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个人简介
幸运,70名了!
又是玩命的一天! 来点搞笑的:1 , 早上亿根烟,阎王来人间;晚上亿根烟,早晚上西天;早上抽,晚上抽,早晚抽进lCU。 2 , 早上亿杯酒,阎王来喝酒;晚上亿杯酒,早晚将进酒;早上喝,晚上喝,早晚喝上救护车。 3 , 李白乘舟将遇行, 忽然有人喊救命;扑通一声跳下水, 捞起一看是汪伦。 4 , 锄禾日当午 , 地雷埋下土 ; 李白走上去, 炸成二百五。 5, 日照香炉生紫烟 , 遥看前方烤肉店 ; 口水直流三千尺, 一摸口袋没有钱。 6 , 慈母手中剑, 逆子身上劈; 一秒二十剑, 剑剑出暴击; 父见子未凉, 掏出九匹狼; 子见九匹狼, 瞬间透心凉。 (九匹狼是一种皮带的名字) 7, 春眠不觉晓, 处处蚊子咬; 喷点杀虫剂; 不知死多少。 8, 鸦片战争清朝现状:清政府:听好了,臣民们!我会制定新的税法!我看看...... 呼吸要扣税!吃饭要扣税!不交税要扣税! 台下一名观众说:为什么要交这些税!清政府 : 你们再交5000w我们就能跟小英英交差了! 9,两只黄鹂谈恋爱, 一只乌鸦来捣乱。一个东风飞过来 ,炸得乌鸦稀巴烂。 10.床前明月光,小偷爬进窗。打开保险柜,一看是冰箱。 11. 炸岛歌 老美当空照,苏联对我笑,德三说,早早早,你为什么背着大沙皇。我去炸福岛,天皇不知道,一放线,我就跑,转眼福岛就变了新地岛。 (新地岛是沙皇炸弹的引爆地)
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斗罗大陆
围棋
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神印王座
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游戏小代码
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大“军”
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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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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#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}, 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{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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