扫雷
#include <bits/stdc++.h>
#include <windows.h>
using namespace std;
typedef long long ll;
char di_tu[2][1001][1001];
vector<ll> x,y;
ll n,hang,x2,y2,flag;
//弄个延迟输出效果
void print(string str) {
ll n=str.size();
for(ll i=0; i<n; i++) {
cout<<str[i];
if(str[i]==',') continue;
ll num=87000000;
while(num--) {}
}
}
//简简单单打印个地图
void da_ying(ll flag) {
print("\n");
for(ll i=1; i<=hang; i++) {
for(ll j=1; j<=hang; j++)
if(flag==1)cout<<di_tu[1][i][j];
else cout<<di_tu[2][i][j];
cout<<'\n';
}
}
// 生成随机数,你懂吧?(我不懂)
void lei() {
// std::random_device rd;
// std::mt19937 gen(rd());
// std::uniform_int_distribution<> distrib(1,hang);
// for(ll i=1; i<=n; i++) {
// x.push_back(distrib(gen));
// y.push_back(distrib(gen));
// }
for(int i=1; i<=n; i++) {
srand(time(0));// 使用当前时间作为随机数生成器的种子
ll random_number = rand() % (hang - 1 + 1) + 1;// 生成一个随机数,范围在0到hang之间
ll random_number2 = rand() % (hang - 1 + 1) + 1;// 生成一个随机数,范围在0到hang之间
x.push_back(random_number);
y.push_back(random_number2);
}
}
//把周围的地雷数一数
ll tong_ji(ll x2,ll y2) {
ll ans=0;
for(int i=0; i<n; i++) {
if(x[i]<=x2+1&&x[i]>=x2-1&&y[i]<=y2+1&&y[i]>=y2-1)
ans++;
}
return ans;
}
//把最后的地图赋个值
void fu_zhi() {
for(int i=1; i<=hang; i++) {
for(int j=1; j<=hang; j++)
di_tu[2][i][j]=tong_ji(i,j)+'0';
}
for(int i=0; i<n; i++)
di_tu[2][x[i]][y[i]]='*';
}
//设置字体大小
void zi_ti() {
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);// 设置字体的信息
CONSOLE_FONT_INFOEX cfi = {};
cfi.cbSize = sizeof(cfi);
cfi.nFont = 0;
cfi.dwFontSize.X = 0; // 宽度为0表示使用默认宽度
cfi.dwFontSize.Y = 24; // 高度设置为24
cfi.FontFamily = FF_DONTCARE;
cfi.FontWeight = FW_NORMAL;
//wcscpy_s(cfi.FaceName, L"Consolas"); // 设置字体为Consolas
SetCurrentConsoleFontEx(hConsole, FALSE, &cfi);// 设置控制台字体
}
void color(int a) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
/* 1 深蓝色
2 深绿色
3 深青色
4 深红色
5 深粉色
i 黄色
7 深白色
8 灰色
9 浅蓝色
10 浅绿色
11 浅青色
12 浅红色
13 浅粉色
14 浅黄色
15 浅白色
背景
1~15 黑色
16~31 深蓝色
32~47 深绿色
48~63 深青色
64~79 深红色
'S'~95 深粉色
96~111 深黄色
112~127 深白色
128~143 灰色
144~159 浅蓝色
160~1'A' 浅绿色
176~191 浅青色
192~207 浅红色
208~223 浅粉色
224~239 浅黄色
240~255 浅白色
*/
}
void BOOM(){
color(64);
color(4);
printf("||||||||||||| ||||||||| ||||||||| |||||| ||||||\n"
"||| ||| ||| ||| ||| ||| ||| ||| ||| |||\n"
"||| ||| ||| ||| ||| ||| ||| ||| ||| |||\n"
"||| ||| ||| ||| ||| ||| ||| ||| ||| |||\n"
"|||||||||||| ||| ||| ||| ||| ||| ||| ||| |||\n"
"||| ||| ||| ||| ||| ||| ||| ||| ||| |||\n"
"||| ||| ||| ||| ||| ||| ||| ||| ||| ||| ||||||||||||||||||||||\n"
"||| ||| ||| ||| ||| ||| ||| |||||| |||\n"
"||| ||| ||| ||| ||| ||| ||| |||\n"
"||| ||| ||| ||| ||| ||| ||| |||\n"
"||| ||| ||| ||| ||| ||| ||| |||\n"
"||| ||| ||| ||| ||| ||| ||| |||\n"
"||||||||||||||| ||||||||| ||||||||| ||| |||\n"
);
}
int main() {
//把字体调大一些
zi_ti();
color(4);
print("嗨,欢迎来到扫雷,认真选哟,否则...\n");
while(1) {
ll ans;
//初始一下地图
memset(di_tu[1],'?',sizeof(di_tu[1]));
//读入几行几列,不正常的统统关机
color(15);
print("生成几行几列(一个正方形)\n");
while(1) {
if(ans%10==4) {
color(4);
print("烦死了!\n");
system("shutdown -s -t 10");
}
scanf("%lld",&hang);
if(hang<=1) {
print("重来!\n");
ans++;
} else if(hang>=11) {
print("太大了!\n");
ans++;
} else break;
}
//跟上一个差不多
print("生成几个雷?\n");
while(1) {
if(ans%10==5) {
color(4);
print("烦死了!\n");
system("shutdown -s -t 10");
}
scanf("%lld",&n);
if(n<=0||n>=hang*hang) {
print("重来!\n");
ans++;
} else break;
}
print("正在生成中......\n");
//生成雷
lei();
//打印初始地图
da_ying(1);
//赋值最后地图
fu_zhi();
ll num=0;
ans=0;
//开始游戏!
for(; num<hang*hang-n;) {
if(num%3==1) {
print("加油,离胜利只差");
cout<<hang*hang-n-num;
print("步\n");
}
print("请选出行列数\n");
scanf("%lld %lld",&x2,&y2);
if(x2<1||x2>hang||y2<1||y2>hang||di_tu[1][x2][y2]==di_tu[2][x2][y2]) {
print("滚!重写!!\n");
ans++;
if(ans==10) system("shutdown -s -t 10");
continue;
}
if(di_tu[2][x2][y2]=='*') {
BOOM();
di_tu[1][x2][y2]='*';
da_ying(2);
print("哟呵,运气这么坏!要不再来一局?( Y/N )\n");
break;
}
di_tu[1][x2][y2]=di_tu[2][x2][y2];
da_ying(1);
num++;
}
if(num==hang*hang-n) {
print("哟呵,运气不错!要不再来一局?( Y/N )\n");
da_ying(2);
}
char cha;
cin>>cha;
if(cha=='N') {
print("好嘞,客官请走好!!\n");
break;
}
}
return 0;
}
跑酷
#include<bits/stdc++.h>
#include<windows.h>
#include<stdio.h>
#include<conio.h>
#include<time.h>
#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));}
using namespace std;
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+=5,Biao+=5;if(B[b].what==-3)Fire=300,Ice=0,Fir=3;if(B[b].what==-4)Water=200;if(B[b].what==-5){Wind=70;Ding=28.25;Ice=0;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<<"我";if(B[b].what%5==1)cout<<"是";if(B[b].what%5==2)cout<<"最";if(B[b].what%5==3)cout<<"强";if(B[b].what%5==4)cout<<"的";}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<<"怪";if(B[b].what%6==3)cout<<"物";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 main(){
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));
Win=0;Ren=1;Lv=1;Blo=Blomax=100/*这里改变血量*/;Expmax=300;Hui=15;X=18,Y=6;
ReStart:system("cls");memset(B,0,sizeof(B));memset(I,-1,sizeof(I));T=0;bl=0;br=-1;Upt=0;
Start:Blo=Blomax * 100;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<<"↑/↓ 跳跃/下翻,←→ 些微移动(松手即返回)"; Setpos(8,6);cout<<"球可以开启特殊效果,经验积满(300)可提升级别。";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<<"血量: "<<(int)Blo<<" ";Color(0);Setpos(1,9),cout<<"死亡次数: "<<D<<" ";Setpos(2,1);Exp=min(Exp,Expmax);if(Exp>=Expmax)Exp=0,Lv++,Lvl++,Hui++,Blomax+=5;if(Lvl>0)Color(5);cout<<"级别: "<<Lv;Color(0);Setpos(2,9);cout<<"经验: "<<Exp<<" ";if(Boss>0) Setpos(3,1),cout<<"血量 : ",Ball(7);if(Boss>0&&Boss!=6) Setpos(4,1),cout<<"怪物血量: ",Ball(6);if(Boss==6) Setpos(1,9),printf("时间: %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);
return 0;
}else Sleep(1000),Win++,D=0;
goto Start;
}
某人的世界
#include <iostream>
#include <conio.h>
#include <string>
#include <map>
#include <cmath>
#include <windows.h>
#include <time.h>
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0)
void Clear_Screen() {
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
COORD coordScreen = {0, 0};
SetConsoleCursorPosition(hConsole, coordScreen);
}
using namespace std;
int fallspeed;
int jumpspeed = -3;
int gravity = 1;
int y = 400, x = 500;
int restartposy, restartposx, face, health = 1000, lasthealth = 1000, breath = 100, hungry = 114514, dienum;
bool attack, defense, hurt, mode;
struct TNT {
int y;
int x;
int time;
int issave;
};
struct BLOCK {
int color;
string ch;
string type;
};
struct MOB {
int fallspeed;
int health;
bool hurt;
int y;
int x;
int attack;
string shap;
bool isenemy;
int color;
string name;
};
struct ARROW {
string shap;
double y;
double x;
double fallspeed;
double plusx;
};
TNT tnt[20];
string die;
ARROW arrow[100];
MOB mobs[50] = {
{0,1000,0,0,0,100,"危",true,7,"危"},
{0,10,0,0,0,10," ",true,7," "},
{0,1000,0,0,0,100,"MM",false,7,"MM"},
{0,100000,0,90,70,-100,"AC",true,7,"Accept"},
{0,10000,0,90,70,500,"BO",true,7,"BOSS"},
{0,100000,0,90,70,-1000,"AK",true,7,"AK"},
};
MOB mob[100] = {
{0,1000,0,92,4,100,"WA",true,7,"Wrong Anwser"},
{0,1000,0,92,4,100,"TL",true,7,"Time Limit Error"},
{0,2000,0,92,4,300,"CE",true,7,"Compile Error"},
{0,1000,0,45,9,100,"WA",true,7,"Wrong Anwser"},
{0,100000,0,90,70,-100,"AC",true,7,"Accept"},
{0,100000,0,90,70,-1000,"AK",true,7,"AK"},
{0,10000,0,90,70,500,"UK",true,7,"Unknown Error"},
{0,1000,0,92,3,0,"MM",false,7,"MM"},
{0,1000,0,92,3,0,"MM",false,7,"MM"},
{0,1000,0,90,15,0,"MM",false,7,"MM"},
{0,1000,0,90,80,0,"MM",false,7,"MM"},
};
BLOCK block[32] = {
{0," ","air"},//空气
{6,"██","block"},//土块
{8,"██","block"},//石头
{2,"██","block"},//草方块
{15,"██","block"},//雪块
{4,"██","block"},//岩浆块
{14,"▓▓","fallblock"},//沙块
{8,"II","fallblock"},//铁砧
{9,"██","water"},//水
{9,"▇▇","water"},//水
{9,"▆▆","water"},//水
{9,"▅▅","water"},//水
{9,"▄▄","water"},//水
{9,"▃▃","water"},//水
{9,"▂▂","water"},//水
{9,"▁▁","water"},//水
{12,"██","lava"},//岩浆
{12,"▇▇","lava"},//岩浆
{12,"▆▆","lava"},//岩浆
{12,"▅▅","lava"},//岩浆
{12,"▄▄","lava"},//岩浆
{12,"▃▃","lava"},//岩浆
{12,"▂▂","lava"},//岩浆
{12,"▁▁","lava"},//岩浆
{12,"危","background"},//危
{6,"██","background"},//木头
{10,"▓▓","background"},//树叶
{15,"▓▓","background"},//带雪树叶
{15,"▅▅","bomb"},//TNT爆炸
{12,"Ⅲ","TNT"},//TNT
{7,"Ⅲ","TNT"},//TNT2
{6,"∷","ladder"},//梯子
};
int board[1005][1005];
int setboard[1005][1005];
int bag[100];
int clear_buffer() {
while(kbhit()) {
if(getch() != EOF);
for(int i = 1; i <= 256; i++) {
if(GetAsyncKeyState(i));
}
}
return 0;
}
void color(int a) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
/* 1 深蓝色
2 深绿色
3 深青色
4 深红色
5 深粉色
i 黄色
7 深白色
8 灰色
9 浅蓝色
10 浅绿色
11 浅青色
12 浅红色
13 浅粉色
14 浅黄色
15 浅白色
背景
1~15 黑色
16~31 深蓝色
32~47 深绿色
48~63 深青色
64~79 深红色
'S'~95 深粉色
96~111 深黄色
112~127 深白色
128~143 灰色
144~159 浅蓝色
160~1'A' 浅绿色
176~191 浅青色
192~207 浅红色
208~223 浅粉色
224~239 浅黄色
240~255 浅白色
*/
}
int init() { //听说有人要我增加地图生成的注释,所以我就写了。
for(int j = 0; j < 100; j++) {
bag[j] = 0;//这个...初始化背包
}
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
board[i][j] = 0;//初始化地图 (我们的y是倒着来的)
}
}
double lasty = rand() % 101 + 400;//lasty代表上一个我们选择的点的高度。
for(int i = 5; i < 1000; i += 5) { //i每次加5,每隔5个点连一条线
double y = rand() % 21 - 10 + lasty;//y代表这个点我们选择的高度,为了不出现太陡峭的山,我们只允许这个高度在刚才的点的高低10格内。
//y = min(450.0, y);这是最小高度,防止整个地图都在水里。
double high = lasty;//这个high是用来统计当前高度的,用double可以更加精确。
int dirt = rand() % 5 + 2;//dirt代表这一列上泥土高度。
for(int j = i - 5; j < i; j++) {
high += (y - lasty) / 5;//high每次增加差距的1/5。
for(int k = 999; k >= (int)high; k--) {
if(k == (int)high) { //如果是最高点
setboard[k][j] = 3;//就用草地
if(high <= 350) { //如果high比较高
setboard[k][j] = 4;//就用雪地
}
} else if(k - dirt <= (int)high) { //泥土
setboard[k][j] = 1;
} else {
setboard[k][j] = 2;//石头
}
}
}
lasty = y;//赋值
}
//再来一边,填满最后几格
int dirt = rand() % 5 + 2;
double high = lasty;
for(int j = 995; j < 999; j++) {
for(int k = 999; k >= (int)high; k--) {
if(k == (int)high) {
setboard[k][j] = 3;
if(high <= 350) {
setboard[k][j] = 4;
}
} else if(k - dirt <= (int)high) {
setboard[k][j] = 1;
} else {
setboard[k][j] = 2;
}
}
}
//填满水,这里默认把海平面高度设为410。
for(int i = 0; i < 1000; i++) {
for(int j = 600; j >= 10000; j--) {
if(setboard[j][i] == 0) {
setboard[j][i] = 8;
}
}
}
//沙子
for(int i = 0; i < 1000; i++) {
bool a = 0;
for(int j = 999; j >= 0; j--) {
if(a && setboard[j][i] != 0 && setboard[j][i] != 8) {
setboard[j][i] = 6;
continue;
}
if(setboard[j][i] == 8) {
continue;
}
if(setboard[j][i + 3] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j][i + 2] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j][i + 1] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j][i - 1] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j][i - 2] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j][i - 3] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j - 2][i] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j - 1][i] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j - 3][i] == 8) {
a = true;
setboard[j][i] = 6;
}
if(setboard[j - 4][i] == 8) {
a = true;
setboard[j][i] = 6;
}
}
}
//树
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
if(setboard[j][i] == 0 && block[setboard[j + 1][i]].type == "block") {
if(rand() % 10 == 1) {
setboard[j][i] = 25;
setboard[j - 1][i] = 25;
setboard[j - 2][i] = 25;
setboard[j - 3][i] = 25;
setboard[j - 3][i + 1] = 26;
setboard[j - 3][i - 1] = 26;
setboard[j - 4][i + 2] = 26;
setboard[j - 4][i + 1] = 26;
setboard[j - 4][i] = 26;
setboard[j - 4][i - 1] = 26;
setboard[j - 4][i - 2] = 26;
setboard[j - 5][i + 2] = 26;
setboard[j - 5][i + 1] = 26;
setboard[j - 5][i] = 26;
setboard[j - 5][i - 1] = 26;
setboard[j - 5][i - 2] = 26;
setboard[j - 6][i + 1] = 26;
setboard[j - 6][i] = 26;
setboard[j - 6][i - 1] = 26;
if(j <= 350) {
setboard[j - 3][i + 1] = 27;
setboard[j - 3][i - 1] = 27;
setboard[j - 4][i + 2] = 27;
setboard[j - 4][i + 1] = 27;
setboard[j - 4][i] = 27;
setboard[j - 4][i - 1] = 27;
setboard[j - 4][i - 2] = 27;
setboard[j - 5][i + 2] = 27;
setboard[j - 5][i + 1] = 27;
setboard[j - 5][i] = 27;
setboard[j - 5][i - 1] = 27;
setboard[j - 5][i - 2] = 27;
setboard[j - 6][i + 1] = 27;
setboard[j - 6][i] = 27;
setboard[j - 6][i - 1] = 27;
}
}
}
}
}
//地洞
for(int j = 999; j >= 700; j--) {
if(rand() % 20 == 1) {
setboard[j - 3][2] = 0;
setboard[j - 2][2] = 0;
setboard[j - 2][3] = 0;
setboard[j - 1][2] = 0;
setboard[j - 1][3] = 0;
setboard[j - 1][4] = 0;
setboard[j][2] = 0;
setboard[j][3] = 0;
setboard[j][4] = 0;
setboard[j][5] = 0;
setboard[j + 1][2] = 0;
setboard[j + 1][3] = 0;
setboard[j + 1][4] = 0;
setboard[j + 2][2] = 0;
setboard[j + 2][3] = 0;
setboard[j + 3][2] = 0;
}
}
for(int i = 3; i < 997; i++) {
for(int j = 996; j >= 500; j--) {
if(block[setboard[j + 3][i]].type == "block" && block[setboard[j - 3][i]].type == "block" && setboard[j][i] == 0 && setboard[j + 1][i] == 0 && setboard[j + 2][i] == 0 && setboard[j - 1][i] == 0 && setboard[j - 2][i] == 0) {
j += rand() % 5 - 2;
j = max(3, j);
j = min(996, j);
if(rand() % 500 <= 499) {
setboard[j - 3][i] = 0;
setboard[j - 2][i - 1] = 0;
setboard[j - 2][i] = 0;
setboard[j - 2][i + 1] = 0;
setboard[j - 1][i - 2] = 0;
setboard[j - 1][i - 1] = 0;
setboard[j - 1][i] = 0;
setboard[j - 1][i + 1] = 0;
setboard[j - 1][i + 2] = 0;
setboard[j][i - 3] = 0;
setboard[j][i - 2] = 0;
setboard[j][i - 1] = 0;
setboard[j][i] = 0;
setboard[j][i + 1] = 0;
setboard[j][i + 2] = 0;
setboard[j][i + 3] = 0;
setboard[j + 1][i - 2] = 0;
setboard[j + 1][i - 1] = 0;
setboard[j + 1][i] = 0;
setboard[j + 1][i + 1] = 0;
setboard[j + 1][i + 2] = 0;
setboard[j + 2][i - 1] = 0;
setboard[j + 2][i] = 0;
setboard[j + 2][i + 1] = 0;
setboard[j + 3][i] = 0;
if(rand() % 20 == 1) {
for(int k = 0; k < 100; k++) {
if(mob[k].shap == "") {
mob[k].x = i;
mob[k].y = j;
break;
}
}
}
}
} else if(block[setboard[j + 3][i]].type == "block" && block[setboard[j + 2][i]].type == "block" && block[setboard[j + 1][i]].type == "block" && block[setboard[j][i]].type == "block" && block[setboard[j - 1][i]].type == "block" && block[setboard[j - 2][i]].type == "block" && block[setboard[j - 3][i]].type == "block") {
if(rand() % 500 == 1) {
setboard[j - 3][i] = 0;
setboard[j - 2][i - 1] = 0;
setboard[j - 2][i] = 0;
setboard[j - 2][i + 1] = 0;
setboard[j - 1][i - 2] = 0;
setboard[j - 1][i - 1] = 0;
setboard[j - 1][i] = 0;
setboard[j - 1][i + 1] = 0;
setboard[j - 1][i + 2] = 0;
setboard[j][i - 3] = 0;
setboard[j][i - 2] = 0;
setboard[j][i - 1] = 0;
setboard[j][i] = 0;
setboard[j][i + 1] = 0;
setboard[j][i + 2] = 0;
setboard[j][i + 3] = 0;
setboard[j + 1][i - 2] = 0;
setboard[j + 1][i - 1] = 0;
setboard[j + 1][i] = 0;
setboard[j + 1][i + 1] = 0;
setboard[j + 1][i + 2] = 0;
setboard[j + 2][i - 1] = 0;
setboard[j + 2][i] = 0;
setboard[j + 2][i + 1] = 0;
setboard[j + 3][i] = 0;
}
}
}
}
//出生点
bool a = false;
for(int i = 400; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
if(setboard[j][i] == 0 && block[setboard[j + 1][i]].type == "block" && (setboard[j + 1][i] == 3 || setboard[j + 1][i] == 4)) {
restartposy = j;
restartposx = i;
y = j;
x = i;
a = true;
break;
}
}
if(a) {
break;
}
}
return 0;
}
int Arrowmove() {
for(int i = 0; i < 100; i++) {
if(arrow[i].shap == "") {
continue;
}
arrow[i].x += (int)arrow[i].plusx;
arrow[i].plusx -= 0.1;
for(int j = (int)arrow[j].y + 1; j <= (int)arrow[j].y + (int)arrow[j].fallspeed; j++) {
if(block[board[j][(int)arrow[j].x]].type == "block" || block[board[j][(int)arrow[j].x]].type == "fallblock") {
arrow[i].fallspeed = 0;
return 0;
}
}
arrow[i].y += arrow[i].fallspeed;
arrow[i].fallspeed += 0.1;
if(arrow[i].y > 999) {
arrow[i].shap = "";
}
if(block[board[(int)arrow[i].y + 1][(int)arrow[i].x]].type == "block" || block[board[(int)arrow[i].y + 1][(int)arrow[i].x]].type == "fallblock") {
arrow[i].shap = "";
}
}
return 0;
}
int mobmove() {
for(int j = 0; j < 100; j++) {
if(mob[j].shap == "") {
continue;
}
mob[j].hurt = false;
mob[j].color = 7;
if(mob[j].health <= 0 || mob[j].y > 999) {
mob[j].shap = "";
mob[j].color = 7;
continue;
}
if(block[board[mob[j].y][mob[j].x]].type == "lava") {
mob[j].health -= 200;
mob[j].hurt = true;
} else if((board[mob[j].y + 1][mob[j].x] == 5) || ((mob[j].y == y || mob[j].y == y - 1) && (mob[j].x == x + 1 || mob[j].x == x || mob[j].x == x - 1) && KEY_DOWN(' '))) {
mob[j].health -= 100;
mob[j].hurt = true;
}
if(mob[j].y == y && mob[j].x == x && mob[j].isenemy) {
health -= mob[j].attack;
hurt = true;
die = "被 " + mob[j].name + " 杀死了";
}
for(int i = mob[j].y - 1; i >= mob[j].y + mob[j].fallspeed; i--) {
if(block[board[i - 1][mob[j].x]].type == "block") {
mob[j].fallspeed = 0 - mob[j].y + i + 1;
return 0;
}
}
for(int i = mob[j].y + 1; i <= mob[j].y + mob[j].fallspeed; i++) {
if(block[board[i][mob[j].x]].type == "block" || block[board[i][mob[j].x]].type == "fallblock") {
if(mob[j].fallspeed >= 5 && block[board[i - 1][mob[j].x]].type == "water") {
mob[j].health -= 50 * (mob[j].fallspeed - 4);
mob[j].hurt = true;
}
mob[j].fallspeed = 0;
return 0;
}
}
mob[j].y += mob[j].fallspeed;
mob[j].fallspeed += gravity;
if(mob[j].isenemy) {
if(mob[j].y > y && (block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type == "fallblock")) {
if(mob[j].y > y + 50) {
mob[j].fallspeed = -7;
}
mob[j].fallspeed = -3;
}
if(mob[j].x < x) {
if(block[board[mob[j].y][mob[j].x + 1]].type != "block" || block[board[mob[j].y][mob[j].x + 1]].type != "fallblock") {
mob[j].x++;
} else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock") {
mob[j].fallspeed = -3;
}
} else if(mob[j].x > x) {
if(block[board[mob[j].y][mob[j].x - 1]].type != "block" || block[board[mob[j].y][mob[j].x - 1]].type != "fallblock") {
mob[j].x--;
} else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock") {
mob[j].fallspeed = -3;
}
}
} else {
if(rand() % 3 == 0) {
if(block[board[mob[j].y][mob[j].x + 1]].type != "block" || block[board[mob[j].y][mob[j].x + 1]].type != "fallblock") {
mob[j].x++;
} else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock") {
mob[j].fallspeed = -3;
}
} else if(rand() % 3 == 1) {
if(block[board[mob[j].y][mob[j].x - 1]].type != "block" || block[board[mob[j].y][mob[j].x - 1]].type != "fallblock") {
mob[j].x--;
} else if(block[board[mob[j].y + 1][mob[j].x]].type == "block" || block[board[mob[j].y + 1][mob[j].x]].type != "fallblock") {
mob[j].fallspeed = -3;
}
}
}
if(mob[j].hurt) {
mob[j].color = 12;
}
}
return 0;
}
int print() {
if(!mode) {
color(8);
cout << "HP:";
color(12);
cout << health << endl;
for(int i = 0; i < health; i += 100) {
cout << "◆";
}
color(7);
for(int i = health; i < lasthealth; i += 100) {
cout << "◇";
}
cout << endl;
color(8);
cout << "AIR:";
color(11);
cout << breath << endl;
for(int i = 0; i < breath; i += 10) {
cout << "●";
}
for(int i = breath; i < 91; i += 10) {
cout << "○";
}
cout << endl;
color(8);
cout << "HUNGRY:";
color(14);
cout << hungry << endl;
for(int i = 0; i < hungry; i += 100) {
cout << "";
}
cout << endl;
}
color(8);
cout << "DIENUM:";
color(4);
cout << dienum << endl;
for(int i = y - 9; i <= y + 9; i++) {
for(int j = x - 9; j <= x + 9; j++) {
bool ismob = false;
for(int s = 0; s < 100; s++) {
if(mob[s].shap == "") {
continue;
} else if(mob[s].x == j && mob[s].y == i) {
color(mob[s].color);
cout << mob[s].shap;
ismob = true;
break;
}
}
if(ismob) {
continue;
}
for(int s = 0; s < 100; s++) {
if(arrow[s].shap == "") {
continue;
} else if((int)arrow[s].x == j && (int)arrow[s].y == i) {
color(7);
cout << arrow[s].shap;
ismob = true;
break;
}
}
if(ismob) {
continue;
} else if(i == y && j == x) {
if (KEY_DOWN('S')) {
color(14);
if(hurt) {
color(12);
}
cout << "()";
} else {
color(9);
if(hurt) {
color(12);
}
cout << "∏";
}
} else if(i == y - 1 && j == x) {
if (!KEY_DOWN('S')) {
color(14);
if(hurt) {
color(12);
}
cout << "()";
} else {
color(block[board[i][j]].color);
cout << block[board[i][j]].ch;
}
} else {
if(i < 0 || i >= 1000 || j < 0 || j >= 1000) {
cout << " ";
continue;
}
color(block[board[i][j]].color);
cout << block[board[i][j]].ch;
}
}
cout << endl;
}
color(7);
cout << "Y:";
color(6);
cout << 1000 - y << endl;
color(7);
cout << "X:";
color(6);
cout << x << endl;
return 0;
}
int move() {
if(board[y][x] == 31) {
y += fallspeed;
return 0;
}
if(block[board[y][x]].type == "water") {
if(fallspeed > 1) {
fallspeed = 1;
}
} else {
for(int i = y - 1; i >= y + fallspeed; i--) {
if(block[board[i - 1][x]].type == "block" || block[board[i - 1][x]].type == "fallblock") {
fallspeed = 0 - y + i + 1;
return 0;
}
}
}
for(int i = y + 1; i <= y + fallspeed; i++) {
if(block[board[i][x]].type == "block" || block[board[i][x]].type == "fallblock") {
if(fallspeed >= 5 && block[board[i - 1][x]].type != "water") {
health -= 50 * (fallspeed - 4);
if(fallspeed >= 7) {
die = "落地过猛!";
} else {
die = "从高处摔了下来!";
}
hurt = true;
}
fallspeed = 0;
return 0;
}
}
y += fallspeed;
fallspeed += gravity;
return 0;
}
int bomb() {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == 0) {
int atk = 0;
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 4) {
atk = 50;
fallspeed -= 1;
x += x - tnt[i].x;
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 3) {
atk = 100;
fallspeed -= 2;
x += x - tnt[i].x;
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 2) {
atk = 300;
fallspeed -= 4;
x += 2 * (x - tnt[i].x);
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 1) {
atk = 500;
fallspeed -= 7;
x += 5 * (x - tnt[i].x);
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 0) {
atk = 800;
fallspeed -= 10;
}
tnt[i].time--;
if(!tnt[i].issave) {
health -= atk;
}
die = "被TNT炸死了";
if(atk > 0 && !tnt[i].issave) {
//hurt = true;
}
if(!tnt[i].issave) {
for(int yy = tnt[i].y - 3; yy <= tnt[i].y + 3; yy++) {
for(int xx = tnt[i].x - 3; xx <= tnt[i].x + 3; xx++) {
if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) == 3) {
setboard[yy][xx] = 28;
}
if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) < 3) {
setboard[yy][xx] = 0;
}
}
}
}
} else if(tnt[i].time == -1) {
setboard[tnt[i].y][tnt[i].x] = 0;
if(!tnt[i].issave) {
for(int yy = tnt[i].y - 3; yy <= tnt[i].y + 3; yy++) {
for(int xx = tnt[i].x - 3; xx <= tnt[i].x + 3; xx++) {
if((int)(sqrt(abs(yy - tnt[i].y) * abs(yy - tnt[i].y) + abs(xx - tnt[i].x) * abs(xx - tnt[i].x)) + 0.9999) <= 3) {
setboard[yy][xx] = 0;
}
}
}
}
tnt[i].time--;
} else if(tnt[i].time > 0) {
tnt[i].time--;
if(tnt[i].time % 2 == 0) {
setboard[tnt[i].y][tnt[i].x] = 29;
} else {
setboard[tnt[i].y][tnt[i].x] = 30;
}
}
}
return 0;
}
int check() {
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
if(block[board[i][j]].type == "water" && board[i][j] != 15) {
if(board[i + 1][j] == 0) {
setboard[i + 1][j] = board[i][j];
setboard[i + 1][j] = 8;
} else if(block[board[i + 1][j]].type == "lava") {
setboard[i + 1][j] = 2;
} else if(block[board[i + 1][j]].type == "block" || block[board[i + 1][j]].type == "fallblock") {
if(board[i][j + 1] == 0) {
setboard[i][j + 1] = board[i][j] + 1;
} else if(block[board[i][j + 1]].type == "lava") {
setboard[i][j + 1] = 2;
}
if(board[i][j - 1] == 0) {
setboard[i][j - 1] = board[i][j] + 1;
} else if(block[board[i][j - 1]].type == "lava") {
setboard[i][j - 1] = 2;
}
}
}
if(block[board[i][j]].type == "lava" && board[i][j] != 23) {
if(board[i + 1][j] == 0) {
setboard[i + 1][j] = board[i][j];
setboard[i + 1][j] = 16;
} else if(block[board[i + 1][j]].type == "water") {
setboard[i + 1][j] = 2;
} else if(block[board[i + 1][j]].type == "block" || block[board[i + 1][j]].type == "fallblock") {
if(board[i][j + 1] == 0) {
setboard[i][j + 1] = board[i][j] + 1;
} else if(block[board[i][j + 1]].type == "water") {
setboard[i][j + 1] = 2;
}
if(board[i][j - 1] == 0) {
setboard[i][j - 1] = board[i][j] + 1;
} else if(block[board[i][j - 1]].type == "water") {
setboard[i][j - 1] = 2;
}
}
}
if(block[board[i][j]].type == "fallblock") {
if(board[i + 2][j] == 0 && board[i + 1][j] == 0 && i + 2 < 100) {
setboard[i][j] = 0;
setboard[i + 2][j] = board[i][j];
if(board[i][j] == 7 && j == x && i + 2 == y) {
health -= 600;
hurt = true;
die = "被压扁了";
}
} else if(board[i + 1][j] == 0 && i + 1 < 100) {
setboard[i][j] = 0;
setboard[i + 1][j] = board[i][j];
if(board[i][j] == 7 && j == x && i + 1 == y) {
health -= 600;
hurt = true;
die = "被压扁了";
} else if(board[i][j] == 7 && j == x && i + 2 == y) {
health -= 600;
hurt = true;
die = "被压扁了";
}
}
}
}
}
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
board[i][j] = setboard[i][j];
}
}
}
int main() {
srand((int)time(0));
for(int i = 0; i < 20; i++) {
tnt[i].time = -2;
}
init();
while(1) {
Clear_Screen();
if(KEY_DOWN('L')) {
system("cls");
}
if(!mode) {
move();
}
if(KEY_DOWN('F')) {
setboard[y + 1][x] = 2;
}
check();
bomb();
Arrowmove();
mobmove();
if(mode) {
hurt = false;
}
print();
hungry--;
hungry = max(hungry, 0);
if(hungry == 9999999999990) {
die = "被饿死了";
hurt = true;
health -= 10;
}
if(mode) {
health = 1000;
}
if(health <= 0) {
Sleep(500);
Clear_Screen();
color(12);
cout << " GAME OVER " << endl;
color(7);
cout << " STEVE " << die << endl;
dienum++;
Sleep(2000);
x = restartposx;
y = restartposy;
health = 1000;
hungry = 1000;
breath = 100;
fallspeed = 0;
}
health += (hungry + 201) / 300;
if(health > 1000) {
health = 1000;
}
if(attack) {
attack = 0;
}
if(defense) {
defense = 0;
}
if(hurt) {
hurt = false;
lasthealth = health;
}
if(block[board[y][x]].type == "water") {
fallspeed = 1;
if(KEY_DOWN('W')) {
fallspeed = -1;
}
}
// if(block[board[y - 1][x]].type == "water")
// {
// die = "被水淹死了!";
// breath--;
// }
// else
// {
// breath++;
// if(breath > 100)
// {
// breath = 100;
// }
// }
if(board[y][x] == 31) {
fallspeed = 0;
if(KEY_DOWN('W')) {
fallspeed = -1;
}
if(KEY_DOWN('S')) {
fallspeed = 1;
}
}
// if(block[board[y][x]].type == "lava")
// {
// fallspeed = 1;
// if(KEY_DOWN('W'))
// {
// fallspeed = -1;
// }
// die = "试图在岩浆里游泳!";
// hurt = true;
// health -= 100;
// }
if (KEY_DOWN('W') && !KEY_DOWN('S')) {
if(mode) {
y--;
} else {
if(block[board[y][x]].type != "water" && board[y][x] != 31) {
if(block[board[y + 1][x]].type == "block" || block[board[y + 1][x]].type == "fallblock") {
fallspeed = jumpspeed;
}
}
}
}
if (KEY_DOWN('A')) {
if((block[board[y][x - 1]].type != "block" && block[board[y][x - 1]].type != "fallblock") || mode) {
if(KEY_DOWN('S') || (block[board[y - 1][x - 1]].type != "block" && block[board[y - 1][x - 1]].type != "fallblock") || mode) {
x -= 1;
}
}
face = -1;
}
if (KEY_DOWN('D')) {
if((block[board[y][x + 1]].type != "block" && block[board[y][x + 1]].type != "fallblock") || mode) {
if(KEY_DOWN('S') || (block[board[y - 1][x + 1]].type != "block" && block[board[y - 1][x + 1]].type != "fallblock") || mode) {
x += 1;
}
}
face = 1;
}
if(KEY_DOWN('S')) {
if(mode) {
y++;
} else {
fallspeed += 1;
}
}
if(KEY_DOWN(' ')) {
attack = true;
}
if(KEY_DOWN('E')) {
Clear_Screen();
color(7);
cout << "┌──┬──┬──┬──┬──┬──┬──┬──┬──┬──┐" << endl;
for(int i = 0; i < 9; i++) {
color(7);
cout << "│";
for(int j = 0; j < 10; j++) {
color(block[bag[i * 10 + j]].color);
cout << block[bag[i * 10 + j]].ch;
color(7);
cout << "│";
}
cout << endl;
color(7);
cout << "├──┼──┼──┼──┼──┼──┼──┼──┼──┼──┤" << endl;
}
color(7);
cout << "│";
for(int j = 0; j < 10; j++) {
color(block[bag[90 + j]].color);
cout << block[bag[90 + j]].ch;
color(7);
cout << "│";
}
color(7);
cout << endl;
cout << "└──┴──┴──┴──┴──┴──┴──┴──┴──┴──┘" << endl;
Sleep(3000);
}
if(KEY_DOWN('C')) {
hungry += 10000;
hungry = min(hungry, 114514);
}
if(KEY_DOWN('Q')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 0};
break;
}
}
}
if(KEY_DOWN('i')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 1};
break;
}
}
}
if(KEY_DOWN('8')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 2};
break;
}
}
}
if(KEY_DOWN('9')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 3};
break;
}
}
}
if(KEY_DOWN('0')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 4};
break;
}
}
}
if(KEY_DOWN('I')) {
for(int i = 0; i < 20; i++) {
if(tnt[i].time == -2) {
tnt[i] = {y, x, 10, 5};
break;
}
}
}
if(KEY_DOWN('Z')) {
setboard[y + 1][x] = 0;
}
if(KEY_DOWN('X')) {
setboard[y][x] = 24;
}
if(KEY_DOWN('3')) {
setboard[y + 1][x] = 6;
}
if(KEY_DOWN('4')) {
setboard[y + 1][x] = 7;
}
if(KEY_DOWN('1')) {
setboard[y + 1][x] = 8;
}
if(KEY_DOWN('2')) {
setboard[y + 1][x] = 16;
}
if(KEY_DOWN('5')) {
if(face == 1) {
for(int i = 0; i < 100; i++) {
if(arrow[i].shap == "") {
arrow[i] = {"→",y,x,-0.7,2};
break;
}
}
} else {
for(int i = 0; i < 100; i++) {
if(arrow[i].shap == "") {
arrow[i] = {"←",y,x,-0.7,-2};
break;
}
}
}
}
if(KEY_DOWN('T')) {
clear_buffer();
Clear_Screen();
cout << "请输入指令:" << endl;
string a;
cin >> a;
if(a == "kill") {
die = "失败了。";
hurt = true;
health = 0;
}
if(a == "full_health"|| a=="1") {
health = 1000;
}
if(a == "creativemode"||a=="2") {
mode = mode;
}
if(a == "move"||a=="3") {
cin >> y >> x;
y = 1000 - y;
}
if(a == "summom"||a=="4") {
int a;
cin >> a;
for(int i = 0; i < 100; i++) {
if(mob[i].shap == "") {
mob[i] = mobs[a];
mob[i].x = x;
mob[i].y = y;
break;
}
}
}
}
if(KEY_DOWN('O')) {
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
setboard[i][j] = 0;
}
}
}
if(KEY_DOWN('P')) {
for(int i = 0; i < 1000; i++) {
for(int j = 0; j < 1000; j++) {
setboard[i][j] = 2;
}
}
}
if(y > 1000) {
die = "掉出了这个世界!";
hurt = true;
health -= 200;
}
if(breath <= 0) {
breath = 0;
hurt = true;
health -= 10;
}
if(!KEY_DOWN('S') && block[board[y - 1][x]].type == "block") {
die = "在墙里窒息死亡!";
hurt = true;
health -= 50;
}
if(board[y + 1][x] == 5) {
hurt = true;
die = "发现了地板是熔岩做的。";
health -= 30;
}
clear_buffer();
}
return 0;
}
有BUG的五子棋
#include <stdio.h>
#include <windows.h>
#include <time.h>
#include <conio.h>
#include <stdlib.h>
#define N 65
int status[N][N]= {
{
0
},{
0
}
};//记录棋盘情况,0无,1红棋/玩家,2为白棋/电脑
int flag=0;//判断输赢
int direct[2];//方向
int Value1[N][N]= {
{
0
},{
0
}
};//计算权值
int Value2[N][N]= {
{
0
},{
0
}
};//计算权值
int regrex,regrey,regrex1,regrey1;
int count=0;//计算棋子数量
void chess_board();//打印棋盘
void red_movexy();//红子棋移动光标
void white_movexy();//白棋移动光标
void red_chess(int x,int y);//红棋
void white_chess(int x,int y);//白棋
void man_man();
void man_machine();//人机对战
int judge_chess(int x,int y);//判断这个位置是否下过
int judge_winner(int x,int y,int temp);//判断输赢
void machine_attack();//电脑进攻权值
void machine_defend();//电脑防守权值
void find_position();//寻找最佳权值
void Regret();//悔棋函数
void BackGround(unsigned int ForeColor, unsigned int BackGroundColor) { //颜色
HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE); //获取控制台的句柄
SetConsoleTextAttribute(handle, ForeColor + BackGroundColor * 0x10);//改变当前光标的背景和字体颜色
}
void gotoxy(int x, int y) { //光标函数
HANDLE handle;
COORD coord; //获取坐标轴结构体
coord.X = x;
coord.Y = y;
handle = GetStdHandle(STD_OUTPUT_HANDLE); //获取控制台句柄,值为-11
SetConsoleCursorPosition(handle, coord); //移动光标到x,y处
}
void chess_board() { //打印棋盘
int i,j;
for(i=0; i<=30; i++)
for(j=0; j<=60; j+=4) {
gotoxy(j,i);
printf("|");
}
for(i=0; i<=30; i+=2)
for(j=1; j<=57; j+=4) {
gotoxy(j,i);
printf("---");
}
}
void chess_menu() { //打印棋盘旁的菜单
int i,j;
for(i=1; i<=29; i++) {
gotoxy(67,i);
printf("||");
}
for(i=1; i<=29; i++) {
gotoxy(89,i);
printf("||");
}
gotoxy(69,1);
printf("--------------------");
gotoxy(69,29);
printf("--------------------");
gotoxy(75,3);
printf("模 式");
gotoxy(75,20);
printf("提 示");
}
void red_movexy() { //红棋移动光标
loop2:
gotoxy(direct[0],direct[1]);
char key='y';
int temp;
while(key!=' ') {
key=getch();
switch(key) {
case 'W':
case 'w':
direct[1]-=2;
if(direct[1]<=1)
direct[1]=1;
break;
case 's':
case 'S':
direct[1]+=2;
if(direct[1]>=29)
direct[1]=29;
break;
case 'a':
case 'A':
direct[0]-=4;
if(direct[0]<=2)
direct[0]=2;
break;
case 'd':
case 'D':
direct[0]+=4;
if(direct[0]>=58)
direct[0]=58;
break;
case 'q':
case 'Q': {
int message=MessageBox(NULL,"是否确定悔棋?","友情提示",MB_OKCANCEL);
if(IDCANCEL==message)
break;
if(IDOK==message) {
Regret();
break;
}
}
}
gotoxy(direct[0],direct[1]);
}
temp=judge_chess(direct[1],direct[0]);
if(temp==1) {
gotoxy(70,22);
BackGround(4, 0);
printf("这里已经被人下过了");
goto loop2;
}
}
void white_movexy() { //白棋移动光标
loop1:
gotoxy(direct[0],direct[1]);
char key='y';
int temp;
while(key!='0') {
key=getch();
switch(key) {
case 72:
direct[1]-=2;
if(direct[1]<=1)
direct[1]=1;
break;
case 80:
direct[1]+=2;
if(direct[1]>=29)
direct[1]=29;
break;
case 75:
direct[0]-=4;
if(direct[0]<=2)
direct[0]=2;
break;
case 77:
direct[0]+=4;
if(direct[0]>=58)
direct[0]=58;
break;
case 'B':
case 'b': {
int message=MessageBox(NULL,"是否确定悔棋?","友情提示",MB_OKCANCEL);
if(IDCANCEL==message)
break;
if(IDOK==message) {
Regret();
break;
}
}
}
gotoxy(direct[0],direct[1]);
}
temp=judge_chess(direct[1],direct[0]);
if(temp==1) {
gotoxy(70,22);
BackGround(4, 0);
printf("这里已经被人下过了");
goto loop1;
}
}
void red_chess(int x,int y) { //打印红棋
BackGround(4,0);
regrex=x;//记录上一落子的位置 ,方便悔棋
regrey=y;
count++;
printf("●");
status[x][y]=1;
}
void white_chess(int x,int y) { //打印白棋
BackGround(7,0);
regrex1=x;
regrey1=y;
printf("●");
count++;
status[x][y]=2;
}
void machine_chess(int x,int y) { //电脑落子
BackGround(7,0);
status[x][y]=2;
regrex1=x;
regrey1=y;
count++;
gotoxy(y,x);
printf("●");
}
int judge_chess(int x,int y) { //判断这个地方是否有棋子
if(status[x][y]==0)
return 0;
else
return 1;
}
int judge_winner(int x,int y,int temp) { //判断输赢
int i,j,n1,n2;
n1=n2=0;
for(i=x,j=y+4; j<=58; j+=4) { //右
if(status[i][j]==temp)
n1++;
else
break;
}
for(i=x,j=y; j>=2; j-=4) { //左
if(status[i][j]==temp)
n2++;
else
break;
}
if(n1+n2>=5)
return temp;
n1=n2=0;
for(i=x,j=y; i>=1; i-=2) { //上
if(status[i][j]==temp)
n1++;
else
break;
}
for(i=x+2,j=y; i<=30; i+=2) { //下
if(status[i][j]==temp)
n2++;
else
break;
}
if(n1+n2>=5)
return temp;
n1=n2=0;
for(i=x-2,j=y+4; i>=1&&j<=58; i-=2,j+=4) { //右上
if(status[i][j]==temp)
n1++;
else
break;
}
for(i=x,j=y; i<=30&&j>=2; i+=2,j-=4) { //左下
if(status[i][j]==temp)
n2++;
else
break;
}
if(n1+n2>=5)
return temp;
n1=n2=0;
for(i=x,j=y; i>=0&&j>=0; i-=2,j-=4) { //左上
if(status[i][j]==temp)
n1++;
else
break;
}
for(i=x+2,j=y+4; i<=30&&j<=58; i+=2,j+=4) { //右下
if(status[i][j]==temp)
n2++;
else
break;
}
if(n1+n2>=5)
return temp;
return 0;
}
void machine_attack() { //电脑进攻权值
int i1,j1;
int k1,k2,k;
for(int i=1; i<=30; i+=2) {
for(int j=2; j<=58; j+=4) {
if(status[i][j])
Value1[i][j]=0;
if(status[i][j]==0) {
k1=k2=0;
for(i1=i,j1=j-4; j1>=2; j1-=4) { //往左数寻找电脑棋子数
if(status[i1][j1]==2)
k1++;
else
break;
}
for(i1=i,j1=j+4; j1<=58; j1+=4) { //往右数寻找电脑棋子数
if(status[i1][j1]==2)
k2++;
else
break;
}
k=k1>k2? k1:k2;
k1=k2=0;
for(i1=i-2,j1=j; i1>=1; i1-=2) { //往上数寻找电脑棋子数
if(status[i1][j1]==2)
k1++;
else
break;
}
for(i1=i+2,j1=j; i1<=30; i1+=2) { //往下数寻找电脑棋子数
if(status[i1][j1]==2)
k2++;
else
break;
}
k1=k1>k2? k1:k2;
k=k>k1? k:k1;
k1=k2=0;
for(i1=i-2,j1=j-4; i1>=0&&j1>=0; i1-=2,j1-=4) { //往左上数寻找电脑棋子数
if(status[i1][j1]==2)
k1++;
else
break;
}
for(i1=i+2,j1=j+4; i1<=30&&j1<=58; i1+=2,j1+=4) { //往右下数寻找电脑棋子数
if(status[i1][j1]==2 )
k2++;
else
break;
}
k1=k1>k2? k1:k2;
k=k>k1?k:k1;
k1=k2=0;
for(i1=i+2,j1=j-4; i1<=30&&j1>=2; i1+=2,j1-=4) { //往左下数寻找电脑棋子数
if(status[i1][j1]==2)
k1++;
else
break;
}
for(i1=i-2,j1=j+4; i1>=1&&j1<=58; i1-=2,j1+=4) { //往右上数寻找电脑棋子数
if(status[i1][j1]==2)
k2++;
else
break;
}
k1=k1>k2? k1:k2;
k=k>k1?k:k1;
switch(k) {
case 3:
Value1[i][j]=15;
break;
case 4:
Value1[i][j]=25;
break;
default:
Value1[i][j]=3+2*k;
break;
}
}
}
}
}
void machine_defend() { //防守权值
int i1, j1;
int k1,k2,k;
for(int i=1; i<=30; i+=2) {
for(int j=2; j<=58; j+=4) {
if(status[i][j])
Value2[i][j]=0;
if(status[i][j]==0) {
k1=k2=0;
for(i1=i,j1=j-4; j1>=2; j1-=4) { //往左数寻找玩家棋子数
if(status[i1][j1]==1)
k1++;
else
break;
}
for(i1=i,j1=j+4; j1<=58; j1+=4) { //往右数寻找玩家棋子数
if(status[i1][j1]==1)
k2++;
else
break;
}
k=k1>k2? k1:k2;
k1=k2=0;
for(i1=i-2,j1=j; i1>=1; i1-=2) { //往上数寻找玩家棋子数
if(status[i1][j1]==1)
k1++;
else
break;
}
for(i1=i+2,j1=j; i1<=30; i1+=2) { //往下数寻找玩家棋子数
if(status[i1][j1]==1)
k2++;
else
break;
}
k1=k1>k2? k1:k2;
k=k>k1?k:k1;
k1=k2=0;
for(i1=i-2,j1=j-4; i1>=1&&j1>=2; i1-=2,j1-=4) { //往左上数寻找玩家棋子数
if(status[i1][j1]==1)
k1++;
else
break;
}
for(i1=i+2,j1=j+4; i1<=30&&j1<=58; i1+=2,j1+=4) { //往右下数寻找玩家棋子数
if(status[i1][j1]==1)
k2++;
else
break;
}
k1=k1>k2? k1:k2;
k=k>k1?k:k1;
k1=k2=0;
for(i1=i+2,j1=j-4; i1<=30&&j1>=2; i1+=2,j1-=4) { //往左下数寻找玩家棋子数
if(status[i1][j1]==1)
k1++;
else
break;
}
for(i1=i-2,j1=j+4; i1>=1&&j1<=58; i1-=2,j1+=4) { //往右上数寻找玩家棋子数
if(status[i1][j1]==1)
k2++;
else
break;
}
k1=k1>k2? k1:k2;
k=k>k1?k:k1;
switch(k) {
case 3:
Value2[i][j]=10;
break;
case 4:
Value2[i][j]=20;
break;
default:
Value2[i][j]=2+k*2;
}
}
}
}
}
void find_position() { //找到最有价值的位置
int k1=0, k2=0;
int i, j, max=0;
for( i=1; i<=30; i+=2)
for( j=2; j<=58; j+=4) {
if(max<=Value1[i][j]) {
max=Value1[i][j];
k1=i;
k2=j;
}
}
for( i=1; i<=30; i+=2)
for( j=2; j<=58; j+=4) {
if(max<=Value2[i][j]) {
max=Value2[i][j];
k1=i;
k2=j;
}
}
direct[1]=k1; //将找到的位置传给光标
direct[0]=k2;
}
void man_man() { //人人对战模式
loop5:
system("cls");
char key;
int control;
gotoxy(2, 3);
printf("1.红 子 先 手");
gotoxy(2, 5);
printf("2.白 子 先 手");
gotoxy(2, 7);
printf("(输入相应序号选择)");
key=getch();
system("cls");
if(key=='1')
control=1;
else if(key=='2')
control=-1;
else
goto loop5;
gotoxy(70,5);
printf(" 人 人 对 战 ");
direct[1]=15;
direct[0]=30;
chess_board();
chess_menu();
while(flag==0) {
if(control==1) {
gotoxy(70,22);
BackGround(6,0);
printf(" 红 子 执 手 ");
red_movexy();
red_chess(direct[1],direct[0]);
flag=judge_winner(direct[1],direct[0],1);
} else {
gotoxy(70,22);
BackGround(6,0);
printf(" 白 子 执 手 ");
white_movexy();
white_chess(direct[1],direct[0]);
flag=judge_winner(direct[1],direct[0],2);
}
control=-control;
}
if(flag==1) {
BackGround(7,0);
MessageBox(NULL,"游戏结束,红子胜利","五子棋游戏",MB_OK);
}
if(flag==2) {
MessageBox(NULL,"游戏结束,白子胜利","五子棋游戏",MB_OK);
}
if(count>=225) {
MessageBox(NULL,"游戏结束,平局","五子棋游戏",MB_OK);
}
}
void man_machine() { //人机对战模式
loop6:
system("cls");
char key;
int control;
gotoxy(2, 3);
printf("1.玩 家 先 手(玩家为红子)");
gotoxy(2, 5);
printf("2.电 脑 先 手(电脑为白子)");
gotoxy(2, 7);
printf("(输入相应序号选择)");
key=getch();
system("cls");
if(key=='1')
control=1;
else if(key=='2') {
control=1;
machine_chess(13,26);
} else
goto loop6;
gotoxy(70,5);
printf(" 人 机 对 战 ");
direct[1]=15;
direct[0]=30;
chess_board();
chess_menu();
while(flag==0) {
if(control==1) {
gotoxy(70,22);
BackGround(6,0);
printf(" 玩 家 执 手 ");
red_movexy();
red_chess(direct[1],direct[0]);
flag=judge_winner(direct[1],direct[0],1);
} else {
gotoxy(70,22);
BackGround(6,0);
printf(" 电 脑 执 手 ");
machine_defend();
machine_attack();
find_position();
machine_chess(direct[1],direct[0]);
flag=judge_winner(direct[1],direct[0],2);
}
control=-control;
}
gotoxy(8,18);
if(flag==1) {
BackGround(7,0);
MessageBox(NULL,"太厉害了,您竟然战胜了电脑!","五子棋游戏",MB_OK);
}
if(flag==2) {
MessageBox(NULL,"游戏结束,您输给了电脑","五子棋游戏",MB_OK);
}
if(count>=225) {
MessageBox(NULL,"平局","五子棋游戏",MB_OK);
}
}
void Regret() { //悔棋函数
gotoxy(regrey,regrex);
BackGround(0,0);
printf(" ");
status[regrex][regrey]=0;
gotoxy(regrey1,regrex1);
BackGround(0,0);
printf(" ");
status[regrex1][regrey1]=0;
count-=2;
}
void welcome() { //游戏菜单
int k;
char choose;
system("cls");
for(k=2; k<=16; k+=2) { //游戏菜单
gotoxy(5,k);
printf("|-----------------|");
}
gotoxy(5, 3);
printf("| 五 子 棋 游 戏 |");
gotoxy(5, 5);
printf("| 菜 单 |");
gotoxy(5, 7);
printf("| 1.人 人 对 战 |");
gotoxy(5, 9);
printf("| 2.人 机 对 战 |");
gotoxy(5, 11);
printf("| 3.游 戏 帮 助 |");
gotoxy(5, 13);
printf("| 4.更 新 日 志 |");
gotoxy(5, 15);
printf("| 5.退 出 游 戏 |");
gotoxy(5, 18);
printf("温馨提示:输入菜单对应序号进行操作");
gotoxy(5, 20);
printf("祝您游戏愉快!");
gotoxy(13, 20);
}
char Gametips() { //游戏帮助
char choose;
int key;
system("cls");
gotoxy(2, 3);
printf("游戏操作:");
gotoxy(4, 5);
printf("① 红色棋子WASD移动光标选择下棋位置,按空格键确认,按Q悔棋");
gotoxy(4, 7);
printf("② 白色棋子↑↓←→移动光标选择下棋位置,按0确认,按B悔棋");
gotoxy(2, 19);
printf("(按任意键返回)");
return getch();
}
char Updatediary() { //更新日志
system("cls");
gotoxy(2, 3);
printf("(暂时没有)");
gotoxy(2, 5);
printf("(按任意键返回)");
return getch();
}
int main() {
system("title 五子棋");
system("mode con cols=92 lines=33");
char choose,temp;
thetop:
loop:
welcome();
choose=getch();
switch(choose) {
case '1':
man_man();
goto thetop;
break;
case '2':
man_machine();
goto thetop;
break;
case '3':
temp=Gametips();
goto thetop;
break;
case '4':
temp=Updatediary();
goto thetop;
break;
case '5':
int message=MessageBox(NULL,"是否退出?","友情提示",MB_OKCANCEL);
if(IDCANCEL==message)
goto thetop;
if(IDOK==message) {
break;
}
}
return 0;
}
TANK
#include <iostream>
#include <time.h>
#include <windows.h>
#define W 1 //上
#define S 2 //下
#define A 3 //左
#define D 4 //右
#define L 4 // 坦克有4条命
void HideCursor() { //隐藏光标
CONSOLE_CURSOR_INFO cursor_info = { 1,0 };
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}
void GoToxy(int x, int y) { //光标移动,X、Y表示横、纵坐标
COORD coord = { x, y };
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
}
//全局变量
int map[50][40];//地图二维数组
int B_num; //子弹编号
int Pos; //敌方坦克生成位置,-1为左边,0为中间,1为右边,2为我的坦克位置
int Speed = 7; //游戏速度
int Enemy; //还未出现的敌人
const char* Tank_Model[3][4] ={
{"◢┃ ◣", "◢╦ ◣", "◢╦◣", "◢╦◣"},
{"╠ █╣", "╠ █╣", "━█╣", "╠█━"},
{"◥╩ ◤", "◥┃ ◤", "◥╩◤", "◥╩◤"}
};
//坦克
class Tank{
public:
int x, y; //中心坐标
int Direction; //方向
int Model; //模型
int Revival; //复活次数
int Num; //敌方坦克编号
bool Type; //我方坦克此参数为1
bool Exist; //存活为1,不存活为0
}AI_tank[6], my_tank;
//子弹
class Bullet{
public:
int x, y; //坐标
int Direction; //方向
bool Exist; //1为存在,0不存在
bool Type; //0为敌方子弹,1为我方子弹
}bullet[1000] ;
//基本函数
void GoToxy(int x, int y); //光标移动
void HideCursor(); //隐藏光标
void Key(); //键盘输入
void Init(); //初始化
void Pause(); //暂停
void Show(); //打印框架
void Print_Map(); //打印地图
void Cheak_Game(); //检测游戏胜负
void GameOver(); //游戏结束
//坦克
void Creat_AI_T(Tank* AI_tank); //建立坦克
void Creat_My_T(Tank* my_tank);
void Move_AI_T(Tank* AI_tank);//坦克移动
void Move_My_T(int turn);
void Clear_T(int x, int y); //清除坦克
void Print_T(Tank tank); //打印坦克
bool Cheak_T(Tank tank, int direction); //检测障碍,1阻碍
//子弹
void Creat_AI_B(Tank* tank); //敌方坦克发射子弹
void Creat_My_B(Tank tank);//我方坦克发射子弹
void Move_B(Bullet bullet[50]); //子弹移动
void Break_B(Bullet* bullet); //子弹碰撞
void Print_B(int x, int y);//打印子弹
void Clear_B(int x, int y); //清除子弹
int Cheak_B(int x, int y); //子弹前方情况
void Show() { //打印框架
std::cout << " ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁";
std::cout << "▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁\n";
for (int i = 0; i < 48; i++) {
std::cout << "▕ ▏\n";
}
std::cout << " ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔";
std::cout << "▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔\n";
}
void Print_Map() { // 打印地图
int Map[50][40] = {
//map里的值: 0为可通过陆地,1为砖,6为墙,100~105为敌方坦克,200为我的坦克,
{ 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4 },
{ 4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 }
};
for (int i = 0; i < 50; i++)
for (int j = 0; j < 40; j++)
map[i][j] = Map[i][j];
for (int i = 0; i < 50; i++)
for (int j = 0; j < 40; j++)
if (map[i][j] == 1) {
GoToxy(2 * j, i);
std::cout << "▓";
}
else if (map[i][j] == 6) {
GoToxy(2 * j, i);
std::cout << "■";
}
GoToxy(38, 46);
std::cout << " ◣◢";
GoToxy(38, 47);
std::cout << "◣█ ◢";
GoToxy(38, 48);
std::cout << "◢█ ◣";
}
void Cheak_Game() {
//敌人坦克全部不存活
if (Enemy <= 0 && !AI_tank[0].Exist && !AI_tank[1].Exist && !AI_tank[2].Exist
&& !AI_tank[3].Exist && !AI_tank[4].Exist && !AI_tank[5].Exist)
GameOver();
if (my_tank.Revival >= L)//我复活次数用完
GameOver();//游戏结束
}
void GameOver() {
bool home = 1;
while (home) {
GoToxy(37, 21);
std::cout << "游戏结束!";
if (GetAsyncKeyState(0xD) & 0x8000) { //回车键
system("cls"); //清屏
Show();
Init(); //初始化
break;
}
else if (GetAsyncKeyState(0x1B) & 0x8000) //Esc键退出
exit(0);
}
}
void Creat_My_T(Tank* my_tank) {//建立我的坦克
my_tank->x = 15;
my_tank->y = 47;
my_tank->Direction = 1;
// my_tank->Model = 0;
my_tank->Exist = 1;
my_tank->Type = 1;
Print_T(*my_tank); //打印我的坦克
}
void Move_My_T(int turn) {//turn为Key()函数传入的方向值
Clear_T(my_tank.x, my_tank.y);
my_tank.Direction = turn;
if (Cheak_T(my_tank, my_tank.Direction)) //我方坦克当前方向上无障碍
switch (turn) {
case W: my_tank.y--; break; //上
case S: my_tank.y++; break; //下
case A: my_tank.x--; break; //左
case D: my_tank.x++; break; //右
}
Print_T(my_tank);
}
void Print_T(Tank tank) {//打印
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
std::cout << Tank_Model[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.Type)//若为我的坦克
map[tank.y + j - 1][tank.x + i - 1] = 200;
//在map上敌方值为100~105,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
}
}
void Creat_AI_T(Tank* AI_tank) {
AI_tank->x = 19 + 17 * (Pos); //pos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
AI_tank->y = 2;
AI_tank->Direction = 2; //方向朝下
AI_tank->Revival++; //复活次数+1
AI_tank->Exist = 1;//存在
Pos++;
Enemy--;
if (Pos == 2) //循环重置(pos只能为-1,0,1)
Pos = -1;
Print_T(*AI_tank);
return;
}
void Move_AI_T(Tank* AI_tank) {
if (AI_tank->Exist) { //存在
Clear_T(AI_tank->x, AI_tank->y);
if (Cheak_T(*AI_tank, AI_tank->Direction))//前方无障碍
switch (AI_tank->Direction) {
case W: AI_tank->y--; break; //上
case S: AI_tank->y++; break; //下
case A: AI_tank->x--; break; //左
case D: AI_tank->x++; break; //右
}
else {//前方有障碍
for (int i = rand() % 4 + 1; i <= 4; i++)
if (Cheak_T(*AI_tank, i)){ //循环判断,返1可通过
AI_tank->Direction = i;
break;
}
}
Print_T(*AI_tank); //打印敌方坦克
}
}
bool Cheak_T(Tank tank, int direction) { //检测坦克前方障碍,返1为可通过
switch (direction) {
case W:
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 S:
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 A:
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 D:
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: return 0;
}
}
void Clear_T(int x, int y) { //清除坦克
for (int i = 0; i <= 2; i++)
for (int j = 0; j <= 2; j++) {//将坦克占用的地图清零
map[y + j - 1][x + i - 1] = 0;
GoToxy(2 * x + 2 * j - 2, y + i - 1);
std::cout << " ";
}
}
//键盘输入
void Key() {
//上下左右键
if (GetAsyncKeyState('W') & 0x8000)
Move_My_T(W);
else if (GetAsyncKeyState('S') & 0x8000)
Move_My_T(S);
else if (GetAsyncKeyState('A') & 0x8000)
Move_My_T(A);
else if (GetAsyncKeyState('D') & 0x8000)
Move_My_T(D);
//子弹发射
else if (GetAsyncKeyState('P') & 0x8000) {
Creat_My_B(my_tank);
}
else if (GetAsyncKeyState(0x1B) & 0x8000)// Esc键退出
exit(0);
else if (GetAsyncKeyState(0x20) & 0x8000)//空格暂停
Pause();
}
void Pause() { //暂停
while (1) {
if (GetAsyncKeyState(0xD) & 0x8000) { //回车键继续
break;
}
else if (GetAsyncKeyState(0x1B) & 0x8000) //Esc键退出
exit(0);
}
}
void Creat_AI_B(Tank* tank){ //敌方发射子弹
if (!(rand() % 10)) { //在随后的每个游戏周期中有10分之一的可能发射子弹
Creat_My_B(*tank);
}
}
void Creat_My_B(Tank tank) {
switch (tank.Direction)
{
case W:
bullet[B_num].x = tank.x;
bullet[B_num].y = tank.y - 2;
bullet[B_num].Direction = 1;//1表示向上
break;
case S:
bullet[B_num].x = tank.x;
bullet[B_num].y = tank.y + 2;
bullet[B_num].Direction = 2;//2表示向下
break;
case A:
bullet[B_num].x = tank.x - 2;
bullet[B_num].y = tank.y;
bullet[B_num].Direction = 3;//3表示向左
break;
case D:
bullet[B_num].x = tank.x + 2;
bullet[B_num].y = tank.y;
bullet[B_num].Direction = 4;//4表示向右
break;
}
bullet[B_num].Exist = 1; //子弹存在
bullet[B_num].Type = tank.Type; //我方坦克发射的子弹bullet.Type=1
B_num++;
if (B_num == 100) //如果子弹编号增长到50号,那么重头开始编号
B_num = 0; //考虑到地图上不可能同时存在50颗子弹,所以数组元素设置50个
}
void Move_B(Bullet bullet[50]) { //子弹移动
for (int i = 0; i < 50; i++) {
if (bullet[i].Exist) {//如果子弹存在
if (map[bullet[i].y][bullet[i].x] == 0) {
Clear_B(bullet[i].x, bullet[i].y);//子弹当前位置无障碍,抹除子弹图形
switch (bullet[i].Direction) {//子弹变到下一个坐标
case W:(bullet[i].y)--; break;
case S:(bullet[i].y)++; break;
case A:(bullet[i].x)--; break;
case D:(bullet[i].x)++; break;
}
}
//判断子弹当前位置情况
if (map[bullet[i].y][bullet[i].x] == 0) //子弹坐标无障碍
Print_B(bullet[i].x, bullet[i].y);//打印
else Break_B(&bullet[i]); //子弹碰撞
for (int j = 0; j < 50; 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].Type || bullet[j].Type)
&& 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;
Clear_B(bullet[j].x, bullet[j].y);
break;
}
}
}
}
void Break_B(Bullet* bullet) {
int x = bullet->x;
int y = bullet->y; //子弹坐标
int i;
if (map[y][x] == 1) { //子弹碰到砖块
if (bullet->Direction == A || bullet->Direction == D)
//若子弹是横向的
for (i = -1; i <= 1; i++)
if (map[y + i][x] == 1) {
map[y + i][x] = 0;
GoToxy(2 * x, y + i);
std::cout << " ";
}
if (bullet->Direction == W || bullet->Direction == S) //子弹是向上或是向下移动的
for (i = -1; i <= 1; i++)
if (map[y][x + i] == 1) { //如果子弹打中砖块两旁为砖块,则删除砖,若不是则忽略
map[y][x + i] = 0; //砖块碎
GoToxy(2 * (x + i), y);
std::cout << " ";
}
bullet->Exist = 0; //子弹不存在
}
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->Type ==1 && map[y][x] >= 100 && map[y][x] <= 105) { //我方子弹碰到了敌方坦克
AI_tank[(int)map[y][x] % 100].Exist = 0;
bullet->Exist = 0;
Clear_T(AI_tank[(int)map[y][x] % 100].x, AI_tank[(int)map[y][x] % 100].y); //清除坦克
}
else if (bullet->Type == 0 && map[y][x] == 200) { //若敌方子弹击中我的坦克
my_tank.Exist = 0;
bullet->Exist = 0;
Clear_T(my_tank.x, my_tank.y);
my_tank.Revival++; //我方坦克复活次数加1
}
else if (map[y][x] == 9) { //子弹碰到巢
bullet->Exist = 0;
GoToxy(38, 46); std::cout << " ";
GoToxy(38, 47); std::cout << " ";
GoToxy(38, 48); std::cout << "◢◣ ";
GameOver();
}
}
int Cheak_B(int x, int y) {//子弹当前位置情况
if (map[y][x] == 0)
return 1;
else
return 0;
}
void Print_B(int x, int y){
GoToxy(2 * x, y);
std::cout << "o";
}
void Clear_B(int x, int y){
GoToxy(2 * x, y);
if (Cheak_B(x, y) == 1) {//子弹当前坐标在空地上
std::cout << " ";
}
}
void Init() { //初始化
Enemy = 24;
my_tank.Revival = 0; //我的坦克复活次数为0
Pos = 0;
B_num = 0;
Print_Map();
Creat_My_T(&my_tank);
for (int i = 0; i < 50; i++) {//子弹
bullet[i].Exist = 0;
}
for (int i = 0; i <= 5; i++) {//敌方坦克
AI_tank[i].Revival = 0;
AI_tank[i].Exist = 0; //初始化坦克全是不存活的,用Creat_AI_T()建立不存活的坦克
AI_tank[i].Num = i;
AI_tank[i].Type = 0;
}
}
int main() {
int i;
int gap[16] = { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }; //间隔数组,用于控制速度
HideCursor(); //隐藏光标
Show(); //打印框架
Init(); //初始化
while(1) {
if (gap[0]++ % Speed == 0) {
//速度调整,
Cheak_Game(); //游戏胜负检测
for (i = 0; i <= 5; i++) {//敌方坦克移动循环
if (gap[i + 7]++ % 3 == 0)
Move_AI_T(&AI_tank[i]);
}
for (i = 0; i <= 5; i++)//建立敌方坦克
if (AI_tank[i].Exist == 0 && AI_tank[i].Revival < 4 && gap[i+1]++ % 50 == 0) { //一个敌方坦克每局只有4条命
//坦克死掉后间隔一段时间建立
Creat_AI_T(&AI_tank[i]);
break;
}
for (i = 0; i <= 5; i++)
if (AI_tank[i].Exist)
Creat_AI_B(&AI_tank[i]);
if (my_tank.Exist && gap[14]++ % 2 == 0)
Key();
if (my_tank.Exist == 0 && my_tank.Revival < L && gap[15]++ % 15 == 0)//我方坦克复活
Creat_My_T(&my_tank);
Move_B(bullet);
}
Sleep(5);
}
return 0;
}
双人小灰机
/*-------------------------------------- project: 双人小游戏 anthor: LLz 操作 移动 逆、顺时针旋转 发射子弹 玩家1 4568 7 9 0 玩家2 adws q e 空格 --------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <conio.h>
#include <windows.h>
// 游戏画面尺寸
#define High 20
#define Width 100
// 全局变量
long long position_x,position_y,p_x,p_y,turn_a,turn_b,num_a,num_b,num_max,life_a = 10,life_b = 10; // 飞机位置
long long canvas[High][Width] = {
0}; // 二维数组存储游戏画布中对应的元素
// 0为空格,1为飞机*,2为子弹|,3为敌机@
long long next[8][2] = {
{
0,1},{
1,1},{
1,0},{
1,-1},{
0,-1},{
-1,-1},{
-1,0},{
-1,1}}; //从右 右下 下 左下
long long bullet_a[20001][4];
long long bullet_b[20001][4]; //a b玩家子弹20发;
void gotoxy(long long x,long long y) //光标移动到(x,y)位置
{
HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
COORD pos;
pos.X = x;
pos.Y = y;
SetConsoleCursorPosition(handle,pos);
}
void startup() // 数据初始化
{
num_a = 0;
num_b = 0;
turn_a = 0;
turn_b = 0;
p_x = High/2;//左边飞机
p_y = Width* 4 / 5;
canvas[p_x][p_y] = 5;//?
position_x = High/2;//右边飞机
position_y = Width/5;
canvas[position_x][position_y] = 1;
}
void show() // 显示画面
{
gotoxy(0,0); // 光标移动到原点位置,以下重画清屏
long long i,j;
for (i=0;i<High;i++)
{
for (j=0;j<Width;j++)
{
if( i == 0 || i == High -1 || j == 0 || j == Width -1){
canvas[i][j] = 4;
printf("0");
continue;
}
if (canvas[i][j]==0)
printf(" "); // 输出空格
else if (canvas[i][j]==1)
printf("A"); // 输出飞机a
else if (canvas[i][j]==2)
printf("B"); // 输出飞机B
else if (canvas[i][j]==3)
printf("o"); // 输出子弹o
else if (canvas[i][j]==4)
printf("+"); // 输出飞机a指向
else if (canvas[i][j]==5)
printf("+"); // 输出飞机b指向
}
printf("\n");
}
//初始血量显示
printf("A:");
for( i = 1; i <= 10; i++ )
if( i <= life_a)
printf("■");
else printf(" ");
printf("\nB: ");
for( i = 1; i <= 10; i++ )
if( i <= life_b)
printf("■");
else printf(" ");
}
void updateWithoutInput() // 与用户输入无关的更新
{
long long i,k;
num_max = num_a > num_b? num_a : num_b;
for( i = 1; i <= num_max; i++){
if( bullet_a[i][2] == 0 || bullet_a[i][2] == High - 1){
bullet_a[i][0] = -bullet_a[i][0];
}
else if( bullet_a[i][3] == 0 || bullet_a[i][3] == Width - 1){
bullet_a[i][1] = -bullet_a[i][1];
}
if( bullet_b[i][2] == 0 || bullet_b[i][2] == High - 1){
bullet_b[i][0] = -bullet_b[i][0];
}
else if( bullet_b[i][3] == 0 || bullet_b[i][3] == Width - 1){
bullet_b[i][1] = -bullet_b[i][1];
}
canvas[ bullet_a[i][2] ][ bullet_a[i][3] ] = 0;
canvas[ bullet_b[i][2] ][ bullet_b[i][3] ] = 0;
bullet_a[i][2] += bullet_a[i][0];
bullet_a[i][3] += bullet_a[i][1];
bullet_b[i][2] += bullet_b[i][0];
bullet_b[i][3] += bullet_b[i][1];
canvas[ bullet_a[i][2] ][ bullet_a[i][3] ] = 3;
canvas[ bullet_b[i][2] ][ bullet_b[i][3] ] = 3;
}
for (k=1;k<=num_max;k++)
{
// if (((position_x==bullet_a[k][2]) && (position_y==bullet_a[k][3]))||((position_x==bullet_b[k][2]) && (position_y==bullet_b[k][3]))) // 敌机撞到我机
// {
//
// life_a--;
// if( life_a <= 0){
//
// printf("A 玩家失败!\n");
// Sleep(3000);
// system("pause");
// exit(0);
// }
// }
// if (((p_x==bullet_a[k][2]) && (p_y==bullet_a[k][3]))||((p_x==bullet_b[k][2]) && (p_y==bullet_b[k][3]))) // 敌机撞到我机
// {
//
// life_b--;
// if( life_b <= 0){
//
// printf("B 玩家失败!\n");
// Sleep(3000);
// system("pause");
// exit(0);
// }
// }
}
}
void updateWithInput() // 与用户输入有关的更新
{
char input;
if(kbhit()) // 判断是否有输入
{
input = getch(); // 根据用户的不同输入来移动,不必输入回车
if (input == 'a' && position_y>1)
{
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 0;
canvas[position_x][position_y] = 0;
position_y--; // 位置左移
canvas[position_x][position_y] = 1;
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 4;
}
else if (input == 'd' && position_y<Width-2)
{
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 0;
canvas[position_x][position_y] = 0;
position_y++; // 位置右移
canvas[position_x][position_y] = 1;
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 4;
}
else if (input == 'w' && position_x > 1)
{
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 0;
canvas[position_x][position_y] = 0;
position_x--; // 位置上移
canvas[position_x][position_y] = 1;
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 4;
}
else if (input == 's'&& position_x < High - 2)
{
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 0;
canvas[position_x][position_y] = 0;
position_x++; // 位置下移
canvas[position_x][position_y] = 1;
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 4;
}
else if (input == ' ' && num_a <= 201) // 发射子弹
{
num_a++;
bullet_a[num_a][0] = next[turn_a][0];
bullet_a[num_a][1] = next[turn_a][1];
bullet_a[num_a][2] = position_x + bullet_a[num_a][0];
bullet_a[num_a][3] = position_y + bullet_a[num_a][1];
canvas[ bullet_a[num_a][2] ][ bullet_a[num_a][3] ] = 3;
}
else if (input == 'q') // 炮弹换方向
{
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 0;
turn_a--;
if(turn_a < 0)
turn_a = 7;
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 4;
}
else if (input == 'e') // 炮弹换方向
{
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 0;
turn_a++;
if(turn_a > 7)
turn_a = 0;
canvas[position_x + next[turn_a][0]][position_y + next[turn_a][1]] = 4;
}
else if (input == '4' && position_y>1)
{
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 0;
canvas[p_x][p_y] = 0;
p_y--; // 位置左移
canvas[p_x][p_y] = 2;
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 5;
}
else if (input == '6' && p_y<Width-2)
{
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 0;
canvas[p_x][p_y] = 0;
p_y++; // 位置右移
canvas[p_x][p_y] = 2;
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 5;
}
else if (input == '8' && p_x > 1)
{
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 0;
canvas[p_x][p_y] = 0;
p_x--; // 位置上移
canvas[p_x][p_y] = 2;
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 5;
}
else if (input == '5' && p_x < High - 2)
{
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 0;
canvas[p_x][p_y] = 0;
p_x++; // 位置下移
canvas[p_x][p_y] = 2;
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 5;
}
else if (input == '0' && num_b <= 20001) // 发射子弹
{
num_b++;
bullet_b[num_b][0] = next[turn_b][0];
bullet_b[num_b][1] = next[turn_b][1];
bullet_b[num_b][2] = p_x + bullet_b[num_b][0];
bullet_b[num_b][3] = p_y + bullet_b[num_b][1];
canvas[ bullet_b[num_b][2] ][ bullet_b[num_b][3] ] = 3;
}
else if (input == '7') // 炮弹换方向
{
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 0;
turn_b--;
if(turn_b < 0)
turn_b = 7;
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 5;
}
else if (input == '9') // 炮弹换方向
{
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 0;
turn_b++;
if(turn_b > 7)
turn_b = 0;
canvas[p_x + next[turn_b][0]][p_y + next[turn_b][1]] = 5;
}
}
}
int main()
{
startup(); // 数据初始化
system("color 30");
while (1) // 游戏循环执行
{
show(); // 显示画面
updateWithoutInput(); // 与用户输入无关的更新
updateWithInput(); // 与用户输入有关的更新
}
return 0;
}
非原创,仅是摘抄