<a[i][j];
}
//正常输出内容
}
cout<<endl;
}//输出地图
cin>>wmp;
if(wmp=='w' || wmp=='a' || wmp=='s' || wmp=='d'){
fx=x+m[wmp].dx;
fy=y+m[wmp].dy;
if(a[fx][fy]==' '){//输入分支1:移动
x=fx;
y=fy;
}else if(a[fx][fy]=='H' || a[fx][fy]=='C' || a[fx][fy]=='I' || a[fx][fy]=='G' || a[fx][fy]=='D'){//输入分支2:挖掘
cnt[fx][fy]--;
if(cnt[fx][fy]==0){
a[fx][fy]=' ';
}
//cout<<"you dig"<<"("<<fx<<","<<fy<<")"<<endl;
//Sleep(3000);
}else if(a[fx][fy]=='='){//输入分支3:宝箱
if(opencase[fx][fy]==true){
cout<<"this case has already been opened\n";
Sleep(1000);
}else{
if(viscase[fx][fy]==true){
opencase[fx][fy]=true;
cout<<"you open the case!\n";
Sleep(1000);
}else{
cout<<"the key is in"<<"("<<findkey[fx][fy].dx<<","<<findkey[fx][fy].dy<<")"<<endl;
Sleep(3000);
}
}
}else if(a[fx][fy]=='-'){//输入分支4:钥匙
cout<<"you get the key to the case which is in"<<"("<<findkey[fx][fy].dx<<","<<findkey[fx][fy].dy<<")"<<endl;
Sleep(3000);
viscase[findkey[fx][fy].dx][findkey[fx][fy].dy]=true;
}
}
}
return 0;
}
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