Dev-C++中由于各种障碍,导致难以编出小游戏,但我不行,不代表大神不行,今天我来分享几篇我的非完全原创小游戏
//天天跑酷
#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;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;
}
//坦克
//建议找其他人,因为我的坦克被我整的很丑
#include <stdio.h>
#include <windows.h>
#include <time.h>
//里规格:长39*2=78 (真坐标)(假坐标宽为39) 高39
//外规格:长41*2=82 (真坐标)(假坐标宽为41) 高41
#define UP 1
#define DOWN 2
#define LEFT 3
#define RIGHT 4
#define MAX_LEVEL 8
#define BULLET_NUM 20
#define MAX_LIFE 4
//程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level
/*
此程序中涉及的x,y类的坐标值,分为以下两种:
假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标)
真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值)
区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标
coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位,
可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2
*/
typedef struct //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量
{ //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1
int fast_tank_order; //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次
int firm_tank_order; //firm_tank出现的次序,同上
} LevInfo; //关卡信息(准确说是该关出现的坦克信息)
LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}}; //初始化,-1代表没有该类型坦克
typedef struct //子弹结构体
{
int x,y; //子弹坐标,假坐标
int direction; //子弹方向变量
bool exist; //子弹存在与否的变量,1为存在,0不存在
bool initial; //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态
bool my; //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹
} Bullet;
Bullet bullet [BULLET_NUM]; //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个
typedef struct //坦克结构体
{
int x,y; //坦克中心坐标
int direction; //坦克方向
int color; //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明
int model; //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用
int stop; //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动
int revive; //坦克复活次数
int num; //AI坦克编号(固定值,为常量,初始化函数中定下)0~3
int CD; //发射子弹冷却计时
bool my; //是否敌方坦克参数,我的坦克此参数为1,为常量
bool alive; //存活为1,不存活为0
} Tank;
Tank AI_tank[4] , my_tank; //my_tank为我的坦克,Ai_tank 代表AI坦克
//∵所有的函数都有可能对全局变量map进行读写(改变),
//∴函数中不另说明是否会对全局变量map读写
//基本操作与游戏辅助函数
void GoToxy(int x,int y); //光标移动
void HideCursor(); //隐藏光标
void keyboard (); //接受键盘输入
void Initialize(); //初始化(含有对多个数据的读写)
void Stop(); //暂停
void Getmap(); //地图数据存放与获取
void Frame (); //打印游戏主体框架
void PrintMap(); //打印地图(地图既地图障碍物)(含对level的读取)
void SideScreen (); //副屏幕打印
void GameCheak(); //检测游戏输赢
void GameOver( bool home ); //游戏结束
void ClearMainScreen(); //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数
void ColorChoose(int color); //颜色选择函数
void NextLevel(); //下一关(含有对level全局变量的读写)
//子弹部分
void BuildAIBullet(Tank *tank); //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标)
void BuildBullet (Tank tank); //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用
void BulletFly (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用),
void BulletHit (Bullet* bullet); //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
void PrintBullet (int x,int y,int T); //打印子弹(人机共用)
void ClearBullet (int x,int y,int T); //清除子弹(人机共用)
int BulletCheak (int x,int y); //判断子弹前方情况(人机共用)
//坦克部分
void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克
void BuildMyTank (Tank* my_tank); //建立我的坦克
void MoveAITank (Tank* AI_tank); //AI坦克移动
void MoveMyTank (int turn); //我的坦克移动,只通过keyboard函数调用,既键盘控制
void ClearTank (int x,int y); //清除坦克(人机共用)
void PrintTank (Tank tank); //打印坦克(人机共用)
bool TankCheak (Tank tank,int direction); //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通
int AIPositionCheak (int position); //检测AI坦克建立位置是否有障碍物AIPositionCheak
//DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间
//注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后)
//map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)
//map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克,
//全局变量
int map[41][41]; //地图二维数组
int key_x; // X键是否被“读入”的变量,也是子弹是否可以发射的变,
int bul_num; //子弹编号
int position; //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
int speed=7; //游戏速度,调整用
int level=1; //游戏关卡数
int score=0; //游戏分数
int remain_enemy; //剩余敌人(未出现的敌人)
char* tank_figure[4][3][4]=
{
{
{"◢┃◣", "◢◆◣", "◢∧◣", "◢∧◣"},
{"<龘>", "<龘>", "━龘◆", "◆龘━"},
{"◥◆◤", "◥┃◤", "◥∨◤", "◥∨◤"},
},
{
{"卐┃卍", "卍┳卐", "卐┳卍", "卍┳卐"},
{"┣靐┫", "┣靐┫", "━靐┫", "┣靐━"},
{"卐┻卍", "卍┃卐", "卐┻卍", "卍┻卐"}
},
{
{"◤║◥", "◤┉◥", "◤┳◥", "◤┳◥"},
{"┣㊣┫", "┣㊣┫", "┈㊣┋", "┋㊣┈"},
{"◣┉◢", "◣║◢", "◣┻◢", "◣┻◢"}
},
{
{"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},
{"╠█╣", "╠█╣", "━█╣", "╠█━"},
{"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"},
},
};
int main () //主函数
{
int i;
unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ; //间隔计数器数组,用于控制速度
srand(time(NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3
HideCursor(); //隐藏光标
system("mode con cols=112 lines=42"); //控制窗口大小
Frame (); //打印游戏主体框架
Initialize(); //初始化,全局变量level初值便是1
// HANDLE h1 , h2 ; //定义句柄变量
for(;;)
{
if(interval[0]++%speed==0) //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1;
{
GameCheak(); //游戏胜负检测
BulletFly ( bullet );
for(i=0 ; i<=3 ; i++) //AI坦克移动循环
{
if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四个坦克中的快速坦克单独使用计数器1,2,3,4
MoveAITank( & AI_tank[i]);
if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8
MoveAITank( & AI_tank[i]);
}
for(i=0;i<=3;i++) //建立AI坦克部分
if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0) //一个敌方坦克每局只有4条命
{ //如果坦克不存活。计时,每次建立有间隔 1750 ms
BuildAITank( &position, & AI_tank[i] ); //建立AI坦克(复活)
break; //每次循环只建立一个坦克
}
for(i=0;i<=3;i++)
if(AI_tank[i].alive)
BuildAIBullet(&AI_tank[i]); //AIshoot自带int自增计数CD,不使用main中的CD interval
if(my_tank.alive && interval[10]++%2==0 )
keyboard ();
if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)
BuildMyTank( &my_tank );
}
Sleep(5);
}
return 0;
}
/*//这里的多线程暂时不用 //x键用于子弹发射,x键的冷却时间不能和上下左右一同设置,那样就太快了
DWORD WINAPI InputX(LPVOID lpParameter) //如果不用多线程运行,那么在x键冷却时间内程序会因Sleep将会挂起,暂停运行
{ //因为只有一个变量改变,而且变量改变先后顺序是显而易见的,所以不必设置缓冲区
for(;;)
{
if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态
{
key_x=1; // X键是否允许被“读入”的变量,也是子弹是否可以发射的变量
Sleep(600); // 子线程Sleep中,x就不能被"读入",主线程每操作完一次子弹发射,key_x会归零
}
Sleep(10);
}
return 0;
}*/
void keyboard ()
{
// kbhit() getch() 用法可用但是不好用
/*
函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后,
是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过,
否则表示该键没被按过.
这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅. GetAsyncKeyState的返回值表示两个内容,
一个是最高位bit的值,代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后,这个键是否被按下。
&为与操作,&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态,否则是弹起状态,为0
*/
int count=0;
if (GetAsyncKeyState(VK_UP)& 0x8000)
MoveMyTank( UP );
else if (GetAsyncKeyState(VK_DOWN)& 0x8000)
MoveMyTank( DOWN );
else if (GetAsyncKeyState(VK_LEFT)& 0x8000)
MoveMyTank( LEFT );
else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)
MoveMyTank( RIGHT );
else if (GetAsyncKeyState( 0x1B )& 0x8000) // Esc键
exit(0); //退出程序函数
else if (GetAsyncKeyState( 0x20 )& 0x8000) //空格
Stop();
else if (count++%7==0) //这里添加计数器是为了防止按键粘连不能达到微调效果
{
if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000) // +键
{
speed--;
GoToxy(102,11); //在副屏幕打印出当前速度
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
printf("%d ",21-speed); //副屏幕显示的速度为1~10
}
else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000) // - 键
{
speed++;
GoToxy(102,11); //在副屏幕打印出当前速度
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
printf("%d ",21-speed); //副屏幕显示的速度为1~10
}
}
if(my_tank.CD==7)
{
if(GetAsyncKeyState( 88 )& 0x8000)
{
BuildBullet(my_tank);
my_tank.CD=0;
}
}
else
my_tank.CD++;
}
void BuildAIBullet(Tank *tank) //AI子弹发射(建立)含有对my_tank的读取
{
if(tank->CD==15)
{
if(!(rand()%11)) //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹
{
BuildBullet(*tank);
tank->CD=0;
}
}
else
tank->CD++;
if(tank->CD >= 14) //AI强化部分,在冷却到达一定范围即可使用
{
if(tank->y==38 ) //如果坦克在底部(这个最优先)
{
if(tank->x < 20) //在老家左边
{
if(tank->direction==RIGHT) //坦克方向朝左
{
BuildBullet(*tank); //发射子弹
tank->CD=0;
}
}
else //在老家右边
if(tank->direction==LEFT) //坦克方向朝右
{
BuildBullet(*tank); //发射子弹
tank->CD=0;
}
}
else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1) //AI坦克在纵向上"炮口"对准我的坦克
{
if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y)
{ //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方
int big=my_tank.y , smal=tank->y , i;
if(my_tank.y < tank->y)
{
big=tank->y;
smal=my_tank.y;
}
for(i=smal+2;i<=big-2;i++) //判断AI炮口的直线上两坦克间有无障碍
if(map[i][tank->x]!=0 || map[i][tank->x]!=5) //若有障碍
break;
if(i==big-1) //若i走到big-1说明无障碍
{
BuildBullet(*tank); //则发射子弹
tank->CD=0;
}
}
}
else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在横向上"炮口"对准我的坦克
{
if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x)
{ //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方
int big=my_tank.y , smal=tank->y , i;
if(my_tank.x < tank->x)
{
big=tank->x;
smal=my_tank.x;
}
for(i=smal+2;i<=big-2;i++) //判断AI炮口的直线上两坦克间有无障碍
if(map[tank->y][i]!=0 || map[tank->y][i]!=5) //若有障碍
break;
if(i==big-1) //若i走到big-1说明无障碍
{
BuildBullet(*tank); //则发射子弹
tank->CD=0;
}
}
}
}
}
void BuildBullet(Tank tank) //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet
{ //∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同
switch(tank.direction) //∴为了方便,不将bullet放入参数,bullet作为全局变量使用
{
case UP :
bullet [bul_num].x = tank.x;
bullet [bul_num].y = tank.y-2;
bullet [bul_num].direction=1;
break;
case DOWN :
bullet [bul_num].x = tank.x;
bullet [bul_num].y = tank.y+2;
bullet [bul_num].direction=2;
break;
case LEFT :
bullet [bul_num].x = tank.x-2;
bullet [bul_num].y = tank.y;
bullet [bul_num].direction=3;
break;
case RIGHT :
bullet [bul_num].x = tank.x+2;
bullet [bul_num].y = tank.y;
bullet [bul_num].direction=4;
break;
}
bullet [bul_num].exist = 1; //子弹被建立,此值为1则此子弹存在
bullet [bul_num].initial = 1; //子弹处于初建立状态
bullet [bul_num].my=tank.my; //如果是我的坦克发射的子弹bullet.my=1,否则为0
bul_num++;
if(bul_num==BULLET_NUM) //如果子弹编号增长到20号,那么重头开始编号
bul_num=0; //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个
}
void BulletFly(Bullet bullet[BULLET_NUM]) //子弹移动和打击
{ //含有全局变量Bullet的改变
for(int i =0; i<BULLET_NUM;i++)
{
if(bullet [i].exist) //如果子弹存在
{
if(bullet [i].initial==0) //如果子弹不是初建立的
{
if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5) //如果子弹坐标当前位置无障碍
ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y )); //抹除子弹图形
switch(bullet [i].direction) //然后子弹坐标变化(子弹变到下一个坐标)
{
case UP :(bullet [i].y)--;break;
case DOWN :(bullet [i].y)++;break;
case LEFT :(bullet [i].x)--;break;
case RIGHT :(bullet [i].x)++;break;
}
}
int collide = BulletCheak ( bullet [i].x , bullet [i].y ); //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
if( collide ) //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上)
PrintBullet( bullet[i].x , bullet[i].y , collide); //则打印子弹,若有碰撞则不打印
else
BulletHit( & bullet [i] ); //若有碰撞则执行子弹碰撞函数
if(bullet [i].initial) //若子弹初建立,则把初建立标记去除
bullet [i].initial = 0;
for(int j=0; j< BULLET_NUM ; j++) //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视
if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)
{ //同样的两颗我方子弹不可能产生碰撞
bullet [j].exist=0;
bullet [i].exist=0;
ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y )); //抹除j子弹图形,子弹i图形已被抹除
break;
}
}
}
}
void BulletHit(Bullet* bullet) //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
{ //∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中
int x=bullet->x; //∴这里的Tank使用全局变量
int y=bullet->y; //这里传入的值是子弹坐标,这两个值不需要改变
int i;
if(map[y][x]==1 || map[y][x]==2) //子弹碰到砖块
{
if(bullet->direction==UP || bullet->direction==DOWN) //如果子弹是纵向的
for(i = -1 ; i<=1 ; i++)
if(map[y][x+i]==1 || map[y][x+i]==2) //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略
{
map[y][x+i]=0; //砖块碎
GoToxy(2*x+2*i,y);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
printf(" ");
}
if(bullet->direction==LEFT || bullet->direction==RIGHT) //若子弹是横向的 (与子弹纵向实现同理)
for(i = -1 ; i<=1 ; i++)
if(map[y+i][x]==1 || map[y+i][x]==2)
{
map[y+i][x]=0;
GoToxy(2*x,y+i);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
printf(" ");
}
bullet->exist=0; //这颗子弹已经不存在了
}
else if(map[y][x]==4 || map[y][x]==6 ) //子弹碰到边框或者不可摧毁方块
bullet->exist=0;
else if(bullet->my && map[y][x]>=100 && map[y][x]<104 ) //若我的子弹碰到了敌方坦克
{
int num = map[y][x]%100; //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息
if(AI_tank[num].model==3 && AI_tank[num].color==2) //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害
AI_tank[num].color=3; //则变成黄色,color=3为黄色
else if (AI_tank[num].model==3 && AI_tank[num].color==3)
AI_tank[num].color=4; //4为红色
else //其他类型的坦克或者firm tank为红色的情况
{
AI_tank[num].alive=0;
ClearTank(AI_tank[num].x , AI_tank[num].y); //清除该坦克
}
bullet->exist=0;
score+=100;
GoToxy(102,5); //在副屏幕上打印出分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("%d ",score);
}
else if(map[y][x]==200 && bullet->my==0 ) //若敌方子弹击中我的坦克
{
my_tank.alive=0;
ClearTank(my_tank.x , my_tank.y);
bullet->exist=0;
my_tank.revive++; //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)
score-=100; //分数减少
GoToxy(102,5); //在副屏幕上打印出分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("%d ",score);
GoToxy(102,7); //在副屏幕打印出我的剩余生命值
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("%d ", MAX_LIFE-my_tank.revive);
}
// else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用
// bullet->exist=0;
else if(map[y][x]==9) //子弹碰到家(无论是谁的子弹)
{
bullet->exist=0;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
GoToxy(38,37); printf(" ");
GoToxy(38,38); printf("◢◣ ");
GoToxy(38,39); printf("███");
GameOver(1); //游戏结束,传入1代表老家被毁
}
}
int BulletCheak (int x,int y) //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
{ //有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2
if(map[y][x]==0)
return 1;
else if(map[y][x]==5)
return 2;
else
return 0;
}
void PrintBullet (int x,int y,int T) //当前坐标BulletCheak 的值做参量 T
{
if(T==1) // T==1 表示子弹当前坐标在陆地上
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);
else if(T==2) // T==2 表示子弹当前坐标在水面上
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);
GoToxy(2*x,y);
printf("●");
}
void ClearBullet(int x,int y,int T) //当前坐标BulletCheak 的值做参量 T
{
GoToxy(2*x,y);
if(T==2) // T==2 表示子弹当前坐标在水面上
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
printf("~");
}
else if(T==1) // T==1 表示子弹当前坐标在陆地上
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);
printf("●");
}
}
//position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
void BuildAITank(int* position, Tank* AI_tank) //执行一次该函数只建立一个坦克
{ //rand函数公式:0<=rand()%(a+1)<=a 0+m<=rand()%(n-m+1)+m<=n
//rand函数实现1到n:1<=rand()%(n)+1<=n
if(AIPositionCheak(*position)) //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义
{
AI_tank->x= 20 + 18*(*position); //20 + 18 * position 对应三个生成位置的x假坐标
AI_tank->y=2;
if(AI_tank->revive==level_info[level-1].firm_tank_order) //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序
{
AI_tank->model = 3; //3为firm tank的模型(外观)
AI_tank->color = 2; //颜色参数2为绿色,具体详见函数ColorChoose
}
else if(AI_tank->revive==level_info[level-1].fast_tank_order) //同上if,这里是fast_tank的
{
AI_tank->model = 2;
AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose
}
else //普通坦克
{
AI_tank->model = 1;
AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色
}
AI_tank->alive = 1; //坦克变为存在
AI_tank->direction = 2 ; //方向朝下
AI_tank->revive++; //复活次数+1
PrintTank(*AI_tank);
(*position)++;
remain_enemy--;
GoToxy(102,9); //在副屏幕上打印剩余坦克数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("%d ",remain_enemy);
if(*position==2) //position只能为0,1,-1,这里position循环重置
*position = -1;
return ; //若生成了一辆坦克,则结束该函数
}
}
int AIPositionCheak( int position ) //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位
{
int x,y;
if(position==2) //2为我的坦克位置,现在暂时用不到
x=15,y=38;
else
y=2 , x= 20 + 18 * position ; //20 + 18 * position 对应三个生成位置的x假坐标
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if( map[y+j-1][x+i-1]!=0) //如果遍历的九宫格里有障碍物
return 0; //则返回0,表示此生成位置有阻碍
return 1; //否则生成1,表示此生成位置无阻碍
}
void MoveAITank(Tank* AI_tank) //AI专用函数,该函数主要为AI加强
{
if(AI_tank->alive) //如果坦克活着
{
if(AI_tank->stop!=0) //坦克是否停止运动的判断,若stop参数不为0
{
AI_tank->stop--; //则此坦克本回合停止运动
return;
}
if( !(rand()%23) ) //22分之1的概率执行方向重置
{
AI_tank->direction = rand()%4+1;
if( rand()%3 ) //在方向重置后有2分之1的概率停止走动3步的时间
{
AI_tank->stop=2;
return;
}
}
ClearTank (AI_tank->x , AI_tank->y);
if(TankCheak ( *AI_tank , AI_tank->direction)) //如果前方无障碍
switch ( AI_tank->direction )
{
case UP : AI_tank->y--; break; //上前进一格
case DOWN : AI_tank->y++; break; //下前进一格
case LEFT : AI_tank->x--; break; //左前进一格
case RIGHT: AI_tank->x++; break; //右前进一格
}
else //前方有障碍
{
if(!(rand()%4)) //3分之1的概率乱转
{
AI_tank->direction=rand()%4+1;
AI_tank->stop=2; //乱转之后停止走动3步的时间
PrintTank(*AI_tank);
return; //∵continue会跳过下面的打印函数,∴这里先打印
}
else //另外3分之2的几率选择正确的方向
{
int j;
for(j=1;j<=4;j++)
if(TankCheak ( *AI_tank , j )) //循环判断坦克四周有无障碍,此函数返值1为可通过
break;
if(j==5) //j==5说明此坦克四周都有障碍物,无法通行
{
PrintTank(*AI_tank);
return; //则跳过下面的while循环以防程序卡死
}
while(TankCheak ( *AI_tank , AI_tank->direction) == 0) //如果前方仍有障碍
AI_tank->direction=(rand()%4+1); //则换个随机方向检测
}
}
PrintTank(*AI_tank); //打印AI坦克
}
}
void BuildMyTank (Tank* my_tank) //建立我的坦克
{
my_tank->x=15;
my_tank->y=38;
my_tank->stop=NULL;
my_tank->direction=1;
my_tank->model=0;
my_tank->color=1;
my_tank->alive=1;
my_tank->my=1;
my_tank->CD=7;
PrintTank (*my_tank) ; //打印我的坦克
}
void MoveMyTank(int turn ) //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值
{
ClearTank(my_tank.x , my_tank.y); //map 数组中“我的坦克”参数清除工作已在此函数中完成
my_tank.direction=turn; //将键盘输入的方向值传入我的坦克方向值
if(TankCheak ( my_tank , my_tank.direction )) //若此时我的坦克当前方向上无障碍
switch (turn)
{
case UP : my_tank.y--; break; //上前进一格
case DOWN : my_tank.y++; break; //下前进一格
case LEFT : my_tank.x--; break; //左前进一格
case RIGHT: my_tank.x++; break; //右前进一格
} //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克
PrintTank (my_tank);
}
bool TankCheak(Tank tank,int direction) //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)
{
switch(direction) //direction变量 1上,2下,3左,4右
{
case UP:
if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)
return 1;
else
return 0;
case DOWN:
if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)
return 1;
else
return 0;
case LEFT:
if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)
return 1;
else
return 0;
case RIGHT:
if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)
return 1;
else
return 0;
default:
printf("错误!!");
Sleep(5000);
return 0;
}
}
void ClearTank(int x,int y) //清除坦克函数(人机共用)
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{ //将坦克占用的地图上的九格去掉
map[y+j-1][x+i-1]=0;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
GoToxy(2*x+2*j-2,y+i-1);
printf(" ");
}
}
void PrintTank(Tank tank) //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了
{ // tank.color参数对应不同的颜色,范围 1 ~ 6
ColorChoose(tank.color); //颜色选择函数 定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)
char *(*tankF)[4] = tank_figure[tank.model]; //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推
for(int i = 0; i < 3; i++)
{
GoToxy((tank.x-1)*2 , tank.y-1+i); //在坦克中心坐标的左边,上中下三行打印
printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串
for(int j=0;j<3;j++)
if(tank.my) //若为我的坦克
map[tank.y+j-1][tank.x+i-1]=200; //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200
else
map[tank.y+j-1][tank.x+i-1]=100+tank.num; //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数
}
}
void HideCursor() //隐藏光标
{ //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见
CONSOLE_CURSOR_INFO cursor_info={1,0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。
}
void GoToxy(int x,int y) //光标移动函数,X表示横坐标,Y表示纵坐标。
{
COORD coord; //使用头文件自带的坐标结构
coord.X=x; //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围
coord.Y=y;
HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出句柄
SetConsoleCursorPosition(a,coord); //以标准输出的句柄为参数设置控制台光标坐标
}
void ColorChoose(int color) //颜色选择函数
{
switch(color)
{
case 1: //天蓝色(我的坦克颜色)
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
break;
case 2: //绿色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
break;
case 3: //黄色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
break;
case 4: //红色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
break;
case 5: //紫色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
break;
case 6: //白色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);
break;
case 7: //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
break;
}
}
void Stop() //暂停
{
int color=1,timing=0;
while(1)
{
if(timing++%30==0)
{
ColorChoose(color); //颜色选择
GoToxy(100,13); //副屏幕打印
printf("游戏暂停");
GoToxy(88,17);
printf("按回车键回到游戏");
GoToxy(88,18);
printf("或按 Esc键退出游戏");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
GoToxy(100,13); //副屏幕打印
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("正在进行"); //覆盖掉原来的提示
GoToxy(88,17);
printf(" ");
GoToxy(88,18);
printf(" ");
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
}
void ClearMainScreen() //主屏幕清屏函数,因使用system("cls");再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数
{
for(int i=1;i<40;i++)
{
GoToxy(2,i);
printf(" ");
}
}
void Frame () //打印游戏主体框架
{ //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf(" ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁ ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");
for(int i=0;i<14;i++)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" | |\n");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" |═════════════|\n");
for(int i=0;i<24;i++)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" | |\n");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf(" ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE);
printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");
SideScreen (); //打印副屏幕
}
void PrintMap() // 打印地图(地图既地图障碍物)
{
for(int j=0;j<41;j++)
for(int i=0;i<41;i++)
if(map[i][j]==6)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN
|FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);
GoToxy(2*j,i);
printf("■");
}
else if(map[i][j]==2)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
GoToxy(2*j,i);
printf("▓");
}
else if(map[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
GoToxy(2*j,i);
printf("▓");
}
else if(map[i][j]==5)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
GoToxy(2*j,i);
printf("~");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
GoToxy(38,37); printf("◣◢");
GoToxy(38,38); printf("███"); //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印
GoToxy(38,39); printf("◢█◣"); //∴直接打印(且家的map值与符号无关)
}
void GetMap() //地图存放函数
{ //map里的值: 个位数的值为地图方块部分,百位数的值为坦克
int i ,j; //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克,
int Map[8][41][41]=
{
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,4},
{4,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,2,2,2,2,2,2,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,4},
{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,2,2,2,2,2,2,2,2,0,0,0,1,1,0,0,0,0,0,0,0,1,1,4},
{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,2,2,2,2,2,2,2,2,0,0,1,1,1,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,0,0,0,0,0,1,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,0,1,1,1,4},
{4,1,1,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,1,1,1,1,4},
{4,0,1,1,0,0,0,0,0,0,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,0,0,1,1,1,1,4},
{4,0,1,1,1,0,0,0,0,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
{4,0,0,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,0,0,4},
{4,0,0,0,0,0,1,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
};
for(i=0;i<41;i++)
for(j=0;j<41;j++)
map[i][j]=Map[level-1][i][j];
PrintMap(); //打印地图
}
void GameOver(bool home)
{
int timing=0,color=1;
while(1)
{
if(timing++%30==0) //游戏结束原因为生命值为0
{
ColorChoose(color); //颜色选择
if(home) //游戏结束原因为老家被毁,则多打印一行字以提示玩家
{
GoToxy(37,19); //主屏幕中心打印
printf("老家被毁!");
}
GoToxy(37,20); //主屏幕中心打印
printf("游戏结束!");
GoToxy(100,13); //副屏幕打印
printf("游戏结束");
GoToxy(88,17);
printf("请按回车键重新开始!");
GoToxy(88,18);
printf("或按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
// system("cls"); //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数
// Frame (); //重新打印游戏框架
score-=500; //分数-500
ClearMainScreen(); //主屏清屏函数,无需再次打印框架
Initialize(); //从本关重新开始
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
}
void NextLevel()
{
int timing=0,color=1;
level++;
if(level<=MAX_LEVEL)
while(1)
{
if(timing++%10==0)
{
ColorChoose(color); //颜色选择
GoToxy(37,20); //主屏幕中心打印
printf("恭喜过关!");
GoToxy(100,13); //副屏幕打印
printf("等待下关");
GoToxy(87,17);
printf("请按回车键进入下一关!");
GoToxy(88,18);
printf("或按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
GoToxy(88,17); //抹除副屏幕中的提示
printf(" ");
GoToxy(88,18);
printf(" ");
ClearMainScreen(); //主屏清屏函数,无需再次打印框架
Initialize(); //初始化从下一关开始,level已++
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
else //level>8 通关
while(1)
{
if(timing++%5==0)
{
ColorChoose(color);
GoToxy(33,20); //主屏幕中心打印
printf("恭喜通过全部关卡!");
GoToxy(100,13); //副屏幕打印
printf("已通全关");
GoToxy(88,17);
printf("恭喜通过全部关卡!");
GoToxy(88,19);
printf("按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(10);
}
}
void GameCheak()
{ //剩余敌人为0且四坦克全部不存活
if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )
NextLevel(); //进入下一关
if(my_tank.revive>=MAX_LIFE) //我的生命值(复活次数)全部用完 MAX_LIFE
GameOver(0); //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁
}
void SideScreen () //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38)
{ // | 第 d 关 | " | |\n"
GoToxy(93,2);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
printf("第 关");
GoToxy(92,5);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
printf("分 数:");
GoToxy(92,7);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("生 命:");
GoToxy(86,9);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("剩余敌方坦克:");
GoToxy(86,11);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
printf("当前游戏速度: %d",21-speed);
GoToxy(86,13);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("当前游戏状态:");
GoToxy(94,19);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
GoToxy(94,24);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
printf("帮 助");
GoToxy(86,27);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("方向键 ←↑→↓ 移动");
GoToxy(93,29);
printf("x 键 射击");
GoToxy(89,31);
printf("+ - 调整游戏速度");
GoToxy(90,33);
printf("游戏速度范围1~20");
GoToxy(90,35);
printf("回车键 暂停游戏");
GoToxy(90,37);
printf("Esc键 退出游戏");
/* printf("帮 助"); //这是第二种详细说明的样式
GoToxy(86,21);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("方向键 ←↑→↓ 移动");
GoToxy(93,23);
printf("x 键 射击");
GoToxy(89,25);
printf("+ - 调整游戏速度");
GoToxy(90,27);
printf("游戏速度范围1~20");
GoToxy(90,29);
printf("回车键 暂停游戏");
GoToxy(90,31);
printf("Esc键 退出游戏");
GoToxy(86,33);
printf("敌方坦克全部消灭则过关");
GoToxy(87,34);
printf("己方坦克生命值为0 或");
GoToxy(86,35);
printf("正下方的老家被毁则失败");
GoToxy(86,36);
printf("己坦克与敌坦克子弹碰撞");
GoToxy(87,37);
printf("则抵消,敌坦克间子弹碰");
GoToxy(86,38);
printf("撞不抵消且可穿过敌坦克");*/
}
void Initialize() //初始化
{
remain_enemy=16;
my_tank.revive=0; //我的坦克复活次数为0
position=0;
bul_num=0;
GetMap();
BuildMyTank( &my_tank );
for(int i=0;i<12;i++) //子弹初始化
{
bullet [i].exist=0;
bullet [i].initial=0;
}
for(int i=0;i<=3;i++) //AI坦克初始化
{
AI_tank [i].revive=0;
AI_tank [i].alive=0; //初始化坦克全是不存活的,BuildAITank()会建立重新建立不存活的坦克
AI_tank [i].stop=0;
AI_tank [i].num=i;
AI_tank [i].my=0;
AI_tank [i].CD=0;
}
GoToxy(97,2); //在副屏幕上关卡数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
printf("%d",level);
GoToxy(102,5); //在副屏幕上打印分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
printf("%d ",score);
GoToxy(102,7); //在副屏幕打印我的剩余生命值
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("%d", MAX_LIFE-my_tank.revive);
GoToxy(102,9); //在副屏幕上打印剩余坦克数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("%d ",remain_enemy);
GoToxy(100,13); //在副屏幕上打印状态
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);
printf("正在游戏");
}
//开局一个卒//
#include <bits/stdc++.h>
#include <windows.h>
#include <conio.h>
using namespace std;
void ccc(); // 匀速输出
void c_slow(); // 缓慢输出
void cls(); // 清屏
void Error(); // 输出"Input Error"
void zhuye(); // 主界面
void inti(); // 初始化
long long money;
long long bing_1,bing_2 = 1,bing_3;
long long my_shili;
void ccc(string s) { // 匀速输出
for(int i = 0; i < s.size(); i++) {
cout << s[i];
Sleep(25);
}
printf("\n");
}
void c_slow(string s) { // 缓慢输出
for(int i = 0; i < s.size(); i++) {
cout << s[i];
Sleep(444);
}
printf("\n");
}
void cls() { // 清屏
system("cls");
}
void Error() { // 输出"Input Error"
cls();
c_slow("Input Error!");
zhuye();
}
void zhuye() { // 主界面
cls();
ccc("1.说明 2.商店 3.征战 4.我的资料 5.礼包码");
char s = getch();
if(s == '1') {
cls();
ccc("版本号: v.1.06 ");
ccc("征战获得钱");
ccc("钱买士兵");
ccc("按任意键继续");
char a = getch();
zhuye();
} else if(s == '2') {
cls();
ccc("1.普通士兵 10 元 一个 2. 中级士兵 66 元一个 3.高级士兵 111元一个 4.返回");
char a = getch();
if(a == '4') zhuye();
if(a == '1') {
ccc("输入个数");
printf("你有%lld元",money);
int num;
cin >> num;
if(money >= num * 10) {
money -= num * 10;
bing_1 += num;
ccc("购买成功!");
zhuye();
} else Error();
}
if(a == '3') {
ccc("输入个数");
printf("你有%lld元",money);
int num;
cin >> num;
if(money >= num * 111) {
money -= num * 111;
bing_3 += num;
ccc("购买成功!");
zhuye();
} else Error();
}
if(a == '2') {
ccc("输入个数");
printf("你有%lld元",money);
int num;
cin >> num;
if(money >= num * 66) {
money -= num * 66;
bing_2 += num;
ccc("购买成功!");
zhuye();
} else Error();
}
} else if(s == '3') {
cls();
my_shili = bing_1 * 3 + bing_2 * 10 + bing_3 * 30;
printf("我方战力:%lld\n",my_shili);
ccc("输入敌人等级(1 ~ 50)");
int num; cin >> num;
if(num < 1 || num > 50) Error();
long long di_shili = pow(2,num);
while(1){
if(di_shili <= 0) {
cls();
ccc("You Win!");
money += pow(3,num);
printf("你获得了");
cout << pow(3,num);
printf("元!\n");
Sleep(1000);
zhuye();
} if(my_shili <= 0) {
cls();
ccc("你全军覆没了!");
Sleep(1000);
ccc("你在混乱中被杀");
cls();
c_slow("You Are Die!");
Sleep(500);
inti();
}
printf("敌方战力:%lld\n",di_shili);
printf("我方战力:%lld\n",my_shili);
ccc("1.攻击 2.逃跑");
char a = getch();
if(a == '2') zhuye();
if(a == '1') {
if(my_shili >= di_shili) {
bing_1 = ceil(bing_1 * 1.0 / 1.5);
bing_2 = ceil(bing_2 * 1.0 / 1.25);
bing_3 = ceil(bing_3 * 1.0 / 1.125);
my_shili = bing_1 * 3 + bing_2 * 10 + bing_3 * 30;
di_shili /= 3;
} else {
bing_1 /= 2.5;
bing_2 /= 2;
bing_3 /= 1.5;
my_shili = bing_1 * 3 + bing_2 * 10 + bing_3 *30;
di_shili /= 1.5;
}
}
}
} else if(s == '4') {
cls();
printf("金币:%lld\n", money);
printf("普通士兵:%lld\n", bing_1);
printf("中级士兵:%lld\n", bing_2);
printf("高级士兵:%lld\n", bing_3);
printf("战力值:%lld\n", bing_1 * 3 + bing_2 * 10 + bing_3 * 30);
ccc("按任意键继续");
char a = getch(); zhuye();
} else if(s == '5') {
cls();
ccc("输入兑换码");
string a; getline(cin,a);
if(a == "HAPPY666") {
cls();
ccc("恭喜获得:2000000000000000000000元");
money += 2000000000000000000000;
Sleep(500);
zhuye();
} if(a == "School666") {
cls();
ccc("恭喜获得:999999名中级士兵");
bing_2 += 999999;
Sleep(500);
zhuye();
} if(a == "C++666") {
cls();
ccc("恭喜获得:666666666666名高级士兵");
bing_3 += 6666666666666;
Sleep(500);
zhuye();
} if(a == "DevC++666") {
cls();
ccc("恭喜获得:100000000000000名低级士兵");
bing_1 += 100000000000000;
Sleep(500);
zhuye();
} else Error();
} else Error();
}
void inti() { // 初始化
cls();
system("color 09");
c_slow("By School");
Sleep(500);
cls();
c_slow("Loading……");
Sleep(500);
zhuye();
}
int main() { inti(); } // main()函数好像没用……
//打怪小游戏
#include<bits/stdc++.h>
#include<windows.h>
#include <stdlib.h>
#include <conio.h>
#include <time.h>
#include <cstring>
#include <cstdio>
#include <iostream>
#define N 22
using namespace std;
const int MAXN=15;
const int MAX=25;
int main(void){
long long xiaoguai=500,daguai=2000,xiaoguaixue=500,daguaixue=2000,dasi=0,xiaosi=0,touzi=0,xiaofei=0;
int r1=0,r2=0,r3=0,r4=0,r5=0,r6=0,r7=0;
long long shai=0,shaici=0;
int o[MAXN]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},q[MAXN]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
int r[MAXN]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},s[MAXN]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
long long a=1,aa,b,c,d,e,ee=0,f,ff,g,gg=10,h,i,j,k=0,l,m,n,nn=1,p,t,u,v,vv,w,x,y,z,zz=0;
int bb[MAX]={0,0,0,0,0,3,0,0,0,3,0,4,0,3,0,5,4,0,0,4,0,3,0,5,0};
int cc[MAX]={1,1,1,1,2,1,1,2,2,1,1,1,2,1,1,1,1,1,1,1,2,1,2,1,1};
char input,put,in;
long long hong=0,lu=0,mu=0,shi=0,xuyuan=0,chanzi=0,diban=10,qiangbi=10,chuang=10,zhuo=10,num;
long long jingxiaolibao=0,jingdalibao=0,wuxiaolibao=0,wudalibao=0,tixiaolibao=0,tidalibao=0,xuexiaolibao=0,xuedalibao=0;
int mao=0,gou=0,niu=0,ma=0,yang=0,maoji=1,gouji=1,niuji=1,maji=1,yangji=1,maomi=0,goumi=0,niumi=0,mami=0,yangmi=0;
long long gongjili=10,xueliang=100,jingbi=100,tili=100,jingyan=0,shengjixian=50,xiaogong=10,dagong=50,dengji=1;
long long suliao=0,muzhi=0,tiezhi=0,shuiguo=0,cai=0,fangshui=0;
long long suci=0,muci=0,tieci=0,shuici=0,caici=0;
string hh;
cout<<"加载中..."<<endl;
cout<<"提示:离小怪或大怪太近会被乎死";
Sleep(1000);
system("cls");
cout<<"加载中..."<<endl;
cout<<"提示:大怪会施法";
Sleep(1000);
system("cls");
cout<<"加载中..."<<endl;
cout<<"提示:不买氧气罐会在冒险的时候淹死";
Sleep(1000);
system("cls");
cout<<"加载中..."<<endl;
cout<<"提示:挖泥土前要买铲子";
Sleep(1000);
system("cls");
cout<<"加载中..."<<endl;
cout<<"提示:投资可能会亏钱";
Sleep(1000);
system("cls");
cout<<"加载中..."<<endl;
cout<<"提示:冒险里的草丛里会有小偷和狼";
Sleep(1000);
system("cls");
cout<<"加载中..."<<endl;
cout<<"提示:宠物在打怪时很有帮助";
Sleep(1000);
system("cls");
cout<<"加载中..."<<endl;
cout<<"提示:升级宠物可以提升耐久度";
Sleep(1000);
system("cls");
cout<<"输入用户名:";
cin>>hh;
if(hh=="鸡你太美"){
printf("===============================================================");
printf("\n\n\n=封印多年的爱坤血统啊!你终于觉醒了!鸡你太美,你成为了天选之人!=\n\n\n=");
printf("===============================================================");
jingbi=10000000000;
xueliang=10000000000;
tili=10000000000;
_sleep(5*1000);
}
system("cls");
while(1){
while(1){
Sleep(100);
system("cls");
cout<<"[按a向左][按d向右][我=+][按e进入此屋]"<<endl;
cout<<"/ ̄ ̄\\/ ̄ ̄\\/ ̄ ̄\\/ ̄ ̄\\/ ̄ ̄\\/ ̄ ̄\\/ ̄ ̄\\/ ̄ ̄\\/ ̄ ̄\\/ ̄ ̄\\/ \\"<<endl;
cout<<"|小怪||大怪||购物||投资||冒险||交易||许愿||任务|| 摇 ||我的||专业|"<<endl;
cout<<"|森林||森林|| 街 || || || 铺 || 池 || 栏 ||骰子||家园||打铁|"<<endl;
cout<<"|^ __||^ __||^ __||^ __||^ __||^ __||^ __||^ __||^ __||^ __||^ __|"<<endl;
cout<<"| | | | | | | | | | | | | | | | | | | | | | "<<endl;
for(p=1;p<=a;p++)
cout<<" ";
cout<<"+";
if(kbhit()) {
put=getch();
if(put=='a')
a=a-6;
if(put=='d')
a=a+6;
if(put=='e'){
if(a==1||a==7||a==13||a==19||a==25||a==31||a==37||a==43||a==49||a==55||a==61||a==67)
break;
else{
cout<<"这里不是入口";
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
}
}
if(a==61){
cout<<"更多功能,敬请期待"<<endl;
_sleep(3*1000);
cout<<"彩蛋被你发现了!复制他"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<+-]}}}}}}}}}}}}}}}}}}}}}}}}}}}{{}]+i;:::::::::::,,,,,,,,,,:::::::::""l1JhWB$$$$$$$8#pLn)+I,^"",::::::::::::::::::::::::::::::::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<~_][}{}}}}}}}}}}}}}}}}}}}}}}}}}{}>:::::,,;;;^^:I!iii!l;:;^^;;,,;_Y*$$$@MabqqqpkMB$$$$@*mz(+;^^;,::::::::::::::::::::::::::::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<~_?[}{}}}}}}}}}}}}}}}}}}}}}}}{_:,;^^;;<}fJd#W888&MobmCvt)+,<U8$$$oCx({[]]]?]})fcQbW$$$$BhCt_;;;;,::::::::::::::::::::::::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<<<<~_?[}{{}}}}}}}}}}}}}}}}}}[[-;l_|zmo%$$$$BM**#MW%$$$$$$B0W$$$dr{]+!<??-i!!!!!!!<_1nQk8$$$BhC\<:^;,:::::::::::::::::::::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<~+-]}}}}}}}}}}}}}}[][1/c0pM@$$$@WkOXr(}[[}}}1(tnYQ0Xvdodx_<!;;l>>>>iiii><<<<>i_]])rCk%$$$8bX}I^;,::::::::::::::::::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<~+-]}}}}}}}[][1fUq#@$$$B#pCn\{]???]][_ii!!lllli_-<Ilii>I:;!<<><~~~~<>><<<~+_-]]]?[jCpM$$$$ac?:;,::::::::::::::::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<+_?[[]}/XqM$$$$8oZn|}???]}{)|\/(?+>>>>ii!!!>i!?|\->i:;~[\nx)]?]]?+ll!i>>><<+_?[1\jcZ#@$$@pj>"",:::::::::::::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>_tQaB$$$8aZXr/1][{)|/fjrrjft)<>>>>>l;;l<_{0%$$b?::(YhB$$8kLj}]]_~iI;i>>>>>ii<-}1|fzwW$$$&0)l"":::::::::::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>i+|Co$$$@#qYj{+>]{(/fjrjt\)}?_~<>>>>>>>i>-]]v&$$$bj)xw%$$$M#@$$$oJ\[][]_-_<<<<iI;:l<?}{(fYb%$$$ov~"":::::::::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>i<1Uo$$$B*Ov\?il!_1/jrj\)[_<>>>~-]]?_<>>>>~][]z@$$%LnZ&$$$%kLvvJd%$$$BbYf1[[[]il><<>il;:!_][})x0#$$$80},;,::::::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>?ubB$$@*Ov|-!Ii?(frxf([+<i;l>><_[[[[}]>>>><][]j%$$@0XW$$$$$%&8B@@@$$$$$$$&wn)[[_!:l>i<<i!l:I<][[{tYbB$$@w{,;:::::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<i>)QW$$$Wqz\?!I!_)trxj|[+>>>!,;-(|)[[[[}_;;>>>?[[{h$$$$B$$$$$$B8&M#*oaao*#o#@$$Bpu({[_IlCakL)>i!;;<][[1/cq%$$@O_;,:::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<<<i</qB$$@hCj}>;l+](frrf{_>>>>>I,!(rxr|[[[[-;;+}[?[[]v$$$$%WodZCXvxjf/\\|\\\\/\/cb$$$%Zj|{]?O@$$BZ1i>!:;_[[}(fcd@$$8n:,::::\n"<<endl;
cout<<"`<<<<<<<<<<<<<<<<<<<<<<<<<<i~fb$$$%pz|-lI>?}}[|t\}~>>>><>;,~/rrf1[[[[_>>_frr([[[p$$$pjt\|(|(}?-_~<<<_{|/\\\|\X#$$$avt)[?/w@$$BC_i>l:!][[{/jJW$$$Ql;:::\n"<<endl;
cout<<"':Ii><<<<<<<<<<<<<<<<<<<<>>/d$$$8wu)~;l+]}[]_>>})[-??+<>:,+trrt{[[[[_>>>)rjf{[]\8$$@u)(((|)~IIIIIIllIli-1\/\\|fd$$$Mcf([]|X*$$$o(!>i;;+[[}\fuo$$$qi,::\n"<<endl;
cout<<"':::;I!><<<<<<<<<<<<<<<<>}Z@$$%qu)<;!-[}}-l!i-Z%$%x][[<:,+trrt}[[[[+>>>+fjj|[[?z$$$%Z00QLY\-<l;;IllllllIl<](/\|\m$$$#nf-_}{fm@$$%ni><l,>[[[\jxh$$$ql,:\n"<<endl;
cout<<"':::::::I!><<<<<<<<<<<><u&$$$bc|+:l-}}[}-::i_d$$$b(][_;,</rrt}[[[[~:l>>1rjf{[[]Z$$$$$$$$$$$$&bJt-l;IllllllI!_1/xCB$$$dj?,<[[(J8$$$J<><!,!][[\jx*$$$L::\n"<<endl;
cout<<"'::::::::::;l><<<<<<<>?Z$$$&Ct[;:+[[[[[_::>>L$$$h{][?l.i|rjf{[[[}+,:>>+frr|][[}a$$$0\\/1+[tUb%$$%px+;Illll;I?Y*$$@$$$@Yj-'_[])cM$$$Z+i<i:l?[[\fv8$$$j;\n"<<endl;
cout<<"':::::::::::::;li<<<i(a$$$au|_>](}[)//};,ii\@$$%f?[[>,I{rjj1[[[[-::><>)rrf][[])M$$$n?]?^ .I{L8$$WJ_;llI}ZB$$kU/p$$$dttI,?]](uo$$$b?i<>;!][}\fL$$$W+\n"<<endl;
cout<<"'::::::::::::::::;ll)W$$$mj){Q&$@C1jrr?lI>>w$$$d|[[-:,_jrr|[[[[]I,i<>+trj{_[[]|%$$@f]}<. lv8$$MjI!X%$$Z_,??v$$$8mOv(\)}[|jb$$$a[i><>~][[)(k$$$Y\n"<<endl;
cout<<"':::::::::::::::::,[o$$$mt)]Z$$$at\jj/lmi>]8$$@Y|[[<kl)rjf}][[}<'l<>>_[}}][[[]/B$$%\]}l <d$$$JZ$$8/. .~[\W$$$$$$$@8MhdqmW$$$*}i>>~][[[?v$$$!\n"<<endl;
cout<<"'::::::::::::::::,:m$$$%U)-1&$$$n?fjr),:>if$$$&n|[]lj<tjr\[[[]_'':>>><[fvx)]?]]/B$$B\][: '1XZw0c[.:d$$$$$B1 . ,[}|nvczC*$$$$$$$$$$$$$a}-?[}}}[](W$$\n"<<endl;
cout<<"':::::::::::::::::,<Y&$$$*ZQ@$$&(}jjr};I<iz$$$*r([-:,-jjr)][](/[+>><_u@$$8bJj{)W$$$j][; +h$$$$$$$pI~8$$$$Y ..I-?__+)d@$$$$$$B0CC#$$$p}]{tjt1]}a$$$\n"<<endl;
cout<<"'::::::::::::::::::,,<xqW$$$$$$o}{jjr]:!<iL$$$kj|[_,:]rjj1[]u&$$k-+-?{LB$$$$$&h%$$$L]]^ c$$$$$$$$$\.k$$$$1 .. .''..x$$$$$$$$$Y_(W$$$$J?[trj/?x8$$@\n"<<endl;
cout<<"'::::::::::::::::::::,^,i??U$$$b[{jjj[>>>im$$$pj|[+;l]rrj1]/8$$@X{\nQa%$$$bm#B$$$$$o1[: !m@$$$$$BC,:*$$$$j .. lw$$$$$$$m?|o$$$$$BL((fffc8$$@\n"<<endl;
cout<<"'::::::::::::::::::::::,,,^C$$$m]{jjj}<+__Z$$$bj\[_>>+\t/{?L$$$%hW@$$$$$$$w)?)jvccu/}}_'. .~tcYv\> ^L$$$$$W? '-xJQJx+'\M$$&Oa$$$%kOCb$$$&f,\n"<<endl;
cout<<"'::::::::::::::::::::::::,:Z$$$Q?{jjj)??]]L$$$*rt}_>>>>+[[]q$$$$$%MkZYnZB$$&xl,I>~_-]]_^ +p$$@0m$$8j' >C@$@qj(\vw%$$$$$$8Q_':\n"<<endl;
cout<<"'::::::::::::::::::::::::,,L$$$Z-]/xuvuJmaB$$$Bvj)]-ll+][[]d$$$*wJr|(||)/08$$MU]: .. ,}0B$$&c_-Y8$$ax>' '!\w@$Bm)+1fnuuZ@$$%u)~,;::\n"<<endl;
cout<<"':::::::::::::::::::::::::'\$$$WLma&B$$$$$%B$$$mt/}?+~???]}0$$$WppqCt?~iII?vb@$$&mu1~!;;;;i_)nOM$$$$$%M&&MB$$$$@hLn\}]][)jCk@$$oX}[fXCQQ000*$$$\`,::::\n"<<endl;
cout<<"'::::::::::::::::::::::::::;U$$$$$$$$$$hCXnJB$$BmLJczYCOqhMB$$$@hppdL(!lllI;l?j0oB$$$@B%%8B$$$$BowJujf///frxcLwoB$$$$$$$$$%oZu[!_nQ0QQQQQQLq@$$m::::::\n"<<endl;
cout<<"'::::::::::::::::::::,,;;;^^^}vzx(_C$$$0((\j0%$$$$$$$$$$$$@%W*#appqZ0Q(llllllI;;!_{fnzUYZB$$8wv([?-?????????---])xZ&$$Wc]?+!;;;{C0QQQQQQQQQO8$$#>,::::\n"<<endl;
cout<<"':::::::::::::::,;;^;:l<?1/nXULOmqp#$$$w+~_)Ldhoo****oahkbbpqqwmZOQQQQz<lllllllllI;;;;:{a$@m(???]]]]]]]]]]]]]]]]??-{L@$8j;Illl_J0QQQQQQQQQQ0&$$8_;::::\n"<<endl;
cout<<"':::::::::::,;;,l-(uQbM%$$$$$@%8&&&MB$$&1<~_JqqqqqqqqwwmmmZO00QQQLQQQQY~lllllllllllllI~o$$b]_???]]]]]]]]]]]]]?????{xq@$$&?Illl\QQQQQQQQQQQLZ%$$*i,::::\n"<<endl;
cout<<"'::::::::,;,i{vm#$$$@&odmQJXcvuvzXXzp$$$0<++f0000000QQQQQQQQQQQQQQQQQ0x!lllllllllllll;[%$$%bJx|{]?????????]})/xYOk8$$@$$B}Ill!f0QQQQQQQQQQLa$$$X;:::::\n"<<endl;
cout<<"':::::,;,~jwM$$$MdQXvxrjrrrxxxxxnvzzYM$$Bn<~?vQQQQQQQQQQQQQQQQQQQQQQ0z+l!!!!!!!!!!!!ll!L$$$$$$@8#akbppppbh*&@$$$@MdJ0%$$Ulllll)QQQQQQQQQQLdB$$hi,:::::\n"<<endl;
cout<<"':::,;l\m%$$$$$$MhpZQJYXccvvvvvcczYQ0b@$$Bc+<-jC0QQQQQQQQQQQQQQQQQ0Cx?~~++++++++++++~~<_YW$$8kqwpka*#MMM#abq0Yn/{}\0B$#rllllll>uOQQQQQQLQk@$$o-;::::::\n"<<endl;
cout<<"'::;!no$$%dJU0qhM8B$$$$$@BBBBBB@@@$$$$@@$$$w)<<[jYQ00QQQQQQQQ000QUx}++++++++++++++++++++<]up&@8kQvf({}]]?-__-]{fJh$$ov~;lllllll~n00QQQQm#$$$q+;:::::::\n"<<endl;
cout<<"',:t*$$&ZvxxxxrrnucYJQOmqpdbbbbpqwZ0Q0QCd%$$%Q)<>_{\xcYUJJJUYcx\}+<><<<<<<<<<<<<<<<<<<<<<<><]fUq*8B%W#hbpqdkoW%BWbY)>;IllllllllI!{vJ0q*B$$&z>:::::::::\n"<<endl;
cout<<".>0$$@pvrrrxxxxxxxxxxxrrrrxrxxrrrrrxxcXzY*$$$$%qn[<>><~_-?][}}{)\fxnvzYJCLQQQQQLCJUXcvnrf/(1[?+~+?)fuYCQ0O0LYut1?~<<~~<>>>ii!lIIl<(O&@$$MJ]i<<>!I:::::\n"<<endl;
cout<<";k$$$$%&#hpZLUzvnxxrxxxxnnnnnnnnnnnnnvXYo$$$@@$$$&pXrvJ0qba#&%B@$$$$$$$$$$$$$$$$$$$$$$$$$$@B%&#obw0Jcxf|1[?+~<>>><<<~~~+++++_jLmkW$$$$$&Ct1?~>i><>!I::\n"<<endl;
cout<<"+$$#Zqk*W%@$$$@%ModmLYzuxxrrxxxxxxnnnvXQB$$$BB@$$$$$$$$$$$@BB%88&WWMMMMMMMMMMM#MMMMWWWWW&&&8%BB@$$$$$$$$$B&MokqOJcx/)}?++++~?h$$$$B%B@@$$$@&aZX{<<<<>i\n"<<endl;
cout<<"+$WcrrxxnucYLZph#8@$$$$8MhpOCXvnxrrxxuzQ@$$$$$$$@B%8&WMM############################################MW&&88%B@$$$$$$$@%Moahkkba&8&&&&&8%B@@$$$$$0><<<<~\n"<<endl;
cout<<"+@CrnnnnxxxxrrrxxucYLZdaW%$$$$B&obmQYXYC%$$$$B8WM####################################MMMWWW&&&&&&&WWWMMM#######MMW&88%B@$$$$$$$$$$$$$$$$$$$$$$W(><<<<<\n"<<endl;
cout<<"_onnnnnnnnnnnnnnxxxxxrrxnvzJ0qk#&@$$$@8MB$$$$8M################################MMW&88%BBBBBBBBBBBBBBBBBB%%88&&WMM########MMMW&&&8888888%B$$$Bb)><<<<<!\n"<<endl;
cout<<"_mxnnnnnnnnnnnnnnnnnxnnnxxxxxrxxncYLZb#%$$$$$$$@@@BBBB%888WMMMMMMMMMMMMMMWW&&88%BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB%%8&&WWMM##M###MM&8B@@@@%B$m~><<<<<<!\n"<<endl;
cout<<"+CjrxxxxxxxxxxnnnnnnnnnnnnnnnnxxxxxxxvJW$bvft/\\/tfjrvY0wbMB$$@B%%%%%%BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB%%BB@@B&*d0zj|}_\@W[><<<<<<!\n"<<endl;
cout<<"+apqwm0QCYXcvnxxxxxxxxnnnnnnnnnnnnnnnz0$&1<<<<>>i!lllIIIl!~[jQo@$$BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB$$@aQx{+>!!ll!!i?&@(><<<<<<!\n"<<endl;
cout<<"+@B@@$$$$$$@%W*hqOCXvxrxxxxnnnnnnnnnnzCMBobdppqwZLYn\}-~>i!lII>{J&$B&8BBBBB%%%%BBBBBBBBBBBBBBBBBBBBBBBBBBBBB@@@@$$$$$B%B$$*Y{il!><+_[|jcLmbBW{><<<<<<!\n"<<endl;
cout<<"_#cczXUJL0mpk*W%@$$$%#bZJcnxxxnnnnnxnXXYCq$$$$$$$$$$@&owX/[+<i!lI?q$8QYCZqbao#MW&&&&&&WW&WWW&&&&&8888%%BBB%8W#abw0Jcnxd$of<I!<+-1rJqM@$$$$$%v><<<<<<<!\n"<<endl;
cout<<"+@QrxxxxxrrrxxnvXJ0po&@$$BMpQcxrxxnxuXXXXa$$@M#MMMW&%B$$$@MZr?+>!l<k$kvrf\((|/fncJQZpka*#MMWWMMM#oabqZQUzxf\||\/jnzJ0a$L~I!~_}up8$$$@8&MW%$$BJ+><<<<<!\n"<<endl;
cout<<"+$&zxnnnnnnnxnxxxxrrxnzCqo%$$B*wYnrxvXXX0@$$8########MM&%@$$$q}?<!I(B$8WM#ohdw0Jznj/\\\\tjxvXcxftjncUQZpko#MWWWW@$Z!l!+?no$$@%&M######&$$$p?><<<<<<<<!\n"<<endl;
cout<<"+$$#cxnnnnnnnnnnnnnnnxxxrxvJq#@$$MwYczXXh$$@M###########M&BB$$0??>!>h$8##MMMMMWWWWMM#ohbpwOJ{_vpk*##MW&&WWWMMMM####W$%}l!~-x@$@%W##########W@$$k]><<<!\n"<<endl;
cout<<";a$$MXrnnnnnnnnnnnnnxnnnnxxxrnXm#$$@#mUU8$$B##############8B@$8)->!ip$8#############MMMWoQzx}?(jvQ#&M##############&$*<!i??w$$BW############W@$$k]><~!\n"<<endl;
cout<<".<w$$8QnxnnnnnnnnnnxxxnnxxxxxxxrxYq8$$&o@$$&##############&B@$*}-i!ip$8M###############WY+~--+-<<+|a%M#############%$m!!>?1W$@BM#############W@$$k]<<!\n"<<endl;
cout<<"',IYB$$kcxnnnnnnnnnxxxxxxxxxxxxxnxxUw&$$$$$&##############8B@$d-_!!_M$&################Mn!!>!<>i!>_rB&#############B$Ul!<-t@$@%MM#############W@$$b?~!\n"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(a==55){
system("cls");
cout<<"1,我的小屋"<<endl;
cout<<"2,我的礼包"<<endl;
cout<<"3,我的状态"<<endl;
cout<<"4,我的宠物"<<endl;
cout<<"5,我的背包"<<endl;
cout<<"6,我的武器"<<endl;
cout<<"7,返回"<<endl;
cin>>t;
if(t==6){
while(1){
system("cls");
if(suliao==0&&muzhi==0&&tiezhi==0&&shuiguo==0&&cai==0){
cout<<"你暂无任何武器"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
else{
if(suliao>=1){
cout<<"塑料餐具刀"<<suliao<<"把"<<endl;
cout<<"增加1点攻击力"<<endl;
cout<<"选择武器按1"<<endl;
}
if(muzhi>=1){
cout<<"木质餐具刀"<<muzhi<<"把"<<endl;
cout<<"增加20点攻击力"<<endl;
cout<<"选择武器按2"<<endl;
}
if(tiezhi>=1){
cout<<"铁制餐具刀"<<tiezhi<<"把"<<endl;
cout<<"增加50点攻击力"<<endl;
cout<<"选择武器按3"<<endl;
}
if(shuiguo>=1){
cout<<"水果刀"<<shuiguo<<"把"<<endl;
cout<<"增加100点攻击力"<<endl;
cout<<"选择武器按4"<<endl;
}
if(cai>=1){
cout<<"菜刀"<<cai<<"把"<<endl;
cout<<"增加500点攻击力"<<endl;
cout<<"选择武器按5"<<endl;
}
cout<<"返回按6"<<endl;
cin>>aa;
if(aa==1){
printf("===============================================================");
printf("===================恭喜你获得屠龙宝刀!!!=======================");
printf("===============================================================");
gongjili=gongjili+5000;
suci=suci+1;
suliao=suliao-1;
_sleep(3*1000);
cout<<"选择成功"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(aa==2){
gongjili=gongjili+20;
muci=muci+1;
muzhi=muzhi-1;
cout<<"选择成功"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(aa==3){
gongjili=gongjili+50;
tieci=tieci+1;
tiezhi=tiezhi-1;
cout<<"选择成功"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(aa==4){
gongjili=gongjili+100;
shuici=shuici+1;
shuiguo=shuiguo-1;
cout<<"选择成功"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(aa==5){
gongjili=gongjili+500;
caici=caici+1;
cai=cai-1;
cout<<"选择成功"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(aa==6)
break;
}
}
}
if(t==5){
system("cls");
cout<<"你有"<<hong<<"块超稀有红宝石"<<endl;
cout<<"你有"<<lu<<" 块稀有绿宝石"<<endl;
cout<<"你有"<<mu<<" 块木头"<<endl;
cout<<"你有"<<shi<<" 块石头"<<endl;
cout<<"你有"<<jingbi<<" 枚金币"<<endl;
cout<<"你有"<<shai<<" 枚骰子"<<endl;
cout<<"按任意键回到主界面"<<endl;
getch();
system("cls");
}
if(t==4){
system("cls");
if(mao==0&&gou==0&&niu==0&&ma==0&&yang==0){
cout<<"你暂无任何宠物"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
if(mao==1){
cout<<"猫猫"<<maoji<<"级"<<endl;
cout<<"技能:每次被攻击后恢复"<<maoji*5<<"点血量"<<endl;
cout<<"升级需耗费"<<maoji*100<<"金币"<<endl;
cout<<"剩余使用次数:"<<50-maomi<<"次"<<endl;
cout<<"升级按1 选择宠物按5 卸下宠物按10"<<endl;
}
if(gou==1){
cout<<"狗狗"<<gouji<<"级"<<endl;
cout<<"技能:每次被攻击后恢复"<<gouji*10<<"点血量"<<endl;
cout<<"升级需耗费"<<gouji*150<<"金币"<<endl;
cout<<"剩余使用次数:"<<50-goumi<<"次"<<endl;
cout<<"升级按2 选择宠物按6 卸下宠物按11"<<endl;
}
if(niu==1){
cout<<"牛牛"<<niuji<<"级"<<endl;
cout<<"技能:每次额外攻击大怪或小怪"<<niuji*10<<"点血量"<<endl;
cout<<"升级需耗费"<<niuji*250<<"金币"<<endl;
cout<<"剩余使用次数:"<<50-niumi<<"次"<<endl;
cout<<"升级按3 选择宠物按7 卸下宠物按12"<<endl;
}
if(yang==1){
cout<<"羊羊"<<endl;
cout<<"技能:使大怪或小怪对你的攻击减半"<<endl;
cout<<"剩余使用次数:"<<50-yangmi<<"次"<<endl;
cout<<"选择宠物按8 卸下宠物按13"<<endl;
}
if(ma==1){
cout<<"马马 "<<endl;
cout<<"技能:使大怪或小怪的血量瞬间减半"<<endl;
cout<<"剩余使用次数:"<<50-mami<<"次"<<endl;
cout<<"选择宠物按9 卸下宠物按14"<<endl;
}
cin>>j;
if(j==1){
if(jingbi>=maoji*100){
cout<<"升级成功"<<endl;
jingbi=jingbi-maoji*100;
maoji=maoji+1;
maomi=maomi-10;
}
else{
cout<<"金币不足"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(j==2){
if(jingbi>=gouji*150){
cout<<"升级成功"<<endl;
jingbi=jingbi-gouji*150;
gouji=gouji+1;
}
else{
cout<<"金币不足"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(j==3){
if(jingbi>=niuji*100){
cout<<"升级成功"<<endl;
jingbi=jingbi-niuji*250;
niuji=niuji+1;
niumi=niumi-10;
}
else{
cout<<"金币不足"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(j==5){
k=j;
cout<<"选择成功"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(j==6){
k=j;
cout<<"选择成功"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(j==7){
k=j;
cout<<"选择成功"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(j==8){
k=j;
cout<<"选择成功"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(j==9){
k=j;
cout<<"选择成功"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(j==10){
if(k==5){
cout<<"按任意键继续"<<endl;
k=0;
getch();
system("cls");
}
else{
cout<<"你暂未选择该宠物"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(j==11){
if(k==6){
cout<<"按任意键继续"<<endl;
k=0;
getch();
system("cls");
}
else{
cout<<"你暂未选择该宠物"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(j==12){
if(k==7){
cout<<"按任意键继续"<<endl;
k=0;
getch();
system("cls");
}
else{
cout<<"你暂未选择该宠物"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(j==13){
if(k==8){
cout<<"按任意键继续"<<endl;
k=0;
getch();
system("cls");
}
else{
cout<<"你暂未选择该宠物"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(j==14){
if(k==9){
cout<<"按任意键继续"<<endl;
k=0;
getch();
system("cls");
}
else{
cout<<"你暂未选择该宠物"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
}
}
if(t==3){
system("cls");
cout<<"我的状态:"<<endl;
cout<<"等级:"<<dengji<<endl;
cout<<"经验:"<<jingyan<<"/"<<shengjixian<<endl;
cout<<"血量:"<<xueliang<<endl;
cout<<"体力:"<<tili<<endl;
cout<<"攻击力:"<<gongjili<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(t==2){
system("cls");
while(1){
system("cls");
cout<<"1,血量小礼包*"<<xuexiaolibao<<" 2,血量大礼包*"<<xuedalibao<<endl;
cout<<"3,武器小礼包*"<<wuxiaolibao<<" 4,武器大礼包*"<<wudalibao<<endl;
cout<<"5,体力小礼包*"<<tixiaolibao<<" 6,体力大礼包*"<<tidalibao<<endl;
cout<<"7,金币小礼包*"<<jingxiaolibao<<" 8,金币大礼包*"<<jingdalibao<<endl;
cout<<"9,返回主界面"<<endl;
cin>>g;
if(g==1){
if(xuexiaolibao>0){
cout<<"恭喜获得10点血量";
xueliang=xueliang+10;
xuexiaolibao=xuexiaolibao-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无该礼包"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(g==2){
if(xuedalibao>0){
cout<<"恭喜获得50点血量";
xueliang=xueliang+50;
xuedalibao=xuedalibao-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无该礼包"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(g==3){
if(wuxiaolibao>0){
cout<<"恭喜获得10点攻击力";
gongjili=gongjili+10;
wuxiaolibao=wuxiaolibao-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无该礼包"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(g==4){
if(wudalibao>0){
cout<<"恭喜获得50点攻击力";
gongjili=gongjili+50;
wudalibao=wudalibao-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无该礼包"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(g==5){
if(tixiaolibao>0){
cout<<"恭喜获得10点体力";
tili=tili+10;
tixiaolibao=tixiaolibao-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无该礼包"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(g==6){
if(tidalibao>0){
cout<<"恭喜获得50点体力";
tili=tili+50;
tidalibao=tidalibao-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无该礼包"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(g==7){
if(jingxiaolibao>0){
cout<<"恭喜获得10枚金币";
jingbi=jingbi+10;
jingxiaolibao=jingxiaolibao-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无该礼包"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(g==8){
if(jingdalibao>0){
cout<<"恭喜获得50枚金币";
jingbi=jingbi+50;
jingdalibao=jingdalibao-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无该礼包"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(g==9){
system("cls");
break;
}
}
}
if(t==1){
cout<<" ";
for(p=0;p<15;p++){
if(o[p]==0)
cout<<" ";
if(o[p]==1)
cout<<"-";
if(o[p]==2)
cout<<"_";
if(o[p]==3)
cout<<"|";
if(o[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"2 ";
for(p=0;p<15;p++){
if(q[p]==0)
cout<<" ";
if(q[p]==1)
cout<<"-";
if(q[p]==2)
cout<<"_";
if(q[p]==3)
cout<<"|";
if(q[p]==4)
cout<<"=";
}
cout<<endl;
cout<<" ";
for(p=0;p<15;p++){
if(r[p]==0)
cout<<" ";
if(r[p]==1)
cout<<"-";
if(r[p]==2)
cout<<"_";
if(r[p]==3)
cout<<"|";
if(r[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"1 ";
for(p=0;p<15;p++){
if(s[p]==0)
cout<<" ";
if(s[p]==1)
cout<<"-";
if(s[p]==2)
cout<<"_";
if(s[p]==3)
cout<<"|";
if(s[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"请选择楼层"<<endl;
cin>>u;
if(u==1){
while(1){
system("cls");
cout<<" ";
for(p=0;p<15;p++){
if(r[p]==0)
cout<<" ";
if(r[p]==1)
cout<<"-";
if(r[p]==2)
cout<<"_";
if(r[p]==3)
cout<<"|";
if(r[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"1 ";
for(p=0;p<15;p++){
if(s[p]==0)
cout<<" ";
if(s[p]==1)
cout<<"-";
if(s[p]==2)
cout<<"_";
if(s[p]==3)
cout<<"|";
if(s[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"请选择家具"<<endl;
cout<<"1,你有"<<zhuo<<"张桌子"<<endl;
cout<<"2,你有"<<diban<<"块地板"<<endl;
cout<<"3,你有"<<qiangbi<<"块墙壁"<<endl;
cout<<"4,你有"<<chuang<<"张单人床"<<endl;
cout<<"5,返回"<<endl;
cin>>v;
if(v==5){
system("cls");
break;
}
if(v==1){
if(zhuo>0){
while(1){
system("cls");
cout<<"[按1向左][按2向右][桌子=-][按3确定]"<<endl;
for(p=0;p<15;p++){
if(r[p]==0)
cout<<" ";
if(r[p]==1)
cout<<"-";
if(r[p]==2)
cout<<"_";
if(r[p]==3)
cout<<"|";
if(r[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"1 ";
for(p=0;p<15;p++){
if(s[p]==0)
cout<<" ";
if(s[p]==1)
cout<<"-";
if(s[p]==2)
cout<<"_";
if(s[p]==3)
cout<<"|";
if(s[p]==4)
cout<<"=";
}
cout<<endl;
for(p=0;p<=zz;p++)
cout<<" ";
cout<<"-";
cin>>vv;
if(vv==1)
zz=zz-1;
if(vv==2)
zz=zz+1;
if(vv==3){
if(zz<13&&zz>1){
s[zz-2]=1;
zhuo=zhuo-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
else{
cout<<"你无法将桌子安放在此"<<endl;
}
}
}
}
else{
cout<<"你暂无桌子"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(v==2){
if(diban>0){
while(1){
system("cls");
cout<<"[按1向左][按2向右][地板=_][按3确定]"<<endl;
for(p=0;p<15;p++){
if(r[p]==0)
cout<<" ";
if(r[p]==1)
cout<<"-";
if(r[p]==2)
cout<<"_";
if(r[p]==3)
cout<<"|";
if(r[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"1 ";
for(p=0;p<15;p++){
if(s[p]==0)
cout<<" ";
if(s[p]==1)
cout<<"-";
if(s[p]==2)
cout<<"_";
if(s[p]==3)
cout<<"|";
if(s[p]==4)
cout<<"=";
}
cout<<endl;
for(p=0;p<=zz;p++)
cout<<" ";
cout<<"_";
cin>>vv;
if(vv==1)
zz=zz-1;
if(vv==2)
zz=zz+1;
if(vv==3){
if(zz<13&&zz>1){
s[zz-2]=2;
diban=diban-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
else{
cout<<"你无法将地板安放在此"<<endl;
}
}
}
}
else{
cout<<"你暂无地板"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(v==3){
if(qiangbi>0){
while(1){
system("cls");
cout<<"[按1向左][按2向右][墙壁=|][按3确定]"<<endl;
for(p=0;p<15;p++){
if(r[p]==0)
cout<<" ";
if(r[p]==1)
cout<<"-";
if(r[p]==2)
cout<<"_";
if(r[p]==3)
cout<<"|";
if(r[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"1 ";
for(p=0;p<15;p++){
if(s[p]==0)
cout<<" ";
if(s[p]==1)
cout<<"-";
if(s[p]==2)
cout<<"_";
if(s[p]==3)
cout<<"|";
if(s[p]==4)
cout<<"=";
}
cout<<endl;
for(p=0;p<=zz;p++)
cout<<" ";
cout<<"|";
cin>>vv;
if(vv==1)
zz=zz-1;
if(vv==2)
zz=zz+1;
if(vv==3){
if(zz<13&&zz>1){
s[zz-2]=3;
r[zz-2]=3;
qiangbi=qiangbi-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
else{
cout<<"你无法将墙壁安放在此"<<endl;
}
}
}
}
else{
cout<<"你暂无墙壁"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(v==4){
if(chuang>0){
while(1){
system("cls");
cout<<"[按1向左][按2向右][单人床==][按3确定]"<<endl;
for(p=0;p<15;p++){
if(r[p]==0)
cout<<" ";
if(r[p]==1)
cout<<"-";
if(r[p]==2)
cout<<"_";
if(r[p]==3)
cout<<"|";
if(r[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"1 ";
for(p=0;p<15;p++){
if(s[p]==0)
cout<<" ";
if(s[p]==1)
cout<<"-";
if(s[p]==2)
cout<<"_";
if(s[p]==3)
cout<<"|";
if(s[p]==4)
cout<<"=";
}
cout<<endl;
for(p=0;p<=zz;p++)
cout<<" ";
cout<<"=";
cin>>vv;
if(vv==1)
zz=zz-1;
if(vv==2)
zz=zz+1;
if(vv==3){
if(zz<13&&zz>1){
s[zz-2]=4;
chuang=chuang-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
else{
cout<<"你无法将单人床安放在此"<<endl;
}
}
}
}
else{
cout<<"你暂无单人床"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
}
}
if(u==2){
while(1){
system("cls");
cout<<" ";
for(p=0;p<15;p++){
if(o[p]==0)
cout<<" ";
if(o[p]==1)
cout<<"-";
if(o[p]==2)
cout<<"_";
if(o[p]==3)
cout<<"|";
if(o[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"1 ";
for(p=0;p<15;p++){
if(q[p]==0)
cout<<" ";
if(q[p]==1)
cout<<"-";
if(q[p]==2)
cout<<"_";
if(q[p]==3)
cout<<"|";
if(q[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"请选择家具"<<endl;
cout<<"1,你有"<<zhuo<<"张桌子"<<endl;
cout<<"2,你有"<<diban<<"块地板"<<endl;
cout<<"3,你有"<<qiangbi<<"块墙壁"<<endl;
cout<<"4,你有"<<chuang<<"张单人床"<<endl;
cout<<"5,返回"<<endl;
cin>>v;
if(v==5){
system("cls");
break;
}
if(v==1){
if(zhuo>0){
while(1){
system("cls");
cout<<"[按1向左][按2向右][桌子=-][按3确定]"<<endl;
cout<<" ";
for(p=0;p<15;p++){
if(o[p]==0)
cout<<" ";
if(o[p]==1)
cout<<"-";
if(o[p]==2)
cout<<"_";
if(o[p]==3)
cout<<"|";
if(o[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"2 ";
for(p=0;p<15;p++){
if(q[p]==0)
cout<<" ";
if(q[p]==1)
cout<<"-";
if(q[p]==2)
cout<<"_";
if(q[p]==3)
cout<<"|";
if(q[p]==4)
cout<<"=";
}
cout<<endl;
for(p=0;p<=zz;p++)
cout<<" ";
cout<<"-";
cin>>vv;
if(vv==1)
zz=zz-1;
if(vv==2)
zz=zz+1;
if(vv==3){
if(zz<13&&zz>1){
q[zz-2]=1;
zhuo=zhuo-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
else{
cout<<"你无法将桌子安放在此"<<endl;
}
}
}
}
else{
cout<<"你暂无桌子"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(v==2){
if(diban>0){
while(1){
system("cls");
cout<<"[按1向左][按2向右][地板=_][按3确定]"<<endl;
cout<<" ";
for(p=0;p<15;p++){
if(o[p]==0)
cout<<" ";
if(o[p]==1)
cout<<"-";
if(o[p]==2)
cout<<"_";
if(o[p]==3)
cout<<"|";
if(o[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"2 ";
for(p=0;p<15;p++){
if(q[p]==0)
cout<<" ";
if(q[p]==1)
cout<<"-";
if(q[p]==2)
cout<<"_";
if(q[p]==3)
cout<<"|";
if(q[p]==4)
cout<<"=";
}
cout<<endl;
for(p=0;p<=zz;p++)
cout<<" ";
cout<<"_";
cin>>vv;
if(vv==1)
zz=zz-1;
if(vv==2)
zz=zz+1;
if(vv==3){
if(zz<13&&zz>1){
q[zz-2]=2;
diban=diban-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
else{
cout<<"你无法将地板安放在此"<<endl;
}
}
}
}
else{
cout<<"你暂无地板"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(v==3){
if(qiangbi>0){
while(1){
system("cls");
cout<<"[按1向左][按2向右][墙壁=|][按3确定]"<<endl;
cout<<" ";
for(p=0;p<15;p++){
if(o[p]==0)
cout<<" ";
if(o[p]==1)
cout<<"-";
if(o[p]==2)
cout<<"_";
if(o[p]==3)
cout<<"|";
if(o[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"2 ";
for(p=0;p<15;p++){
if(q[p]==0)
cout<<" ";
if(q[p]==1)
cout<<"-";
if(q[p]==2)
cout<<"_";
if(q[p]==3)
cout<<"|";
if(q[p]==4)
cout<<"=";
}
cout<<endl;
for(p=0;p<=zz;p++)
cout<<" ";
cout<<"|";
cin>>vv;
if(vv==1)
zz=zz-1;
if(vv==2)
zz=zz+1;
if(vv==3){
if(zz<13&&zz>1){
o[zz-2]=3;
q[zz-2]=3;
qiangbi=qiangbi-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
else{
cout<<"你无法将墙壁安放在此"<<endl;
}
}
}
}
else{
cout<<"你暂无墙壁"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(v==4){
if(chuang>0){
while(1){
system("cls");
cout<<"[按1向左][按2向右][单人床==][按3确定]"<<endl;
cout<<" ";
for(p=0;p<15;p++){
if(o[p]==0)
cout<<" ";
if(o[p]==1)
cout<<"-";
if(o[p]==2)
cout<<"_";
if(o[p]==3)
cout<<"|";
if(o[p]==4)
cout<<"=";
}
cout<<endl;
cout<<"2 ";
for(p=0;p<15;p++){
if(q[p]==0)
cout<<" ";
if(q[p]==1)
cout<<"-";
if(q[p]==2)
cout<<"_";
if(q[p]==3)
cout<<"|";
if(q[p]==4)
cout<<"=";
}
cout<<endl;
for(p=0;p<=zz;p++)
cout<<" ";
cout<<"=";
cin>>vv;
if(vv==1)
zz=zz-1;
if(vv==2)
zz=zz+1;
if(vv==3){
if(zz<13&&zz>1){
q[zz-2]=4;
chuang=chuang-1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
else{
cout<<"你无法将单人床安放在此"<<endl;
}
}
}
}
else{
cout<<"你暂无单人床"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
}
}
}
}
if(a==1){
system("cls");
cout<<"一只小怪向你跑来"<<endl;
if(k==9){
cout<<"你的宠物马马使小怪的血量减半"<<endl;
xiaoguai=xiaoguai/2;
mami=mami+1;
if(mami==50){
cout<<"你的宠物马马到期了,欢迎续期"<<endl;
k=0;
ma=0;
}
}
for(int z=1;;z++){
cout<<"Round "<<z<<endl;
cout<<"你要:"<<endl;
cout<<"1,攻击"<<endl;
cout<<"2,逃跑"<<endl;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
for(ff=0;ff<gg;ff++)
cout<<" ";
cout<<"|\\___/|" <<endl;
for(ff=0;ff<gg;ff++)
cout<<" ";
cout<<"|■_■|"<<endl;
for(ff=0;ff<gg;ff++)
cout<<" ";
cout<<"|_____|"<<endl;
cout<<"+";
for(ff=0;ff<gg-1;ff++)
cout<<" ";
cout<<" | | "<<endl;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
cin>>b;
if(b==2){
cout<<"逃跑成功!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
if(b==0)
xiaoguai=0;
if(b==1){
gg=gg-1;
if(gg==1){
cout<<"小怪一手把你乎死了";
return 0;
}
cout<<"你向小怪发起进攻"<<endl;
cout<<"你打掉了小怪的"<<gongjili<<"滴血"<<endl;
xiaoguai=xiaoguai-gongjili;
tili=tili-10;
if(tili==0){
cout<<"体力不足!"<<endl;
xiaoguai=100;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
if(k==7){
cout<<"你的宠物牛牛帮你额外打掉了小怪的"<<niuji*10<<"点血量"<<endl;
xiaoguai=xiaoguai-niuji*10;
niumi=niumi+1;
if(niumi==50){
cout<<"你的宠物牛牛到期了,欢迎续期"<<endl;
k=0;
niu=0;
}
}
if(xiaoguai>0){
cout<<"小怪还剩"<<xiaoguai<<"滴血"<<endl;
cout<<"小怪向你发起了进攻"<<endl;
cout<<"小怪打掉了你的"<<xiaogong<<"滴血"<<endl;
xueliang=xueliang-xiaogong;
if(k==8){
cout<<"你的宠物羊羊使小怪对你的伤害减半"<<endl;
xueliang=xueliang+xiaogong/2;
yangmi=yangmi+1;
if(yangmi==50){
cout<<"你的宠物羊羊到期了,欢迎续期"<<endl;
k=0;
yang=0;
}
}
if(xueliang>0){
cout<<"你还剩"<<xueliang<<"滴血"<<endl;
if(k==5){
cout<<"你的宠物猫猫帮你恢复了"<<maoji*5<<"点血量"<<endl;
xueliang=xueliang+maoji*5;
maomi=maomi+1;
if(maomi==50){
cout<<"你的宠物猫猫到期了,欢迎续期"<<endl;
k=0;
mao=0;
}
}
if(k==6){
cout<<"你的宠物狗狗帮你恢复了"<<gouji*10<<"点血量"<<endl;
xueliang=xueliang+gouji*10;
goumi=goumi+1;
if(goumi==50){
cout<<"你的宠物狗狗到期了,欢迎续期"<<endl;
k=0;
gou=0;
}
}
}
else{
cout<<"你被小怪打死了!Game over!";
return 0;
}
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(xiaoguai<1){
cout<<"小怪被你打死了!"<<endl;
cout<<"恭喜获得20点经验"<<endl;
xiaoguai=500+xiaoguaixue;
jingbi=jingbi+xiaoguai/4;
cout<<"恭喜获得"<<xiaoguai/5<<"枚金币"<<endl;
xiaogong=xiaogong+50;
gg=10;
xiaoguaixue=xiaoguaixue+500;
xiaosi=xiaosi+1;
jingyan=jingyan+20;
cout<<"掉落物品:"<<endl;
srand((unsigned int)time(NULL));
num=rand()%80+1;
if(num>0&&num<=20){
xuexiaolibao=xuexiaolibao+1;
cout<<"恭喜获得血量小礼包一个"<<endl;
}
if(num>20&&num<=40){
wuxiaolibao=wuxiaolibao+1;
cout<<"恭喜获得武器小礼包一个"<<endl;
}
if(num>40&&num<=60){
tixiaolibao=tixiaolibao+1;
cout<<"恭喜获得体力小礼包一个"<<endl;
}
if(num>60&&num<=80){
jingxiaolibao=jingxiaolibao+1;
cout<<"恭喜获得金币小礼包一个"<<endl;
}
if(jingyan==shengjixian){
cout<<"恭喜升级!"<<endl;
jingyan=0;
dengji=dengji+1;
shengjixian=shengjixian+20;
srand((unsigned int)time(NULL));
num=rand()%80+1;
if(num>0&&num<10){
xuexiaolibao=xuexiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得血量小礼包一个"<<endl;
}
if(num>9&&num<20){
xuedalibao=xuedalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得血量大礼包一个"<<endl;
}
if(num>19&&num<30){
wuxiaolibao=wuxiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得武器小礼包一个"<<endl;
}
if(num>29&&num<40){
wudalibao=wudalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得武器大礼包一个"<<endl;
}
if(num>39&&num<50){
tixiaolibao=tixiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得体力小礼包一个"<<endl;
}if(num>49&&num<60){
tidalibao=tidalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得体力大礼包一个"<<endl;
}
if(num>59&&num<70){
jingxiaolibao=jingxiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得金币小礼包一个"<<endl;
}
if(num>69&&num<=80){
jingdalibao=jingdalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得金币大礼包一个"<<endl;
}
}
if(jingyan>shengjixian){
cout<<"恭喜升级!"<<endl;
jingyan=jingyan-shengjixian;
dengji=dengji+1;
shengjixian=shengjixian+20;
srand((unsigned int)time(NULL));
num=rand()%80+1;
if(num>0&&num<10){
xuexiaolibao=xuexiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得血量小礼包一个"<<endl;
}
if(num>9&&num<20){
xuedalibao=xuedalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得血量大礼包一个"<<endl;
}
if(num>19&&num<30){
wuxiaolibao=wuxiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得武器小礼包一个"<<endl;
}
if(num>29&&num<40){
wudalibao=wudalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得武器大礼包一个"<<endl;
}
if(num>39&&num<50){
tixiaolibao=tixiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得体力小礼包一个"<<endl;
}if(num>49&&num<60){
tidalibao=tidalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得体力大礼包一个"<<endl;
}
if(num>59&&num<70){
jingxiaolibao=jingxiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得金币小礼包一个"<<endl;
}
if(num>69&&num<=80){
jingdalibao=jingdalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得金币大礼包一个"<<endl;
if(num==21||num==34||num==47||num<21){
cout<<"恭喜获得骰子3枚"<<endl;
shai=shai+3;
}
}
}
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
}
}
if(a==7){
system("cls");
cout<<"一只大怪向你跑来"<<endl;
if(k==9){
cout<<"你的宠物马马使大怪的血量减半"<<endl;
daguai=daguai/2;
mami=mami+1;
if(mami==50){
cout<<"你的宠物马马到期了,欢迎续期"<<endl;
k=0;
ma=0;
}
}
for(int z=1;;z++){
cout<<"Round "<<z<<endl;
cout<<"你要:"<<endl;
cout<<"1,攻击"<<endl;
cout<<"2,逃跑"<<endl;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
for(ff=0;ff<gg;ff++)
cout<<" ";
cout<<"|\\___/|" <<endl;
for(ff=0;ff<gg;ff++)
cout<<" ";
cout<<"|■o■|"<<endl;
for(ff=0;ff<gg;ff++)
cout<<" ";
cout<<"|_____|"<<endl;
cout<<"+";
for(ff=0;ff<gg-1;ff++)
cout<<" ";
cout<<" | | "<<endl;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
cin>>b;
if(b==2){
cout<<"逃跑成功!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
if(b==0)
daguai=0;
if(b==1){
gg=gg-1;
if(gg==1)
{
cout<<"大怪一手把你乎死了";
return 0;
}
cout<<"你向大怪发起进攻"<<endl;
cout<<"你打掉了大怪的"<<gongjili<<"滴血"<<endl;
tili=tili-10;
if(tili==0){
cout<<"体力不足!"<<endl;
daguai=50000;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
daguai=daguai-gongjili;
if(k==7){
cout<<"你的宠物牛牛帮你额外打掉了大怪的"<<niuji*10<<"点血量"<<endl;
daguai=daguai-niuji*10;
niumi=niumi+1;
if(niumi==50){
cout<<"你的宠物牛牛到期了,欢迎续期"<<endl;
k=0;
niu=0;
}
}
if(daguai>0){
cout<<"大怪还剩"<<daguai<<"滴血"<<endl;
srand((unsigned int)time(NULL));
num=rand()%10+1;
if(num==2){
cout<<"大怪向你发起了进攻"<<endl;
cout<<"大怪的攻击力增强了100点"<<endl;
dagong=dagong+100;
cout<<"大怪打掉了你的"<<dagong<<"滴血"<<endl;
xueliang=xueliang-dagong;
}
if(num==3){
cout<<"大怪恢复了1000点血量"<<endl;
daguai=daguai+1000;
}
if(num==4){
cout<<"大怪施法偷走了你的好多东西(红宝石也偷嘿嘿嘿嘿)"<<endl;
hong=0;lu=0;mu=0;shi=0;jingbi=0;
}
if(num==5){
cout<<"大怪召唤了一群小怪把你揍了一顿"<<endl;
cout<<"你的血量只剩下一点了哦"<<endl;
xueliang=1;
}
if(num!=2&&num!=5){
cout<<"大怪向你发起了进攻"<<endl;
cout<<"大怪打掉了你的"<<dagong<<"滴血"<<endl;
xueliang=xueliang-dagong;
}
if(k==8){
cout<<"你的宠物羊羊使大怪对你的伤害减半"<<endl;
xueliang=xueliang+dagong/2;
yangmi=yangmi+1;
if(yangmi==50){
cout<<"你的宠物羊羊到期了,欢迎续期"<<endl;
k=0;
yang=0;
}
}
if(xueliang>0){
cout<<"你还剩"<<xueliang<<"滴血"<<endl;
if(k==5){
cout<<"你的宠物猫猫帮你恢复了"<<maoji*5<<"点血量"<<endl;
xueliang=xueliang+maoji*5;
maomi=maomi+1;
if(maomi==50){
cout<<"你的宠物猫猫到期了,欢迎续期"<<endl;
k=0;
mao=0;
}
}
if(k==6){
cout<<"你的宠物狗狗帮你恢复了"<<gouji*10<<"点血量"<<endl;
xueliang=xueliang+gouji*10;
goumi=goumi+1;
if(goumi==50){
cout<<"你的宠物狗狗到期了,欢迎续期"<<endl;
k=0;
gou=0;
}
}
}
else{
cout<<"你被大怪打死了!Game over!";
return 0;
}
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"大怪被你打死了!"<<endl;
cout<<"恭喜获得100点经验"<<endl;
daguai=2000+daguaixue;
jingbi=jingbi+daguai/8;
cout<<"恭喜获得"<<daguai/8<<"枚金币"<<endl;
dagong=dagong+50;
daguaixue=daguaixue+2000;
dasi=dasi+1;
jingyan=jingyan+100;
gg=10;
cout<<"掉落物品:"<<endl;
srand((unsigned int)time(NULL));
num=rand()%80+1;
if(num>0&&num<=20){
xuedalibao=xuedalibao+1;
cout<<"恭喜获得血量大礼包一个"<<endl;
}
if(num>20&&num<=40){
wudalibao=wudalibao+1;
cout<<"恭喜获得武器大礼包一个"<<endl;
}
if(num==21||num==34||num==47||num<21){
cout<<"恭喜获得骰子5枚"<<endl;
shai=shai+5;
}
if(num>40&&num<=60){
tidalibao=tidalibao+1;
cout<<"恭喜获得体力大礼包一个"<<endl;
}
if(num>60&&num<=80){
jingdalibao=jingdalibao+1;
cout<<"恭喜获得金币大礼包一个"<<endl;
}
if(jingyan==shengjixian){
cout<<"恭喜升级!"<<endl;
jingyan=0;
dengji=dengji+1;
shengjixian=shengjixian+20;
srand((unsigned int)time(NULL));
num=rand()%80+1;
if(num>0&&num<10){
xuexiaolibao=xuexiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得血量小礼包一个"<<endl;
}
if(num>9&&num<20){
xuedalibao=xuedalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得血量大礼包一个"<<endl;
}
if(num>19&&num<30){
wuxiaolibao=wuxiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得武器小礼包一个"<<endl;
}
if(num==21||num==34||num==47||num<21){
cout<<"恭喜获得骰子3枚"<<endl;
shai=shai+3;
}
if(num>29&&num<40){
wudalibao=wudalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得武器大礼包一个"<<endl;
}
if(num>39&&num<50){
tixiaolibao=tixiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得体力小礼包一个"<<endl;
}if(num>49&&num<60){
tidalibao=tidalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得体力大礼包一个"<<endl;
}
if(num>59&&num<70){
jingxiaolibao=jingxiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得金币小礼包一个"<<endl;
}
if(num>69&&num<=80){
jingdalibao=jingdalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得金币大礼包一个"<<endl;
}
}
if(jingyan>shengjixian){
cout<<"恭喜升级!"<<endl;
dengji=dengji+1;
jingyan=jingyan-shengjixian;
shengjixian=shengjixian+20;
srand((unsigned int)time(NULL));
num=rand()%80+1;
if(num>0&&num<10){
xuexiaolibao=xuexiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得血量小礼包一个"<<endl;
}
if(num>9&&num<20){
xuedalibao=xuedalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得血量大礼包一个"<<endl;
}
if(num>19&&num<30){
wuxiaolibao=wuxiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得武器小礼包一个"<<endl;
}
if(num>29&&num<40){
wudalibao=wudalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得武器大礼包一个"<<endl;
}
if(num>39&&num<50){
tixiaolibao=tixiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得体力小礼包一个"<<endl;
}if(num>49&&num<60){
tidalibao=tidalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得体力大礼包一个"<<endl;
}
if(num>59&&num<70){
jingxiaolibao=jingxiaolibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得金币小礼包一个"<<endl;
}
if(num>69&&num<=80){
jingdalibao=jingdalibao+1;
cout<<"升级奖励随机生成中..."<<endl;
Sleep(1000);
cout<<"恭喜获得金币大礼包一个"<<endl;
}
}
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
}
}
if(a==13){
while(1){
system("cls");
cout<<"[按a向左][按d向右][我=+][按e进入此屋]"<<endl;
cout<<"/ ̄ ̄\\/ ̄ ̄\\/ ̄ ̄\\/ ̄ ̄\\"<<endl;
cout<<"|药店||超市||工具||宠物|"<<endl;
cout<<"| || || 铺 ||商城|"<<endl;
cout<<"|^ __||^ __||^ __||^ __|"<<endl;
cout<<"| | | | | | | | "<<endl;
for(p=1;p<=nn;p++)
cout<<" ";
cout<<"+";
if(kbhit()) {
in=getch();
if(in=='a')
nn=nn-6;
if(in=='d')
nn=nn+6;
if(in=='e'){
if(nn==1||nn==7||nn==13||nn==19)
break;
else{
cout<<"这里不是入口";
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
}
}
if(nn==1){
system("cls");
cout<<"欢迎来到药店!"<<endl;
cout<<"1,补充血量包1 补充10滴血 200元"<<endl;
cout<<"2,补充血量包2 补充50滴血 600元"<<endl;
cout<<"3,补充血量包3 补充100滴血 900元"<<endl;
cout<<"4,离开药店"<<endl;
while(1){
cin>>c;
if(c==4){
system("cls");
break;
}
if(c==1){
if(jingbi>=200){
jingbi=jingbi-200;
xueliang=xueliang+10;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(c==2){
if(jingbi>=600){
jingbi=jingbi-600;
xueliang=xueliang+50;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(c==3){
if(jingbi>=900){
jingbi=jingbi-900;
xueliang=xueliang+100;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
}
}
if(nn==7){
system("cls");
cout<<"欢迎来到超市!"<<endl;
cout<<"1,饼干 补充20点体力 200元"<<endl;
cout<<"2,果汁 补充50点体力 500元"<<endl;
cout<<"3,米饭 补充100点体力 900元"<<endl;
cout<<"4,离开超市"<<endl;
while(1){
cin>>d;
if(d==4){
system("cls");
break;
}
if(d==1){
if(jingbi>=80){
jingbi=jingbi-80;
tili=tili+20;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(d==2){
if(jingbi>=110){
jingbi=jingbi-110;
tili=tili+50;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(d==3){
if(jingbi>=160){
jingbi=jingbi-160;
tili=tili+100;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
}
}
if(nn==13){
system("cls");
cout<<"欢迎来到武器铺!"<<endl;
cout<<"1,塑料餐具 增加1点攻击力 20元"<<endl;
cout<<"2,木质餐具 增加20点攻击力 80元"<<endl;
cout<<"3,铁制餐具 增加50点攻击力 300元"<<endl;
cout<<"4,水果刀 增加100点攻击力 500元"<<endl;
cout<<"5,菜刀 增加500点攻击力 2000元"<<endl;
cout<<"6,氧气罐 防水 2500元"<<endl;
cout<<"7,铲子 挖泥土 3000元"<<endl;
cout<<"8,离开工具铺"<<endl;
while(1){
cin>>e;
if(e==8){
system("cls");
break;
}
if(e==1){
if(jingbi>=20){
jingbi=jingbi-20;
suliao=suliao+1;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(e==2){
if(jingbi>=80){
jingbi=jingbi-800;
muzhi=muzhi+1;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(e==3){
if(jingbi>=300){
jingbi=jingbi-300;
tiezhi=tiezhi+1;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(e==4){
if(jingbi>=500){
jingbi=jingbi-500;
shuiguo=shuiguo+1;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(e==5){
if(jingbi>=2000){
jingbi=jingbi-2000;
cai=cai+1;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(e==6){
if(jingbi>=2500){
jingbi=jingbi-2500;
fangshui=1;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
if(e==7){
if(jingbi>=3000){
jingbi=jingbi-3000;
chanzi=1;
cout<<"购买成功"<<endl;
xiaofei=xiaofei+1;
}
else{
cout<<"金币不足!"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
}
}
if(nn==19){
system("cls");
cout<<"欢迎来到宠物商城,每只宠物仅能租购买一只"<<endl;
cout<<"1,猫猫 1000金币 使用次数50次"<<endl;
cout<<"技能:每次被攻击后恢复5点血量"<<endl;
cout<<"2,狗狗 1500金币 使用次数50次"<<endl;
cout<<"技能:每次被攻击后恢复10点血量"<<endl;
cout<<"3,牛牛 3500金币 使用次数50次"<<endl;
cout<<"技能:每次额外攻击大怪或小怪10点血量"<<endl;
cout<<"4,羊羊 4000金币 使用次数50次"<<endl;
cout<<"技能:使大怪或小怪对你的攻击减半"<<endl;
cout<<"5,马马 5000金币 使用次数50次"<<endl;
cout<<"技能:使大怪或小怪的血量瞬间减半"<<endl;
cout<<"6,离开宠物商城"<<endl;
cin>>i;
if(i==6)
system("cls");
if(i==1){
if(jingbi>=800&&mao==0){
cout<<"购买成功"<<endl;
jingbi=jingbi-800;
xiaofei=xiaofei+1;
mao=1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
if(jingbi<800)
cout<<"金币不足"<<endl;
if(mao==1)
cout<<"你已经有一只猫猫啦"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(i==2){
if(jingbi>=1500&&gou==0){
cout<<"购买成功"<<endl;
jingbi=jingbi-1500;
xiaofei=xiaofei+1;
gou=1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
if(jingbi<1500)
cout<<"金币不足"<<endl;
if(gou==1)
cout<<"你已经有一只狗狗啦"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(i==3){
if(jingbi>=3500&&niu==0){
cout<<"购买成功"<<endl;
jingbi=jingbi-3500;
xiaofei=xiaofei+1;
niu=1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
if(jingbi<3500)
cout<<"金币不足"<<endl;
if(niu==1)
cout<<"你已经有一头牛牛啦"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(i==4){
if(jingbi>=4000&&yang==0){
cout<<"购买成功"<<endl;
jingbi=jingbi-4000;
xiaofei=xiaofei+1;
yang=1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
if(jingbi<4000)
cout<<"金币不足"<<endl;
if(yang==1)
cout<<"你已经有一只羊羊啦"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(i==5){
if(jingbi>=5000&&ma==0){
cout<<"购买成功"<<endl;
jingbi=jingbi-5000;
xiaofei=xiaofei+1;
ma=1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
if(ma==1)
cout<<"你已经有一匹马马啦"<<endl;
if(jingbi<5000)
cout<<"金币不足"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
}
}
if(a==19){
system("cls");
cout<<"温馨提示:投资有风险,入市需谨慎!"<<endl;
cout<<"1,垃圾艺术馆50金币 (投资成功可获得150金币)"<<endl;
cout<<"2,旺仔牛13糖100金币 (投资成功可获得300金币)"<<endl;
cout<<"3,过期菜市场200金币 (投资成功可获得500金币)"<<endl;
cout<<"4,伪造珠宝店500金币 (投资成功可获得1000金币)"<<endl;
cout<<"5,抛锚飞机场1000金币 (投资成功可获得2000金币)"<<endl;
cout<<"6,回到主界面"<<endl;
cin>>h;
if(h==1){
if(jingbi<50){
cout<<"金币不足"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
touzi=touzi+1;
jingbi=jingbi-50;
srand((unsigned int)time(NULL));
num=rand()%5+1;
if(num<=2){
srand((unsigned int)time(NULL));
num=rand()%50+1;
cout<<"投资失败!"<<endl;
cout<<"你损失了"<<num<<"金币"<<endl;
jingbi=jingbi-num;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"投资成功!"<<endl;
cout<<"恭喜获得150金币"<<endl;
jingbi=jingbi+150;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
}
if(h==6)
system("cls");
if(h==2){
if(jingbi<100){
cout<<"金币不足"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
touzi=touzi+1;
jingbi=jingbi-100;
srand((unsigned int)time(NULL));
num=rand()%5+1;
if(num<=2){
srand((unsigned int)time(NULL));
num=rand()%100+1;
cout<<"投资失败!"<<endl;
cout<<"你损失了"<<num<<"金币"<<endl;
jingbi=jingbi-num;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"投资成功!"<<endl;
cout<<"恭喜获得300金币"<<endl;
jingbi=jingbi+300;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
}
if(h==3){
if(jingbi<200){
cout<<"金币不足"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
touzi=touzi+1;
jingbi=jingbi-200;
srand((unsigned int)time(NULL));
num=rand()%5+1;
if(num<=2){
srand((unsigned int)time(NULL));
num=rand()%200+1;
cout<<"投资失败!"<<endl;
cout<<"你损失了"<<num<<"金币"<<endl;
jingbi=jingbi-num;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"投资成功!"<<endl;
cout<<"恭喜获得500金币"<<endl;
jingbi=jingbi+500;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
}
if(h==4){
if(jingbi<500){
cout<<"金币不足"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
touzi=touzi+1;
jingbi=jingbi-500;
srand((unsigned int)time(NULL));
num=rand()%5+1;
if(num<=2){
srand((unsigned int)time(NULL));
num=rand()%500+1;
cout<<"投资失败!"<<endl;
cout<<"你损失了"<<num<<"金币"<<endl;
jingbi=jingbi-num;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"投资成功!"<<endl;
cout<<"恭喜获得500金币"<<endl;
jingbi=jingbi+500;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
}
if(h==5){
if(jingbi<1000){
cout<<"金币不足"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
touzi=touzi+1;
jingbi=jingbi-1000;
srand((unsigned int)time(NULL));
num=rand()%5+1;
if(num<=3){
srand((unsigned int)time(NULL));
num=rand()%1000+1;
cout<<"投资失败!"<<endl;
cout<<"你损失了"<<num<<"金币"<<endl;
jingbi=jingbi-num;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"投资成功!"<<endl;
cout<<"恭喜获得2000金币"<<endl;
jingbi=jingbi+2000;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
}
}
if(a==25){
while(1){
Sleep(100);
system("cls");
for(p=0;p<ee;p++)
cout<<" ";
cout<<"+"<<endl;
for(p=1;p<26;p++){
if(cc[p]==1){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),6);
cout<<"■";
}
if(cc[p]==2){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),9);
cout<<"■";
}
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),7);
if(kbhit()) {
input=getch();
if(input=='a')
ee=ee-1;
if(input=='d')
ee=ee+1;
if(input=='f'){
system("cls");
break;
}
if(input=='s'){
if(chanzi==0){
cout<<"没铲子还想挖?快去买铲子!";
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
srand((unsigned int)time(NULL));
num=rand()%20+1;
if(num==18||num==16||num==9||num==4){
cout<<"恭喜获得石头1块"<<endl;
shai=shai+1;
cout<<"按任意键继续"<<endl;
getch();
}
if(num==2||num==3||num==5||num==6||num==7){
cout<<"恭喜获得骰子1枚"<<endl;
shai=shai+1;
cout<<"按任意键继续"<<endl;
getch();
}
if(num==11||num==8){
cout<<"恭喜挖到一颗红宝石"<<endl;
hong=hong+1;
cout<<"按任意键继续"<<endl;
getch();
}
if(num==12||num==14){
cout<<"你挖到地心了"<<endl;
cout<<"然后你被烫死了"<<endl;
return 0;
}
if(num==13||num==19){
cout<<"你挖到一台坏掉的吸尘器"<<endl;
cout<<"然后它吸光了你所有金币"<<endl;
jingbi=0;
cout<<"按任意键继续"<<endl;
getch();
}
if(num==17||num==15||num==10){
cout<<"恭喜挖到一颗绿宝石"<<endl;
lu=lu+1;
cout<<"按任意键继续"<<endl;
getch();
}
}
if(num!=2&&num!=3&&num!=4&&num!=5&&num!=6&&num!=7&&num!=8&&num!=9&&num!=10&&num!=11&&num!=12&&num!=14&&num!=15&&num!=16&&num!=17&&num!=18){
cout<<"这下面没有任何东西"<<endl;
cout<<"按任意键继续"<<endl;
getch();
}
}
if(cc[ee]==2){
if(fangshui==0){
cout<<"你被淹死了";
return 0;
}
}
if(bb[ee]==4){
srand((unsigned int)time(NULL));
num=rand()%2+1;
if(num==1){
cout<<"草丛里有一匹狼,咬掉了你的20滴血"<<endl;
xueliang=xueliang-20;
if(xueliang<=0){
cout<<"你被狼咬死了";
return 0;
}
cout<<"按任意键继续"<<endl;
getch();
}
else {
if(jingbi>5) {
cout<<"草丛里有一个小偷,偷走了你";
srand((unsigned int)time(NULL));
num=rand()%jingbi+1;
cout<<num;
cout<<"枚金币"<<endl;
jingbi=jingbi-num;
cout<<"按任意键继续"<<endl;
getch();
}
else{
cout<<"草丛里有一个小偷,它见你太穷,便走开了"<<endl;
cout<<"按任意键继续"<<endl;
getch();
}
}
}
if(bb[ee]==5){
srand((unsigned int)time(NULL));
num=rand()%100+1;
cout<<"恭喜获得"<<num<<"枚金币"<<endl;
jingbi=jingbi+num;
cout<<"按任意键继续"<<endl;
getch();
}
if(bb[ee]==3){
cout<<"恭喜拾获一块木头 "<<endl;
mu=mu+1;
cout<<"按任意键继续"<<endl;
getch();
}
}
}
}
if(a==31){
system("cls");
while(1){
cout<<"欢迎来到交易铺"<<endl;
cout<<"1,红宝石=5000金币"<<endl;
cout<<"2,绿宝石=1000金币"<<endl;
cout<<"3,木头=10金币"<<endl;
cout<<"4,石头=50金币"<<endl;
cout<<"5,离开交易铺"<<endl;
cin>>w;
if(w==1){
if(hong>0){
cout<<"交易成功"<<endl;
cout<<"恭喜获得金币5000枚"<<endl;
hong=hong-1;
jingbi=jingbi+5000;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无红宝石"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(w==2){
if(lu>0){
cout<<"交易成功"<<endl;
cout<<"恭喜获得金币1000枚"<<endl;
lu=lu-1;
jingbi=jingbi+1000;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无绿宝石"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(w==3){
if(mu>0){
cout<<"交易成功"<<endl;
cout<<"恭喜获得金币10枚"<<endl;
mu=mu-1;
jingbi=jingbi+10;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无木头"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(w==4){
if(shi>0){
cout<<"交易成功"<<endl;
cout<<"恭喜获得金币50枚"<<endl;
shi=shi-1;
jingbi=jingbi+50;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"你暂无石头"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
if(w==5){
system("cls");
break;
}
}
}
if(a==37){
system("cls");
if(xuyuan>=3){
cout<<"今日许愿次数已达上限"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
else{
cout<<"欢迎来到许愿池,一天只可许愿三次"<<endl;
cout<<"1,金币"<<endl;
cout<<"2,体力"<<endl;
cout<<"3,血量"<<endl;
cin>>f;
if(f==1&&xuyuan<4){
cout<<"恭喜获得金币50枚"<<endl;
jingbi=jingbi+50;
xuyuan++;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(f==2&&xuyuan<4){
cout<<"恭喜获得体力50点"<<endl;
tili=tili+50;
xuyuan++;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(f==3&&xuyuan<4){
cout<<"恭喜获得血量50点"<<endl;
xueliang=xueliang+50;
xuyuan++;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
}
if(a==43){
system("cls");
cout<<"1,消灭50个小怪 奖金800金币"<<endl;
cout<<"已消灭"<<xiaosi<<"个小怪"<<endl;
if(xiaosi>=50){
if(r1==0){
cout<<"已完成 恭喜获得金币800枚"<<endl;
jingbi=jingbi+800;
r1=1;
}
else
cout<<"已完成"<<endl;
}
else
cout<<"未完成"<<endl;
cout<<"2,消灭50个大怪 奖金1500金币"<<endl;
cout<<"已消灭"<<dasi<<"个小怪"<<endl;
if(dasi>=50){
if(r2==0){
cout<<"已完成 恭喜获得金币1500枚"<<endl;
jingbi=jingbi+1500;
r2=0;
}
else
cout<<"已完成"<<endl;
}
else
cout<<"未完成"<<endl;
cout<<"3,购物20次 奖金1000金币"<<endl;
cout<<"已购物"<<xiaofei<<"次"<<endl;
if(xiaofei>=20){
if(r3==0){
cout<<"已完成 恭喜获得金币1000枚"<<endl;
jingbi=jingbi+1000;
r3=1;
}
else
cout<<"已完成"<<endl;
}
else
cout<<"未完成"<<endl;
cout<<"4,投资5次 奖金500金币"<<endl;
cout<<"已投资"<<touzi<<"次"<<endl;
if(touzi>=5){
if(r4==0){
cout<<"已完成 恭喜获得金币500枚"<<endl;
jingbi=jingbi+800;
r4=1;
}
else
cout<<"已完成"<<endl;
}
else
cout<<"未完成"<<endl;
cout<<"5,消灭100个小怪 奖金1600金币"<<endl;
cout<<"已消灭"<<xiaosi<<"个小怪"<<endl;
if(xiaosi>=100){
if(r5==0){
cout<<"已完成 恭喜获得金币1600枚"<<endl;
jingbi=jingbi+1600;
r5=1;
}
else
cout<<"已完成"<<endl;
}
else
cout<<"未完成"<<endl;
cout<<"6,消灭100个大怪 奖金3000金币"<<endl;
cout<<"已消灭"<<dasi<<"个大怪"<<endl;
if(dasi>=100){
if(r6==0){
cout<<"已完成 恭喜获得金币3000枚"<<endl;
jingbi=jingbi+3000;
r6=1;
}
else
cout<<"已完成"<<endl;
}
else{
cout<<"未完成"<<endl;
cout<<"按任意键返回主界面"<<endl;
getch();
system("cls");
}
cout<<"7,掷骰子5次 奖金1000金币"<<endl;
cout<<"已掷骰子"<<shaici<<"次"<<endl;
if(shaici>=5){
if(r7==0){
cout<<"已完成 恭喜获得金币1000枚"<<endl;
jingbi=jingbi+1000;
r7=1;
}
else
cout<<"已完成"<<endl;
}
else
cout<<"未完成"<<endl;
cout<<"按任意键返回主界面"<<endl;
getch();
system("cls");
}
if(a==49){
while(1){
cout<<"你有"<<shai<<"枚骰子"<<endl;
cout<<"1,摇骰子"<<endl;
cout<<"2,返回"<<endl;
cin>>l;
if(l==1){
if(shai>0){
shai=shai-1;
shaici=shaici+1;
srand((unsigned int)time(NULL));
num=rand()%6+1;
cout<<"你的结果是:";
Sleep(50);
cout<<num<<endl;
cout<<"___________________________________________"<<endl;
cout<<"| 体力 |绿宝石| 金币 | | 血量 | 骰子 |"<<endl;
cout<<"|100点 | 1块 | 100枚| 无 | 50点 | 2枚 |"<<endl;
cout<<"|______|______|______|______|______|______|"<<endl;
for(int ii=1;ii<=num;ii++){
cout<<" "<<ii<<" ";
}
if(num==1){
cout<<"恭喜获得体力100点"<<endl;
tili=tili+100;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(num==2){
cout<<"恭喜获得绿宝石1块"<<endl;
lu=lu+1;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(num==3){
cout<<"恭喜获得金币100枚"<<endl;
jingbi=jingbi+100;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(num==4){
cout<<"很可惜没有获得任何物品"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(num==5){
cout<<"恭喜获得血量50点"<<endl;
xueliang=xueliang+100;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
if(num==6){
cout<<"恭喜获得骰子2枚"<<endl;
shai=shai+2;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
}
}
else {
cout<<"你目前还没有骰子"<<endl;
cout<<"按任意键继续"<<endl;
getch();
system("cls");
break;
}
}
else{
system("cls");
break;
}
}
}
}
return 0;
}
//俄罗斯方块
#include <iostream>
#include <string>
#include <ctime>
#include <cstdlib>
#include <windows.h>
#include <conio.h>
#include <bits/stdc++.h>
using namespace std;
int block00[4][4] = { { 10, 0, 0, 0 }, { 1, 1, 1, 1 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } };
int block01[4][4] = { { 11, 0, 1, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 } };
int block02[4][4] = { { 12, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 0, 1, 0, 0 } };
int block03[4][4] = { { 13, 0, 0, 0 }, { 0, 1, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 0, 0 } };
int block04[4][4] = { { 14, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 0, 0 }, { 1, 1, 1, 0 } };
int block05[4][4] = { { 15, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 } };
int block06[4][4] = { { 16, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 1, 0, 0, 0 } };
int block07[4][4] = { { 17, 0, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 } };
int block08[4][4] = { { 18, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 1, 0 }, { 1, 1, 1, 0 } };
int block09[4][4] = { { 19, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 1, 0 } };
int block10[4][4] = { { 20, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 0, 0, 1, 0 } };
int block11[4][4] = { { 21, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 }, { 1, 1, 0, 0 } };
int block12[4][4] = { { 22, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 0, 0, 0 }, { 1, 1, 1, 0 } };
int block13[4][4] = { { 23, 0, 0, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 } };
int block14[4][4] = { { 24, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 1, 0 }, { 1, 1, 0, 0 } };
int block15[4][4] = { { 25, 0, 0, 0 }, { 1, 0, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 0, 0 } };
int block16[4][4] = { { 26, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 1, 0 } };
int block17[4][4] = { { 27, 0, 0, 0 }, { 0, 0, 1, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 } };
int block18[4][4] = { { 28, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 0, 0 }, { 1, 1, 0, 0 } };
void initialWindow (HANDLE hOut);//初始化窗口
void initialPrint (HANDLE hOut);//初始化界面
void gotoXY (HANDLE hOut, int x, int y);//移动光标
void roundBlock (HANDLE hOut, int block[4][4]);//随机生成方块并打印到下一个方块位置
bool collisionDetection (int block[4][4], int map[21][12], int x, int y);//检测碰撞
void printBlock (HANDLE hOut, int block[4][4], int x, int y);//打印方块
void clearBlock (HANDLE hOut, int block[4][4], int x, int y);//消除方块
void myLeft (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//左移
void myRight (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//右移
void myUp (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//顺时针旋转90度
int myDown (HANDLE hOut, int block[4][4], int map[21][12], int &x, int y);//加速下落
void myStop (HANDLE hOut, int block[4][4]);//游戏暂停
void gameOver (HANDLE hOut, int block[4][4], int map[21][12]);//游戏结束
//判断是否能消行并更新分值
void eliminateRow (HANDLE hOut, int map[21][12], int &val, int &fraction, int &checkpoint);
int main () {
MessageBox (NULL, "欢迎来到俄罗斯方块游戏!", "温馨提示", MB_OK);
system ("mode coon cols=200 lines=100");
system ("mode con cols=70 lines=35");
int map[21][12];
int blockA[4][4];//候选区的方块
int blockB[4][4];//下落中的方块
int positionX, positionY;//方块左上角的坐标
bool check;//检查方块还能不能下落
char key;//用来存储按键
int val;//用来控制下落速度
int fraction;//用来存储得分
int checkpoint;//用来存储关卡
int times;
HANDLE hOut = GetStdHandle (STD_OUTPUT_HANDLE);//获取标准输出设备句柄
initialWindow (hOut);
initial:
gotoXY (hOut, 0, 0);
initialPrint (hOut);
check = true;
val = 50;
fraction = 0;
checkpoint = 1;
times = val;
for (int i = 0; i < 20; i++) {
for (int j = 1; j < 11; j++) {
map[i][j] = 0;
}
}
for (int i = 0; i < 20; i++) {
map[i][0] = map[i][11] = 1;
}
for (int i = 0; i < 12; i++) {
map[20][i] = 1;
}
srand ((unsigned) time (NULL));
roundBlock (hOut, blockA);
while (true) {
if (check) {
eliminateRow (hOut, map, val, fraction, checkpoint);
check = false;
positionX = -3;
positionY = 4;
if (collisionDetection (blockA, map, positionX, positionY)) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
blockB[i][j] = blockA[i][j];
}
}
roundBlock (hOut, blockA);
} else {
gameOver (hOut, blockA, map);
goto initial;
}
}
printBlock (hOut, blockB, positionX, positionY);
if (_kbhit ()) {
key = _getch ();
switch (key) {
case 72:
myUp (hOut, blockB, map, positionX, positionY);
break;
case 75:
myLeft (hOut, blockB, map, positionX, positionY);
break;
case 77:
myRight (hOut, blockB, map, positionX, positionY);
break;
case 80:
switch (myDown (hOut, blockB, map, positionX, positionY)) {
case 0:
check = false;
break;
case 1:
check = true;
break;
case 2:
gameOver (hOut, blockB, map);
goto initial;
default:
break;
}
break;
case 32:
myStop (hOut, blockA);
break;
case 27:
exit (0);
default:
break;
}
}
Sleep (20);
if (--times == 0) {
switch (myDown (hOut, blockB, map, positionX, positionY)) {
case 0:
check = false;
break;
case 1:
check = true;
break;
case 2:
gameOver (hOut, blockB, map);
goto initial;
default:
break;
}
times = val;
}
}
cin.get ();
return 0;
}
void initialWindow (HANDLE hOut) {
SetConsoleTitle ("俄罗斯方块");
COORD size = { 80, 25 };
SetConsoleScreenBufferSize (hOut, size);
SMALL_RECT rc = { 0, 0, 79, 24 };
SetConsoleWindowInfo (hOut, true, &rc);
CONSOLE_CURSOR_INFO cursor_info = { 1, 0 };
SetConsoleCursorInfo (hOut, &cursor_info);
}
void initialPrint(HANDLE hOut) {
SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
for (int i = 0; i < 20; i++) {
cout << "■ ■☆ ☆" << endl;
}
gotoXY (hOut, 26, 0);
cout << "作者:谢铭轩(非揪咪)";
gotoXY (hOut, 0, 20);
cout << "■■■■■■■■■■■■☆☆☆☆☆☆☆☆☆☆☆☆☆";
gotoXY (hOut, 26, 1);
cout << "分 数: ";
gotoXY (hOut, 26, 2);
cout << "关 卡: ";
gotoXY (hOut, 26, 4);
cout << "下一方块:";
gotoXY (hOut, 26, 9);
cout << "操作方法:";
gotoXY (hOut, 30, 11);
cout << "↑:旋转 ↓:速降";
gotoXY (hOut, 30, 12);
cout << "→:右移 ←:左移";
gotoXY (hOut, 30, 13);
cout << "空格键:开始/暂停";
gotoXY (hOut, 30, 14);
cout << "Esc 键:退出";
gotoXY (hOut, 26, 16);
cout << "关 于:";
gotoXY (hOut, 30, 18);
cout << "俄罗斯方块V1.0";
gotoXY (hOut, 35, 19);
}
void gotoXY (HANDLE hOut, int x, int y) {
COORD pos;
pos.X = x;
pos.Y = y;
SetConsoleCursorPosition (hOut, pos);
}
void roundBlock(HANDLE hOut, int block[4][4]) {
clearBlock (hOut, block, 5, 15);
switch (rand() % 19) {
case 0:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block00[i][j];
}
}
break;
case 1:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block01[i][j];
}
}
break;
case 2:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block02[i][j];
}
}
break;
case 3:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block03[i][j];
}
}
break;
case 4:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block04[i][j];
}
}
break;
case 5:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block05[i][j];
}
}
break;
case 6:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block06[i][j];
}
}
break;
case 7:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block07[i][j];
}
}
break;
case 8:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block08[i][j];
}
}
break;
case 9:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++)
{
block[i][j] = block09[i][j];
}
}
break;
case 10:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block10[i][j];
}
}
break;
case 11:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block11[i][j];
}
}
break;
case 12:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block12[i][j];
}
}
break;
case 13:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block13[i][j];
}
}
break;
case 14:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block14[i][j];
}
}
break;
case 15:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block15[i][j];
}
}
break;
case 16:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block16[i][j];
}
}
break;
case 17:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block17[i][j];
}
}
break;
case 18:
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block18[i][j];
}
}
break;
default:
break;
}
printBlock(hOut, block, 5, 15);
}
bool collisionDetection (int block[4][4], int map[21][12], int x, int y) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (x + i >= 0 && y + j >= 0 && map[x + i][y + j] == 1 && block[i][j] == 1) {
return false;
}
}
}
return true;
}
void printBlock (HANDLE hOut, int block[4][4], int x, int y) {
switch (block[0][0]) {
case 10:
case 11:
SetConsoleTextAttribute (hOut, FOREGROUND_GREEN);
break;
case 12:
case 13:
case 14:
case 15:
SetConsoleTextAttribute (hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
break;
case 16:
case 17:
case 18:
case 19:
SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
break;
case 20:
case 21:
case 22:
case 23:
SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_BLUE | FOREGROUND_INTENSITY);
break;
case 24:
case 25:
SetConsoleTextAttribute (hOut, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
break;
case 26:
case 27:
SetConsoleTextAttribute (hOut, FOREGROUND_BLUE | FOREGROUND_INTENSITY);
break;
case 28:
SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
break;
default:
break;
}
for (int i = 0; i < 4; i++) {
if (i + x >= 0) {
for (int j = 0; j < 4; j++) {
if (block[i][j] == 1) {
gotoXY (hOut, 2 * (y + j), x + i);
cout << "■";
}
}
}
}
}
void clearBlock (HANDLE hOut, int block[4][4], int x, int y) {
for (int i = 0; i < 4; i++) {
if (i + x >= 0) {
for (int j = 0; j < 4; j++) {
if (block[i][j] == 1) {
gotoXY (hOut, 2 * (y + j), x + i);
cout << " ";
}
}
}
}
}
void gameOver (HANDLE hOut, int block[4][4], int map[21][12]) {
SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
gotoXY (hOut, 9, 8);
string s = "GAME OVER";
for (int i = 0; i < s.size (); i++) {
Sleep (80);
cout << s[i];
}
gotoXY (hOut, 8, 9);
s = "空格键:重来";
for (int i = 0; i < s.size (); i++) {
Sleep (80);
cout << s[i];
}
cout << endl;
gotoXY (hOut, 8, 10);
s = "ESC键:退出";
MessageBox (NULL, "很遗憾,您输了!", "温馨提示", MB_OK);
for (int i = 0; i < s.size (); i++) {
Sleep (80);
cout << s[i];
}
char key;
while (true) {
key = _getch ();
if (key == 32) {
return;
} else if (key == 27) {
exit(0);
}
}
}
int myDown (HANDLE hOut, int block[4][4], int map[21][12], int &x, int y) {
if (collisionDetection(block, map, x + 1, y)) {
clearBlock (hOut, block, x, y);
++x;
return 0;
}
if (x < 0) {
return 2;
}
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (block[i][j] == 1) {
map[x + i][y + j] = 1;
SetConsoleTextAttribute (hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY);
gotoXY (hOut, 2 * (y + j), x + i);
cout << "■";
}
}
}
return 1;
}
void myLeft (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) {
if (collisionDetection (block, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
--y;
}
}
void myRight (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) {
if (collisionDetection (block, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
++y;
}
}
void myUp (HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) {
switch (block[0][0]) {
case 10:
if (collisionDetection (block01, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block01[i][j];
}
}
}
break;
case 11:
if (collisionDetection (block00, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block00[i][j];
}
}
} else if (collisionDetection (block00, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block00[i][j];
}
}
--y;
} else if (collisionDetection (block00, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block00[i][j];
}
}
++y;
} else if (collisionDetection (block00, map, x, y - 2)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block00[i][j];
}
}
y -= 2;
} else if (collisionDetection (block00, map, x, y + 2)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block00[i][j];
}
}
y += 2;
}
break;
case 12:
if (collisionDetection (block03, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block03[i][j];
}
}
} else if (collisionDetection (block03, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block03[i][j];
}
}
--y;
} else if (collisionDetection (block03, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block03[i][j];
}
}
++y;
}
break;
case 13:
if (collisionDetection (block04, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block04[i][j];
}
}
} else if (collisionDetection (block04, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block04[i][j];
}
}
--y;
} else if (collisionDetection (block04, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block04[i][j];
}
}
++y;
}
break;
case 14:
if (collisionDetection (block05, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block05[i][j];
}
}
} else if (collisionDetection (block05, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block05[i][j];
}
}
--y;
} else if (collisionDetection (block05, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block05[i][j];
}
}
++y;
}
break;
case 15:
if (collisionDetection (block02, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block02[i][j];
}
}
} else if (collisionDetection (block02, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block02[i][j];
}
}
--y;
} else if (collisionDetection (block02, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block02[i][j];
}
}
++y;
}
break;
case 16:
if (collisionDetection (block07, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block07[i][j];
}
}
} else if (collisionDetection (block07, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block07[i][j];
}
}
--y;
} else if (collisionDetection (block07, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block07[i][j];
}
}
++y;
}
break;
case 17:
if (collisionDetection (block08, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block08[i][j];
}
}
} else if (collisionDetection (block08, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block08[i][j];
}
}
--y;
} else if (collisionDetection (block08, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block08[i][j];
}
}
++y;
}
break;
case 18:
if (collisionDetection (block09, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block09[i][j];
}
}
} else if (collisionDetection (block09, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block09[i][j];
}
}
--y;
} else if (collisionDetection (block09, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block09[i][j];
}
}
++y;
}
break;
case 19:
if (collisionDetection (block06, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block06[i][j];
}
}
} else if (collisionDetection (block06, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block06[i][j];
}
}
--y;
} else if (collisionDetection(block06, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block06[i][j];
}
}
++y;
}
break;
case 20:
if (collisionDetection (block11, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block11[i][j];
}
}
} else if (collisionDetection (block11, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block11[i][j];
}
}
--y;
} else if (collisionDetection (block11, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block11[i][j];
}
}
++y;
}
break;
case 21:
if (collisionDetection (block12, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block12[i][j];
}
}
} else if (collisionDetection(block12, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block12[i][j];
}
}
--y;
} else if (collisionDetection (block12, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block12[i][j];
}
}
++y;
}
break;
case 22:
if (collisionDetection (block13, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block13[i][j];
}
}
} else if (collisionDetection (block13, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block13[i][j];
}
}
--y;
} else if (collisionDetection (block13, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block13[i][j];
}
}
++y;
}
break;
case 23:
if (collisionDetection (block10, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block10[i][j];
}
}
} else if (collisionDetection (block10, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block10[i][j];
}
}
--y;
} else if (collisionDetection (block10, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block10[i][j];
}
}
++y;
}
break;
case 24:
if (collisionDetection (block15, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block15[i][j];
}
}
} else if (collisionDetection (block15, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block15[i][j];
}
}
--y;
} else if (collisionDetection (block15, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block15[i][j];
}
}
++y;
}
break;
case 25:
if (collisionDetection (block14, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block14[i][j];
}
}
} else if (collisionDetection (block14, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block14[i][j];
}
}
--y;
} else if (collisionDetection (block14, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block14[i][j];
}
}
++y;
}
break;
case 26:
if (collisionDetection (block17, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block17[i][j];
}
}
} else if (collisionDetection (block17, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) block[i][j] = block17[i][j];
}
--y;
} else if (collisionDetection (block17, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) block[i][j] = block17[i][j];
}
++y;
}
break;
case 27:
if (collisionDetection (block16, map, x, y)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block16[i][j];
}
}
} else if (collisionDetection (block16, map, x, y - 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
block[i][j] = block16[i][j];
}
}
--y;
} else if (collisionDetection (block16, map, x, y + 1)) {
clearBlock (hOut, block, x, y);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) block[i][j] = block16[i][j];
}
++y;
}
break;
default:
break;
}
}
void myStop (HANDLE hOut, int block[4][4]) {
clearBlock (hOut, block, 5, 15);
SetConsoleTextAttribute (hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
gotoXY (hOut, 30, 7);
cout << "游戏暂停";
char key;
while (true) {
key = _getch ();
if (key == 32) {
gotoXY (hOut, 30, 7);
cout << " ";
printBlock (hOut, block, 5, 15);
return;
}
if (key == 27) exit (0);
}
}
void eliminateRow (HANDLE hOut, int map[21][12], int &val, int &fraction, int &checkpoint) {
SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY);
for (int i = 19; i >= 0; i--) {
int x = 0;
for (int j = 1; j < 11; j++) {
x += map[i][j];
}
if (x == 10) {
fraction += 100;
if (val > 1 && fraction / 1000 + 1 != checkpoint) {
checkpoint = fraction / 1000 + 1;
val -= 5;
}
for (int m = i; m > 0; m--) {
for (int n = 1; n < 11; n++) {
map[m][n] = map[m - 1][n];
gotoXY (hOut, 2 * n, m);
if (map[m][n] == 1) {
cout << "■";
} else {
cout << " ";
}
}
}
i++;
}
}
gotoXY (hOut, 36, 1);
cout << fraction;
gotoXY (hOut, 36, 2);
cout << checkpoint;
}