原创超简单代码(1.29)||我的世界(大更)

更新内容:
1. 优化游戏结束的显示界面
2. 优化游戏进入的界面
3. 新增抽卡系统,虽然不太美观,但是仍然很好玩

代码在下面哦

游戏结束界面:
原创超简单代码(1.29)||我的世界(大更)_第1张图片
游戏开始界面:
原创超简单代码(1.29)||我的世界(大更)_第2张图片
抽卡界面:
原创超简单代码(1.29)||我的世界(大更)_第3张图片
好了,话不多说,上代码
如果喜欢的话,给LCR点一个免费的赞吧~

#include
#include
#include //_getch();
#include//目前为1.29版,优化游戏结束显示界面,新增抽卡系统,优化游戏进入界面 
using namespace std;
	
	int a,b,c,d,ms,maidongxi,e,jiaotan,f,tulong,s,battle=0,ko=0,sum; 
	int gongji=0,Iron_Great_Sword_gongji=15,Nether_Sword_gongji=25,iron_sword_gongji=18,golden_sword_gongji=20;
	int fangyu=0,Iron_Cuirass_fangyu=5,Nether_Cuirass_fangyu=10,golden_cuirass_fangyu=8;
	
	int panduan=0;//判断当前你在哪里
					 //1:想干什么  2:商店  3:地面探索  4:恶龙谷  5:恶龙谷--自由探索  6:恶龙谷--地狱  7:末地 
	
	void mingzi();//输入玩家名 
	void zhuangtai();//查看状态 
	void daoju();//查看物品 
	void jinruyouxi();//封面 
	void skill();//怪物的技能 
	void jijiu();//死亡判断 
	void diyumen();//自由探索--末地 
	void direnzhuangtai();//敌人状态 
	void attack();//攻击 
	void dimiantansuo();//地面探索 
	void shangdian();//商店 
	void buy();//商店买东西 
	void sale();//商店卖东西 
	void tulongzhe();//屠龙 
	void gotoxy(int x,int y);//跳转光标 
	void elonggu();//恶龙谷 
	void choudaoju();//抽道具机 ★★★
	void ziyoutansuo();//恶龙谷--自由探索 
	void skill();//怪怪的技能 
	void jieshu();//游戏结束了之后显示物品 
	void Display(string a,int b);//游戏结束显示物品的函数 
	void xiangganshenm();//主函数的次函数 
	void SlowDisplay(string a);//...不想说了,折磨了我半天 
	int suiji();//随机打败敌人获得物品 
	int suiji66(int a);//自定义随机的范围 
	void color(int a);//0:加亮白  1:天蓝  2:亮绿  3:玫红  4:红  5:黄  6:深蓝  7:绿蓝  8:白  9:黄底红字  15:灰 
	
	struct prop{ //道具结构体
	
		char name[40];
		int number; 
		int price;
		int sell;
		char level[40];
	}Power_potion={"力量药水",0,3,2,"★★"},
	 workbench={"工作台",0,1,1,"★★"},//
	 hand_grenade={"手榴弹",0,4,3,"★★★"},//
	 Golden_apples={"金苹果",0,4,0,"★★★★"},
	 Enchanted_bottle={"附魔之瓶",0,8,5,"★★★★"},//
	 Iron_Great_Sword={"铁大剑",0,4,0,"★★★"},
	 Healing_potion={"治疗药水",0,4,0,"★★★★"},
	 Immortal_Totem={"不死图腾",0,6,0,"★★★"},
	 first_aid_kit={"急救包",0,5,3,"★★★"},//
	 Stick={"木棍",0,1,1,"★"},
	 Iron_Cuirass={"铁胸甲",0,3,0,"★★★"},
	 Nether_Sword={"下界合金剑",0,0,0,"★★★★★"},
	 Nether_Cuirass={"下界合金胸甲",0,0,0,"★★★★★"},
	 iron_sword={"铁剑",0,0,0,"★★★"},
	 golden_sword={"金剑",0,0,0,"★★★★"},
	 golden_cuirass={"金胸甲",0,0,0,"★★★★"},
	 iron_ingot={"铁锭",0,0,2,"★★"},//
	 golden_ingot={"金锭",0,0,4,"★★"},//
	 nether_ingot={"下界合金锭",0,0,8,"★★★"};//
	
	struct player{	
		string name;//玩家名
		int Armor=1;	//护甲值 
		int Armor_max=50;
		int blood_volume=100;	//血量
		int blood_volume_max=200; 
		int harm=50;	//伤害
		int harm_max=200;
		int diamond=10;	//钻石

		int grade=0;	//等级 
		string right_hand,left_hand,body;	//左、右手物品,装备 
		
		string tag[100];
		int kill=0;	//判断玩家是否死亡
			
	}player; 
	
	struct monster{
		char name[30];//怪物名
		int Armor;	//护甲值 
		int blood_volume;	//血量 
		int harm;	//伤害 
		int diamond;	//怪物掉落钻石
		char prompt[100];	//掉落提示 
		char skill[100];	//技能
		//掉落物  1:力量药水 2:手榴弹 3:金苹果 4:附魔之瓶 5:急救包 6:木棍 7:铁锭 8:金锭 9:工作台  10:下界合金锭 
		int kill;	//判断怪是否死亡 
		int id;
		 
	}corpse={"僵尸",3,150,20,3,"掉落3个钻石!","无技能",1,1},
	 skeleton={"骷髅",2,150,40,4,"掉落4个钻石!","骷髅使用弓箭攻击你!",1,2},
	 wither_skeleton={"凋零骷髅",2,150,60,4,"掉落4个钻石!","凋零骷髅让你变得不堪一击",1,3},
	 creeper={"苦力怕",1,100,300,2,"掉落2个钻石!","苦力怕直接爆炸!",1,4},
	 slime={"史莱姆",2,150,20,5,"掉落5个钻石!","史莱姆越战越强!\n",1,5},
	 ender_man={"末影人",5,250,50,10,"掉落10个钻石!","可以瞬移的末影人开始攻击",1,6},
	 thunder_dragon={"雷龙",8,500,60,30,"掉落30个钻石!","雷龙释放雷电,对你造成二次伤害",1,7},
	 fire_dragon={"火龙",10,400,80,30,"掉落30个钻石!","火龙释放火焰,伤害x3",1,8},
	 ice_dragon={"冰龙",12,300,60,30,"掉落30个钻石!","冰龙无视你的防具",1,9},
	 flame_man={"烈焰人",3,150,60,6,"掉落6个钻石!","烈焰人对你喷火",1,10},
	 zombie_villager={"僵尸村民",2,100,20,2,"掉落2个钻石!","无技能",1,11},
	 wanderers={"流浪者",4,150,50,8,"掉落8个钻石!","流浪者会成群结队攻击你",1,12},
	 ender_dragon={"末影龙",15,500,100,50,"掉落50个钻石!","末影龙会释放各种魔法",1,13}, 
	 pig_spirit={"猪灵",4,150,60,6,"掉落6个钻石!","猪灵很萌,使你无心战斗",1,14},
	 corpse_pig_spirit={"僵尸猪灵",4,150,60,6,"掉落6个钻石!","僵尸猪灵的伤害变高",1,15},
	 guai={"0",0,0,0,0,"0",0,0};
	 
	void mingzi(){ 
		Sleep(500);
		color(0);
		SlowDisplay("勇士,请输入你的名字:\n\n");
		cin>>player.name;
		if(player.name=="lcr"||player.name=="LCR"){
			player.harm+=10000;
			player.harm_max+=10000;
			player.Armor+=10000;
			player.Armor_max+=10000; 
			Nether_Sword.number++;
			nether_ingot.number++;
		}
	}
	
	void jinruyouxi(){
		system("cls"); 
		char jianru;
		color(0);
		gotoxy(48,5);
		cout<<"good morning!";
		color(5);
		gotoxy(50,8);
		cout<<"a:开始战斗\n";
		gotoxy(50,10);
		cout<<"b:退出游戏\n";
		gotoxy(43,15);
		color(1);
		cout<<"本游戏由LCR创作,如有不足请提出";
		gotoxy(50,12); 
		jianru=_getch();
		
		switch(jianru){
			case 'a':{
				int load=0;
				system("cls");
				
				for(int i=5;i<=14;i++){
					for(int j=45;j<=64;j+=2){
						color(1);
						gotoxy(j,i);
						cout<<"█ ";
						Sleep(80);
						load++;
						gotoxy(53,17);
						color(5);
						cout<<load<<'%';
					}
				}
				Sleep(1000);
				color(0);
				system("cls");
			
				switch(panduan){//1:想干什么  2:商店  3:地面探索  4:恶龙谷  5:恶龙谷--自由探索  6:恶龙谷--地狱  7:末地 
					case 1:{
						xiangganshenm();
						break;
					}
					case 2:{
						shangdian();
						break;
					} 
					case 3:{
						dimiantansuo();
						break;
					}
					case 4:{
						elonggu();
						break;
					}
					case 5:{
						ziyoutansuo();
						break;
					}
					case 6:{
						diyumen();
						break;
					}
				}
				break;
			}
			case 'b':{
				gotoxy(1,25);
				jieshu();
				break;
			}
			default:{
				system("cls");
				cout<<"请不要输入其他字母干扰程序!\n";
				Sleep(2000);
				system("cls");
				jinruyouxi();
				break;
			}
		}
	}
	
	void zhuangtai(){
		color(0); 
		cout<<"\n\n=========================================================================================";
		color(5);
		cout<<'\n'<<"钻石:"<<player.diamond<<"个-------"<<"等级:"<<player.grade<<'\n';
			
		cout<<"护甲值:"<<player.Armor+fangyu<<"/"<<player.Armor_max<<"-------血量:"<<player.blood_volume<<"/"<<player.blood_volume_max<<"-------伤害:"<<player.harm+gongji<<"/"<<player.harm_max<<'\n'; 
			
		cout<<"武器:"<<player.right_hand<<"    防具:"<<player.body<<"    左手:"<<player.left_hand<<'\n'; 
		color(1);
		cout<<"击败怪的数量:"; 
		for(int i=1;i<=ko;i++){
			cout<<"█ ";
		}
		
		if(battle==1){
			attack();
		}
	}
	
	void daoju(){
		color(0);
		cout<<"\n=========================================================================================";
		color(15);
		if(first_aid_kit.number>=1) color(0);
		printf("\n1:%s:%d    ",first_aid_kit.name,first_aid_kit.number);
		
		color(15);
		if(Iron_Great_Sword.number>=1) color(0);
		printf("2:%s:%d    ",Iron_Great_Sword.name,Iron_Great_Sword.number);
		
		color(15);
		if(Iron_Cuirass.number>=1) color(0);
		printf("3:%s:%d    ",Iron_Cuirass.name,Iron_Cuirass.number);
		
		color(15);
		if(Immortal_Totem.number>=1) color(0);
		printf("4:%s:%d    ",Immortal_Totem.name,Immortal_Totem.number);
		
		color(15);
		if(Stick.number>=1) color(0);
		printf("5:%s:%d    ",Stick.name,Stick.number);
		
		color(15);
		if(Power_potion.number>=1) color(0);
		printf("\n6:%s:%d   ",Power_potion.name,Power_potion.number); 
		
		color(15);
		if(workbench.number>=1) color(0);
		printf("7:%s:%d    ",workbench.name,workbench.number); 
		
		color(15);
		if(Golden_apples.number>=1) color(0);
		printf("8:%s:%d    ",Golden_apples.name,Golden_apples.number); 
		
		color(15);
		if(hand_grenade.number>=1) color(0);
		printf("9:%s:%d    ",hand_grenade.name,hand_grenade.number); 
		
		color(15);
		if(Enchanted_bottle.number>=1) color(0);
		printf("10:%s:%d    \n",Enchanted_bottle.name,Enchanted_bottle.number);
		
		color(0);
		cout<<"=========================================================================================\n";
		color(15);
		if(Nether_Sword.number>=1) color(5); 
		printf("11:%s:%d    ",Nether_Sword.name,Nether_Sword.number);
		
		color(15);
		if(Nether_Cuirass.number>=1) color(5);
		printf("12:%s:%d    ",Nether_Cuirass.name,Nether_Cuirass.number);
		
		color(15);
		if(golden_sword.number>=1) color(5);
		printf("13:%s:%d    ",golden_sword.name,golden_sword.number);
		
		color(15);
		if(golden_cuirass.number>=1) color(5);
		printf("14:%s:%d    ",golden_cuirass.name,golden_cuirass.number);
		
		color(15);
		if(iron_sword.number>=1) color(5);
		printf("15:%s:%d    ",iron_sword.name,iron_sword.number);
		
		color(0);
		cout<<"\n=========================================================================================\n";
		
		color(15);
		if(Healing_potion.number>=1) color(0);
		printf("16:%s:%d    \n",Healing_potion.name,Healing_potion.number);
		
		color(0);
		cout<<"=========================================================================================\n"; 
		
		color(15);
		if(iron_ingot.number>=1) color(1);
		printf("   %s:%d    ",iron_ingot.name,iron_ingot.number);
		
		color(15);
		if(golden_ingot.number>=1) color(1);
		printf("%s:%d    ",golden_ingot.name,golden_ingot.number);
		
		color(15);
		if(nether_ingot.number>=1) color(1);
		printf("%s:%d    ",nether_ingot.name,nether_ingot.number);
		
		color(0);
		cout<<"\n0:离开\n";
		color(0);
		
		cout<<"=========================================================================================\n";
		color(0);
		
		int shiyong;
		cin>>shiyong;
		color(9);
		switch(shiyong){
			case 1:{
				if(first_aid_kit.number>=1){
					cout<<"急救包不可使用!"<<'\n';
				}
				else cout<<"数量不足!"<<'\n'; 
				zhuangtai();
				daoju();
				break;
			}
			case 2:{
				if(Iron_Great_Sword.number>=1){
					cout<<"成功装备铁大剑!"<<'\n';
					player.right_hand="铁大剑";
					gongji=Iron_Great_Sword_gongji;
					if(player.harm>player.harm_max) player.harm=player.harm_max-gongji;
				}
				else cout<<"数量不足!";
				zhuangtai();
				daoju();
				break;
			}
			case 3:{
				if(Iron_Cuirass.number>=1){
					cout<<"成功装备铁胸甲!"<<'\n';
					player.body="铁胸甲";
					fangyu=Iron_Cuirass_fangyu;
					if(player.Armor+fangyu>player.Armor_max) player.Armor=player.Armor_max-fangyu;
				}
				else cout<<"数量不足!"; 
				zhuangtai();
				daoju();
				break;
			}
			case 4:{
				if(Immortal_Totem.number>=1){
					cout<<"不死图腾装备成功!"<<'\n';
					player.left_hand="不死图腾";
				}
				else cout<<"数量不足!"; 
				zhuangtai();
				daoju(); 
				break;
			}
			case 5:{
				if(Stick.number>=1){
					cout<<"木棍不可使用!"<<'\n';
				}
				else cout<<"数量不足!"; 
				zhuangtai();
				daoju();
				break;
			}
			case 6:{
				if(Power_potion.number>=1){
					cout<<"力量药水使用成功!"<<'\n';
					player.harm+=5;
					Power_potion.number--;
					if(player.harm>player.harm_max) player.harm=player.harm_max-gongji;
				}
				else cout<<"数量不足!"; 
				zhuangtai();
				daoju(); 
				break;
			}
			case 7:{
				if(workbench.number>=1){
					int gongzuo;
					color(0);
					cout<<"\n你想用工作台制造什么?\n";
					Sleep(700);
					printf("1:下界合金剑    2:下界合金胸甲   3:金剑   4:金胸甲   5:铁剑   6:铁胸甲\n");
					cin>>gongzuo;
					
					switch(gongzuo){
						case 1:{
							if(nether_ingot.number>=2&&Stick.number>=1){
								cout<<"消耗了2个下界合金锭和1个木棍\n";
								Sleep(500);
								cout<<"制造成功!\n"; 
								
								nether_ingot.number-=2;
								Stick.number--;
								Nether_Sword.number++;
							}
							else cout<<"工作台"<<'\n';
							break;
						}
						case 2:{
							if(nether_ingot.number>=8){
								cout<<"消耗了8个下界合金锭\n";
								Sleep(500);
								cout<<"制造成功!\n"; 
								
								nether_ingot.number-=8;
								Nether_Cuirass.number++;
							}
							else cout<<"材料不足!"<<'\n';
							break;
						}
						case 3:{
							if(golden_ingot.number>=2&&Stick.number>=1){
								cout<<"消耗了2个金锭和一个木棍\n";
								Sleep(500);
								cout<<"制造成功!\n"; 
								
								golden_ingot.number-=2;
								Stick.number--;
								golden_sword.number++;
							}
							else cout<<"材料不足!"<<'\n';
							break;
						}
						case 4:{
							if(golden_ingot.number>=8){
								cout<<"消耗了8个金锭\n";
								Sleep(500);
								cout<<"制造成功!\n"; 
								
								golden_ingot.number-=8;
								golden_cuirass.number++;
							}
							else cout<<"材料不足!"<<'\n';
							break;
						}
						case 5:{
							if(iron_ingot.number>=2&&Stick.number>=1){
								cout<<"消耗了2个铁锭和一个木棍\n";
								Sleep(500);
								cout<<"制造成功!\n"; 
								
								iron_ingot.number-=2;
								Stick.number--;
								iron_sword.number++;
							}
							else cout<<"材料不足!"<<'\n';
							break;
						}
						case 6:{
							if(iron_ingot.number>=8){
								cout<<"消耗了8个铁锭\n";
								Sleep(500);
								cout<<"制造成功!\n"; 
								
								iron_ingot.number-=8;
								Iron_Cuirass.number++;
							}
							else cout<<"材料不足!"<<'\n';
							break;
						}
					}
				}
				else cout<<"数量不足!无法使用工作台..."; 
				zhuangtai();
				daoju();
				break;
			}
			case 8:{
				if(Golden_apples.number>=1){
					cout<<"金苹果吃掉了,护甲+2,生命+8,伤害+5"<<'\n';
					player.harm+=5;
					if(player.harm>player.harm_max) player.harm=player.harm_max-gongji;
					player.Armor+=2;
					if(player.Armor+fangyu>player.Armor_max) player.Armor=player.Armor_max-fangyu;
					player.blood_volume+=8;
					if(player.blood_volume>player.blood_volume_max) player.blood_volume=player.blood_volume_max;
					Golden_apples.number--;
				}
				else cout<<"数量不足!"; 
				zhuangtai();
				daoju();
				break;
			}
			case 9:{
				if(hand_grenade.number>=1&&battle==1){
					cout<<"手榴弹爆炸了!"<<'\n';
					guai.blood_volume-=(100/guai.Armor)*2.0;
					hand_grenade.number--;
				}
				if(hand_grenade.number>=1&&battle==0){
					cout<<"非战斗状态不可使用!"<<'\n';
				}
				else cout<<"数量不足!"; 
				zhuangtai();
				daoju(); 
				break;
			}
			case 10:{
				if(Enchanted_bottle.number>=1){
					cout<<"附魔之瓶使用成功,等级+1!"<<'\n';
					Enchanted_bottle.number--;
					player.grade++;
					player.Armor_max+=50;
					player.blood_volume_max+=50;
					player.harm_max+=50;
				}
				else cout<<"数量不足!"; 
				zhuangtai();
				daoju();
				break;
			}
			case 11:{
				if(Nether_Sword.number>=1){
					cout<<"下界合金剑装备好了,伤害+25!"<<'\n'; 
					player.right_hand="下界合金剑";
					gongji=Nether_Sword_gongji;
					if(player.harm>player.harm_max) player.harm=player.harm_max-gongji;
				}
				else cout<<"数量不足!"; 
				zhuangtai();
				daoju(); 
				break;
			}
			
			case 12:{
				if(Nether_Cuirass.number>=1){
					cout<<"成功装备下界合金胸甲,护甲+10"<<'\n';
					player.body="下界合金胸甲";
					fangyu=Nether_Cuirass_fangyu;
					if(player.Armor+fangyu>player.Armor_max) player.Armor=player.Armor_max-fangyu;
				}
				else cout<<"数量不足!"; 
				
				zhuangtai();
				daoju();
				break;
			}
			
			case 13:{
				if(golden_sword.number>=1){
					cout<<"成功装备金剑!伤害+20"<<'\n';
					player.right_hand="金剑";
					gongji=golden_sword_gongji;
					if(player.harm>player.harm_max) player.harm=player.harm_max-gongji;
				}
				else cout<<"数量不足!"; 
				
				zhuangtai();
				daoju();
				break;
			}
			
			case 14:{
				if(golden_cuirass.number>=1){
					cout<<"成功装备金胸甲,护甲+8!"<<'\n';
					player.body="金胸甲";
					fangyu=golden_cuirass_fangyu;
					if(player.Armor>player.Armor_max) player.Armor=player.harm_max-fangyu;
				}
				else cout<<"数量不足!"; 
				
				zhuangtai();
				daoju();
				break;
			}
			
			case 15:{
				if(iron_sword.number>=1){
					cout<<"成功装备铁剑!伤害+18"<<'\n';
					player.right_hand="铁剑";
					gongji=iron_sword_gongji;
					if(player.harm>player.harm_max) player.harm=player.harm_max-gongji;
				}
				else cout<<"数量不足!"; 
				
				zhuangtai();
				daoju();
				break;
			}
			
			case 16:{
				if(Healing_potion.number>=1){
					cout<<"喝掉了治疗药水,血量+20!\n";
					Healing_potion.number--;
					player.blood_volume+=20;
					if(player.blood_volume>player.blood_volume_max) player.blood_volume=player.blood_volume_max; 
				}
				else cout<<"数量不足!"; 
				
				zhuangtai();
				daoju();
				break;
			}
			
			case 0:{
				if(battle==1){
					attack();
				}
				else
				xiangganshenm();
				break;
			}
		}
		if(shiyong<0||shiyong>12) daoju();
	}
	 
	void xiangganshenm(){
		color(1);
		panduan=1; 
		cout<<'\n'<<"请选择你接下来要执行的事情:"<<'\n';
		color(5);
		cout<<"-----1:前往商店----2:前往恶龙谷----3:查看状态/物品数量----4:在地面探索----5:关于游戏及开发者----\n";
		cout<<"-----6:抽道具(3钻石)----7:返回标题画面-----\n";
		
		cin>>f;
		switch(f){
			case 1:{
				shangdian();
				break;
			}
			case 2:{
				elonggu();
				break;
			}
			case 3:{
				zhuangtai();
				daoju();
				break;
			}
			case 4:{
				dimiantansuo();
				break;
			}
			case 5:{
				color(2);
				cout<<"========================================================================================================================";
				cout<<"  尊敬的玩家你好,本游戏开发者是LCR,如有任何bug可以向我反馈。LCR希望在c++里做出好玩的游戏,如有提议请留言,谢谢!\n";
				cout<<"      特别致谢:luozihan2025   wangchongxu2025   lishoujun2025\n";
				cout<<"      他们分别向我提供了SlowDisplay()  color()和一直的鼓励\n";
				cout<<"========================================================================================================================\n";
				xiangganshenm();
				break;
			}
			case 6:{
				choudaoju();
				break;
			}
			case 7:{
				jinruyouxi();
				break;
			} 
			default:{
				cout<<"\n请不要乱输入数字!\n";
				return ;
				break;
			} 
		}
		
	}
	
	void shangdian(){
		color(0);
		panduan=2;
		cout<<"\n老板:欢迎来到米奇妙妙屋!你想干什么?\n";
		cout<<"-----1:买东西----2:交谈----3:休息(增加护甲)----4:卖东西----5:离开-----"<<'\n';
		Sleep(1000);
		int mai;
		cin>>mai;
		switch(mai){
			case 1:{
				buy();
				break;	
			}
			case 2:{
				color(7);
				cout<<"跟谁交谈?"<<'\n'<<"-----1:女仆----2:面具男----3:老板妻子----4:其余客人-----"<<'\n';
				
				cin>>jiaotan;
				
				switch(jiaotan){
					case 1:{
						SlowDisplay("女仆:听说南山那里有发现了怪物。\n");
						break;
					}
					case 2:{
						if(player.tag[1]=="发现犯人"){
							cout<<"面具男:我已经改邪归正了!"<<'\n';
							Sleep(1000);
						}
						
						if(player.tag[1]!="发现犯人"){
						SlowDisplay("(你去叫了一下面具男)\n");
						SlowDisplay("他忽然惊慌的浑身抖了一下,只见他的面具掉了下来,他竟然是被通缉的犯人!\n"); 
						
						color(9);
						cout<<"恭喜你发现了犯人,获得10钻石!" <<'\n';
						Sleep(2000);
						player.diamond+=10;
						color(1);
						
						player.tag[1]="发现犯人";
						}
					
						break;
					}
					case 3:{
						SlowDisplay("老板妻子:听说恶龙谷的火龙最近得到了火焰附魔,更厉害了!\n");
						Sleep(1000); 
						break;
					}
					case 4:{
						SlowDisplay("酒鬼:你也是来这里买饭的吗?哈哈哈哈~~\n");
						SlowDisplay("红衣女子(神情诡异的看了你一眼):疣方块出现在了恶龙谷...\n");
						SlowDisplay("胖男人(跟着说道):说明~嗝!地狱传送门快~嗝!出现了!\n");
						break;
					} 
				} 
				break;
			}
			case 3:{
				color(100);
				if(player.Armor>=player.Armor_max){
					cout<<"护甲值已满,无需休息!"<<'\n'; 
					Sleep(1000);
				}
				if(player.Armor<10){
					if(player.tag[2]=="休息完毕"){
						cout<<"您已休息过!"<<'\n';
						Sleep(1000); 
					} 
					if(player.tag[2]!="休息完毕"){
					
					cout<<"休息中。。。"<<'\n';
					Sleep(1000);
					cout<<"休息完毕!护甲值+2。"<<'\n';
					Sleep(1000);
					player.Armor+=2;
					player.tag[2]="休息完毕"; 
					}
				}
				
				break;
			}
			case 4:{
				sale();
				break;
			}
			case 5:{
				return; 
				break;
			}
		}
		shangdian();
	}
	
	void buy(){
		s=suiji();
		color(0);
			printf("\n\n有以下几样东西(剩余%d钻石)\n",player.diamond);
			
			color(15);
			if(player.diamond>=first_aid_kit.price) color(1); //急救包 
				printf("1:%s(%d钻石)    ",first_aid_kit.name,first_aid_kit.price);
				
			color(15);				
			if(player.diamond>=Iron_Cuirass.price) color(1); //铁胸甲 
				printf("2:%s(%d钻石)    ",Iron_Cuirass.name,Iron_Cuirass.price);
				
			color(15);				
			if(player.diamond>=Iron_Great_Sword.price) color(1); //铁大剑 
				printf("3:%s(%d钻石)    ",Iron_Great_Sword.name,Iron_Great_Sword.price);
			
			color(15);				
			if(player.diamond>=Immortal_Totem.price) color(1); //不死图腾 
				printf("4:%s(%d钻石)    ",Immortal_Totem.name,Immortal_Totem.price);
			
			color(15);				
			if(player.diamond>=Power_potion.price) color(1); //力量药水 
				printf("5:%s(%d钻石)\n",Power_potion.name,Power_potion.price);
			
			color(15);				
			if(player.diamond>=workbench.price) color(1); //工作台 
				printf("6:%s(%d钻石)    ",workbench.name,workbench.price);
			
			color(15);				
			if(player.diamond>=Golden_apples.price) color(1); //金苹果 
				printf("7:%s(%d钻石)    ",Golden_apples.name,Golden_apples.price);
			
			color(15);				
			if(player.diamond>=hand_grenade.price) color(1); //手榴弹 
				printf("8:%s(%d钻石)    ",hand_grenade.name,hand_grenade.price);
				
			color(15);				
			if(player.diamond>=Stick.price) color(1); //木棍 
				printf("9:%s(%d钻石)        ",Stick.name,Stick.price);
				
			color(15);				
			if(player.diamond>=Enchanted_bottle.price) color(1); //附魔之瓶 
				printf("10:%s(%d钻石)\n",Enchanted_bottle.name,Enchanted_bottle.price);
			
			color(15);				
			if(player.diamond>=Healing_potion.price) color(1); //治疗药水 
				printf("11:%s(%d钻石)\n",Healing_potion.name,Healing_potion.price);
				
			color(0);
			cout<<"        0:离开\n";
			
			cin>>maidongxi;
			if(maidongxi!=0){
				cout<<"要买几个啊?\n";
				cin>>sum;
				
			}
			if(sum==0) cout<<"不可以买0个东西!\n";
				
			switch(maidongxi){
				case 1:{
					if(player.diamond>=first_aid_kit.price*sum){
						player.diamond-=first_aid_kit.price*sum;
						first_aid_kit.number+=sum;
						MessageBox(NULL,"急救包购买成功!","提示",MB_OK);
					}
					else MessageBox(NULL,"钻石不足!","提示",MB_OK);
					Sleep(1000);
					break;
					}
					case 2:{
						if(player.diamond>=Iron_Cuirass.price*sum){
							player.diamond-=Iron_Cuirass.price*sum;
							Iron_Cuirass.number+=sum;
							MessageBox(NULL,"铁胸甲购买成功!","提示",MB_OK);
						}
						else MessageBox(NULL,"钻石不足!","提示",MB_OK);
						Sleep(1000);
						break;
					}
					case 3:{
						if(player.diamond>=Iron_Great_Sword.price*sum){
							player.diamond-=Iron_Great_Sword.price*sum;
							Iron_Great_Sword.number+=sum;
							MessageBox(NULL,"铁大剑购买成功!","提示",MB_OK);
						}
						else MessageBox(NULL,"钻石不足!","提示",MB_OK);
						Sleep(1000);
						break;
					}
					case 4:{
						if(player.diamond>=Immortal_Totem.price*sum){
							player.diamond-=Immortal_Totem.price*sum;
							Immortal_Totem.number+=sum;
							MessageBox(NULL,"不死图腾购买成功!","提示",MB_OK);
						}
						else MessageBox(NULL,"钻石不足!","提示",MB_OK);
						Sleep(1000);
						 
						break;
					}
					case 5:{
						if(player.diamond>=Power_potion.price*sum){
							player.diamond-=Power_potion.price*sum;
							Power_potion.number+=sum;
							MessageBox(NULL,"力量药水购买成功!","提示",MB_OK);
						}
						else MessageBox(NULL,"钻石不足!","提示",MB_OK);
						Sleep(1000);
						 
						break;
					}
					case 6:{
						if(player.diamond>=workbench.price*sum){
							player.diamond-=workbench.price*sum;
							workbench.number+=sum;
							MessageBox(NULL,"工作台购买成功!","提示",MB_OK);
						}
						else MessageBox(NULL,"钻石不足!","提示",MB_OK);
						Sleep(1000);
						
						break;
					}
					case 7:{
						if(player.diamond>=Golden_apples.price*sum){
							player.diamond-=Golden_apples.price*sum;
							Golden_apples.number+=sum; 
							MessageBox(NULL,"金苹果购买成功!","提示",MB_OK);
						}
						else MessageBox(NULL,"钻石不足!","提示",MB_OK);
						Sleep(1000);
						
						break;
					}
					case 8:{
						if(player.diamond>=hand_grenade.price*sum){
							player.diamond-=hand_grenade.price*sum;
							hand_grenade.number+=sum; 
							MessageBox(NULL,"手榴弹购买成功!","提示",MB_OK);
						}
						else MessageBox(NULL,"钻石不足!","提示",MB_OK);
						Sleep(1000);
						
						break;
					}
					case 9:{
						if(player.diamond>=Stick.price*sum){
							player.diamond-=Stick.price*sum;
							Stick.number+=16*sum; 
							MessageBox(NULL,"木棍购买成功!","提示",MB_OK);
						}
						else MessageBox(NULL,"钻石不足!","提示",MB_OK);
						Sleep(1000);
						
						break;
					}
					case 10:{
						if(player.diamond>=Enchanted_bottle.price*sum){
							player.diamond-=Enchanted_bottle.price*sum;
							Enchanted_bottle.number+=sum; 
							MessageBox(NULL,"附魔之瓶购买成功!","提示",MB_OK);
						}
						else MessageBox(NULL,"钻石不足!","提示",MB_OK);
						Sleep(1000);
						
						break;
					}
					case 11:{
						if(player.diamond>=Healing_potion.price*sum){
							player.diamond-=Healing_potion.price*sum;
							Healing_potion.number+=sum; 
							MessageBox(NULL,"治疗药水购买成功!","提示",MB_OK);
						}
						else MessageBox(NULL,"钻石不足!","提示",MB_OK);
						Sleep(1000);
						
						break;
					}
					case 0:{
						return ;
						break;
					}		
				break;
			}
		buy();
	} 
	
	void sale(){
		SlowDisplay("老板:哇,是贵宾诶!这些东西可以卖掉");
		color(15);
		if(first_aid_kit.number>=1) color(0);
		printf("\n\n1:%s(可卖%d钻石)    ",first_aid_kit.name,first_aid_kit.sell);
		
		color(15);
		if(Stick.number>=1) color(0);
		printf("2:%s(可卖%d钻石)    ",Stick.name,Stick.sell);
		
		color(15);
		if(Power_potion.number>=1) color(0);
		printf("3:%s(可卖%d钻石)   ",Power_potion.name,Power_potion.sell); 
		
		color(15);
		if(workbench.number>=1) color(0);
		printf("4:%s(可卖%d钻石)    ",workbench.name,workbench.sell); 
		
		color(15);
		if(hand_grenade.number>=1) color(0);
		printf("5:%s(可卖%d钻石)    ",hand_grenade.name,hand_grenade.sell); 
		
		color(0);
		cout<<"\n===================================================================================================";
		
		color(15);
		if(iron_ingot.number>=1) color(1);
		printf("\n   6:%s(可卖%d钻石)    ",iron_ingot.name,iron_ingot.sell);
		
		color(15);
		if(golden_ingot.number>=1) color(1);
		printf("7:%s(可卖%d钻石)   ",golden_ingot.name,golden_ingot.sell);
		
		color(15);
		if(nether_ingot.number>=1) color(1);
		printf("8:%s(可卖%d钻石)    ",nether_ingot.name,nether_ingot.sell);
		
		color(0);
		cout<<"              0:离开\n";
		
		int maiwupin;
		cin>>maiwupin;
		if(maiwupin==0) return;
		 
		cout<<"要卖几个?\n";
		int geshu;
		cin>>geshu;
		if(geshu==0){
			MessageBox(NULL,"不可以卖0个东西","提示",MB_OK);
			sale();
		} 
		switch(maiwupin){
			case 1:{
				color(9);
				if(first_aid_kit.number>=geshu){
					first_aid_kit.number-=geshu;
					player.diamond+=geshu*first_aid_kit.sell;
					MessageBox(NULL,"卖成功啦","提示",MB_OK);
				}
				else MessageBox(NULL,"物品个数不够哦","提示",MB_OK);
				color(0);
				break;
			}
			case 2:{
				color(9);
				if(Stick.number>=geshu*16){
					Stick.number-=geshu*16;
					player.diamond+=geshu*Stick.sell;
					MessageBox(NULL,"卖成功啦","提示",MB_OK);
				}
				else MessageBox(NULL,"物品个数不够哦","提示",MB_OK);
				color(0);
				break;
			}
			case 3:{
				color(9);
				if(Power_potion.number>=geshu){
					Power_potion.number-=geshu;
					player.diamond+=geshu*Power_potion.sell;
					MessageBox(NULL,"卖成功啦","提示",MB_OK);
				}
				else MessageBox(NULL,"物品个数不够哦","提示",MB_OK);
				color(0);
				break;
			}
			case 4:{
				color(9);
				if(workbench.number>=geshu){
					workbench.number-=geshu;
					player.diamond+=geshu*workbench.sell;
					MessageBox(NULL,"卖成功啦","提示",MB_OK);
				}
				else MessageBox(NULL,"物品个数不够哦","提示",MB_OK);
				color(0);
				break;
			}
			case 5:{
				color(9);
				if(hand_grenade.number>=geshu){
					hand_grenade.number-=geshu;
					player.diamond+=geshu*hand_grenade.sell;
					MessageBox(NULL,"卖成功啦","提示",MB_OK);
				}
				else MessageBox(NULL,"物品个数不够哦","提示",MB_OK);
				color(0);
				break;
			}
			case 6:{
				color(9);
				if(iron_ingot.number>=geshu){
					iron_ingot.number-=geshu;
					player.diamond+=geshu*iron_ingot.sell;
					MessageBox(NULL,"卖成功啦","提示",MB_OK);
				}
				else MessageBox(NULL,"物品个数不够哦","提示",MB_OK);
				color(0);
				break;
			}
			case 7:{
				color(9);
				if(golden_ingot.number>=geshu){
					golden_ingot.number-=geshu;
					player.diamond+=geshu*golden_ingot.sell;
					MessageBox(NULL,"卖成功啦","提示",MB_OK);
				}
				else MessageBox(NULL,"物品个数不够哦","提示",MB_OK);
				color(0);
				break;
			}
			case 8:{
				color(9);
				if(nether_ingot.number>=geshu){
					nether_ingot.number-=geshu;
					player.diamond+=geshu*nether_ingot.sell;
					MessageBox(NULL,"卖成功啦","提示",MB_OK);
				}
				else MessageBox(NULL,"物品个数不够哦","提示",MB_OK);
				color(0);
				break;
			}
			case 0:{
				return;
				break;
			}
			default:{
				return;
				break;
			}
		}
	}
	
	void elonggu(){
		color(5);
		panduan=4;
		cout<<'\n'<<player.name<<",欢迎来到恶龙谷!"<<'\n';
		Sleep(1000);
		cout<<"你在这里想:"<<'\n';
		Sleep(1000);
		cout<<"-----1:屠龙----2:前往地狱传送门----3:查看状态/物品----4:自由探索----5:离开"<<'\n'; 
		
		cin>>tulong;
		switch(tulong){
			case 1:{
				tulongzhe();
				break;
			}
			case 2:{
				diyumen();
				break;
			}
			case 3:{
				zhuangtai();
				daoju();
				break;
			} 
			case 4:{
				ziyoutansuo();
				break;
			}
			case 5:{
				xiangganshenm(); 
				break;
			}
		}
	}
	
	void diyumen(){
		if(panduan!=6){
			color(2);
			Sleep(500);
			cout<<"       @@@@@@@@@@"<<'\n';
			Sleep(300);
			cout<<"       @@@ 传 @@@"<<'\n';
			Sleep(300);
			cout<<"       @@@ 送 @@@"<<'\n';
			Sleep(300);
			cout<<"       @@@ 中 @@@"<<'\n'; 
			Sleep(300); 
			cout<<"       @@@@@@@@@@"<<'\n'<<'\n';
		}
		color(1);
		panduan=6;
		SlowDisplay("\n欢迎来到地狱,我的勇士\n");
		cout<<"你在这里想..\n";
		cout<<"1:前往猪灵堡垒----2:前往岩浆湖----3:前往灵魂土----4:离开\n";
		color(0);
		int zhuling;
		cin>>zhuling;
		if(zhuling==1){
			cout<<"你来到了猪灵堡垒\n";
			SlowDisplay("你抱怨着,这里怎么这么热...\n\n");
			s=suiji();
			if(s<5){
				guai=pig_spirit;
				cout<<"猪灵竟然发现了你!\n";
				attack();
			}
			if(s>=5){
				guai=corpse_pig_spirit;
				cout<<"僵尸猪灵来袭!\n\n";
				attack();
			}
		} 
		
		if(zhuling==2){
			cout<<"你掉进了岩浆湖!\n烈焰人来袭!\n";
			guai=flame_man;
			attack();	
		}
		
		if(zhuling==3){
			cout<<"你进入了灵魂土领域...\n";
			s=suiji();
			if(s<=3){
				cout<<"骷髅在暗处向你射箭!\n";
				guai=skeleton;
				attack();
			}
			if(s>3&&s<=6){
				cout<<"烈焰人来袭!\n";
				guai=flame_man;
				attack();
			}
			if(s==7){
				cout<<"凋零骷髅发起攻击!\n";
				guai=wither_skeleton;
				attack();
			}
			if(s>7){
				cout<<"暂时安全!\n";
				diyumen();	
			}
		} 
		if(zhuling==4) elonggu();
	}
	
	void tulongzhe(){
		color(2);
		Sleep(500);
		cout<<"       @@@@@@@@@@"<<'\n';
		Sleep(300);
		cout<<"       @@@ 传 @@@"<<'\n';
		Sleep(300);
		cout<<"       @@@ 送 @@@"<<'\n';
		Sleep(300);
		cout<<"       @@@ 中 @@@"<<'\n'; 
		Sleep(300); 
		cout<<"       @@@@@@@@@@"<<'\n'<<'\n';
		for(int i=3;i>=1;i--){
			cout<<i<<' ';
			Sleep(970);
		}
		color(7);
		SlowDisplay("\n你进入了一片古老的森林,阳光斜洒,在地上斑驳\n");
		SlowDisplay("你的面前有三条道路,一条路电闪雷鸣,另一条路火焰滚滚,最后一条冰天雪地\n");
		cout<<player.name<<",你想走哪条路?\n";
		Sleep(1000);
		color(1);
		cout<<"-----1:电闪雷鸣路----2:火焰滚滚路----3:冰天雪地路----4:逃走"<<'\n'; 
		color(0);
		int lu;
		cin>>lu;
		if(lu==1){
			guai=thunder_dragon;
			
			if(guai.kill!=0){
				battle=1;
				
				cout<<"\n欢迎来到雷电峡谷,"<<player.name<<"\n"; 
				Sleep(1000);
				cout<<"(只见空中阴云密布,峡谷一副破败景象,雷龙栖息在盘龙柱上)\n";
				Sleep(1000);
				cout<<player.name<<"想到:好强大的气场!\n";
				Sleep(1000);
				cout<<"(雷龙逐渐睁开了眼睛):小不点,就你也想打败我?\n";
				Sleep(1000);
				cout<<player.name<<":我不是小不点!\n";
				Sleep(1000);
				cout<<"雷龙:那你就靠自己的实力证明吧!\n"; 
				Sleep(1000);
			
					attack();
			}
			else{
				cout<<"\n安全了!\n";
				Sleep(1000);
				xiangganshenm();
			}
			
		} 
		if(lu==2){
			guai=fire_dragon;
			if(guai.kill!=0){
				battle=1;
				
				cout<<"\n欢迎来到熔岩洞窟,"<<player.name<<"\n";
				Sleep(1000);
				cout<<"(这里处处都是岩浆,炎热的空气顿时让你汗流浃背,可是盘龙柱上的火龙像是没有事一般)\n";
				Sleep(1000);
				cout<<player.name<<":天哪,这就是传说中浴火重生的火龙吗!\n";
				Sleep(1000);
				cout<<"(火龙的眼睛看向了你):小不点,你是来干什么的?\n";
				Sleep(1000);
				cout<<player.name<<":我要来打败你!\n";
				Sleep(1000);
				cout<<"火龙:呵呵,不自量力的小鬼,不值一提!\n"; 
				Sleep(1000);
			
					attack();
			}
			else{
				cout<<"\n这里安全了!\n";
				Sleep(1000);
				xiangganshenm();
			}
			
		}
		if(lu==3){
			guai=ice_dragon;
			if(guai.kill!=0){
				battle=1;
				
				cout<<"\n欢迎来到镜之冰界,"<<player.name<<"\n";
				Sleep(1000);
				cout<<"(这里寒冷至极,镜子反射的寒光让你感到敌人仿佛就在这里)\n";
				Sleep(1000);
				cout<<player.name<<"(你徒劳地敲打着结界,想离开这是非之地)\n";
				Sleep(1000);
				cout<<"(你惊动了睡觉的冰龙):是谁吵醒我睡觉啊?\n";
				Sleep(1000);
				cout<<player.name<<":就是我!\n";
				Sleep(1000);
				cout<<"冰龙:过分!觉都没睡好啊啊啊,接招吧!\n"; 
				Sleep(1000);
			
					attack();
			}
			else{
				cout<<"\n这里安全了!\n";
				Sleep(1000);
				xiangganshenm();
			}
		}
		if(lu==4){
			color(2);
			Sleep(500);
		cout<<"       @@@@@@@@@@"<<'\n';
		Sleep(300);
		cout<<"       @@@ 传 @@@"<<'\n';
		Sleep(300);
		cout<<"       @@@ 送 @@@"<<'\n';
		Sleep(300);
		cout<<"       @@@ 中 @@@"<<'\n'; 
		Sleep(300); 
		cout<<"       @@@@@@@@@@"<<'\n'<<'\n';
		for(int i=3;i>=1;i--){
			cout<<i<<' ';
			Sleep(970);
		}
			cout<<"逃走成功!"<<'\n';
		}
		
	}
	
	void dimiantansuo(){
		color(5);
		panduan=3;
		cout<<"你想去哪里探索?\n";
		Sleep(1000);
		cout<<"1:繁茂洞穴----2:深邃矿区----3:僵尸村庄----4:冰湖表面----5:离开\n";
		int tansuo;
		cin>>tansuo;
		color(0);
		switch(tansuo){
			case 1:{
				cout<<player.name<<",欢迎来到繁茂洞穴\n\n";
				s=suiji();
				if(s<4){
					guai=corpse;
					battle=1;
					cout<<"僵尸向你扑了过来!\n";
					attack();
				}
				if(s>=4&&s<=7){
					guai=slime;
					battle=1;
					cout<<"史莱姆向你撞了过来!\n";
					attack();
				}
				if(s>7){
					cout<<"这里似乎暂时没有怪物。\n";
					dimiantansuo();
				}
				break;
			}
			
			case 2:{
				cout<<player.name<<",欢迎来到深邃矿区\n\n";
				s=suiji();
				if(s<4){
					guai=skeleton;
					battle=1;
					cout<<"骷髅在暗处向你射箭!\n";
					attack();
				}
				if(s>=4&&s<=7){
					guai=wither_skeleton;
					battle=1;
					cout<<"凋零骷髅射出凋零之箭!\n";
					attack();
				}
				if(s>7){
					cout<<"这里似乎暂时没有怪物。\n";
					dimiantansuo();
				}
				break;
			}
			
			case 3:{
				cout<<player.name<<",欢迎来到僵尸村庄\n\n";
				s=suiji();
				if(s<2){
					guai=skeleton;
					battle=1;
					cout<<"骷髅在暗处向你射箭!\n";
					attack();
				}
				if(s>=2&&s<=5){
					guai=wither_skeleton;
					battle=1;
					cout<<"凋零骷髅开始攻击!\n";
					attack();
				}
				if(s>5&&s<=6){
					guai=slime;
					battle=1;
					cout<<"史莱姆向你撞了过来!\n";
					attack();
				}
				if(s==7){
					cout<<"这里暂时安全!\n";
					dimiantansuo();
				}
				if(s>7){
					guai=zombie_villager;
					battle=1;
					cout<<"僵尸村民开始发癫~~\n";
					attack();
				}
				break;
			}
			
			case 4:{
				cout<<player.name<<",欢迎来到冰湖表面\n\n";
				s=suiji();
				if(s<5){
					guai=wanderers;
					battle=1;
					cout<<"流浪者在向你射箭!\n";
					attack();
				}
				if(s>5&&s<=7){
					guai=corpse;
					battle=1;
					cout<<"僵尸向你扑了过来!\n";
					attack();
				}
				if(s>7){
					cout<<"这里暂时安全!\n";
					dimiantansuo();
				}
				break;
			}
			case 5:{
				cout<<"已离开\n";
				xiangganshenm();
				break;
			} 
		}
	}
	
	void ziyoutansuo(){
		color(5);
		panduan=5;
		cout<<"你想去哪里探索?\n";
		Sleep(500); 
		cout<<"1:废弃矿洞----2:隔墙有眼(末地)----3:紫水晶洞----4:岩浆方洞----5:离开\n";
		int ziyou;
		cin>>ziyou;
		color(0);
		switch(ziyou){
			case 1:{
				cout<<player.name<<",你似乎到了废弃矿洞\n\n";
				s=suiji();
				if(s<3){
					guai=corpse;
					battle=1;
					cout<<"僵尸向你扑了过来!\n";
					attack();
				}
				if(s>3&&s<=7){
					guai=wither_skeleton;
					battle=1;
					cout<<"凋零骷髅开始攻击!\n";
					attack();
				}
				if(s>7){
					cout<<"这里暂时安全!\n";
					ziyoutansuo();
				}
				break;
			}
			case 2:{
				panduan=7; 
				cout<<player.name<<",你似乎独自面对着末界传送门\n\n";
				int mojie;
				cout<<"请问你的选择是:\n    1:进入传送门----2:离开这里\n";
				cin>>mojie;
				if(mojie==1){
					color(2);
					Sleep(500);
					cout<<"       @@@@@@@@@@"<<'\n';
					Sleep(300);
					cout<<"       @@@ 传 @@@"<<'\n';
					Sleep(300);
					cout<<"       @@@ 送 @@@"<<'\n';
					Sleep(300);
					cout<<"       @@@ 中 @@@"<<'\n'; 
					Sleep(300); 
					cout<<"       @@@@@@@@@@"<<'\n'<<'\n';
					for(int i=3;i>=1;i--){
						cout<<i<<' ';
						Sleep(970);
					}
					color(0);
					SlowDisplay("欢迎来到末界!\n");
					SlowDisplay("末影龙在空中飞翔着...\n");
					color(1);
					cout<<"勇士,现在你想要\n   1:打最后boss---末影龙   2:在末界闯荡\n";
					int chuangdang;
					cin>>chuangdang;
					color(0);
					if(chuangdang==1){
						guai=ender_dragon;
						battle=1;
						cout<<"末影龙的气场瞬间将你吞没了...\n"; 
						attack();
					}
					if(chuangdang==2){
						for(int i=1;i<=5;i++){
							guai=ender_man;
							battle=1;
							cout<<"末影人开始攻击你\n";
							attack();
						}
						cout<<"恭喜你闯荡完毕,这是战利品:金苹果*5!\n";
						Golden_apples.number+=5;
						ziyoutansuo();
					}
					
				}
				if(mojie==2) elonggu(); 
				break;
			}
			case 3:{
				cout<<player.name<<",你进入了紫水晶洞\n\n";
				s=suiji();
				if(s<3){
					guai=creeper;
					battle=1;
					cout<<"苦力怕要爆炸了!\n";
					attack();
				}
				if(s>3&&s<=6){
					guai=slime;
					battle=1;
					cout<<"史莱姆向你撞了过来!\n";
					attack();
				}
				if(s>6){
					cout<<"这里暂时安全!\n";
					ziyoutansuo();
				}
				break;
			}
			case 4:{
				cout<<player.name<<",欢迎进入岩浆方洞\n\n";
				s=suiji();
				if(s<3){
					guai=creeper;
					battle=1;
					cout<<"苦力怕要爆炸了!\n";
					attack();
				}
				if(s>3&&s<=6){
					guai=flame_man;
					battle=1;
					cout<<"烈焰人向你发起攻击!\n";
					attack();
				}
				if(s>6){
					cout<<"这里暂时安全!\n";
					ziyoutansuo();
				}
				break;
			}
			case 5:{
				elonggu();
				break;
			}
		}
	}
	
	void jijiu(){
		color(9);
		
		if(player.kill==0){
			cout<<'\n'<<"当前血量小于0,是否使用急救包?"<<'\n';
			cout<<"-----1:使用急救包-----"<<'\n'; 
			Sleep(1000);
		
			int shiyong;
			cin>>shiyong;
			color(0);
			if(shiyong==1){
				if(first_aid_kit.number<1){
					
					cout<<"数量不足!"<<'\n';
					if(MessageBox(NULL,"你失败了!","提示",MB_OK)){
						player.kill=1;
						cout<<"游戏结束!";
						jieshu();
					}
				}
				if(first_aid_kit.number>=1){
					
					first_aid_kit.number--;
					player.blood_volume+=40;
					
					cout<<"使用成功!"<<'\n';
					attack(); 
				}
				
			}
			else jijiu();
		}
	}
	
	void direnzhuangtai(){
		color(0);
		cout<<guai.name<<"的血量:"<<guai.blood_volume;
		cout<<"    "<<guai.name<<"的护甲:"<<guai.Armor<<'\n';
		printf("%s的技能:%s\n",guai.name,guai.skill);
		attack(); 
	}
	
	
	void attack(){
		color(9);
		
		if(player.blood_volume<=0&&Immortal_Totem.number>0){
			cout<<"\n不死图腾触发成功!血量恢复至30!"<<'\n';
			player.blood_volume=30;
			Immortal_Totem.number--;
			player.left_hand=""; 
		}
		if(player.blood_volume<=0&&Immortal_Totem.number<=0)  jijiu();
		
		if(player.kill==0){
		color(1);
		
		cout<<"\n-----1:攻击----2:使用道具/装备----3:查看自己状态----4:查看敌人状态/技能----5:逃走-----\n";
			int gongji;
			color(0);
			cin>>gongji;
			switch(gongji){					
				case 1:{
					s=suiji();
					color(0);
					guai.blood_volume-=(player.harm+gongji)/guai.Armor*2.0+s;
					cout<<"\n你攻击"<<guai.name<<",造成了"<<(player.harm+gongji*2)/guai.Armor*2.0+s<<"点伤害\n";
					
					if(guai.blood_volume<=0){
						cout<<'\n'<<"战斗胜利!你打败了"<<guai.name<<"获得"<<guai.diamond<<"钻石"<<'\n';
						
						ko++;
				
						guai.kill=0;
						battle=0;
						player.diamond+=guai.diamond;
						
						switch(guai.id){ 
							
							case 7:{
								thunder_dragon=guai;
								break;
							}
							case 8:{
								fire_dragon=guai;
								break;
							}
							case 9:{
								ice_dragon=guai;
								break;
							}
							case 13:{
								ender_dragon=guai;
								break;
							}
						}
						
						if(ender_dragon.kill==0){
							color(9);
							cout<<"游戏结束,你打败了末影龙,获得胜利!\n";
							color(8);
							exit(0); 
						} 
						
						Sleep(1000);
						cout<<"\n正在敌人尸体中寻找掉落物...\n"; 
						Sleep(2000);
						
						color(9);
						switch(guai.id){
							case 1:{	//僵尸掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现木棍8根!\n";
									Stick.number+=8;
								}
								if(s>3&&s<=7){
									cout<<"发现工作台!\n";
									workbench.number++;
								}
								if(s==8){
									cout<<"发现铁锭*2!\n";
									iron_ingot.number+=2;
								}
								if(s>8) cout<<"什么都没有...\n";
								break;
							}
							
							case 2:{	//骷髅掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现木棍8根!\n";
									Stick.number+=8;
								}
								if(s>3&&s<=7){
									cout<<"发现铁锭*2!\n";
									iron_ingot.number+=2;
								}
								if(s==8){
									cout<<"发现金锭!\n";
									golden_ingot.number++;
								}
								if(s>8) cout<<"什么都没有...\n";
								break;
							}
							
							case 3:{	//凋零骷髅掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现金锭*2\n";
									golden_ingot.number+=2;
								}
								if(s>3&&s<=7){
									cout<<"发现铁锭*2!\n";
									iron_ingot.number+=2;
								}
								if(s==8){
									cout<<"发现下界合金锭!\n";
									nether_ingot.number++;
								}
								if(s>8) cout<<"什么都没有...\n";
								break;
							}
							
							case 4:{	//苦力怕掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现木棍*8\n";
									Stick.number+=8;
								}
								if(s>3&&s<=7){
									cout<<"发现力量药水!\n";
									Power_potion.number+=1;
								}
								if(s==8){
									cout<<"发现手榴弹!\n";
									hand_grenade.number++;
								}
								if(s>8) cout<<"什么都没有...\n";
								break;
							}
							
							case 5:{	//史莱姆掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现铁锭*2\n";
									iron_ingot.number+=2;
								}
								if(s>3&&s<=7){
									cout<<"发现力量药水!\n";
									Power_potion.number+=1;
								}
								if(s==8){
									cout<<"发现金苹果!\n";
									Golden_apples.number++;
								}
								if(s>8) cout<<"什么都没有...\n";
								break;
							}
							
							case 6:{	//末影人掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现下界合金锭*2\n";
									nether_ingot.number+=2;
								}
								if(s>3&&s<=7){
									cout<<"发现金苹果!\n";
									Golden_apples.number+=1;
								}
								if(s==8){
									cout<<"发现附魔之瓶!\n";
									Enchanted_bottle.number++;
								}
								if(s>8) cout<<"什么都没有...\n";
								break;
							}
							
							case 7:{	//雷龙掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现下界合金锭*4\n";
									nether_ingot.number+=4;
								}
								if(s>3&&s<=5){
									cout<<"发现金苹果*2!\n";
									Golden_apples.number+=2;
								}
								if(s==6){
									cout<<"发现手榴弹*2!\n";
									hand_grenade.number+=2;
								}
								if(s==7){
									cout<<"发现铁锭*8!\n";
									iron_ingot.number+=8;
								}
								if(s==8){
									cout<<"发现金锭*6!\n";
									golden_ingot.number+=6;
								}
								if(s>8){
									cout<<"发现附魔之瓶!\n";
									Enchanted_bottle.number++;
								}
								break;
							}
							
							case 8:{	//火龙掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现下界合金锭*4\n";
									nether_ingot.number+=4;
								}
								if(s>3&&s<=5){
									cout<<"发现金苹果*2!\n";
									Golden_apples.number+=2;
								}
								if(s==6){
									cout<<"发现手榴弹*2!\n";
									hand_grenade.number+=2;
								}
								if(s==7){
									cout<<"发现铁锭*8!\n";
									iron_ingot.number+=8;
								}
								if(s==8){
									cout<<"发现金锭*6!\n";
									golden_ingot.number+=6;
								}
								if(s>8){
									cout<<"发现治疗药水!\n";
									Healing_potion.number++;
								}
								break;
							}
							
							case 9:{	//冰龙掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现下界合金锭*4\n";
									nether_ingot.number+=4;
								}
								if(s>3&&s<=5){
									cout<<"发现金苹果*2!\n";
									Golden_apples.number+=2;
								}
								if(s==6){
									cout<<"发现手榴弹*2!\n";
									hand_grenade.number+=2;
								}
								if(s==7){
									cout<<"发现铁锭*8!\n";
									iron_ingot.number+=8;
								}
								if(s==8){
									cout<<"发现金锭*6!\n";
									golden_ingot.number+=6;
								}
								if(s>8){
									cout<<"发现附魔之瓶!\n";
									Enchanted_bottle.number++;
								}
								break;
							}
							
							case 10:{	//烈焰人掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现铁锭*2\n";
									iron_ingot.number+=2;
								}
								if(s>3&&s<=7){
									cout<<"发现治疗药水!\n";
									Healing_potion.number+=1;
								}
								if(s==8){
									cout<<"发现手榴弹!\n";
									hand_grenade.number++;
								}
								if(s>8) cout<<"什么都没有...\n";
								break;
							}
							
							case 11:{	//僵尸村民掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现铁锭\n";
									iron_ingot.number+=1;
								}
								if(s>3&&s<=7){
									cout<<"发现木棍*8!\n";
									Stick.number+=8;
								}
								if(s==8){
									cout<<"发现工作台!\n";
									workbench.number++;
								}
								if(s>8) cout<<"什么都没有...\n";
								break;
							}
							
							case 12:{	//流浪者掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现铁锭*4\n";
									iron_ingot.number+=4;
								}
								if(s>3&&s<=7){
									cout<<"发现治疗药水!\n";
									Healing_potion.number+=3;
								}
								if(s==8){
									cout<<"发现下界合金锭*3!\n";
									nether_ingot.number+=3;
								}
								if(s>8) cout<<"什么都没有...\n";
								break;
							}
							
							case 13:{	//末影龙掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现下界合金锭*8\n";
									nether_ingot.number+=8;
								}
								if(s>3&&s<=5){
									cout<<"发现金苹果*2!\n";
									Golden_apples.number+=2;
								}
								if(s==6){
									cout<<"发现手榴弹*2!\n";
									hand_grenade.number+=2;
								}
								if(s==7){
									cout<<"发现铁锭*8!\n";
									iron_ingot.number+=8;
								}
								if(s==8){
									cout<<"发现金锭*8!\n";
									golden_ingot.number+=8;
								}
								if(s>8){
									cout<<"发现附魔之瓶!\n";
									Enchanted_bottle.number++;
								}
								break;
							}
							
							case 14:{	//猪灵掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现金锭*4\n";
									golden_ingot.number+=4;
								}
								if(s>3&&s<=7){
									cout<<"发现金锭*3!\n";
									golden_ingot.number+=3;
								}
								if(s==8){
									cout<<"发现下界合金锭*2!\n";
									nether_ingot.number+=2;
								}
								if(s>8) cout<<"什么都没有...\n";
								break;
							}
							
							case 15:{	//僵尸猪灵掉落物 
								s=suiji();
								if(s<=3){
									cout<<"发现金锭*4\n";
									golden_ingot.number+=4;
								}
								if(s>3&&s<=7){
									cout<<"发现治疗药水!\n";
									Healing_potion.number++;
								}
								if(s==8){
									cout<<"发现下界合金锭*2!\n";
									nether_ingot.number+=2;
								}
								if(s>8) cout<<"什么都没有...\n";
								break;
							}
						}
						Sleep(1000);	//判断获胜后跳转到哪里 
							if(panduan==3){
								dimiantansuo();
								break;
							}
							if(panduan==5){
								ziyoutansuo();
								break;
							}
							if(panduan==6){
								diyumen();
								break;
							}
							
							if(panduan!=3&&panduan!=5&&panduan!=6){
								xiangganshenm();
							}
						break;
					}
				}
					color(0);
					if(guai.kill!=0){
						skill();
					}
					break;
				case 2:{
					daoju();
					break;
				}
				case 3:{
					zhuangtai();
					break;
				}
				case 4:{
					direnzhuangtai();
					break;
				}
				case 5:{
					s=suiji();
					if(s<5){
						cout<<"逃走成功!\n\n";
						battle=0;
						xiangganshenm(); 
					}
					else{
						cout<<"逃走失败!\n\n";
					}
					break;
				}
			}
		}
		return ;
	}
	
	void choudaoju(){
		if(player.diamond<3){
			MessageBox(NULL,"钻石不足","提示",MB_OK);
			return;
		}
		player.diamond-=3;
		s=suiji66(20);
		system("cls");
		gotoxy(25,7);
		cout<<"抽道具中...";
		Sleep(2000);
		system("cls");
		color(0);
		for(int i=20;i<=40;i++){
			gotoxy(i,2);
			cout<<"_";
		}
		for(int i=20;i<=40;i++){
			gotoxy(i,13);
			cout<<"_";
		}
		for(int i=3;i<=12;i++){
			gotoxy(20,i);
			cout<<"|";
		}
		for(int i=3;i<=12;i++){
			gotoxy(40,i);
			cout<<"|";
		}
		
		switch(s){
			case 1:{
				gotoxy(22,4);
				color(5);
				cout<<Power_potion.level;
				gotoxy(25,12);
				color(0);
				printf("%s",Power_potion.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",Power_potion.name);
				Power_potion.number++;
				Sleep(700);
				break;
			}
			case 2:{
				gotoxy(22,4);
				color(5);
				cout<<workbench.level;
				gotoxy(25,12);
				color(0);
				printf("%s",workbench.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",workbench.name);
				workbench.number++;
				Sleep(700);
				break;
			}
			case 3:{
				gotoxy(22,4);
				color(5);
				cout<<hand_grenade.level;;
				gotoxy(25,12);
				color(0);
				printf("%s",hand_grenade.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",hand_grenade.name);
				hand_grenade.number++;
				Sleep(700);
				break;
			}
			case 4:{
				gotoxy(22,4);
				color(5);
				cout<<Golden_apples.level;
				gotoxy(25,12);
				color(0);
				printf("%s",Golden_apples.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",Golden_apples.name);
				Golden_apples.number++;
				Sleep(700);
				break;
			}
			case 5:{
				gotoxy(22,4);
				color(5);
				cout<<Enchanted_bottle.level;
				gotoxy(25,12);
				color(0);
				printf("%s",Enchanted_bottle.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",Enchanted_bottle.name);
				Enchanted_bottle.number++;
				Sleep(700);
				break;
			}
			case 6:{
				gotoxy(22,4);
				color(5);
				cout<<Iron_Great_Sword.level;
				gotoxy(25,12);
				color(0);
				printf("%s",Iron_Great_Sword.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",Iron_Great_Sword.name);
				Iron_Great_Sword.number++;
				Sleep(700);
				break;
			}
			case 7:{
				gotoxy(22,4);
				color(5);
				cout<<Healing_potion.level;
				gotoxy(25,12);
				color(0);
				printf("%s",Healing_potion.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",Healing_potion.name);
				Healing_potion.number++;
				Sleep(700);
				break;
			}
			case 8:{
				gotoxy(22,4);
				color(5);
				cout<<Immortal_Totem.level;
				gotoxy(25,12);
				color(0);
				printf("%s",Immortal_Totem.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",Immortal_Totem.name);
				Immortal_Totem.number++;
				Sleep(700);
				break;
			}
			case 9:{
				gotoxy(22,4);
				color(5);
				cout<<first_aid_kit.level;
				gotoxy(25,12);
				color(0);
				printf("%s",first_aid_kit.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",first_aid_kit.name);
				first_aid_kit.number++;
				Sleep(700);
				break;
			}
			case 10:{
				gotoxy(22,4);
				color(5);
				cout<<Stick.level;
				gotoxy(25,12);
				color(0);
				printf("%s",Stick.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",Stick.name);
				Stick.number+=8;
				Sleep(700);
				break;
			}
			case 11:{
				gotoxy(22,4);
				color(5);
				cout<<Iron_Cuirass.level;
				gotoxy(25,12);
				color(0);
				printf("%s",Iron_Cuirass.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",Iron_Cuirass.name);
				Iron_Cuirass.number+=1;
				Sleep(700);
				break;
			}
			case 12:{
				gotoxy(22,4);
				color(5);
				cout<<Nether_Sword.level;
				gotoxy(25,12);
				color(0);
				printf("%s",Nether_Sword.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",Nether_Sword.name);
				Nether_Sword.number+=1;
				Sleep(700);
				break;
			}
			case 13:{
				gotoxy(22,4);
				color(5);
				cout<<Nether_Cuirass.level;
				gotoxy(25,12);
				color(0);
				printf("%s",Nether_Cuirass.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",Nether_Cuirass.name);
				Nether_Cuirass.number+=1;
				Sleep(700);
				break;
			}
			case 14:{
				gotoxy(22,4);
				color(5);
				cout<<iron_sword.level;
				gotoxy(25,12);
				color(0);
				printf("%s",iron_sword.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",iron_sword.name);
				iron_sword.number+=1;
				Sleep(700);
				break;
			}
			case 15:{
				gotoxy(22,4);
				color(5);
				cout<<golden_sword.level;
				gotoxy(25,12);
				color(0);
				printf("%s",golden_sword.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",golden_sword.name);
				golden_sword.number+=1;
				Sleep(700);
				break;
			}
			case 16:{
				gotoxy(22,4);
				color(5);
				cout<<golden_cuirass.level;
				gotoxy(25,12);
				color(0);
				printf("%s",golden_cuirass.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",golden_cuirass.name);
				golden_cuirass.number+=1;
				Sleep(700);
				break;
			}
			case 17:{
				gotoxy(22,4);
				color(5);
				cout<<iron_ingot.level;
				gotoxy(25,12);
				color(0);
				printf("%s",iron_ingot.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",iron_ingot.name);
				iron_ingot.number+=1;
				Sleep(700);
				break;
			}
			case 18:{
				gotoxy(22,4);
				color(5);
				cout<<golden_ingot.level;
				gotoxy(25,12);
				color(0);
				printf("%s",golden_ingot.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",golden_ingot.name);
				golden_ingot.number+=1;
				Sleep(700);
				break;
			}
			case 19:{
				gotoxy(22,4);
				color(5);
				cout<<nether_ingot.level;
				gotoxy(25,12);
				color(0);
				printf("%s",nether_ingot.name);
				Sleep(1000);
				gotoxy(25,16);
				color(0);
				printf("竟然抽中了%s",nether_ingot.name);
				nether_ingot.number+=1;
				Sleep(700);
				break;
			}
			default:{
				gotoxy(22,7);
				color(5);
				cout<<"什么都没有...";
				Sleep(700);
				break;
			}
		}
		system("cls");
		return ;
	}

	void SlowDisplay(string a){
    	int len=a.length();
		for(int i=0;i<=len;i++){
			cout<<a[i];
			Sleep(50);
		}
	}

	int suiji(){
    	srand((unsigned)time(NULL));
    	return rand()%10;
	}
	
	int suiji66(int a){
		srand((unsigned)time(NULL));
		return rand()%a;
	} 
	
	void color (int a) {
	    if (a == 0 || a == 14 || a == 20) {
	    	SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),
			FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
		} else if (a == 1 || a == 12) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),
			FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
		} else if (a == 2) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),
			FOREGROUND_INTENSITY|FOREGROUND_GREEN);
		} else if (a == 3) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),
			FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
		} else if (a == 4 || a == 11) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),
			FOREGROUND_INTENSITY|FOREGROUND_RED);
		} else if (a == 5 || a == 13) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),
			FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
		} else if (a == 7) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),
			FOREGROUND_GREEN|FOREGROUND_BLUE);
		} else if (a == 15) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY);
		} else if (a == 16) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE), FOREGROUND_GREEN);
		} else if (a == 17) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE), FOREGROUND_RED);
		} else if (a == 8) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE), FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
		} else if (a == 6) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),
			FOREGROUND_INTENSITY|FOREGROUND_BLUE);
		} else if (a == 9) {
			SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),
			FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_RED|BACKGROUND_GREEN);
		}
	}
	
	void skill(){
		s=suiji();
		switch(guai.id){
			case 1:{	//僵尸技能
				color(0); 
				cout<<guai.name<<"对你造成"<<guai.harm/(player.Armor+fangyu/2)*2.0+s<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*2.0+s);
				attack();
				break;
			}
			case 2:{	//骷髅技能
				color(0);
				cout<<guai.skill<<'\n'; 
				Sleep(500); 
				cout<<guai.name<<"对你造成"<<guai.harm/(player.Armor+fangyu/2)*3.0+s<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*3.0+s);
				attack();
				break;
			}
			case 3:{	//凋零骷髅技能
				color(0);
				cout<<guai.skill<<'\n';
				Sleep(500); 
				cout<<guai.name<<"对你造成"<<guai.harm/(player.Armor+fangyu/2)*2.0+s<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*2.0+s);
				attack();
				break;
			}
			case 4:{	//苦力怕技能
				color(0);
				cout<<guai.skill<<'\n'; 
				Sleep(500); 
				cout<<guai.name<<"对你造成"<<guai.harm/(player.Armor+fangyu/2)*2.0+s<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*2.0+s);
				attack();
				break;
			}
			case 5:{	//史莱姆技能
				color(0);
				cout<<guai.skill<<'\n'; 
				Sleep(500); 
				cout<<guai.name<<"对你造成"<<guai.harm/(player.Armor+fangyu/2)*2.0+s/2<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*2.0+s/2);
				Sleep(300); 
				cout<<"史莱姆护甲增强!\n";
				guai.Armor+=1;
				attack();
				break;
			}
			case 6:{	//末影人技能
				color(0);
				cout<<guai.skill<<'\n'; 
				Sleep(500); 
				cout<<guai.name<<"对你造成"<<guai.harm/((player.Armor+fangyu/2)/2)*2.0+s<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/((player.Armor+fangyu/2)/2)*2.0+s);
				attack();
				break;
			}
			case 7:{	//雷龙技能
				color(0);
				cout<<guai.skill<<'\n'; 
				Sleep(500); 
				cout<<guai.name<<"对你造成"<<guai.harm/(player.Armor+fangyu/2)*2.0+s<<"点伤害\n";
				Sleep(500);
				cout<<guai.name<<"对你造成"<<s<<"点伤害";
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*2.0+s+s);
				attack();
				break;
			}
			case 8:{	//火龙技能
				color(0);
				cout<<guai.skill<<'\n'; 
				Sleep(500); 
				cout<<guai.name<<"对你造成"<<(guai.harm/(player.Armor+fangyu/2)*2.0+s)*3<<"点伤害\n";
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*2.0+s)*3;
				attack();
				break;
			}
			case 9:{	//冰龙技能
				color(0);
				cout<<guai.skill<<'\n'; 
				Sleep(500); 
				cout<<guai.name<<"对你造成"<<guai.harm/player.Armor*2.0+s<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/(player.Armor*2.0+s));
				attack();
				break;
			}
			case 10:{	//烈焰人技能
				color(0);
				cout<<guai.skill<<'\n'; 
				Sleep(500); 
				cout<<guai.name<<"对你造成"<<guai.harm/(player.Armor+fangyu/2)*2.0+s+1<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*2.0+s+1);
				attack();
				break;
			}
			case 11:{	//僵尸村民技能
				color(0); 
				cout<<guai.name<<"对你造成"<<guai.harm/(player.Armor+fangyu/2)*2.0+s<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*2.0+s);
				attack();
				break;
			}
			case 12:{	//流浪者技能
				color(0);
				cout<<guai.skill<<'\n'; 
				Sleep(500); 
				cout<<guai.name<<"1对你造成"<<guai.harm/(player.Armor+fangyu/2)*2.0+s/2<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*2.0+s/2);
				Sleep(500); 
				cout<<guai.name<<"2对你造成"<<guai.harm/(player.Armor+fangyu/2)*2.0+s/2<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*2.0+s/2);
				attack();
				break;
			}
			case 13:{	//末影龙技能
				color(0); 
				s=suiji();
				if(s<3){
					cout<<"末影龙使用影之扇翼,你的防具在此时失效了!\n";
					Sleep(1000); 
					cout<<"末影龙对你造成5点真实伤害!\n";
					player.blood_volume-=5;
				}
				if(s>=3&&s<=6){
					cout<<"末影龙释放毒气,你中毒了!\n";
					Sleep(500);
					for(int i=1;i<=3;i++){
						cout<<"毒气对你造成1点伤害!\n";
						player.blood_volume--;
						Sleep(500);
					}
				}
				if(s>6){
					cout<<"末影龙开始回血,++,++,++...\n";
					guai.blood_volume+=5;
				}
				attack();
				break;
			}
			case 14:{	//猪灵技能
				color(0);
				cout<<guai.skill<<'\n';
				Sleep(500);  
				cout<<guai.name<<"对你造成"<<(guai.harm+4)/(player.Armor+fangyu/2)*2.0+s<<"点伤害\n"; 
				player.blood_volume-=(guai.harm+4/(player.Armor+fangyu/2)*2.0+s);
				attack();
				break;
			}
			case 15:{	//僵尸猪灵技能
				color(0);
				cout<<guai.skill<<'\n'; 
				Sleep(500); 
				cout<<guai.name<<"对你造成"<<guai.harm/(player.Armor+fangyu/2)*2.0+s<<"点伤害\n"; 
				player.blood_volume-=(guai.harm/(player.Armor+fangyu/2)*2.0+s);
				guai.harm+=4;
				attack();
				break;
			}
		}
	}
	
	void jieshu(){
		system("cls");
		color(1);
		cout<<"游戏总结:\n";
		color(0);
		Sleep(500);
		
		for(int i=1;i<=34;i++){
			gotoxy(i+15,1);
			cout<<"-";
		}
		for(int i=2;i<=25;i++){
			gotoxy(15,i);
			cout<<"|";
		}
		for(int i=2;i<=25;i++){
			gotoxy(50,i);
			cout<<"|";
		}
		for(int i=1;i<=34;i++){
			gotoxy(i+15,26);
			cout<<"-";
		}
		gotoxy(24,2);
		Display("1.力量药水:",Power_potion.number);
		gotoxy(24,3);
		Display("2.工作台:",workbench.number);
		gotoxy(24,4);
		Display("3.手榴弹:",hand_grenade.number);
		gotoxy(24,5);
		Display("4.金苹果:",Golden_apples.number);
		gotoxy(24,6);
		Display("5.附魔之瓶:",Enchanted_bottle.number);
		gotoxy(24,7);
		Display("6.铁大剑:",Iron_Great_Sword.number);
		gotoxy(24,8);
		Display("7.治疗药水:",Healing_potion.number);
		gotoxy(24,9);
		Display("8.不死图腾:",Immortal_Totem.number);
		gotoxy(24,10);
		Display("9.急救包:",first_aid_kit.number);
		gotoxy(24,11);
		Display("10.木棍:",Stick.number);
		gotoxy(24,12);
		Display("11.铁胸甲:",Iron_Cuirass.number);
		gotoxy(24,13);
		Display("12.下界合金剑:",Nether_Sword.number);
		gotoxy(24,14);
		Display("13.下界合金胸甲:",Nether_Cuirass.number);
		gotoxy(24,15);
		Display("14.铁剑:",iron_sword.number);
		gotoxy(24,16);
		Display("15.金剑:",golden_sword.number);
		gotoxy(24,17);
		Display("16.金胸甲:",golden_cuirass.number);
		gotoxy(24,18);
		Display("17.铁锭:",iron_ingot.number);
		gotoxy(24,19);
		Display("18.金锭:",golden_ingot.number);
		gotoxy(24,20);
		Display("19.下界合金锭:",nether_ingot.number);
		gotoxy(24,23);
		color(1);
		Display("击杀总数:",ko);
		color(0);
		system("cls");
		for(int i=31;i<=54;i++){
			gotoxy(i,5);
			cout<<"-";
		}
		for(int i=31;i<=54;i++){
			gotoxy(i,10);
			cout<<"-";
		}
		for(int i=6;i<=9;i++){
			gotoxy(30,i);
			cout<<"|";
		}
		for(int i=6;i<=9;i++){
			gotoxy(55,i);
			cout<<"|";
		}
		
		gotoxy(38,7);
		cout<<"Game over!";
		gotoxy(1,15);
		exit(0);
	} 
	
	void Display(string a,int b){
		int len=a.length();
		for(int i=0;i<=len;i++){
			cout<<a[i];
			Sleep(50);
		}
		cout<<b;
	} 
	
	void gotoxy(int x,int y){
		COORD p;
		HANDLE handle=GetStdHandle(STD_OUTPUT_HANDLE);
		p.X=x;
		p.Y=y;
		SetConsoleCursorPosition(handle,p);
	}
	
	int main(){
		
		MessageBox(NULL,"切勿关闭运行页面!!!","提示",MB_OK|MB_ICONINFORMATION);
		jinruyouxi();
		
		SlowDisplay("LCR ♂创作游戏者 请勿盗版权\n\n\n");
		Sleep(1000);
		
		mingzi();
		
		while(player.kill!=1){
			xiangganshenm();	
		}
		
		
		MessageBox(NULL,"游戏结束","提示",MB_OK);
		return 0;	
	}
/*
MB_ICONHAND//大叉图标
MB_ICONQUESTION//问号图标
MB_ICONEXCLAMATION//警告图标
MB_ICONASTERISK//倒!(i)图标
MB_USERICON//用户图标
														*/

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