基于 Evan_song1234 开发,MoonSpaceCat 增补的2D 我的世界,增加双缓冲实现 cmd控制台窗口或 Powershell 流畅运行

本文主要是介绍基于 Evan_song1234 开发,MoonSpaceCat 增补的2D 我的世界,增加双缓冲实现 cmd控制台窗口或 Powershell 流畅运行,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

游戏玩法:

awsd移动

1234567890 各有功能

t 是命令行

q 是刷新

e 是重开

z 是挖

其他还没来及探索代码

代码来源

C++我的世界2D控制台版_c++minecraft-CSDN博客

其中解决颜色被双缓冲刷新没的方法 参考于自己的博客

用ReadConsoleOutput 解决双缓冲ReadConsoleOutputCharacterA 函数只读取字符,转义字符被过滤导致的颜色丢失问题-CSDN博客

 在 wincon.h 里看到有好几个版本的 ReadConsoleOutput() WriteConsoleOutput(),于是就测试,看看能不能继续保留颜色实现双缓冲刷新,发现W 可以实现,应该是字符集宽度不同,其他的读取不到这些特殊的方格字符。

      W结尾,是宽字符版本,适用于UTF-8,解决由于WriteConsoleOutput 默认窄字符,导致乱码或数据直接打印不出来。解决powshell 出不来地图的问题

WriteConsoleOutputA 也是窄字符,应该是兼容旧机器的代码。

//		WriteConsoleOutput(hout, buffer, coordBufSize, coordBufCoord, &rect);
//		WriteConsoleOutput(hOutBuf, buffer, coordBufSize, coordBufCoord, &rect);
//		WriteConsoleOutputA(hout, buffer, coordBufSize, coordBufCoord, &rect);
//		WriteConsoleOutputA(hOutBuf, buffer, coordBufSize, coordBufCoord, &rect);		ReadConsoleOutputW(hout, buffer, coordBufSize, coordBufCoord, &rect);								WriteConsoleOutputW(hOutBuf, buffer, coordBufSize, coordBufCoord, &rect);

另外是其他提示选择在双缓冲中会被挤到最下面,因为字符缓冲区没清空。

要么增加缓冲清空代码,要么另外跑,

鄙人不大会,于是想起来旧的默认缓冲区可以试试直接清屏,于是在提示处增加了这一对代码 

	SetConsoleActiveScreenBuffer(hout);								// 切换回原默认输出缓冲区,然后打印,因为新缓冲区清除数据麻烦,不如用旧的缓冲区,可以直接清屏/*vnsdnvlsbvhlsdvsdkj() 等等函数被挤在这里*/
Sleep(2000);SetConsoleActiveScreenBuffer(hOutBuf);							// 再换回来,继续双缓冲防止屏闪

效果如图,但是发现cmd只有在编辑器里才能跑

 

 这里换poweshell 应该是由于换了缓冲区导致键盘输入也存在不同缓冲区里了

解决方案,参考自 控制台主机不能运行,切换终端实现RPG运行-CSDN博客

 

重新启动exe文件运行,成功

代码如下 

#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 = 500;
int restartposy, restartposx, face, health = 1000, lasthealth = 1000, breath = 100, hungry = 1000, dienum;
bool attack, defense, hurt, mode;
struct TNT
{int y;int x;int time;
//	bool issave;int 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 << "生命值:";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 << "氧气:";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 << "饱食度:";color(14);cout << hungry << endl;for(int i = 0; i < hungry; i += 100){cout << "§";}cout <<endl <<"按c以加满饱食度" <<endl;} color(8);cout << "死亡次数:";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坐标:";color(6);cout << 1000 - y << endl;color(7);cout << "X坐标:";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()
{//创建新的缓冲区HANDLE hOutBuf = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE,FILE_SHARE_READ | FILE_SHARE_WRITE,NULL,CONSOLE_TEXTMODE_BUFFER,NULL);//设置新的缓冲区为活动显示缓冲SetConsoleActiveScreenBuffer(hOutBuf);const int X = 0;								// rect.left 代表采样区左上角,X就是左上角起点 由改成X=10,会丢失左半部分测试得到const int Y = 4;								// rect.top 代表采样区左上角,Y就是左上角起点, 由改成Y=10,会丢失上半部分测试得到			改成Y=4,顶上的重复地图不采样,Y=-4会有四行翻到上面const int MROW = 23+12;		// 多12行为了命令行弹出不被剪切掉				// coordBufSize.Y 代表采样高度				由30改成20丢失下部坐标得到该结论				改成MROW=23,底下的坐标不显示const int MCOL = 50;							// coordBufSize.X 代表采样宽度HANDLE hout = GetStdHandle(STD_OUTPUT_HANDLE);	// 获取默认的输出缓冲区,用于提取字符信息SMALL_RECT rect;CHAR_INFO buffer[MROW * MCOL]; //lpBuffer		// 采样的数据存储,采样数据包括颜色,大小,背景色,字符COORD coordBufSize; //dwBufferSizeCOORD coordBufCoord; // dwBufferCoordcoordBufSize.Y = MROW;coordBufSize.X = MCOL;coordBufCoord.X = 0; //???????					// 未知,但是从12改到30,左边平移到右边,应该是新的打印起点coordBufCoord.Y = 0; //???????					// 未知,但是从0到10,最下面数据丢失了,应该是裁剪起点rect.Top = Y;rect.Left = X;rect.Bottom = MROW + Y;rect.Right = MCOL + X;// 以上1001 - 1032 部分是缓冲区所需的全部变量srand((int)time(0));for(int i = 0; i < 20; i++){tnt[i].time = -2;}init();while(1){
//		system ("cls");												// 加装了双缓冲绘图代码,需要注释掉清屏才能实现不闪屏——bilibili 民用级脑的研发记录 2024-5-1  基于 MoonSpaceCat 增加的 Evan_song开发的我的世界2D版本  https://blog.csdn.net/weixin_45122104/article/details/123054939if(!mode){move();} if(KEY_DOWN('F')){setboard[y + 1][x] = 2;}check();bomb();Arrowmove();mobmove();if(mode){hurt = false;} print();//		WriteConsoleOutput(hout, buffer, coordBufSize, coordBufCoord, &rect);
//		WriteConsoleOutput(hOutBuf, buffer, coordBufSize, coordBufCoord, &rect);
//		WriteConsoleOutputA(hout, buffer, coordBufSize, coordBufCoord, &rect);
//		WriteConsoleOutputA(hOutBuf, buffer, coordBufSize, coordBufCoord, &rect);		ReadConsoleOutputW(hout, buffer, coordBufSize, coordBufCoord, &rect);								// W结尾,是宽字符版本,适用于UTF-8,解决由于WriteConsoleOutput 默认窄字符,导致乱码或数据直接打印不出来。解决powshell 出不来地图的问题WriteConsoleOutputW(hOutBuf, buffer, coordBufSize, coordBufCoord, &rect);Sleep(30);hungry--;hungry = max(hungry, 0);if(hungry == 0){die = "饿死了";hurt = true;health -= 10;}if(mode){health = 1000;}if(health <= 0){Sleep(500); SetConsoleActiveScreenBuffer(hout);								// 切换回原默认输出缓冲区,然后打印,因为新缓冲区清除数据麻烦,不如用旧的缓冲区,可以直接清屏system("cls");color(12);cout << "           You Died !           " << endl;color(7);cout << "          Alex " << die << endl;dienum++;Sleep(2000);SetConsoleActiveScreenBuffer(hOutBuf);							// 再换回来,继续双缓冲防止屏闪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')){SetConsoleActiveScreenBuffer(hout);								// 切换回原默认输出缓冲区,然后打印,因为新缓冲区清除数据麻烦,不如用旧的缓冲区,可以直接清屏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);SetConsoleActiveScreenBuffer(hOutBuf);							// 再换回来,继续双缓冲防止屏闪}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();SetConsoleActiveScreenBuffer(hout);								// 切换回原默认输出缓冲区,然后打印,因为新缓冲区清除数据麻烦,不如用旧的缓冲区,可以直接清屏system("cls");cout << "请输入指令(只能输一次):" << endl;string a;cout << "kill " <<"杀死自己"<<endl;cout << "health_full " <<"生命值加满"<<endl;cout << "hungry_full " <<"饱食度加满"<<endl;cout << "air_full " <<"氧气值加满"<<endl; cout << "creative "<<"创造模式"<<endl;cout << "move " <<"瞬移(可能死亡!)"<<endl;cout << "summon "<<"有几率生成BOSS"<<endl;cin >> a;if(a == "kill"){die = "失败了。";hurt = true;health = 0; }if(a == "health_full"){health = 1000; }if(a == "hungry_full"){hungry = 1000;}if(a == "air_full"){breath = 100;}if(a == "creative"){mode = !mode;}if(a == "move"){cin >> y >> x;y = 1000 - y;}if(a == "summon"){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;}}}SetConsoleActiveScreenBuffer(hOutBuf);							// 再换回来,继续双缓冲防止屏闪}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;
}

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