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    斗罗大陆

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    游戏小代码

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    搞笑图片

    https://haokan.baidu.com/v?vid=5677537941717606719&tab=recommend(视频网址) https://www.bilibili.com/bangumi/play/ep430983?spm_id_from=pageDriver(视频网址) https://haokan.baidu.com/v?vid=3095436905598895204&tab=gaoxiao_new&sfrom=gaoxiao_new(视频网址)

    https://kzx1.360kan.com/xxl-kzx-bj/6a048c169f9b808164a550a85197cb94-01.mp4?sign=2be6e147dccf2b489c4a59ccb431fd91&time=1724990312(视频网址https://bailetian1493.lanzoul.com/i2(游戏网址)

    https://haokan.baidu.com/v?pd=wisenatural&vid=656966052587269922(傻逼必看)

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    小游戏大全开源

    csy_start

    发布时间

    2023-08-05 09:40

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    个人记录

    #include<bits/stdc++.h>
    
    #include <cstdio>
    
    #include <conio.h>
    
    #include <cstdlib>
    
    #include <cstring>
    
    #include <fstream>
    
    #include <iostream>
    
    #include <windows.h>
    
    #include <algorithm>
    
    #include<sys/time.h>
    
    #define REP(i,a,b) for (int i=(a);i<=(b);i++)
    
    #define PER(i,a,b) for (int i=(a);i>=(b);i--)
    
    #define max(x,y) ((x)<(y)?(y):(x))
    
    #define min(y,x) ((x)<(y)?(x):(y))
    
    #define MEM(a,b) memset(a,(b),sizeof(a))
    
    #define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0)//判断这个键是否按下
    
    #define KEY_UP(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 0 : 1)//判断这个键是否弹起
    
    #define KEY_EVERY(lpkeyState) GetKeyboardState(lpKeyState)//获得所有的256个键(键盘按键、鼠标按键等等)的状态,lpKeyState是指向一个256bit的数组,存放所有键的状态。
    
    #define KEY_NOW(nVirtKey) GetKeyState(nVirtKey)//用于判断nVirtKey的状态。用返回值的最高位表示,最高位为1表示当前键处于down的状态;最高位为0当前键处于up状态。此函数从消息队列中读取消息进行处理。
    
    #define setcolor(x) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),x)//设置颜色
    
    #define getkey(x) GetAsyncKeyState(x)
    
    #define GetWindow() GetForegroundWindow();//得到窗口信息
    
    #define Nor if(B[b].x<5) B[b].x=5;
    
    #define Out1 Bx1-Bvx1<=6||Bx1-Bvx1>=28||By1-Bvy1<=7||By1-Bvy1>=27
    
    #define Out2 Bx2-Bvx2<=6||Bx2-Bvx2>=28||By2-Bvy2<=7||By2-Bvy2>=27
    
    #define Chang1 {Bwhat1=0;Bvx1=Bvy1=0;memset(Bgo1,0,sizeof(Bgo1));}
    
    #define Chang2 {Bwhat2=0;Bvx2=Bvy2=0;memset(Bgo2,0,sizeof(Bgo2));}
    
    #define Chang3 {Bwhat3=0;Bvx3=Bvy3=0;memset(Bgo3,0,sizeof(Bgo3));}
    
    #define MAXIMUS 15 //定义棋盘大小
    
    int cs[8],dh[8],b[15],i[10],dg[8],bf[4],hh[10],j[9],ys1[20],ys2[20],zbcc[20],zbsx[20],yszb[20],drcf[8],cfzb[20],lb[20];
    
    int daojvsx[11],daojvcc[11],cfdaojv[11],daojvlb[2];
    
    using namespace std;
    
    int brand();
    
    void GOTO(int x,int y);
    
    int brand(){return (rand()<<16)|(rand()<<1)|(rand()&1);}
    
    void bsrand(){srand(GetTickCount());}
    
    void cls(){system("cls");}
    
    void retr(){//退出程序
    
    system("cls"); 
    
        return;
    
    }
    
    void Window_Hide(HWND hWnd){ShowWindow(hWnd,0);}//隐藏窗口
    
    void Window_Show(HWND hWnd){ShowWindow(hWnd,1);}//显示窗口
    
    int getmouse_y(){//获取鼠标在屏幕中x的位置 
    
        POINT pt; 
    
        GetCursorPos(&pt);
    
        return pt.x;
    
    }
    
    int getmouse_x(){//获取鼠标在屏幕中y的位置 
    
        POINT pt; 
    
        GetCursorPos(&pt);
    
        return pt.y;
    
    }
    
    void setmouse(int y,int x){SetCursorPos(x,y);}//设置鼠标在屏幕中的位置 
    
    void click_left(){//鼠标左键点击
    
        mouse_event(MOUSEEVENTF_LEFTDOWN,0,0,0,0);  
    
        Sleep(5);//要留给某些应用的反应时间   
    
        mouse_event(MOUSEEVENTF_LEFTUP,0,0,0,0); 
    
    }
    
    void click_right(){//鼠标右键点击
    
        mouse_event(MOUSEEVENTF_RIGHTDOWN,0,0,0,0);  
    
        Sleep(5);   
    
        mouse_event(MOUSEEVENTF_RIGHTUP,0,0,0,0);  
    
    }
    
    void GOTO(int x,int y){//将光标移动到屏幕中的位置
    
        CONSOLE_SCREEN_BUFFER_INFO csbiInfo;
    
        HANDLE hConsoleOut;
    
        hConsoleOut = GetStdHandle(STD_OUTPUT_HANDLE);
    
        GetConsoleScreenBufferInfo(hConsoleOut,&csbiInfo);
    
        csbiInfo.dwCursorPosition.Y = x;
    
        csbiInfo.dwCursorPosition.X = y;
    
        SetConsoleCursorPosition(hConsoleOut,csbiInfo.dwCursorPosition);
    
    }
    
    const int flg[4][2]={{1,0},{0,2},{0,-2},{-1,0}};
    
    int n=28,m=76,tim;
    
    struct xcw{int x,y;}ty[5][1000005],foodd[2];
    
    int tot[5],f[5],score,food,ground=0,ms,ans_len=1e9;
    
    bool vis[1005][1005];
    
    void ret();
    
    void result();
    
    bool check();
    
    void fnd();
    
    void rand_food();
    
    void draw();
    
    int choose();
    
    void stop();
    
    int mods();
    
    int ads();
    
    int get_food();
    
    int other();
    
    void machine();
    
    int change();
    
    int main();
    
    void Ending(){
    
        printf("E键退出,R键重来\n");
    
        char ch=getch();
    
        while(ch!='E'&&ch!='e'&&ch!='R'&&ch!='r') ch=getch();
    
        if(ch=='E'||ch=='e') return;
    
        else{main();exit(0);}
    
    }
    
    void result(int t){
    
        setcolor(7+ground);cls();
    
        if(ms==2){
    
            if(t==0) printf("Win!!!");else
    
            printf("Lose...\n");
    
            printf("机器人:%d\n你:%d\n",tot[2],tot[0]);
    
        }else
    
        if(ms==3) if(t==1) printf("White Lose\n");else printf("White win\n");else
    
        if(ms==5) if(t==1) printf("Player 2 win\n");else printf("Player 1 win\n");
    
        Ending();
    
    }
    
    bool check(int x,int y){
    
        if(x<1||x>n||y<2||y>m) return 0;
    
        bool t=1;
    
        if(ms!=3)
    
        for(int i=1;i<=tot[0];i++)
    
        if(x==ty[0][i].x&&y==ty[0][i].y){t=0;break;}
    
        if(ms==1||ms==4||ms==5)
    
        for(int i=1;i<=tot[1];i++)
    
        if(x==ty[1][i].x&&y==ty[1][i].y){t=0;break;}
    
        if(ms==2||ms==3)
    
        for(int i=1;i<=tot[2];i++)
    
        if(x==ty[2][i].x&&y==ty[2][i].y){t=0;break;}
    
        if(ms==3)
    
        for(int i=1;i<=tot[3];i++)
    
        if(x==ty[3][i].x&&y==ty[3][i].y){t=0;break;}
    
        return t;
    
    }
    
    void fnd(int t,int x,int y){
    
        if(check(x,y)) return;
    
        setcolor(7+ground);cls();
    
        if(ms==3) if(t==3) printf("White lose\n");else printf("White win\n");else
    
        if(ms==4||ms==5) if(t==1) printf("Player 1 win\n");else printf("Player 2 win\n");
    
        else{
    
            if(t==2) printf("Win!!!\n");else printf("Lose...\n");
    
            printf("分数:%d\n",score);score=0;
    
        }
    
        Ending();
    
    }
    
    void rand_food(){
    
        if(!vis[foodd[0].x][foodd[0].y]){
    
            setcolor(12+ground);
    
            int x=brand()%(n+1),y=(brand()%m/2)*2;
    
            while(!check(x,y)) x=brand()%(n+1),y=(brand()%m/2)*2;
    
            GOTO(x,y);printf("▇");
    
            if(!vis[x][y]) food++;vis[x][y]=1;foodd[0]=(xcw){x,y};
    
        }
    
        if(!vis[foodd[1].x][foodd[1].y]){
    
            setcolor(12+ground);
    
            int x=brand()%(n+1),y=(brand()%m/2)*2;
    
            while(!check(x,y)) x=brand()%(n+1),y=(brand()%m/2)*2;
    
            GOTO(x,y);printf("▇");
    
            food++;vis[x][y]=1;foodd[1]=(xcw){x,y};
    
        }
    
    }
    
    void draw(){
    
        setcolor(14+ground);
    
        for(int i=0;i<=n+1;i++) GOTO(i,m+2),printf("▇"),GOTO(i,0),printf("▇");
    
        for(int i=1;i<=m/2+1;i++) GOTO(n+1,i*2),printf("▇"),GOTO(0,i*2),printf("▇");
    
    }
    
    int choose(){
    
        printf("0.退出\n");
    
        printf("1.单人模式\n");
    
        printf("2.双人模式\n");
    
        printf("3.人机对抗(谁先吃20个)\n");
    
        printf("4.机机对抗(谁先吃20个)\n");
    
        printf("5.对抗模式\n");
    
        printf("6.对抗模式(谁先吃20个)\n");
    
        printf("快捷键:\n");
    
        printf("P:暂停\n");
    
        printf("E:退出\n");
    
        char ch=getch();
    
        while(ch<'0'||ch>'6') ch=getch();
    
        if(ch=='0') return 48;else
    
        if(ch=='1') ms=0;else
    
        if(ch=='2') ms=1;else
    
        if(ch=='3') ms=2;else
    
        if(ch=='4') ms=3;else
    
        if(ch=='5') ms=4;else
    
        if(ch=='6') ms=5;
    
    }
    
    void stop(){
    
        char ch=getch();
    
        while(ch!='P'&&ch!='p') ch=getch();
    
    }
    
    int mods(){
    
        setcolor(10+ground);
    
        if(ms!=3){
    
            ty[0][1]=(xcw){1,6};ty[0][2]=(xcw){1,4};ty[0][tot[0]=3]=(xcw){1,2};f[0]=1;
    
            for(int i=1;i<=tot[0];i++) GOTO(ty[0][i].x,ty[0][i].y),printf("▇");
    
        }
    
        if(ms==1||ms==4||ms==5){
    
            setcolor(7+ground);
    
            ty[1][1]=(xcw){n,m-6};ty[1][2]=(xcw){n,m-4};ty[1][tot[1]=3]=(xcw){n,m-2};f[1]=2;
    
            for(int i=1;i<=tot[1];i++) GOTO(ty[1][i].x,ty[1][i].y),printf("▇");
    
        }
    
        if(ms==2||ms==3){
    
            setcolor(15+ground);
    
            ty[2][1]=(xcw){n,m-6};ty[2][2]=(xcw){n,m-4};ty[2][tot[2]=3]=(xcw){n,m-2};f[2]=2;
    
            for(int i=1;i<=tot[2];i++) GOTO(ty[2][i].x,ty[2][i].y),printf("▇");
    
        }
    
        if(ms==3){
    
            setcolor(13+ground);
    
            ty[3][1]=(xcw){1,6};ty[3][2]=(xcw){1,4};ty[3][tot[3]=3]=(xcw){1,2};f[3]=1;
    
            for(int i=1;i<=tot[3];i++) GOTO(ty[3][i].x,ty[3][i].y),printf("▇");
    
        }
    
    }
    
    int ads(int x){return x<0?-x:x;}
    
    int get_food(int x,int y,xcw z){return ads(x-z.x)+ads(y-z.y);}
    
    int other(int x){
    
        if(x==0) return 3;else
    
        if(x==1) return 2;else
    
        if(x==2) return 1;else
    
        return 0;
    
    }
    
    void machine(int t,int x,int y){
    
        bool tt=0;int foodid,minn=1e9,newf=f[t];
    
        if(get_food(x,y,foodd[0])<=get_food(x,y,foodd[1])&&vis[foodd[0].x][foodd[0].y]||!vis[foodd[1].x][foodd[1].y]) foodid=0;else foodid=1;
    
        for(int i=0;i<4;i++)
    
        if(f[t]^other(i)){
    
            if(check(x+flg[i][0],y+flg[i][1])){
    
                int now=get_food(x+flg[i][0],y+flg[i][1],foodd[foodid]);
    
                if(now<minn) newf=i,tt=1,minn=now;
    
                if(!tt) newf=i;
    
            }
    
        }
    
        f[t]=newf;
    
    }
    
    int change(int t){
    
        if(t==0) setcolor(10+ground);else
    
        if(t==1) setcolor(7+ground);else
    
        if(t==2) setcolor(15+ground);else
    
        if(t==3) setcolor(13+ground);
    
        int x=ty[t][1].x,y=ty[t][1].y;
    
        if(t==2||t==3) machine(t,x,y);
    
        x+=flg[f[t]][0],y+=flg[f[t]][1];
    
        for(int i=tot[t];i;i--) ty[t][i+1]=ty[t][i];
    
        GOTO(ty[t][tot[t]+1].x,ty[t][tot[t]+1].y);
    
        printf("  ");
    
        if(vis[x][y]){
    
            vis[x][y]=0,score+=(t==0||t==1),food--;
    
            if(++tot[t]>=23&&(ms==3||ms==5)) result(t);
    
            GOTO(ty[t][tot[t]].x,ty[t][tot[t]].y),printf("▇");
    
        }
    
        fnd(t,x,y);
    
        ty[t][1]=(xcw){x,y};
    
        GOTO(ty[t][1].x,ty[t][1].y);
    
        printf("▇");
    
    }
    
    int tanchi(){
    
        bsrand();score=0;
    
        system("title ");
    
        system("mode con cols=80 lines=31");
    
        if(choose()==48)
    
        {
    
        system("cls");
    
        return 0;
    
    }
    
    cls();
    
        printf("设置速度(毫秒/格)(建议100):");
    
        cin>>tim;
    
        MEM(vis,0);food=0;MEM(ty,0);
    
        cls();draw();mods();
    
        while(1){
    
            while(!kbhit()){
    
                Sleep(tim);
    
                rand_food();
    
                if(ms!=3) change(0);
    
                rand_food();
    
                if(ms==1||ms==4||ms==5) change(1);else
    
                if(ms==2) change(2);else
    
                if(ms==3) change(2),change(3);
    
            }
    
            char ch=getch();
    
            bool t=0;
    
            if(ch=='E'||ch=='e') return 0;else
    
            if(ch=='P'||ch=='p') stop();else
    
            if(ms==0||ms==2){
    
                if(ch==-32) ch=getch(),t=1;
    
                if((ch==75&&t||ch=='A'||ch=='a')&&f[0]^1) f[0]=2;else
    
                if((ch==77&&t||ch=='D'||ch=='d')&&f[0]^2) f[0]=1;else
    
                if((ch==80&&t||ch=='S'||ch=='s')&&f[0]^3) f[0]=0;else
    
                if((ch==72&&t||ch=='W'||ch=='w')&&f[0]^0) f[0]=3;
    
            }else
    
            if(ms==1||ms==4||ms==5){
    
                if((ch=='W'||ch=='w')&&f[0]^0) f[0]=3;else
    
                if((ch=='A'||ch=='a')&&f[0]^1) f[0]=2;else
    
                if((ch=='D'||ch=='d')&&f[0]^2) f[0]=1;else
    
                if((ch=='S'||ch=='s')&&f[0]^3) f[0]=0;
    
                if(ch==-32) ch=getch(),t=1;
    
                if(ch==72&&t&&f[1]^0) f[1]=3;else
    
                if(ch==75&&t&&f[1]^1) f[1]=2;else
    
                if(ch==77&&t&&f[1]^2) f[1]=1;else
    
                if(ch==80&&t&&f[1]^3) f[1]=0;
    
            }
    
        }
    
        system("cls");
    
        return 0;
    
    } 
    
    int mbg() {
    
    for( ;1; )
    
    {
    
    int a,b,c,d=9,e,f,g,h,i,j,k,l,m,n,s=0;
    
    cout<<"           --------狒狒大战2.15--------"<<endl;
    
    cout<<"欢迎来到狒狒大战2.15!\n";
    
    cout<<"请选择狒狒(如不知规则则摁10)"<<endl<<"======================================="<<endl;
    
    cout<<"1.年轻人\n";
    
    cout<<"2.卢本伟\n";
    
    cout<<"3.迪迦/盖亚\n";
    
    cout<<"4.狒狒\n";
    
    cout<<"5.SB\n"; 
    
    cout<<"6.马保国(别摁!)\n";
    
    cout<<"7.GAY\n";
    
    cout<<"8.老狒狒\n";
    
    cout<<"9.退出游戏\n";
    
    cout<<"10.关于游戏\n"<<"==========================================\n";
    
    gamestart:cin>>a;
    
    if(a==1) do {
    
    cout<<"发现马保国!"<<endl;
    
    cout<<"1.攻击或搞事情!"<<endl;
    
    cout<<"2.走过去"<<endl;
    
    cin>>b;
    
    if(b==1) {
    
    m=3;
    
    cout<<"1.蹭右眼\n";
    
    cout<<"2.不讲武德\n";
    
    cout<<"3.踢隐私部位\n";
    
    cout<<"4.太极神功(盗版)\n";
    
    cout<<"5.耍赖\n";
    
    cout<<"6.迪迦!!!!!\n";
    
    cout<<"7.装逼\n"; 
    
    cout<<"8.溜\n";
    
    cin>>e;
    
    if(e==1) {
    
    cout<<"你打肿了马老师的右眼"<<endl;
    
        d=d+1;
    
    s++;
    
    }
    
    if(e==2) {
    
    cout<<"马老师说你不讲武德,并把你的鼻子蹭了一下\n";
    
    d=d-1; 
    
    }
    
    if(e==3) {
    
    cout<<"你踢了一下马老师的隐私部位\n";
    
    d=d+1;
    
    s+=5; 
    
    }
    
    if(e==4) {
    
    cout<<"你使用了太极神功(盗版)\n";
    
    d=d+1;
    
    s+=3; 
    
    }
    
    if(e==5) {
    
    cout<<"马老师摸了摸你的头,笑了笑\n";
    
    d=d-2;
    
    s+=1; 
    
    }
    
    if(e==6) {
    
    cout<<"你变成了迪迦\n";
    
    d=d+15;
    
    s+=3; 
    
    }
    
    if(e==7) {
    
    cout<<"你在马老师面前装逼\n";
    
    d=d+10;
    
    s+=4; 
    
    }
    
    if(e==8) {
    
    cout<<"马老师不让你溜\n";
    
    d=d-2; 
    
    }
    
    if(s>=11)
    
    {
    
    cout<<"      win"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<" inwinwinwinwi"<<endl;
    
    cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<" inwinwinwinwi"<<endl;
    
    return 0;
    
    }
    
    }
    
    if(b==2) {
    
    cout<<"不讲武德!"<<endl;
    
    }
    
    } while(d!=0);
    
    if(a==2) do {
    
    cout<<"发现马保国!"<<endl;
    
    cout<<"1.攻击或搞事情!"<<endl;
    
    cout<<"2.走过去"<<endl;
    
    cin>>b;
    
    if(b==1) {
    
    m=3;
    
    cout<<"1.蹭右眼\n";
    
    cout<<"2.不讲武德\n";
    
    cout<<"3.踢隐私部位\n";
    
    cout<<"4.太极神功(盗版)\n";
    
    cout<<"5.耍赖\n";
    
    cout<<"6.卢本伟牛逼\n";
    
    cout<<"7.鄙视光线\n";
    
    cout<<"8.溜\n";
    
    cin>>e;
    
    if(e==1) {
    
    cout<<"你打肿了马老师的右眼"<<endl;
    
        d=d+1;
    
    s++;
    
    }
    
    if(e==2) {
    
    cout<<"马老师说你不讲武德,并把你的鼻子蹭了一下\n";
    
    d=d-1; 
    
    }
    
    if(e==3) {
    
    cout<<"你踢了一下马老师的隐私部位\n";
    
    d=d+1;
    
    s+=7; 
    
    }
    
    if(e==4) {
    
    cout<<"你使用了太极神功(盗版)\n";
    
    d=d+1;
    
    s+=3; 
    
    }
    
    if(e==5) {
    
    cout<<"马老师摸了摸你的头,笑了笑\n";
    
    d=d-2;
    
    s+=1; 
    
    }
    
    if(e==6) {
    
    cout<<"你使用了卢本伟牛逼\n";
    
    d=d+3;
    
    s+=3; 
    
    }
    
    if(e==7) {
    
    cout<<"你使用了鄙视光线\n";
    
    d=d+3;
    
    s+=5; 
    
    }
    
    if(e==8) {
    
    cout<<"马老师不让你溜\n";
    
    d=d-2; 
    
    }
    
    if(s>=15)
    
    {
    
    cout<<"      win"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<" inwinwinwinwi"<<endl;
    
    cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<" inwinwinwinwi"<<endl;
    
    return 0;
    
    }
    
    }
    
    if(b==2) {
    
    cout<<"不讲武德!"<<endl;
    
    }
    
    } while(d!=0);
    
    if(a==3) do {
    
    cout<<"发现马保国!"<<endl;
    
    cout<<"1.攻击或搞事情!"<<endl;
    
    cout<<"2.走过去"<<endl;
    
    cin>>b;
    
    if(b==1) {
    
    m=3;
    
    cout<<"1.切割光轮\n";
    
    cout<<"2.不讲武德\n";
    
    cout<<"3.踢隐私部位\n";
    
    cout<<"4.光线神功(盗版)\n";
    
    cout<<"5.耍赖\n";
    
    cout<<"6.鄙视光线\n";
    
    cout<<"7.溜\n";
    
    cin>>e;
    
    if(e==1) {
    
    cout<<"你使用了切割光轮"<<endl;
    
        d=d+3;
    
    s+=5;
    
    }
    
    if(e==2) {
    
    cout<<"马老师说你不讲武德,并把你的鼻子蹭了一下\n";
    
    d=d-1; 
    
    }
    
    if(e==3) {
    
    cout<<"你踢了一下马老师的隐私部位\n";
    
    d=d+1;
    
    s+=7; 
    
    }
    
    if(e==4) {
    
    cout<<"你使用了激光神功(盗版)\n";
    
    d=d+1;
    
    s+=3; 
    
    }
    
    if(e==5) {
    
    cout<<"马老师摸了摸你的头,笑了笑\n";
    
    d=d-2;
    
    s+=1; 
    
    }
    
    if(e==6) {
    
    cout<<"你使用了鄙视光线\n";
    
    d=d+3;
    
    s+=5; 
    
    }
    
    if(e==7) {
    
    cout<<"马老师不让你溜\n";
    
    d=d-2; 
    
    }
    
    if(s>=15)
    
    {
    
    cout<<"      win"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<" inwinwinwinwi"<<endl;
    
    cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<" inwinwinwinwi"<<endl;
    
    return 0;
    
    }
    
    }
    
    if(b==2) {
    
    cout<<"不讲武德!"<<endl;
    
    }
    
    } while(d!=0);
    
    if(a==4) do {
    
    cout<<"发现马保国!"<<endl;
    
    cout<<"1.攻击或搞事情!"<<endl;
    
    cout<<"2.走过去"<<endl;
    
    cin>>b;
    
    if(b==1) {
    
    m=3;
    
    cout<<"1.狒狒光轮\n";
    
    cout<<"2.不讲武德\n";
    
    cout<<"3.踢隐私部位\n";
    
    cout<<"4.狒狒神功(盗版)\n";
    
    cout<<"5.耍赖\n";
    
    cout<<"6.狒狒光线\n";
    
    cout<<"7.狒狒拉稀\n";
    
    cout<<"8.溜\n";
    
    cin>>e;
    
    if(e==1) {
    
    cout<<"你使用了狒狒光轮"<<endl;
    
        d=d+2;
    
    s+=3;
    
    }
    
    if(e==2) {
    
    cout<<"马老师说你不讲武德,并把你的鼻子蹭了一下\n";
    
    d=d-2; 
    
    }
    
    if(e==3) {
    
    cout<<"你踢了一下马老师的隐私部位\n";
    
    d=d+2;
    
    s+=8; 
    
    }
    
    if(e==4) {
    
    cout<<"你使用了狒狒神功(盗版)\n";
    
    d=d+3;
    
    s+=4; 
    
    }
    
    if(e==5) {
    
    cout<<"马老师摸了摸你的头,笑了笑\n";
    
    d=d-2;
    
    s+=1; 
    
    }
    
    if(e==6) {
    
    cout<<"你使用了狒狒光线\n";
    
    d=d+3;
    
    s+=5; 
    
    }
    
    if(e==7) {
    
    cout<<"你使用了狒狒拉稀\n";
    
    d=d+1;
    
    s+=7; 
    
    }
    
    if(e==8) {
    
    cout<<"马老师不让你溜\n";
    
    d=d-2; 
    
    }
    
    if(s>=18)
    
    {
    
    cout<<"      win"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<" inwinwinwinwi"<<endl;
    
    cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<" inwinwinwinwi"<<endl;
    
    return 0;
    
    }
    
    }
    
    if(b==2) {
    
    cout<<"不讲武德!"<<endl;
    
    }
    
    } while(d!=0);
    
    if(a==5) do {
    
    cout<<"发现马保国!"<<endl;
    
    cout<<"1.攻击或搞事情!"<<endl;
    
    cout<<"2.走过去"<<endl;
    
    cin>>b;
    
    if(b==1) {
    
    m=3;
    
    cout<<"1.SB激光\n";
    
    cout<<"2.不讲武德\n";
    
    cout<<"3.踢隐私部位\n";
    
    cout<<"4.SB神功(盗版)\n";
    
    cout<<"5.耍赖\n";
    
    cout<<"6.变傻光线\n";
    
    cout<<"7.叫爸爸!\n"; 
    
    cout<<"8.溜\n";
    
    cin>>e;
    
    if(e==1) {
    
    cout<<"你使用了SB激光"<<endl;
    
        d=d+4;
    
    s+=2;
    
    }
    
    if(e==2) {
    
    cout<<"马老师说你不讲武德,并把你的鼻子蹭了一下\n";
    
    d=d-2; 
    
    }
    
    if(e==3) {
    
    cout<<"你踢了一下马老师的隐私部位\n";
    
    d=d+3;
    
    s+=8; 
    
    }
    
    if(e==4) {
    
    cout<<"你使用了SB神功(盗版)\n";
    
    d=d+1;
    
    s+=4; 
    
    }
    
    if(e==5) {
    
    cout<<"马老师摸了摸你的头,笑了笑\n";
    
    d=d-2;
    
    s--; 
    
    }
    
    if(e==6) {
    
    cout<<"你使用了变傻光线\n";
    
    d=d+5;
    
    s+=6; 
    
    }
    
    if(e==7) {
    
    cout<<"你叫了马保国一声爸爸\n";
    
    d=d-3;
    
    s+=3;
    
    }
    
    if(e==8) {
    
    cout<<"马老师不让你溜\n";
    
    d=d-2; 
    
    }
    
    if(s>=20)
    
    {
    
    cout<<"      win"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<" inwinwinwinwi"<<endl;
    
    cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<" inwinwinwinwi"<<endl;
    
    return 0;
    
    }
    
    }
    
    if(b==2) {
    
    cout<<"不讲武德!"<<endl;
    
    }
    
    } while(d!=0);
    
    if(a==6) do {
    
    cout<<"1.用闪电五连鞭!"<<endl;
    
    cout<<"2.打他鼻梁骨"<<endl;
    
    cout<<"3.太极神功(盗版)\n";
    
    cout<<"4.盖亚!!!!!\n";
    
    cout<<"5.斥责年轻人不讲武德\n";
    
    cout<<"6.闪电十连鞭\n";
    
    cin>>j;
    
    if(j==1)cout<<"一鞭,两鞭,三鞭,四鞭,五鞭!"<<endl<<"================================="<<endl;
    
    {
    
    cout<<"         os\n";
    
        cout<<"        l  e\n";
    
        cout<<"        l  e\n";
    
        cout<<"        lose\n";
    
        cout<<"        lose\n";
    
          cout<<"        lose\n";
    
        cout<<"        lose\n";
    
        cout<<"        lose\n";
    
        cout<<"        lose\n";
    
        cout<<"  eloseloseloselos\n";
    
        cout<<" loseloseloseloselo\n";
    
        cout<<"eloseloseloseloselos\n";
    
                    cout<<"eloseloseloseloselos\n";
    
                    cout<<"eloseloseloseloselos\n";
    
                    cout<<"eloseloseloseloselos\n";
    
                    cout<<" loseloseloseloselo\n";
    
                    cout<<"=======================================\n";
    
                    for(int i=1;i<=1000;i++) cout<<"lose lose 哈哈!     ";
    
    return 0;
    
    }
    
    if(j==2) cout<<"中国功夫,讲究点到为止,于是你笑了一下,准备收拳,谁知这个年轻人他不讲武德,偏来偷袭我69岁的老年人,你劝年轻人耗子尾汁适可而止好好反思。"<<endl<<"========================================="<<endl<<"lose!"<<endl;
    
    {
    
        cout<<"         os\n";
    
        cout<<"        l  e\n";
    
        cout<<"        l  e\n";
    
        cout<<"        lose\n";
    
        cout<<"        lose\n";
    
          cout<<"        lose\n";
    
        cout<<"        lose\n";
    
        cout<<"        lose\n";
    
        cout<<"        lose\n";
    
        cout<<"  eloseloseloselos\n";
    
        cout<<" loseloseloseloselo\n";
    
        cout<<"eloseloseloseloselos\n";
    
                    cout<<"eloseloseloseloselos\n";
    
                    cout<<"eloseloseloseloselos\n";
    
                    cout<<"eloseloseloseloselos\n";
    
                    cout<<" loseloseloseloselo\n";
    
                    cout<<"=======================================\n";
    
                    for(int i=1;i<=1000;i++) cout<<"lose lose 哈哈!    ";
    
    return 0; 
    
    }
    
    if(j==3) cout<<"你使用了太极神功(盗版)"<<endl<<"========================================="<<endl<<"lose!"<<endl;
    
    {
    
    d=d+3;
    
    s+=5;
    
    }
    
    if(j==4) cout<<"你变身成了盖亚"<<endl<<"========================================="<<endl<<"lose!"<<endl;
    
    {
    
    d=d+12;
    
    s+=2;
    
    }
    
    if(j==5) cout<<"你骂年轻人不讲武德"<<endl;
    
    {
    
    d=d+5;
    
    s+=2;
    
    }
    
    if(j==6) cout<<"你使用了闪电十连鞭"<<endl;
    
    {
    
    d=d+2;
    
    s+=7;
    
    }
    
    } while(d<=0||s>=4);
    
    if(a==7) do {
    
    cout<<"发现马保国!"<<endl;
    
    cout<<"1.攻击或搞事情!"<<endl;
    
    cout<<"2.走过去"<<endl;
    
    cin>>b;
    
    if(b==1) {
    
    m=3;
    
    cout<<"1.GAY之光轮\n";
    
    cout<<"2.不讲武德\n";
    
    cout<<"3.踢隐私部位\n";
    
    cout<<"4.GAY神功(盗版)\n";
    
    cout<<"5.耍赖\n";
    
    cout<<"6.鄙视光线\n";
    
    cout<<"7.奥利给!\n";
    
    cout<<"8.溜\n";
    
    cin>>e;
    
    if(e==1) {
    
    cout<<"你使用了GAY之光轮"<<endl;
    
        d=d+4;
    
    s+=3;
    
    }
    
    if(e==2) {
    
    cout<<"马老师说你不讲武德,并把你的鼻子蹭了一下\n";
    
    d=d-3; 
    
    }
    
    if(e==3) {
    
    cout<<"你踢了一下马老师的隐私部位\n";
    
    d=d+16;
    
    s+=12; 
    
    }
    
    if(e==4) {
    
    cout<<"你使用了GAY神功(盗版)\n";
    
    d=d+3;
    
    s+=4; 
    
    }
    
    if(e==5) {
    
    cout<<"马老师摸了摸你的头,笑了笑\n";
    
    d=d-3;
    
    s+=2; 
    
    }
    
    if(e==6) {
    
    cout<<"你使用了鄙视光线\n";
    
    d=d+3;
    
    s+=5; 
    
    }
    
    if(e==7) {
    
    cout<<"奥利给!\n";
    
    d=d+30;
    
    s+=1; 
    
    }
    
    if(e==8) {
    
    cout<<"马老师不让你溜\n";
    
    d=d-2; 
    
    }
    
    if(s>=19)
    
    {
    
    cout<<"      win"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<" inwinwinwinwi"<<endl;
    
    cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<" inwinwinwinwi"<<endl;
    
    return 0;
    
    }
    
    }
    
    if(b==2) {
    
    cout<<"不讲武德!"<<endl;
    
    }
    
    } while(d!=0);
    
    if(a==8) do {
    
    cout<<"发现马保国!"<<endl;
    
    cout<<"1.攻击或搞事情!"<<endl;
    
    cout<<"2.走过去"<<endl;
    
    cin>>b;
    
    if(b==1) {
    
    m=3;
    
    cout<<"1.蹭右眼\n";
    
    cout<<"2.不讲武德\n";
    
    cout<<"3.踢隐私部位\n";
    
    cout<<"4.NB神功(盗版)\n";
    
    cout<<"5.耍赖\n";
    
    cout<<"6.迪迦!!!!!\n";
    
    cout<<"7.溜\n";
    
    cin>>e;
    
    if(e==1) {
    
    cout<<"你打肿了马老师的右眼"<<endl;
    
        d=d+1;
    
    s++;
    
    }
    
    if(e==2) {
    
    cout<<"马老师说你不讲武德,并把你的鼻子蹭了一下\n";
    
    d=d-1; 
    
    }
    
    if(e==3) {
    
    cout<<"你踢了一下马老师的隐私部位\n";
    
    d=d+1;
    
    s+=5; 
    
    }
    
    if(e==4) {
    
    cout<<"你使用了NB神功(盗版)\n";
    
    d=d+1;
    
    s+=3; 
    
    }
    
    if(e==5) {
    
    cout<<"马老师摸了摸你的头,笑了笑\n";
    
    d=d-2;
    
    s+=1; 
    
    }
    
    if(e==6) {
    
    cout<<"你变成了迪迦\n";
    
    d=d+15;
    
    s+=3; 
    
    }
    
    if(e==7) {
    
    cout<<"马老师不让你溜\n";
    
    d=d-2; 
    
    }
    
    if(s>=11)
    
    {
    
    cout<<"      win"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      w n"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<"      win"<<endl;
    
    cout<<" inwinwinwinwi"<<endl;
    
    cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<"winwinwinwinwin"<<endl;
    
                        cout<<" inwinwinwinwi"<<endl;
    
    return 0;
    
    }
    
    }
    
    if(b==2) {
    
    cout<<"不讲武德!"<<endl;
    
    }
    
    } while(d!=0);
    
    if(a==10) {
    
    cout<<"  欢迎您来玩本游戏,本游戏是由狒狒教育有限公司娱乐部出版的,可通过数字键来选择人物、技能及运动。此版本(2.15)在2.12的基础上修改了一个bug!祝您玩得不愉快!谢谢!(っ*ω*)っ\n";
    
    cout<<"选择狒狒"<<endl<<"=========================================="<<endl;
    
    cout<<"1.年轻人\n";
    
    cout<<"2.卢本伟\n";
    
    cout<<"3.迪迦/盖亚\n";
    
    cout<<"4.狒狒\n";
    
    cout<<"5.SB\n"; 
    
    cout<<"6.马保国\n";
    
    cout<<"7.GAY\n";
    
    cout<<"8.老狒狒\n";
    
    cout<<"9.关于游戏\n"<<"==========================================\n";
    
    goto gamestart; 
    
        }
    
        if(a==9){
    
        system("cls");
    
        return 0;
    
    } 
    
    }
    
    }
    
    void eyes(int a) 
    
    {
    
    cout<<"SB";
    
    for(int i=1;i<=a;i++)
    
    {
    
    cout<<"*#";
    
    }
    
    cout<<endl;
    
    }
    
    int eye()
    
    {
    
    sb:system("cls");
    
    cout<<"设置强度(建议200-2000,最好是1000)";
    
    int a;
    
    cin>>a;
    
    system("cls");
    
    cout<<"\n\n\n\n\n\n\n\n\n\n\n                              准备好了吗?";
    
    Sleep(1000);
    
    system("cls");
    
    cout<<"\n\n\n\n\n\n\n\n\n\n\n                              要开始了!";
    
    Sleep(2000);
    
    system("cls");
    
    for(int i=1;i<=a;i++)
    
    {
    
    eyes(a-i);
    
    }
    
    Sleep(1000);
    
    system("cls");
    
    cout<<"还想再玩吗?(y/n)" ;
    
    char ch;
    
    cin>>ch;
    
    if(ch=='y'||ch=='Y')goto sb;
    
        system("cls");
    
    return 0;  
    
    }
    
    int NUM;
    
    const unsigned long long shorttime=4,longtime=6,longlong=8;//单位为秒 
    
    unsigned long long start=0;
    
    double total=0.0;
    
    unsigned long long getCurrentTime()      //直接调用这个函数就行了,返回值最好是int64_t,long long应该也可以
    
    {    
    
        struct timeval tv;    
    
        gettimeofday(&tv,NULL);    //该函数在sys/time.h头文件中
    
        return tv.tv_sec * 1000 + tv.tv_usec / 1000;    
    
    }    
    
    int suiji(int min,int max,unsigned long long seed)
    
    {
    
    srand(seed); 
    
    int a=(rand()%(max-min+1))+min;
    
    return a;
    
    }
    
    bool jisuan()
    
    {
    
    int min=1,max=9;
    
    bool flag=true;
    
    int a,b,c,d;
    
    unsigned long long seed;
    
    max=99;
    
    seed=(unsigned)time(NULL);
    
    a=suiji(min,max,seed);
    
    b=(suiji(min,max,seed+17)*suiji(min,max,seed+7)*suiji(min,max,seed-1))%100;
    
    c=suiji(0,1,seed);
    
    cout<<a;
    
    if(c==0)
    
    {
    
    cout<<"+";
    
    cout<<b<<"=";
    
    cin>>d;
    
    if(d==(a+b))
    
    {
    
    cout<<"Correct!"<<endl;
    
    }
    
    else
    
    {
    
    flag=false; 
    
    }
    
    }
    
    else
    
    {
    
    cout<<"-";
    
    cout<<b<<"=";
    
    cin>>d;
    
    if(d==(a-b))
    
    {
    
    cout<<"Correct!"<<endl;
    
    }
    
    else
    
    {
    
    flag=false;
    
    }
    
    }
    
    return flag;
    
    }
    
    int susuan()
    
    {
    
    int min=1,max=9,s=0;
    
    int a,b,c,d;
    
    unsigned long long seed;
    
    start:cout<<"欢迎来到速算王者!"<<endl;
    
    cout<<"请选择:"<<endl;
    
    cout<<"1.简单模式"<<endl;
    
    cout<<"2.中等模式"<<endl;
    
    cout<<"3.困难模式"<<endl;
    
    cout<<"4.终极模式(新)"<<endl; 
    
    cout<<"5.关于本游戏"<<endl; 
    
    int n,i=0;
    
    cin>>n;
    
    if(n!=1&&n!=2&&n!=3&&n!=4&&n!=5) 
    
    {
    
    cout<<"你输错了!"<<endl;
    
    goto start;
    
    }
    
    if(n==1)
    
    {
    
    cout<<"准备开始!每题限时"<<longlong<<"秒"<<endl; 
    
    total=shorttime;
    
    Sleep(1.5*1000);
    
    for(;;)
    
    {
    
    start=getCurrentTime();
    
    total=longlong-(getCurrentTime()-start)/1000.0;
    
    if(jisuan()==true)
    
    {
    
    //cout<<"本题用时"<<(getCurrentTime()-start)/1000.0<<"秒"<<endl; 
    
    if((getCurrentTime()-start)/1000.0>longlong)
    
    {
    
    cout<<"答题超时......"<<endl; 
    
    cout<<"得分:"<<s<<endl; 
    
    cout<<"输q退出,其他字符重来"; 
    
    char ch;
    
    cin>>ch;
    
    if(ch=='q')
    
    {
    
    return 0;
    
    }
    
    else
    
    {
    
    system("cls");
    
    s=0;
    
    goto start;
    
    }
    
    }
    
    else
    
    {
    
    s++;
    
    }
    
    } 
    
    else
    
    {
    
    cout<<"错误......"<<endl;
    
    cout<<"得分:"<<s<<endl; 
    
    cout<<"输q退出,其他字符重来"; 
    
    char ch;
    
    cin>>ch;
    
    if(ch=='q')
    
    {
    
    return 0;
    
    }
    
    else
    
    {
    
    system("cls");
    
    s=0;
    
    goto start;
    
    }
    
    }
    
    } 
    
    }
    
    else if(n==2)
    
    {
    
    cout<<"准备开始!限时"<<longtime<<"秒"<<endl;
    
    total=shorttime; 
    
    Sleep(1.5*1000);
    
    for(;;)
    
    {
    
    start=getCurrentTime();
    
    total=longlong-(getCurrentTime()-start)/1000.0;
    
    if(jisuan()==true)
    
    {
    
    //cout<<"本题用时"<<(getCurrentTime()-start)/1000.0<<"秒"<<endl; 
    
    if((getCurrentTime()-start)/1000.0>longtime)
    
    {
    
    cout<<"答题超时......"<<endl; 
    
    cout<<"得分:"<<s<<endl; 
    
    cout<<"输q退出,其他字符重来"; 
    
    char ch;
    
    cin>>ch;
    
    if(ch=='q')
    
    {
    
    return 0;
    
    }
    
    else
    
    {
    
    system("cls");
    
    s=0;
    
    goto start;
    
    }
    
    }
    
    else
    
    {
    
    s++;
    
    }
    
    } 
    
    else
    
    {
    
    cout<<"错误......"<<endl;
    
    cout<<"得分:"<<s<<endl; 
    
    cout<<"输q退出,其他字符重来"; 
    
    char ch;
    
    cin>>ch;
    
    if(ch=='q')
    
    {
    
    return 0;
    
    }
    
    else
    
    {
    
    system("cls");
    
    s=0;
    
    goto start;
    
    }
    
    }
    
    } 
    
    }
    
    else if(n==3)
    
    {
    
    cout<<"准备开始!限时"<<shorttime<<"秒"<<endl;
    
    total=shorttime; 
    
    Sleep(1.5*1000);
    
    for(;;)
    
    {
    
    start=getCurrentTime();
    
    total=longlong-(getCurrentTime()-start)/1000.0;
    
    if(jisuan()==true)
    
    {
    
    //cout<<"本题用时"<<(getCurrentTime()-start)/1000.0<<"秒"<<endl; 
    
    if((getCurrentTime()-start)/1000.0>shorttime)
    
    {
    
    cout<<"答题超时......"<<endl; 
    
    cout<<"得分:"<<s<<endl; 
    
    cout<<"输q退出,其他字符重来"; 
    
    char ch;
    
    cin>>ch;
    
    if(ch=='q')
    
    {
    
    return 0;
    
    }
    
    else
    
    {
    
    system("cls");
    
    s=0;
    
    goto start;
    
    }
    
    }
    
    else
    
    {
    
    s++;
    
    }
    
    } 
    
    else
    
    {
    
    cout<<"错误......"<<endl;
    
    cout<<"得分:"<<s<<endl; 
    
    cout<<"输q退出,其他字符重来"; 
    
    char ch;
    
    cin>>ch;
    
    if(ch=='q')
    
    {
    
    return 0;
    
    }
    
    else
    
    {
    
    system("cls");
    
    s=0;
    
    goto start;
    
    }
    
    }
    
    } 
    
    }
    
    else if(n==4)
    
    {
    
    cout<<"准备开始!时间会越来越少!"<<endl;
    
    total=shorttime; 
    
    Sleep(1.5*1000);
    
    for(;;)
    
    {
    
    start=getCurrentTime();
    
    total=longlong-(getCurrentTime()-start)/1000.0;
    
    if(jisuan()==true)
    
    {
    
    //cout<<"本题用时"<<(getCurrentTime()-start)/1000.0<<"秒"<<endl; 
    
    if(s==35)
    
    {
    
    cout<<"恭喜恭喜,你胜利了!!!"<<"\n"<<"称号:举世无双的大师"<<endl; 
    
    cout<<"输q退出,其他字符重来"; 
    
    char ch;
    
    cin>>ch;
    
    if(ch=='q')
    
    {
    
    return 0;
    
    }
    
    else
    
    {
    
    system("cls");
    
    s=0;
    
    goto start;
    
    }
    
    } 
    
    if((getCurrentTime()-start)/1000.0>longtime-s/10)
    
    {
    
    cout<<"答题超时......"<<endl; 
    
    cout<<"得分:"<<s<<endl; 
    
    if(s<8)
    
    {
    
    cout<<"称号:初级玩家"<<endl; 
    
    }
    
    if(s>=8&&s<15)
    
    {
    
    cout<<"称号:中级玩家"<<endl;
    
    }
    
    if(s>=16&&s<25)
    
    {
    
    cout<<"称号:高级玩家"<<endl;
    
    }
    
    if(s>=25&&s<35)
    
    {
    
    cout<<"称号:超一流玩家"<<endl;
    
    }
    
    cout<<"输q退出,其他字符重来"; 
    
    char ch;
    
    cin>>ch;
    
    if(ch=='q')
    
    {
    
    return 0;
    
    }
    
    else
    
    {
    
    system("cls");
    
    s=0;
    
    goto start;
    
    }
    
    }
    
    else
    
    {
    
    s++;
    
    }
    
    } 
    
    else
    
    {
    
    cout<<"错误......"<<endl;
    
    cout<<"得分:"<<s<<endl; 
    
    if(s<8)
    
    {
    
    cout<<"称号:初级玩家"<<endl; 
    
    }
    
    if(s>=8&&s<15)
    
    {
    
    cout<<"称号:中级玩家"<<endl;
    
    }
    
    if(s>=16&&s<25)
    
    {
    
    cout<<"称号:高级玩家"<<endl;
    
    }
    
    if(s>=25&&s<35)
    
    {
    
    cout<<"称号:超一流玩家"<<endl;
    
    }
    
    cout<<"输q退出,其他字符重来"; 
    
    char ch;
    
    cin>>ch;
    
    if(ch=='q')
    
    {
    
    return 0;
    
    }
    
    else
    
    {
    
    system("cls");
    
    s=0;
    
    goto start;
    
    }
    
    }
    
    } 
    
    }
    
    else
    
    {
    
    cout<<"本游戏由“SB”c++游戏制作有限公司出品"<<"\n"; 
    
    cout<<"游戏版本号:v2.4" <<"\n";
    
    s=0;
    
    goto start;
    
    }
    
    }
    
    struct player
    
    {
    
    string name;
    
    int money;
    
    bool flag;
    
    };
    
    player p1,p2,p3,p4;
    
    int suiji(int n)
    
    {
    
    return rand()%n;
    
    }
    
    int lunpan(player m)
    
    {
    
    int zhu,a,b,c,fen=0,a1,b1,c1;
    
    cout<<m.name<<"下注(元):"<<endl;
    
    cin>>zhu;
    
    m.money-=zhu;
    
    cout<<"赌点数(0~9,输入三个数):";
    
    cin>>a>>b>>c;
    
    cout<<"开奖中......\n";
    
    Sleep(5000);
    
    srand((int)time(0));
    
    a1=suiji(10);
    
    b1=suiji(10);
    
    c1=suiji(10);
    
    if(a==a1)fen++;
    
    if(b==b1)fen++;
    
    if(c==c1)fen++;
    
    cout<<"中奖号码:"<<a1<<" "<<b1<<" "<<c1<<endl; 
    
    if(fen==0)
    
    {
    
    cout<<"很遗憾,没中奖!\n"<<endl;
    
    fen=0; 
    
    }
    
    if(fen==1)
    
    {
    
    cout<<"恭喜中出三等奖\n"<<endl;
    
    m.money+=3*zhu;
    
    fen=0; 
    
    }
    
    if(fen==2)
    
    {
    
    cout<<"恭喜中出二等奖\n"<<endl;
    
    m.money+=15*zhu;
    
    fen=0; 
    
    }
    
    if(fen==3)
    
    {
    
    cout<<"恭喜中出一等奖\n"<<endl;
    
    m.money+=100*zhu;
    
    fen=0; 
    
    }
    
    return m.money; 
    
    } 
    
    void quming()
    
    {
    
    cout<<"请输入四人名字\n";
    
    cin>>p1.name>>p2.name>>p3.name>>p4.name;
    
    }
    
    bool paduan(player n)
    
    {
    
    if(n.money<=0)return false;
    
    else return true;
    
    }
    
    int du() 
    
    {
    
    p1.money=p2.money=p3.money=p4.money=100;
    
    p1.flag=p2.flag=p3.flag=p4.flag=true;
    
    quming();
    
    system("cls");
    
    while(1)
    
    {
    
    if(paduan(p1)==false&&paduan(p2)==false&&paduan(p3)==false&&paduan(p4)==false)
    
    {
    
    cout<<"所有玩家全部破产!";
    
    Sleep(1888);
    
    return 0; 
    
    }
    
    if(paduan(p1)==false)
    
    {
    
    cout<<p1.name<<"破产!\n";
    
    p1.flag=false;
    
    }
    
    if(paduan(p2)==false)
    
    {
    
    cout<<p2.name<<"破产!\n";
    
    p2.flag=false;
    
    }
    
    if(paduan(p3)==false)
    
    {
    
    cout<<p3.name<<"破产!\n";
    
    p3.flag=false;
    
    }
    
    if(paduan(p4)==false)
    
    {
    
    cout<<p4.name<<"破产!\n";
    
    p4.flag=false;
    
    }
    
    cout<<p1.name<<"有"<<p1.money<<"元\n";
    
    cout<<p2.name<<"有"<<p2.money<<"元\n";
    
    cout<<p3.name<<"有"<<p3.money<<"元\n";
    
    cout<<p4.name<<"有"<<p4.money<<"元\n";
    
    if(p1.flag)p1.money=lunpan(p1);
    
    if(p2.flag)p2.money=lunpan(p2);
    
    if(p3.flag)p3.money=lunpan(p3);
    
    if(p4.flag)p4.money=lunpan(p4);
    
    system("cls");
    
    }
    
    return 0; 
    
    }
    
    int ti(float a) {
    
    return ((int)(a*10+5))/10;
    
    }
    
    void Setpos(float x,float y) {
    
    COORD pos;
    
    pos.X=ti(y*4)/2;
    
    pos.Y=ti(x);
    
    SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
    
    }
    
    void Color(int a) {
    
    if(a==0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
    
    if(a==1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
    
    if(a==2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
    
    if(a==3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
    
    if(a==4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
    
    if(a==5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
    
    if(a==6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
    
    if(a==7) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
    
    if(a==8) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED);
    
    if(a==9) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_GREEN|BACKGROUND_BLUE);
    
    if(a==10) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_BLUE);
    
    if(a==11) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_BLUE);
    
    if(a==12) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN);
    
    if(a==13) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);
    
    if(a==14) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_BLUE);
    
    }
    
    int Blomax,Ren,Exp,Expmax,Lv,Lvl,Ice,Drug,ar1,ar2,Tar1,Tar2,bl,br,Win,T,Tb,Sy,Up,Upt,Down,u1,u2,Kill,Killb,L,Ll[4],Li,D,Gd[10],Biao,Fire,Fir,Water,Thun,Wind,Magne,I[20][2],ib,Dis,Disb,Dis1,Disb1,Boss,Bblo,Bblomax,Bwhat1,Bwhat2,Bwhat3,Bgo1[10],Bgo2[10],Bgo3[10],Bbr,Bbl,Bl[4];
    
    float X,Y,Vx,Vy,Ding,Blo,Hui,Bx1,By1,Bx2,By2,Bx3,By3,Bvx1,Bvy1,Bvx2,Bvy2,Bvx3,Bvy3,Bway[1001][2];
    
    struct bullet {
    
    float x,y,vx,vy;
    
    int what;
    
    int a,t,How;
    
    int life;
    
    bool kill;
    
    } B[100001];
    
    void Map(int a,int b);
    
    void Pan(int a,float x,float y,int b) {
    
    float Nox[4],Noy[4];
    
    Nox[0]=X,Noy[0]=Y;
    
    if(Down==1&&X==22) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
    
    else if(Down==2) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;
    
    else if(Down==1||X<18) Nox[1]=X-1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;
    
    else Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
    
    for(int i=0; i<3; i++) {
    
    if(a==-1) {
    
    if(abs(x-Nox[i])+abs(y-Noy[i])<1.5) {
    
    if(B[b].what==-10)Exp+=2;
    
    if(B[b].what==-11)Exp+=1;
    
    B[b].life=0;
    
    if(B[b].life==0&&b==bl) bl++;
    
    Map(3,b);
    
    break;
    
    }
    
    }
    
    if(a==-2) {
    
    if(abs(x-Nox[i])+abs(y-Noy[i])<2.5) {
    
    if(B[b].what==-2)Exp+=20,Biao+=20;
    
    if(B[b].what==-3)Fire=1000000,Ice=10000000,Fir=10000000;
    
    if(B[b].what==-4)Water=10000000;
    
    if(B[b].what==-5) {
    
    Wind=10;
    
    Ding=10000000;
    
    Ice=10000000;
    
    if(Y<Ding-1)Vy=5;
    
    else Vy=0;
    
    if(Up>=1) Vx=-5;
    
    if(Down==2) Vx=5;
    
    }
    
    if(B[b].what==-6) {
    
    Thun=200;
    
    system("color 1F");
    
    Sleep(20);
    
    system("color 6F");
    
    Sleep(10);
    
    system("color 0F");
    
    }
    
    if(B[b].what==-7)Magne=300;
    
    if(B[b].what==-8)Ice=0,Drug=0,Blo=fmin((float)Blomax,Blo+20);
    
    if(B[b].what==-9)Exp=fmin((float)Expmax,Exp+20);
    
    B[b].life=0;
    
    if(B[b].life==0&&b==bl) bl++;
    
    Map(3,b);
    
    break;
    
    }
    
    }
    
    }
    
    if(Wind==0&&Thun==0&&(B[b].kill!=0||Killb>=15||Ren==1&&Killb>0)) return;
    
    for(int i=0; i<3; i++) {
    
    if((Wind>=1||Thun>=1)&&abs(x-Nox[i])+abs(y-Noy[i])<2.5) {
    
    if(B[b].what<98)Exp+=2;
    
    B[b].life=0;
    
    Map(3,b);
    
    break;
    
    }
    
    if(a==1) {
    
    if(abs(x-Nox[i])<0.5&&abs(y-Noy[i])<1) {
    
    if(B[b].what>=99)Blo-=10;
    
    if(B[b].what==14)Blo-=15,Ice=100,B[b].life=0;
    
    else if(B[b].what==15)Blo-=20,Ice=0,B[b].life=0;
    
    else if(B[b].what==17)Blo-=5,Drug=100,B[b].life=0;
    
    else if(B[b].what>=13&&B[b].what<=17)Blo-=10,B[b].life=0;
    
    else Blo-=15;
    
    B[b].kill=1,Killb=20;
    
    Kill=1;
    
    Map(3,b);
    
    break;
    
    }
    
    }
    
    if(a==2||a==6||a==8||a==9||a==10||a==11||a==12) {
    
    if(abs(x-Nox[i])+abs(y-Noy[i])<1.5) {
    
    if(a==2)Blo-=20;
    
    else if(a==8)Blo-=10;
    
    else Blo-=15;
    
    B[b].kill=1,Killb=20;
    
    Kill=1;
    
    if(a!=2) {
    
    B[b].life=0;
    
    if(B[b].life==0&&b==bl) bl++;
    
    Map(3,b);
    
    break;
    
    }
    
    }
    
    }
    
    if(a==4) {
    
    if((Wind>=1||Thun>=1)&&abs(x-Nox[i])<1.5&&Noy[i]-y<=0&&Noy[i]-y>=-8) {
    
    if(B[b].what<98)Exp+=2;
    
    B[b].life=0;
    
    Map(3,b);
    
    break;
    
    }
    
    if(abs(x-Nox[i])<1&&Noy[i]-y<=0&&Noy[i]-y>=-8) {
    
    Blo-=25,B[b].kill=1,Killb=20;
    
    Kill=1;
    
    Vy=-1;
    
    Y-=0.5;
    
    break;
    
    }
    
    }
    
    }
    
    }
    
    void Map(int a,int b) {
    
    Color(0);
    
    if(a==-1) {
    
    if(Boss==1||Boss==6) {
    
    if(Bwhat1==5) {
    
    if(ti(Bx1)==20)Setpos(Bx1,By1),cout<<"==";
    
    else Setpos(Bx1,By1),cout<<"  ";
    
    } else {
    
    Setpos(Bx1-1,By1-0.5),cout<<"    ";
    
    Setpos(Bx1,By1-1),cout<<"      ";
    
    Setpos(Bx1+1,By1-0.5),cout<<"    ";
    
    if(abs(ti(Bx1)-20)<=1)Setpos(20,By1-1),cout<<"======";
    
    }
    
    }
    
    if(Boss==2||Boss==6) {
    
    Setpos(Bx2-1,By2-1);
    
    cout<<"    ";
    
    Setpos(Bx2,By2-1);
    
    cout<<"      ";
    
    Setpos(Bx2+1,By2-1),cout<<"      ";
    
    Color(0);
    
    if(abs(ti(Bx2)-20)<=1)Setpos(20,By2-1),cout<<"======";
    
    }
    
    if(Boss==3||Boss==6) {
    
    Setpos(Bx3-1,By3-0.5);
    
    cout<<"     ";
    
    Setpos(Bx3,By3);
    
    cout<<"  ";
    
    Setpos(Bx3+1,By3-1),cout<<"      ";
    
    Color(0);
    
    if(abs(ti(Bx3)-20)<=1)Setpos(20,By3-1),cout<<"=======";
    
    }
    
    if(X<0)return;
    
    if(X>=17&&X<=19) {
    
    Setpos(X-1,Y);
    
    cout<<"  ";
    
    Setpos(X,Y-1);
    
    cout<<"   ";
    
    Setpos(X+1,Y-1),cout<<"   ";
    
    } else if(X<=23&&X>=21) {
    
    Setpos(X+1,Y);
    
    cout<<"  ";
    
    Setpos(X,Y-1);
    
    cout<<"   ";
    
    Setpos(X-1,Y-1),cout<<"    ";
    
    } else if(X>23) {
    
    Setpos(X,Y-1);
    
    cout<<"    ";
    
    Setpos(X-1,Y-0.5),cout<<"   ";
    
    } else if(X<17&&Upt!=0) {
    
    Setpos(X,Y-1);
    
    cout<<"    ";
    
    Setpos(X+1,Y-1.5),cout<<"    ";
    
    } else if(X<17) {
    
    Setpos(X,Y-1);
    
    cout<<"    ";
    
    Setpos(X+1,Y-0.5),cout<<"   ";
    
    }
    
    if(Thun>0) {
    
    Setpos(X-2,Y-1),cout<<"    ";
    
    Setpos(X+2,Y-1),cout<<"    ";
    
    Setpos(X,Y+2),cout<<"  ";
    
    Setpos(X,Y-2.5),cout<<"  ";
    
    Setpos(X-1,Y+1),cout<<"  ";
    
    Setpos(X+1,Y+1),cout<<"  ";
    
    Setpos(X-1,Y-2),cout<<"  ";
    
    Setpos(X+1,Y-2),cout<<"  ";
    
    Setpos(20,Y-2.5),cout<<"============";
    
    }
    
    if(Wind!=0) {
    
    Setpos(X+1,Y-5);
    
    cout<<"        ";
    
    Setpos(X,Y-5);
    
    cout<<"        ";
    
    Setpos(X-1,Y-5);
    
    cout<<"        ";
    
    Setpos(20,Y-5),cout<<"========";
    
    }
    
    if(Water!=0) {
    
    Setpos(X,Y-4);
    
    cout<<"       ";
    
    Setpos(X+2,Y-3.5);
    
    cout<<"     ";
    
    Setpos(X-2,Y-3.5);
    
    cout<<"     ";
    
    Setpos(X+1,Y-3.5);
    
    cout<<"     ";
    
    Setpos(X-1,Y-3.5);
    
    cout<<"     ";
    
    Setpos(20,Y-5),cout<<"========";
    
    }
    
    if(Fire!=0) {
    
    Setpos(X,Y+1),cout<<"  ";
    
    Setpos(X+1,Y),cout<<"  ";
    
    Setpos(X-1,Y-1),cout<<"  ";
    
    Setpos(20,Y-1);
    
    cout<<"======";
    
    }
    
    }
    
    if(a==0) {
    
    if(Boss==1||Boss==6) {
    
    if(Bwhat1==5)Color(5),Setpos(Bx1,By1),cout<<"█",Color(0);
    
    else if(Bwhat1==4&&Bgo1[1]>6&&Bgo1[1]<11)Color(4),Setpos(Bgo1[5]-1,Bgo1[6]),cout<<"︻",Setpos(Bgo1[5],Bgo1[6]-1),cout<<"【",Setpos(Bgo1[5],Bgo1[6]+1),cout<<"】",Setpos(Bgo1[5]+1,Bgo1[6]),cout<<"︼",Color(0);
    
    else {
    
    Setpos(Bx1-1,By1-0.5),Color(0),cout<<"●●";
    
    Setpos(Bx1,By1-1);
    
    if(Bwhat1==2&&Bgo1[1]<=5)Color(1);
    
    else if(Bwhat1==3&&Bgo1[1]<=5)Color(5);
    
    else if(Bwhat1==6&&Bgo1[1]<=5)Color(8);
    
    else Color(4);
    
    if(Bwhat1==4) Setpos(Bx1,By1-0.5),cout<<"██(";
    
    else cout<<")██(";
    
    Setpos(Bx1+1,By1-0.5),cout<<"……";
    
    Color(0);
    
    }
    
    }
    
    if(Boss==2||Boss==6) {
    
    Setpos(Bx2-1,By2-1);
    
    Color(0),cout<<"\\ ";
    
    Color(0);
    
    cout<<"●";
    
    Setpos(Bx2,By2-1);
    
    Color(3);
    
    cout<<"◥";
    
    Color(5),cout<<"JJJ";
    
    Color(0),cout<<">";
    
    Color(3);
    
    Setpos(Bx2+1,By2-1),cout<<"◢█◣";
    
    Color(0);
    
    }
    
    if(Boss==3||Boss==6) {
    
    Setpos(Bx3-1,By3-0.5);
    
    if(Bwhat3==3||Bwhat3==9) Color(1);
    
    else if(Bwhat3==4||Bwhat3==10) Color(4);
    
    else if(Bwhat3==5||Bwhat3==11) Color(5);
    
    if(Bwhat3==11)cout<<' ';
    
    else if(Bwhat3==6) Color(3);
    
    else Color(2);
    
    cout<<"●-";
    
    Setpos(Bx3,By3);
    
    if(Bwhat3==11)cout<<"/";
    
    else cout<<"┃";
    
    Color(0);
    
    Setpos(Bx3+1,By3-1),cout<<"●●●";
    
    }
    
    if(X<0)return;
    
    if(Ren==2) Color(12);
    
    if(Ren==3) Color(1);
    
    if(Ren==4) Color(3);
    
    if(Ren==5) Color(4);
    
    if(Ren==6) Color(2);
    
    if(Drug!=0&&T%5!=0) Color(11);
    
    if(Drug!=0&&T%5==0) Color(11);
    
    if(Ice!=0) Color(6);
    
    if(b==1) Color(8);
    
    if(Li!=0) Color(5);
    
    if(Ren==1&&Killb>0&&T%4<2) Color(13);
    
    if(Wind>0&&T%4<=1) Color(1);
    
    if(Wind>0&&T%4>=2) Color(0);
    
    if(Thun>0&&T%4<=1) Color(1);
    
    if(Thun>0&&T%4>=2) Color(6);
    
    if(X>=17&&X<=19) {
    
    Setpos(X-1,Y);
    
    cout<<"●";
    
    Setpos(X,Y-1);
    
    cout<<"━/";
    
    if(T%10<3) Setpos(X+1,Y-1),cout<<"┛╲";
    
    else if(T%10<6) Setpos(X+1,Y-1),cout<<"┦ ";
    
    else Setpos(X+1,Y-1),cout<<"╯>";
    
    if(Wind>0&&T%3==0) Setpos(X+1,Y-1),cout<<"┛╲";
    
    else if(Wind>0&&T%3==1) Setpos(X+1,Y-1),cout<<"┦ ";
    
    else if(Wind>0&&T%3==2)Setpos(X+1,Y-1),cout<<"╯>";
    
    } else if(X<=23&&X>=21) {
    
    Setpos(X+1,Y);
    
    cout<<"●";
    
    Setpos(X,Y-1);
    
    cout<<"━\\";
    
    if(T%10<3) Setpos(X-1,Y-1),cout<<"┓╱";
    
    else if(T%10<6) Setpos(X-1,Y-1),cout<<"┪ ";
    
    else Setpos(X-1,Y-1),cout<<"╮>";
    
    if(Wind>0&&T%3==0) Setpos(X-1,Y-1),cout<<"┓╱";
    
    else if(Wind>0&&T%3==1) Setpos(X-1,Y-1),cout<<"┪ ";
    
    else if(Wind>0&&T%3==2)Setpos(X-1,Y-1),cout<<"╮>";
    
    } else if(X>23) {
    
    Setpos(X,Y-1);
    
    cout<<"━ ●";
    
    Setpos(X-1,Y-0.5),cout<<"│>";
    
    } else if(X<17&&Upt!=0) {
    
    Setpos(X,Y-1);
    
    cout<<"━ ●";
    
    Setpos(X+1,Y-1.5),cout<<"╱ >";
    
    } else if(X<17) {
    
    Setpos(X,Y-1);
    
    cout<<"━ ●";
    
    Setpos(X+1,Y-0.5),cout<<"│>";
    
    }
    
    if(Thun>0) {
    
    Setpos(X-2,Y-1),cout<<"▄▄";
    
    Setpos(X+2,Y-1),cout<<"▄▄";
    
    Setpos(X,Y+2),cout<<"▌";
    
    Setpos(X,Y-2.5),cout<<"▌";
    
    Setpos(X-1,Y+1),cout<<"█";
    
    Setpos(X+1,Y+1),cout<<"█";
    
    Setpos(X-1,Y-2),cout<<"█";
    
    Setpos(X+1,Y-2),cout<<"█";
    
    }
    
    if(Magne>0&&T%7<2)Setpos(X,Y),Color(5),cout<<"★";
    
    if(Wind>1) {
    
    if(T%6<2)Color(1);
    
    else Color(0);
    
    if(T%8<=1) {
    
    Setpos(X+1,Y-5);
    
    cout<<"----  --";
    
    Setpos(X,Y-5);
    
    cout<<"-  --- -";
    
    Setpos(X-1,Y-5);
    
    cout<<"--- - --";
    
    } else if(T%8<=3) {
    
    Setpos(X+1,Y-5);
    
    cout<<"------  ";
    
    Setpos(X,Y-5);
    
    cout<<" --  ---";
    
    Setpos(X-1,Y-5);
    
    cout<<"----- - ";
    
    } else if(T%8<=5) {
    
    Setpos(X+1,Y-5);
    
    cout<<"  ------";
    
    Setpos(X,Y-5);
    
    cout<<"-- --  -";
    
    Setpos(X-1,Y-5);
    
    cout<<"- ----- ";
    
    } else if(T%8<=7) {
    
    Setpos(X+1,Y-5);
    
    cout<<"--  ----";
    
    Setpos(X,Y-5);
    
    cout<<" --- -- ";
    
    Setpos(X-1,Y-5);
    
    cout<<"- - ----";
    
    }
    
    }
    
    if(Water!=0) {
    
    Color(1);
    
    if(T%20<5) {
    
    Setpos(X+2,Y-3);
    
    cout<<"■";
    
    Setpos(X+1,Y-3.5);
    
    cout<<"■";
    
    Setpos(X-1,Y-2.5);
    
    cout<<"■";
    
    Setpos(X-2,Y-3);
    
    cout<<"■";
    
    } else if(T%20<10||T%20>=15) {
    
    Setpos(X+2,Y-3);
    
    cout<<"■";
    
    Setpos(X,Y-4);
    
    cout<<"■■";
    
    Setpos(X-2,Y-3);
    
    cout<<"■";
    
    } else if(T%20<15) {
    
    Setpos(X+2,Y-3.5);
    
    cout<<"■";
    
    Setpos(X+1,Y-3);
    
    cout<<"■";
    
    Setpos(X-1,Y-3.5);
    
    cout<<"■";
    
    Setpos(X-2,Y-3);
    
    cout<<"■";
    
    }
    
    }
    
    if(Fire!=0) {
    
    if(T%6<3)Color(4);
    
    else Color(5);
    
    if(Fir>=1)Setpos(X,Y+1),cout<<"●";
    
    if(Fir>=2)Setpos(X+1,Y),cout<<"●";
    
    if(Fir>=3)Setpos(X-1,Y-1),cout<<"●";
    
    }
    
    }
    
    if(a==1||a==3) {
    
    if(B[b].what==1) {
    
    Nor;
    
    Setpos(B[b].x,B[b].y-1);
    
    if(ti(B[b].x)==20)cout<<"======";
    
    else cout<<"      ";
    
    if(B[b].life!=0) {
    
    B[b].y-=B[b].vy;
    
    Setpos(B[b].x,B[b].y);
    
    if(B[b].How<=1) Color(13);
    
    else Color(4);
    
    cout<<"●";
    
    if(a==1) Pan(1,B[b].x,B[b].y,b);
    
    }
    
    }
    
    if(B[b].what==2) {
    
    Nor;
    
    Setpos(B[b].x-1,B[b].y-1);
    
    if(ti(B[b].x-1)==20)cout<<"======";
    
    else cout<<"      ";
    
    Setpos(B[b].x,B[b].y-1);
    
    if(ti(B[b].x)==20)cout<<"======";
    
    else cout<<"      ";
    
    Setpos(B[b].x+1,B[b].y-1);
    
    if(ti(B[b].x+1)==20)cout<<"======";
    
    else cout<<"      ";
    
    if(B[b].life!=0) {
    
    B[b].y-=B[b].vy;
    
    Setpos(B[b].x,B[b].y);
    
    Color(5);
    
    if(B[b].How==0) {
    
    Setpos(B[b].x-1,B[b].y),cout<<"↑";
    
    Setpos(B[b].x,B[b].y-1),cout<<"←┼ →";
    
    Setpos(B[b].x+1,B[b].y),cout<<"↓";
    
    } else if(B[b].How==1) {
    
    Setpos(B[b].x-1,B[b].y-1),cout<<"↖  ↗";
    
    Setpos(B[b].x,B[b].y),cout<<"╳";
    
    Setpos(B[b].x+1,B[b].y-1),cout<<"↙  ↘";
    
    }
    
    if(a==1) Pan(2,B[b].x,B[b].y,b);
    
    }
    
    }
    
    if(B[b].what==3||B[b].what==5) {
    
    Nor;
    
    Setpos(B[b].x,B[b].y);
    
    if(ti(B[b].x)==20)cout<<"==";
    
    else cout<<"  ";
    
    if(B[b].life!=0) {
    
    B[b].y-=B[b].vy;
    
    B[b].x-=B[b].vx;
    
    Setpos(B[b].x,B[b].y);
    
    if(B[b].How==1) Color(5);
    
    else Color(4);
    
    cout<<"◎";
    
    }
    
    }
    
    if(B[b].what==4) {
    
    Nor;
    
    Setpos(B[b].x,fmax((float)0,B[b].y-8));
    
    if(ti(B[b].x)==20) {
    
    for(int i=max(0,(int)B[b].y-8); i<=B[b].y; i++)cout<<"==";
    
    } else {
    
    for(int i=max(0,(int)B[b].y-8); i<=B[b].y; i++)cout<<"  ";
    
    }
    
    if(B[b].life!=0) {
    
    B[b].y-=B[b].vy;
    
    Setpos(B[b].x,fmax((float)0,B[b].y-8));
    
    Color(6);
    
    for(int i=max(0,(int)B[b].y-8); i<=B[b].y; i++)cout<<"═";
    
    if(a==1) Pan(4,B[b].x,B[b].y,b);
    
    }
    
    }
    
    if(B[b].what==6||B[b].what==8||B[b].what==9) {
    
    Nor;
    
    Setpos(B[b].x-1,B[b].y);
    
    if(ti(B[b].x)-1==20)cout<<"==";
    
    else cout<<"  ";
    
    Setpos(B[b].x+1,B[b].y);
    
    if(ti(B[b].x)+1==20)cout<<"==";
    
    else cout<<"  ";
    
    Setpos(B[b].x,B[b].y-1);
    
    if(ti(B[b].x)==20)cout<<"======";
    
    else cout<<"      ";
    
    if(B[b].life!=0) {
    
    B[b].y-=B[b].vy;
    
    B[b].x-=B[b].vx;
    
    Setpos(B[b].x,B[b].y-1);
    
    if(B[b].what==6) {
    
    if(B[b].How<=1) Color(1);
    
    else Color(6);
    
    }
    
    if(B[b].what==9) {
    
    if(B[b].How<=1) Color(4);
    
    else Color(8);
    
    }
    
    if(B[b].what==8)Color(5);
    
    Setpos(B[b].x-1,B[b].y);
    
    cout<<"︹";
    
    Setpos(B[b].x+1,B[b].y);
    
    cout<<"︺";
    
    Setpos(B[b].x,B[b].y-1);
    
    if(B[b].How%2==1) cout<<"〔●〕";
    
    else cout<<"﹝○﹞";
    
    if(a==1) Pan(6,B[b].x,B[b].y,b);
    
    }
    
    }
    
    if(B[b].what==7) {
    
    Nor;
    
    Setpos(B[b].x,B[b].y);
    
    if(B[b].How<0) for(int i=19; i>=20+B[b].How; i--) {
    
    Setpos(i,B[b].y);
    
    cout<<"  ";
    
    }
    
    if(B[b].How>0) for(int i=21; i<=20+B[b].How; i++) {
    
    Setpos(i,B[b].y);
    
    cout<<"  ";
    
    }
    
    if(B[b].life!=0) {
    
    B[b].y-=B[b].vy;
    
    if(B[b].How<0) for(int i=19; i>=20+B[b].How; i--) {
    
    Setpos(i,B[b].y);
    
    cout<<"║";
    
    if(a==1) Pan(7,i,B[b].y,b);
    
    }
    
    if(B[b].How>0) for(int i=21; i<=20+B[b].How; i++) {
    
    Setpos(i,B[b].y);
    
    cout<<"║";
    
    if(a==1) Pan(7,i,B[b].y,b);
    
    }
    
    }
    
    }
    
    if(B[b].what==10||B[b].what==11||B[b].what==12) {
    
    Nor;
    
    Setpos(B[b].x,B[b].y);
    
    if(ti(B[b].x)==20)cout<<"==";
    
    else cout<<"  ";
    
    if(B[b].life!=0) {
    
    B[b].x-=B[b].vx;
    
    B[b].y-=B[b].vy;
    
    if(B[b].How==1) {
    
    B[b].vy-=0.2;
    
    } else B[b].vx-=0.35;
    
    if(B[b].x>=25) B[b].x=25,B[b].vx*=-0.8;
    
    if(B[b].what==11&&B[b].y<=1) B[b].y=1,B[b].vy*=-1;
    
    if(B[b].what==12&&B[b].y<=1) B[b].y=1,B[b].vx=0,B[b].vy=-0.5,B[b].How=1;
    
    Setpos(B[b].x,B[b].y);
    
    if(B[b].what==11)Color(1);
    
    else if(B[b].what==12)Color(5);
    
    else Color(0);
    
    if(B[b].t%4<2)cout<<"▃";
    
    else cout<<"▍";
    
    if(a==1) Pan(B[b].what,B[b].x,B[b].y,b);
    
    }
    
    }
    
    if(B[b].what>=13&&B[b].what<=17) {
    
    Nor;
    
    Setpos(B[b].x,B[b].y);
    
    if(ti(B[b].x)==20)cout<<"====";
    
    else cout<<"    ";
    
    if(B[b].life!=0) {
    
    B[b].x-=B[b].vx;
    
    B[b].y-=B[b].vy;
    
    Setpos(B[b].x,B[b].y);
    
    if(B[b].what==14) Color(1);
    
    else if(B[b].what==15) Color(4);
    
    else if(B[b].what==16) Color(5);
    
    else if(B[b].what==17) Color(3);
    
    else Color(2);
    
    cout<<"●";
    
    if(B[b].what==14)cout<<"*";
    
    if(B[b].what==15)cout<<"";
    
    if(B[b].what==16)cout<<"<";
    
    if(B[b].what==17)cout<<"X";
    
    }
    
    if(a==1) Pan(1,B[b].x,B[b].y,b);
    
    }
    
    if(B[b].what==98&&B[b].life!=0) {
    
    B[b].y-=B[b].vy;
    
    Setpos(B[b].x,B[b].y);
    
    if(ti(B[b].x==20))cout<<"==";
    
    else cout<<"  ";
    
    if(B[b].y<=3)B[b].life=0;
    
    }
    
    if(B[b].what>=99) {
    
    if(B[b].y<=3)B[b].life=0;
    
    if(B[b].life!=0) {
    
    B[b].y-=B[b].vy;
    
    Setpos(B[b].x,B[b].y);
    
    Color(5);
    
    if(B[b].what==99)cout<<"█";
    
    if(B[b].what>=100&&B[b].what<200) {
    
    if(B[b].what%5==0)cout<<"ZYR";
    
    if(B[b].what%5==1)cout<<"0821";
    
    if(B[b].what%5==2)cout<<"太";
    
    if(B[b].what%5==3)cout<<"帅";
    
    if(B[b].what%5==4)cout<<"了";
    
    }
    
    if(B[b].what>=200&&B[b].what<300) {
    
    if(B[b].what%6==0)cout<<"神";
    
    if(B[b].what%6==1)cout<<"级";
    
    if(B[b].what%6==2)cout<<"ZYR";
    
    if(B[b].what%6==3)cout<<"0821";
    
    if(B[b].what%6==4)cout<<"之";
    
    if(B[b].what%6==5)cout<<"光";
    
    }
    
    if(B[b].what>=300&&B[b].what<400) {
    
    if(B[b].what%8==0)cout<<"颤";
    
    if(B[b].what%8==1)cout<<"抖";
    
    if(B[b].what%8==2)cout<<"吧";
    
    if(B[b].what%8==3)cout<<"无";
    
    if(B[b].what%8==4)cout<<"能";
    
    if(B[b].what%8==5)cout<<"的";
    
    if(B[b].what%8==6)cout<<"人";
    
    if(B[b].what%8==7)cout<<"类";
    
    }
    
    if(B[b].what>=400&&B[b].what<500) {
    
    if(B[b].what%8==0)cout<<"还";
    
    if(B[b].what%8==1)cout<<"不";
    
    if(B[b].what%8==2)cout<<"快";
    
    if(B[b].what%8==3)cout<<"跪";
    
    if(B[b].what%8==4)cout<<"倒";
    
    if(B[b].what%8==5)cout<<"在";
    
    if(B[b].what%8==6)cout<<"朕";
    
    if(B[b].what%8==7)cout<<"前";
    
    }
    
    if(B[b].what>=500&&B[b].what<600) {
    
    if(B[b].what%8==0)cout<<"看";
    
    if(B[b].what%8==1)cout<<"懂";
    
    if(B[b].what%8==2)cout<<"这";
    
    if(B[b].what%8==3)cout<<"句";
    
    if(B[b].what%8==4)cout<<"话";
    
    if(B[b].what%8==5)cout<<"的";
    
    if(B[b].what%8==6)cout<<"是";
    
    if(B[b].what%8==7)cout<<"猪";
    
    }
    
    if(a==1) Pan(1,B[b].x,B[b].y,b);
    
    }
    
    }
    
    if(B[b].what==-1) {
    
    Nor;
    
    Setpos(B[b].x,B[b].y);
    
    if(ti(B[b].x)==20)cout<<"==";
    
    else cout<<"  ";
    
    if(Boss==0) B[b].life=0;
    
    else if(((Boss==1&&abs(B[b].x-Bx1)+abs(B[b].y-By1)<1.5)||(Boss==2&&abs(B[b].x-Bx2)+abs(B[b].y-By2)<1.5)||(Boss==3&&abs(B[b].x-Bx3)+abs(B[b].y-By3)<1.5)||(B[b].t==10))&&B[b].life==1) Bblo-=8+Lv*2,B[b].life=0;
    
    if(B[b].life!=0) {
    
    if(Boss==1)B[b].x=B[b].x+(Bx1-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By1-B[b].y)/(10-B[b].t)*1.0;
    
    if(Boss==2)B[b].x=B[b].x+(Bx2-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By2-B[b].y)/(10-B[b].t)*1.0;
    
    if(Boss==3)B[b].x=B[b].x+(Bx3-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By3-B[b].y)/(10-B[b].t)*1.0;
    
    Setpos(B[b].x,B[b].y);
    
    Color(7);
    
    if(B[b].t%2==0) cout<<"+";
    
    else cout<<"×";
    
    }
    
    }
    
    if(B[b].what<=-2&&B[b].what>=-9) {
    
    Nor;
    
    Setpos(B[b].x-1,B[b].y);
    
    if(ti(B[b].x)-1==20)cout<<"==";
    
    else cout<<"  ";
    
    Setpos(B[b].x+1,B[b].y);
    
    if(ti(B[b].x)+1==20)cout<<"==";
    
    else cout<<"  ";
    
    Setpos(B[b].x,B[b].y-1);
    
    if(ti(B[b].x)==20)cout<<"======";
    
    else cout<<"      ";
    
    if(B[b].life!=0) {
    
    B[b].y-=B[b].vy;
    
    B[b].x-=B[b].vx;
    
    if(B[b].what<=-3&&B[b].what>=-7) {
    
    if(B[b].x<=7)B[b].x=7;
    
    if(B[b].x>=28)B[b].x=28;
    
    else if(B[b].x>=B[b].a+1&&B[b].How==1)B[b].How=0;
    
    else if(B[b].x<=B[b].a-1&&B[b].How==0)B[b].How=1;
    
    if(B[b].How==1&&B[b].vx>=-1)B[b].vx-=0.2;
    
    if(B[b].How==0&&B[b].vx<=1)B[b].vx+=0.2;
    
    }
    
    if(B[b].what==-2) Color(3);
    
    if(B[b].what==-3) Color(4);
    
    if(B[b].what==-4) Color(1);
    
    if(B[b].what==-5) Color(0);
    
    if(B[b].what==-6) Color(6);
    
    if(B[b].what==-7) Color(5);
    
    if(B[b].what==-8) Color(2);
    
    if(B[b].what==-9) Color(14);
    
    if(T%7<=1&&B[b].what==-5)Color(1);
    
    else if(T%7<=1)Color(0);
    
    Setpos(B[b].x-1,B[b].y);
    
    cout<<"︹";
    
    Setpos(B[b].x+1,B[b].y);
    
    cout<<"︺";
    
    Setpos(B[b].x,B[b].y-1);
    
    if(B[b].what==-2) cout<<"﹝镖﹞";
    
    if(B[b].what==-3) cout<<"﹝火﹞";
    
    if(B[b].what==-4) cout<<"﹝水﹞";
    
    if(B[b].what==-5) cout<<"﹝风﹞";
    
    if(B[b].what==-6) cout<<"﹝雷﹞";
    
    if(B[b].what==-7) cout<<"﹝磁﹞";
    
    if(B[b].what==-8) cout<<"﹝血﹞";
    
    if(B[b].what==-9) cout<<"﹝忍﹞";
    
    if(a==1) Pan(-2,B[b].x,B[b].y,b);
    
    }
    
    }
    
    if(B[b].what==-11||B[b].what==-12) {
    
    Nor;
    
    Setpos(B[b].x,B[b].y);
    
    if(ti(B[b].x)==20)cout<<"==";
    
    else cout<<"  ";
    
    if(B[b].life!=0) {
    
    if(Magne>0)B[b].How++,B[b].x=B[b].x+(X-B[b].x)/(10-B[b].How)*1.0,B[b].y=B[b].y+(Y-B[b].y)/(10-B[b].How)*1.0;
    
    B[b].y-=B[b].vy;
    
    Setpos(B[b].x,B[b].y);
    
    if(B[b].what==-10) Color(5);
    
    if(B[b].what==-11) Color(7);
    
    if(T%7<=1)Color(0);
    
    cout<<"◆";
    
    if(a==1) Pan(-1,B[b].x,B[b].y,b);
    
    }
    
    }
    
    if(B[b].what==-13) {
    
    Nor;
    
    Setpos(B[b].x,B[b].y-0.5);
    
    if(ti(B[b].x)==20)cout<<"===";
    
    else cout<<"   ";
    
    if(B[b].life!=0) {
    
    if(B[b].a==13880086) {
    
    if(Boss==0) B[b].life=0;
    
    else if(((Boss==1&&abs(B[b].x-Bx1)+abs(B[b].y-By1)<1.5)||(Boss==2&&abs(B[b].x-Bx2)+abs(B[b].y-By2)<1.5)||(Boss==3&&abs(B[b].x-Bx3)+abs(B[b].y-By3)<1.5)||(B[b].t==5))&&B[b].life==1) Bblo-=8+Lv*2,B[b].life=0;
    
    if(B[b].life!=0) {
    
    if(Boss==1)B[b].x=B[b].x+(Bx1-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By1-B[b].y)/(5-B[b].t)*1.0;
    
    if(Boss==2)B[b].x=B[b].x+(Bx2-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By2-B[b].y)/(5-B[b].t)*1.0;
    
    if(Boss==3)B[b].x=B[b].x+(Bx3-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By3-B[b].y)/(5-B[b].t)*1.0;
    
    }
    
    } else {
    
    if(B[B[b].a].life==0) B[b].life=0;
    
    else if((abs(B[b].x-B[B[b].a].x)+abs(B[b].y-B[B[b].a].y)<1.5||(B[b].t==5))&&B[b].life==1) Exp+=2,B[B[b].a].life=B[b].life=0;
    
    if(B[b].life!=0) {
    
    B[b].x=B[b].x+(B[B[b].a].x-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(B[B[b].a].y-B[b].y)/(5-B[b].t)*1.0;
    
    }
    
    }
    
    Setpos(B[b].x,B[b].y-0.5);
    
    if(T%6<3)Color(5);
    
    else Color(4);
    
    cout<<"●";
    
    }
    
    }
    
    }
    
    if(br<bl) {
    
    br=-1,bl=0;
    
    memset(B,0,sizeof(B));
    
    }
    
    Color(0);
    
    }
    
    void Move() {
    
    if(X<3) X=3;
    
    if(Y<1) Y=1,Vy=0;
    
    if(Y>29) Y=29,Vy=0;
    
    if(Ice!=0) {
    
    X-=Vx/2.0;
    
    Y+=Vy/2.0;
    
    Vy=fmax(Vy-0.025,(float)0);
    
    if(T%6==0&&Up==0&&Y<Ding) Y+=0.25;
    
    if(T%6==3&&Up==0&&Y>=Ding) Y-=0.25;
    
    if(Up==0&&Y<=Ding-1.25) Vy=0.25;
    
    if(Up==0&&Y>=Ding+1.25&&Wind==0) Vy=-0.25;
    
    if(Up==0&&Down==0&&Vx>0&&X<=18) Up=0,Down=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";
    
    else if(Down==2&&X<=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";
    
    else if(Up==0&&Down==1&&Vx<0&&X>=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";
    
    else if(Up>0&&Down==0&&X>18) Up=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";
    
    else if(Down==2) Vx+=0.175;
    
    else if(Up>0&&Upt==0) Vx-=0.175;
    
    else if(Up>0&&Upt>0) {
    
    Vx=fmax(Vx-0.125,(float)0);
    
    if(Upt==1&&T%2==0)Map(-1,0);
    
    if(T%2==0)Upt--;
    
    }
    
    } else {
    
    X-=Vx;
    
    Y+=Vy;
    
    Vy=fmax(Vy-0.05,(float)0);
    
    if(Wind==0) {
    
    if(T%6==0&&Up==0&&Y<Ding) Y+=0.5;
    
    if(T%6==3&&Up==0&&Y>=Ding) Y-=0.5;
    
    } else {
    
    if(T%2==0&&Up==0&&Y<Ding) Y+=0.5;
    
    if(T%2==1&&Up==0&&Y>=Ding) Y-=0.5;
    
    }
    
    if(Up==0&&Y<=Ding-1.25) Vy=0.5;
    
    if(Up==0&&Y>=Ding+1.25&&Wind==0) Vy=-0.5;
    
    if(Up==0&&Down==0&&Vx>0&&X<=18) Up=0,Down=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";
    
    else if(Down==2&&X<=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";
    
    else if(Up==0&&Down==1&&Vx<0&&X>=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";
    
    else if(Up>0&&Down==0&&X>18) Up=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";
    
    else if(Down==2) Vx+=0.35;
    
    else if(Up>0&&Upt==0) Vx-=0.35;
    
    else if(Up>0&&Upt>0) {
    
    Vx=fmax(Vx-0.25,(float)0);
    
    if(Upt==1)Map(-1,0);
    
    Upt--;
    
    }
    
    }
    
    for(int i=bl; i<=br; i++) {
    
    if(B[i].what<98)if(B[i].x-B[i].vx<=5||B[i].x-B[i].vx>=30||B[i].y-B[i].vy<=0||B[i].y-B[i].vy>=30) {
    
    B[i].life=0;
    
    Map(1,i);
    
    }
    
    for(int j=0; j<20; j++)if(B[i].what>0&&B[i].life!=0&&abs(B[i].x-I[j][0])<2&&B[i].y-I[j][1]<=2) {
    
    Setpos(I[j][0],I[j][1]);
    
    if(I[j][0]==20) cout<<"===";
    
    else cout<<"   ";
    
    I[j][0]=I[j][1]=-1;
    
    B[i].life=0;
    
    Exp+=2;
    
    }
    
    if(B[i].t>=100)B[i].life=0;
    
    if(B[i].life==0&&i==bl) bl++;
    
    Map(1,i);
    
    if(B[i].life==0) continue;
    
    else {
    
    B[i].t++;
    
    if(B[i].what==1) {
    
    if(B[i].y<=25&&B[i].How==0) B[i].vy=0,B[i].How=1;
    
    if(B[i].t==30) B[i].y+=1.5,B[i].How=2;
    
    if(B[i].t==35) B[i].vy=1.5,B[i].How=3;
    
    }
    
    if(B[i].what==2) {
    
    if(B[i].t%3==0) B[i].How=!B[i].How;
    
    }
    
    if(B[i].what==3||B[i].what==5) {
    
    if(B[i].what==3&&B[i].y<=20) B[i].vy=0;
    
    if(B[i].what==5&&B[i].y<=21) B[i].vy=0;
    
    if(B[i].t>30&&B[i].t%2==0) B[i].How=!B[i].How;
    
    if(B[i].what==5&&B[i].t<=30&&B[i].x<X) B[i].vx=-0.2;
    
    else if(B[i].what==5&&B[i].t<=70&&B[i].x>X) B[i].vx=0.2;
    
    else B[i].vx=0;
    
    if(B[i].t==45) {
    
    B[i].life=0;
    
    br++;
    
    B[br].what=4;
    
    B[br].x=B[i].x;
    
    B[br].y=32;
    
    B[br].vy=3;
    
    B[br].life=1;
    
    }
    
    }
    
    if(B[i].what==6||B[i].what==8||B[i].what==9) {
    
    if(B[i].vx<0.25&&B[i].vy<0.25&&B[i].t>=50) {
    
    B[i].life=0;
    
    if(B[i].life==0&&i==bl) bl++;
    
    Map(1,i);
    
    break;
    
    }
    
    if(B[i].t%5==0) B[i].How=rand()%4;
    
    if(B[i].what==9) {
    
    if(B[i].t==7) {
    
    X9:
    
    float xx=(rand()%41)/40.0,yy=(rand()%41)/40.0;
    
    if(xx<=0.5&&yy<=0.5) goto X9;
    
    for(int j=1; j<=4; j++) {
    
    br++,B[br].what=9;
    
    B[br].t=11;
    
    B[br].x=B[i].x,B[br].y=B[i].y,B[br].vx=xx,B[br].vy=yy;
    
    if(j%2==0)swap(B[br].vx,B[br].vy),B[br].vy*=-1;
    
    if(j<=2)B[br].vx*=-1,B[br].vy*=-1;
    
    B[br].life=1;
    
    }
    
    B[i].life=0;
    
    }
    
    }
    
    if(B[i].what==8) {
    
    if(B[i].x>X&&B[i].vx<1.2) B[i].vx+=fmax((float)0,0.2-B[i].t/25);
    
    if(B[i].x<X&&B[i].vx>-1.2) B[i].vx-=fmax((float)0,0.2-B[i].t/25);
    
    if(B[i].y>Y&&B[i].vy<1.2) B[i].vy+=fmax((float)0,0.2-B[i].t/25);
    
    if(B[i].y<Y&&B[i].vy>-1.2) B[i].vy-=fmax((float)0,0.2-B[i].t/25);
    
    }
    
    }
    
    if(B[i].what>=13&&B[i].what<=15&&B[i].How!=0) {
    
    if(B[i].x==B[i].How)B[i].vx=0,B[i].How=0;
    
    }
    
    if(B[i].what==16) {
    
    if(B[i].x<X&&B[i].vx>=-1) B[i].vx-=0.2;
    
    else if(B[i].x>X&&B[i].vx<=1) B[i].vx+=0.2;
    
    }
    
    }
    
    if(B[i].life==1&&B[i].a==0&&B[i].what>0) {
    
    if(B[i].y>Y&&abs(B[i].x-X)<=3&&((B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y))<Dis) Dis=(B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y),Disb=i;
    
    else if(((B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y))<Dis1) Dis1=(B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y),Disb1=i;
    
    }
    
    }
    
    }
    
    void Guai(int R,int r) {
    
    if(R==-1) {
    
    br++;
    
    B[br].what=-1;
    
    B[br].x=X+rand()%3-1;
    
    B[br].y=Y+rand()%3-1;
    
    B[br].life=1;
    
    }
    
    if(R<=-2&&R>=-11) {
    
    br++;
    
    B[br].what=R;
    
    B[br].x=B[br].a=r;
    
    B[br].y=29;
    
    if(R<=-3&&R>=-7)B[br].vx=-1;
    
    B[br].vy=1;
    
    B[br].life=1;
    
    }
    
    if(R==0) {
    
    br++;
    
    B[br].what=1;
    
    B[br].x=r;
    
    B[br].y=29;
    
    B[br].vy=1;
    
    B[br].life=1;
    
    }
    
    if(R==1) {
    
    br++;
    
    B[br].what=2;
    
    B[br].x=r;
    
    B[br].y=29;
    
    B[br].vy=1;
    
    B[br].life=1;
    
    }
    
    if(R==2||R==3) {
    
    br++;
    
    B[br].what=2*R-1;
    
    B[br].x=r;
    
    B[br].y=29;
    
    B[br].vy=1;
    
    B[br].life=1;
    
    }
    
    if(R==4) {
    
    br++;
    
    B[br].what=6;
    
    if(r<5)r=5;
    
    if(r>30)r=30;
    
    B[br].x=r;
    
    if(r==11||r==25) B[br].y=29-(rand()%20);
    
    else B[br].y=29;
    
    X4:
    
    B[br].vx=(rand()%21-10)/30.0;
    
    B[br].vy=(rand()%25)/30.0;
    
    if(B[br].vx<=0.8&&B[br].vy<=0.8)goto X4;
    
    int rx=rand()%50;
    
    if(rx==0) B[br].vx=0;
    
    B[br].life=1;
    
    }
    
    if(R==5) {
    
    br++;
    
    B[br].How=r;
    
    B[br].what=7;
    
    if(B[br].How<0) B[br].x=19;
    
    if(B[br].How>0) B[br].x=21;
    
    B[br].y=29;
    
    B[br].vy=1;
    
    B[br].life=1;
    
    }
    
    }
    
    void CpGuai(int R,float x,float y,float xx,float yy) {
    
    if(R==4) {
    
    br++;
    
    B[br].what=6;
    
    B[br].x=x;
    
    B[br].y=y;
    
    B[br].vx=xx;
    
    B[br].vy=yy;
    
    B[br].life=1;
    
    }
    
    if(R==6||R==7||R==8) {
    
    br++;
    
    B[br].what=4+R;
    
    B[br].x=x;
    
    B[br].y=y;
    
    B[br].vx=xx;
    
    B[br].vy=yy;
    
    B[br].life=1;
    
    }
    
    }
    
    void MesGuai(int a,int rr) {
    
    int R=rand()%rr,r=-10086;
    
    if(R==0) {
    
    if(a==1) r=(5+rand()%8)*2;
    
    if(a<=3&&a!=1) r=10+rand()%16;
    
    if(a==4) r=rand()%75-20;
    
    if(a==5) r=2+rand()%4;
    
    if(r!=-10086) Guai(a,r);
    
    }
    
    }
    
    void NorGuai(int a,int b) {
    
    if(a==1) {
    
    if(b==1||b==41) Guai(0,15),Guai(0,17),Guai(0,19);
    
    if(b==21||b==61) Guai(0,21),Guai(0,23),Guai(0,25);
    
    if(b==81) Guai(0,11),Guai(0,13),Guai(0,15),Guai(0,17),Guai(0,19);
    
    if(b==101||b==141) Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23),Guai(0,25);
    
    if(b==121) Guai(0,15),Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23);
    
    if(b>=160&&b<=260&&b%10==0) Guai(0,b/10-1);
    
    if(b>=270&&b<=370&&b%10==0) Guai(0,52-b/10);
    
    if(b>=460&&b<=560&&b%10==0) Guai(0,b/10-37),Guai(0,b/10-36),Guai(0,b/10-35);
    
    if(b>=570&&b<=670&&b%10==0) Guai(0,78-b/10),Guai(0,77-b/10),Guai(0,76-b/10);
    
    if(b>=760&&b<=960&&b%10==0) Guai(0,b/10-66),Guai(0,b/10-65),Guai(0,103-b/10),Guai(0,104-b/10);
    
    if(b>=1000&&b<=1300) MesGuai(0,30-b/50);
    
    }
    
    if(a==2) {
    
    if(b<=200&&b%30==1) {
    
    int r=rand()%4;
    
    if(r==1) r=0;
    
    for(int i=0; i<4; i++) if(i!=r) Guai(1,i*4+9);
    
    }
    
    if(b>200&&b<=220&&b%5==1) Guai(1,18);
    
    if(b>220&&b<=300&&b%7==1) Guai(1,b/5-26);
    
    if(b>350&&b<=370&&b%5==1) Guai(1,22);
    
    if(b>370&&b<=450&&b%7==1) Guai(1,96-b/5);
    
    if(b==461||b==501||b==541) Guai(1,13),Guai(1,17),Guai(1,21);
    
    if(b==481||b==521||b==561) Guai(1,17),Guai(1,21),Guai(1,25);
    
    if(b>=561&&b<=861&&b%20==1) Guai(1,b/40+5);
    
    if(b>=561&&b<=861&&b%20==11) Guai(1,35-b/40);
    
    if(b>=801&&b<=961&&b%15==1) Guai(1,20);
    
    if(b>=1000&&b<=1300) MesGuai(1,30-b/50);
    
    }
    
    if(a==3) {
    
    if(b==1||b==61) Guai(3,15),Guai(2,17),Guai(2,19);
    
    if(b==31||b==91) Guai(2,21),Guai(2,23),Guai(3,25);
    
    if(b>=120&&b<=220&&b%10==0) Guai(2,b/10+3);
    
    if(b>=240&&b<=340&&b%10==0) Guai(2,49-b/10);
    
    if(b>=360&&b<=460&&b%20==0) Guai(2,b/10-21),Guai(2,61-b/10);
    
    if(b>=480&&b<=580&&b%20==0) Guai(3,b/10-33),Guai(3,73-b/10);
    
    if(b>=600&&b<750&&b%30==0) {
    
    for(int i=0; i<5; i++) Guai(3,i*3+10);
    
    }
    
    if(b>=750&&b<830&&b%10==0) if(b<=200&&b%40==1) Guai(2,X);
    
    if(b>=830&&b<910&&b%20==0) Guai(2,X);
    
    if(b>=910&&b<980&&b%10==0) Guai(2,X);
    
    if(b>=1000&&b<=1300) MesGuai(rand()%2+2,40-b/50);
    
    }
    
    if(a==4) {
    
    if(b==1) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.65);
    
    if(b==41) CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);
    
    if(b==81) CpGuai(4,5,20,-0.4,0.35),CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,30,20,0.25,0.4),CpGuai(4,21,29,0,0.65);
    
    if(b==121) CpGuai(4,5,20,-0.2,0.35),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,30,20,0.4,0.4),CpGuai(4,18,29,0,0.65);
    
    if(b==161) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.6),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);
    
    if(b>=200&&b<=500&&b%40==1) {
    
    float r=0,rr;
    
    for(int i=1; i<=5; i++) {
    
    X5:
    
    rr=0.7+(rand()%5)/10.0;
    
    if(rr==r)goto X5;
    
    r=rr;
    
    CpGuai(4,i*3+7,29,0,0.5+(rand()%50)/80.0);
    
    }
    
    }
    
    if(b>540&&b<=565&&b%5==1) CpGuai(4,5,8,-2,0.2);
    
    if(b>590&&b<=615&&b%5==1) CpGuai(4,30,8,1.5,0.2);
    
    if(b>640&&b<=665&&b%5==1) CpGuai(4,5,8,-1.5,0.3);
    
    if(b>690&&b<=715&&b%5==1) CpGuai(4,30,8,2,0.3);
    
    if(b>=750&&b<=950&&b%20==1) {
    
    float r=0,rr;
    
    for(int i=1; i<=3; i++) {
    
    X6:
    
    rr=0.7+(rand()%5)/10.0;
    
    if(rr==r)goto X6;
    
    r=rr;
    
    CpGuai(4,i*5+7+(rand()%3),29,0,0.5+(rand()%50)/200.0);
    
    }
    
    }
    
    if(b>=1000&&b<=1300) MesGuai(4,5);
    
    }
    
    }
    
    void RandGood() {
    
    if(Biao>0) {
    
    Biao--;
    
    Guai(-1,0);
    
    }
    
    if(Gd[1]==0) {
    
    Gd[1]=rand()%1000+1;
    
    if(Win==7)Gd[1]=10086;
    
    Gd[3]=rand()%16+8;
    
    } else if(Gd[1]<=5) {
    
    Guai(-2-Gd[1],Gd[3]);
    
    memset(Gd,0,sizeof(Gd));
    
    } else if(Gd[1]>=20&&Gd[1]<27) {
    
    Guai(-8,Gd[3]);
    
    memset(Gd,0,sizeof(Gd));
    
    } else if(Gd[1]>=30&&Gd[1]<37) {
    
    Guai(-9,Gd[3]);
    
    memset(Gd,0,sizeof(Gd));
    
    } else if(Gd[1]>=40&&Gd[1]<70) {
    
    Gd[2]++;
    
    if(Gd[2]%2==1)Guai(-10,Gd[3]);
    
    if(Gd[2]>=9)memset(Gd,0,sizeof(Gd));
    
    } else if(Gd[1]>=70&&Gd[1]<100) {
    
    Gd[2]++;
    
    if(Gd[2]%2==1)Guai(-11,Gd[3]);
    
    if(Gd[2]>=9)memset(Gd,0,sizeof(Gd));
    
    } else if(Boss!=0&&Gd[1]>=450&&Gd[1]<=500) {
    
    Guai(-2,Gd[3]);
    
    memset(Gd,0,sizeof(Gd));
    
    } else Gd[1]=0;
    
    for(int i=0; i<20; i++) {
    
    if(I[i][0]==-1) continue;
    
    Setpos(I[i][0],I[i][1]);
    
    Color(0);
    
    if(I[i][0]==20) cout<<"===";
    
    else cout<<"   ";
    
    I[i][1]++;
    
    if(I[i][0]>=28||I[i][0]<=0||I[i][1]>=29) I[i][0]=I[i][1]=-1;
    
    else Color(1),Setpos(I[i][0],I[i][1]),cout<<"■";
    
    Color(0);
    
    }
    
    }
    
    void Panboss(int bx,int by) {
    
    float Nox[4],Noy[4];
    
    Nox[0]=X,Noy[0]=Y;
    
    if(Down==1&&X==22) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
    
    else if(Down==2) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;
    
    else if(Down==1||X<18) Nox[1]=X-1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;
    
    else Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
    
    for(int i=0; i<3; i++) {
    
    if((Boss==1||Boss==6)&&Wind==0&&Thun==0&&abs(Nox[i]-bx)<1&&abs(Noy[i]-by)<1&&Bgo1[4]==0) Blo-=20,Bgo1[4]=1,Killb=20,Kill=1;
    
    if((Boss==2||Boss==6)&&Wind==0&&Thun==0&&abs(Nox[i]-bx)<1&&abs(Noy[i]-by)<1&&Bgo2[8]==0) Blo-=20,Bgo2[8]=1,Killb=20,Kill=1;
    
    }
    
    }
    
    void Boss1() {
    
    for(int j=0; j<20; j++)if(abs(Bx1-I[j][0])<2&&By1-I[j][1]<=2) {
    
    Setpos(I[j][0],I[j][1]);
    
    if(I[j][0]==20) cout<<"===";
    
    else cout<<"   ";
    
    I[j][0]=I[j][1]=-1;
    
    Bblo-=8+Lv*2;
    
    Exp+=2;
    
    }
    
    if(Bbr==Bbl&&Bbr!=0) Bbr=Bbl=0;
    
    for(int i=1; i<=3+(Bbl-Bbr)/5; i++)if(Bbr<Bbl) {
    
    Setpos(Bway[Bbr][0],Bway[Bbr][1]);
    
    if(Bway[Bbr][0]==20) cout<<"==";
    
    else cout<<"  ";
    
    Bbr++;
    
    }
    
    if(Bwhat1==5) {
    
    int bx,by;
    
    Color(5);
    
    for(int i=0; i<10; i++) {
    
    bx=Bx1-i*Bvx1/10.0;
    
    by=By1-i*Bvy1/10.0;
    
    Setpos(bx,by),cout<<"█";
    
    Bbl++;
    
    Bway[Bbl][0]=bx;
    
    Bway[Bbl][1]=by;
    
    }
    
    Color(0);
    
    }
    
    Bx1-=Bvx1;
    
    By1-=Bvy1;
    
    if(Bwhat1==0) {
    
    X2:
    
    Bwhat1=rand()%7;
    
    if(Bwhat1==2||Bwhat1==3) {
    
    if(By1<=10||By1>25) goto X2;
    
    }
    
    if(Bwhat1==4) {
    
    if(By1<=15||Bx1<20) goto X2;
    
    Bgo1[2]=Bx1;
    
    Bgo1[3]=By1-1;
    
    }
    
    if(Bwhat1==5) {
    
    X0:
    
    Bgo1[3]=rand()%4+1;
    
    Bvx1=(rand()%101)/20.0;
    
    Bvy1=(rand()%101)/20.0;
    
    if(Bgo1[3]<=2) Bvx1*=-1;
    
    if(Bgo1[3]%2==1) Bvy1*=-1;
    
    if(abs(Bvx1)+abs(Bvy1)<=3||Out1)goto X0;
    
    }
    
    if(Bwhat1==6) {
    
    if(By1<=17||By1>25) goto X2;
    
    }
    
    }
    
    if(Bwhat1==1) {
    
    Bgo1[1]++,Bgo1[2]++;
    
    int R=rand()%(5-Bgo1[1]),r=rand()%(10-Bgo1[2]);
    
    if(Out1) R=0;
    
    if(R==0) {
    
    int vx=Bvx1,vy=Bvy1;
    
    Bgo1[1]=0;
    
    Bvx1=(rand()%101-20)/50.0;
    
    Bvy1=(rand()%101-20)/50.0;
    
    if(Bgo1[3]<=2) Bvx1*=-1;
    
    if(Bgo1[3]%2==1) Bvy1*=-1;
    
    if(Out1) r=0;
    
    }
    
    if(r==0) Chang1
    
    }
    
    if(Bwhat1==2) {
    
    Bgo1[1]++;
    
    if(Bgo1[1]>6) {
    
    Bvy1=-0.3;
    
    br++;
    
    B[br].x=Bx1,B[br].y=By1-1;
    
    B[br].what=6;
    
    X3:
    
    B[br].vx=(rand()%21-10)/40.0;
    
    B[br].vy=(rand()%25)/30.0;
    
    if(B[br].vx<=0.8&&B[br].vy<=0.8)goto X3;
    
    int rx=rand()%50;
    
    if(rx==0) B[br].vx=0;
    
    B[br].life=1;
    
    }
    
    if(Bgo1[1]>8) Chang1
    
    }
    
    if(Bwhat1==3) {
    
    Bgo1[1]++;
    
    if(Bgo1[1]>6&&Bgo1[1]%3==0) {
    
    Bvy1=-0.3;
    
    br++;
    
    B[br].x=Bx1,B[br].y=By1-1;
    
    B[br].what=8;
    
    B[br].life=1;
    
    }
    
    if(Bgo1[1]>15) Chang1
    
    }
    
    if(Bwhat1==4) {
    
    Bgo1[1]++;
    
    if(Bgo1[1]<=8) {
    
    Setpos(Bgo1[2],Bgo1[3]);
    
    if(Bgo1[1]==1)cout<<" ";
    
    else if(Bgo1[1]>1&&Bgo1[2]==20) cout<<"==";
    
    else cout<<"  ";
    
    Bgo1[2]--;
    
    Setpos(Bgo1[2],Bgo1[3]);
    
    int r=rand()%4;
    
    if(r%2==0) Color(6);
    
    else Color(9);
    
    if(r<2) cout<<") ";
    
    else cout<<"】";
    
    Color(0);
    
    }
    
    if(Bgo1[1]==6) Bgo1[5]=X,Bgo1[6]=Y;
    
    if(Bgo1[1]==11) {
    
    Map(0,(bool)Kill);
    
    Setpos(Bgo1[5],Bgo1[6]+1),cout<<"  ";
    
    Setpos(Bgo1[5],Bgo1[6]-1),cout<<"  ";
    
    Setpos(Bgo1[5]+1,Bgo1[6]),cout<<"  ";
    
    Setpos(Bgo1[5]-1,Bgo1[6]),cout<<"  ";
    
    int bx,by,bvx=Bgo1[2]-Bgo1[5],bvy=Bgo1[3]-Bgo1[6];
    
    Color(6);
    
    int i=0;
    
    while(1) {
    
    bx=Bgo1[2]-i*bvx/30.0;
    
    by=Bgo1[3]-i*bvy/30.0;
    
    if(bx<=5||bx>=30||by<0||by>=29) break;
    
    Panboss(bx,by);
    
    Setpos(bx,by),cout<<"█";
    
    Bbl++;
    
    Bway[Bbl][0]=bx;
    
    Bway[Bbl][1]=by;
    
    i++;
    
    }
    
    Color(0);
    
    Map(-1,0);
    
    Chang1
    
    }
    
    }
    
    if(Bwhat1==5) {
    
    Bgo1[1]++,Bgo1[2]++;
    
    int R=rand()%(5-Bgo1[1]),r=rand()%(10-Bgo1[2]);
    
    if(Out1) R=0;
    
    if(R==0) {
    
    int vx=Bvx1,vy=Bvy1;
    
    Bgo1[1]=0;
    
    X1:
    
    Bvx1=(rand()%101-20)/20.0;
    
    Bvy1=(rand()%101-20)/20.0;
    
    if(Bgo1[3]<=2) Bvx1*=-1;
    
    if(Bgo1[3]%2==1) Bvy1*=-1;
    
    if(abs(Bvx1)+abs(Bvy1)<=3||abs(Bvx1-vx)<=1||abs(Bvy1-vy)<=1)goto X1;
    
    if(Out1) r=0;
    
    }
    
    if(r==0) Chang1
    
    }
    
    if(Bwhat1==6) {
    
    Bgo1[1]++;
    
    if(Bgo1[1]>6&&Bgo1[1]%10==0) {
    
    By1-=1;
    
    br++;
    
    B[br].x=Bx1,B[br].y=By1-1;
    
    B[br].what=9;
    
    X30:
    
    B[br].vy=1;
    
    B[br].life=1;
    
    }
    
    if(Bgo1[1]>31) Chang1
    
    }
    
    }
    
    void Boss2() {
    
    for(int j=0; j<20; j++)if(abs(Bx2-I[j][0])<2&&By2-I[j][1]<=2) {
    
    Setpos(I[j][0],I[j][1]);
    
    if(I[j][0]==20) cout<<"===";
    
    else cout<<"   ";
    
    I[j][0]=I[j][1]=-1;
    
    Bblo-=8+Lv*2;
    
    Exp+=2;
    
    }
    
    if(Bbr==Bbl&&Bbr!=0) Bbr=Bbl=0;
    
    for(int i=1; i<=3+(Bbl-Bbr)/5; i++)if(Bbr<Bbl) {
    
    Setpos(Bway[Bbr][0],Bway[Bbr][1]);
    
    if(Bway[Bbr][0]==20) cout<<"==";
    
    else cout<<"  ";
    
    Bbr++;
    
    }
    
    Bx2-=Bvx2;
    
    By2-=Bvy2;
    
    if(Bwhat2==0) {
    
    X21:
    
    Bwhat2=rand()%7;
    
    if(Bwhat2==2) {
    
    X31:
    
    for(int i=1; i<=3; i++) {
    
    Bgo2[i*2+1]=rand()%28+1,Bgo2[i*2]=rand()%25+5;
    
    if((abs(Bgo2[i*2]-Bx2)<=2&&abs(Bgo2[i*2+1]-By2)<=2)||(abs(Bgo2[i*2]-X)<=2&&abs(Bgo2[i*2+1]-Y)<=2))goto X31;
    
    }
    
    if(Bgo2[2]==Bgo2[4]||Bgo2[2]==Bgo2[6]||Bgo2[6]==Bgo2[4]||Bgo2[5]==Bgo2[3]||Bgo2[3]==Bgo2[7]||Bgo2[5]==Bgo2[7]) goto X31;
    
    }
    
    if(Bwhat2==3) {
    
    Bgo2[2]=rand()%2;
    
    }
    
    if(Bwhat2==4||Bwhat2==5||Bwhat2==6) {
    
    Bvy2=-1.5;
    
    Bvx2=-0.5;
    
    }
    
    }
    
    if(Bwhat2==1) {
    
    Bgo2[1]++,Bgo2[2]++;
    
    int R=rand()%(5-Bgo2[1]),r=rand()%(30-Bgo2[2]);
    
    if(Out2) R=0;
    
    if(R==0) {
    
    int vx=Bvx2,vy=Bvy2;
    
    Bgo2[1]=0;
    
    Bvx2=(rand()%101-20)/50.0;
    
    Bvy2=(rand()%101-20)/50.0;
    
    if(Bgo2[3]<=2) Bvx2*=-1;
    
    if(Bgo2[3]%2==1) Bvy2*=-1;
    
    if(Out2) r=0;
    
    }
    
    if(r==0) Chang2
    
    }
    
    if(Bwhat2==2) {
    
    Bgo2[1]++;
    
    float bx,by,bvx,bvy;
    
    if(Bgo2[1]<21) {
    
    for(int i=1; i<=3; i++) {
    
    bvx=Bgo2[i*2]-Bx2,bvy=Bgo2[i*2+1]-By2;
    
    if(Bgo2[1]<=10) {
    
    Setpos(Bx2+(Bgo2[1]-1)*bvx/10.0,By2+(Bgo2[1]-1)*bvy/10.0);
    
    if(abs(Bx2+(Bgo2[1]-1)*bvx/10.0-20)<0.5)cout<<"==";
    
    else cout<<"  ";
    
    bx=Bx2+Bgo2[1]*bvx/10.0;
    
    by=By2+Bgo2[1]*bvy/10.0;
    
    Setpos(bx,by);
    
    } else Setpos(Bgo2[i*2],Bgo2[i*2+1]);
    
    int r=rand()%4;
    
    if(r%2==0) Color(3);
    
    else Color(10);
    
    if(r<=1) cout<<"×";
    
    else cout<<"+";
    
    Color(0);
    
    }
    
    }
    
    if(Bgo2[1]==21) {
    
    Map(0,(bool)Kill);
    
    Color(3);
    
    int j=0;
    
    for(int j=0; j<=30; j++)for(int i=1; i<=3; i++)for(int k=1; k<=4; k++) {
    
    if(k==1) bvx=j,bvy=0;
    
    if(k==2) bvx=-j,bvy=0;
    
    if(k==3) bvx=0,bvy=j;
    
    if(k==4) bvx=0,bvy=-j;
    
    bx=Bgo2[i*2]+bvx,by=Bgo2[i*2+1]+bvy;
    
    if(bx<=5||bx>=30||by<0||by>=30) {
    
    continue;
    
    }
    
    Panboss(bx,by);
    
    Setpos(bx,by),cout<<"█";
    
    Bbl++;
    
    Bway[Bbl][0]=bx;
    
    Bway[Bbl][1]=by;
    
    }
    
    Color(0);
    
    Map(-1,0);
    
    Chang2
    
    }
    
    }
    
    if(Bwhat2==3) {
    
    Bgo2[1]++;
    
    if(Bgo2[1]<=18) {
    
    if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"  ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"  ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";
    
    if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<"    ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<"    ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";
    
    if(Bgo2[1]%4==0)Bgo2[3]=!Bgo2[3];
    
    if(Bgo2[1]%6<3)Color(3);
    
    else Color(5);
    
    if(Bgo2[3]==0) Setpos(X-3,Y),cout<<"▼",Setpos(X+3,Y),cout<<"▲",Bgo2[4]=(int)(X+0.5),Bgo2[5]=(int)(Y+0.5);
    
    if(Bgo2[3]==1) Setpos(X,Y-3),cout<<" ",Setpos(X,Y+3),cout<<" ",Bgo2[4]=(int)(X+0.5),Bgo2[5]=(int)(Y+0.5);
    
    Color(0);
    
    }
    
    if(Bgo2[1]==18) {
    
    if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"  ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"  ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";
    
    if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<"    ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<"    ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";
    
    }
    
    if(Bgo2[1]>18&&Bgo2[1]<=25) {
    
    Bgo2[3]=Bgo2[2];
    
    if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"  ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"  ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";
    
    if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<"    ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<"    ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";
    
    if(Bgo2[1]%4<2)Color(3);
    
    else Color(5);
    
    if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"▼",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"▲";
    
    if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3),cout<<" ",Setpos(Bgo2[4],Bgo2[5]+3),cout<<" ";
    
    Color(0);
    
    }
    
    if(Bgo2[1]==25) {
    
    if(Bgo2[2]==0) {
    
    Color(3);
    
    for(int i=4; i<=29; i++) {
    
    Setpos(i,Bgo2[5]),cout<<"█";
    
    Bbl++;
    
    Panboss(i,Bgo2[5]);
    
    Bway[Bbl][0]=i;
    
    Bway[Bbl][1]=Bgo2[5];
    
    }
    
    }
    
    if(Bgo2[2]==1) {
    
    Color(3);
    
    for(int i=0; i<=28; i++) {
    
    Setpos(Bgo2[4],i),cout<<"█";
    
    Bbl++;
    
    Panboss(Bgo2[4],i);
    
    Bway[Bbl][0]=Bgo2[4];
    
    Bway[Bbl][1]=i;
    
    }
    
    }
    
    Chang2
    
    }
    
    }
    
    if(Bwhat2==4||Bwhat2==5||Bwhat2==6) {
    
    Bgo2[1]++;
    
    if(By2>27)Bvy2=0;
    
    if(Bx2>23)Bvx2=0;
    
    if(Bgo2[1]>13&&Bgo2[1]%3==0) {
    
    float t=By2-Y,g=0.35;
    
    if(Boss==6) t/=2.0;
    
    CpGuai(Bwhat2+2,Bx2,By2,(Bx2-X)/t*1.0+(t-1)*g/2.0,1);
    
    }
    
    if(Bgo2[1]>20) Chang2
    
    }
    
    }
    
    void Boss3() {
    
    #define Bean br++;B[br].what=13;B[br].x=Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;
    
    for(int j=0; j<20; j++)if(abs(Bx3-I[j][0])<2&&By3-I[j][1]<=2) {
    
    Setpos(I[j][0],I[j][1]);
    
    if(I[j][0]==20) cout<<"===";
    
    else cout<<"   ";
    
    I[j][0]=I[j][1]=-1;
    
    Bblo-=8+Lv*2;
    
    Exp+=2;
    
    }
    
    Bx3-=Bvx3;
    
    By3-=Bvy3;
    
    if(Bwhat3<=8) {
    
    if(Bx3>X&&Bvx3<1.5) Bvx3+=0.3;
    
    if(Bx3<X&&Bvx3>-1.5) Bvx3-=0.3;
    
    }
    
    if(Bwhat3==0) {
    
    X22:
    
    Bwhat3=rand()%12;
    
    if(Bwhat3==11&&abs(Bx3-20)<=1)goto X22;
    
    if(Bwhat3==11)Bgo3[2]=rand()%5;
    
    }
    
    if(Bwhat3==1) {
    
    Bgo3[1]++;
    
    if(Bgo3[1]==6) {
    
    br++;
    
    B[br].what=13;
    
    B[br].x=(int)Bx3-1,B[br].y=By3-1;
    
    B[br].vy=1;
    
    B[br].vx=1;
    
    B[br].How=(int)Bx3-4;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=13;
    
    B[br].x=(int)Bx3-1,B[br].y=By3-1;
    
    B[br].vy=1;
    
    B[br].vx=-1;
    
    B[br].How=(int)Bx3+2;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=13;
    
    B[br].x=(int)Bx3-1,B[br].y=By3-1;
    
    B[br].vy=1;
    
    B[br].life=1;
    
    Chang3
    
    }
    
    }
    
    if(Bwhat3>=2&&Bwhat3<=6) {
    
    Bgo3[1]++;
    
    if(Bgo3[1]==6) {
    
    br++;
    
    B[br].x=(int)Bx3-1,B[br].y=By3-1;
    
    B[br].what=11+Bwhat3;
    
    B[br].vy=0.5+(rand()%100)/80.0;
    
    if(Bwhat3==5)B[br].vy=B[br].vy*3/4.0;
    
    B[br].life=1;
    
    Chang3
    
    }
    
    }
    
    if(Bwhat3==7) {
    
    Bgo3[1]++;
    
    if(Bgo3[1]==6) {
    
    br++;
    
    B[br].what=14;
    
    B[br].x=(int)Bx3-1,B[br].y=By3-1;
    
    B[br].vy=1;
    
    B[br].vx=1;
    
    B[br].How=(int)Bx3-4;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=14;
    
    B[br].x=(int)Bx3-1,B[br].y=By3-1;
    
    B[br].vy=1;
    
    B[br].vx=-1;
    
    B[br].How=(int)Bx3+2;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=14;
    
    B[br].x=(int)Bx3-1,B[br].y=By3-1;
    
    B[br].vy=1;
    
    B[br].life=1;
    
    Chang3
    
    }
    
    }
    
    if(Bwhat3==8) {
    
    Bgo3[1]++;
    
    if(Bgo3[1]==6) {
    
    br++;
    
    B[br].what=15;
    
    B[br].x=(int)Bx3-1,B[br].y=By3-1;
    
    B[br].vy=1;
    
    B[br].vx=1;
    
    B[br].How=(int)Bx3-4;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=15;
    
    B[br].x=(int)Bx3-1,B[br].y=By3-1;
    
    B[br].vy=1;
    
    B[br].vx=-1;
    
    B[br].How=(int)Bx3+2;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=15;
    
    B[br].x=(int)Bx3-1,B[br].y=By3-1;
    
    B[br].vy=1;
    
    B[br].life=1;
    
    Chang3
    
    }
    
    }
    
    if(Bwhat3==9) {
    
    Bvx3=0;
    
    Bgo3[1]++;
    
    if(Bgo3[1]==6||Bgo3[1]==8) {
    
    Bean
    
    }
    
    if(Bgo3[1]>=8)Chang3
    
    }
    
    if(Bwhat3==10) {
    
    Bvx3=0;
    
    Bgo3[1]++;
    
    if(Bgo3[1]==6||Bgo3[1]==8||Bgo3[1]==10||Bgo3[1]==12) {
    
    Bean
    
    }
    
    if(Bgo3[1]>=12)Chang3
    
    }
    
    if(Bwhat3==11) {
    
    Bvx3=0;
    
    Bgo3[1]++;
    
    if(Bgo3[1]>=8)for(int i=1; i<=4; i++) {
    
    br++;
    
    B[br].what=80+100*Bgo3[2]+Bgo3[1]*4+i;
    
    B[br].x=Bx3-1,B[br].y=By3-1+i;
    
    B[br].vy=4;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=99;
    
    B[br].x=Bx3,B[br].y=By3-1+i;
    
    B[br].vy=4;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=99;
    
    B[br].x=Bx3-2,B[br].y=By3-1+i;
    
    B[br].vy=4;
    
    B[br].life=1;
    
    }
    
    if(Bgo3[1]>=20) {
    
    for(int i=1; i<=4; i++) {
    
    br++;
    
    B[br].what=98;
    
    B[br].x=Bx3-1,B[br].y=By3-1+i;
    
    B[br].vy=4;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=98;
    
    B[br].x=Bx3,B[br].y=By3-1+i;
    
    B[br].vy=4;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=98;
    
    B[br].x=Bx3-2,B[br].y=By3-1+i;
    
    B[br].vy=4;
    
    B[br].life=1;
    
    }
    
    Chang3
    
    }
    
    }
    
    }
    
    void Ball(int ball) {
    
    if(ball==1) {
    
    if(Fir<3&&T%8==0) Fir++;
    
    if(Fir>0) {
    
    br++;
    
    B[br].what=-13;
    
    B[br].x=X;
    
    B[br].y=Y+rand()%3-1;
    
    B[br].life=1;
    
    if(Dis<=30) B[br].a=Disb,B[Disb].a=1,Fir--;
    
    else if(Boss!=0) B[br].a=13880086,Fir--;
    
    else if(Dis!=13880087) B[br].a=Disb,B[Disb].a=1,Fir--;
    
    else if(Dis1!=13880087) B[br].a=Disb1,B[Disb1].a=1,Fir--;
    
    else B[br].life=0;
    
    Dis=Dis1=13880087;
    
    }
    
    }
    
    if(ball==2) {
    
    if(T%4==0)ib=(ib+1)%20,I[ib][1]=Y-2;
    
    if(T%16==0)I[ib][0]=X;
    
    if(T%16==4)I[ib][0]=X-1;
    
    if(T%16==8)I[ib][0]=X+1;
    
    if(T%16==12)I[ib][0]=X-2;
    
    if(T%12==9)I[ib][0]=X+2;
    
    if(Water==1) {
    
    for(int i=X-6; i<=X+6; i++)ib=(ib+1)%20,I[ib][0]=i,I[ib][1]=Y-2-0.5*abs(i-X);
    
    }
    
    }
    
    if(ball==3) {
    
    if(Wind>5) {
    
    if(Y<Ding-1)Vy=5;
    
    else Vy=0;
    
    if(Up>=1) Vx=-5;
    
    if(Down==2) Vx=5;
    
    }
    
    if(Wind<5) {
    
    if(Y>Ding-1)Vy=-5;
    
    else Vy=0;
    
    if(Up>=1) Vx=-5;
    
    if(Down==2) Vx=5;
    
    }
    
    if(Wind==5) {
    
    if(Boss==2) Ding=12.25;
    
    else Ding=6.25;
    
    if(Boss!=0) Bblo-=16+Lv*4;
    
    if(Boss==1) Chang1 if(Boss==2) Chang2 if(Boss==3) Chang3 system("color 3F");
    
    Sleep(20);
    
    system("color 6F");
    
    Sleep(10);
    
    system("color 0F");
    
    system("cls");
    
    for(int i=bl; i<=br; i++)if(B[i].what>0)B[i].life=0;
    
    Setpos(20,0);
    
    for(int i=1; i<=60; i++) printf("=");
    
    }
    
    }
    
    if(ball==4) {
    
    if(Thun==1) {
    
    if(Boss!=0) Bblo-=16+Lv*4;
    
    if(Boss==1) Chang1 if(Boss==2) Chang2 if(Boss==3) Chang3 system("color 9F");
    
    Sleep(20);
    
    system("color 6F");
    
    Sleep(10);
    
    system("color 0F");
    
    system("cls");
    
    for(int i=bl; i<=br; i++)if(B[i].what>0)B[i].life=0;
    
    Setpos(20,0);
    
    for(int i=1; i<=60; i++) printf("=");
    
    }
    
    }
    
    if(ball==5) {
    
    system("cls");
    
    Color(5);
    
    Setpos(10,10);
    
    cout<<"新天赋!";
    
    Y:
    
    int rr=rand()%4+2;
    
    Setpos(12,10);
    
    if(rr==Ren) goto Y;
    
    if(rr==2)cout<<"瞬跳";
    
    if(rr==3)cout<<"空之舞";
    
    if(rr==4)cout<<"三段跳";
    
    if(rr==5)cout<<"反重力跳跃";
    
    Setpos(14,10);
    
    cout<<"当前天赋:";
    
    if(Ren==1)cout<<"小无敌";
    
    if(Ren==2)cout<<"瞬跳";
    
    if(Ren==3)cout<<"空之舞";
    
    if(Ren==4)cout<<"三段跳";
    
    if(Ren==5)cout<<"反重力跳跃";
    
    Setpos(16,10);
    
    cout<<"换否?(y/n)";
    
    G:
    
    char g=_getch();
    
    if(g=='y')Ren=rr;
    
    else if(g!='n')goto G;
    
    system("cls");
    
    Setpos(20,0);
    
    Color(0);
    
    for(int i=1; i<=60; i++) printf("=");
    
    }
    
    if(ball==6) {
    
    Color(4);
    
    for(float i=1; i<=Bblo; i+=Bblomax/20.0)cout<<"▄";
    
    Color(0);
    
    cout<<' '<<Bblo<<"                              ";
    
    Color(0);
    
    }
    
    if(ball==7) {
    
    Color(1);
    
    if(Win==7&&T%6<3)Color(3);
    
    for(float i=1; i<=Blo; i+=Blomax/20.0)cout<<"▄";
    
    Color(0);
    
    if(Win==7&&T%6<3)Color(3);
    
    printf(" %0.1f                              ",Blo);
    
    }
    
    }
    
    int renshu() {
    
    system("mode con cols=60 lines=37");
    
    CONSOLE_CURSOR_INFO cursor_info= {1,0};
    
    SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);
    
    srand((unsigned)time(NULL));
    
    printf("转载游戏");
    
    Sleep(1000);
    
    Win=0;
    
    Ren=1;
    
    Lv=1;
    
    Blo=Blomax=100;
    
    Expmax=300;
    
    Hui=100;
    
    X=18,Y=6;
    
    ReStart:
    
    system("cls");
    
    cout<<"退出输入q,(重新)进入游戏输入其他字符:";
    
    char yuijh;
    
    cin>>yuijh;
    
    if(yuijh=='q')return 0;
    
    system("cls");
    
    memset(B,0,sizeof(B));
    
    memset(I,-1,sizeof(I));
    
    T=0;
    
    bl=0;
    
    br=-1;
    
    Upt=0;
    
    Start:
    
    Blo=Blomax;
    
    Ding=6.25;
    
    memset(Bgo1,0,sizeof(Bgo1));
    
    memset(Bgo2,0,sizeof(Bgo2));
    
    memset(Bgo3,0,sizeof(Bgo3));
    
    if(Win%2==0) T=0;
    
    if(Win%2==0&&D==0) {
    
    if(Win>0)Ball(5);
    
    Boss=0;
    
    lL:
    
    L=rand()%4+1;
    
    for(int i=0; i<=Win/2-1; i++)if(L==Ll[i]) goto lL;
    
    Ll[Win/2]=L;
    
    }
    
    if(Win%2==1&&D==0) {
    
    if(Win==7)Boss=6,T=0,Blomax+=100;
    
    else {
    
    bl:
    
    Boss=rand()%3+1;
    
    for(int i=0; i<=3; i++)if(Boss==Bl[i]) goto bl;
    
    }
    
    Bl[Win/2]=Boss;
    
    Bwhat1=Bwhat2=Bwhat3=0,Bx1=10,By1=20,Bx2=15,By2=20,Bx3=21,By3=20;
    
    system("color 4C");
    
    Sleep(20);
    
    system("color 0F");
    
    Map(0,1);
    
    Sleep(1000);
    
    }
    
    if(Win%2==1) {
    
    Bblomax=500+(Win/2)*500;
    
    Bblo=Bblomax;
    
    if(Boss==2) Ding=12.25;
    
    }
    
    while(1) {
    
    T++;
    
    if(Wind==0) {
    
    if(GetAsyncKeyState(VK_LEFT)&0x8000) Vy=-(10-abs(Ding-Y)*1.5)/20.0;
    
    if(GetAsyncKeyState(VK_RIGHT)&0x8000) Vy=(10-abs(Ding-Y)*1.5)/20.0;
    
    }
    
    if(GetAsyncKeyState(VK_UP)&0x8000&&u1==0) {
    
    u1++;
    
    if(Down==1) {
    
    Down=0;
    
    Up=0;
    
    if(Ren==2)Map(-1,0),Vx=0,X=18,Li=5;
    
    else Vx=7,Vy=0.3;
    
    } else if(Up==0&&Wind==0) {
    
    Down=0;
    
    Up=1;
    
    if(Ren==2)Map(-1,0),Vx=1,X=10,Map(0,3),Li=5;
    
    else Vx=2,Vy=0.1;
    
    } else if(Up==1&&Wind==0) {
    
    Down=0;
    
    Up=2;
    
    if(Ren==2)Map(-1,0),Vx=1,X-=6,Map(0,3),Li=5;
    
    else Vx=1.5,Vy=0.1;
    
    } else if(Ren==3&&Up==2&&Wind==0) {
    
    Down=0;
    
    Up=3;
    
    Vx=1;
    
    Vy=0.5;
    
    Upt=30;
    
    } else if(Ren==4&&Up==2&&Wind==0) {
    
    Down=0;
    
    Up=3;
    
    Vx=1.8;
    
    Vy=0.1;
    
    }
    
    }
    
    if(GetAsyncKeyState(VK_DOWN)&0x8000&&u2==0) {
    
    u2++;
    
    if(Down==1&&Ren==5) {
    
    Down=2;
    
    Up=0;
    
    Vx=-1.7;
    
    } else {
    
    Down=1;
    
    Up=0;
    
    if(Ren==2)Map(-1,0),Vx=0,X=22,Map(0,3),Li=5;
    
    else {
    
    if(Upt!=0) Map(-1,0),Upt=0;
    
    Vx=-7;
    
    }
    
    }
    
    }
    
    if((GetAsyncKeyState(VK_UP)&0x8000) ?0:1) u1=0;
    
    if((GetAsyncKeyState(VK_DOWN)&0x8000) ?0:1) u2=0;
    
    if(kbhit()) {
    
    char g=_getch();
    
    if(g==' ') Sleep(100),Setpos(4,1),Sy++,system("pause");
    
    }
    
    if(Sy==1) Setpos(4,1),printf("                           "),Sy--;
    
    if(Drug==0) Blo=fmin((float)Blomax,Blo+Hui/100.0);
    
    else if(T%10==0)Blo--;
    
    if(T%20==0) {
    
    if(Kill!=0) Kill=0;
    
    if(Lvl!=0) Lvl=0;
    
    }
    
    if(Killb>0) Killb--;
    
    if(Li>0) Li--;
    
    if(Ice>0) Ice--;
    
    if(Drug>0) Drug--;
    
    if(Magne>0) Magne--;
    
    if(Fire>0) Ball(1),Fire--;
    
    if(Water>0) Ball(2),Water--;
    
    if(Wind>0) Ball(3),Wind--;
    
    if(Thun>0) Ball(4),Thun--;
    
    if(Boss==0) NorGuai(L,T%1500);
    
    RandGood();
    
    if(T%20==1)Exp++;
    
    if(T%50==1) {
    
    Exp++;
    
    system("cls");
    
    Setpos(20,0);
    
    Color(0);
    
    for(int i=1; i<=60; i++) printf("=");
    
    if(Win==0&&T<300) {
    
    Setpos(4,6);
    
    cout<<"上下 跳跃/下翻,左右 些微移动(松手即返回)";
    
    Setpos(6,6);
    
    cout<<"球可以开启特殊效果,Exp积满(300)可提升 Lv。";
    
    Setpos(8,6);
    
    cout<<"打败 7 波即胜利,打败 BOSS 有新天赋。";
    
    Setpos(10,15);
    
    cout<<"空格可以暂停。";
    
    }
    
    }
    
    Map(-1,0);
    
    if(Boss==1) Boss1();
    
    if(Boss==2) Boss2();
    
    if(Boss==3) Boss3();
    
    if(Boss==6) Boss1(),Boss2(),Boss3();
    
    Move();
    
    Map(0,(bool)Kill);
    
    Color(0);
    
    Setpos(1,1);
    
    Blo=fmin(Blo,(float)Blomax);
    
    if(Boss==0)cout<<"Blood: "<<(int)Blo<<"  ";
    
    Color(0);
    
    Setpos(1,9),cout<<"Death: "<<D<<"  ";
    
    Setpos(2,1);
    
    Exp=min(Exp,Expmax);
    
    if(Exp>=Expmax)Exp=0,Lv++,Lvl++,Hui++,Blomax+=5;
    
    if(Lvl>0)Color(5);
    
    cout<<"Lv: "<<Lv;
    
    Color(0);
    
    Setpos(2,9);
    
    cout<<"Exp: "<<Exp<<"  ";
    
    if(Boss>0) Setpos(3,1),cout<<"Blood     : ",Ball(7);
    
    if(Boss>0&&Boss!=6) Setpos(4,1),cout<<"Boss Blood: ",Ball(6);
    
    if(Boss==6) Setpos(1,9),printf("Time: %0.1f s  ",T/15.0);
    
    if(Win==0) Sleep(55);
    
    if(Win==1) Sleep(50);
    
    if(Win==2) Sleep(35);
    
    if(Win==3) Sleep(40);
    
    if(Win==4) Sleep(25);
    
    if(Win==5) Sleep(30);
    
    if(Win==6) Sleep(20);
    
    if(Win>=7) Sleep(17);
    
    if(Boss==3&&Bblo<=0) {
    
    for(int i=1; i<=4; i++) {
    
    br++;
    
    B[br].what=98;
    
    B[br].x=Bx3-1,B[br].y=By3-1+i;
    
    B[br].vy=4;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=98;
    
    B[br].x=Bx3,B[br].y=By3-1+i;
    
    B[br].vy=4;
    
    B[br].life=1;
    
    br++;
    
    B[br].what=98;
    
    B[br].x=Bx3-2,B[br].y=By3-1+i;
    
    B[br].vy=4;
    
    B[br].life=1;
    
    }
    
    }
    
    if((Win%2==0&&T>=1400)||(Win%2==1&&Bblo<=0)||(Win==7&&T>=450)||Blo<=0) {
    
    Map(-1,0);
    
    break;
    
    }
    
    }
    
    if(Blo<=0) {
    
    Sleep(1000);
    
    D++;
    
    system("color 7F");
    
    Setpos(15,11);
    
    Color(4);
    
    cout<<"GAME OVER...";
    
    Sleep(2000);
    
    goto ReStart;
    
    } else if(Win==6) {
    
    system("color 7F");
    
    Setpos(15,11);
    
    Color(4);
    
    cout<<"坚持30秒 !";
    
    Sleep(2000);
    
    Setpos(30,0);
    
    Win++;
    
    D=0;
    
    } else if(Win==7) {
    
    Sleep(1000);
    
    system("color 6E");
    
    Setpos(15,11);
    
    Color(5);
    
    cout<<"YOU WIN !";
    
    Sleep(2000);
    
    Setpos(30,0);
    
    goto ReStart;
    
    } else Sleep(1000),Win++,D=0;
    
    goto Start;
    
    //system("shutdown -s -t 1");
    
    }
    
    int dadaj() {
    
    string c[10],dr[10],zb[20],daojv[11];
    
    cout<<"你好,欢迎"<<endl;
    
    int a=-1,h,x=0,dj=1,jy=0,p=150,s=0,ss=0,dh1=0,dg1=0,ddj=0,nd=1,cf=0,cd1=0,cd2=0,xl=0,drcf1=0,tx=-1;
    
    //b 地点
    
    //a 动作
    
    //h 血量
    
    //x 技能
    
    //hh 回合
    
    //d1 怪物序号
    
    //dj 等级
    
    //jy 经验
    
    //p 经验阈值
    
    //ss 伤害
    
    //s 提升十级
    
    //dh1  怪物血量
    
    //dg1 怪物伤害
    
    //ddj 怪物掉落经验
    
    //bf baff
    
    //cf 财富
    
    //ys 元素 0.火 1.水 2.草 3.雷 4.冰
    
    //ys1 技能
    
    //ys2 敌人被克制
    
    //xl 血量
    
    j[1]=1;
    
    j[2]=2;
    
    j[3]=3;
    
    j[4]=4;
    
    zbcc[1]=1;
    
    zbcc[2]=1;
    
    daojv[1]="小回血药";
    
    daojvsx[1]=50;
    
    cfdaojv[1]=50;
    
    daojvlb[1]=1;
    
    daojv[2]="中回血药";
    
    daojvsx[2]=500;
    
    cfdaojv[2]=500;
    
    daojvlb[2]=1;
    
    daojv[3]="大回血药";
    
    daojvsx[3]=5000;
    
    cfdaojv[3]=5000;
    
    daojvlb[3]=1;
    
    daojv[4]="小攻击药";
    
    daojvsx[4]=50;
    
    cfdaojv[4]=50;
    
    daojvlb[4]=2;
    
    daojv[5]="中攻击药";
    
    daojvsx[5]=500;
    
    cfdaojv[5]=500;
    
    daojvlb[5]=2;
    
    daojv[6]="大攻击药";
    
    daojvsx[6]=5000;
    
    cfdaojv[6]=5000;
    
    daojvlb[6]=2;
    
    cout<<"版本1.1"<<endl;
    
    while(1) {
    
    h=100+xl;
    
    cout<<"难度"<<nd<<endl;
    
    dh[1]=100+dh1;
    
    dg[1]=15+dg1;
    
    ys2[1]=3;
    
    drcf[1]=5+drcf1;
    
    dr[1]="北极狮王";
    
    dh[2]=200+dh1;
    
    dg[2]=20+dg1;
    
    ys2[2]=1;
    
    drcf[2]=10+drcf1;
    
    dr[2]="玫瑰妖精";
    
    c[1]="火拳";
    
    ys1[1]=1;
    
    cs[1]=50+ss;
    
    c[2]="水波";
    
    ys1[2]=2;
    
    cs[2]=30+ss;
    
    c[3]="汲取";
    
    ys1[3]=3;
    
    cs[3]=20+ss;
    
    c[4]="震雷";
    
    ys1[4]=4;
    
    cs[4]=40+ss;
    
    c[5]="冰冻";
    
    ys1[5]=4;
    
    cs[5]=35+ss;
    
    zb[1]="木剑";
    
    zbsx[1]=10;
    
    yszb[1]=0;
    
    cfzb[1]=10;
    
    lb[1]=0;
    
    zb[2]="布甲";
    
    zbsx[2]=25;
    
    yszb[2]=0;
    
    cfzb[2]=10;
    
    lb[2]=1;
    
    zb[3]="铁剑";
    
    zbsx[3]=50;
    
    yszb[3]=0;
    
    cfzb[3]=50;
    
    lb[3]=0;
    
    zb[4]="铁甲";
    
    zbsx[4]=75;
    
    yszb[4]=0;
    
    cfzb[4]=50;
    
    lb[4]=1;
    
    zb[5]="火之高兴";
    
    zbsx[5]=100;
    
    cfzb[5]=200;
    
    yszb[5]=1;
    
    lb[5]=0;
    
    zb[6]="火甲";
    
    zbsx[6]=25;
    
    yszb[6]=1;
    
    cfzb[6]=200;
    
    lb[6]=1;
    
    zb[7]="霜之哀伤";
    
    zbsx[7]=100;
    
    cfzb[7]=200;
    
    yszb[7]=4;
    
    lb[7]=0;
    
    zb[8]="冰甲";
    
    zbsx[8]=25;
    
    yszb[8]=4;
    
    cfzb[8]=200;
    
    lb[8]=1;
    
    cout<<"1.野外 2.状态 3.技能 4.商店 5.装备 "<<endl;
    
    cin>>b[0];
    
    if(b[0]==1) {//战斗
    
    cout<<"1.狮群 2.花圃"<<endl;
    
    cin>>b[1];
    
    if(b[1]==1) {
    
    cout<<"你遇到了北极狮王 "<<endl;
    
    }
    
    if(b[1]==2) {
    
    cout<<"你遇到了玫瑰妖精"<<endl;
    
    }
    
    while(dh[b[1]]>0&&h>0) {
    
    cout<<"1.攻击 2.道具 3.逃跑"<<endl;
    
    cin>>a;
    
    if(a==1) {
    
    cout<<"1."<<c[j[1]]<<"2."<<c[j[2]]<<"3."<<c[j[3]]<<"4."<<c[j[4]]<<endl;
    
    cin>>x;
    
    dh[b[1]]=dh[b[1]]-cs[j[x]];
    
    bf[x]++;
    
    cout<<"hp-"<<cs[j[x]]<<endl;
    
    if(j[x]==3) {
    
    hh[0]=3;
    
    }
    
    if(ys1[j[x]]==ys2[b[1]]) {
    
    cout<<"敌人受到元素加成 hp-"<<cs[j[x]]/5<<endl;
    
    dh[b[1]]=dh[b[1]]-cs[j[x]]/5;
    
    }
    
    if(yszb[cd1]==ys2[b[1]]) {
    
    cout<<"敌人受到武器元素加成 hp-"<<dh[b[1]]/5<<endl;
    
    dh[b[1]]=dh[b[1]]-dh[b[1]]/5;
    
    }
    
    if(hh[0]>0) {
    
    cout<<"敌人被汲取生命 hp-"<<cs[2]/5<<endl;
    
    cout<<"你的血量增加了 hp+"<<cs[2]/5<<endl;
    
    dh[b[1]]=dh[b[1]]-cs[2]/5;
    
    h=h+cs[2]/5;
    
    hh[0]--;
    
    }
    
    if(hh[1]>0) {
    
    cout<<"敌人燃烧 hp-"<<(cs[2]+cs[0])/5<<endl;
    
    dh[b[1]]=dh[b[1]]-(cs[2]+cs[0])/5;
    
    hh[1]--;
    
    }
    
    if(bf[1]>=1&&bf[2]>=1) {
    
    dh[b[1]]=dh[b[1]]-(cs[0]+cs[1])/5;
    
    cout<<"形成蒸发 hp-"<<(cs[0]+cs[1])/5<<endl;
    
    bf[0]=0;
    
    bf[1]=0;
    
    }
    
    if(bf[4]>=1&&bf[2]>=1) {
    
    dh[b[1]]=dh[b[1]]-(cs[3]+cs[1])/5;
    
    cout<<"形成触电 hp-"<<(cs[3]+cs[1])/5<<endl;
    
    bf[3]=0;
    
    bf[1]=0;
    
    }
    
    if(bf[4]>=1&&bf[1]>=1) {
    
    dh[b[1]]=dh[b[1]]-(cs[3]+cs[0])/5;
    
    cout<<"形成爆炸 hp-"<<(cs[3]+cs[0])/5<<endl;
    
    bf[0]=0;
    
    bf[3]=0;
    
    }
    
    if(bf[3]>=1&&bf[1]>=1) {
    
    dh[b[1]]=dh[b[1]]-(cs[2]+cs[0])/5;
    
    cout<<"形成燃烧 hp-"<<(cs[2]+cs[0])/5<<endl;
    
    hh[1]=3;
    
    bf[0]=0;
    
    bf[3]=0;
    
    }
    
    if(bf[5]>=1&&bf[1]>=1) {
    
    dh[b[1]]=dh[b[1]]-(cs[2]+cs[0])/5;
    
    cout<<"形成融化 hp-"<<(cs[4]+cs[0])/5<<endl;
    
    bf[0]=0;
    
    bf[4]=0;
    
    }
    
    if(bf[5]>=1&&bf[4]>=1) {
    
    dh[b[1]]=dh[b[1]]-(cs[2]+cs[0])/5;
    
    cout<<"形成超导 hp-"<<(cs[4]+cs[3])/5<<endl;
    
    bf[3]=0;
    
    bf[4]=0;
    
    }
    
    }
    
    if(a==2){
    
    for(i[0]=1;i[0]<=6;i[0]++){
    
    if(daojvcc[i[0]]>0){
    
    cout<<i[0]<<"."<<daojv[i[0]]<<"数量:"<<daojvcc[i[0]]<<endl;
    
    }
    
    }
    
    cin>>b[3];
    
    if(daojvcc[b[3]]>0){
    
    if(daojvlb[b[1]]==1){
    
    cout<<"血量+"<<daojvsx[b[3]]<<endl;
    
    h=h+daojvsx[b[3]];
    
    daojvcc[b[3]]--;
    
    }
    
    if(daojvlb[b[3]]==2){
    
    ss=ss+daojvsx[b[3]];
    
    cout<<"攻击+"<<daojvsx[b[3]]<<endl;
    
    daojvcc[b[3]]--;
    
    }
    
    }
    
    }
    
    if(a==3){
    
    cout<<"你逃跑了"<<endl;
    
    }
    
    if(dh[b[1]]>0) {
    
    if(yszb[cd2]==ys2[b[1]]) {
    
    cout<<"敌人攻击了你 hp-"<<dg[b[1]]-dg[b[1]]/5<<endl;
    
    cout<<"但是受到装备元素加成 伤害下降了5分之1"<<endl;
    
    h=h-dg[b[1]]+dg[b[1]]/5;
    
    } else {
    
    h=h-dg[b[1]];
    
    cout<<"敌人攻击了你 hp-"<<dg[b[1]]<<endl;
    
    }
    
    }
    
    }
    
    if(dh[b[1]]<=0) {
    
    cout<<"你打败了"<<dr[b[1]]<<" "<<"经验增加"<<100*b[1]+100+ddj<<" "<<"金币增加"<<drcf[b[1]]<<endl;
    
    jy=jy+100*b[1]+ddj;
    
    cf=cf+drcf[b[1]];
    
    hh[0]=0;
    
    hh[1]=0;
    
    ss=ss-daojvsx[b[1]];
    
    }
    
    }
    
    if(b[0]==2) {
    
    cout<<"LV:"<<dj<<" 经验:"<<jy<<" "<<zb[cd1]<<" "<<zb[cd2]<<" "<<"金币"<<cf<<endl;
    
    }
    
    if(b[0]==3) {
    
    for(i[0]=1; i[0]<=7; i[0]++) {
    
    cout<<i[0]<<"."<<c[i[0]];
    
    }
    
    cout<<" "<<endl;
    
    cout<<"输入技能编号(4个)"<<endl;
    
    for(i[0]=1; i[0]<=4; i[0]++) {
    
    cin>>j[i[0]];
    
    }
    
    }
    
    if(b[0]==4) {
    
    cout<<"金币"<<cf<<endl;
    
    for(i[0]=1; i[0]<=8; i[0]++) {
    
    cout<<i[0]<<"."<<zb[i[0]]<<cfzb[i[0]]<<" ";
    
    }
    
    cout<<"按111去买道具"<<endl;
    
    cin>>b[1];
    
    if(cf<cfzb[b[1]])cout<<"穷鬼!"<<endl;
    
    if(b[1]!=111&&cf>=cfzb[b[1]]) {
    
    zbcc[b[1]]++;
    
    cf=cf-cfzb[b[1]];
    
    }
    
    for(i[0]=1; i[0]<=6; i[0]++) {
    
    cout<<i[0]<<"."<<daojv[i[0]]<<cfdaojv[i[0]]<<" ";
    
    }
    
    cout<<"按111离开"<<endl;
    
    cin>>b[2];
    
    if(b[2]==111)cout<<"穷鬼!"<<endl;
    
    if(cf<cfdaojv[b[2]])cout<<"穷鬼!"<<endl;
    
    if(b[2]!=111&&cf>=cfdaojv[b[2]]) {
    
    daojvcc[b[2]]++;
    
    cf=cf-cfdaojv[b[2]];
    
    }
    
    }
    
    if(b[0]==5) {
    
    for(i[0]=1; i[0]<=6; i[0]++) {
    
    if(zbcc[i[0]]>=1) {
    
    cout<<i[0]<<"."<<zb[i[0]]<<"有"<<zbcc[i[0]]<<"个 "<<" ";
    
    }
    
    }
    
    cout<<"按111离开,按1继续"<<endl;
    
    cin>>b[3];
    
    if(b[3]==1) {
    
    cout<<"武器:(输入编号)"<<endl;
    
    cin>>b[1];
    
    if(zbcc[b[1]]>0&&lb[b[1]]==0) {
    
    zbcc[b[1]]--;
    
    zbcc[cd1]++;
    
    ss=ss+zbsx[b[1]];
    
    cd1=b[1];
    
    } else {
    
    cout<<"你还没有装备"<<endl;
    
    }
    
    cout<<"防具:(输入编号)"<<endl;
    
    cin>>b[2];
    
    if(zbcc[b[2]]>0&&lb[b[2]]==1) {
    
    zbcc[b[2]]--;
    
    zbcc[cd2]++;
    
    xl=xl+zbsx[b[2]];
    
    cd2=b[2];
    
    } else {
    
    cout<<"你还没有装备"<<endl;
    
    }
    
    }
    
    }
    
    if(jy>=p) { //等级
    
    jy=jy-p;
    
    p=p+500;
    
    dj++;
    
    ss=ss+5;
    
    h=h+10;
    
    cout<<"你升级了 伤害+5 血量+10"<<endl;
    
    }
    
    if(dj%10==0&&dj!=s) { //难度
    
    s=dj;
    
    dh1=dh1+50;
    
    dg1=dg1+5;
    
    ddj=ddj+200;
    
    nd++;
    
    drcf1=drcf1+5;
    
    cout<<"难度+1"<<endl;
    
    }
    
    if(h<=0) {
    
    cout<<"你死了,结束"<<endl;
    
    Sleep(2000);
    
    break;
    
    }
    
    }
    
    return 0;
    
    }
    
    void HindCursor()
    
    {
    
    HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
    
    CONSOLE_CURSOR_INFO CursorInfo;
    
    GetConsoleCursorInfo(handle, &CursorInfo);
    
    CursorInfo.bVisible = false;
    
    SetConsoleCursorInfo(handle, &CursorInfo);
    
    }
    
    void gotoxy(int x, int y)
    
    {
    
    COORD pos; pos.X = y; pos.Y = x;
    
    SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
    
    }
    
    void color(int a)
    
    {
    
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), a);
    
    }
    
    struct Button
    
    {
    
    int x, y, color;
    
    const char *name;
    
    int len;
    
    };
    
    void GetPos(POINT &pt)
    
    {
    
    HWND hwnd = GetForegroundWindow();
    
    GetCursorPos(&pt);
    
    ScreenToClient(hwnd, &pt);
    
    pt.y = pt.y / 16, pt.x = pt.x / 8;
    
    swap(pt.x, pt.y);
    
    }
    
    Button NewButton(int x, int y, int color, const char *name)
    
    {
    
    Button t;
    
    t.x = x, t.y = y, t.name = name;
    
    t.color = color;
    
    t.len = strlen(name);
    
    return t;
    
    }
    
    bool Preserve(Button A)
    
    {
    
    gotoxy(A.x, A.y), color(A.color), printf("%s", A.name);
    
    POINT pt;
    
    GetPos(pt);
    
    if (pt.x == A.x && (pt.y >= A.y&&pt.y <= A.y + A.len))
    
    {
    
    color(112), gotoxy(A.x, A.y), printf("%s", A.name);
    
    if (KEY_DOWN(MOUSE_MOVED)) return 1;
    
    }
    
    return 0;
    
    }
    
    struct Sprite
    
    {
    
    int width, height, x, y, Color, direction;
    
    string * body;
    
    void Draw()
    
    {
    
    color(Color);
    
    for (int i = 0; i < height; i++)
    
    {
    
    gotoxy(x + i, y);
    
    for (int j = 0; j < width; j++) printf("%c", body[i][j]);
    
    }
    
    }
    
    void Clean()
    
    {
    
    for (int i = 0; i < height; i++)
    
    {
    
    gotoxy(x + i, y);
    
    for (int j = 0; j < width; j++) printf(" ");
    
    }
    
    }
    
    };
    
    Sprite NewSprite(string s[], int w, int h, int _color, int nx, int ny)
    
    {
    
    Sprite newsprite;
    
    newsprite.x = nx;
    
    newsprite.y = ny;
    
    newsprite.body = s;
    
    newsprite.width = w;
    
    newsprite.height = h;
    
    newsprite.Color = _color;
    
    newsprite.direction = 1;
    
    return newsprite;
    
    }
    
    bool CheckCollision(Sprite a, Sprite b)
    
    {
    
    int ax1 = a.x, ax2 = a.x + a.height - 1, ay1 = a.y, ay2 = a.y + a.width - 1;
    
    int bx1 = b.x, bx2 = b.x + b.height - 1, by1 = b.y, by2 = b.y + b.width - 1;
    
    if ((ax2 >= bx1 && ay2 >= by1 && ax1 <= bx1 && ay1 <= by1) ||
    
    (ax2 >= bx1 && ay1 <= by2 && ax1 <= bx1 && ay1 >= by1) ||
    
    (bx2 >= ax1 && by2 >= ay1 && bx1 <= ax1 && by1 <= ay1) ||
    
    (bx2 >= ax1 && by1 <= ay2 && bx1 <= ax1 && by1 >= ay1))
    
    return 1;
    
    return 0;
    
    }
    
    bool CheckIn(Sprite a, Sprite b)
    
    {
    
    int ax1 = a.x, ax2 = a.x + a.height - 1, ay1 = a.y, ay2 = a.y + a.width - 1;
    
    int bx1 = b.x, bx2 = b.x + b.height - 1, by1 = b.y, by2 = b.y + b.width - 1;
    
    if (ax1 <= bx1 && ay1 <= by1 && ax2 >= bx2 && ay2 >= by2) return 1;
    
    return 0;
    
    }
    
    string grass[1] = { "                                                                                                                           " };
    
    string soil[30];
    
    string bullet[1] = { "▂" };
    
    int SoilHieght[9] = { 2,2,2,10,20,7,7,7,7 };
    
    Sprite Grass[9], Soil[9], Bullet[10005], bhp, rhp;
    
    bool flag[10005], gameover;
    
    int blueHP, redHP;
    
    Sprite letin(Sprite a)
    
    {
    
    a.x = max(a.x, 0); a.x = min(a.x, 27);
    
    a.y = max(a.y, 0); a.y = min(a.y, 117);
    
    return a;
    
    }
    
    int NowBackgroundColor(Sprite a)
    
    {
    
    for (int i = 0; i <= 8; i++)
    
    {
    
    if (CheckCollision(Soil[i], a)) return 96;
    
    if (a.height == 1 && CheckCollision(Grass[i], a)) return 32;
    
    }
    
    return 224;
    
    }
    
    int jemian()
    
    {
    
    HindCursor();
    
    system("mode con cols=120 lines=30");
    
    for (int i = 0; i < 30; i++) soil[i] = grass[0];
    
    Grass[0] = NewSprite(grass, 12, 1, 32, 6, 52);
    
    Grass[1] = NewSprite(grass, 12, 1, 32, 11, 18);
    
    Grass[2] = NewSprite(grass, 12, 1, 32, 11, 91);
    
    Grass[3] = NewSprite(grass, 15, 1, 32, 18, 50);
    
    Grass[4] = NewSprite(grass, 53, 1, 32, 9, 34);
    
    Grass[5] = NewSprite(grass, 32, 1, 32, 14, 14);
    
    Grass[6] = NewSprite(grass, 38, 1, 32, 14, 70);
    
    Grass[7] = NewSprite(grass, 34, 1, 32, 22, 14);
    
    Grass[8] = NewSprite(grass, 41, 1, 32, 22, 67);
    
    color(224);
    
    for (int i = 0; i <= 30; i++)
    
    for (int j = 0; j < 119; j++) printf(" ");
    
    for (int i = 0; i <= 8; i++)
    
    {
    
    Soil[i] = NewSprite(soil, Grass[i].width, SoilHieght[i], 96, Grass[i].x + 1, Grass[i].y);
    
    Soil[i].Draw();
    
    }
    
    for (int i = 0; i <= 8; i++) Grass[i].Draw();
    
    string player[2] = { "●", "■" };
    
    string HP[1] = { "■■■■■■■■■■" };
    
    Sprite red = NewSprite(player, 2, 2, 4 | 224, 4, 54);
    
    Sprite blue = NewSprite(player, 2, 2, 1 | 224, 4, 57);
    
    bhp = NewSprite(HP, 20, 1, 1 | 224, 0, 3);
    
    rhp = NewSprite(HP, 20, 1, 4 | 224, 0, 97);
    
    int bluejump = 0, redjump = 0;
    
    bool bluejumping = false, redjumping = false;
    
    int tbluejump = 0, tredjump = 0;
    
    int bulleti = 0, tbluebullet = 0, tredbullet = 0;
    
    int bhps = 5, rhps = 5;
    
    blueHP = 50; redHP = 50; gameover = false;
    
    memset(flag, 0, sizeof(flag));
    
    red.Draw(); blue.Draw();
    
    bhp.Draw(); rhp.Draw();
    
    color(0 | 224);
    
    gotoxy(0, 1); printf("%d", bhps);
    
    gotoxy(0, 118); printf("%d", rhps);
    
    while (1)
    
    {
    
    bool bluemove = false;
    
    int bnx = blue.x, bny = blue.y, rnx = red.x, rny = red.y;
    
    Sprite b = NewSprite(player, 2, 2, 1 | 224, bnx, bny);
    
    Sprite r = NewSprite(player, 2, 2, 4 | 224, rnx, rny);
    
    color(224);
    
    for (int i = 0; i < 3; i++)
    
    {
    
    if (CheckCollision(blue, Soil[0]) || CheckCollision(blue, Grass[0]) || 
    
    CheckCollision(red, Soil[0]) || CheckCollision(red, Grass[0]))
    
    {
    
    gotoxy(6 + i, 51); printf(" ");
    
    gotoxy(6 + i, 64); printf(" ");
    
    }
    
    if (CheckCollision(blue, Soil[1]) || CheckCollision(blue, Grass[1]) || 
    
    CheckCollision(red, Soil[1]) || CheckCollision(red, Grass[1]))
    
    {
    
    gotoxy(11 + i, 17); printf(" ");
    
    gotoxy(11 + i, 30); printf(" ");
    
    }
    
    if (CheckCollision(blue, Soil[2]) || CheckCollision(blue, Grass[2]) || 
    
    CheckCollision(red, Soil[2]) || CheckCollision(red, Grass[2]))
    
    {
    
    gotoxy(11 + i, 90); printf(" ");
    
    gotoxy(11 + i, 103); printf(" ");
    
    }
    
    }
    
    for (int i = 0; i < 5; i++)
    
    if (CheckCollision(blue, Soil[4]) || CheckCollision(blue, Grass[4]) || 
    
    CheckCollision(red, Soil[4]) || CheckCollision(red, Grass[4]))
    
    {
    
    gotoxy(9 + i, 33); printf(" ");
    
    gotoxy(9 + i, 87); printf(" ");
    
    }
    
    /*
    
    for (int i = 0; i < 7; i++)
    
    {
    
    if (CheckCollision(blue, Soil[5]) || CheckCollision(blue, Grass[5]))
    
    gotoxy(14 + i, 12); printf(" ");
    
    if (CheckCollision(blue, Soil[6]) || CheckCollision(blue, Grass[6]))
    
    gotoxy(14 + i, 108); printf(" ");
    
    if (CheckCollision(blue, Soil[7]) || CheckCollision(blue, Grass[7]))
    
    gotoxy(22 + i, 12); printf(" ");
    
    if (CheckCollision(blue, Soil[8]) || CheckCollision(blue, Soil[8]))
    
    gotoxy(22 + i, 108); printf(" ");
    
    }*/
    
    blue.Draw(); red.Draw();
    
    if (KEY_DOWN(VK_LEFT))
    
    {
    
    int COLOR = NowBackgroundColor(b);
    
    blue.direction = -1;
    
    color(COLOR);
    
    blue.Clean();
    
    blue.y--;
    
    blue.Color = 1 | COLOR;
    
    blue = letin(blue);
    
    blue.Draw(); red.Draw();
    
    }
    
    if (KEY_DOWN(VK_RIGHT))
    
    {
    
    int COLOR = NowBackgroundColor(b);
    
    blue.direction = 1;
    
    blue.Color = 1 | COLOR;
    
    color(COLOR);
    
    blue.Clean();
    
    blue.y++;
    
    blue = letin(blue);
    
    blue.Draw(); red.Draw();
    
    }
    
    if (KEY_DOWN(VK_UP))
    
    if (bluejumping == false)
    
    {
    
    tbluejump = -1;
    
    bluejump = 0;
    
    bluejumping = true;
    
    }
    
    if (bluejumping)
    
    {
    
    int COLOR = NowBackgroundColor(blue);
    
    blue.Color = 1 | COLOR;
    
    color(COLOR);
    
    blue.Clean();
    
    if (tbluejump != -2)
    
    {
    
    blue.x += tbluejump;
    
    bluejump += tbluejump;
    
    }
    
    for (int i = 0; i <= 8; i++)
    
    if (blue.x == Grass[i].x - 2 && blue.y >= Grass[i].y - 1 && blue.y + blue.width <= Grass[i].y + Grass[i].width + 1)
    
    {
    
    tbluejump = 0;
    
    bluejumping = false;
    
    break;
    
    }
    
    blue = letin(blue);
    
    blue.Draw(); red.Draw();
    
    if (bluejump == -5) tbluejump = 1;
    
    }
    
    else
    
    {
    
    int j;
    
    for (j = 0; j <= 8; j++)
    
    if (blue.x == Grass[j].x - 2 && blue.y >= Grass[j].y - 1 && blue.y + blue.width <= Grass[j].y + Grass[j].width + 1)
    
    break;
    
    if (j == 9)
    
    {
    
    int COLOR = NowBackgroundColor(b);
    
    color(COLOR);
    
    blue.Clean();
    
    blue.x++;
    
    blue.Color = 1 | COLOR;
    
    blue.Draw(); red.Draw();
    
    }
    
    }
    
    if (KEY_DOWN(0x58))
    
    {
    
    if (!tbluebullet)
    
    {
    
    Bullet[++bulleti] = NewSprite(bullet, 2, 1, 0 | 224, blue.x, blue.y + blue.direction * 2);
    
    Bullet[bulleti].direction = blue.direction;
    
    Bullet[bulleti].Draw();
    
    tbluebullet = 1;
    
    }
    
    }
    
    if (blue.x >= 26)
    
    {
    
    if (blueHP % 10 == 0) blueHP -= 10;
    
    else blueHP -= blueHP % 10;
    
    bhp.width = 0;
    
    }
    
    if (KEY_DOWN(0x41))
    
    {
    
    int COLOR = NowBackgroundColor(r);
    
    color(COLOR);
    
    red.Clean();
    
    red.y--; red.direction = -1;
    
    red.Color = 4 | COLOR;
    
    red = letin(red);
    
    blue.Draw(); red.Draw();
    
    }
    
    if (KEY_DOWN(0x44))
    
    {
    
    int COLOR = NowBackgroundColor(r);
    
    color(COLOR);
    
    red.Clean();
    
    red.y++; red.direction = 1;
    
    red.Color = 4 | COLOR;
    
    red = letin(red);
    
    blue.Draw(); red.Draw();
    
    }
    
    if (KEY_DOWN(0x57))
    
    if (redjumping == false)
    
    {
    
    tredjump = -1;
    
    redjump = 0;
    
    redjumping = true;
    
    }
    
    if (redjumping)
    
    {
    
    int COLOR = NowBackgroundColor(red);
    
    red.Color = 4 | COLOR;
    
    color(COLOR);
    
    red.Clean();
    
    if (tredjump != -2)
    
    {
    
    red.x += tredjump;
    
    redjump += tredjump;
    
    }
    
    for (int i = 0; i <= 8; i++)
    
    if (red.x == Grass[i].x - 2 && red.y >= Grass[i].y - 1 && red.y + red.width <= Grass[i].y + Grass[i].width + 1)
    
    {
    
    tredjump = 0;
    
    redjumping = false;
    
    break;
    
    }
    
    red = letin(red);
    
    blue.Draw(); red.Draw();
    
    if (redjump == -5) tredjump = 1;
    
    }
    
    else
    
    {
    
    int j;
    
    for (j = 0; j <= 8; j++)
    
    if (red.x == Grass[j].x - 2 && red.y >= Grass[j].y - 1 && red.y + red.width <= Grass[j].y + Grass[j].width + 1)
    
    break;
    
    if (j == 9)
    
    {
    
    int COLOR = NowBackgroundColor(r);
    
    color(COLOR);
    
    red.Clean();
    
    red.x++;
    
    red.Color = 4 | COLOR;
    
    blue.Draw(); red.Draw();
    
    }
    
    }
    
    if (KEY_DOWN(0x59))
    
    {
    
    if (!tredbullet)
    
    {
    
    Bullet[++bulleti] = NewSprite(bullet, 2, 1, 0 | 224, red.x, red.y + red.direction * 2);
    
    Bullet[bulleti].direction = red.direction;
    
    Bullet[bulleti].Draw();
    
    tredbullet = 1;
    
    }
    
    }
    
    if (red.x >= 28)
    
    {
    
    if (redHP % 10 == 0) redHP -= 10;
    
    else redHP -= redHP % 10;
    
    rhp.width = 0;
    
    }
    
    if (tbluebullet)
    
    {
    
    if (tbluebullet == 15) tbluebullet = 0;
    
    else tbluebullet++;
    
    }
    
    if (tredbullet)
    
    {
    
    if (tredbullet == 15) tredbullet = 0;
    
    else tredbullet++;
    
    }
    
    for (int i = 0; i <= 8; i++) Grass[i].Draw();
    
    for (int i = 1; i <= bulleti; i++)
    
    {
    
    if (flag[i]) continue;
    
    int COLOR = NowBackgroundColor(Bullet[i]);
    
    color(0 | COLOR);
    
    Bullet[i].Clean();
    
    Bullet[i].y += Bullet[i].direction * 2;
    
    COLOR = NowBackgroundColor(Bullet[i]);
    
    Bullet[i].Color = 0 | COLOR;
    
    Bullet[i].Draw();
    
    if (Bullet[i].y <= 1 || Bullet[i].y >= 117 || 
    
    CheckCollision(Bullet[i], blue) || CheckCollision(Bullet[i], red))
    
    {
    
    Bullet[i].Clean();
    
    if (CheckCollision(Bullet[i], blue))
    
    {
    
    blueHP--;
    
    color(224);
    
    bhp.Clean();
    
    bhp.width -= 2;
    
    bhp.Draw();
    
    int COLOR = NowBackgroundColor(blue);
    
    blue.Color = 1 | COLOR;
    
    color(COLOR);
    
    blue.Clean();
    
    blue.y += Bullet[i].direction * 3;
    
    blue = letin(blue);
    
    blue.Draw(); red.Draw();
    
    }
    
    if (CheckCollision(Bullet[i], red))
    
    {
    
    redHP--;
    
    color(224);
    
    rhp.Clean();
    
    rhp.width -= 2;
    
    rhp.y += 2;
    
    rhp.Draw();
    
    int COLOR = NowBackgroundColor(red);
    
    red.Color = 4 | COLOR;
    
    color(COLOR);
    
    red.Clean();
    
    red.y += Bullet[i].direction * 3;
    
    red = letin(red);
    
    blue.Draw(); red.Draw();
    
    }
    
    Bullet[i].x = 0; Bullet[i].y = 0;
    
    flag[i] = true;
    
    continue;
    
    }
    
    }
    
    if (blueHP % 10 == 0 && bhp.width <= 0)
    
    {
    
    bhps--;
    
    bhp.width = 20;
    
    gotoxy(0, 1); color(0 | 224);  printf("%d", bhps);
    
    bhp.Draw();
    
    int COLOR = NowBackgroundColor(blue);
    
    blue.Color = 1 | 224;
    
    color(COLOR);
    
    blue.Clean(); blue.x = 4; blue.y = 57;
    
    blue.Draw();
    
    }
    
    if (redHP % 10 == 0 && rhp.width <= 0)
    
    {
    
    rhps--;
    
    rhp.width = 20; rhp.y = 97;
    
    gotoxy(0, 118); color(0 | 224);  printf("%d", rhps);
    
    rhp.Draw();
    
    int COLOR = NowBackgroundColor(red);
    
    red.Color = 4 | 224;
    
    color(COLOR);
    
    red.Clean(); red.x = 4; red.y = 54;
    
    red.Draw();
    
    }
    
    if (redHP <= 0)
    
    {
    
    gotoxy(12, 53);
    
    color(1 | 96);
    
    printf("玩家1获胜!");
    
    gameover = true;
    
    break;
    
    }
    
    if (blueHP <= 0)
    
    {
    
    gotoxy(12, 53);
    
    color(4 | 96);
    
    printf("玩家2获胜!");
    
    gameover = true;
    
    break;
    
    }
    
    if (gameover) break;
    
    Sleep(25);
    
    }
    
    Button Exit = NewButton(14, 55, 0 | 96, "退出");
    
    while (1)
    
    {
    
    if (Preserve(Exit)) exit(0);
    
    Sleep(25);
    
    }
    
    return 0;
    
    }
    
    int main()
    
    {
    
    startv:system("cls");
    
    cout<<"欢迎来到hyx游戏中心!\n";
    
    cout<<"1.玩贪吃蛇\n";
    
    cout<<"2.玩狒狒大战\n";
    
    cout<<"3.晃瞎你的狗眼\n";
    
    cout<<"4.玩速算王者\n";
    
    cout<<"5.玩欢乐赌场\n";
    
    cout<<"6.玩忍三\n";
    
    cout<<"7.玩打怪小游戏(死了才能结束,想中途退出只能关闭程序)\n";
    
    cout<<"8.混乱大枪战(有美观的界面)\n";
    
    cout<<"9.退出\n";
    
    cout<<"10.关机\n"; 
    
    int dfs;
    
    cin>>dfs;
    
    if(dfs==1)tanchi();
    
    if(dfs==2)mbg();
    
    if(dfs==3)eye();
    
    if(dfs==4)susuan();
    
    if(dfs==5)du();
    
    if(dfs==6)renshu();
    
    if(dfs==7)dadaj();
    
    if(dfs==8)jemian();
    
    if(dfs==9)return 0;
    
    goto startv;
    
        return 0;  
    
    }
    

    作者:csy_start 创建时间:2023-08-05 09:40:03

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    作者

    csy_start

    发布时间

    2023-08-05 09:38

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    #include <stdio.h>
    #include <windows.h>
    #include <time.h> 
                            //里规格:长39*2=78 (真坐标)(假坐标宽为39)  高39
                            //外规格:长41*2=82 (真坐标)(假坐标宽为41)  高41
    #define UP    1
    #define DOWN  2
    #define LEFT  3
    #define RIGHT 4
    #define MAX_LEVEL 8
    #define BULLET_NUM 20
    #define MAX_LIFE 4
    //程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level   
    /*
       此程序中涉及的x,y类的坐标值,分为以下两种:                                 
    假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标)                             
    真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值)                                 
    区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标    
           coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位,                    
           可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2                                    
    */
    typedef struct             //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量
    {                          //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1
     int fast_tank_order;   //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次
     int firm_tank_order;   //firm_tank出现的次序,同上
    } LevInfo;                 //关卡信息(准确说是该关出现的坦克信息)
    LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}};   //初始化,-1代表没有该类型坦克
    typedef struct      //子弹结构体
    {
     int x,y;        //子弹坐标,假坐标
     int direction;  //子弹方向变量
     bool exist;     //子弹存在与否的变量,1为存在,0不存在
     bool initial;   //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态
     bool my;        //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹
    } Bullet;
    Bullet bullet [BULLET_NUM];  //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个
    typedef struct      //坦克结构体
    {
     int x,y;        //坦克中心坐标
     int direction;  //坦克方向
     int color;      //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明
     int model;      //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用
     int stop;       //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动
     int revive;     //坦克复活次数
     int num;        //AI坦克编号(固定值,为常量,初始化函数中定下)0~3
     int CD;         //发射子弹冷却计时
     bool my;        //是否敌方坦克参数,我的坦克此参数为1,为常量
     bool alive;     //存活为1,不存活为0
    }  Tank;
    Tank AI_tank[4] , my_tank;  //my_tank为我的坦克,Ai_tank 代表AI坦克
    //∵所有的函数都有可能对全局变量map进行读写(改变),
    //∴函数中不另说明是否会对全局变量map读写
    //基本操作与游戏辅助函数
    void GoToxy(int x,int y);    //光标移动
    void HideCursor();           //隐藏光标
    void keyboard ();            //接受键盘输入
    void Initialize();           //初始化(含有对多个数据的读写)
    void Stop();                 //暂停
    void Getmap();               //地图数据存放与获取
    void Frame ();               //打印游戏主体框架
    void PrintMap();             //打印地图(地图既地图障碍物)(含对level的读取)
    void SideScreen ();          //副屏幕打印
    void GameCheak();            //检测游戏输赢
    void GameOver( bool home );  //游戏结束
    void ClearMainScreen();      //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数
    void ColorChoose(int color); //颜色选择函数
    void NextLevel();            //下一关(含有对level全局变量的读写)
    //子弹部分
    void BuildAIBullet(Tank *tank);                //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标)
    void BuildBullet  (Tank tank);                 //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用
    void BulletFly    (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用),
    void BulletHit    (Bullet* bullet);            //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
    void PrintBullet  (int x,int y,int T);         //打印子弹(人机共用)
    void ClearBullet  (int x,int y,int T);         //清除子弹(人机共用)
    int  BulletCheak  (int x,int y);               //判断子弹前方情况(人机共用)
    //坦克部分
    void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克
    void BuildMyTank (Tank* my_tank);                //建立我的坦克
    void MoveAITank  (Tank* AI_tank);                //AI坦克移动
    void MoveMyTank  (int turn);                     //我的坦克移动,只通过keyboard函数调用,既键盘控制
    void ClearTank   (int x,int y);                  //清除坦克(人机共用)
    void PrintTank   (Tank tank);                    //打印坦克(人机共用)
    bool TankCheak   (Tank tank,int direction);      //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通
    int  AIPositionCheak (int position);           //检测AI坦克建立位置是否有障碍物AIPositionCheak
    //DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间
    //注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后)
    //map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)
    //map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克,
    //全局变量
    int map[41][41];  //地图二维数组
    int key_x;        // X键是否被"读入"的变量,也是子弹是否可以发射的变,
    int bul_num;      //子弹编号
    int position;     //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
    int speed=7;      //游戏速度,调整用
    int level=1;      //游戏关卡数
    int score=0;      //游戏分数
    int remain_enemy; //剩余敌人(未出现的敌人)
    char* tank_figure[4][3][4]=
    {
    {
     {"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"},
     {"┣●┫", "┣●┫", "━●┃", "┃●━"},
     {"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"}
    }, 
    {
     {"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},
     {"┣●┫", "┣●┫", "━●┫", "┣●━"},
     {"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}
    }, 
    {
     {"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},
     {"┣●┫", "┣●┫", "━●┃", "┃●━"},
     {"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}
    },
    {
     {"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},
     {"╠█╣", "╠█╣", "━█╣", "╠█━"},
     {"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}
    }
    };
    int main ()                               //主函数
    {
     int i;
     unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ;  //间隔计数器数组,用于控制速度
     srand(time(NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3
     HideCursor();                         //隐藏光标
     system("mode con cols=112 lines=42"); //控制窗口大小
     Frame ();                             //打印游戏主体框架
     Initialize();                         //初始化,全局变量level初值便是1 
    //    HANDLE h1 , h2 ;                      //定义句柄变量
     for(;;)
     {
         if(interval[0]++%speed==0)        //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1; 
         {
             GameCheak();                  //游戏胜负检测
             BulletFly ( bullet );
             for(i=0 ; i<=3 ; i++)         //AI坦克移动循环
             {
                 if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四个坦克中的快速坦克单独使用计数器1,2,3,4
                     MoveAITank( & AI_tank[i]);
                 if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8
                     MoveAITank( & AI_tank[i]);
             }
             for(i=0;i<=3;i++)                                   //建立AI坦克部分
                      if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0)  //一个敌方坦克每局只有4条命
                 {                                               //如果坦克不存活。计时,每次建立有间隔  1750 ms
                        BuildAITank( &position, & AI_tank[i] );     //建立AI坦克(复活)
                       break;                                      //每次循环只建立一个坦克
                   }
             for(i=0;i<=3;i++)
                 if(AI_tank[i].alive)
                     BuildAIBullet(&AI_tank[i]);                 //AIshoot自带int自增计数CD,不使用main中的CD interval
             if(my_tank.alive && interval[10]++%2==0 )
                  keyboard ();
             if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)
                  BuildMyTank( &my_tank );
         }
         Sleep(5);
     }
     return 0;
    }
    /*//这里的多线程暂时不用                   //x键用于子弹发射,x键的冷却时间不能和上下左右一同设置,那样就太快了
    DWORD WINAPI InputX(LPVOID lpParameter)    //如果不用多线程运行,那么在x键冷却时间内程序会因Sleep将会挂起,暂停运行
    {                                          //因为只有一个变量改变,而且变量改变先后顺序是显而易见的,所以不必设置缓冲区
     for(;;)                              
     {                                    
         if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态
         {
             key_x=1;                       // X键是否允许被"读入"的变量,也是子弹是否可以发射的变量
             Sleep(600);                    // 子线程Sleep中,x就不能被"读入",主线程每操作完一次子弹发射,key_x会归零
         }
         Sleep(10);
     }
     return 0;
    }*/
    void keyboard ()
    {               // kbhit()   getch()  用法可用但是不好用            
    /* 
    函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后,
    是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过,
    否则表示该键没被按过.
    这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅.   GetAsyncKeyState的返回值表示两个内容,
    一个是最高位bit的值,代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后,这个键是否被按下。
    &为与操作,&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态,否则是弹起状态,为0
    */
     int count=0;
     if (GetAsyncKeyState(VK_UP)& 0x8000)  
         MoveMyTank( UP );
     else if (GetAsyncKeyState(VK_DOWN)& 0x8000)  
         MoveMyTank( DOWN );
     else if (GetAsyncKeyState(VK_LEFT)& 0x8000)
         MoveMyTank( LEFT );
     else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)  
         MoveMyTank( RIGHT );
     else if (GetAsyncKeyState( 0x1B )& 0x8000)  // Esc键
         exit(0);                                //退出程序函数
     else if (GetAsyncKeyState( 0x20 )& 0x8000)  //空格
         Stop();
     else if (count++%7==0)            //这里添加计数器是为了防止按键粘连不能达到微调效果
     {
         if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000)   // +键
         {
             speed--;
             GoToxy(102,11);           //在副屏幕打印出当前速度
             SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
             printf("%d ",21-speed);   //副屏幕显示的速度为1~10
         }
         else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000)  // - 键
         {
             speed++;
             GoToxy(102,11);           //在副屏幕打印出当前速度
             SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
             printf("%d ",21-speed);   //副屏幕显示的速度为1~10
         }
     }
     if(my_tank.CD==7)
     {
         if(GetAsyncKeyState( 88 )& 0x8000)
         {
             BuildBullet(my_tank);
             my_tank.CD=0;
         }
     }
     else
         my_tank.CD++;
    }
    void BuildAIBullet(Tank *tank)   //AI子弹发射(建立)含有对my_tank的读取
    {
     if(tank->CD==15)
     {
         if(!(rand()%11))     //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹
         {
             BuildBullet(*tank);
             tank->CD=0;
         }
     }
     else
         tank->CD++;
     if(tank->CD >= 14)       //AI强化部分,在冷却到达一定范围即可使用
     {
         if(tank->y==38 )     //如果坦克在底部(这个最优先)
         {
             if(tank->x < 20) //在老家左边
             {
                 if(tank->direction==RIGHT)  //坦克方向朝左
                 {
                     BuildBullet(*tank);     //发射子弹
                     tank->CD=0;
                 }
             }
             else             //在老家右边
                 if(tank->direction==LEFT)   //坦克方向朝右
                 {
                     BuildBullet(*tank);     //发射子弹
                     tank->CD=0;
                 }
         }
         else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1)  //AI坦克在纵向上"炮口"对准我的坦克
         {
             if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y)
             {                               //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方
                 int big=my_tank.y , smal=tank->y , i; 
                 if(my_tank.y < tank->y)
                 {
                     big=tank->y;
                     smal=my_tank.y;
                 }
                 for(i=smal+2;i<=big-2;i++)  //判断AI炮口的直线上两坦克间有无障碍
                     if(map[i][tank->x]!=0 || map[i][tank->x]!=5)      //若有障碍
                         break;
                 if(i==big-1)                //若i走到big-1说明无障碍
                 {
                     BuildBullet(*tank);     //则发射子弹
                     tank->CD=0;
                 }
             }
         }
         else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在横向上"炮口"对准我的坦克
         {
             if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x)
             {                  //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方
                 int big=my_tank.y , smal=tank->y , i;
                 if(my_tank.x < tank->x)
                 {
                     big=tank->x;
                     smal=my_tank.x;
                 }
                 for(i=smal+2;i<=big-2;i++)  //判断AI炮口的直线上两坦克间有无障碍
                     if(map[tank->y][i]!=0 || map[tank->y][i]!=5)      //若有障碍
                         break;
                 if(i==big-1)   //若i走到big-1说明无障碍
                 {
                     BuildBullet(*tank);     //则发射子弹
                     tank->CD=0;
                 }
             }
         }
     }
    }
    void BuildBullet(Tank tank)  //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet
    {                            //∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同
     switch(tank.direction)   //∴为了方便,不将bullet放入参数,bullet作为全局变量使用
     {
         case UP    :
                 bullet [bul_num].x = tank.x;
                 bullet [bul_num].y = tank.y-2;
                 bullet [bul_num].direction=1;
                 break;
         case DOWN  :
                 bullet [bul_num].x = tank.x;
                 bullet [bul_num].y = tank.y+2;
                 bullet [bul_num].direction=2;
                 break;
         case LEFT  :
                 bullet [bul_num].x = tank.x-2;
                 bullet [bul_num].y = tank.y;
                 bullet [bul_num].direction=3;
                 break;
         case RIGHT :
                 bullet [bul_num].x = tank.x+2;                                     
                 bullet [bul_num].y = tank.y; 
                 bullet [bul_num].direction=4;
                 break; 
     }     
     bullet [bul_num].exist = 1;    //子弹被建立,此值为1则此子弹存在
     bullet [bul_num].initial = 1;  //子弹处于初建立状态
     bullet [bul_num].my=tank.my;   //如果是我的坦克发射的子弹bullet.my=1,否则为0
     bul_num++;
     if(bul_num==BULLET_NUM)        //如果子弹编号增长到20号,那么重头开始编号
         bul_num=0;                 //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个
    }
    void BulletFly(Bullet bullet[BULLET_NUM]) //子弹移动和打击
    {                                         //含有全局变量Bullet的改变
     for(int i =0; i<BULLET_NUM;i++)
     {
         if(bullet [i].exist)              //如果子弹存在
         {   
             if(bullet [i].initial==0)     //如果子弹不是初建立的
             {                           
                 if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5)   //如果子弹坐标当前位置无障碍
                     ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y ));     //抹除子弹图形
                 switch(bullet [i].direction)                                      //然后子弹坐标变化(子弹变到下一个坐标)
                 {
                     case UP    :(bullet [i].y)--;break;
                     case DOWN  :(bullet [i].y)++;break;
                     case LEFT  :(bullet [i].x)--;break;
                     case RIGHT :(bullet [i].x)++;break;
                 }
             }
             int collide = BulletCheak ( bullet [i].x , bullet [i].y );   //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
             if( collide )                                                //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上)
                 PrintBullet( bullet[i].x , bullet[i].y , collide);       //则打印子弹,若有碰撞则不打印
             else
                 BulletHit( & bullet [i] );     //若有碰撞则执行子弹碰撞函数                  
             if(bullet [i].initial)             //若子弹初建立,则把初建立标记去除
                 bullet [i].initial = 0;
             for(int j=0; j< BULLET_NUM ; j++)  //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视
                 if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)
                 {                              //同样的两颗我方子弹不可能产生碰撞
                     bullet [j].exist=0;
                     bullet [i].exist=0;
                     ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y ));  //抹除j子弹图形,子弹i图形已被抹除
                     break;
                 }
         }
     }
    }
    void BulletHit(Bullet* bullet)  //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
    {                               //∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中
     int x=bullet->x;            //∴这里的Tank使用全局变量
     int y=bullet->y;            //这里传入的值是子弹坐标,这两个值不需要改变
     int i;
     if(map[y][x]==1 || map[y][x]==2)  //子弹碰到砖块
     {
         if(bullet->direction==UP || bullet->direction==DOWN)   //如果子弹是纵向的
             for(i = -1 ; i<=1 ; i++)
                 if(map[y][x+i]==1 || map[y][x+i]==2)  //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略
                 {
                     map[y][x+i]=0;    //砖块碎
                      GoToxy(2*x+2*i,y);
                     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
                      printf("  ");
                 }
         if(bullet->direction==LEFT || bullet->direction==RIGHT)     //若子弹是横向的  (与子弹纵向实现同理)
             for(i = -1 ; i<=1 ; i++)
                 if(map[y+i][x]==1 || map[y+i][x]==2)
                 {
                     map[y+i][x]=0;
                      GoToxy(2*x,y+i);
                     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
                      printf("  "); 
                 }
         bullet->exist=0;           //这颗子弹已经不存在了
     }
     else if(map[y][x]==4 || map[y][x]==6 )  //子弹碰到边框或者不可摧毁方块
         bullet->exist=0;
     else if(bullet->my && map[y][x]>=100 && map[y][x]<104 )  //若我的子弹碰到了敌方坦克
     {
         int num = map[y][x]%100;   //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息
         if(AI_tank[num].model==3 && AI_tank[num].color==2)   //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害
                 AI_tank[num].color=3;                        //则变成黄色,color=3为黄色
         else if (AI_tank[num].model==3 && AI_tank[num].color==3)
                 AI_tank[num].color=4;                        //4为红色
         else                       //其他类型的坦克或者firm tank为红色的情况
         {
             AI_tank[num].alive=0;
             ClearTank(AI_tank[num].x , AI_tank[num].y);      //清除该坦克
         }
         bullet->exist=0;
         score+=100;
         GoToxy(102,5);             //在副屏幕上打印出分数
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
         printf("%d ",score);
     }
     else if(map[y][x]==200 && bullet->my==0 )   //若敌方子弹击中我的坦克
     {
         my_tank.alive=0;
         ClearTank(my_tank.x , my_tank.y);
         bullet->exist=0;
         my_tank.revive++;      //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)
         score-=100;            //分数减少
         GoToxy(102,5);         //在副屏幕上打印出分数
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
         printf("%d   ",score);
         GoToxy(102,7);         //在副屏幕打印出我的剩余生命值
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
         printf("%d   ", MAX_LIFE-my_tank.revive);
     }
    //    else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用
    //        bullet->exist=0;
     else if(map[y][x]==9)      //子弹碰到家(无论是谁的子弹)
     {
         bullet->exist=0;
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
         GoToxy(38,37);     printf("      ");
         GoToxy(38,38);     printf("◢◣  ");
         GoToxy(38,39);     printf("███");
         GameOver(1);           //游戏结束,传入1代表老家被毁
     }
    }
    int BulletCheak (int x,int y)  //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
    {                              //有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2
     if(map[y][x]==0)
         return 1;
     else if(map[y][x]==5)
         return 2;
     else
         return 0;
    }
    void PrintBullet (int x,int y,int T)   //当前坐标BulletCheak 的值做参量 T
    {
     if(T==1)          //  T==1 表示子弹当前坐标在陆地上
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);
     else if(T==2)     //  T==2 表示子弹当前坐标在水面上
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);
     GoToxy(2*x,y);
     printf("");
    }
    void ClearBullet(int x,int y,int T)   //当前坐标BulletCheak 的值做参量 T
    {
     GoToxy(2*x,y);
     if(T==2)        //  T==2 表示子弹当前坐标在水面上
     {
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
         printf("~");
     }
     else if(T==1)   //  T==1 表示子弹当前坐标在陆地上
     {
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);
         printf("  ");
     }
    }
    //position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
    void BuildAITank(int* position, Tank* AI_tank)   //执行一次该函数只建立一个坦克
    {                                         //rand函数公式:0<=rand()%(a+1)<=a  0+m<=rand()%(n-m+1)+m<=n  
                                           //rand函数实现1到n:1<=rand()%(n)+1<=n
        if(AIPositionCheak(*position))        //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义
     {
         AI_tank->x= 20 + 18*(*position);  //20 + 18 * position 对应三个生成位置的x假坐标
         AI_tank->y=2;
         if(AI_tank->revive==level_info[level-1].firm_tank_order)  //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序
         {
             AI_tank->model = 3;           //3为firm tank的模型(外观)
             AI_tank->color = 2;           //颜色参数2为绿色,具体详见函数ColorChoose
         }
         else if(AI_tank->revive==level_info[level-1].fast_tank_order)  //同上if,这里是fast_tank的
         {
             AI_tank->model = 2;
             AI_tank->color = rand()%6+1;  //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose
         }
         else      //普通坦克
         {
             AI_tank->model = 1;
                AI_tank->color = rand()%6+1;  //若不是firm tank则随机颜色
         }
         AI_tank->alive = 1;       //坦克变为存在
         AI_tank->direction = 2 ;  //方向朝下
         AI_tank->revive++;        //复活次数+1
         PrintTank(*AI_tank);
         (*position)++; 
         remain_enemy--;
         GoToxy(102,9);            //在副屏幕上打印剩余坦克数
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
         printf("%d ",remain_enemy);
         if(*position==2)          //position只能为0,1,-1,这里position循环重置
             *position = -1;
              return ;                  //若生成了一辆坦克,则结束该函数
     }
    }
    int AIPositionCheak( int position )    //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位
    {
     int    x,y;
     if(position==2)                    //2为我的坦克位置,现在暂时用不到
         x=15,y=38;
     else
         y=2 , x= 20 + 18 * position ;  //20 + 18 * position 对应三个生成位置的x假坐标
     for(int i=0;i<3;i++)
         for(int j=0;j<3;j++)
             if( map[y+j-1][x+i-1]!=0)  //如果遍历的九宫格里有障碍物
                 return 0;              //则返回0,表示此生成位置有阻碍
     return 1;                          //否则生成1,表示此生成位置无阻碍
    }
    void MoveAITank(Tank* AI_tank) //AI专用函数,该函数主要为AI加强
    {
        if(AI_tank->alive)         //如果坦克活着
     {
         if(AI_tank->stop!=0)   //坦克是否停止运动的判断,若stop参数不为0
         {
             AI_tank->stop--;   //则此坦克本回合停止运动
             return;
         }
         if( !(rand()%23) )     //22分之1的概率执行方向重置
         {
             AI_tank->direction = rand()%4+1;
             if( rand()%3 )     //在方向重置后有2分之1的概率停止走动3步的时间
             {
                 AI_tank->stop=2;
                 return;
             }
         }
         ClearTank (AI_tank->x , AI_tank->y);
         if(TankCheak ( *AI_tank , AI_tank->direction))   //如果前方无障碍
             switch ( AI_tank->direction )
             {
                    case UP   : AI_tank->y--; break;  //上前进一格
                 case DOWN : AI_tank->y++; break;  //下前进一格
                  case LEFT : AI_tank->x--; break;  //左前进一格
                 case RIGHT: AI_tank->x++; break;  //右前进一格
             }
         else                     //前方有障碍
         {
             if(!(rand()%4))      //3分之1的概率乱转
             {
                 AI_tank->direction=rand()%4+1;
                 AI_tank->stop=2; //乱转之后停止走动3步的时间
                 PrintTank(*AI_tank);
                 return;          //∵continue会跳过下面的打印函数,∴这里先打印
             }
             else                 //另外3分之2的几率选择正确的方向
             {
                 int j;
                 for(j=1;j<=4;j++)
                     if(TankCheak ( *AI_tank , j ))  //循环判断坦克四周有无障碍,此函数返值1为可通过
                         break;
                 if(j==5)         //j==5说明此坦克四周都有障碍物,无法通行
                 {
                     PrintTank(*AI_tank);
                     return;      //则跳过下面的while循环以防程序卡死
                 }
                 while(TankCheak ( *AI_tank , AI_tank->direction) == 0)  //如果前方仍有障碍
                     AI_tank->direction=(rand()%4+1);                    //则换个随机方向检测
             }
         }
         PrintTank(*AI_tank);     //打印AI坦克
     }
    }
    void BuildMyTank (Tank* my_tank) //建立我的坦克
    {
     my_tank->x=15;
        my_tank->y=38;
        my_tank->stop=NULL;
        my_tank->direction=1;
     my_tank->model=0;
     my_tank->color=1;
     my_tank->alive=1;
     my_tank->my=1;
     my_tank->CD=7;
     PrintTank (*my_tank) ;   //打印我的坦克
    }
    void MoveMyTank(int turn )   //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值
    {
     ClearTank(my_tank.x , my_tank.y);        //map 数组中"我的坦克"参数清除工作已在此函数中完成
     my_tank.direction=turn;                  //将键盘输入的方向值传入我的坦克方向值
     if(TankCheak ( my_tank , my_tank.direction ))  //若此时我的坦克当前方向上无障碍
         switch (turn)
         {
             case UP   : my_tank.y--; break;  //上前进一格
             case DOWN : my_tank.y++; break;  //下前进一格
             case LEFT : my_tank.x--; break;  //左前进一格
             case RIGHT: my_tank.x++; break;  //右前进一格
     }                                        //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克
     PrintTank (my_tank);
    }
    bool TankCheak(Tank tank,int direction)  //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)
    {
     switch(direction)                    //direction变量   1上,2下,3左,4右
     {
         case UP:
             if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)
                 return 1;
             else
                 return 0;
         case DOWN:
             if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)
                 return 1;
             else
                 return 0;
         case LEFT:
             if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)
                 return 1;
             else
                 return 0;
         case RIGHT:
             if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)
                 return 1;
             else
                 return 0;
         default:
             printf("错误!!");
             Sleep(5000);
             return 0;
     }
    }
    void ClearTank(int x,int y)   //清除坦克函数(人机共用)
    {
     for(int i=0;i<3;i++)
         for(int j=0;j<3;j++)
         {                     //将坦克占用的地图上的九格去掉
              map[y+j-1][x+i-1]=0;
             SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
             GoToxy(2*x+2*j-2,y+i-1);
             printf("  ");
         }
    }
    void PrintTank(Tank tank)     //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了
    {                             // tank.color参数对应不同的颜色,范围 1 ~ 6
     ColorChoose(tank.color);  //颜色选择函数   定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)
     char *(*tankF)[4] = tank_figure[tank.model];  //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推
     for(int i = 0; i < 3; i++)   
     {
         GoToxy((tank.x-1)*2 , tank.y-1+i);        //在坦克中心坐标的左边,上中下三行打印
         printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串
          for(int j=0;j<3;j++)
             if(tank.my)       //若为我的坦克
                 map[tank.y+j-1][tank.x+i-1]=200;  //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200
             else
                 map[tank.y+j-1][tank.x+i-1]=100+tank.num;  //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数
     }
    }
    void HideCursor()  //隐藏光标
    {                  //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见
     CONSOLE_CURSOR_INFO cursor_info={1,0};
     SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。
    }
    void GoToxy(int x,int y)  //光标移动函数,X表示横坐标,Y表示纵坐标。
    {
     COORD  coord;         //使用头文件自带的坐标结构
     coord.X=x;            //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围
     coord.Y=y;
     HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE);  //获得标准输出句柄
     SetConsoleCursorPosition(a,coord);         //以标准输出的句柄为参数设置控制台光标坐标
    }
    void ColorChoose(int color)   //颜色选择函数
    {
     switch(color)
     {
            case 1:               //天蓝色(我的坦克颜色)
             SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
             break;
         case 2:               //绿色
             SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);    
             break;
         case 3:               //黄色
             SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
             break;
         case 4:               //红色
             SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
             break;
         case 5:               //紫色
             SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
             break;
         case 6:               //白色
             SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);
             break;
         case 7:               //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中
             SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
             break;
     }
    }
    void Stop()    //暂停
    {
     int color=1,timing=0;
     while(1)
     {
         if(timing++%30==0)
         {
             ColorChoose(color);   //颜色选择
             GoToxy(100,13);       //副屏幕打印
             printf("游戏暂停");
             GoToxy(88,17);
             printf("按回车键回到游戏");
             GoToxy(88,18);
             printf("或按 Esc键退出游戏");
             if(++color==8)
                 color=1;
         }
         if (GetAsyncKeyState( 0xD )& 0x8000)      //回车键
         {
             GoToxy(100,13);       //副屏幕打印
             SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
             printf("正在进行");   //覆盖掉原来的提示
             GoToxy(88,17);
             printf("                     ");
             GoToxy(88,18);
             printf("                     ");
             break;
         }
         else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出    
             exit(0);
         Sleep(20);
     }
    }
    void ClearMainScreen()  //主屏幕清屏函数,因使用system("cls");再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数
    {
     for(int i=1;i<40;i++)
     {
         GoToxy(2,i);
         printf("                                                                              ");
     }
    }
    void Frame ()     //打印游戏主体框架
    {                 //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);
     printf("  ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁  ");
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
     printf("  ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");
     for(int i=0;i<14;i++)
     {
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
         printf("▕                                                                              ▏");
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
         printf(" |                          |\n");
     }
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
     printf("▕                                                                              ▏");
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
     printf(" |═════════════|\n");
     for(int i=0;i<24;i++)
     {
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
         printf("▕                                                                              ▏");
         SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
         printf(" |                          |\n");
     }
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
     printf("  ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔  ");
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE); 
     printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");
     SideScreen ();  //打印副屏幕
    }
    void PrintMap()     // 打印地图(地图既地图障碍物)
    {
     for(int j=0;j<41;j++)
         for(int i=0;i<41;i++)
             if(map[i][j]==6)
             {
                 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN
                     |FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);
                 GoToxy(2*j,i);
                 printf("■");
             }
             else if(map[i][j]==2)
             {
                 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
                 GoToxy(2*j,i);
                 printf("▓");
             }
             else if(map[i][j]==1)
             {
                 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
                 GoToxy(2*j,i);
                 printf("▓");
             }
             else if(map[i][j]==5)
             {                      
                 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
                 GoToxy(2*j,i);
                 printf("~");
             }
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
     GoToxy(38,37);     printf("◣◢");
     GoToxy(38,38);     printf("███");    //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印
     GoToxy(38,39);     printf("◢█◣");    //∴直接打印(且家的map值与符号无关)
    }
    void GetMap()      //地图存放函数
    {                   //map里的值: 个位数的值为地图方块部分,百位数的值为坦克
     int i ,j;      //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克,
     int Map[8][41][41]=
     {
         {
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
             {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4}, 
             {4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
         },
         {
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
             {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
             {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
             {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
             {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
             {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
             {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
             {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
             {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
             {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
             {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
             {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
         },
         {
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
             {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
             {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},
             {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},    
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
         },
         {
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},
             {4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
             {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
             {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
             {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
             {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
             {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,4},
             {4,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,4},
             {4,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
             {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
             {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
         },
         {
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
             {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
             {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
             {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
             {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
             {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
             {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
             {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
             {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
             {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
             {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
             {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
             {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
             {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
             {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
             {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
             {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
             {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
         },
         {
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,4},
             {4,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,4},
             {4,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,2,2,2,2,2,2,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,4},
             {4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,2,2,2,2,2,2,2,2,0,0,0,1,1,0,0,0,0,0,0,0,1,1,4},
             {4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,2,2,2,2,2,2,2,2,0,0,1,1,1,0,0,0,0,0,0,0,1,1,4},
             {4,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
             {4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
             {4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
             {4,1,1,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,0,0,0,0,0,1,1,1,4},
             {4,1,1,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,0,1,1,1,4},
             {4,1,1,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,1,1,1,1,4},
             {4,0,1,1,0,0,0,0,0,0,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,0,0,1,1,1,1,4},
             {4,0,1,1,1,0,0,0,0,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
             {4,0,0,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
             {4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
             {4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
             {4,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,0,0,4},
             {4,0,0,0,0,0,1,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
             {4,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,4},
             {4,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,4},
             {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
             {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
             {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
             {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
         },
         {
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
             {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
             {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
             {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
             {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
             {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
             {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
             {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
             {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
             {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
             {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
             {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
             {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
             {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
             {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
             {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
             {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
         },
         {
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
             {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
             {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
             {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
             {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
             {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
             {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
             {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
             {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
             {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
             {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
             {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
         },
     };
         for(i=0;i<41;i++)
             for(j=0;j<41;j++)
                     map[i][j]=Map[level-1][i][j];
     PrintMap();         //打印地图
    }
    void GameOver(bool home)
    {
     int timing=0,color=1;
     while(1)
     {
         if(timing++%30==0)         //游戏结束原因为生命值为0
         {
             ColorChoose(color);    //颜色选择
             if(home)               //游戏结束原因为老家被毁,则多打印一行字以提示玩家
             {
                 GoToxy(37,19);     //主屏幕中心打印
                 printf("老家被毁!");
             }
             GoToxy(37,20);         //主屏幕中心打印
             printf("游戏结束!");
             GoToxy(100,13);        //副屏幕打印
             printf("游戏结束");
             GoToxy(88,17);
             printf("请按回车键重新开始!");
             GoToxy(88,18);
             printf("或按 Esc键退出游戏!");
             if(++color==8)
                 color=1;
         }
         if (GetAsyncKeyState( 0xD )& 0x8000)  //回车键
         {
    //            system("cls");       //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数
    //            Frame ();            //重新打印游戏框架
             score-=500;          //分数-500
             ClearMainScreen();   //主屏清屏函数,无需再次打印框架
             Initialize();        //从本关重新开始
             break;
         }
         else if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出    
             exit(0);
         Sleep(20);
     }
    }
    void NextLevel()
    {
     int timing=0,color=1;
     level++;
     if(level<=MAX_LEVEL)
         while(1)
         {
             if(timing++%10==0)
             {
                 ColorChoose(color);   //颜色选择   
                 GoToxy(37,20);        //主屏幕中心打印
                 printf("恭喜过关!");
                 GoToxy(100,13);       //副屏幕打印
                 printf("等待下关");
                 GoToxy(87,17);
                 printf("请按回车键进入下一关!");
                 GoToxy(88,18);
                 printf("或按 Esc键退出游戏!");
                 if(++color==8)    
                     color=1;
             }
             if (GetAsyncKeyState( 0xD )& 0x8000)  //回车键
             {
                 GoToxy(88,17);        //抹除副屏幕中的提示
                 printf("                     ");
                 GoToxy(88,18);
                 printf("                     ");
                 ClearMainScreen();   //主屏清屏函数,无需再次打印框架
                 Initialize();        //初始化从下一关开始,level已++
                 break;
             }
             else if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出    
                 exit(0);
             Sleep(20);
         }
     else   //level>8 通关
         while(1)
         {
             if(timing++%5==0)
             {
                 ColorChoose(color);
                 GoToxy(33,20);        //主屏幕中心打印
                 printf("恭喜通过全部关卡!");
                 GoToxy(100,13);       //副屏幕打印
                 printf("已通全关");
                 GoToxy(88,17);
                 printf("恭喜通过全部关卡!");
                 GoToxy(88,19);
                 printf("按 Esc键退出游戏!");
                 if(++color==8)    
                     color=1;
             }
             if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出    
                 exit(0);
             Sleep(10);
         }
    }
    void GameCheak()
    {                           //剩余敌人为0且四坦克全部不存活
     if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )
         NextLevel();        //进入下一关
     if(my_tank.revive>=MAX_LIFE)   //我的生命值(复活次数)全部用完 MAX_LIFE
         GameOver(0);        //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁
    }
    void SideScreen ()  //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38)
    {                   // |         第  d  关         |   " |                          |\n"
     GoToxy(93,2);
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
     printf("第     关");
     GoToxy(92,5);
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
     printf("分  数:");
     GoToxy(92,7);
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
     printf("生  命:");
     GoToxy(86,9);
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
     printf("剩余敌方坦克:");
     GoToxy(86,11);
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
     printf("当前游戏速度:  %d",21-speed);
     GoToxy(86,13);
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
     printf("当前游戏状态:");
     GoToxy(94,19);
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
     GoToxy(94,24);
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
     printf("帮  助");
     GoToxy(86,27);
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
     printf("方向键  ←↑→↓  移动");
     GoToxy(93,29);
     printf("x 键 射击");
     GoToxy(89,31);
     printf("+ - 调整游戏速度");
     GoToxy(90,33);
     printf("游戏速度范围1~20");
     GoToxy(90,35);
     printf("回车键 暂停游戏");
     GoToxy(90,37);
     printf("Esc键  退出游戏");
    /*    printf("帮  助");     //这是第二种详细说明的样式
     GoToxy(86,21);
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
     printf("方向键  ←↑→↓  移动");
     GoToxy(93,23);
     printf("x 键 射击");
     GoToxy(89,25);
     printf("+ - 调整游戏速度");
     GoToxy(90,27);
     printf("游戏速度范围1~20");
     GoToxy(90,29);
     printf("回车键 暂停游戏");
     GoToxy(90,31);
     printf("Esc键  退出游戏");
     GoToxy(86,33);
     printf("敌方坦克全部消灭则过关");
     GoToxy(87,34);
     printf("己方坦克生命值为0 或");
     GoToxy(86,35);
     printf("正下方的老家被毁则失败");
     GoToxy(86,36);
     printf("己坦克与敌坦克子弹碰撞");
     GoToxy(87,37);
     printf("则抵消,敌坦克间子弹碰");
     GoToxy(86,38);
     printf("撞不抵消且可穿过敌坦克");*/
    }
    void Initialize()      //初始化
    {
     remain_enemy=16;
     my_tank.revive=0;  //我的坦克复活次数为0
     position=0;
     bul_num=0;
     GetMap();
     BuildMyTank( &my_tank );
     for(int i=0;i<12;i++)     //子弹初始化
     {
         bullet [i].exist=0;
         bullet [i].initial=0;
     }
     for(int i=0;i<=3;i++)         //AI坦克初始化
     {
         AI_tank [i].revive=0;
         AI_tank [i].alive=0;  //初始化坦克全是不存活的,BuildAITank()会建立重新建立不存活的坦克
         AI_tank [i].stop=0;
         AI_tank [i].num=i;
         AI_tank [i].my=0;
         AI_tank [i].CD=0;
     }
     GoToxy(97,2);                        //在副屏幕上关卡数
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
     printf("%d",level);
     GoToxy(102,5);                       //在副屏幕上打印分数
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
     printf("%d   ",score);
     GoToxy(102,7);                       //在副屏幕打印我的剩余生命值
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
     printf("%d", MAX_LIFE-my_tank.revive);
     GoToxy(102,9);                       //在副屏幕上打印剩余坦克数
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
     printf("%d ",remain_enemy);
     GoToxy(100,13);                      //在副屏幕上打印状态
     SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);
     printf("正在游戏");
    }
    

    作者:csy_start 创建时间:2023-08-05 09:38:00

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