这是我的沙盒小游戏1.9版本,是9代版本。
版本有雪地、草地、树木等元素,并且拥有大地图,目前删除了存档。
还有一个右键升级版本,鼠标锁定时可按下ESC来脱离,有些电脑版本用不了,可以只使用普通版本。
先看看运行效果:
1.9普通版本
#include <bits/stdc++.h>//dev专属 VC不用
#include <windows.h>
using namespace std;
bool axj(long long key);//侦测按键
void yanse(long long n);//颜色
const long long ESC = 27,
Enter = 13,
Tab = 9,//tab
Shang = 38,Xia = 40,Zuo = 37,You = 39,
Kong = ' ',//空格
z_sb = VK_LBUTTON,//鼠标左键
y_sb = VK_RBUTTON,//鼠标右键
Shift = VK_SHIFT,z_Shift = VK_LSHIFT,y_Shift = VK_RSHIFT,//SHIFT
Ctrl = VK_CONTROL,z_Ctrl = VK_LCONTROL,y_Ctrl = VK_RCONTROL,//Ctrl
Alt = VK_MENU,z_Alt = VK_LMENU,y_Alt = VK_RMENU,//alt
A = 'A',B = 'B',C = 'C',D = 'D',E = 'E',F = 'F',G = 'G',H = 'H',I = 'I',J = 'J',K = 'K',L = 'L',M = 'M',N = 'N',O = 'O',P = 'P',Q = 'Q',R = 'R',S = 'S',T = 'T',U = 'U',V = 'V',W = 'W',X = 'X',Y = 'Y',Z = 'Z';
bool axj(long long key){return (GetKeyState(key) < 0);}
void yanse(long long n){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), n);return;}
string name;/*名字*/
long long sj,die,hp,dt[4000][256],sdf1 = 8,sdf2 = 8,fx,bag[100],szt,gzt,slsh,bjx,bjy,R_hand = 0,scc,sck;
void color(long long a){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);}
struct MOB{string u1,u2,d1,d2;long long hp,u1c,u2c,d1c,d2c;};
struct BLOCK{string u1,u2,d1,d2;long long ph,u1c,u2c,d1c,d2c;string name;};
BLOCK block[] ={//方块数据{第一像素,第二像素,第三像素,第四像素,碰撞箱,颜色号}
{" "," "," "," ",0,0,0,0,0," 空 "},//空气0
{"■","■","■","■",1,120,120,120,120," 石头 "},//石头1
{"▓","▓","▓","▓",0,25,25,25,25," 水方块 "},//水2
{"■","■","■","■",1,15,15,15,15," 圆石 "},//圆石3
{"■","■","■","■",1,162,162,102,102," 草块 "},//草4
{"■","■","■","■",1,102,102,102,102," 土块 "},//土5
{"■","■","■","■",0,68,68,68,68,"岩浆方块"},//岩浆6
{"▓","▓","▓","▓",1,110,110,110,110,"松树原木"},//木头7
{"▓","▓","▓","▓",0,147,147,147,147,"松树树叶"},//树叶8
{"■","■","■","■",1,248,143,143,248," 深板岩 "},//深板岩9
{"▓","▓","▓","▓",0,15,15,15,15," 细雪块 "},//雪10
{"▓","▓","▓","▓",1,120,120,120,120,"基岩方块"},//基岩11
{" "," ","__","__",0,15,15,15,15," 薄雪 "},//雪12
{"▓","▓","▓","▓",1,110,110,110,110,"果树原木"},//木头13
{"▓","▓","▓","▓",0,162,162,162,162,"果树树叶"},//树叶14
};
void muzic_die(){ //死亡画面
cout << " 你死了\n" << " " << name << "死于:";
if(die == 1){cout << "岩浆\n";}else if(die == 4){cout << name<<"从高空一跃而下\n";}else{cout << "死了\n";}
Sleep(1000);system("cls");hp = 10;dt[sdf1][sdf2] = 0;}
void sc(){ //输出
for(long long i = sdf1 - 7; i < sdf1 + 7; i++){
for(long long j = sdf2 - 7; j < sdf2 + 7; j++){
if(i == sdf1&&j == sdf2){
color(15);
if(fx == 'w'){cout << "上玩";
}else if(fx == 's'){cout << "下玩";
}else if(fx == 'a'){cout << "左玩";
}else if(fx == 'd'){cout << "右玩";}
}else{
if(dt[i][j] == 4 && dt[i - 1][j] == 12){
color(127);
cout << block[dt[i][j]].u1;
color(127);
cout << block[dt[i][j]].u2;
}else{
color(block[dt[i][j]].u1c);
cout << block[dt[i][j]].u1;
color(block[dt[i][j]].u2c);
cout << block[dt[i][j]].u2;
}}}cout << endl;
for(long long j = sdf2 - 7; j < sdf2 + 7; j++){
if(i == sdf1 && j == sdf2){color(15);
if(fx == 'w'){cout << "↑家";
}else if(fx == 's'){cout << "↓家";
}else if(fx == 'a'){cout << "←家";
}else if(fx == 'd'){cout << "→家";}
}else{
color(block[dt[i][j]].d1c);
cout << block[dt[i][j]].d1;
color(block[dt[i][j]].d2c);
cout<< block[dt[i][j]].d2;
}}cout << endl;}
color(15);cout<< "按鼠标左键挖掘,按wasd上下左右行走,按鼠标右键放方块,\n玩家名称:" << name << "\n";
cout<< "X:" << sdf2 << " Y:" << sdf1 << "\n";
if(hp < 1){muzic_die();}
for(long long i = 1; i <= hp; i++){color(4);cout << "▓";}
for(long long i = hp; i < 10; i++){color(8);cout << "▓";}
color(15);cout << endl;
for(long long bag_i = 0; bag_i < 100; bag_i++){
if(bag[bag_i] > 0){
cout << block[bag_i].name << 'x' << bag[bag_i];
}
}
}
void dz(){
if(axj(W)){
if(block[dt[sdf1 - 1][sdf2]].ph == 0 && sdf1 != 0){
sdf1--;system("cls");
fx = 'w';slsh = 0;sc();
}else if(fx != 'w'){
fx = 'w';
system("cls");
sc();}
}else if(axj(S)){
if(block[dt[sdf1 + 1][sdf2]].ph == 0 && sdf1 != 29){
sdf1++;system("cls");sc();}
if(fx != 's'){
fx = 's';system("cls");sc();}
}else if(axj(A)){
if(block[dt[sdf1][sdf2 - 1]].ph == 0 && sdf2 != 0){
sdf2--;
system("cls");
fx = 'a';
sc();
}else if(fx != 'a'){
fx = 'a';
system("cls");
sc();}
}else if(axj(D)){
if(block[dt[sdf1][sdf2 + 1]].ph == 0 && sdf2 != 30){
sdf2++;
system("cls");
fx = 'd';
sc();
}else if(fx != 'd'){
fx = 'd';system("cls");sc();}
}else if(axj(z_sb)){
if(fx == 'w'){
bjx = sdf1 - 1;
bjy = sdf2;
}else if(fx == 's'){
bjx = sdf1 + 1;
bjy = sdf2;
}else if(fx == 'a'){
bjx = sdf1;
bjy = sdf2 - 1;
}else if(fx == 'd'){
bjx = sdf1;
bjy = sdf2 + 1;
}
if(dt[bjx][bjy] != 0&&dt[bjx][bjy] != 2&&dt[bjx][bjy]!=6&&bjx!=14&&bjx!=-1&&bjy!=-1&&bjy!=31&&dt[bjx][bjy]!=11){
if(fx=='s'){
bag[dt[bjx][bjy]]++;
dt[bjx][bjy]=0;
system("cls");sc();
}else if(fx=='w'){
bag[dt[bjx][bjy]]++;
dt[bjx][bjy]=0;
system("cls");
sc();
}else if(fx=='a'){
bag[dt[bjx][bjy]]++;
dt[bjx][bjy]=0;
system("cls");sc();
}else if(fx=='d'){
bag[dt[bjx][bjy]]++;
dt[bjx][bjy]=0;
system("cls");sc();
}
}else{
for(long long i=1; i<=4; i++){
if(fx=='w'){
bjx--;
}else if(fx=='s'){
bjx++;
}else if(fx=='a'){
bjy--;
}else if(fx=='d'){
bjy++;
}
if(dt[bjx][bjy]!=0&&dt[bjx][bjy]!=2&&dt[bjx][bjy]!=6){
bag[dt[bjx][bjy]]++;
dt[bjx][bjy]=0;
system("cls");sc();break;
}}}
}else if(axj(y_sb)){
if(fx=='w'){
dt[sdf1-1][sdf2]=3;
}else if(fx=='s'){
dt[sdf1+1][sdf2]=3;
}else if(fx=='a'){
dt[sdf1][sdf2-1]=3;
}else if(fx=='d'){
dt[sdf1][sdf2+1]=3;
}
system("cls");sc();}}
long long suiji(long long start, long long end){
long long dis = end - start;
return start + dis * (rand() / (RAND_MAX + 1.0));
}
void csh(){
system("mode con cols=120 lines=46");system("title YUTU制作——沙盒游戏");
system("cls");long long flag, flag2,lflag;
flag = suiji(40,100);
for(long long i = 0;i < 4000;i++){for(long long j = 0;j < 256;j++){dt[j][i] = 0;}}
for(long long i = 0;i < 4000;i++){
for(long long j = 0;j < 256;j++){if(dt[j][i] != 8 || j < lflag - 6)dt[j][i] = 0;}
dt[flag][i] = 4;
if(flag < 55){dt[flag - 1][i] = 12;}
if(suiji(1,30) == 1){
if(flag < 54){
dt[flag - 1][i] = 7;dt[flag - 1 - 1][i] = 7;dt[flag - 1 - 2][i] = 7;dt[flag - 1 - 3][i] = 7;dt[flag - 1 - 2][i - 1] = 8;dt[flag - 1 - 2][i + 1] = 8;dt[flag - 1 - 2][i + 2] = 8;dt[flag - 1 - 2][i - 2] = 8;dt[flag - 1 - 3][i - 1] = 8;dt[flag - 1 - 3][i + 1] = 8;dt[flag - 1 - 4][i] = 8;
}else{
dt[flag - 1][i] = 13;dt[flag - 1 - 1][i] = 13;dt[flag - 1 - 2][i] = 13;dt[flag - 1 - 3][i] = 13;dt[flag - 1 - 2][i - 1] = 14;dt[flag - 1 - 2][i + 1] = 14;dt[flag - 1 - 2][i + 2] = 14;dt[flag - 1 - 2][i - 2] = 14;dt[flag - 1 - 3][i - 1] = 14;dt[flag - 1 - 3][i + 1] = 14;dt[flag - 1 - 4][i] = 14;
}
}else if(suiji(1,20) == 1){
if(flag < 54){dt[flag - 1][i] = 7;dt[flag - 1 - 1][i] = 7;dt[flag - 1 - 1][i - 1] = 8;dt[flag - 1 - 1][i + 1] = 8;dt[flag - 1 - 2][i] = 8;
}else{
dt[flag - 1][i] = 13;dt[flag - 1 - 1][i] = 13;dt[flag - 1 - 1][i - 1] = 14;dt[flag - 1 - 1][i + 1] = 14;dt[flag - 1 - 2][i] = 14;}}
if(i == 2000){sdf1 = 58 ;sdf2 = 2000;}
flag2 = suiji(0,5) + suiji(1,3);
for(long long j = 1;j < flag2;j++){dt[flag + j][i] = 5;}
for(long long j = flag2;j < 256;j++){
if(suiji(0,50) == 0){dt[flag + j][i] = 6;
}else if(suiji(0,25) == 0){dt[flag + j][i] = 2;
}else{dt[flag + j][i] = 1;}}
lflag = flag;
flag += suiji(0,5) - 2;
if(flag > 100){
flag -= 4;}
if(flag < 40){
flag += 4;}
}
}
int main(){
CONSOLE_CURSOR_INFO cursor;
cursor.bVisible = FALSE;
cursor.dwSize = sizeof(cursor);
HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorInfo(handle, &cursor);
HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
DWORD mode;
GetConsoleMode(hStdin, &mode);
mode &= ~ENABLE_QUICK_EDIT_MODE;
SetConsoleMode(hStdin, mode);system("cls");
yanse(15);cout<<"你的名字叫什么?\n";cin>>name;
system("cls");
sck = 7;
csh();sc();
while(1){
if(hp==0)muzic_die();
dz();
if(gzt==125-1){
if(dt[sdf1][sdf2] == 6){
hp-=0.1;
if(hp == hp / 1 * 1){
system("cls");
sc();
}
}
if(block[dt[sdf1 + 1][sdf2]].ph == 0){
sdf1++;
slsh++;
if(dt[sdf1 + 1][sdf2] == 2||dt[sdf1 + 1][sdf2] == 6){
slsh = 0;
}
system("cls");sc();
}else{
if(slsh > 2){
hp -= slsh - 2;
slsh = 0;
die = 4;
if(hp == hp / 1 * 1){
system("cls");sc();}
}else{
slsh = 0;
}}}
sj++;sj %= 240;gzt++;gzt %= 125;
}
return 0;
}
1.9.5升级版本
#include <bits/stdc++.h>//dev专属 VC不用
#include <windows.h>
using namespace std;
bool axj(long long key);//侦测按键
void yanse(long long n);//颜色
const long long ESC = 27,
Enter = 13,
Tab = 9,//tab
Shang = 38,Xia = 40,Zuo = 37,You = 39,
Kong = ' ',//空格
z_sb = VK_LBUTTON,//鼠标左键
y_sb = VK_RBUTTON,//鼠标右键
Shift = VK_SHIFT,z_Shift = VK_LSHIFT,y_Shift = VK_RSHIFT,//SHIFT
Ctrl = VK_CONTROL,z_Ctrl = VK_LCONTROL,y_Ctrl = VK_RCONTROL,//Ctrl
Alt = VK_MENU,z_Alt = VK_LMENU,y_Alt = VK_RMENU,//alt
A = 'A',B = 'B',C = 'C',D = 'D',E = 'E',F = 'F',G = 'G',H = 'H',I = 'I',J = 'J',K = 'K',L = 'L',M = 'M',N = 'N',O = 'O',P = 'P',Q = 'Q',R = 'R',S = 'S',T = 'T',U = 'U',V = 'V',W = 'W',X = 'X',Y = 'Y',Z = 'Z';
bool axj(long long key){return (GetKeyState(key) < 0);}
void yanse(long long n){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), n);return;}
string name;/*名字*/
long long sj,die,hp,dt[4000][256],sdf1 = 8,sdf2 = 8,fx,bag[100],szt,gzt,slsh,bjx,bjy,R_hand = 0;
void color(long long a){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);}
struct MOB{string u1,u2,d1,d2;long long hp,u1c,u2c,d1c,d2c;};
struct BLOCK{string u1,u2,d1,d2;long long ph,u1c,u2c,d1c,d2c;string name;};
BLOCK block[] ={//方块数据{第一像素,第二像素,第三像素,第四像素,碰撞箱,颜色号}
{" "," "," "," ",0,0,0,0,0," 空 "},//空气0
{"■","■","■","■",1,120,120,120,120," 石头 "},//石头1
{"▓","▓","▓","▓",0,25,25,25,25," 水方块 "},//水2
{"■","■","■","■",1,15,15,15,15," 圆石 "},//圆石3
{"■","■","■","■",1,162,162,102,102," 草块 "},//草4
{"■","■","■","■",1,102,102,102,102," 土块 "},//土5
{"■","■","■","■",0,68,68,68,68,"岩浆方块"},//岩浆6
{"▓","▓","▓","▓",1,110,110,110,110,"松树原木"},//木头7
{"▓","▓","▓","▓",0,147,147,147,147,"松树树叶"},//树叶8
{"■","■","■","■",1,248,143,143,248," 深板岩 "},//深板岩9
{"▓","▓","▓","▓",0,15,15,15,15," 细雪块 "},//雪10
{"▓","▓","▓","▓",1,120,120,120,120,"基岩方块"},//基岩11
{" "," ","__","__",0,15,15,15,15," 薄雪 "},//雪12
{"▓","▓","▓","▓",1,110,110,110,110,"果树原木"},//木头13
{"▓","▓","▓","▓",0,162,162,162,162,"果树树叶"},//树叶14
};
void muzic_die(){ //死亡画面
cout << " 你死了\n" << " " << name << "死于:";
if(die == 1){cout << "岩浆\n";}else if(die == 4){cout << name<<"从高空一跃而下\n";}else{cout << "死了\n";}
Sleep(1000);system("cls");hp = 10;dt[sdf1][sdf2] = 0;}
void sc(){ //输出
for(long long i = sdf1 - 7; i < sdf1 + 7; i++){
for(long long j = sdf2 - 7; j < sdf2 + 7; j++){
if(i == sdf1&&j == sdf2){
color(15);
if(fx == 'w'){cout << "上玩";
}else if(fx == 's'){cout << "下玩";
}else if(fx == 'a'){cout << "左玩";
}else if(fx == 'd'){cout << "右玩";}
}else{
if(dt[i][j] == 4 && dt[i - 1][j] == 12){
color(127);
cout << block[dt[i][j]].u1;
color(127);
cout << block[dt[i][j]].u2;
}else{
color(block[dt[i][j]].u1c);
cout << block[dt[i][j]].u1;
color(block[dt[i][j]].u2c);
cout << block[dt[i][j]].u2;
}}}cout << endl;
for(long long j = sdf2 - 7; j < sdf2 + 7; j++){
if(i == sdf1 && j == sdf2){color(15);
if(fx == 'w'){cout << "↑家";
}else if(fx == 's'){cout << "↓家";
}else if(fx == 'a'){cout << "←家";
}else if(fx == 'd'){cout << "→家";}
}else{
color(block[dt[i][j]].d1c);
cout << block[dt[i][j]].d1;
color(block[dt[i][j]].d2c);
cout<< block[dt[i][j]].d2;
}}cout << endl;}
color(15);cout<< "按鼠标左键挖掘,按wasd上下左右行走,按鼠标右键放方块,\n玩家名称:" << name << "\n";
cout<< "X:" << sdf2 << " Y:" << sdf1 << "\n";
if(hp < 1){muzic_die();}
for(long long i = 1; i <= hp; i++){color(4);cout << "▓";}
for(long long i = hp; i < 10; i++){color(8);cout << "▓";}
color(15);cout << endl;
for(long long bag_i = 0; bag_i < 100; bag_i++){
if(bag[bag_i] > 0){
cout << block[bag_i].name << 'x' << bag[bag_i];
}
}
}
void dz(){
if(axj(W)){
if(block[dt[sdf1 - 1][sdf2]].ph == 0 && sdf1 != 0){
sdf1--;system("cls");
fx = 'w';slsh = 0;sc();
}else if(fx != 'w'){
fx = 'w';
system("cls");
sc();}
}else if(axj(S)){
if(block[dt[sdf1 + 1][sdf2]].ph == 0 && sdf1 != 29){
sdf1++;system("cls");sc();}
if(fx != 's'){
fx = 's';system("cls");sc();}
}else if(axj(A)){
if(block[dt[sdf1][sdf2 - 1]].ph == 0 && sdf2 != 0){
sdf2--;
system("cls");
fx = 'a';
sc();
}else if(fx != 'a'){
fx = 'a';
system("cls");
sc();}
}else if(axj(D)){
if(block[dt[sdf1][sdf2 + 1]].ph == 0 && sdf2 != 30){
sdf2++;
system("cls");
fx = 'd';
sc();
}else if(fx != 'd'){
fx = 'd';system("cls");sc();}
}else if(axj(ESC)){
while(axj(ESC)){}while(!axj(ESC)){}while(axj(ESC)){}
}else if(axj(z_sb)){
if(fx == 'w'){
bjx = sdf1 - 1;
bjy = sdf2;
}else if(fx == 's'){
bjx = sdf1 + 1;
bjy = sdf2;
}else if(fx == 'a'){
bjx = sdf1;
bjy = sdf2 - 1;
}else if(fx == 'd'){
bjx = sdf1;
bjy = sdf2 + 1;
}
if(dt[bjx][bjy] != 0&&dt[bjx][bjy] != 2&&dt[bjx][bjy]!=6&&bjx!=14&&bjx!=-1&&bjy!=-1&&bjy!=31&&dt[bjx][bjy]!=11){
if(fx=='s'){
bag[dt[bjx][bjy]]++;
dt[bjx][bjy]=0;
system("cls");sc();
}else if(fx=='w'){
bag[dt[bjx][bjy]]++;
dt[bjx][bjy]=0;
system("cls");
sc();
}else if(fx=='a'){
bag[dt[bjx][bjy]]++;
dt[bjx][bjy]=0;
system("cls");sc();
}else if(fx=='d'){
bag[dt[bjx][bjy]]++;
dt[bjx][bjy]=0;
system("cls");sc();
}
}else{
for(long long i=1; i<=4; i++){
if(fx=='w'){
bjx--;
}else if(fx=='s'){
bjx++;
}else if(fx=='a'){
bjy--;
}else if(fx=='d'){
bjy++;
}
if(dt[bjx][bjy]!=0&&dt[bjx][bjy]!=2&&dt[bjx][bjy]!=6){
bag[dt[bjx][bjy]]++;
dt[bjx][bjy]=0;
system("cls");sc();break;
}}}
}else if(axj(y_sb)){
while(axj(y_sb)){}
SetCursorPos(500,300);
mouse_event(MOUSEEVENTF_LEFTDOWN,0,0,0,0);Sleep(10);mouse_event(MOUSEEVENTF_LEFTUP,0,0,0,0);
if(fx=='w'){
dt[sdf1-1][sdf2]=3;
}else if(fx=='s'){
dt[sdf1+1][sdf2]=3;
}else if(fx=='a'){
dt[sdf1][sdf2-1]=3;
}else if(fx=='d'){
dt[sdf1][sdf2+1]=3;
}
system("cls");sc();}}
long long suiji(long long start, long long end){
long long dis = end - start;
return start + dis * (rand() / (RAND_MAX + 1.0));
}
void csh(){
system("mode con cols=120 lines=46");system("title YUTU制作——沙盒游戏");
system("cls");long long flag, flag2,lflag;
flag = suiji(40,100);
for(long long i = 0;i < 4000;i++){for(long long j = 0;j < 256;j++){dt[j][i] = 0;}}
for(long long i = 0;i < 4000;i++){
for(long long j = 0;j < 256;j++){if(dt[j][i] != 8 || j < lflag - 6)dt[j][i] = 0;}
dt[flag][i] = 4;
if(flag < 55){dt[flag - 1][i] = 12;}
if(suiji(1,30) == 1){
if(flag < 54){
dt[flag - 1][i] = 7;dt[flag - 1 - 1][i] = 7;dt[flag - 1 - 2][i] = 7;dt[flag - 1 - 3][i] = 7;dt[flag - 1 - 2][i - 1] = 8;dt[flag - 1 - 2][i + 1] = 8;dt[flag - 1 - 2][i + 2] = 8;dt[flag - 1 - 2][i - 2] = 8;dt[flag - 1 - 3][i - 1] = 8;dt[flag - 1 - 3][i + 1] = 8;dt[flag - 1 - 4][i] = 8;
}else{
dt[flag - 1][i] = 13;dt[flag - 1 - 1][i] = 13;dt[flag - 1 - 2][i] = 13;dt[flag - 1 - 3][i] = 13;dt[flag - 1 - 2][i - 1] = 14;dt[flag - 1 - 2][i + 1] = 14;dt[flag - 1 - 2][i + 2] = 14;dt[flag - 1 - 2][i - 2] = 14;dt[flag - 1 - 3][i - 1] = 14;dt[flag - 1 - 3][i + 1] = 14;dt[flag - 1 - 4][i] = 14;
}
}else if(suiji(1,20) == 1){
if(flag < 54){dt[flag - 1][i] = 7;dt[flag - 1 - 1][i] = 7;dt[flag - 1 - 1][i - 1] = 8;dt[flag - 1 - 1][i + 1] = 8;dt[flag - 1 - 2][i] = 8;
}else{
dt[flag - 1][i] = 13;dt[flag - 1 - 1][i] = 13;dt[flag - 1 - 1][i - 1] = 14;dt[flag - 1 - 1][i + 1] = 14;dt[flag - 1 - 2][i] = 14;}}
flag2 = suiji(0,5) + suiji(1,3);
for(long long j = 1;j < flag2;j++){dt[flag + j][i] = 5;}
for(long long j = flag2;j < 256;j++){
if(suiji(0,50) == 0){dt[flag + j][i] = 6;
}else if(suiji(0,25) == 0){dt[flag + j][i] = 2;
}else{dt[flag + j][i] = 1;}}
lflag = flag;
flag += suiji(0,5) - 2;
if(flag > 100){
flag -= 4;}
if(flag < 40){
flag += 4;}
}
sdf1 = 58;sdf2 = 2000;
}
int main(){
CONSOLE_CURSOR_INFO cursor;
cursor.bVisible = FALSE;
cursor.dwSize = sizeof(cursor);
HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorInfo(handle, &cursor);
HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
DWORD mode;
GetConsoleMode(hStdin, &mode);
mode &= ~ENABLE_QUICK_EDIT_MODE;
SetConsoleMode(hStdin, mode);system("cls");
yanse(15);cout<<"你的名字叫什么?\n";cin>>name;
system("cls");csh();sc();
while(1){
SetCursorPos(500,500);
if(hp==0)muzic_die();
dz();
if(gzt==125-1){
if(dt[sdf1][sdf2] == 6){
hp-=0.1;
if(hp == hp / 1 * 1){
system("cls");
sc();
}
}
if(block[dt[sdf1 + 1][sdf2]].ph == 0){
sdf1++;
slsh++;
if(dt[sdf1 + 1][sdf2] == 2||dt[sdf1 + 1][sdf2] == 6){
slsh = 0;
}
system("cls");sc();
}else{
if(slsh > 2){
hp -= slsh - 2;
slsh = 0;
die = 4;
if(hp == hp / 1 * 1){
system("cls");sc();}
}else{
slsh = 0;
}}}
sj++;sj %= 240;gzt++;gzt %= 125;
}
return 0;
}