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   -> 游戏开发 -> #DEV控制台小游戏#命运0.3.5版本 -> 正文阅读

[游戏开发]#DEV控制台小游戏#命运0.3.5版本

?先点赞!

本次更新优化了数据,本体并未发生改变。

感谢【MCYH0206】!https://blog.csdn.net/MCYH0206

感谢【bingban369】!https://blog.csdn.net/Guo_Clark

上代码!

#include<iostream>
#include<iomanip>
#include<conio.h>  
#include<windows.h>
#include<cstdlib>
#include<ctime>
#include<stdlib.h>
using namespace std;
short q,w,e,r,t,a,s,d;long long p;string str;bool tru=true;

string *gamemode=new string("live");bool LWR=false;

const short map_x=21,map_y=71;   //地图大小 
char map[(map_x)][(map_y)];      //地图 
short map_xue[(map_x)][(map_y)]; //地图血量 

struct djnb
	{short sh;string name;short sc;short zd;};
	djnb djbn[100]=
	{
		{ 0 , "        ",0 ,  0},
		{100, "  拳头  ",1 ,  0},
		{100, "  手枪  ",5 , 10},
		{100, "  RPG   ",10, 1 },
		{100, "  方块  ",1 , 0 },
		{100, " 激光枪 ",40, 10},
		{100, "  AK47  ",30, 40},
		{100, "牛马手雷", 5, 1 },
		{0  , "         ",0, 0 }, 
		{0  , "         ",0, 0 },
		{0  , "         ",0, 0 },
		{0  , "         ",0, 0 },
	};

struct PLAYer 
{
	string name;
	short X,x,Y,y;short fx;
	
	short ys;short box;
	
	short bjd[10][2];
	
	short dj;short djq;short shs;
	
	string pf;short pfn;
		
};
PLAYer PLAYER =
{
	"大帅哥",
	10,10,2,2,1,
	
	1,1,
	
	{},
	
	1,1,0,
	
	" O+#",2 
};

class game//地图 
{
	public:
	static void pd();    //判断 
	static void shuchu();//输出 
	static void chushi();//初始化
	static void make_map();   //自定义
	static void qx();    //群系 
	
};

void mp(short x,short y,char z)	{map[x][y]=z;if(z!=' '){map_xue[x][y]=100;}}

class QT
	{
	public:
		static void tz(short a);//拓展 
		static void kg(short a);//拓展的空格
		static void gb(bool sdf);//游戏基础 
		
		
		static void gbyd(int x, int y);    // 提供xy值来移动光标
		static void jc();
		
	};

class mx 
{
	public:
	static void AR();//出现 
	static void DR();//消失 
}; 

class player
{
	public: 
	static void dj_shiyong(); 
	
	static void panduan();//判断
	static void yidong(short a);//移动 
	
	static void sz_shezhi();//设置 
	static void sz_pifu();static void sz_gm(); 

	static void zl_shuru(); 
	static void zl_zhiling(string a);//指令 		
	static void zl_jsb(short a);//记事本 
	static void zl_spawn(short a,short b,short c);//传送 
	 
};
 



int main()
{
	game::make_map();
	game::chushi();	
	while(1)
	{
	QT::gb(false);
	player::panduan();
	game::shuchu();	
	} 
	
}

///地/ 
///图 

void game::pd()
{
	 
	if(map_xue[PLAYER.x][PLAYER.y]==0){PLAYER.X=PLAYER.x;PLAYER.Y=PLAYER.y;}
	for(q=0;q<=map_x-1;q++)
	{
	for(w=0;w<=map_y-1;w++)
	{
	if(map_xue[q][w]<0)//负数归零(生命为负数) 
	{map_xue[q][w]=0;}
			
	if(map_xue[q][w]==0)//空气(生命为0) 
	{map[q][w]=' ';}
	
	}
	}
}

void game::shuchu()//输出 
{
	game::pd();
	system("color 00");//隐藏 
	mx::AR();
	for(q=0;q<map_x;q++)
	{
		QT::tz(1);
		for(w=0;w<map_y;w++)
		{
			cout<<map[q][w];
		}
		QT::tz(2);cout<<endl;
	}
	system("color 07");//显示(完整) 
	Sleep(20);//等待(否则无法看清下方部分) 
	system("CLS");//清屏(到下一帧) 
	mx::DR();
} 

void game::chushi()//初始 
{
	
	SetConsoleTitle("命运0.3.5");
	for(q=0;q<=map_y-1;q++){mp(0,q,'#');mp(map_x-1,q,'#');}
	for(q=0;q<=map_x-1;q++){mp(q,0,'#');mp(q,map_y-1,'#');}
	for(q=1;q<=map_x-1;q++){mp(q,w,'#');} 
	for(q=2;q<=map_x-2;q++){for(w=2;w<=map_y-2;w++){map_xue[q][w]=0;}} 
	game::make_map();		
	
}

void game::make_map()//自定义地形 
{
	 

	if(*gamemode=="game")
	{
	for(q=1;q<=3;q++){mp(7,q,'#');mp(13,q,'#');}for(q=7;q<=9;q++){mp(7,q,'#');mp(13,q,'#');} 
	for(q=3;q<=7;q++){mp(3,q,'#');mp(4,q,'#');mp(16,q,'#');
	mp(17,q,'#');}mp(8,9,'#');mp(12,9,'#'); 
	for(q=13;q<=17;q++){mp(9,q,'#');mp(10,q,'#');mp(11,q,'#');}
	for(q=1;q<=3;q++){mp(0+q,22,'#');mp(4+q,22,'#');mp(0+q,35,'#');mp(4+q,35,'#');}
	for(q=22,w=31;q<=26,w<=35;q++,w++){mp(7,q,'#');mp(7,w,'#');}
	 
	for(q=61;q<=63;q++){mp(7,q,'#');mp(13,q,'#');}
	for(q=67;q<=69;q++){mp(7,q,'#');mp(13,q,'#');}
	for(q=63;q<=67;q++){mp(3,q,'#');mp(4,q,'#');
	mp(16,q,'#');mp(17,q,'#');}mp(8,61,'#');mp(12,61,'#');	
	for(q=53;q<=57;q++){mp(9,q,'#');mp(10,q,'#');mp(11,q,'#');}
	for(q=0;q<2;q++){mp(16,25+q,'#');mp(16,29+q,'#');mp(17,25+q,'#');mp(17,29+q,'#');}
	for(q=0;q<10;q++){mp(18,12+q,'#');}
	mp(18,34,'#');mp(18,35,'#');mp(18,39,'#');mp(18,39,'#');
	mp(18,40,'#');mp(18,41,'#');mp(16,39,'#');mp(17,39,'#');
	for(q=14;q<=17;q++){mp(q,21,'#');mp(q,34,'#');}
	for(q=22;q<=33;q++){mp(14,q,'#');}
	}
	
	if(*gamemode=="live"){game::qx();} 

}

void game::qx()
{
	
		srand(time(0));
		q=rand()%51;
		for(w=0;w<q;w++)
		{
			e=rand()%21;r=rand()%71;
			t=rand()%5;
			switch(t)
			{
				case 1:
					mp(e,r,'#');
						break;
				case 2:
					mp(e-1,r,' ');mp(e-1,r,'|');mp(e-1,r+1,' '); // 
					mp(e,r-1,'-');mp(e,r,'+');  mp(e,r+1,'-');   //
					mp(e+1,r,' ');mp(e+1,r,'|');mp(e+1,r+1,' '); //
						break;
				case 3:
					t=rand()%3;
					switch(t)
					{
						case 1:mp(e-1,r,'|');mp(e,r,'|');mp(e+1,r,'|');break;
						case 2:mp(e,r-1,'-');mp(e,r,'-');mp(e,r+1,'-');break;	
					}
						break;
				case 4:
					mp(e-1,r-1,'#');mp(e-1,r,'#');mp(e-1,r+1,'#');
					mp(e,r-1,'#');                mp(e,r+1,'#');
					mp(e+1,r-1,'#');mp(e+1,r,'#');mp(e+1,r+1,'#');
						break;	
			}
		}
	
} 

 
void QT::tz(short a)//拓展
{
	if(a==1&&LWR)
	{
		if(q==0){cout<<"###############";}
		if(q==1){
		cout<<"当前坐标:"<<PLAYER.X<<" "<<PLAYER.Y;
		//有空位要补齐 
		e=0;
		if(PLAYER.X>=10){e++;}if(PLAYER.Y>=10){e++;}
		w=2;w-=e;for(e=1;e<=w;e++){cout<<" ";}
		}
		if(q==2){cout<<"#              ";}
		if(q==3){cout<<"#名称:大帅哥  ";}
		if(q==4){cout<<"#ID:31415926535";}
		if(q==5){cout<<"###############";}
		if(q==6){cout<<"#  "<<djbn[PLAYER.dj-1].name<<"    ";}
		if(q==7){cout<<"#->"<<djbn[ PLAYER.dj ].name<<"当前";}
		if(q==8){cout<<"#  "<<djbn[PLAYER.dj+1].name<<"    ";}
		if(q==9){cout<<"###############";}
		
		for(w=10;w<map_x-1;w++){if(q==w){cout<<"#              ";}}
		if(q==map_x-1){cout<<"###############";}
		
	}
	
	
		if(a==2&&LWR)
		{
		if(q==0){cout<<"####################";}
		if(q==1){cout<<"当前武器:"<<djbn[PLAYER.dj].name<<" #";}
		if(q==2){cout<<"武器类型:"<<djbn[PLAYER.dj].name<<" #";}
		if(q==3){cout<<"武器伤害:  ";e=djbn[PLAYER.dj].sh;QT::kg(e);cout<<"#";}
		if(q==4){cout<<"当前射程:  ";w=djbn[PLAYER.dj].sc;QT::kg(w);cout<<"#";}
		if(q==5){cout<<"当前移速:  ";QT::kg(PLAYER.ys);cout<<"#";}
		if(q==6){cout<<"当前血量:  ";e=map_xue[PLAYER.X][PLAYER.Y];QT::kg(e);cout<<"#";}
		if(q==7){cout<<" (  按下V键关闭 )  #";}
		if(q==8){cout<<"####################";} 	
		for(w=9;w<map_x-1;w++){if(q==w){cout<<"                   #";}}
		if(q==map_x-1){cout<<"####################";}
		}
			
			

	
} 

void QT::kg(short a)//空格
{cout<<a;
if(a>=0&&a<10){cout<<setw(7);}if(a>=10&&a<100){cout<<setw(6);}if(a>=100){cout<<setw(5);}
} 
void QT::gb(bool sdf)
{
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);CONSOLE_CURSOR_INFO CursorInfo;
	GetConsoleCursorInfo(handle, &CursorInfo);//获取控制台光标信息
	if(sdf==false){CursorInfo.bVisible = false;}//隐藏控制台光标
	if(sdf==true){CursorInfo.bVisible = true;}//显示控制台光标
	SetConsoleCursorInfo(handle, &CursorInfo);//设置控制台光标状态
}
void QT::gbyd(int x,int y)
{COORD coord;	coord.X = x;	coord.Y = y;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);}
void QT::jc(){system("CLS");cout<<"湿布永远的神";Sleep(1000);system("CLS");}


//键/// 
//盘/// 

void player::panduan()
{
	
	if(_kbhit())
	{ 
		char *kd=new char;
		*kd=getch();
		switch(*kd)
		{
			case 'W':case 'w':
			case 'S':case 's':
			case 'A':case 'a':
			case 'D':case 'd':
				player::yidong(*kd);
				break;//移动
			case 13:
				if(*gamemode!="live"){player::dj_shiyong();}
				break;//使用道具 
			case 'Z':case 'z':
				player::zl_jsb(1);
				break;//记事本 
			case 'V':case 'v':LWR=!LWR;break;//任务栏
			case '/':player::zl_shuru();break;//指令 
			case 27:player::sz_shezhi();break;//设置 
		} 
		if(*kd>=49&&*kd<=57){q=*kd-=48;PLAYER.djq=PLAYER.dj;
		PLAYER.dj=q;short shs;shs=djbn[PLAYER.dj].sh;}//切换道具
		if(*kd==81){q=PLAYER.dj;PLAYER.dj=PLAYER.djq;PLAYER.djq=q;}//Q道具上下换
		delete kd;
	}

}  

void player::yidong(short a)
{
	
	
		switch(a)
		{
			case 'W':case 'w':
				w=PLAYER.x;w-=PLAYER.ys;PLAYER.fx=1;
				for(e=PLAYER.x-1;e>=w;e--)
				{PLAYER.x=e;if(map_xue[e][PLAYER.y]!=0){PLAYER.x=e+1;break;}}
				break;
			
			case 'S':case 's':
				w=PLAYER.x;w+=PLAYER.ys;PLAYER.fx=2;
				for(e=PLAYER.x+1;e<=w;e++)
				{PLAYER.x=e;if(map_xue[e][PLAYER.y]!=0){PLAYER.x=e-1;break;}}
				break;
			
			case 'A':case 'a':
			w=PLAYER.y;w-=PLAYER.ys;PLAYER.fx=3;
			for(e=PLAYER.y-1;e>=w;e--)
			{PLAYER.y=e;if(map_xue[PLAYER.x][e]!=0){PLAYER.y=e+1;break;}}
			break;
		
			case 'D':case 'd':
			w=PLAYER.y;w+=PLAYER.ys;PLAYER.fx=4;
			for(e=PLAYER.y+1;e<=w;e++)
			{PLAYER.y=e;if(map_xue[PLAYER.x][e]!=0){PLAYER.y=e-1;break;}}
			break;
		} 
		if(map[PLAYER.x][PLAYER.y]=='#'){PLAYER.x=PLAYER.X;PLAYER.y=PLAYER.Y;}//有障碍
		if(map[PLAYER.x][PLAYER.y]!='#'){PLAYER.X=PLAYER.x;PLAYER.Y=PLAYER.y;}//无障碍 
	
}




///模/// 
///型// 
void mx::AR()
{
map[PLAYER.X][PLAYER.Y]=PLAYER.pf[PLAYER.pfn];
} 
void mx::DR()
{
map[PLAYER.X][PLAYER.Y]=' ';
}

///道//
///具/


 


void jx(short a,short b,short c)//减血(方便) 
{
	PLAYER.shs=djbn[PLAYER.dj].sh;
	if(c==1)//单减血 
	{	
		map_xue[a][b]-=PLAYER.shs;
	}
	if(c==2)
	{
		jx(a-1,b-1,1);jx(a-1,b,1);jx(a-1,b+1,1);
		jx(a,b-1,1);jx(a,b,1);jx(a,b+1,1);
		jx(a+1,b-1,1);jx(a+1,b,1);jx(a+1,b+1,1);	
	}
	if(c==3)
	{
	map_xue[a][b]+=PLAYER.shs;
	}
	if(c==4)
	{
		if(b==1){	for(q=1;q<=djbn[PLAYER.dj].sc;q++)
		{if(PLAYER.X-q>=0){jx(PLAYER.X-q,PLAYER.Y,1);   }}}
		if(b==2){	for(q=1;q<=djbn[PLAYER.dj].sc;q++)
		{if(PLAYER.X+q<map_x){jx(PLAYER.X+q,PLAYER.Y,1);}}}
		if(b==3){	for(q=1;q<=djbn[PLAYER.dj].sc;q++)
		{if(PLAYER.Y-q>=0){jx(PLAYER.X,PLAYER.Y-q,1);   }}}
		if(b==4){	for(q=1;q<=djbn[PLAYER.dj].sc;q++)
		{if(PLAYER.Y+q<map_y){jx(PLAYER.X,PLAYER.Y+q,1);}}}
	}
		
}

void player::dj_shiyong()//远程道具判断
{
	e=djbn[PLAYER.dj].sc;
	a=PLAYER.dj;
	switch(PLAYER.fx)
	{
		case 1:
			for(w=1;w<=e;w++)
			{//变化距离 
				if(map_xue[q-w][PLAYER.Y]!=0)//减血 
				{
					if(a==1||a==2){jx(PLAYER.X-w,PLAYER.Y,1);} 
					if(a==3){jx(PLAYER.X-w,PLAYER.Y,2);}
					if(a==6){jx(PLAYER.X-w,PLAYER.Y,1);}
					break;
				}else{//加血 
					if(a==4)
					{r=(PLAYER.box-1)/2;t=PLAYER.x-w; for(q=PLAYER.y-r;q<=PLAYER.y+r;q++){jx(t,q,3);}}
					}		
			}
			if(a==5){jx(1,1,4);}//固定距离 
			if(a==7){jx(PLAYER.X-djbn[a].sc,PLAYER.Y,2);}
			
		case 2:
			for(w=1;w<=e;w++)
			{
				if(map_xue[q+w][PLAYER.Y]!=0)//减血 
					{
						if(a==1||a==2){jx(PLAYER.X+w,PLAYER.Y,1);}
						if(a==3){jx(PLAYER.X+w,PLAYER.Y,2);}
						if(a==6){jx(PLAYER.X+w,PLAYER.Y,1);}
					break;
					}else{//加血 
						if(a==4){r=(PLAYER.box-1)/2;t=PLAYER.X+w;
						for(q=PLAYER.Y-r;q<=PLAYER.Y+r;q++){jx(t,q,3);}}
						}
			}
			if(a==5){jx(1,2,4);}
			if(a==7){jx(PLAYER.X+djbn[a].sc,PLAYER.Y,2);}
		 
		case 3:
			for(w=1;w<=e;w++)
			{
				if(map_xue[PLAYER.X][PLAYER.Y-w]!=0)//减血 
				{
					if(a==1||a==2){jx(PLAYER.X,PLAYER.Y-w,1);}
					if(a==3){jx(PLAYER.X,PLAYER.Y-w,2);}
					if(a==6){jx(PLAYER.X,PLAYER.Y-w,1);}
					break;
				}else{//加血 
					if(a==4){r=(PLAYER.box-1)/2;t=PLAYER.Y-w;
					for(q=PLAYER.X-r;q<=PLAYER.X+r;q++){jx(q,t,3);}}
					}
			} 
			if(a==5){jx(1,3,4);}
			if(a==7){jx(PLAYER.X,PLAYER.Y-djbn[a].sc,2);}
		
		case 4:
			for(w=1;w<=e;w++)
			{
				if(map_xue[PLAYER.X][PLAYER.Y+w]!=0)//加血 
				{
					if(a==1||a==2){jx(PLAYER.X,PLAYER.Y+w,1);}
					if(a==3){jx(PLAYER.X,PLAYER.Y+w,2);}
					if(a==6){jx(PLAYER.X,PLAYER.Y+w,1);}
					break;
				}else{//减血 
					if(a==4){r=(PLAYER.box-1)/2;t=PLAYER.Y+w;
					for(q=PLAYER.X-r;q<=PLAYER.X+r;q++){jx(q,t,3);}}
					}	
			} 
			if(a==5){jx(1,4,4);}
			if(a==7){jx(PLAYER.X,PLAYER.Y+djbn[a].sc,2);}
	}
	
}

void player::zl_shuru()
{
	system("CLS");
	for(q=1;q<=5;q++){cout<<endl;}
	cout<<"                      ——————————————————————"<<endl;
	cout<<"                      |'help'for help|/                          |"<<endl;
	cout<<"                      |------------------------------------------|"<<endl;
	cout<<"                      |                                          |"<<endl;
	cout<<"                      |                                          |"<<endl;
	cout<<"                      |                                          |"<<endl;
	cout<<"                      |                                          |"<<endl;
	cout<<"                      |                                          |"<<endl;
	cout<<"                      |                                          |"<<endl;
	cout<<"                      |                                          |"<<endl;
	cout<<"                      |------------------------------------------|"<<endl;
	cout<<"                      |                                          |"<<endl;
	cout<<"                      |—————————————————————|"<<endl;
	cout<<"                      |                                          |"<<endl;
	cout<<"                      |                                          |"<<endl;
	cout<<"                      |                                          |"<<endl;
	cout<<"                      ——————————————————————"<<endl;
	
	QT::gbyd(39,6);//移动光标位置 
	QT::gb(true);//显示光标 
	getline(cin,str);
	player::zl_zhiling(str);
 
}



void player::zl_zhiling(string a)//指令
{

	//****帮助****//
	if(a=="HELP"||a=="help")
	{QT::gb(false);player::zl_jsb(1);} 
	//****坐标类****// 
	if(a=="TP"||a=="tp"){QT::gbyd(42,6);cin>>e>>r;PLAYER.x=e;PLAYER.y=r; }//更改坐标
	if(a=="SPAWN"||a=="spawn"){PLAYER.x=10;PLAYER.y=2;}//回到最初出生点
	if(a=="SPAWNPOINT"||a=="spawnpoint")//设置坐标
	{	QT::gbyd(23,8); cout<<"1."<<PLAYER.bjd[1][0]<<" "<<PLAYER.bjd[1][1];
		QT::gbyd(23,9); cout<<"2."<<PLAYER.bjd[2][0]<<" "<<PLAYER.bjd[2][1];
		QT::gbyd(23,10);cout<<"3."<<PLAYER.bjd[3][0]<<" "<<PLAYER.bjd[3][1];
		QT::gbyd(23,11);cout<<"4."<<PLAYER.bjd[4][0]<<" "<<PLAYER.bjd[4][1];
		QT::gbyd(23,16);cout<<"请选择:";e=getch();e-=48;
		if(e>=1&&e<10){q=PLAYER.X;r=PLAYER.Y; player::zl_spawn(q,r,e);}
	} 
	if(a=="TP SPAWN"||a=="tp spawn")//前往标记点 
	{
		QT::gbyd(23,8); cout<<"1."<<PLAYER.bjd[1][0]<<" "<<PLAYER.bjd[1][1];
		QT::gbyd(23,9); cout<<"2."<<PLAYER.bjd[2][0]<<" "<<PLAYER.bjd[2][1];
		QT::gbyd(23,10);cout<<"3."<<PLAYER.bjd[3][0]<<" "<<PLAYER.bjd[3][1];
		QT::gbyd(23,11);cout<<"4."<<PLAYER.bjd[4][0]<<" "<<PLAYER.bjd[4][1];
		QT::gbyd(23,16);cout<<"请选择:";
		e=getch();e-=48;
		if(e>=1&&e<=4){PLAYER.x=PLAYER.bjd[e][0];PLAYER.y=PLAYER.bjd[e][1];}
	}
	//****清除****/
	if(a=="CLEAR"||a=="clear"){game::chushi();}
	 //****填充****// 
	 if(a=="FILL"||a=="fill")
	 {
		PLAYER.X=2;PLAYER.x=2;PLAYER.Y=2;PLAYER.y=2;
		game::chushi();
	  	PLAYER.bjd[1][0]=2;PLAYER.bjd[1][1]=2;
		PLAYER.bjd[2][0]=2;PLAYER.bjd[2][1]=map_y-3;
	  	PLAYER.bjd[3][0]=map_x-3;PLAYER.bjd[3][1]=2;
		PLAYER.bjd[4][0]=map_x-3;PLAYER.bjd[4][1]=map_y-3;
	  	
	 }  
	if(a=="GAMEMODE"||a=="gamemode")
	{
		QT::gbyd(23,8); cout<<"1.home";
		QT::gbyd(23,9); cout<<"2.game";
		QT::gbyd(23,10);cout<<"3.live";
		QT::gbyd(23,16);cout<<"请选择:";
		e=getch();e-=48;
		
		switch(e)
		{
			case 1:
				*gamemode="home";PLAYER.X=10;PLAYER.x=10;PLAYER.Y=2;PLAYER.y=2;
				break;
			case 2:
				*gamemode="game";PLAYER.X=10;PLAYER.x=10;PLAYER.Y=2;PLAYER.y=2;
				break;
			case 3:
				*gamemode="live";
				break;
		}
		
		game::make_map();
			
	}
	//****buff****//
	if(a=="BUFF"||a=="buff")
	{
		QT::gbyd(23,8);cout<<"1.fast";
		QT::gbyd(23,9);cout<<"1.slow";
		QT::gbyd(23,16);cout<<"请选择:";
		e=getch();e-=48;
		QT::gbyd(23,16);cout<<"请输入:";cin>>q;
		if(e==1){PLAYER.ys+=q;}
		if(e==2){PLAYER.ys-=q;}
	} 
	//****更改****//
	if(a=="CHANGE"||a=="change")
	 {		
	 	QT::gbyd(45,6);cout<<" the";
		QT::gbyd(23,8);cout<<"1.the speed to:";
		QT::gbyd(23,9);cout<<"2.the box to:";
		QT::gbyd(23,10);cout<<"3.damage:";
		QT::gbyd(23,16);cout<<"请选择:"; 
		e=getch();e-=48;
		QT::gbyd(23,16);cout<<"请输入:";cin>>q;
		if(e==1){PLAYER.ys=q;}
		if(e==2){if(q%2==1)	{PLAYER.box=q;}}
		if(e==3){cin>>djbn[PLAYER.dj].sh;}		
	 } 
	
	
	
	if(a=="OPEN"||a=="open")
	 {
	 	QT::gbyd(23,8);cout<<"1.track:";
		QT::gbyd(23,9);cout<<"2.:";
		QT::gbyd(23,10);cout<<"3.:";
		QT::gbyd(23,16);cout<<"请选择:";
		e=getch();e-=48;
		if(e==1)
		 {
		 	QT::gbyd(23,8); for(q=1;q<=42;q++){cout<<" ";}QT::gbyd(23,8); cout<<"1.box"; 
		 	QT::gbyd(23,9); for(q=1;q<=42;q++){cout<<" ";}QT::gbyd(23,9); cout<<"2.";
		 	QT::gbyd(23,10);for(q=1;q<=42;q++){cout<<" ";}QT::gbyd(23,10);cout<<"3.";
		 	QT::gbyd(23,11);for(q=1;q<=42;q++){cout<<" ";}QT::gbyd(23,11);cout<<"4.";
		 	QT::gbyd(23,16);cout<<"请选择:";
			q=getch();q-=48;
		 }
	 }
	system("CLS");QT::gb(false);//隐藏光标	
	
} 


void player::zl_jsb(short a)//日记 
{ 
	while(1)
	{
		system("CLS");
		if(a==1)
		{
			cout<<"##################################"<<endl;
			cout<<"#        指令使用大全            #"<<endl;
			cout<<"#1./tp                     (位移)#"<<endl;
			cout<<"#(1)/tp x,y            (任意位移)#"<<endl;
			cout<<"#(2)spawn        (默认游戏标记点)#"<<endl;
			cout<<"#(3)/spawnpoint      (设置标记点)#"<<endl;
			cout<<"#(4)/tp spawn      (传送至标记点)#"<<endl;
			cout<<"#2./clear                  (清除)#"<<endl;
			cout<<"#3./fill                   (填充)#"<<endl;
			cout<<"#4./buff:                       #"<<endl;
			cout<<"#(1):fast:         (移动速度加快)#"<<endl;
			cout<<"#(2):slow:         (移动速度减慢)#"<<endl;
			cout<<"#5./change                 (更改)#"<<endl;
			cout<<"#(1):the speed to      (更改速度)#"<<endl;
			cout<<"#(2):the box to        (更改箱子)#"<<endl;
			cout<<"#(3):damage            (更改伤害)#"<<endl;
			cout<<"#5./open                   (打开)#"<<endl;
			cout<<"#(1):track                 (追踪)#"<<endl;
			cout<<"#    (1)box                (箱子)#"<<endl;
			cout<<"#←←←                    →→→#"<<endl;
			cout<<"#上一页        退出        下一页#"<<endl;
			cout<<"#( A )        (空格)        ( D )#"<<endl;
			cout<<"##################################"<<endl;	
		} 
		if(a==2)
		{
			cout<<"###################################"<<endl;
			cout<<"#csdn湿布原创                     #"<<endl;
			cout<<"#https://blog.csdn.net/m0_54672684#"<<endl;
			cout<<"#本文是作者独立完成,请勿盗码     #"<<endl; 
			cout<<"###################################"<<endl;
			
		}
		
		e=getch();
		if(e==65){a--;}if(e==68){a++;}
		if(e==32){break;}	 
	}system("CLS");	 
} 



void player::zl_spawn(short a,short b,short c)
{
	PLAYER.bjd[0][0]=2;PLAYER.bjd[0][1]=2; 
	PLAYER.bjd[c][0]=a;PLAYER.bjd[c][1]=b;
		
}

void player::sz_shezhi()
{
	system("CLS");
	cout<<"########################"<<endl;
	cout<<"#1.皮肤设置            #"<<endl;
	cout<<"#2.游戏模式            #"<<endl;
	cout<<"#                      #"<<endl;
	cout<<"#                      #"<<endl;
	cout<<"#                      #"<<endl;
	cout<<"########################"<<endl;
	while(1)
	{
		char *kd=new char;
		*kd=getch();
		*kd-=48;
		if(*kd>0&&*kd<10)
		{
			switch(*kd)
			{
				case 1:player::sz_pifu();break;
				case 2:player::sz_gm();break;	
			}
			break;	
		}
	}
		
} 

void player::sz_pifu()
{
	tru=true;
	short *pfd=new short(PLAYER.pfn);
	while(tru)
	{
		system("CLS");
		cout<<*pfd<<endl;
		cout<<"##########################################"<<endl;
		cout<<"#选择皮肤:——————                  #"<<endl;
		cout<<"#          |          |                  #"<<endl;
		cout<<"#          |          |                  #"<<endl;
		cout<<"#          |          |                  #"<<endl;
		cout<<"#          ——————                  #"<<endl;
		cout<<"#          ";
		if(*pfd==0){cout<<"| 你的皮肤|                  #"<<endl;}
		else{       cout<<"| 官方皮肤|                  #"<<endl;}
		cout<<"#          ——————                  #"<<endl;
		cout<<"#              确定(W)       自定义(S)   #"<<endl; 
		cout<<"#<--上一个(A)  退出(空格)    (D)下一个-->#"<<endl;
		cout<<"##########################################"<<endl;
		
		QT::gbyd(16,4);cout<<PLAYER.pf[*pfd];
		e=getch();
		switch(e)
		{
			case 65:*pfd-=1;break;//A上一个 
			case 68:*pfd+=1;break;//D下一个  
			case 32:tru=false;break;//空格退出 
			case 87:PLAYER.pfn=*pfd;tru=false;break;//W确定 
			case 83:QT::gbyd(16,4);cout<<" ";
					cin>>PLAYER.pf[0];PLAYER.pfn=0;*pfd=0;break;//S自定义 
		}
		system("CLS");	
	}
	delete pfd;	 	
}

void player::sz_gm()
{
	tru=true;
		system("CLS");
		cout<<"#########################"<<endl; 
		cout<<"#选择模式:              #"<<endl;
		cout<<"#1.home                 #"<<endl;
		cout<<"#2.game                 #"<<endl;
		cout<<"#3.live                 #"<<endl;
		cout<<"#                       #"<<endl;
		cout<<"#########################"<<endl;
	while(tru)
	{	
		e=getch();e-=48;
		switch(e)
		{
			case 1:*gamemode="home";tru=false;break;
			case 2:*gamemode="game";tru=false;break;
			case 3:*gamemode="live";tru=false;break;	
		}
		game::make_map();
		system("CLS");	
	}
} 

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