真正的小游戏大全!!!(一定能编译通过!!!)

记得点赞加关注啊,看在我写了十五万行的代码的份上,求求啦😭😭

1.2048小游戏

// @File : 2048.cpp
// @Author : Easylau
// @Time : 2022/02/08 11:13:16
#include <iostream>
using namespace std;
#include <conio.h> //console input/ouput
#include <ctime>
#include <cstdlib>

int randNum();                        //产生2/4随机数
int randPosition();                   //产生随机位置
void printArr(int *mainArr, int len); //打印数组
void upPile(int *mainArr, int len);   //上移操作
void moveUp(int *mainArr, int len, int *score);
void downPile(int *mainArr, int len); //下移操作
void moveDown(int *mainArr, int len, int *score);
void leftPile(int *mainArr, int len); //左移操作
void moveLeft(int *mainArr, int len, int *score);
void rightPile(int *mainArr, int len); //右移操作
void moveRight(int *mainArr, int len, int *score);
void generateNum(int *mainArr, int len); //在随机位置上放置随机数
int checkResult(int *mainArr, int len);  //通过返回值判断游戏状态(赢、输、继续)

int randNum()
{
    srand((int)time(0));
    return (rand() % 2 + 1) * 2;
}

int randPosition()
{
    srand((int)time(0));
    return rand() % 16;
}

void printArr(int *mainArr, int len)
{
    for (int i = 0; i < 4; i++)
    {
        for (int j = 0; j < 4; j++)
        {
            cout << mainArr[i * 4 + j] << "\t";
        }
        cout << endl;
        cout << endl;
    }
}

void upPile(int *mainArr, int len)
{
    for (int i = 1; i < 4; i++)
    {
        for (int j = 0; j < 4; j++)
        {
            for (int x = i - 1; x > 0; x--)
            {
                if (mainArr[x * 4 + j] == 0)
                {
                    mainArr[x * 4 + j] = mainArr[(x + 1) * 4 + j];
                    mainArr[(x + 1) * 4 + j] = 0;
                }
            }
        }
    }
}

void moveUp(int *mainArr, int len, int *score)
{
    upPile(mainArr, len);
    for (int i = 1; i < 4; i++) //从第2行开始
    {
        for (int j = 0; j < 4; j++)
        {
            if (mainArr[i * 4 + j] == mainArr[(i - 1) * 4 + j] || mainArr[(i - 1) * 4 + j] == 0)
            {
                mainArr[(i - 1) * 4 + j] += mainArr[i * 4 + j];
                mainArr[i * 4 + j] = 0;
                *score += mainArr[(i - 1) * 4 + j];
            }
        }
    }
}

void downPile(int *mainArr, int len)
{
    for (int i = 3; i > -1; i--)
    {
        for (int j = 0; j < 4; j++)
        {
            for (int x = i + 1; x < 4; x++)
            {
                if (mainArr[x * 4 + j] == 0)
                {
                    mainArr[x * 4 + j] = mainArr[(x - 1) * 4 + j];
                    mainArr[(x - 1) * 4 + j] = 0;
                }
            }
        }
    }
}

void moveDown(int *mainArr, int len, int *score)
{
    downPile(mainArr, len);
    for (int i = 3; i > 0; i--) //从最后一行开始
    {
        for (int j = 0; j < 4; j++)
        {
            if (mainArr[i * 4 + j] == mainArr[(i - 1) * 4 + j] || mainArr[i * 4 + j] == 0)
            {
                mainArr[i * 4 + j] += mainArr[(i - 1) * 4 + j];
                mainArr[(i - 1) * 4 + j] = 0;
                *score += mainArr[i * 4 + j];
            }
        }
    }
}

void leftPile(int *mainArr, int len)
{
    for (int j = 1; j < 4; j++)
    {
        for (int i = 0; i < 4; i++)
        {
            for (int x = j - 1; x > -1; x--)
            {
                if (mainArr[i * 4 + x] == 0)
                {
                    mainArr[i * 4 + x] = mainArr[i * 4 + x + 1];
                    mainArr[i * 4 + x + 1] = 0;
                }
            }
        }
    }
}

void moveLeft(int *mainArr, int len, int *score)
{
    leftPile(mainArr, len);
    for (int j = 1; j < 4; j++) //从第二列开始
    {
        for (int i = 0; i < 4; i++)
        {
            if (mainArr[i * 4 + j] == mainArr[i * 4 + j - 1] || mainArr[i * 4 + j - 1] == 0)
            {
                mainArr[i * 4 + j - 1] += mainArr[i * 4 + j];
                mainArr[i * 4 + j] = 0;
                *score += mainArr[i * 4 + j - 1];
            }
        }
    }
}

void rightPile(int *mainArr, int len)
{
    for (int j = 2; j > -1; j--)
    {
        for (int i = 0; i < 4; i++)
        {
            for (int x = j + 1; x < 4; x++)
            {
                if (mainArr[i * 4 + x] == 0)
                {
                    mainArr[i * 4 + x] = mainArr[i * 4 + x - 1];
                    mainArr[i * 4 + x - 1] = 0;
                }
            }
        }
    }
}

void moveRight(int *mainArr, int len, int *score)
{
    rightPile(mainArr, len);
    for (int j = 3; j > 0; j--) //从最后一列开始
    {
        for (int i = 0; i < 4; i++)
        {
            if (mainArr[i * 4 + j] == mainArr[i * 4 + j - 1] || mainArr[i * 4 + j] == 0)
            {
                mainArr[i * 4 + j] += mainArr[i * 4 + j - 1];
                mainArr[i * 4 + j - 1] = 0;
                *score += mainArr[i * 4 + j];
            }
        }
    }
}

void generateNum(int *mainArr, int len)
{
    while (1)
    {
        int p = randPosition();
        if (mainArr[p] == 0)
        {
            mainArr[p] = randNum();
            break;
        }
    }
}

int checkResult(int *mainArr, int len)
{
    int count = 0;
    for (int i = 0; i < len; i++)
    {
        if (mainArr[i] == 2048) //赢的条件
        {
            return 1; //赢了
        }
        else if (mainArr[i] == 0)
        {
            count = count;
        }
        else
        {
            count++;
        }
    }
    if (count == 16) //输的条件
    {
        return 0; //输了
    }
    else
    {
        return 2; //继续
    }
}

int main()
{
    int mainArr[16] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
    int len = sizeof(mainArr) / sizeof(mainArr[0]); //行数
    int score = 0;
    char choice = ' ';
    system("color 02");
    cout << "按w上,s下,a左,d右。" << endl;
    cout << endl;
    generateNum(mainArr, len);
    printArr(mainArr, len);
    cout << "您的上一步操作是:" << choice << endl;
    cout << "得分:" << score << endl;
    while (1)
    {
        if (_kbhit())
        {
            switch (_getch())
            {
            case 119: // W
                choice = 'W';
                moveUp(mainArr, len, &score);
                break;
            case 115: // S
                choice = 'S';
                moveDown(mainArr, len, &score);
                break;
            case 97: // A
                choice = 'A';
                moveLeft(mainArr, len, &score);
                break;
            case 100: // D
                choice = 'D';
                moveRight(mainArr, len, &score);
                break;
            default:
                choice = 'N';
            }
            if (choice != 'N')
            {
                generateNum(mainArr, len);
                switch (checkResult(mainArr, len))
                {
                case 0:
                    system("cls");
                    cout << "您输了!" << endl;
                    cout << "得分:" << score << endl;
                    break;

                case 1:
                    system("cls");
                    cout << "您赢了!" << endl;
                    cout << "得分:" << score << endl;
                    break;

                case 2:
                    system("cls");
                    cout << "按w上,s下,a左,d右。" << endl;
                    cout << endl;
                    printArr(mainArr, len);
                    cout << "您的上一步操作是:" << choice << endl;
                    cout << "得分:" << score << endl;
                    break;
                }
            }
            else
            {
                system("cls");
                cout << "按w上,s下,a左,d右。" << endl;
                cout << endl;
                printArr(mainArr, len);
                cout << "您的上一步操作不合法!" << endl;
                cout << "得分:" << score << endl;
            }
        }
    }
    return 0;
}

2.吃豆人

#include <stdio.h>
#include <iostream>
#include <time.h>
#include <conio.h>
#include <windows.h>
#include <stdlib.h>
#include <string.h>

using namespace std;

const int n = 809;

struct Point {
	int x, y;
};

int dali;

int fx[4] = {-1, 27, 1, -27};
int fxfx[4][2] = {{0, -1}, {1, 0}, {0, 1}, {-1, 0}};
int dis[1000][1000]; //0:墙 1:有分的路 2:没分的路 3:怪物的家
int changdi[30][27] = {
    {0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
    {0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
    {0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
    {0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 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, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0},
    {0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1 ,0},
    {0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 3, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 3, 3, 3, 3, 3, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
    {2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 0, 3, 3, 3, 3, 3, 0, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2},
    {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 3, 3, 3, 3, 3, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
    {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
    {0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
    {0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
    {0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0},
    {0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0},
    {0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0},
    {0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0},
    {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
    {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};

int x, x1, x2, x3, x4, y, y1, y2, y3, y4;
int now, now1, now2, now3, now4;
int g1, g2, g3, g4;
int fangx, nextfx, last1, last2, last3, last4;
int fenshu, guozi, guaitimer;
int T1, T2, t1, t2, stopped; //T:计时 t1:玩家速度 t2:怪物速度
int f; //f:{0:继续 1:被吃 2:赢了 3:输了}
int beichi;

void color (int a) {//颜色函数
	SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE), a);
}

void gotoxy(int x, int y) {//位置函数(行为x 列为y)
	COORD pos;
	pos.X=2*y;
	pos.Y=x;
	SetConsoleCursorPosition (GetStdHandle (STD_OUTPUT_HANDLE),pos);
}

void begin () {
    system ("cls");
    color (11);
	printf ("       ★");
	color (10);
	printf ("吃豆人");
	color (11);
	printf ("★\n\n");
	color(7);
    printf ("  正在初始化,请耐心等待");
    for (int i = 0; i <= n; i++) {
    	for (int j = 1; j <= n; j++) {
    		dis[i][j] = 900;
		}
	}
    for (int i = 0; i <= n; i++) {
        for (int j = 0; j <= 3; j++) {
            if (i + fx[j] >= 0 && i + fx[j] <= n) {
                int k = i + fx[j], xx = k/27, yy = k % 27, kk;
                if (changdi[i / 27][i % 27] && changdi[xx][yy]) {
                	dis[i][k] = kk = 1;
				}
            }
        }
    }
    for (int k = 0; k <= n; k++) {
    	if (changdi[k]) {
			for (int i = 0; i <= n; i++) {
				if (changdi[i]) {
					for (int j = 0; j <= n; j++) {
						if (changdi[j]) {
							if (dis[i][j] > dis[i][k] + dis[k][j]) {
								dis[i][j] = dis[i][k] + dis[k][j];
							}
						}
					}
				}
			}
            if (k % 80 == 0) {
				color (13);
				gotoxy (3, 12);
				printf("│");
			} else if (k % 80 == 20) {
					color (13);
					gotoxy (3, 12);
					printf ("╱");
			} else if (k % 80 == 40) {
				color (13);
				gotoxy (3, 12);
				printf ("─");
			} else if (k % 80 == 60) {
				color(13);
				gotoxy (3, 12);
				printf ("╲");
			}
    		if (k % 60==0) {
				color (11);
				gotoxy (5, k / 60);
				printf("●");
			}
		}
    }
}

void shuru () {
    char ch = getch ();
    if (ch == 75) {
    	if (changdi[x + fxfx[0][0]][y + fxfx[0][1]] == 1 | changdi[x + fxfx[0][0]][y + fxfx[0][1]] == 2) {
    		fangx = nextfx = 0;
		} else {
			nextfx = 0;
		}
	} else if (ch == 80) {
		if (changdi[x + fxfx[1][0]][y + fxfx[1][1]] == 1 | changdi[x + fxfx[1][0]][y + fxfx[1][1]] == 2) {
			fangx = nextfx = 1;
		} else {
			nextfx = 1;
		}
	} else if (ch == 77) {
		if (changdi[x + fxfx[2][0]][y + fxfx[2][1]] == 1 | changdi[x + fxfx[2][0]][y + fxfx[2][1]] == 2) {
			fangx = nextfx = 2;
		} else {
			nextfx = 2;
		}
	} else if (ch == 72) {
		if (changdi[x + fxfx[3][0]][y + fxfx[3][1]] == 1 | changdi[x + fxfx[3][0]][y + fxfx[3][1]] == 2) {
			fangx = nextfx = 3;
		} else {
			nextfx = 3;
		}
	} else if (ch == ' ') {
		stopped = (stopped + 1) % 2;
	} else if (ch == '-') {
		t1++;
	} else if ((ch == '+') && t1 - 1 > 0) {
    	t1--;
	}
    else if (ch == '$') {
    	dali = (dali + 1) % 2;
	}
}

void reset () {
    system ("cls");
	color (7);
    x = 22;
	y = 13;
    x1 = x2 = x3 = x4 = 14;
	y1 = 11;
	y2 = 12;
	y3 = 14;
	y4 = 15;
    now = 607;
	now1 = 389;
	now2 = 390;
	now3 = 392;
	now4 = 393;
    for (int k = 0; k <= n; k++) {
        int i = k / 27, j = k % 27;
        gotoxy (i, j);
        if (changdi[i][j] == 1) {
			color (7);
			printf("·");
		} else if (!changdi[i][j]) {
			color (1);
			printf ("■");
		}
        if (j==26) {
			gotoxy (i, 27);
			color (7);
			printf ("%d", i);
		}
    }
    gotoxy (0, 0);
    gotoxy (x, y);
	color (14);
	printf ("●");
    gotoxy (x1, y1);
	color (4);
	printf ("◆");
    gotoxy (x2, y2);
	color (5);
	printf ("◆");
    gotoxy (x3, y3);
	color (3);
	printf ("◆");
    gotoxy (x4, y4);
	color (2);
	printf ("◆");
    fangx = 0;
	T1 = T2 = guaitimer = 0;
	t1 = 75;
	t2 = 100;
	stopped = 0;
	fenshu = 0;
	guozi = 237;
	g1 = g2 = g3 = g4 = 0;
	dali = 0;
    gotoxy (14, 30);
	printf ("  ");
}

void move1 () {
    int xx, yy;
    xx = x + fxfx[nextfx][0];
	yy = y + fxfx[nextfx][1];
    if (changdi[xx][yy]) {
        if (changdi[xx][yy] == 1) {
			fenshu++;
			changdi[xx][yy] = 2;
		}
        color (14);
        gotoxy (x, y);
		printf ("  ");
        gotoxy (xx, yy);
		if (!dali) {
			printf ("♀");
		} else {
			printf ("☆");
		}
        now = x * 27 + y;
		x = xx;
		y = yy;
        fangx = nextfx;
    } else {
        if (x == 13 && y == 0 && fangx == 0) {
			xx = x;
			yy = 26;
		} else if (x == 13 && y == 26 && fangx == 2) {
			xx = x;
			yy = 0;
		} else {
			xx = x + fxfx[fangx][0];
			yy = y + fxfx[fangx][1];
		}
        if (changdi[xx][yy]) {
            if (changdi[xx][yy] == 1) {
				fenshu++;
				changdi[xx][yy] = 2;
			}
            color (14);
            gotoxy (x, y);
			printf ("  ");
            gotoxy (xx, yy);
			if (!dali) {
				printf ("♀");
			} else {
				printf ("☆");
			}
            now = x * 27 + y;
			x = xx;
			y = yy;
        }
    }
    color (7);
}

void move2 () {
    int haha, minhaha, xx, yy, chi = 0;
    if (g1) {
        minhaha = 2147483647; //相当于INT_MAX
        if (now1 % 27 == 0 | now1 % 27 == 26) {
        	haha = last1;
		} else if (!dali) {
            for (int i = 0; i <= 3; i++) {
            	if (changdi[(now1 + fx[i]) / 27][(now1 + fx[i]) % 27] && i != last1 &&
				minhaha > dis[now1 + fx[i]][now]) {
					minhaha = dis[now1 + fx[i]][now];
					haha = i;
				}
			}
        } else {
            minhaha = -minhaha;
            for (int i = 0; i <= 3; i++) {
            	if (changdi[(now1 + fx[i]) / 27][(now1 + fx[i]) % 27] && i != last1 &&
				minhaha < dis[now1 + fx[i]][now]) {
					minhaha = dis[now1 + fx[i]][now];
					haha = i;
				}
			}
        }
        xx = now1 / 27;
		yy = now1 % 27;
		gotoxy (xx, yy);
        if (changdi[xx][yy] == 1)  {
        	printf ("·");
		} else {
			printf ("  ");
		}
        now1 += fx[haha];
		last1 = (haha + 2) % 4;
        xx = now1 / 27;
		yy = now1 % 27;
		gotoxy (xx, yy);
		color (4);
		printf ("◆");
		color (7);
        if (xx == x && yy == y) {
            if (!dali) {
            	chi++;
			} else {
                guozi += 50;
                fenshu += 50;
                last1 = 0;
                gotoxy (now1 / 27, now1 % 27);
                if (changdi[now1 / 27][now1 % 27] == 1) {
                	printf ("·");
				} else {
					printf ("  ");
				}
                now1 = 389;
            }
        }
    }
    if (g2) {
        int k;
        minhaha = 2147483647;
        if (fangx == 0 | fangx == 2) {
            k = y + (fxfx[fangx][1]) * 3;
            while (k > 25 | !changdi[x][k]) {
            	k--;
			}
            while (k < 1 | !changdi[x][k]) {
            	k++;
			}
        } else {
            k = x + (fxfx[fangx][0]) * 3;
            while (k > 28 | !changdi[k][y]) {
            	k--;
			}
            while (k < 1 | !changdi[k][y]) {
            	k++;
			}
        }
        if (fangx == 0 | fangx == 2) {
        	k += x * 27;
		} else {
			k = k * 27 + y;
		}
        if (now2 % 27 == 0 | now2 % 27 == 26)  {
        	haha = last2;
		}
        else if (!dali) {
        	for (int i = 0; i <= 3; i++) {
                if (changdi[(now2 + fx[i]) / 27][(now2 + fx[i]) % 27] && i != last2 &&
				minhaha > dis[now2 + fx[i]][k]) {
					minhaha = dis[now2 + fx[i]][k];
					haha = i;
				}
            }
		} else {
            minhaha = -minhaha;
            for (int i = 0; i <= 3; i++) {
                if (changdi[(now2 + fx[i]) / 27][(now2 + fx[i]) % 27] && i != last2 &&
				minhaha < dis[now2 + fx[i]][k]) {
					minhaha = dis[now2 + fx[i]][k];
					haha = i;
				}
            }
        }
        xx = now2 / 27;
		yy = now2 % 27;
		gotoxy (xx, yy);
        if (changdi[xx][yy] == 1) {
        	printf ("·");
		} else {
			printf ("  ");
		}
        now2 += fx[haha];
		last2 = (haha + 2) % 4;
		gotoxy (18, 30);
        xx = now2 / 27;
		yy = now2 % 27;
		gotoxy (xx, yy);
		color (5);
		printf ("◆");
		color (7);
        if (xx == x && yy == y) {
            if (!dali) {
            	chi++;
			} else {
                guozi += 50;
                fenshu += 50;
                last2 = 0;
                gotoxy (now2 / 27, now2 % 27);
                if (changdi[now2 / 27][now2 % 27] == 1) {
                	printf ("·");
				} else {
					printf ("  ");
				}
                now2 = 390;
            }
        }
    }
    if (g3) {
        int k;
        minhaha = 2147483647;
        if (fangx == 0 | fangx == 2) {
            k = y + (fxfx[(fangx + 1) % 4][1]) * 3;
            while (k > 25 | !changdi[x][k]) {
            	k--;
			}
            while (k < 1 | !changdi[x][k]) {
            	k++;
			}
        } else {
            k = x + (fxfx[(fangx + 1) % 4][0]) * 3;
            while (k > 28 | !changdi[k][y]) {
            	k--;
			}
            while (k < 1 | !changdi[k][y]) {
            	k++;
			}
        }
        if (fangx == 0 | fangx == 2) {
        	k += x * 27;
		} else {
			k = k * 27 + y;
		}
        if (now3 % 27 == 0 | now3 % 27 == 26) {
        	haha = last3;
		} else if (!dali) {
			for (int i = 0; i <= 3; i++) {
				if (changdi[(now3 + fx[i]) / 27][(now3 + fx[i]) % 27] && i != last3 &&
				minhaha > dis[now3 + fx[i]][k]) {
					minhaha = dis[now3 + fx[i]][k];
					haha = i;
				}
			}
		} else {
            minhaha = -minhaha;
            for (int i = 0; i <= 3; i++) {
                if (changdi[(now3 + fx[i]) / 27][(now3 + fx[i]) % 27] && i != last3 &&
				minhaha < dis[now3 + fx[i]][k]) {
					minhaha = dis[now3 + fx[i]][k];
					haha = i;
				}
            }
        }
        xx = now3 / 27;
		yy = now3 % 27;
		gotoxy (xx, yy);
        if (changdi[xx][yy] == 1) {
        	printf ("·");
		} else {
			printf ("  ");
		}
        now3 += fx[haha];
		last3 = (haha + 2) % 4;
		gotoxy (18, 30);
        xx = now3 / 27;
		yy = now3 % 27;
        gotoxy (xx, yy);
		color (3);
		printf ("◆");
		color (7);
        if (xx == x && yy == y) {
            if (!dali) {
				chi++;
			} else {
                guozi += 50;
                fenshu += 50;
                last3 = 0;
                gotoxy (now3 / 27, now3 % 27);
                if (changdi[now3 / 27][now3 % 27] == 1) {
                	printf ("·");
				} else {
					printf ("  ");
				}
                now3 = 341;
            }
        }
    }
    if (chi) {
    	beichi++;
	}
}

int main () {
	MessageBox (NULL, "欢迎来到吃豆人游戏!", "温馨提示", MB_OK);
    begin ();
    int jixu = 1;
    reset ();
    string bb[4] = {"●", "①", "②" ,"③"};
	color (7);
    gotoxy (12, 12);
	printf ("倒计时");
	color (12);
    for (int i = 3; i >= 0; i--) {
		if (i==0) {
			color (11);
		}
		gotoxy (13, 13);
		cout << bb[i];
		Sleep (1000);
	}
    gotoxy (12, 12);
	printf ("      ");
	gotoxy (13, 13);
	printf (" ");
    while (!f) {
        Sleep (1);
        gotoxy (7, 30);
		color (3);
		printf ("得分:%d   ", fenshu);
        gotoxy (3, 30);
		printf ("怪物速度:%d   ", 300 - t2);
        gotoxy (5, 30);
		printf ("你的速度:%d   ", 300 - t1);
        gotoxy (9, 30);
		printf ("被吃次数:%d ", beichi);
		gotoxy (11, 30);
		printf ("控制小人行走:方向键");
		gotoxy (13, 30);
		printf ("复活次数:无限次");
		gotoxy (15, 30);
		printf ("小人加速/减速:'+'/'-'");
		gotoxy (17, 30);
		printf ("大力丸:$键");
		gotoxy (20, 10);
		color (4);
        if (kbhit ()) {
        	shuru ();
		}
        if (stopped) {
        	continue;
		}
        T1 = (T1 + 1) % t1;
		T2 = (T2 + 1) % t2;
        if (T1 % t1 == 0 && now + fx[fangx] > 0 && now + fx[fangx] < n) {
        	move1 ();
		}
        if (T2 % t2 == 0) {
            if (guaitimer <= 8) {
                if (guaitimer==0) {
                	g1 = 1;
				}
                if (guaitimer == 8) {
                	g2 = 1;
				}
                guaitimer++;
            }
            if (!g3 && fenshu >= 30) {
            	g3 = 1;
			}
            move2 ();
        }
        if (fenshu == guozi) {
        	f=2;
		}
    }
    if (f == 2) {
        Sleep (3000);
        system ("cls");
        gotoxy (10, 20);
        color (3);
        string str = "恭喜您吃完了所有豆子!";
        for (int i = 0; i < str.size (); i++) {
        	Sleep (80);
        	cout << str[i];
		}
		Sleep (2000);
		gotoxy (12, 20);
		str = "您一共被怪物吃掉了";
		for (int i = 0; i < str.size (); i++) {
			Sleep (80);
			cout << str[i];
		}
		Sleep (80);
		cout << beichi;
		Sleep (80);
		cout << "次";
		Sleep (80);
		cout << "!";
		gotoxy (14, 20);
        Sleep (2000);
    }
}

3.打方块

#include<bits/stdc++.h>//打方块 Windows10
#include<windows.h>
using namespace std;
int fen,mb[10][18],leaf;

void kg(int a) {
    for(int i=0; i<a; i++)
        cout<<' ';
}

void go(int x, int y) {
    COORD p;
    p.X=(x-1)*2;
    p.Y=y-1;
    SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),p);
}

void printtu(int x,int y,bool a) {
    go(x,y);
    cout<<"■";
    if(x>2&&x<11) {
        go(x-1,y+1);
        cout<<"■■■";
    } else if(x==2) {
        go(x,y+1);
        cout<<"■■";
    } else if(x==11) {
        go(x-1,y+1);
        cout<<"■■";
    } else;

    if(a)
        for(int i=0; i<18; i++) {
            go(2,i+2);
            kg(20);
        }

    Sleep(100);

    go(x,y);
    kg(2);
    if(x>2&&x<11) {
        go(x-1,y+1);
        kg(6);
    } else if(x==2) {
        go(x,y+1);
        kg(4);
    } else if(x==11) {
        go(x-1,y+1);
        kg(4);
    } else;
    go(14,5);
    kg(4);
    cout<<"\b\b\b\b"<<fen;

    if(a)
        for(int i=0; i<18; i++) {
            go(2,i+2);
            for(int o=0; o<10; o++) {
                if(mb[o][i])
                    cout<<"■";
                else kg(2);
            }
        }
}

void sj(int x) {
    int i;
    for(i=19;; i--) {
        go(x,i);
        cout<<"■";
        Sleep(10);
        cout<<"\b\b";
        kg(2);
        if(i<3)break;
        if(mb[x-2][i-3]==1)break;
    }
    mb[x-2][i-2]=1;
    go(x,i);
    cout<<"■";
    fen-=10;
    for(int o=0; o<10; o++)
        if(mb[o][i-2]==0)return;
    for(int o=0; o<10; o++)
        mb[o][i-2]=0;
    for(int o=i-2; o<17; o++)
        for(int j=0; j<10; j++)
            mb[j][o]=mb[j][o+1];
    for(int o=0; o<10; o++)
        mb[o][17]=0;
    printtu(x,20,1);
    fen+=100;
}

void mouse(int &x,int &y) {
    POINT p;
    HWND h=GetForegroundWindow();
    GetCursorPos(&p);
    ScreenToClient(h,&p);
    x=p.x;
    y=p.y;
}

void m(int wt) {
lkr:
    ;
    fen=-500;
    leaf=8;
    srand(time(0));
    system("mode con cols=33 lines=24");

    system("cls");
    cout<<"┌ ┄ ┄ ┄ ┄ ┄ ┄ ┄ ┄ ┄ ┄ ┐"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆ 分数"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆ 生命"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆ ";
    printf("%c %c %c %c\n",3,3,3,3);
    cout<<"┆ ";
    kg(20);
    cout<<"┆ ";
    printf("%c %c %c %c\n",3,3,3,3);
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"┆ ";
    kg(20);
    cout<<"┆"<<endl;
    cout<<"└ ┄ ┄ ┄ ┄ ┄ ┄ ┄ ┄ ┄ ┄ ┘"<<endl;
lk:
    ;
    for(int i=0; i<10; i++)
        for(int o=0; o<18; o++)
            mb[i][o]=0;
    int x=6;
    for(int i=wt*10;;) {
        if(i<wt*10)goto asd;

        for(int i=0; i<10; i++)
            for(int o=0; o<18; o++)
                if(mb[i][o]!=0)goto qwe;
        fen+=500;
qwe:
        ;

        for(int o=0; o<10; o++)
            if(mb[o][17]==1)goto as;

        for(int o=17; o>0; o--)
            for(int j=0; j<10; j++)
                mb[j][o]=mb[j][o-1];

        for(int o=0; o<10; o++)
            mb[o][0]=rand()%2;

asd:
        ;
        if(GetAsyncKeyState(VK_RIGHT)!=0&&x<11)x++;
        if(GetAsyncKeyState(VK_LEFT)!=0&&x>2)x--;
        if(GetAsyncKeyState(VK_UP)!=0)sj(x);
        printtu(x,20,i>=wt*10);
        if(i<wt*10)i++;
        else i=1;
    }
as:
    ;
    for(int i=2; i<22; i++) {
        go(2,i);
        kg(20);
    }
    fen-=600;
    switch(leaf) {
        case 1:
            go(13,8);
            cout<<' '<<' ';
            break;
        case 2:
            leaf--;
            go(14,8);
            cout<<' '<<' ';
            goto lk;
        case 3:
            leaf--;
            go(15,8);
            cout<<' '<<' ';
            goto lk;
        case 4:
            leaf--;
            go(16,8);
            cout<<' '<<' ';
            goto lk;
        case 5:
            leaf--;
            go(13,9);
            cout<<' '<<' ';
            goto lk;
        case 6:
            leaf--;
            go(14,9);
            cout<<' '<<' ';
            goto lk;
        case 7:
            leaf--;
            go(15,9);
            cout<<' '<<' ';
            goto lk;
        case 8:
            leaf--;
            go(16,9);
            cout<<' '<<' ';
            goto lk;
    }
    go(5,7);
    cout<<"你输了!";
    go(3,8);
    cout<<" ┆ 再来[R]┆ ┆ 返回[E]┆";
    for(;;) {
        if(GetAsyncKeyState('R')!=0||GetAsyncKeyState('r')!=0)goto lkr;
        if(GetAsyncKeyState('E')!=0||GetAsyncKeyState('e')!=0)return;
    }
}

void dafangkuai() {}
int main() {
    SetConsoleTitle("打方块Windows10");
    int q=3;
a:
    ;
    system("mode con cols=80 lines=25");
    system("cls");
    bool jh[8][27]= {0,0,1,0,0,1,1,1,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,1,0,0,1,0,0,1,1,1,1,1,1,1,0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,1,1,1,1,1,0,0,0,1,1,1,0,0,1,0,0,0,0,1,1,1,1,0,1,1,1,0,0,0,1,0,1,0,1,1,1,0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,1,0,1,1,1,1,1,1,1,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,1,1,0,0,0,1,0,0,0,0,1,1,0,0,0,1,1,0,0,0,1,0,0,1,1,0,0,1,0,0,0,1,0,1,0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0};
    for(int i=2; i<10; i++) {
        go(7,i);
        for(int o=0; o<27; o++) {
            if(jh[i-2][o])
                cout<<"■";
            else cout<<' '<<' ';
        }
    }
    go(17,11);
    cout<<"|开始游戏|";
    go(17,13);
    cout<<"|设置游戏|";
    go(17,15);
    cout<<"|游戏规则|";
    go(17,17);
    cout<<"|退出游戏|";
    go(1,23);
    cout<<"[L]确定";
    int y=1;
    for(;;) {
        if(GetAsyncKeyState(VK_DOWN)!=0)y+=((y==4)?-3:1);
        if(GetAsyncKeyState(VK_UP)!=0)y-=((y==1)?-3:1);
        if(GetAsyncKeyState('l')!=0||GetAsyncKeyState('L')!=0)
            switch(y) {
                case 1:
                    system("cls");
                    m(q);
                    goto a;
                case 2:
                    system("cls");
                    go(16,11);
                    cout<<' '<<q<<"秒增加一行";
                    go(16,10);
                    printf("[%c]",30);
                    go(16,12);
                    printf("[%c]",31);
                    go(1,23);
                    cout<<"[K]确定";
                    for(;;) {
                        if(GetAsyncKeyState(VK_UP)!=0&&q<9) {
                            q++;
                            go(16,11);
                            cout<<' '<<q;
                        }
                        if(GetAsyncKeyState(VK_DOWN)!=0&&q>1) {
                            q--;
                            go(16,11);
                            cout<<' '<<q;
                        }
                        if(GetAsyncKeyState('k')!=0||GetAsyncKeyState('K')!=0)goto a;
                        Sleep(100);
                    }
                case 3:
                    MessageBox(0,"点确定浏览规则" ,"规则",MB_OK);
                    MessageBox(0,"←→控制炮台","规则",MB_OK);
                    MessageBox(0,"满一行即消除","规则",MB_OK);
                    MessageBox(0,"每消除一行+100","规则",MB_OK);
                    MessageBox(0,"少一条命-100","规则",MB_OK);
                    MessageBox(0,"全部消除+500","规则",MB_OK);
                    MessageBox(0,"发射一炮-10","规则",MB_OK);
                case 4:
                    return 0;
            }
        go(16,11);
        cout<<' '<<' ';
        go(22,11);
        cout<<' ';
        go(16,13);
        cout<<' '<<' ';
        go(22,13);
        cout<<' ';
        go(16,15);
        cout<<' '<<' ';
        go(22,15);
        cout<<' ';
        go(16,17);
        cout<<' '<<' ';
        go(22,17);
        cout<<' ';
        go(16,9+2*y);
        cout<<' '<<'>';
        go(22,9+2*y);
        cout<<'<';
        Sleep(100);
    }
}

4.打飞机

#include<iostream>
#include<windows.h>
#include<conio.h>
#include<time.h>
#include<string>
using namespace std;

/*=============== all the structures ===============*/

typedef struct Frame
{
	COORD position[2];
	int flag;
}Frame;


/*=============== all the functions ===============*/

void SetPos(COORD a)// set cursor
{
	HANDLE out=GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleCursorPosition(out, a);
}

void SetPos(int i, int j)// set cursor
{
	COORD pos={i, j};
	SetPos(pos);
}

void HideCursor()
{
	CONSOLE_CURSOR_INFO cursor_info = {1, 0};
	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}

//把第y行,[x1, x2) 之间的坐标填充为 ch
void drawRow(int y, int x1, int x2, char ch)
{
	SetPos(x1,y);
	for(int i = 0; i <= (x2-x1); i++)
		cout<<ch;
}

//在a, b 纵坐标相同的前提下,把坐标 [a, b] 之间填充为 ch
void drawRow(COORD a, COORD b, char ch)
{
	if(a.Y == b.Y)
		drawRow(a.Y, a.X, b.X, ch);
	else
	{
		SetPos(0, 25);
		cout<<"error code 01:无法填充行,因为两个坐标的纵坐标(x)不相等";
		system("pause");
	}
}

//把第x列,[y1, y2] 之间的坐标填充为 ch
void drawCol(int x, int y1, int y2, char ch)
{
	int y=y1;
	while(y!=y2+1)
	{
		SetPos(x, y);
		cout<<ch;
		y++;
	}
}

//在a, b 横坐标相同的前提下,把坐标 [a, b] 之间填充为 ch
void drawCol(COORD a, COORD b, char ch)
{
	if(a.X == b.X)
		drawCol(a.X, a.Y, b.Y, ch);
	else
	{
		SetPos(0, 25);
		cout<<"error code 02:无法填充列,因为两个坐标的横坐标(y)不相等";
		system("pause");
	}
}

//左上角坐标、右下角坐标、用row填充行、用col填充列
void drawFrame(COORD a, COORD  b, char row, char col)
{
	drawRow(a.Y, a.X+1, b.X-1, row);
	drawRow(b.Y, a.X+1, b.X-1, row);
	drawCol(a.X, a.Y+1, b.Y-1, col);
	drawCol(b.X, a.Y+1, b.Y-1, col);
}

void drawFrame(int x1, int y1, int x2, int y2, char row, char col)
{
	COORD a={x1, y1};
	COORD b={x2, y2};
	drawFrame(a, b, row, col);
}

void drawFrame(Frame frame, char row, char col)
{
	COORD a = frame.position[0];
	COORD b = frame.position[1];
	drawFrame(a, b, row, col);
}

void drawPlaying()
{
	drawFrame(0, 0, 48, 24, '=', '|');//	draw map frame;
	drawFrame(49, 0, 79, 4, '-', '|');//		draw output frame
	drawFrame(49, 4, 79, 9, '-', '|');//		draw score frame
	drawFrame(49, 9, 79, 20, '-', '|');//	draw operate frame
	drawFrame(49, 20, 79, 24, '-', '|');//	draw other message frame
	SetPos(52, 6);
	cout<<"得分:";
	SetPos(52, 7);
	cout<<"称号:";
	SetPos(52,10);
	cout<<"操作方式:";
	SetPos(52,12);
	cout<<"  a,s,d,w 控制战机移动。";
	SetPos(52,14);
	cout<<"  p 暂停游戏。";
	SetPos(52,16);
	cout<<"  e 退出游戏。";
}

//在[a, b)之间产生一个随机整数
int random(int a, int b)
{
	int c=(rand() % (a-b))+ a;
	return c;
}

//在两个坐标包括的矩形框内随机产生一个坐标
COORD random(COORD a, COORD b)
{
	int x=random(a.X, b.X);
	int y=random(a.Y, b.Y);
	COORD c={x, y};
	return c;
}

bool  judgeCoordInFrame(Frame frame, COORD spot)
{
	if(spot.X>=frame.position[0].X)
		if(spot.X<=frame.position[1].X)
			if(spot.Y>=frame.position[0].Y)
				if(spot.Y<=frame.position[0].Y)
					return true;
	return false;
}

void printCoord(COORD a)
{
	cout	<<"( "<<a.X<<" , "<<a.Y<<" )";
}

void printFrameCoord(Frame a)
{
	printCoord(a.position[0]);
	cout	<<" - ";
	printCoord(a.position[1]);
}

int drawMenu()
{
	SetPos(30, 1);
	cout<<"P l a n e  W a r";
	drawRow(3, 0, 79, '-');
	drawRow(5, 0, 79, '-');
	SetPos(28, 4);
	cout<<"w 和 s 选择, k 确定";
	SetPos(15, 11);
	cout<<"1. 简单的敌人";
	SetPos(15, 13);
	cout<<"2. 冷酷的敌人";
	drawRow(20, 0, 79, '-');
	drawRow(22, 0, 79, '-');
	SetPos(47, 11);
	cout<<"简单的敌人:";
	SetPos(51, 13);
	cout<<"简单敌人有着较慢的移动速度。";
	SetPos(24, 21);
	cout<<"制作:王子岳";
	int j=11;
	SetPos(12, j);
	cout<<">>";

	//drawFrame(45, 9, 79, 17, '=', '|');

	while(1)
	{	if( _kbhit() )
		{
			char x=_getch();
			switch (x)
			{
			case 'w' :
					{
						if( j == 13)
						{
							SetPos(12, j);
							cout<<" ";
							j = 11;
							SetPos(12, j);
							cout<<">>";
							SetPos(51, 13);
							cout<<"            ";
							SetPos(47, 11);
							cout<<"简单的敌人:";
							SetPos(51, 13);
							cout<<"简单敌人有较慢的移动速度,比较容易对付";
						}
						break;
					}
			case 's' :
					{
						if( j == 11 )
						{
							SetPos(12, j);
							cout<<" ";
							j = 13;
							SetPos(12, j);
							cout<<">>";
							SetPos(51, 13);
							cout<<"              ";
							SetPos(47, 11);
							cout<<"冷酷的敌人:";
							SetPos(51, 13);
							cout<<"冷酷的敌人移动速度较快,不是很好对付哟。";
						}
						break;
					}
			case 'k' :
					{
						if (j == 8)	return 1;
						else return 2;
					}
			}
		}
	}
}

/*
DWORD WINAPI MusicFun(LPVOID lpParamte)
{
	//DWORD OBJ;
	sndPlaySound(TEXT("bgm.wav"), SND_FILENAME|SND_ASYNC);
	return 0;
}
*/


/*================== the Game Class ==================*/

class Game
{
public:
	COORD position[10];
	COORD bullet[10];
	Frame enemy[8];
	int score;
	int rank;
	int rankf;
	string title;
	int flag_rank;

	Game ();

	//初始化所有
	void initPlane();
	void initBullet();
	void initEnemy();

	//初始化其中一个
	//void initThisBullet( COORD );
	//void initThisEnemy( Frame );

	void planeMove(char);
	void bulletMove();
	void enemyMove();

	//填充所有
	void drawPlane();
	void drawPlaneToNull();
	void drawBullet();
	void drawBulletToNull();
	void drawEnemy();
	void drawEnemyToNull();

	//填充其中一个
	void drawThisBulletToNull( COORD );
	void drawThisEnemyToNull( Frame );

	void Pause();
	void Playing();
	void judgePlane();
	void judgeEnemy();

	void Shoot();

	void GameOver();
	void printScore();
};

Game::Game()
{
	initPlane();
	initBullet();
	initEnemy();
	score = 0;
	rank = 25;
	rankf = 0;
	flag_rank = 0;
}

void Game::initPlane()
{
	COORD centren={39, 22};
	position[0].X=position[5].X=position[7].X=position[9].X=centren.X;
	position[1].X=centren.X-2;
	position[2].X=position[6].X=centren.X-1;
	position[3].X=position[8].X=centren.X+1;
	position[4].X=centren.X+2;
	for(int i=0; i<=4; i++)
		position[i].Y=centren.Y;
	for(int i=6; i<=8; i++)
		position[i].Y=centren.Y+1;
	position[5].Y=centren.Y-1;
	position[9].Y=centren.Y-2;
}

void Game::drawPlane()
{
	for(int i=0; i<9; i++)
	{
		SetPos(position[i]);
		if(i!=5)
			cout<<"O";
		else if(i==5)
			cout<<"|";
	}
}

void Game::drawPlaneToNull()
{
	for(int i=0; i<9; i++)
	{
		SetPos(position[i]);
		cout<<" ";
	}
}

void Game::initBullet()
{
	for(int i=0; i<10; i++)
		bullet[i].Y = 30;
}

void Game::drawBullet()
{
	for(int i=0; i<10; i++)
	{
		if( bullet[i].Y != 30)
		{
			SetPos(bullet[i]);
			cout<<"^";
		}
	}
}

void Game::drawBulletToNull()
{
	for(int i=0; i<10; i++)
		if( bullet[i].Y != 30 )
			{
				COORD pos={bullet[i].X, bullet[i].Y+1};
				SetPos(pos);
				cout<<" ";
			}
}

void Game::initEnemy()
{
	COORD a={1, 1};
	COORD b={45, 15};
	for(int i=0; i<8; i++)
	{
		enemy[i].position[0] = random(a, b);
		enemy[i].position[1].X = enemy[i].position[0].X + 3;
		enemy[i].position[1].Y = enemy[i].position[0].Y + 2;
	}
}

void Game::drawEnemy()
{
	for(int i=0; i<8; i++)
		drawFrame(enemy[i].position[0], enemy[i].position[1], '-', '|');
}

void Game::drawEnemyToNull()
{
	for(int i=0; i<8; i++)
	{
		drawFrame(enemy[i].position[0], enemy[i].position[1], ' ', ' ');
	}
}

void Game::Pause()
{
	SetPos(61,2);
	cout<<"               ";
	SetPos(61,2);
	cout<<"暂停中...";
	char c=_getch();
	while(c!='p')
		c=_getch();
	SetPos(61,2);
	cout<<"         ";
}

void Game::planeMove(char x)
{
	if(x == 'a')
		if(position[1].X != 1)
			for(int i=0; i<=9; i++)
				position[i].X -= 2;

	if(x == 's')
		if(position[7].Y != 23)
			for(int i=0; i<=9; i++)
				position[i].Y += 1;

	if(x == 'd')
		if(position[4].X != 47)
			for(int i=0; i<=9; i++)
				position[i].X += 2;

	if(x == 'w')
		if(position[5].Y != 3)
			for(int i=0; i<=9; i++)
				position[i].Y -= 1;
}

void Game::bulletMove()
{
	for(int i=0; i<10; i++)
	{
		if( bullet[i].Y != 30)
		{
			bullet[i].Y -= 1;
			if( bullet[i].Y == 1 )
			{
				COORD pos={bullet[i].X, bullet[i].Y+1};
				drawThisBulletToNull( pos );
				bullet[i].Y=30;
			}

		}
	}
}

void Game::enemyMove()
{
	for(int i=0; i<8; i++)
	{
		for(int j=0; j<2; j++)
			enemy[i].position[j].Y++;

		if(24 == enemy[i].position[1].Y)
		{
			COORD a={1, 1};
			COORD b={45, 3};
			enemy[i].position[0] = random(a, b);
			enemy[i].position[1].X = enemy[i].position[0].X + 3;
			enemy[i].position[1].Y = enemy[i].position[0].Y + 2;
		}
	}
}

void Game::judgePlane()
{
	for(int i = 0; i < 8; i++)
		for(int j=0; j<9; j++)
			if(judgeCoordInFrame(enemy[i], position[j]))
			{
				SetPos(62, 1);
				cout<<"坠毁";
				drawFrame(enemy[i], '+', '+');
				Sleep(1000);
				GameOver();
				break;
			}
}

void Game::drawThisBulletToNull( COORD c)
{
	SetPos(c);
	cout<<" ";
}

void Game::drawThisEnemyToNull( Frame f )
{
	drawFrame(f, ' ', ' ');
}

void Game::judgeEnemy()
{
	for(int i = 0; i < 8; i++)
		for(int j = 0; j < 10; j++)
			if( judgeCoordInFrame(enemy[i], bullet[j]) )
			{
				score += 5;
				drawThisEnemyToNull( enemy[i] );
				COORD a={1, 1};
				COORD b={45, 3};
				enemy[i].position[0] = random(a, b);
				enemy[i].position[1].X = enemy[i].position[0].X + 3;
				enemy[i].position[1].Y = enemy[i].position[0].Y + 2;
				drawThisBulletToNull( bullet[j] );
				bullet[j].Y = 30;
			}
}

void Game::Shoot()
{
	for(int i=0; i<10; i++)
		if(bullet[i].Y == 30)
		{
			bullet[i].X = position[5].X;
			bullet[i].Y = position[5].Y-1;
			break;
		}
}

void Game::printScore()
{
	if(score == 120 && flag_rank == 0)
	{
		rank -= 3;
		flag_rank = 1;
	}

	else if( score == 360 && flag_rank == 1)
	{
		rank -= 5;
		flag_rank = 2;
	}
	else if( score == 480 && flag_rank == 2)
	{
		rank -= 5;
		flag_rank = 3;
	}
	int x=rank/5;
	SetPos(60, 6);
	cout<<score;

	if( rank!=rankf )
	{
		SetPos(60, 7);
		if( x == 5)
			title="初级飞行员";
		else if( x == 4)
			title="中级飞行员";
		else if( x == 3)
			title="高级飞行员";
		else if( x == 2 )
			title="王牌飞行员";
		cout<<title;
	}
	rankf = rank;
}

void Game::Playing()
{
	//HANDLE MFUN;
	//MFUN= CreateThread(NULL, 0, MusicFun, NULL, 0, NULL);

	drawEnemy();
	drawPlane();

	int flag_bullet = 0;
	int flag_enemy = 0;

	while(1)
	{
		Sleep(8);
		if(_kbhit())
		{
			char x = _getch();
			if ('a' == x || 's' == x || 'd' == x || 'w' == x)
			{
				drawPlaneToNull();
				planeMove(x);
				drawPlane();
				judgePlane();
			}
			else if ('p' == x)
				Pause();
			else if( 'k' == x)
				Shoot();
			else if( 'e' == x)
			{
				//CloseHandle(MFUN);
				GameOver();
				break;
			}

		}
		/* 处理子弹 */
		if( 0 == flag_bullet )
		{
			bulletMove();
			drawBulletToNull();
			drawBullet();
			judgeEnemy();
		}
		flag_bullet++;
		if( 5 == flag_bullet )
			flag_bullet = 0;

		/* 处理敌人 */
		if( 0 == flag_enemy )
		{
			drawEnemyToNull();
			enemyMove();
			drawEnemy();
			judgePlane();
		}
		flag_enemy++;
		if( flag_enemy >= rank )
			flag_enemy = 0;

		/* 输出得分 */
		printScore();
	}
}

void Game::GameOver()
{
	system("cls");
	COORD p1={28,9};
	COORD p2={53,15};
	drawFrame(p1, p2, '=', '|');
	SetPos(36,12);
	string str="Game Over!";
	for(int i=0; i<str.size(); i++)
	{
		Sleep(80);
		cout<<str[i];
	}
	Sleep(1000);
	system("cls");
	drawFrame(p1, p2, '=', '|');
	SetPos(31, 11);
	cout<<"击落敌机:"<<score/5<<" 架";
	SetPos(31, 12);
	cout<<"得  分:"<<score;
	SetPos(31, 13);
	cout<<"获得称号:"<<title;
	SetPos(30, 16);
	Sleep(1000);
	cout<<"继续? 是(y)| 否(n)制作:王子岳";
as:
	char x=_getch();
	if (x == 'n')
		exit(0);
	else if (x == 'y')
	{
		system("cls");
		Game game;
		int a = drawMenu();
		if(a == 2)
			game.rank = 20;
		system("cls");
		drawPlaying();
		game.Playing();
	}
	else goto as;
}

/*================== the main function ==================*/
int main()
{
	//游戏准备
	srand((int)time(0));	//随机种子
	HideCursor();	//隐藏光标

	Game game;
	int a = drawMenu();
	if(a == 2)
		game.rank = 20;
	system("cls");
	drawPlaying();
	game.Playing();
}

5.俄罗斯方块

#include <iostream>
#include <string>
#include <ctime>
#include <cstdlib>
#include <windows.h>
#include <conio.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 << "☆☆☆☆☆☆☆☆☆☆☆";
	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;
}

6.飞翔的小鸟

#include<bits/stdc++.h>
#include<Windows.h>
#define PR_Box printf("■")
#define PR_Gold printf("★")
#define PR_Ag printf("☆")
#define PR_FBird printf("Ю")
#define PR_DBird printf("Ф")
#define PR_Land printf("┳┳┯")
#define PR_Bg_TL printf("╔")
#define PR_Bg_TR printf("╗")
#define PR_Bg_DL printf("╚")
#define PR_Bg_DR printf("╝")
#define PR_Bg_X printf("═")
#define PR_Bg_Y printf("║")
#define PR_Blank printf(" ");
int Grade=1,C_Gold=0,C_Ag=0,Score=0,Delay_time=1000,Max_blank=9,Distance=18;
struct Birds {
int x,y;
int condition;
};
Birds*Bird=(Birds*)malloc(sizeof(Birds));
struct Bg {
int x,y;
int l_blank;
int reward[9];
Bg*pri;
Bg*next;
};
Bg*Bg1=new Bg[sizeof(Bg)];
void Position(int x,int y) {
COORD pos= {x-1,y-1};
HANDLE Out=GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(Out,pos);
}
void CreatBird() {
Bird->x=41;
Bird->y=10;
Bird->condition=0;
}
void CreatBg() {
Bg*Bg2=(Bg*)malloc(sizeof(Bg));
Bg1->x=90;
Bg1->y=8;
Bg2->x=Bg1->x+Distance;
Bg2->y=9;
Bg1->l_blank=Max_blank-Grade;
Bg2->l_blank=Max_blank-Grade;
Bg1->next=Bg2;
Bg1->pri=Bg2;
Bg2->next=Bg1;
Bg2->pri=Bg1;
}
void InsertBg(Bg*p) {
int temp;
Bg*Bgs=(Bg*)malloc(sizeof(Bg));
Bgs->x=p->pri->x+Distance;
Bgs->l_blank=Max_blank-Grade;
srand((int)time(0));
temp=rand();
if(temp%2==0) {
    if((temp%4+p->pri->y+Max_blank-Grade)<21)Bgs->y=p->pri->y+temp%4;
    else Bgs->y=p->pri->y;
} else {
    if((p->pri->y-temp%4)>2)Bgs->y=p->pri->y-temp%4;
    else Bgs->y=p->pri->y;
}
Bgs->pri=p->pri;
Bgs->next=p;
p->pri->next=Bgs;
p->pri=Bgs;
}
void Check_Bg(Bg*q) {
Bg*p=q;
int i=0,temp;
while(++i<=5) {
    if(p->x>-4)p=p->next;
    else {
        srand((int)time(0));
        temp=rand();
        if(temp%2==0) {
            if((temp%4+p->y+Max_blank-Grade)<21)p->y=p->y+temp%4;
            else p->y=p->y;
            p->x=p->pri->x+Distance;
            p->l_blank=Max_blank-Grade;
        } else {
            if((p->y-temp%4)>2)p->y=p->y-temp%4;
            else p->y=p->y;
            p->x=p->pri->x+Distance;
            p->l_blank=Max_blank-Grade;
        }
    }
}
}
void Loop_Bg(Bg*q) {
Bg*p=q;
int i=0;
while(++i<=5) {
    p->x=p->x-1;
    p=p->next;
    if(Bird->x==p->x) {
        Score+=1;
        if(Score%4==0&&Grade<4)Grade++;
    }
}
}
void Prt_Bg(Bg*q) {
Bg*p=q;
int i=0,k,j;
while(++i<=5) {
    if(p->x>0&&p->x<=78) {
        for(k=2; k<p->y; k++) {
            Position(p->x+1,k);
            PR_Box;
            PR_Box;
            PR_Blank
        }
        Position(p->x,p->y);
        PR_Box;
        PR_Box;
        PR_Box;
        PR_Blank;
        Position(p->x,p->y+p->l_blank);
        PR_Box;
        PR_Box;
        PR_Box;
        PR_Blank;
        k=k+p->l_blank+1;
        for(k; k<=22; k++) {
            Position(p->x+1,k);
            PR_Box;
            PR_Box;
            PR_Blank;
        }
        Position(p->x,23);
        for(k=1; k<Distance/3-2; k++)PR_Land;
    }
    p=p->next;
    if(p->x==0) {
        for(j=2; j<p->y; j++) {
            Position(p->x+1,j);
            PR_Blank;
            PR_Blank;
        }
        Position(p->x+1,p->y);
        PR_Blank;
        PR_Blank;
        PR_Blank;
        Position(p->x+1,p->y+Max_blank-Grade);
        PR_Blank;
        PR_Blank;
        PR_Blank;
        j=j+Max_blank-Grade+1;
        for(j; j<=22; j++) {
            Position(p->x+1,j);
            PR_Blank;
            PR_Blank;
        }
    }
}
}
void PrtBg() {
int i;
Position(1,1);
PR_Bg_TL;
Position(79,1);
PR_Bg_TR;
Position(1,24);
PR_Bg_DL;
Position(79,24);
PR_Bg_DR;
for(i=3; i<=78; i+=2) {
    Position(i,1);
    PR_Bg_X;
    Position(i,24);
    PR_Bg_X;
}
}
void PrtBird() {
Position(Bird->x,Bird->y-1);
PR_Blank;
Position(Bird->x,Bird->y);
PR_FBird;
Position(38,2);
printf("Score:%d",Score);
}
int CheckYN(Bg*q) {
Bg*p=q;
int i=0;
while(++i<=5) {
    if(Bird->y>23)return 0;
    if(Bird->x==p->x&&Bird->y<=p->y)return 0;
    if((Bird->x==p->x||Bird->x==p->x+1||Bird->x==p->x+2)&&Bird->y==p->y)return 0;
    if(Bird->x==p->x&&Bird->y>p->y+p->l_blank)return 0;
    if((Bird->x==p->x||Bird->x==p->x+1||Bird->x==p->x+2)&&Bird->y==p->y+p->l_blank)return 0;
    p=p->next;
}
return 1;
}
void Prtfirst() {
printf("══════════════════════════════════════\n");
printf(" ■■ ■■\n");
printf(" ■■ ■■\n");
printf(" ■■ ■■\n");
printf(" ■■ ■■\n");
printf(" ■■ ■■ C++语言版 Flappy Bird\n");
printf(" ■■ ■■ 制作人:王子岳\n");
printf(" ■■ ■■ 瞎搞日期:2024.8.2\n");
printf(" ■■ ■■ 耗时:2.46小时\n");
printf(" ■■■ ■■ 游戏说明:\n");
printf(" ■■ 1-按上箭头使鸟起飞\n");
printf(" ■■ 2-等级越高,难度越大!\n");
printf(" Ю ■■■\n");
printf("\n");
printf(" \n\n\n\n\n\n\n\n");
printf(" ┳┳┯┳┳┯┳┳┯┳┳┯┳┳┯┳┳┯┳┳┯┳┳┯┳┳┯┳┳┯┳┳┯┳┳┯┳\n");
system("pause");
Position(1,1);
int i=0;
while(i++<40*25)PR_Blank;
}
int main() {
int i=0;
char ch;
Prtfirst();
PrtBg();
CreatBg();
InsertBg(Bg1);
InsertBg(Bg1);
InsertBg(Bg1);
CreatBird();
while(1) {
    if(!CheckYN(Bg1))break;
    Check_Bg(Bg1);
    Prt_Bg(Bg1);
    PrtBird();
    Loop_Bg(Bg1);
    Bird->y=Bird->y+1;
    if(GetAsyncKeyState(VK_UP)) {
        Position(Bird->x,Bird->y-1);
        PR_Blank;
        Bird->y=Bird->y-4;
    }
    while(i++<500);
    {
        Sleep(100);
    }
    i=0;
}
Position(38,10);
printf("Game Over!");
Position(1,25);
system("pause");
}

7.谷歌小恐龙(有亿点难)

#include<stdio.h>
#include<conio.h>
#include<stdlib.h>
#include<time.h>
#include<windows.h>
#define N 80
#define up 72
#define left 75
#define right 77
#define down 80
void run();
void yn();
void print(int [][N]);
void menu();
int scr[22][N]={0},pl=9,shit,width=70,score=0,death=0,jump_time=0,game_time=0,day=0,jump_height=0,shift_time=0;
int main(){
	menu();
	run();
}

void drawplayer(int a[][N],int xlu,int ylu)
{
	for(int i=1;i<=3;i++)
		a[xlu][ylu+i]=1;
	for(int i=0;i<=4;i++)
		a[xlu+1][ylu+i]=1;
	a[xlu+2][ylu+1]=1;
	a[xlu+2][ylu+3]=1;
}

bool search_player(int a[][N],int xlu,int ylu)
{
	for(int i=1;i<=3;i++)
		if(a[xlu][ylu+i]==2 || a[xlu][ylu+i]==3)
		    return false;
	for(int i=0;i<=4;i++)
		if(a[xlu+1][ylu+i]==2 || a[xlu+1][ylu+i]==3)
		    return false;
	if(a[xlu+2][ylu+1]==2 || a[xlu+2][ylu+1]==3)
		return false;
	if(a[xlu+2][ylu+3]==2 || a[xlu+2][ylu+3]==3)
		return false;
	return true;
}

void days(int q,int a[][N]){//太阳&月亮
	for(int i=3;i<=7;i++){
			for(int j=51;j<=55;j++){
				a[i][j]=0;
			}
		}
	if(q==1){//月亮,开启昼夜才有
	    a[4][52]=4;
	    a[7][52]=4;
	    for(int i=53;i<=54;i++){
			a[4][i]=4;
		    a[5][i]=4;
		    a[6][i]=4;
		    a[7][i]=4;
		}
		a[4][54]=0;
		a[7][54]=0;
		a[5][55]=4;
		a[6][55]=4;
	}
	else{
		for(int i=3;i<=7;i++){
			for(int j=51;j<=56;j++){
				a[i][j]=4;
			}
		}
		a[4][51]=0;
		a[4][56]=0;
		a[7][51]=0;
		a[7][56]=0;
	}
}

void print(int a[][N]){//绘图函数
	COORD c={0,0};
	SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),c);
	int i,j;
	for(i=4;i<22;i++){
		a[i][width-1]=4;
		for(j=0;j<width;j++){
			if(a[i][j]==0){
				printf(" ");
			}
			if(a[i][j]==1)
				printf("@");
			if(a[i][j]==2)
			    printf("#");
			if(a[i][j]==3)
			    printf("<");
			if(a[i][j]==4){
				printf("*");
			}
			if(i==4&&j==width-1)
				printf("score:%d",score/20);
			if(i==5&&j==width-1)
				printf("Press Esc to exit");
		}
		printf("\n");
	}
	for(j=0;j<width;j++)
	    printf("~");
}

void yn(){//死亡界面
	system("cls");
	system("color 07");
	printf("\n");
	printf("\n");
	printf("\t\t\t\t   *****GAME OVER*****\n\a");
	printf("\t\t\t\t   *****YOU DIED!***** \n");
	printf("\t\t\t\t*****YOUR SCORE:%4d*****\n\n",score/20);
	printf("\t\t\t press y to continue,n to close(y/n)?\n");
	printf("\t\t\t");
	end:;
	switch(getch()){
		case 'y':
		case 'Y':death=0,score=0,memset(scr,0,sizeof(scr)),run();break;
		case 'n':
		case 'N':break;
		default :goto end;break;
	}
}

void generate_block(int a[][N],int lala=rand()%6+1){//生成障碍,有三种依次为:从上至下的墙,飞弹,从下至上随机高度的墙。。。
	if(lala==5){
		for(int i=0;i<=19;i++){
			a[i][69]=2;
		}
	}
	else if(lala==6){
		int hehe=rand()%5+1;
		if(hehe<=1){
			a[19][69]=3;
		}
		else if(hehe<=4){
			a[14][69]=3;
		}
		else if(hehe==5){
			a[21][69]=3;
		}
	}
	else{
		for(int i=0;i<=lala;i++)
			a[21-i][69]=2;
	}
}

void run() {//主函数
	//system("color 70");
	shit=0;
	day=0;
	system("cls");
	srand(time(0));
	while(1){
		score++;
		game_time++;
		if(game_time%60==0)//墙
		    generate_block(scr);
		if(game_time%80==0)//飞弹
		    generate_block(scr,6);
		//if(game_time/1000>=1 && day==0)
		    //system("color 07"),game_time=0,day=1;  //去掉这些注释(run函数里的所有)可开启昼夜更替(但我觉得不好看)。。。
		//else if(game_time/1000>=1 && day==1)
		    //system("color 70"),game_time=0,day=0;
		days(day,scr);
		if(kbhit()) //读取输入
			switch(getch()){
				case down:
				case 's':
				case 'S':if(jump_time<=15)shift_time=20,jump_time=0;break;
				case up:
				case 'W':
				case 'w':if(jump_time<=0)jump_time=25,jump_height=-1,shift_time=0;break;
				case 13 :system("pause");break;
			}
		if(jump_time<=0 && shift_time<=0){//正常
			if(search_player(scr,19,pl))
				drawplayer(scr,19,pl);
			else
			    goto end;//新科技goto...感觉比break好用...
		}
		else if(jump_time>0){//跳
			jump_time--;
			if(jump_time<10){
				jump_height--;
			}
			else if(jump_time>15){
				jump_height++;
			}
			if(search_player(scr,19-jump_height,pl)){
				drawplayer(scr,19-jump_height,pl);
			}
			else
			    goto end;
		}
		else if(shift_time>0){//蹲
			shift_time--;
			if(search_player(scr,20,pl))
				drawplayer(scr,20,pl);
			else
			    goto end;
		}
		for(int i=4;i<22;i++)//移墙
		    for(int j=0;j<=80;j++){
		    	if(scr[i][j]==2){
		    	    scr[i][j]=0;
		    		if(j-1>=0)
		    	    	scr[i][j-1]=2;
				}
			}
		for(int i=4;i<22;i++)//移飞弹,可见速度较墙快了一倍
		    for(int j=0;j<=80;j++){
		    	if(scr[i][j]==3){
		    	    scr[i][j]=0;
		    		if(scr[i][j-1]==1)
		    		      goto end;
		    		else if(scr[i][j-2]==1)
		    		    goto end;
				else if(j-2>=0)
		    	    	    scr[i][j-2]=3;
				}
			}
		print(scr);
		for(int i=4;i<22;i++)
		    for(int j=0;j<=80;j++){
		    	if(scr[i][j]==1)
		    	    scr[i][j]=0;
		    }
	}
	end:;
	yn();
}

void menu(){
	system("color 07");
	ShowCursor(false);//这一节照抄,指消去光标
	HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
	CONSOLE_CURSOR_INFO cci;
	GetConsoleCursorInfo(hOut,&cci);
	cci.bVisible=false;
	SetConsoleCursorInfo(hOut,&cci);//一直到这里照抄
}

8.球球飞车

#include <bits/stdc++.h>
#include <stdio.h>
#include <conio.h>
#include <cstdlib>
#include <windows.h>
#include <iostream>
#include <fstream>
using namespace std;

int map2[1700][3];

void gotoxy(int x, int y) {
	COORD pos = {y,x};
	HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);// 获取标准输出设备句柄
	SetConsoleCursorPosition(hOut, pos);//两个参数分别是指定哪个窗体,具体位置
}

//============================================================================

void ClearConsoleToColors(int ForgC, int BackC) {
	WORD wColor = ((BackC & 0x0F) << 4) + (ForgC & 0x0F);
	HANDLE hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);
	COORD coord = {0, 0};
	DWORD count;
	CONSOLE_SCREEN_BUFFER_INFO csbi;
	SetConsoleTextAttribute(hStdOut, wColor);
	if(GetConsoleScreenBufferInfo(hStdOut, &csbi)) {
		FillConsoleOutputCharacter(hStdOut, (TCHAR) 32, csbi.dwSize.X * csbi.dwSize.Y, coord, &count);
		FillConsoleOutputAttribute(hStdOut, csbi.wAttributes, csbi.dwSize.X * csbi.dwSize.Y, coord, &count);
		SetConsoleCursorPosition(hStdOut, coord);
	}
}
void ClearConsole() {
	HANDLE hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);
	COORD coord = {0, 0};
	DWORD count;
	CONSOLE_SCREEN_BUFFER_INFO csbi;
	if(GetConsoleScreenBufferInfo(hStdOut, &csbi)) {
		FillConsoleOutputCharacter(hStdOut, (TCHAR) 32, csbi.dwSize.X * csbi.dwSize.Y, coord, &count);
		FillConsoleOutputAttribute(hStdOut, csbi.wAttributes, csbi.dwSize.X * csbi.dwSize.Y, coord, &count);
		SetConsoleCursorPosition(hStdOut, coord);
	}
}
void gotoXY(int x, int y) {
	COORD coord = {y, x};
	SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
}
void SetColor(int ForgC) {
	WORD wColor;
	HANDLE hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);
	CONSOLE_SCREEN_BUFFER_INFO csbi;
	if(GetConsoleScreenBufferInfo(hStdOut, &csbi)) {
		wColor = (csbi.wAttributes & 0xF0) + (ForgC & 0x0F);
		SetConsoleTextAttribute(hStdOut, wColor);
	}
}
void SetColorAndBackground(int ForgC, int BackC) {
	WORD wColor = ((BackC & 0x0F) << 4) + (ForgC & 0x0F);;
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), wColor);
}
void ConPrint(char *CharBuffer, int len) {
	DWORD count;
	WriteConsole(GetStdHandle(STD_OUTPUT_HANDLE), CharBuffer, len, &count, NULL);
}
void ConPrintAt(int x, int y, char *CharBuffer, int len) {
	DWORD count;
	COORD coord = {x, y};
	HANDLE hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleCursorPosition(hStdOut, coord);
	WriteConsole(hStdOut, CharBuffer, len, &count, NULL);
}
void HideTheCursor() {
	CONSOLE_CURSOR_INFO cciCursor;
	HANDLE hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);

	if(GetConsoleCursorInfo(hStdOut, &cciCursor)) {
		cciCursor.bVisible = FALSE;
		SetConsoleCursorInfo(hStdOut, &cciCursor);
	}
}
void ShowTheCursor() {
	CONSOLE_CURSOR_INFO cciCursor;
	HANDLE hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);

	if(GetConsoleCursorInfo(hStdOut, &cciCursor)) {
		cciCursor.bVisible = TRUE;
		SetConsoleCursorInfo(hStdOut, &cciCursor);
	}
}
void k() {
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
	CONSOLE_CURSOR_INFO CursorInfo;
	GetConsoleCursorInfo(handle, &CursorInfo);
	CursorInfo.bVisible = false;
	SetConsoleCursorInfo(handle, &CursorInfo);
}

void rectangle(int x1,int y1,int x2,int y2) {
	for(int i=1; i<=y2-y1+1; i++) {
		gotoxy(x1,y1+i-1);
		if(i==1)cout<<"╔";
		else if(i==y2-y1+1)cout<<"╗";
		else cout<<"═";
	}
	for(int i=1; i<=x2-x1; i++) {
		gotoxy(x1+i,y1);
		cout<<"║";
		gotoxy(x1+i,y2);
		cout<<"║";
	}
	for(int i=1; i<=y2-y1+1; i++) {
		gotoxy(x2,y1+i-1);
		if(i==1)cout<<"╚";
		else if(i==y2-y1+1)cout<<"╝";
		else cout<<"═";
	}
}
void print(string a,int i,int j,int color=0) {
	int i2;
	for(i2=0; i2<=a.size(); i2++) {
		if(a[i2]=='a') {
			SetColorAndBackground(15, color);
			gotoxy(i,j+i2*2);
			cout<<"  ";
		}
		if(a[i2]==' ') {
			SetColorAndBackground(15, color);
			gotoxy(i,j+i2*2);
			cout<<" ";
		}
	}
}
void write(string a,int i,int j,int color1=0,int color2=15) {
	int i2;
	gotoxy(i,j);
	for(i2=0; i2<a.size(); i2++) {
		SetColorAndBackground(color1, color2);
		cout<<a[i2];
	}
}
void picture(int i=10,int j=23,int color1=15,int color2=0) {
	SetColorAndBackground(color1, color2);
	gotoxy(i,j);
	cout<<"    ╔═══════╗     ";
	gotoxy(i+1,j);
	cout<<"    ║       ║     ";
	gotoxy(i+2,j);
	cout<<"╔═══╩═══╗   ╠═══╗ ";
	gotoxy(i+3,j);
	cout<<"║       ║   ║   ║ ";
	gotoxy(i+4,j);
	cout<<"║   ╔═══╬═══╝   ║ ";
	gotoxy(i+5,j);
	cout<<"║   ║   ║       ║ ";
	gotoxy(i+6,j);
	cout<<"╚═══╣   ╚═══╦═══╝ ";
	gotoxy(i+7,j);
	cout<<"    ║       ║     ";
	gotoxy(i+8,j);
	cout<<"    ╚═══════╝     ";
}
void button(string a,int i,int j,int color,int color2=0) {
	SetColorAndBackground(color,color2);
	rectangle(i,j,i+2,j+20);
	SetColorAndBackground(color,0);
	write(a,i+1,j+(10-(a.size()/2)),color,color2);
}
void xian(int x,int y,bool x2,int h,int color=0) {
	for(int i=0; i<h; i++) {
		SetColorAndBackground(15,color);
		if(x2==0)gotoxy(x+i,y);
		else gotoxy(x,y+i*2);
		cout<<"  ";
	}
}
void choose(int i,int x) {
	write(">>>",i,x+47-46,11,8);
	write("<<<",i,x+75-46,11,8);
}
void choose_clear(int i,int x) {
	write("   ",i,x+47-46,11,8);
	write("   ",i,x+75-46,11,8);
}
void clear(int color=15) {
	int i,j;
	for(i=32; i<=94; i++) {
		for(j=5; j<=28; j++) {
			SetColorAndBackground(15,color);
			gotoxy(j,i);
			cout<<"  ";
		}
	}
}
void clear2(int color=15,int x1=32,int x2=94,int y1=5,int y2=28) {
	int i,j;
	for(i=y1; i<=y2; i++) {
		for(j=x1; j<=x2; j++) {
			SetColorAndBackground(15,color);
			gotoxy(j,i);
			cout<<"  ";
		}
	}
}

//=============================================================================

void rand_map(int a,int pd) {
	srand(time(0));

	int s;
	int rand1,rand2,rand3,rand4,rand5;

	if(a<=10)s=100;
	else if(a<=50)s=200;
	else if(a<=100)s=500;
	else if(a<=300)s=800;
	else if(a<=500)s=1100;
	else s=1500;

	for(int m=0; m<=s; m++) {
		if(m%5==0&&m!=0) {
			if(m==5||m==s) {
				if(m==5) {
					map2[m][0]=5;
					map2[m][1]=5;
					map2[m][2]=5;
				} else if(m==s) {
					map2[m][0]=4;
					map2[m][1]=4;
					map2[m][2]=4;
				}
			} else {
				rand1=rand()%3;
				map2[m][rand1]=pd;
				rand2=rand()%3;
				while(rand2==rand1)rand2=rand()%3;
				rand3=rand()%3+1;
				while(rand3==pd)rand3=rand()%3+1;
				map2[m][rand2]=rand3;

				rand4=rand2;
				rand2=rand()%3;
				while(rand2==rand4||rand2==rand1)rand2=rand()%3;
				rand3=rand()%3+1;
				while(rand3==pd)rand3=rand()%3+1;
				map2[m][rand2]=rand3;
			}
		} else {
			map2[m][0]=0;
			map2[m][1]=0;
			map2[m][2]=0;
		}
	}
}

void clear_map() {
	for(int i=0; i<=2; i++) {
		for(int j=0; j<=1600; j++) {
			map2[i][j]=0;
		}
	}
}
void clear_middle() {
	for(int i=0; i<=2; i++) {
		for(int j=0; j<=29; j++) {
			write("  ",j,i*2+44,15,15);
		}
	}
}

void text(string str,string title="游戏通知",string str2="",int x=3,int y=27) {
	int size1,size2,size3;
	int i,j;
	size1=str.size();
	size2=str2.size();
	size3=title.size();

	for(i=0; i<=20-size3/2; i++)write(" ",x-1,y+i,15,4);
	write(title,x-1,y+(20-size3/2),15,4);
	for(i=0; i<=20-size3/2-1; i++)write(" ",x-1,y+size3+(20-size3/2)+i,15,4);

	for(i=0; i<=20-size1/2; i++)write(" ",x,y+i,15,8);
	write(str,x,y+(20-size1/2),15,8);
	for(i=0; i<=20-size1/2-1; i++)write(" ",x,y+size1+(20-size1/2)+i,15,8);

	for(i=0; i<=20-size2/2; i++)write(" ",x+1,y+i,15,8);
	write(str2,x+1,y+(20-size2/2),15,8);
	for(i=0; i<=20-size2/2-1; i++)write(" ",x+1,y+size2+(20-size2/2)+i,15,8);
}
void clear_text(string str="目前暂无通知",string title="游戏通知",int x=3,int y=27) {
	int i,j;
	int size1=str.size();
	int size3=title.size();

	for(i=0; i<=20-size3/2; i++)write(" ",x-1,y+i,15,4);
	write(title,x-1,y+(20-size3/2),15,4);
	for(i=0; i<=20-size3/2-1; i++)write(" ",x-1,y+size3+(20-size3/2)+i,15,4);

	for(i=0; i<=20-size1/2; i++)write(" ",x,y+i,15,8);
	write(str,x,y+(20-size1/2),15,8);
	for(i=0; i<=20-size1/2-1; i++)write(" ",x,y+size1+(20-size1/2)+i,15,8);

	for(i=0; i<=39; i++)write(" ",x+1,y+i,15,8);
}
void hide_mouse() {
	HideTheCursor();
}
void true_mouse() {
	CONSOLE_CURSOR_INFO cciCursor;
	HANDLE hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);
	if(GetConsoleCursorInfo(hStdOut, &cciCursor)) {
		cciCursor.bVisible = TRUE;
		SetConsoleCursorInfo(hStdOut, &cciCursor);
	}
}

/*//============================================================================
  ifstream fr;                   //读
  ofstream fw;                   //写
  int a;                         //定义a
  fr.open("读入.in");            //打开 读入.in
  fr  >> a;                      //读取文件,一个数字
  cout<<"文件内容:"<<a<<endl;   //导入文件内容
  cout<<"输入内容:";            //更改文件内容
  cin>>a;                        //输入文件内容
  cout<<"载入内容完成";          //载如完成
  fw.open("读入.in");            //导入文件
  fw << a << endl;               //输入内容
  fw.close();                    //关闭文件
  fr.close();                    //关闭文件
  //============================================================================*/
//1 0 4 1 3 0 0 0 0 0 0
void game() {
	int i=1,i2=1;
	int rand1=8,rand2,rand3;
	int gk=1,gk2=0;
	int xy1=4,xy2=1,sl;
	int sm=210000000,jb=210000000,jl=210000000,jl2=210000000,jd=210000000,sd=210000000,dj=210000000,maxsm=210000000;
	string pfs="10000000000000000000";
	string pf="●";
	char x;
	rand1=8;
	while(rand1==8||rand1==4)rand1=rand()%13+1;
	rand2=rand1+1;

	for(int i=0; i<=29; i++) {
		for(int j=0; j<=47; j++) {
			print("a",i,j*2,rand1);
		}
	}
	for(int i=0; i<=29; i++) {
		for(int j=0; j<=15; j++) {
			print("a",i,j*2+31,15);
		}
	}
	for(int i=0; i<=29; i++) {
		for(int j=0; j<=31; j++) {
			print("a",i,j+95,8);
		}
	}
	for(int i=0; i<=29; i++) {
		print("a",i,42,0);
		print("a",i,50,0);
	}

	ifstream fr;                   //读
	fr.open("球球飞车.txt");            //打开 读入.in
	fr  >> gk>>gk2>>xy1>>xy2>>sm>>jb>>jl>>jl2>>jd>>sd>>dj>>maxsm>>pf>>pfs;                      //读取文件,一个数字
	fr.close();                    //关闭文件

	while(1) {
		srand(time(0));

		clear_map();
		rand3=rand()%3+1;
		rand_map(gk,rand3);

		print("aaaaaaaaaaaaaaaa ",3,95,4);
		write("球球飞车",1,107,11,8);
		while(1) {
			clear_middle();
			if(gk!=gk2) {
				clear_map();
				rand3=rand()%3+1;
				rand_map(gk,rand3);
				gk2++;
				rand1=8;
				while(rand1==8||rand1==4)rand1=rand()%13+1;
				rand2=rand1+1;

				for(int i=0; i<=29; i++) {
					for(int j=0; j<=47; j++) {
						print("a",i,j*2,rand1);
					}
				}
				for(int i=0; i<=29; i++) {
					for(int j=0; j<=15; j++) {
						print("a",i,j*2+31,15);
					}
				}
				for(int i=0; i<=29; i++) {
					for(int j=0; j<=31; j++) {
						print("a",i,j+95,8);
					}
				}
				for(int i=0; i<=29; i++) {
					print("a",i,42,0);
					print("a",i,50,0);
				}
			}
			for(int i=0; i<=29; i++) {
				for(int j=0; j<=2; j++) {
					if(map2[i][j]==1)write(pf,29-i,j*2+44,14,15);
					if(map2[i][j]==2)write(pf,29-i,j*2+44,12,15);
					if(map2[i][j]==3)write(pf,29-i,j*2+44,9,15);
					if(map2[i][j]==4)write("↑",29-i,j*2+44,8,15);
					if(map2[i][j]==5)write("↑",29-i,j*2+44,8,15);
				}
			}
			clear_text();
			write("第",0,0,0,7);
			SetColorAndBackground(4, 7);
			if(gk>=0&&gk<10)cout<<"0000";
			if(gk>=10&&gk<100)cout<<"000";
			if(gk>=100&&gk<1000)cout<<"00";
			if(gk>=1000&&gk<10000)cout<<"0";
			if(gk>=10000&&gk<100000)cout<<"";
			cout<<gk;
			write("关",0,7,0,7);

			if(rand3==1)write(pf,26,46,14,15);
			if(rand3==2)write(pf,26,46,12,15);
			if(rand3==3)write(pf,26,46,9,15);
			print("aaaaaaaaaaaaaaaa ",3,95,4);
			write("球球飞车",1,107,11,8);
			button("开始游戏",5,101,11,8);
			button("游戏玩法",9,101,11,8);
			button("查看状态",13,101,11,8);
			button("商店",17,101,11,8);
			button("退出",21,101,11,8);
			choose(i*4+2,95);
			x=getch();
			i2=i;
			if(x=='w'&&i>1)i--;
			else if(x=='s'&&i<5)i++;
			else if(x==' ') {
				if(i==1) {
					int s;
					if(gk<=10) {
						dj=1;
						s=100;
					} else if(gk<=50) {
						dj=2;
						s=200;
					} else if(gk<=100) {
						dj=3;
						s=500;
					} else if(gk<=300) {
						dj=4;
						s=800;
					} else if(gk<=500) {
						dj=5;
						s=1100;
					} else {
						dj=6;
						s=1500;
					}

					xy2=1;
					sm=maxsm;
					jl2=0;

					clear2(8,0,29,95,126);
					print("aaaaaaaaaaaaaaaa ",0,95,4);
					write("关卡",0,106,15,4);
					SetColorAndBackground(7, 4);
					if(gk>=0&&gk<10)cout<<"0000";
					if(gk>=10&&gk<100)cout<<"000";
					if(gk>=100&&gk<1000)cout<<"00";
					if(gk>=1000&&gk<10000)cout<<"0";
					if(gk>=10000&&gk<100000)cout<<"";
					cout<<gk;
					write("生命:",1,95,15,8);
					cout<<sm<<"条";
					write("金币:",2,95,15,8);
					cout<<jb<<"元";
					write("距离:",3,95,15,8);
					cout<<(jl*1.0)/1000<<"千米    ";
					write("进度:",4,95,15,8);
					cout<<jd<<"%";
					write("速度:",5,95,15,8);
					cout<<dj*2<<"米/秒";
					write("等级:",6,95,15,8);
					cout<<dj<<"级  (6级满级)";

					sl=0;
					for(int k=0;; k++) {
						if(sl%((10-dj)*250)==0) {
							jl++;
							jl2++;

							jd=(jl2*1.0)/s*100;
							sd=2;

							SetColorAndBackground(15,8);
							gotoxy(1,101);
							cout<<sm<<"条";
							gotoxy(2,101);
							cout<<jb<<"元";
							gotoxy(3,101);
							cout<<(jl*1.0)/1000<<"千米";
							gotoxy(4,101);
							cout<<"已完成"<<jl2<<"米   ("<<jd<<"%)";
							gotoxy(5,101);
							cout<<sd*2<<"米/秒";
							gotoxy(6,101);
							cout<<dj<<"级  (6级满级)";
							if(map2[3+k][xy2]==rand3) {
								jb++;
								map2[3+k][xy2]=0;
							} else if(map2[3+k][xy2]==5)map2[3+k][xy2]=5;
							else if(map2[3+k][xy2]==4) {
								text("成功,游戏结束");
								Sleep(1000);
								gk++;

								ofstream fw;                   //写
								fw.open("球球飞车.txt");            //打开 读入.in
								fw << gk<<" "<<gk2<<" "<<xy1<<" "<<xy2<<" "<<sm<<" "<<jb<<" "<<jl<<" "<<jl2<<" "<<jd<<" "<<sd<<" "<<dj<<" "<<maxsm<<" "<<pf<<" "<<pfs<<endl;               //输入内容
								fw.close();

								clear2(8,0,29,95,126);
								break;
							} else if(map2[3+k][xy2]==0)map2[3+k][xy2]=0;
							else {
								sm--;
								text("横冲直撞,生命扣一");
								if(sm==0) {
									text("失败,游戏结束");
									Sleep(1000);
									clear2(8,0,29,95,126);
									break;
								}
							}
							for(int i=0; i<=29; i++) {
								for(int j=0; j<=2; j++) {
									if(!(i<=27&&i>=25)) {
										if(map2[i+k][j]==0&&(map2[i+k-1][j]!=map2[i+k][j]||j==xy2||i==3))write("  ",29-i,j*2+44,8,15);
										if(map2[i+k][j]==1)write(pf,29-i,j*2+44,14,15);
										if(map2[i+k][j]==2)write(pf,29-i,j*2+44,12,15);
										if(map2[i+k][j]==3)write(pf,29-i,j*2+44,9,15);
										if(map2[i+k][j]==4)write("↑",29-i,j*2+44,8,15);
										if(map2[i+k][j]==5)write("↑",29-i,j*2+44,8,15);
									}
									if(j==xy2&&i==3) {
										if(rand3==1)write(pf,26,j*2+44,14,15);
										if(rand3==2)write(pf,26,j*2+44,12,15);
										if(rand3==3)write(pf,26,j*2+44,9,15);
									}
								}
							}
						} else k--;
						if(kbhit()) {
							x=getch();
							if(x=='a'&&xy2>0) {
								text("左转,加速!");
								xy2--;
							} else if(x=='d'&&xy2<2) {
								text("右转,加速!");
								xy2++;
							} else if(x==' ') {
								if(MessageBox(NULL,TEXT("确定要退出吗?\n退出将删除当前关卡的进度,无法继续\t\t\t\t\t"),TEXT("游戏通知"),MB_ICONINFORMATION|MB_OKCANCEL)==1) {
									clear2(8,0,29,95,126);
									break;
								}
							}
						}
						sl++;
					}
				} else if(i==2) {
					clear2(8,0,29,95,126);
					print("aaaaaaaaaaaaaaaa ",0,95,4);
					write("游戏玩法",0,107,15,4);
					write("【按键操作】",1,95,15,8);
					write("1 - a左移,d右移",2,95,15,8);
					write("2 - 点击屏幕任意位置暂停",3,95,15,8);
					write("3 - 按Enter键继续游戏",4,95,15,8);
					write("4 - 按Space键退出游戏(丢失进度)",5,95,15,8);
					write("5 - 按w键可以加速(注意大小写)",6,95,15,8);
					write("【规则介绍】",8,95,15,8);
					write("1 - 撞到与自身颜色一样的球得金币",9,95,15,8);
					write("2 - 撞到与自身颜色不同的球生命-1",10,95,15,8);
					write("3 - 生命为0时失败,游戏结束",11,95,15,8);
					write("4 - 达到终点线时游戏胜利",12,95,15,8);
					write("5 - 等级会随着关卡变化",13,95,15,8);
					write("6 - 金币可以用来买东西",14,95,15,8);
					write("【注意事项】",16,95,15,8);
					write("1 - 移动为小写字母",17,95,15,8);
					write("2 - 注意是英文输入",18,95,15,8);
					write("【游戏通知】",20,95,15,8);
					write("1 - 祝你游玩愉快!",21,95,15,8);
					button("返回",24,101,11,8);
					choose(25,95);
					while(1) {
						x=getch();
						if(x==' ') {
							i=1;
							clear2(8,0,29,95,126);
							break;
						}
					}
				} else if(i==3) {
					clear2(8,0,29,95,126);
					print("aaaaaaaaaaaaaaaa ",0,95,4);
					write("查看状态",0,107,15,4);
					if(gk<=10)dj=1;
					else if(gk<=50)dj=2;
					else if(gk<=100)dj=3;
					else if(gk<=300)dj=4;
					else if(gk<=500)dj=5;
					else dj=6;
					write("关卡:",1,95,15,8);
					cout<<"第"<<gk<<"关";
					write("金币:",2,95,15,8);
					cout<<jb<<"元";
					write("距离:",3,95,15,8);
					cout<<(jl*1.0)/1000<<"千米";
					write("等级:",4,95,15,8);
					cout<<dj<<"级  (6级满级)";
					write("皮肤:",5,95,15,8);
					cout<<pf;

					i=1;
					while(1) {
						i2=i;
						button("更改参数",20,101,11,8);
						button("返回",24,101,11,8);
						choose(i*4+17,95);
						x=getch();
						if(x=='w'&&i>1)i--;
						else if(x=='s'&&i<2)i++;
						else if(x==' ') {
							if(i==1) {
								clear2(8,0,29,95,126);
								print("aaaaaaaaaaaaaaaa ",0,95,4);
								write("输入密码",0,107,15,4);
								write("输入密码:",1,95,15,8);
								string mm;
								cin>>mm;
								if(mm=="qwertyuiop") {
									clear2(8,0,29,95,126);
									print("aaaaaaaaaaaaaaaa ",0,95,4);
									write("密码正确",0,107,15,4);
									button("逐个更改",5,101,11,8);
									button("全部还原",9,101,11,8);
									button("返回",13,101,11,8);
									i=1;
									while(1) {
										choose(i*4+2,95);
										i2=i;
										x=getch();
										if(x=='w'&&i>1)i--;
										else if(x=='s'&&i<3)i++;
										else if(x==' ') {
											if(i==1) {
												MessageBox(NULL,TEXT("此游戏暂不支持\n\n"),TEXT("游戏提醒"),MB_ICONINFORMATION|MB_OK);
												continue;
											} else if(i==2) {
												if(MessageBox(NULL,TEXT("还原将删除目前所有数据\n\n是否还原"),TEXT("游戏提醒"),MB_ICONINFORMATION|MB_YESNO)==6) {
													ofstream fw;                   //写
													fw.open("球球飞车.txt");            //打开 读入.in
													fw <<"1 1 4 1 3 0 0 0 0 0 0 3"<<endl;               //输入内容
													fw.close();
												}
											} else if(i==3) {
												clear2(8,0,29,95,126);
												i=1;
												break;
											}
										}
										if(i2!=i)choose_clear(i2*4+2,95);
									}
								} else {
									clear2(8,0,29,95,126);
									print("aaaaaaaaaaaaaaaa ",0,95,4);
									write("密码错误",0,107,15,4);
									button("返回",24,101,11,8);
									choose(i*4+21,95);
									x=getch();
									if(x=='w'&&i>1)i--;
									else if(x=='s'&&i<1)i++;
									else if(x==' ') {
										clear2(8,0,29,95,126);
										break;
									}
								}
							} else if(i==2) {
								clear2(8,0,29,95,126);
								break;
							}
						}
						if(i2!=i)choose_clear(i2*4+17,95);
					}
				} else if(i==4) {
					clear2(8,0,29,95,126);
					i=1;
					while(1) {
						i2=i;
						print("aaaaaaaaaaaaaaaa ",0,95,4);
						write("商店",0,109,15,4);
						button("购买生命",3,101,11,8);
						button("解锁皮肤",7,101,11,8);
						button("返回",11,101,11,8);
						i2=i;
						choose(i*4,95);
						x=getch();
						if(x=='w'&&i>1)i--;
						else if(x=='s'&&i<3)i++;
						else if(x==' ') {
							if(i==1) {
								clear2(8,0,29,95,126);
								print("aaaaaaaaaaaaaaaa ",0,95,4);
								write("购买生命",0,107,15,4);
								write("购买多少条生命:",1,95,15,8);
								int gmsm=0,gmjb=0;
								true_mouse();
								cin>>gmsm;
								hide_mouse();
								gmjb=gmsm*500;
								write("正在结算价格中",3,95,15,8);
								int randddd=rand()%40+50;
								for(i=0; i<=randddd; i++) {
									write(".           ",3,109+(i%6+1),4,8);
									Sleep(100);
								}
								write("结算完成                ",3,95,15,8);
								Sleep(1000);
								write("结算结果:",4,95,15,8);
								Sleep(700);
								write("名称| 单价  |数量|单位|总价",6,95,15,8);
								write("    |       |    |    |    ",7,95,15,8);
								write("生命",7,95,11,8);
								write("500金币",7,100,11,8);
								gotoxy(7,108);
								cout<<gmsm;
								write("(条)",7,113,11,8);
								gotoxy(7,118);
								cout<<gmsm*500;
								Sleep(700);
								write("需要付钱:",9,95,15,8);
								cout<<gmsm*500;
								write("拥有金币:",10,95,15,8);
								cout<<jb;
								Sleep(500);
								if(jb>=gmsm*500) {
									write("金币足够,剩余",11,95,15,8);
									cout<<jb-gmsm*500<<"元!是否购买?";
									button("是",15,101,11,8);
									button("否",19,101,11,8);
									i=1;
									while(1) {
										i2=i;
										choose(i*4+12,95);
										x=getch();
										if(x=='w'&&i>1)i--;
										else if(x=='s'&&i<2)i++;
										else if(x==' ') {
											if(i==1) {
												jb-=gmsm*500;
												maxsm+=gmsm;
												MessageBox(NULL,TEXT("购买成功"),TEXT("游戏通知"),MB_OK);
												i=1;
												clear2(8,0,29,95,126);
												break;
											}
											if(i==2) {
												i=1;
												clear2(8,0,29,95,126);
												break;
											}
										}
										if(i2!=i)choose_clear(i2*4+12,95);
									}
								} else {
									write("金币不够!",12,95,15,8);
									button("返回↖",15,101,11,8);
									choose(16,95);
									while(1) {
										x=getch();
										if(x==' ') {
											i=1;
											clear2(8,0,29,95,126);
											break;
										}
									}
								}
								continue;
							} else if(i==2) {
								clear2(8,0,29,95,126);
								print("aaaaaaaaaaaaaaaa ",0,95,4);
								write("解锁皮肤",0,107,15,4);
								//●★▲■◆▼♀♂↗↘↙
								write("选择你想要的皮肤吧!",1,95,15,8);
								write("注: 红色表示未解锁",2,95,12,8);
								write("     绿色表示已解锁",3,95,10,8);
								write("     Enter键返回,Space键选定",4,95,15,8);
								write("     购买过的皮肤不用付钱",5,95,15,8);
								string pff[30]= {"●","★","▲","■","◆","▼","♀","♂","↗","↘","↙","↖","←","↑","→","↓"};
								int iii1,iii2;
								for(int i=0; i<16; i++) {
									if(pfs[i]=='0')write(pff[i],7,96+i*2,15,12);
									else write(pff[i],7,96+i*2,15,10);
									if(pff[i]==pf) {
										iii1=i;
										write("︽",8,96+i*2,15,8);
									}
								}
								while(1) {
									iii2=iii1;
									write("︽",8,96+iii1*2,15,8);
									write(pff[iii1],10,95,15,8);
									write("状态:",11,95,15,8);
									if(pfs[iii1]=='1')cout<<"已购买";
									else cout<<"未购买";
									write("价格:",12,95,15,8);
									cout<<iii1*150+850<<"      ";
									write("作用:装饰",13,95,15,8);
									write("评价:",14,95,15,8);
									for(int i2=1; i2<=(int)(iii1*1.0/4)+2; i2++)cout<<"★";
									cout<<"               ";
									write("当前金币:",16,95,15,8);
									cout<<jb<<",剩余金币:"<<jb-(iii1*150+850)<<"  ";
									if(jb>=(iii1*150+850))write("金币足够!按Space键购买装备此皮肤",17,95,15,8);
									else write("金币不够!请选择其他皮肤         ",17,95,15,8);
									x=getch();
									if(x=='a'&&iii1>=1) {
										iii1--;
									} else if(x=='d'&&iii1<=14) {
										iii1++;
									} else if(x==13) {
										clear2(8,0,29,95,126);
										break;
									} else if(x==' ') {
										if(jb>=(iii1*150+850)||pfs[iii1]=='1') {
											if(pfs[iii1]=='0') {
												if(MessageBox(NULL,TEXT("购买将消耗大量金币\n\n是否购买"),TEXT("游戏提醒"),MB_ICONINFORMATION|MB_YESNO)==6) {
													jb-=(iii1*150+850);
													pfs[iii1]='1';
													pf=pff[iii1];
													MessageBox(NULL,TEXT("购买成功,已为您自动装备\n\n"),TEXT("游戏提醒"),MB_OK);
													clear2(8,0,29,95,126);
													break;
												} else {
													continue;
												}
											} else {
												pf=pff[iii1];
												MessageBox(NULL,TEXT("该装备已经购买了!\n已为您装备\n"),TEXT("游戏提醒"),MB_OK);
												clear2(8,0,29,95,126);
												break;
											}
										} else {
											MessageBox(NULL,TEXT("金币不足\n请继续赚钱!!\n"),TEXT("游戏提醒"),MB_OK);
											clear2(8,0,29,95,126);
											break;
										}
									}
									write("  ",8,96+iii2*2,15,8);
								}
								i=1;
							} else if(i==3) {
								clear2(8,0,29,95,126);
								i=1;
								break;
							}
						}
						if(i2!=i)choose_clear(i2*4,95);
					}

				} else if(i==5) {
					if(MessageBox(NULL,TEXT("退出将删除部分数据\n\n是否退出"),TEXT("游戏提醒"),MB_ICONINFORMATION|MB_YESNO)==6) {

						ofstream fw;                   //写
						fw.open("球球飞车.txt");            //打开 读入.in
						fw << gk<<" "<<gk2<<" "<<xy1<<" "<<xy2<<" "<<sm<<" "<<jb<<" "<<jl<<" "<<jl2<<" "<<jd<<" "<<sd<<" "<<dj<<" "<<maxsm<<" "<<pf<<" "<<pfs<<endl;               //输入内容
						fw.close();                    //关闭文件

						clear();
						gotoxy(17,52);
						SetColorAndBackground(4,15);
						cout<<"正在删除数据......";
						for(int ii=1; ii<=100; ii++) {
							SetColorAndBackground(4,15);
							gotoxy(17,70);
							cout<<ii<<"%";
							Sleep(50);
						}
						Sleep(1000);
						system("cls");
						gotoxy(17,52);
						SetColorAndBackground(4,15);
						cout<<"正在删除数据......100%";;
						Sleep(1000);
						system("大厅.exe");
					}
				}
			}
			if(i2!=i)choose_clear(i2*4+2,95);
		}
	}
}

int main() {
	system("mode 128,30");
	clear();
	ClearConsoleToColors(0, 15);
	k();
	game();
	while(1)Sleep(1000);
}

9.忍者(我在网上修一下)

#include<cstdio>
#include<cstring>
#include<algorithm>
#include<conio.h>
#include<windows.h>
#include<cstdlib>
#include<ctime>
using namespace std;

#define MAXN 35
#define MIDX 10
#define MIDY 40
#define CG 25
#define CK 80

int G,K,Lnum,Wnum;//G为地图高,K为地图,Lnum为地图中的雷数,Wnum为剩余的小旗数
int nx,ny;//现在光标所在的位置
bool QR=0,Lose=0,is_flag_true[MAXN][MAXN];//QR为确认模式是否打开,Lose为是否输,第三个是这个位置上的旗是否放对
char map[MAXN][MAXN],tmap[MAXN][MAXN];//第一个是只有雷和空地的地图,第二个是玩家能看到的地图
int map1[MAXN][MAXN],mapc[MAXN][MAXN];//map1为数字的地图,其中0代表空地,-1为雷,1-8为周围雷的个数
//mapc为当前格子的颜色
int col[10]={240,249,242,252,241,244,243,240,248};//col[i]表示windows扫雷中i的颜色,col[0]为空格的颜色
int d[10][4]={{0},{0,1},{1,0},{0,-1},{-1,0},{1,1},{1,-1},{-1,1},{-1,-1}};//8个方向
bool ZB;//作弊是否打开

/*各种函数*/
void color(int);//颜色
void gto(int,int);//光标位置
void make();//制作随机地图
void print();//打印地图等
bool check(int,int);//判断坐标是否合法
bool is_win();//判断是否赢
bool is_lose();//是否输
void dfs(int,int);//用深搜来打开方块
void st(int,int);//试探,即windows扫雷中的左右键同时按
void flag(int,int);//小旗
void bj(int,int);//标记
void swt();//确认模式
void again();//重新开始
void zb();//作弊模式
void mainmain();//主函数
void print_real_map();//打印最终的地图
void begin();//各种操作

int main()
{
    mainmain();
}


void color(int a){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);}
void gto(int x,int y)
{
    COORD pos;pos.X=y;pos.Y=x;
    SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
}

void make()
{
    for(int i=1;i<=G;i++)
        for(int j=1;j<=K;j++)
            map[i][j]='#';//初始化
    for(int i=1;i<=Lnum;i++)
    {
        int x=rand()%G+1,y=rand()%K+1;
        while(map[x][y]=='O')
            x=rand()%G+1,y=rand()%K+1;
        map[x][y]='O';
    }//随机放雷
    for(int i=1;i<=G;i++)
        for(int j=1;j<=K;j++)
        {
            if(map[i][j]=='O')map1[i][j]=-1,mapc[i][j]=240;//如果是雷
            else
            {
                for(int k=1;k<=8;k++)
                    if(map[i+d[k][0]][j+d[k][1]]=='O')
                        map1[i][j]++;//计算周围雷的个数
                mapc[i][j]=col[map1[i][j]];//根据格子上的数设置颜色
            }
        }
    for(int i=1;i<=G;i++)
        for(int j=1;j<=K;j++)
            if(mapc[i][j]==0)//空地
                mapc[i][j]=240;
}
void print()
{
    system("cls");
    gto(0,MIDY-4); color(233); printf("扫雷");
    color(240);
    gto(1,MIDY);
    for(int i=2;i<=G+1;i++)
    {
        gto(i,0);
        for(int j=1;j<=K;j++)
            printf("#"),tmap[i-1][j]='#';//初始化玩家所看到的地图
    }

    gto(2,0);
    nx=2,ny=0;
    color(15);
    printf("@");

    color(15);
    gto(2,2*K+5);printf("-----规则-----");
    gto(3,2*K+5);printf("wasd:选择位置");
    gto(4,2*K+5);printf("空格:打开");
    gto(5,2*K+5);printf("1键:试探周围8个方块,如果其中有雷则不会打开,无");
    gto(6,2*K+5);printf("     雷或旗帜标对了则会将周围无雷的位置打开,");
    gto(7,2*K+5);printf("     如果试探时周围有标错的旗帜,则会游戏失败");
    gto(8,2*K+5);printf("     必须额外确认一次,以便查看周围被试探的区域");
    gto(9,2*K+5);printf("2键:放置/取消小旗(F)");
    gto(10,2*K+5);printf("3键:放置/取消标记(?)");
    gto(11,2*K+5);printf("4键:打开/关闭确认模式,即每次操作需再按一次确认");
    gto(12,2*K+5);printf("5键:打开/关闭作弊模式,即显示原本地图");
    gto(13,2*K+5);printf("0键:重新开始");//打印规则

    gto(G+4,0);printf("-----操作提示-----\n");
    printf("请选择方块进行操作");

    gto(1,2*K+10);color(12);printf("剩余小旗数:%d",Wnum=Lnum);
}

bool check(int x,int y){return y>=0&&y<K&&x>=2&&x<G+2;}
//因为地图是从2行0列开始打的,而地图是从1行1列开始存的,所以gto(x,y)走到的是map[x-1][y+1]
bool is_win()
{
    int cnt=0;
    for(int i=1;i<=G;i++)
        for(int j=1;j<=K;j++)
            if(map[i][j]=='#'&&map1[i][j]==-1)
                cnt++;
    if(cnt==Lnum) return 1;
    //所有没被打开的方块都是雷=>胜利
    for(int i=1;i<=G;i++)
        for(int j=1;j<=K;j++)
            if((tmap[i][j]!='F'&&map1[i][j]==-1)||(tmap[i][j]=='F'&&map1[i][j]!=-1))
                return 0;
    return 1;
    //所有雷都标有旗
}
bool is_lose(){return Lose;}

void dfs(int x,int y)
{
    if(map1[x-1][y+1]>0)//只要边界全部是数字就return
    {
        gto(x,y),color(mapc[x-1][y+1]),printf("%d",map1[x-1][y+1]);
        tmap[x-1][y+1]=map1[x-1][y+1]+'0';
        return;
    }
    gto(x,y);color(255);
    tmap[x-1][y+1]=' ';
    printf(" ");//因为下面判断了雷,上面判断了数字,这里就一定是空地
    for(int i=1;i<=8;i++)
    {
        int xx=x+d[i][0]-1,yy=y+d[i][1]+1;//这里的xx和yy是在map中的,而不是gto中的
        if(check(xx+1,yy-1)&&tmap[xx][yy]=='#'&&map1[xx][yy]!=-1)//所以check和dfs的参数要变化
            dfs(xx+1,yy-1);
    }
}
void st(int x,int y)
{
    for(int i=1;i<=8;i++)
    {
        int xx=x+d[i][0],yy=y+d[i][1];
        if(check(xx,yy))
        {
            gto(xx,yy);
            if(tmap[xx-1][yy+1]!='#')
                color(mapc[xx-1][yy+1]-128);//减去128使周围的8个格子的背景颜色变为灰色
            else
                color(112);//这里特判一下'#',应该可以不用
            printf("%c",tmap[xx-1][yy+1]);
        }
    }
    gto(G+5,0),color(15),printf("请确认                                      ");
    //试探必须额外确认一次,规则上有说
    char c=getch();
    if(c=='1')
    {
        for(int i=1;i<=8;i++)
        {
            int xx=x+d[i][0],yy=y+d[i][1];
            if(check(xx,yy))
                if(tmap[xx-1][yy+1]=='F'&&map1[xx-1][yy+1]!=-1)//试探时有格子的小旗标错了=>失败
                {
                    Lose=1;
                    return;
                }
        }
        for(int i=1;i<=8;i++)
        {
            int xx=x+d[i][0],yy=y+d[i][1];
            if(check(xx,yy))
                if(map1[xx-1][yy+1]==-1&&tmap[xx-1][yy+1]!='F')//试探是有格子为雷=>取消打开
                    return;
        }
        for(int i=1;i<=8;i++)
        {
            int xx=x+d[i][0],yy=y+d[i][1];
            if(check(xx,yy)&&tmap[xx-1][yy+1]=='#')//打开周围8个格子
                dfs(xx,yy);
        }
    }
}
void flag(int x,int y)
{
    x-=1,y+=1;
    if(tmap[x][y]=='F')//原本为小旗=>取消小旗
    {
        tmap[x][y]='#';mapc[x][y]=240;
        gto(x+1,y-1),color(240),printf("#");
        Wnum++;//更新小旗数
    }
    else//否则就放置小旗
    {
        is_flag_true[x][y]=map1[x][y]==-1;//判断小旗是否放对
        tmap[x][y]='F';mapc[x][y]=253;
        gto(x+1,y-1),color(253),printf("F");
        Wnum--;//更新小旗数
    }
    gto(1,2*K+10);color(12);printf("剩余小旗数:       ");
    gto(1,2*K+22);printf("%d",Wnum);//更新小旗数
}
void bj(int x,int y)//和放小旗差不多,只是不用更新is_flag_true
{
    x-=1,y+=1;
    if(tmap[x][y]=='?')
    {
        gto(x+1,y-1),color(240),printf("#");
        tmap[x][y]='#';mapc[x][y]=240;
    }
    else
    {
        if(tmap[x][y]=='F')//如果原本这个位置上是小旗,而你把它变为了标记,就要更新小旗数
        {
            Wnum++;
            gto(1,2*K+10);color(12);printf("剩余小旗数:       ");
            gto(1,2*K+22);printf("%d",Wnum);
        }
        gto(x+1,y-1),color(240),printf("?");
        tmap[x][y]='?';mapc[x][y]=240;
    }
}
void swt(){QR=!QR;}
void zb()
{
    if(ZB)//如果本来作弊打开了就把作弊地图清除
    {
        for(int i=1;i<=G;i++)
        {
            gto(i+1,K+2);
            for(int j=1;j<=K;j++)
                color(15),printf(" ");
        }
        ZB=0;
    }
    else//否则打印作弊地图
    {
        for(int i=1;i<=G;i++)
        {
            gto(i+1,K+2);
            for(int j=1;j<=K;j++)
            {
                color(mapc[i][j]);
                if(map1[i][j]==-1) printf("O");
                else if(map1[i][j]>0) printf("%d",map1[i][j]);
                else printf(" ");
            }
        }
        ZB=1;
    }
}
void again()
{
    G=K=Lnum=nx=ny=Lose=ZB=0;
    QR=0;
    memset(is_flag_true,0,sizeof(is_flag_true));
    memset(map,0,sizeof(map));
    memset(tmap,0,sizeof(tmap));
    memset(map1,0,sizeof(map1));
    memset(mapc,0,sizeof(mapc));
    color(15);
    system("cls");//初始化
    mainmain();
}

void begin()//各种操作
{
    char c=getch();
    gto(G+5,0),color(15),printf("请选择方块进行操作");
    color(240);
    if(c=='w'&&check(nx-1,ny))
    {
        gto(nx,ny);
        if(tmap[nx-1][ny+1]!='#'||tmap[nx-1][ny+1]==' ')
            color(mapc[nx-1][ny+1]);
        printf("%c",tmap[nx-1][ny+1]);
        gto(nx-=1,ny);color(15);printf("@");
    }
    else if(c=='s'&&check(nx+1,ny))
    {
        gto(nx,ny);if(tmap[nx-1][ny+1]!='#'||tmap[nx-1][ny+1]==' ')color(mapc[nx-1][ny+1]);printf("%c",tmap[nx-1][ny+1]);
        gto(nx+=1,ny);color(15);printf("@");
    }
    else if(c=='a'&&check(nx,ny-1))
    {
        gto(nx,ny);if(tmap[nx-1][ny+1]!='#'||tmap[nx-1][ny+1]==' ')color(mapc[nx-1][ny+1]);printf("%c",tmap[nx-1][ny+1]);
        gto(nx,ny-=1);color(15);printf("@");
    }
    else if(c=='d'&&check(nx,ny+1))
    {
        gto(nx,ny);if(tmap[nx-1][ny+1]!='#'||tmap[nx-1][ny+1]==' ')color(mapc[nx-1][ny+1]);printf("%c",tmap[nx-1][ny+1]);
        gto(nx,ny+=1);color(15);printf("@");
    }
    //上下左右移动
    else
    {
        if(c==' '&&(!(tmap[nx-1][ny+1]<='9'&&tmap[nx-1][ny+1]>='0'))&&tmap[nx-1][ny+1]!='F')
        {
            mapc[nx-1][ny+1]=col[map1[nx-1][ny+1]];//如果本来放了标记,mapc[nx-1][ny+1]的颜色为黑色,在打开时里面的颜色却不一定是黑色
            if(QR)
            {
                gto(G+5,0),color(15),printf("请确认                                      ");
                if(getch()==' ')
                {
                    if(map1[nx-1][ny+1]==-1) {Lose=1;return;}
                    dfs(nx,ny);
                }
            }
            else
            {
                if(map1[nx-1][ny+1]==-1) {Lose=1;return;}
                dfs(nx,ny);
            }
        }
        else if(c=='1')
        {
            if(QR)
            {
                gto(G+5,0),color(15),printf("请确认                                      ");
                if(getch()=='1') st(nx,ny);
            }
            else st(nx,ny);
            for(int i=1;i<=8;i++)
            {
                int xx=nx+d[i][0],yy=ny+d[i][1];
                if(check(xx,yy))
                {
                    gto(xx,yy);
                    if(tmap[xx-1][yy+1]!='#') color(mapc[xx-1][yy+1]);
                    else color(240);
                    printf("%c",tmap[xx-1][yy+1]);
                }
            }
        }
        else if(c=='2'&&(tmap[nx-1][ny+1]>'9'||tmap[nx-1][ny+1]<'1'))
        {
            if(QR)
            {
                gto(G+5,0),color(15),printf("请确认                                      ");
                if(getch()=='2') flag(nx,ny);
            }
            else flag(nx,ny);
        }
        else if(c=='3'&&(tmap[nx-1][ny+1]>'9'||tmap[nx-1][ny+1]<'1'))
        {
            if(QR)
            {
                gto(G+5,0),color(15),printf("请确认                                      ");
                if(getch()=='3') bj(nx,ny);
            }
            else bj(nx,ny);
        }
        else if(c=='4')
        {
            if(QR)
            {
                gto(G+5,0),color(15),printf("请确认                                      ");
                if(getch()=='4') swt();
            }
            else swt();
        }
        else if(c=='5')
        {
            if(QR)
            {
                gto(G+5,0),color(15),printf("请确认                                      ");
                if(getch()=='5') zb();
            }
            else zb();
        }
        else if(c=='0')
        {
            if(QR)
            {
                gto(G+5,0),color(15),printf("请确认                                      ");
                if(getch()=='0') again();
            }
            else again();
        }
    }
}

void mainmain()
{
    system("mode con cols=120 lines=35");//设置窗口大小
    srand((unsigned)time(NULL));
    int mode;
    printf("1.初级\n2.中级\n3.高级\n4.自定义\n");
    scanf("%d",&mode);if(mode>4) mode=4;
    if(mode==1) G=9,K=9,Lnum=10;
    else if(mode==2) G=16,K=16,Lnum=40;
    else if(mode==3) G=16,K=30,Lnum=99;//三种等级的参数
    else
    {
        printf("请输入雷区高度:");scanf("%d",&G);
        printf("请输入雷区宽度:");scanf("%d",&K);
        printf("请输入雷个数(建议不超过总大小的三分之一):");scanf("%d",&Lnum);
        if(G>24) G=24;if(K>30) K=30;
        if(G<9) G=9;if(K<9) K=9;
        if(Lnum<10) Lnum=10;if(Lnum>G*K*9/10) Lnum=G*K*9/10;
        //控制参数的范围,最后一个if是雷的数量不超过地图大小的9/10
    }
    make();
    print();
    while(1)
    {
        begin();
        bool f1=is_win(),f2=is_lose();
        if(f1||f2)
        {
            gto(0,0);
            if(f1)
                color(202),gto(0,0),printf("你 赢 了!!是否重来?(y/n)");
            if(f2)
                color(137),gto(0,0),printf("你 输 了!!是否重来?(y/n)");//输赢
            print_real_map();
            char c=getch();
            if(c=='y'||c=='Y') again();
            else
            {
                color(15);
                system("cls");
                gto(MIDX,MIDY-5);
                printf("欢迎下次再来");
                return;
            }
        }
    }
}
void print_real_map()
{
    color(240);
    for(int i=1;i<=G;i++)
    {
        gto(i+1,0);
        for(int j=1;j<=K;j++)
        {
            if(tmap[i][j]=='F'&&is_flag_true[i][j]==0)//如果旗标错了显示红色的X
                color(252),printf("X");
            else if(map1[i][j]==-1)//雷为黑色O
                color(240),printf("O");
            else if(map1[i][j]==0)//空
                color(240),printf(" ");
            else//数字
                color(mapc[i][j]),printf("%d",map1[i][j]);
        }
    }
}

10.双人对战

#include<iostream>
#include<cstdio>
#include<windows.h>
#include<conio.h>
using namespace std;
int SIZ = 20;
HANDLE hout=GetStdHandle(STD_OUTPUT_HANDLE);
COORD coord;
HANDLE hCon;
enum Color { DARKBLUE = 1, DARKGREEN, DARKTEAL, DARKRED, DARKPINK, DARKYELLOW, GRAY, DARKGRAY, BLUE, GREEN, TEAL, RED, PINK, YELLOW, WHITE };
void SetColor(Color c) {
if(hCon == NULL)
    hCon = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleTextAttribute(hCon, c);
}
SYSTEMTIME sys;
//sys.wYear,sys.wMonth,sys.wDay,sys.wHour,sys.wMinute, sys.wSecond,sys.wMilliseconds,sys.wDayOfWeek
struct PLAYER {
int x,y;
int hp;
int gun;
int direct;
} p1,p2;
int map[1005][1005];
int abs(int x) {
if(x < 0) return -x;
return x;
}
void locate(int x,int y) {
coord.X=y - 1;
coord.Y=x - 1;
SetConsoleCursorPosition(hout,coord);
}
void print_map() {
locate(1,1);
SetColor(GRAY);
for(int i = 1; i <= SIZ; i++) cout<<"■";
locate(SIZ,1);
for(int i = 1; i <= SIZ; i++) cout<<"■";
for(int i = 2; i < SIZ; i++) {
    locate(i,1);
    cout<<"■";
    locate(i,SIZ*2-1);
    cout<<"■";
}
locate(SIZ+1,1);
SetColor(WHITE);
}
void create_tree(int x,int y) {
map[x][y] = map[x+1][y] = map[x-1][y] = map[x][y+1] = map[x][y-1] = 2;
}
void use_map(int x) {
if(x == 1) {
    SIZ = 20;
    SetColor(DARKGREEN);
    map[16][6]=map[15][6]=map[17][6]=map[16][7]=map[16][5]=map[14][13]=map[13][12]=map[13][13]=2;
    for(int i = 2; i < SIZ; i++) {
        for(int j = 2; j < SIZ; j++) {
            if(map[i][j] == 2) {
                locate(i,j*2-1);
                cout<<"■";
            }
        }
    }
    SetColor(GRAY);
    for(int i = 5; i <= 15; i++) {
        map[i][i] = 1;
        locate(i,i*2-1);
        cout<<"■";
    }
    SetColor(WHITE);
} else if(x == 2) {
    SIZ = 30;
    SetColor(GRAY);
    for(int i = 4; i <= 26; i++) {
        if(i == 13 || i == 14 ||i == 15) continue;
        map[i][4] = map[4][i] = map[26][i] = map[i][26] = 1;
    }
    for(int i = 1; i <= SIZ; i++) {
        for(int j = 1; j <= SIZ; j++) {
            if(map[i][j] == 1) {
                locate(i,j*2-1);
                cout<<"■";
            }
        }
    }
    SetColor(DARKGREEN);
    for(int i = 10; i<=20; i++) {
        if(i == 13 || i == 17) continue;
        map[i][10] = map[10][i] = map[20][i] = map[i][20] = 2;
    }
    create_tree(5,5);
    create_tree(18,18);
    for(int i = 1; i <= SIZ; i++) {
        for(int j = 1; j <= SIZ; j++) {
            if(map[i][j] == 2) {
                locate(i,j*2-1);
                cout<<"■";
            }
        }
    }
    SetColor(WHITE);
}
}
void cleanbody(int x,int y);
void putbody(int x,int y,int z);
void player_init() {
p1.hp = p2.hp = 300;
p1.gun = p2.gun = 1;
p1.direct = 4;
p2.direct = 2;
p1.x = 2;
p1.y = 2;
p2.x = SIZ - 1;
p2.y = SIZ - 1;
putbody(p1.x,p1.y,1);
putbody(p2.x,p2.y,2);
}
void mapinit() {
for(int i = 1; i <= SIZ; i++) {
    map[i][1] = map[1][i] = map[SIZ][i] = map[i][SIZ] = 1;
}
}
void init() {
printf("Use Which Map?\n");
int x;
cin>>x;
system("cls");
use_map(x);
mapinit();
print_map();
player_init();
}
void putbody(int x,int y,int z) {
if(z == 1) SetColor(BLUE);
else if(z == 2) SetColor(RED);
locate(x,y*2-1);
cout<<"■";
SetColor(WHITE);
}
void cleanbody(int x,int y) {
locate(x,y*2-1);
cout<<" ";
}
/*
LIST
direct:
    w 1
    a 2
    s 3
    d 4
gun:
    usp 1
    mimigun 2
    awp 3
block:
    void 0
    stone 1
    tree 2
    player 3
    clip 4
*/
bool judge(int x,int y) {
if(map[x][y] == 1) return false;
if(map[x][y] == 2) return false;
if(map[x][y] == 3) return false;
return true;
}
bool judge_gun(int x,int y) {
if(map[x][y] == 1) return 0;
if(map[x][y] == 2) return 0;
if(map[x][y] == 3) {
    if(p1.x == x && p1.y == y) p1.hp -= 50;//此处暂时不管威力
    else p2.hp -= 50;
    return 0;
}
return 1;
}
int cnt;
struct Clip {
int x,y;
int derect;
int force;
int start;
bool flag;
} clip[1000000];
void create_clip(int y,int x,int a,int b) {
int X,Y;
if(y == 1) {
    if(!judge_gun(a-1,b)) return;
    X = a-1;
    Y = b;
} else if(y == 2) {
    if(!judge_gun(a,b-1)) return;
    X = a;
    Y = b-1;
} else if(y == 3) {
    if(!judge_gun(a+1,b)) return;
    X = a+1;
    Y = b;
} else if(y == 4) {
    if(!judge_gun(a,b+1)) return;
    X = a;
    Y = b+1;
}
cnt++;
GetLocalTime( &sys );
clip[cnt].start = sys.wMilliseconds + sys.wSecond * 60 + sys.wHour * 3600;
clip[cnt].x = X;
clip[cnt].y = Y;
if(x == 1) {
    clip[cnt].derect = p1.direct;
} else if(x == 2) {
    clip[cnt].derect = p2.direct;
}
}
void shoot(int x) {
if(x == 1) {
    create_clip(p1.direct,1,p1.x,p1.y);
} else if(x == 2) {
    create_clip(p2.direct,2,p2.x,p2.y);
}
}
void clean_clip(int x,int y) {
locate(x,y*2-1);
cout<<"  ";
locate(1,1);
}
void print_clip(int x,int y,int i) {
if(clip[i].flag) {
    clean_clip(x,y);
    return;
}
locate(x,y*2-1);
SetColor(YELLOW);
cout<<"''";
locate(1,1);
//  system("pause");
}
void clipmove() {
GetLocalTime( &sys );
int t = sys.wMilliseconds + sys.wSecond * 60 + sys.wHour * 3600;
for(int i = 1; i <= cnt; i++) {
    if(clip[i].flag) continue;
    if(abs(clip[i].start - t) > 50) {
        clip[i].start = t;
        int x = clip[i].x;
        int y = clip[i].y;
        if(clip[i].derect==1) {
            if(!judge_gun(clip[i].x-1,clip[i].y)) {
                clip[i].flag = 1;
                clean_clip(x,y);
                continue;
            }
            clean_clip(clip[i].x,clip[i].y);
            clip[i].x--;
            print_clip(clip[i].x,clip[i].y,i);
        } else if(clip[i].derect==2) {
            if(!judge_gun(clip[i].x,clip[i].y-1)) {
                clip[i].flag = 1;
                clean_clip(x,y);
                continue;
            }
            clean_clip(clip[i].x,clip[i].y);
            clip[i].y--;
            print_clip(clip[i].x,clip[i].y,i);
        } else if(clip[i].derect==3) {
            if(!judge_gun(clip[i].x+1,clip[i].y)) {
                clip[i].flag = 1;
                clean_clip(x,y);
                continue;
            }
            clean_clip(clip[i].x,clip[i].y);
            clip[i].x++;
            print_clip(clip[i].x,clip[i].y,i);
        } else if(clip[i].derect==4) {
            if(!judge_gun(clip[i].x,clip[i].y+1)) {
                clip[i].flag = 1;
                clean_clip(x,y);
                continue;
            }
            clean_clip(clip[i].x,clip[i].y);
            clip[i].y++;
            print_clip(clip[i].x,clip[i].y,i);
        }
    }
}
}
void judge_hp() {
int x = p1.hp;
int y = p2.hp;
if(x<0 && y<0 && x > y) swap(x,y);
if(x <= 0) {
    locate(1,1);
    system("cls");
    printf("GAME OVER!\nTHE WINNER IS P2!");
    Sleep(5000);
    printf("\n-MADE BY Floatiy-");
    exit(0);
} else if(y <= 0) {
    locate(1,1);
    system("cls");
    printf("GAME OVER!\nTHE WINNER IS P1!");
    Sleep(5000);
    printf("\n-MADE BY Floatiy-");
    exit(0);
}
}
void prog() {
char ch;
while(true) {
    if(kbhit()) {
        ch=getch();
        if(ch == 'w' && judge(p1.x-1,p1.y)) {
            p1.direct = 1;
            cleanbody(p1.x,p1.y);
            map[p1.x][p1.y] = 0;
            putbody(--p1.x,p1.y,1);
            map[p1.x][p1.y] = 3;
        } else if(ch == '8' && judge(p2.x-1,p2.y)) {
            p2.direct = 1;
            cleanbody(p2.x,p2.y);
            map[p2.x][p2.y] = 0;
            putbody(--p2.x,p2.y,2);
            map[p2.x][p2.y] = 3;
        } else if(ch == 'a' && judge(p1.x,p1.y-1)) {
            p1.direct = 2;
            cleanbody(p1.x,p1.y);
            map[p1.x][p1.y] = 0;
            putbody(p1.x,--p1.y,1);
            map[p1.x][p1.y] = 3;
        } else if(ch == '4' && judge(p2.x,p2.y-1)) {
            p2.direct = 2;
            cleanbody(p2.x,p2.y);
            map[p2.x][p2.y] = 0;
            putbody(p2.x,--p2.y,2);
            map[p2.x][p2.y] = 3;
        } else if(ch == 's' && judge(p1.x+1,p1.y)) {
            p1.direct = 3;
            cleanbody(p1.x,p1.y);
            map[p1.x][p1.y] = 0;
            putbody(++p1.x,p1.y,1);
            map[p1.x][p1.y] = 3;
        } else if(ch == '5' && judge(p2.x+1,p2.y)) {
            p2.direct = 3;
            cleanbody(p2.x,p2.y);
            map[p2.x][p2.y] = 0;
            putbody(++p2.x,p2.y,2);
            map[p2.x][p2.y] = 3;
        } else if(ch == 'd' && judge(p1.x,p1.y+1)) {
            p1.direct = 4;
            cleanbody(p1.x,p1.y);
            map[p1.x][p1.y] = 0;
            putbody(p1.x,++p1.y,1);
            map[p1.x][p1.y] = 3;
        } else if(ch == '6' && judge(p2.x,p2.y+1)) {
            p2.direct = 4;
            cleanbody(p2.x,p2.y);
            map[p2.x][p2.y] = 0;
            putbody(p2.x,++p2.y,2);
            map[p2.x][p2.y] = 3;
        } else if(ch == '0') {
            shoot(2);
        } else if(ch == ' ') {
            shoot(1);
        }
        Sleep(20);
    }
    clipmove();
    judge_hp();
}
}
void welcome() {
Sleep(2000);
}
int main() {
welcome();
GetLocalTime( &sys );
init();
prog();
system("pause");
return 0;
}

11.双人跑酷

#include<bits/stdc++.h>
#include<windows.h>
#include<conio.h>
using namespace std;
const long long dts=3+1;
long long wj1x,wj1y,wj2x,wj2y,cs=0,dtbh,wx1,wy1,wx2,wy2;
bool f=1,t1=1,t2=1,sy;
long long csx[dts+1]={
	0,
	14,
	1,
	1,
	1
};
long long csy[dts+1]={
	0,
	1,
	37,
	1,
	1
};
string dt[dts+1][21]={
	{},
	{
		"",
		"                                                                            ",
		"                                                                            ",
		"                                                                ==  ===  == ",
		"                                                        ===  ===          < ",
		"                                                  ==                      < ",
		"                                                                          < ",
		"                  ==                           ==^^^^^^^^^^^==            < ",
		"                         ======                                           < ",
		"              ==                       === =======                        < ",
		"               ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^< ",
		"         ==                                                               < ",
		"                                                                          < ",
		"     ==                                                                   < ",
		"                                                 ^                         $",
		" ========>  <=== === === ==  = === = == === ==== ^ ====  === == = == = =====",
		"                                                                            ",
		"                                                                            ",
		"                                                                            ",
		"                                                                            ",
		"                                                                            ",
	},
	{
		"",
		"                              >                   <      =              =   ",
		"                              >                   <      =              =   ",
		"        =                     >                   <      =        =     =   ",
		" ^^^^^   =                    >     ===           <      =        ==    =   ",
		"         <=                   >               = =^       =         ===  =   ",
		"         < =                   ^^^^^^^^^^^^^^^    <      =$             =   ",
		"         <  =                                     <      =            ===   ",
		"      ^^^<   =                  =              ^^^       =^^^^^^^^==    =   ",
		"         <    =                  =          ^^^          =============  =   ",
		"         <     =                  ===    ==  <                          =   ",
		"         <     ======^^^^^^^^^^^^^   ^^^^  ^^            ================   ",
		"         <                                                                  ",
		" ^^^^    <         ==                                ==                     ",
		"         <        =                                                         ",
		"         <       =                               ==                         ",
		" ==== ^^^       =                                                           ",
		"               =                             ==                             ",
		"     ==========                     =======                                 ",
		"                                                                            ",
		"                                                                            "
	},
	{
		"",
		"                                                                           =",
		"                                                                           =",
		"                                                                           =",
		" ====^=====^=====^=====^=====^=====^=====^=====^=====^=====^=====^=====^== =",
		"                                                                           =",
		"                                        =====      <>                      =",
		"                                             =           <>         <>     =",
		"   ==============================            =============================^=",
		"        <                        ^^^^^^^^^^^^                              =",
		"        <             ==                                   ==              =",
		"        <            =                                    =                =",
		" ^^^    <           =                                    =                 =",
		"        <          =                                    =                  =",
		"        <         =                                    =                   =",
		"    ^^^^<        =                                    =                    =",
		"        <       =                                    =                     =",
		"        <      =                                    =                      =",
		"              =                                    =                       =",
		" ==============                               =====                       $=",
		"                                                                           ="
	},
	{
		"",

		"   <                                                                       =",
		"   <                                                                       =",
		"   <                                                                       =",
		"   <                                                                       =",
		"   <               =============================                           =",
		"   <               =          =    =           = =====================     =",
		"   <               ==  ==     =   $=       ==  = =                    ==   =",
		"   <               =   =      =    =       =   = =                         =",
		"   <               =  ==  ^^^^==           =  == =                       ===",
		"   <               =   =      =       ^^^^^=   = =              ===  ===   =",
		"   <               ==  =      ===============  = =                         =",
		"   <               =   =^^                     = =           ==            =",
		"   <               = =========================== =             ===         =",
		"   <               =                             =               =         =",
		"   <    ^          ===============================               =         =",
		"   <   =>                                                        ===       =",
		"      ==>                                                                ===",
		" ====================================================================      =",
		"                                                                           =",
		"                                                                           ="
	}
};
void csh()
{
	f=1,t1=1,t2=1;
	cs=0;
	return ;
}
void color(int c)
{
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),c);
	return ;
}
void gb()
{
    CONSOLE_CURSOR_INFO cursor;
    cursor.bVisible=FALSE;
    cursor.dwSize=sizeof(cursor);
    HANDLE handle=GetStdHandle(STD_OUTPUT_HANDLE);
    SetConsoleCursorInfo(handle, &cursor);
    return ;
}
void ydgb(int x, int y)
{
	COORD pos = {x,y};
	HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);// 获取标准输出设备句柄
	SetConsoleCursorPosition(hOut, pos);//两个参数分别是指定哪个窗体,具体位置
	return ;
}
void out();
void in();
void lx();
void js();
void gx();
int main()
{
	system("mode con cols=75 lines=20");
	srand(time(0));
	while(1)
	{
		csh();
		dtbh=rand()%dts+1;
		wj1x=wj2x=csx[dtbh];
		wj1y=wj2y=csy[dtbh];
		color(240);
		gb();
		system("cls");
		out();
		while(f)
		{
			in();
			js();
			if(cs==1)
			lx();
			gx();
			Sleep(75);
			if(cs==1)cs=-1;
			cs++;
		}
		system("cls");
		if(!sy)
		{
			color(9);
			system("cls");
			cout<<"*赢了!";
			cout<<"\n按Enter结束";
			char t=getch();
			while(t!=13)t=getch();
			color(153);
		}
		else
		{
			color(12);
			system("cls");
			cout<<"+赢了!";
			cout<<"\n按Enter结束";
			char t=getch();
			while(t!=13)t=getch();
			color(204);
		}
		system("cls");
	}
	return 0;
}
void out()
{
	for(long long i=1;i<=20;i++)
	{
		for(long long j=1;j<=75;j++)
		{
			if(i==wj1x&&j==wj1y)
			{
				color(9);
				cout<<"*";
			}
			else
			if(i==wj2x&&j==wj2y)
			{
				color(12);
				cout<<"+";
			}
			else
			{
				if(dt[dtbh][i][j]=='$')
				color(10);
				else
				color(240);
				cout<<dt[dtbh][i][j];
			}
		}
		cout<<endl;
	}
	color(240);
	return ;
}
void in()
{
	wx1=wj1x,wy1=wj1y;
	wx2=wj2x,wy2=wj2y;
	if(GetKeyState('A')<0&&(dt[dtbh][wj1x][wj1y-1]==' '||dt[dtbh][wj1x][wj1y-1]=='$')&&wj1y-1>0)
	{
		wj1y--;
	}
	if(GetKeyState('D')<0&&(dt[dtbh][wj1x][wj1y+1]==' '||dt[dtbh][wj1x][wj1y+1]=='$')&&wj1y-1<=100)
	{
		wj1y++;
	}
	if(GetKeyState('W')<0&&(dt[dtbh][wj1x-1][wj1y]==' '||dt[dtbh][wj1x-1][wj1y]=='$')&&t1)
	{
		wj1x--;
		for(long long i=1;i<=2;i++)
		if(dt[dtbh][wj1x-1][wj1y]==' ')wj1x--;
		t1=0;
	}
	if(GetKeyState(37)<0&&(dt[dtbh][wj2x][wj2y-1]==' '||dt[dtbh][wj2x][wj2y-1]=='$')&&wj2y-1>0)
	{
		wj2y--;
	}
	if(GetKeyState(39)<0&&(dt[dtbh][wj2x][wj2y+1]==' '||dt[dtbh][wj2x][wj2y+1]=='$')&&wj1y-1<=100)
	{
		wj2y++;
	}
	if(GetKeyState(38)<0&&(dt[dtbh][wj2x-1][wj2y]==' '||dt[dtbh][wj2x-1][wj2y]=='$')&&t2)
	{
		wj2x--;
		for(long long i=1;i<=2;i++)
		if(dt[dtbh][wj2x-1][wj2y]==' ')wj2x--;
		t2=0;
	}
	return ;
}
void lx()
{
	if(dt[dtbh][wj1x+1][wj1y]==' '||dt[dtbh][wj1x+1][wj1y]=='$')wj1x++;
	else t1=1;
	if(dt[dtbh][wj2x+1][wj2y]==' '||dt[dtbh][wj2x+1][wj2y]=='$')wj2x++;
	else t2=1;
	return ;
}
void js()
{
	if(dt[dtbh][wj1x][wj1y]=='$')
	{
		f=0;
		sy=0;
	}
	if(dt[dtbh][wj2x][wj2y]=='$')
	{
		f=0;
		sy=1;
	}
	if(wj1x==20)
	{
		wj1x=csx[dtbh];wj1y=csy[dtbh];
	}
	if(wj2x==20)
	{
		wj2x=csx[dtbh];wj2y=csy[dtbh];
	}
	if(dt[dtbh][wj1x+1][wj1y]=='^')
	{
		wj1x=csx[dtbh];wj1y=csy[dtbh];
	}
	if(dt[dtbh][wj2x+1][wj2y]=='^')
	{
		wj2x=csx[dtbh];wj2y=csy[dtbh];
	}
	if(dt[dtbh][wj1x][wj1y+1]=='<')
	{
		wj1x=csx[dtbh];wj1y=csy[dtbh];
	}
	if(dt[dtbh][wj2x][wj2y+1]=='<')
	{
		wj2x=csx[dtbh];wj2y=csy[dtbh];
	}
	if(dt[dtbh][wj1x][wj1y-1]=='>')
	{
		wj1x=csx[dtbh];wj1y=csy[dtbh];
	}
	if(dt[dtbh][wj2x][wj2y-1]=='>')
	{
		wj2x=csx[dtbh];wj2y=csy[dtbh];
	}
	return ;
}
void gx()
{
	color(240);
	ydgb(wy1,wx1-2);
	cout<<"\b";
	cout<<" ";
	ydgb(wy2,wx2-2);
	cout<<"\b";
	cout<<" ";
	color(11);
	ydgb(wj1y,wj1x-2);
	cout<<"\b";
	cout<<"*";
	color(12);
	ydgb(wj2y,wj2x-2);
	cout<<"\b";
	cout<<"+";
	return ;
}

12.贪吃蛇

#include <iostream>
#include <cstdio>
#include <cstdlib>
#include <ctime>
#include <conio.h>
#include <cmath>
#include <windows.h>
using namespace std;

/*** 光标定位 ***/
HANDLE hout=GetStdHandle(STD_OUTPUT_HANDLE);
COORD coord;

void locate(int x,int y)
{
    coord.X=y;
    coord.Y=x;
    SetConsoleCursorPosition(hout,coord);
};

/*** 隐藏光标 ***/
void hide()
{
    CONSOLE_CURSOR_INFO cursor_info={1,0};
    SetConsoleCursorInfo(hout, &cursor_info);
}

/*** 生成随机数 ***/
double random(double start, double end)
{
    return start+(end-start)*rand()/(RAND_MAX + 1.0);
}

/*** 定义地图的长宽,蛇的坐标,长度,方向,食物的位置 ***/
int m,n;

struct node
{
    int x,y;
}snake[1000];

int snake_length,dir;
node food;
int direct[4][2]={{-1,0},{1,0},{0,-1},{0,1}};

/*** 输出墙 ***/
void print_wall()
{
    cout << " ";
    for (int i=1;i<=n;i++)
        cout << "-";
    cout << endl;
    for (int j=0;j<=m-1;j++)
    {
        cout << "|";
        for (int i=1;i<=n;i++) cout << " ";
        cout << "|" << endl;
    }
    cout << " ";
    for (int i=1;i<=n;i++)
        cout << "-";
}

/*** 首次输出蛇,其中snake[0]代表头 ***/
void print_snake()
{
    locate(snake[0].x,snake[0].y);
    cout << "@";
    for (int i=1;i<=snake_length-1;i++)
    {
        locate(snake[i].x,snake[i].y);
        cout << "*";
    }
}

/*** 判断是否撞墙或者自撞 ***/
bool is_correct()
{
    if (snake[0].x==0 || snake[0].y==0 || snake[0].x==m+1 || snake[0].y==n+1) return false;
    for (int i=1;i<=snake_length-1;i++)
    {
        if (snake[0].x==snake[i].x && snake[0].y==snake[i].y) return false;
    }
    return true;
}

/*** 随机生成并输出食物位置 ***/
bool print_food()
{
    srand((unsigned)time(0));
    bool e;
    while (1)
    {
        e=true;
        int i=(int) random(0,m)+1,j=(int) random(0,n)+1;
        food.x=i;food.y=j;
        for (int k=0;k<=snake_length-1;k++)
        {
            if (snake[k].x==food.x && snake[k].y==food.y)
            {
                e=false;break;
            }
        }
        if (e) break;
    }
    locate(food.x,food.y);
    cout << "$";
    return true;
}

/*** 蛇的前进 ***/
bool go_ahead()
{
    node temp;
    bool e=false;
    temp=snake[snake_length-1];
    for (int i=snake_length-1;i>=1;i--)
        snake[i]=snake[i-1];
    snake[0].x+=direct[dir][0];
    snake[0].y+=direct[dir][1];
    locate(snake[1].x,snake[1].y);
    cout << "*";
    /*** 吃到了食物 ***/
    if (snake[0].x==food.x && snake[0].y==food.y)
    {
        snake_length++;
        e=true;
        snake[snake_length-1]=temp;
    }
    /*** 输出此时蛇状态 ***/
    if (!e)
    {
        locate(temp.x,temp.y);
        cout << " ";
    }
    else
        print_food();
    locate(snake[0].x,snake[0].y);
    cout << "@";
    /*** 如果自撞 ***/
    if (!is_correct())
    {
        system("cls");
        cout << "You lose!" << endl << "Length: " << snake_length << endl;
        return false;
    }
    return true;
}

/*** 主函数 ***/
int main()
{
	system("mode con cols=80 lines=30"); //设置cmd窗口大小
	system("color 0"); //设置字符颜色:0 黑;1 深蓝;2 深绿;3 深青;4 深红;5 深紫;6 深褐
    cout << "--------------------贪吃蛇---------------------" << endl;
    cout << "先选择难度.请在1-10中输入1个数,1最简单,10则最难" << endl;
    cout << "然后进入游戏画面,以方向键控制方向.祝你游戏愉快!" << endl;
    cout << "-----------------------------------------------" << endl;
    cout<<"作者:王子岳"<<endl;
    cout << "请输入难度级别:" ;
    m=25;
    n=40;
    if (m<10 || n<10 || m>25 || n>40)
    {
        cout << "ERROR" << endl;
        system("pause");
        return 0;
    }
    int hard;
    cin >> hard;
    if (hard<=0 || hard>100)
    {
        cout << "ERROR" << endl;
        system("pause");
        return 0;
    }
    /*** 数据全部初始化,包括蛇长,位置,方向 ***/
    snake_length=5;
    clock_t a,b;
    char ch;
    double hard_len;
    for (int i=0;i<=4;i++)
    {
        snake[i].x=1;
        snake[i].y=5-i;
    }
    dir=3;
    /*** 输出初始地图,蛇与食物 ***/
    system("cls");
    hide();
    print_wall();
    print_food();
    print_snake();
    locate(m+2,0);
    cout << "现在长度是: ";
    /*** 开始游戏 ***/
    while (1)
    {
        /*** 难度随长度增加而提高 ***/
        hard_len=(double)snake_length/(double) (m*n);
        /*** 调节时间,单位是ms ***/
        a=clock();
        while (1)
        {
            b=clock();
            if (b-a>=(int)(400-30*hard)*(1-sqrt(hard_len))) break;
        }
        /*** 接受键盘输入的上下左右,并以此改变方向 ***/
        if (kbhit())
        {
            ch=getch();
            if (ch==-32)
            {
                ch=getch();
                switch(ch)
                {
                case 72:
                    if (dir==2 || dir==3)
                        dir=0;
                    break;
                case 80:
                    if (dir==2 || dir==3)
                        dir=1;
                    break;
                case 75:
                    if (dir==0 || dir==1)
                        dir=2;
                    break;
                case 77:
                    if (dir==0 || dir==1)
                        dir=3;
                    break;
                }
            }
        }
        /*** 前进 ***/
        if (!go_ahead()) break;
        /*** 在最后输出此时长度 ***/
        locate(m+2,12);
        cout << snake_length;
    }
    system("pause");
    return 0;
}

13.坦克大战

#include <stdio.h>

#include <windows.h>

#include <time.h>

                           //里规格:长39*2=78 (真坐标)(假坐标宽为39)  高39

                           //外规格:长41*2=82 (真坐标)(假坐标宽为41)  高41

#define UP    1

#define DOWN  2

#define LEFT  3

#define RIGHT 4

#define MAX_LEVEL 8

#define BULLET_NUM 20

#define MAX_LIFE 4



//程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level



/*
      此程序中涉及的x,y类的坐标值,分为以下两种:

假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标)

真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值)

  区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标

          coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位,

          可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2

*/

typedef struct             //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量

{                          //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1

    int fast_tank_order;   //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次

    int firm_tank_order;   //firm_tank出现的次序,同上

} LevInfo;                 //关卡信息(准确说是该关出现的坦克信息)

LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}};   //初始化,-1代表没有该类型坦克





typedef struct      //子弹结构体

{

    int x,y;        //子弹坐标,假坐标

    int direction;  //子弹方向变量

    bool exist;     //子弹存在与否的变量,1为存在,0不存在

    bool initial;   //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态

    bool my;        //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹

} Bullet;

Bullet bullet [BULLET_NUM];  //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个





typedef struct      //坦克结构体

{

    int x,y;        //坦克中心坐标

    int direction;  //坦克方向

    int color;      //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明

    int model;      //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用

    int stop;       //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动

    int revive;     //坦克复活次数

    int num;        //AI坦克编号(固定值,为常量,初始化函数中定下)0~3

    int CD;         //发射子弹冷却计时

    bool my;        //是否敌方坦克参数,我的坦克此参数为1,为常量

    bool alive;     //存活为1,不存活为0

}  Tank;

Tank AI_tank[4] , my_tank;  //my_tank为我的坦克,Ai_tank 代表AI坦克



//∵所有的函数都有可能对全局变量map进行读写(改变),

//∴函数中不另说明是否会对全局变量map读写

//基本操作与游戏辅助函数

void GoToxy(int x,int y);    //光标移动

void HideCursor();           //隐藏光标

void keyboard ();            //接受键盘输入

void Initialize();           //初始化(含有对多个数据的读写)

void Stop();                 //暂停

void Getmap();               //地图数据存放与获取

void Frame ();               //打印游戏主体框架

void PrintMap();             //打印地图(地图既地图障碍物)(含对level的读取)

void SideScreen ();          //副屏幕打印

void GameCheak();            //检测游戏输赢

void GameOver( bool home );  //游戏结束

void ClearMainScreen();      //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数

void ColorChoose(int color); //颜色选择函数

void NextLevel();            //下一关(含有对level全局变量的读写)



//子弹部分

void BuildAIBullet(Tank *tank);                //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标)

void BuildBullet  (Tank tank);                 //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用

void BulletFly    (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用),

void BulletHit    (Bullet* bullet);            //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理

void PrintBullet  (int x,int y,int T);         //打印子弹(人机共用)

void ClearBullet  (int x,int y,int T);         //清除子弹(人机共用)

int  BulletCheak  (int x,int y);               //判断子弹前方情况(人机共用)



//坦克部分

void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克

void BuildMyTank (Tank* my_tank);                //建立我的坦克

void MoveAITank  (Tank* AI_tank);                //AI坦克移动

void MoveMyTank  (int turn);                     //我的坦克移动,只通过keyboard函数调用,既键盘控制

void ClearTank   (int x,int y);                  //清除坦克(人机共用)

void PrintTank   (Tank tank);                    //打印坦克(人机共用)

bool TankCheak   (Tank tank,int direction);      //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通

int  AIPositionCheak (int position);           //检测AI坦克建立位置是否有障碍物AIPositionCheak



//DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间





//注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后)

//map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)

//map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克,



//全局变量

int map[41][41];  //地图二维数组

int key_x;        // X键是否被“读入”的变量,也是子弹是否可以发射的变,

int bul_num;      //子弹编号

int position;     //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置

int speed=7;      //游戏速度,调整用

int level=1;      //游戏关卡数

int score=0;      //游戏分数

int remain_enemy; //剩余敌人(未出现的敌人)



char* tank_figure[4][3][4]=

{

  {

    {"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"},

    {"┣●┫", "┣●┫", "━●┃", "┃●━"},

    {"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"}

  },

  {

    {"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},

    {"┣●┫", "┣●┫", "━●┫", "┣●━"},

    {"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}

  },

  {

    {"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},

    {"┣●┫", "┣●┫", "━●┃", "┃●━"},

    {"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}

  },

  {

    {"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},

    {"╠█╣", "╠█╣", "━█╣", "╠█━"},

    {"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}

  }

};







int main ()                               //主函数

{

    int i;

    unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ;  //间隔计数器数组,用于控制速度

    srand(time(NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3

    HideCursor();                         //隐藏光标

    system("mode con cols=112 lines=42"); //控制窗口大小

    Frame ();                             //打印游戏主体框架

    Initialize();                         //初始化,全局变量level初值便是1

//    HANDLE h1 , h2 ;                      //定义句柄变量

    for(;;)

    {

        if(interval[0]++%speed==0)        //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1;

        {

            GameCheak();                  //游戏胜负检测

            BulletFly ( bullet );

            for(i=0 ; i<=3 ; i++)         //AI坦克移动循环

            {

                if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四个坦克中的快速坦克单独使用计数器1,2,3,4

                    MoveAITank( & AI_tank[i]);

                if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8

                    MoveAITank( & AI_tank[i]);

            }

            for(i=0;i<=3;i++)                                   //建立AI坦克部分

                     if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0)  //一个敌方坦克每局只有4条命

                {                                               //如果坦克不存活。计时,每次建立有间隔  1750 ms

                       BuildAITank( &position, & AI_tank[i] );     //建立AI坦克(复活)

                      break;                                      //每次循环只建立一个坦克

                  }

            for(i=0;i<=3;i++)

                if(AI_tank[i].alive)

                    BuildAIBullet(&AI_tank[i]);                 //AIshoot自带int自增计数CD,不使用main中的CD interval

            if(my_tank.alive && interval[10]++%2==0 )

                 keyboard ();

            if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)

                 BuildMyTank( &my_tank );

        }

        Sleep(5);

    }

    return 0;

}





/*//这里的多线程暂时不用                   //x键用于子弹发射,x键的冷却时间不能和上下左右一同设置,那样就太快了
DWORD WINAPI InputX(LPVOID lpParameter)    //如果不用多线程运行,那么在x键冷却时间内程序会因Sleep将会挂起,暂停运行
{                                          //因为只有一个变量改变,而且变量改变先后顺序是显而易见的,所以不必设置缓冲区
    for(;;)
    {
        if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态
        {
            key_x=1;                       // X键是否允许被“读入”的变量,也是子弹是否可以发射的变量
            Sleep(600);                    // 子线程Sleep中,x就不能被"读入",主线程每操作完一次子弹发射,key_x会归零
        }
        Sleep(10);
    }
    return 0;
}*/





void keyboard ()

{               // kbhit()   getch()  用法可用但是不好用

/*
   函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后,
   是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过,
   否则表示该键没被按过.
   这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅.   GetAsyncKeyState的返回值表示两个内容,
   一个是最高位bit的值,代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后,这个键是否被按下。
   &为与操作,&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态,否则是弹起状态,为0
*/

    int count=0;

    if (GetAsyncKeyState(VK_UP)& 0x8000)

        MoveMyTank( UP );

    else if (GetAsyncKeyState(VK_DOWN)& 0x8000)

        MoveMyTank( DOWN );

    else if (GetAsyncKeyState(VK_LEFT)& 0x8000)

        MoveMyTank( LEFT );

    else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)

        MoveMyTank( RIGHT );

    else if (GetAsyncKeyState( 0x1B )& 0x8000)  // Esc键

        exit(0);                                //退出程序函数

    else if (GetAsyncKeyState( 0x20 )& 0x8000)  //空格

        Stop();

    else if (count++%7==0)            //这里添加计数器是为了防止按键粘连不能达到微调效果

    {

        if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000)   // +键

        {

            speed--;

            GoToxy(102,11);           //在副屏幕打印出当前速度

            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);

            printf("%d ",21-speed);   //副屏幕显示的速度为1~10

        }

        else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000)  // - 键

        {

            speed++;

            GoToxy(102,11);           //在副屏幕打印出当前速度

            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);

            printf("%d ",21-speed);   //副屏幕显示的速度为1~10

        }

    }

    if(my_tank.CD==7)

    {

        if(GetAsyncKeyState( 88 )& 0x8000)

        {

            BuildBullet(my_tank);

            my_tank.CD=0;

        }

    }

    else

        my_tank.CD++;

}







void BuildAIBullet(Tank *tank)   //AI子弹发射(建立)含有对my_tank的读取

{

    if(tank->CD==15)

    {

        if(!(rand()%11))     //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹

        {

            BuildBullet(*tank);

            tank->CD=0;

        }

    }

    else

        tank->CD++;

    if(tank->CD >= 14)       //AI强化部分,在冷却到达一定范围即可使用

    {

        if(tank->y==38 )     //如果坦克在底部(这个最优先)

        {

            if(tank->x < 20) //在老家左边

            {

                if(tank->direction==RIGHT)  //坦克方向朝左

                {

                    BuildBullet(*tank);     //发射子弹

                    tank->CD=0;

                }

            }

            else             //在老家右边

                if(tank->direction==LEFT)   //坦克方向朝右

                {

                    BuildBullet(*tank);     //发射子弹

                    tank->CD=0;

                }

        }

        else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1)  //AI坦克在纵向上"炮口"对准我的坦克

        {

            if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y)

            {                               //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方

                int big=my_tank.y , smal=tank->y , i;

                if(my_tank.y < tank->y)

                {

                    big=tank->y;

                    smal=my_tank.y;

                }

                for(i=smal+2;i<=big-2;i++)  //判断AI炮口的直线上两坦克间有无障碍

                    if(map[i][tank->x]!=0 || map[i][tank->x]!=5)      //若有障碍

                        break;

                if(i==big-1)                //若i走到big-1说明无障碍

                {

                    BuildBullet(*tank);     //则发射子弹

                    tank->CD=0;

                }

            }

        }

        else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在横向上"炮口"对准我的坦克

        {

            if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x)

            {                  //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方

                int big=my_tank.y , smal=tank->y , i;

                if(my_tank.x < tank->x)

                {

                    big=tank->x;

                    smal=my_tank.x;

                }

                for(i=smal+2;i<=big-2;i++)  //判断AI炮口的直线上两坦克间有无障碍

                    if(map[tank->y][i]!=0 || map[tank->y][i]!=5)      //若有障碍

                        break;

                if(i==big-1)   //若i走到big-1说明无障碍

                {

                    BuildBullet(*tank);     //则发射子弹

                    tank->CD=0;

                }

            }

        }

    }

}







void BuildBullet(Tank tank)  //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet

{                            //∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同

    switch(tank.direction)   //∴为了方便,不将bullet放入参数,bullet作为全局变量使用

    {

        case UP    :

                bullet [bul_num].x = tank.x;

                bullet [bul_num].y = tank.y-2;

                bullet [bul_num].direction=1;

                break;

        case DOWN  :

                bullet [bul_num].x = tank.x;

                bullet [bul_num].y = tank.y+2;

                bullet [bul_num].direction=2;

                break;

        case LEFT  :

                bullet [bul_num].x = tank.x-2;

                bullet [bul_num].y = tank.y;

                bullet [bul_num].direction=3;

                break;

        case RIGHT :

                bullet [bul_num].x = tank.x+2;

                bullet [bul_num].y = tank.y;

                bullet [bul_num].direction=4;

                break;

    }

    bullet [bul_num].exist = 1;    //子弹被建立,此值为1则此子弹存在

    bullet [bul_num].initial = 1;  //子弹处于初建立状态

    bullet [bul_num].my=tank.my;   //如果是我的坦克发射的子弹bullet.my=1,否则为0

    bul_num++;

    if(bul_num==BULLET_NUM)        //如果子弹编号增长到20号,那么重头开始编号

        bul_num=0;                 //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个

}





void BulletFly(Bullet bullet[BULLET_NUM]) //子弹移动和打击

{                                         //含有全局变量Bullet的改变

    for(int i =0; i<BULLET_NUM;i++)

    {

        if(bullet [i].exist)              //如果子弹存在

        {

            if(bullet [i].initial==0)     //如果子弹不是初建立的

            {

                if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5)   //如果子弹坐标当前位置无障碍

                    ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y ));     //抹除子弹图形

                switch(bullet [i].direction)                                      //然后子弹坐标变化(子弹变到下一个坐标)

                {

                    case UP    :(bullet [i].y)--;break;

                    case DOWN  :(bullet [i].y)++;break;

                    case LEFT  :(bullet [i].x)--;break;

                    case RIGHT :(bullet [i].x)++;break;

                }

            }

            int collide = BulletCheak ( bullet [i].x , bullet [i].y );   //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。

            if( collide )                                                //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上)

                PrintBullet( bullet[i].x , bullet[i].y , collide);       //则打印子弹,若有碰撞则不打印

            else

                BulletHit( & bullet [i] );     //若有碰撞则执行子弹碰撞函数

            if(bullet [i].initial)             //若子弹初建立,则把初建立标记去除

                bullet [i].initial = 0;

            for(int j=0; j< BULLET_NUM ; j++)  //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视

                if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)

                {                              //同样的两颗我方子弹不可能产生碰撞

                    bullet [j].exist=0;

                    bullet [i].exist=0;

                    ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y ));  //抹除j子弹图形,子弹i图形已被抹除

                    break;

                }

        }

    }

}





void BulletHit(Bullet* bullet)  //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理

{                               //∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中

    int x=bullet->x;            //∴这里的Tank使用全局变量

    int y=bullet->y;            //这里传入的值是子弹坐标,这两个值不需要改变

    int i;

    if(map[y][x]==1 || map[y][x]==2)  //子弹碰到砖块

    {

        if(bullet->direction==UP || bullet->direction==DOWN)   //如果子弹是纵向的

            for(i = -1 ; i<=1 ; i++)

                if(map[y][x+i]==1 || map[y][x+i]==2)  //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略

                {

                    map[y][x+i]=0;    //砖块碎

                     GoToxy(2*x+2*i,y);

                    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色

                     printf("  ");

                }

        if(bullet->direction==LEFT || bullet->direction==RIGHT)     //若子弹是横向的  (与子弹纵向实现同理)

            for(i = -1 ; i<=1 ; i++)

                if(map[y+i][x]==1 || map[y+i][x]==2)

                {

                    map[y+i][x]=0;

                     GoToxy(2*x,y+i);

                    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色

                     printf("  ");

                }

        bullet->exist=0;           //这颗子弹已经不存在了

    }

    else if(map[y][x]==4 || map[y][x]==6 )  //子弹碰到边框或者不可摧毁方块

        bullet->exist=0;

    else if(bullet->my && map[y][x]>=100 && map[y][x]<104 )  //若我的子弹碰到了敌方坦克

    {

        int num = map[y][x]%100;   //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息

        if(AI_tank[num].model==3 && AI_tank[num].color==2)   //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害

                AI_tank[num].color=3;                        //则变成黄色,color=3为黄色

        else if (AI_tank[num].model==3 && AI_tank[num].color==3)

                AI_tank[num].color=4;                        //4为红色

        else                       //其他类型的坦克或者firm tank为红色的情况

        {

            AI_tank[num].alive=0;

            ClearTank(AI_tank[num].x , AI_tank[num].y);      //清除该坦克

        }

        bullet->exist=0;

        score+=100;

        GoToxy(102,5);             //在副屏幕上打印出分数

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);

        printf("%d ",score);

    }

    else if(map[y][x]==200 && bullet->my==0 )   //若敌方子弹击中我的坦克

    {

        my_tank.alive=0;

        ClearTank(my_tank.x , my_tank.y);

        bullet->exist=0;

        my_tank.revive++;      //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)

        score-=100;            //分数减少

        GoToxy(102,5);         //在副屏幕上打印出分数

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);

        printf("%d   ",score);

        GoToxy(102,7);         //在副屏幕打印出我的剩余生命值

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);

        printf("%d   ", MAX_LIFE-my_tank.revive);

    }

//    else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用

//        bullet->exist=0;

    else if(map[y][x]==9)      //子弹碰到家(无论是谁的子弹)

    {

        bullet->exist=0;

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);

        GoToxy(38,37);     printf("      ");

        GoToxy(38,38);     printf("◢◣  ");

        GoToxy(38,39);     printf("███");

        GameOver(1);           //游戏结束,传入1代表老家被毁

    }

}





int BulletCheak (int x,int y)  //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。

{                              //有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2

    if(map[y][x]==0)

        return 1;

    else if(map[y][x]==5)

        return 2;

    else

        return 0;

}





void PrintBullet (int x,int y,int T)   //当前坐标BulletCheak 的值做参量 T

{

    if(T==1)          //  T==1 表示子弹当前坐标在陆地上

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);

    else if(T==2)     //  T==2 表示子弹当前坐标在水面上

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);

    GoToxy(2*x,y);

    printf("●");

}





void ClearBullet(int x,int y,int T)   //当前坐标BulletCheak 的值做参量 T

{

    GoToxy(2*x,y);

    if(T==2)        //  T==2 表示子弹当前坐标在水面上

    {

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);

        printf("~");

    }

    else if(T==1)   //  T==1 表示子弹当前坐标在陆地上

    {

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);

        printf("●");

    }

}





//position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置

void BuildAITank(int* position, Tank* AI_tank)   //执行一次该函数只建立一个坦克

{                                         //rand函数公式:0<=rand()%(a+1)<=a  0+m<=rand()%(n-m+1)+m<=n

                                          //rand函数实现1到n:1<=rand()%(n)+1<=n

       if(AIPositionCheak(*position))        //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义

    {

        AI_tank->x= 20 + 18*(*position);  //20 + 18 * position 对应三个生成位置的x假坐标

        AI_tank->y=2;

        if(AI_tank->revive==level_info[level-1].firm_tank_order)  //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序

        {

            AI_tank->model = 3;           //3为firm tank的模型(外观)

            AI_tank->color = 2;           //颜色参数2为绿色,具体详见函数ColorChoose

        }

        else if(AI_tank->revive==level_info[level-1].fast_tank_order)  //同上if,这里是fast_tank的

        {

            AI_tank->model = 2;

            AI_tank->color = rand()%6+1;  //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose

        }

        else      //普通坦克

        {

            AI_tank->model = 1;

               AI_tank->color = rand()%6+1;  //若不是firm tank则随机颜色

        }

        AI_tank->alive = 1;       //坦克变为存在

        AI_tank->direction = 2 ;  //方向朝下

        AI_tank->revive++;        //复活次数+1

        PrintTank(*AI_tank);

        (*position)++;

        remain_enemy--;

        GoToxy(102,9);            //在副屏幕上打印剩余坦克数

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);

        printf("%d ",remain_enemy);

        if(*position==2)          //position只能为0,1,-1,这里position循环重置

            *position = -1;

             return ;                  //若生成了一辆坦克,则结束该函数

    }

}





int AIPositionCheak( int position )    //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位

{

    int    x,y;

    if(position==2)                    //2为我的坦克位置,现在暂时用不到

        x=15,y=38;

    else

        y=2 , x= 20 + 18 * position ;  //20 + 18 * position 对应三个生成位置的x假坐标

    for(int i=0;i<3;i++)

        for(int j=0;j<3;j++)

            if( map[y+j-1][x+i-1]!=0)  //如果遍历的九宫格里有障碍物

                return 0;              //则返回0,表示此生成位置有阻碍

    return 1;                          //否则生成1,表示此生成位置无阻碍

}





void MoveAITank(Tank* AI_tank) //AI专用函数,该函数主要为AI加强

{

       if(AI_tank->alive)         //如果坦克活着

    {

        if(AI_tank->stop!=0)   //坦克是否停止运动的判断,若stop参数不为0

        {

            AI_tank->stop--;   //则此坦克本回合停止运动

            return;

        }

        if( !(rand()%23) )     //22分之1的概率执行方向重置

        {

            AI_tank->direction = rand()%4+1;

            if( rand()%3 )     //在方向重置后有2分之1的概率停止走动3步的时间

            {

                AI_tank->stop=2;

                return;

            }

        }

        ClearTank (AI_tank->x , AI_tank->y);

        if(TankCheak ( *AI_tank , AI_tank->direction))   //如果前方无障碍

            switch ( AI_tank->direction )

            {

                   case UP   : AI_tank->y--; break;  //上前进一格

                case DOWN : AI_tank->y++; break;  //下前进一格

                 case LEFT : AI_tank->x--; break;  //左前进一格

                case RIGHT: AI_tank->x++; break;  //右前进一格

            }

        else                     //前方有障碍

        {

            if(!(rand()%4))      //3分之1的概率乱转

            {

                AI_tank->direction=rand()%4+1;

                AI_tank->stop=2; //乱转之后停止走动3步的时间

                PrintTank(*AI_tank);

                return;          //∵continue会跳过下面的打印函数,∴这里先打印

            }

            else                 //另外3分之2的几率选择正确的方向

            {

                int j;

                for(j=1;j<=4;j++)

                    if(TankCheak ( *AI_tank , j ))  //循环判断坦克四周有无障碍,此函数返值1为可通过

                        break;

                if(j==5)         //j==5说明此坦克四周都有障碍物,无法通行

                {

                    PrintTank(*AI_tank);

                    return;      //则跳过下面的while循环以防程序卡死

                }

                while(TankCheak ( *AI_tank , AI_tank->direction) == 0)  //如果前方仍有障碍

                    AI_tank->direction=(rand()%4+1);                    //则换个随机方向检测

            }

        }

        PrintTank(*AI_tank);     //打印AI坦克

    }

}





void BuildMyTank (Tank* my_tank) //建立我的坦克

{

    my_tank->x=15;

       my_tank->y=38;

       my_tank->stop=NULL;

       my_tank->direction=1;

    my_tank->model=0;

    my_tank->color=1;

    my_tank->alive=1;

    my_tank->my=1;

    my_tank->CD=7;

    PrintTank (*my_tank) ;   //打印我的坦克

}





void MoveMyTank(int turn )   //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值

{

    ClearTank(my_tank.x , my_tank.y);        //map 数组中“我的坦克”参数清除工作已在此函数中完成

    my_tank.direction=turn;                  //将键盘输入的方向值传入我的坦克方向值

    if(TankCheak ( my_tank , my_tank.direction ))  //若此时我的坦克当前方向上无障碍

        switch (turn)

        {

            case UP   : my_tank.y--; break;  //上前进一格

            case DOWN : my_tank.y++; break;  //下前进一格

            case LEFT : my_tank.x--; break;  //左前进一格

            case RIGHT: my_tank.x++; break;  //右前进一格

    }                                        //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克

    PrintTank (my_tank);

}





bool TankCheak(Tank tank,int direction)  //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)

{

    switch(direction)                    //direction变量   1上,2下,3左,4右

    {

        case UP:

            if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)

                return 1;

            else

                return 0;

        case DOWN:

            if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)

                return 1;

            else

                return 0;

        case LEFT:

            if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)

                return 1;

            else

                return 0;

        case RIGHT:

            if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)

                return 1;

            else

                return 0;

        default:

            printf("错误!!");

            Sleep(5000);

            return 0;

    }

}





void ClearTank(int x,int y)   //清除坦克函数(人机共用)

{

    for(int i=0;i<3;i++)

        for(int j=0;j<3;j++)

        {                     //将坦克占用的地图上的九格去掉

             map[y+j-1][x+i-1]=0;

            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);

            GoToxy(2*x+2*j-2,y+i-1);

            printf("  ");

        }

}





void PrintTank(Tank tank)     //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了

{                             // tank.color参数对应不同的颜色,范围 1 ~ 6

    ColorChoose(tank.color);  //颜色选择函数   定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)

    char *(*tankF)[4] = tank_figure[tank.model];  //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推

    for(int i = 0; i < 3; i++)

    {

        GoToxy((tank.x-1)*2 , tank.y-1+i);        //在坦克中心坐标的左边,上中下三行打印

        printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串

         for(int j=0;j<3;j++)

            if(tank.my)       //若为我的坦克

                map[tank.y+j-1][tank.x+i-1]=200;  //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200

            else

                map[tank.y+j-1][tank.x+i-1]=100+tank.num;  //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数

    }

}





void HideCursor()  //隐藏光标

{                  //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见

    CONSOLE_CURSOR_INFO cursor_info={1,0};

    SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。

}





void GoToxy(int x,int y)  //光标移动函数,X表示横坐标,Y表示纵坐标。

{

    COORD  coord;         //使用头文件自带的坐标结构

    coord.X=x;            //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围

    coord.Y=y;

    HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE);  //获得标准输出句柄

    SetConsoleCursorPosition(a,coord);         //以标准输出的句柄为参数设置控制台光标坐标

}





void ColorChoose(int color)   //颜色选择函数

{

    switch(color)

    {

           case 1:               //天蓝色(我的坦克颜色)

            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);

            break;

        case 2:               //绿色

            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);

            break;

        case 3:               //黄色

            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);

            break;

        case 4:               //红色

            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);

            break;

        case 5:               //紫色

            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);

            break;

        case 6:               //白色

            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);

            break;

        case 7:               //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中

            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);

            break;

    }

}





void Stop()    //暂停

{

    int color=1,timing=0;

    while(1)

    {

        if(timing++%30==0)

        {

            ColorChoose(color);   //颜色选择

            GoToxy(100,13);       //副屏幕打印

            printf("游戏暂停");

            GoToxy(88,17);

            printf("按回车键回到游戏");

            GoToxy(88,18);

            printf("或按 Esc键退出游戏");

            if(++color==8)

                color=1;

        }

        if (GetAsyncKeyState( 0xD )& 0x8000)      //回车键

        {

            GoToxy(100,13);       //副屏幕打印

            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);

            printf("正在进行");   //覆盖掉原来的提示

            GoToxy(88,17);

            printf("                     ");

            GoToxy(88,18);

            printf("                     ");

            break;

        }

        else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出

            exit(0);

        Sleep(20);

    }

}





void ClearMainScreen()  //主屏幕清屏函数,因使用system("cls");再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数

{

    for(int i=1;i<40;i++)

    {

        GoToxy(2,i);

        printf("                                                                              ");

    }

}





void Frame ()     //打印游戏主体框架

{                 //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);

    printf("  ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁  ");

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);

    printf("  ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");

    for(int i=0;i<14;i++)

    {

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);

        printf("▕                                                                              ▏");

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);

        printf(" |                          |\n");

    }

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);

    printf("▕                                                                              ▏");

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);

    printf(" |═════════════|\n");

    for(int i=0;i<24;i++)

    {

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);

        printf("▕                                                                              ▏");

        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);

        printf(" |                          |\n");

    }

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);

    printf("  ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔  ");

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE);

    printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");

    SideScreen ();  //打印副屏幕

}





void PrintMap()     // 打印地图(地图既地图障碍物)

{

    for(int j=0;j<41;j++)

        for(int i=0;i<41;i++)

            if(map[i][j]==6)

            {

                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN

                    |FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);

                GoToxy(2*j,i);

                printf("■");

            }

            else if(map[i][j]==2)

            {

                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);

                GoToxy(2*j,i);

                printf("▓");

            }

            else if(map[i][j]==1)

            {

                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);

                GoToxy(2*j,i);

                printf("▓");

            }

            else if(map[i][j]==5)

            {

                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);

                GoToxy(2*j,i);

                printf("~");

            }

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);

    GoToxy(38,37);     printf("◣◢");

    GoToxy(38,38);     printf("███");    //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印

    GoToxy(38,39);     printf("◢█◣");    //∴直接打印(且家的map值与符号无关)

}





void GetMap()      //地图存放函数

{                   //map里的值: 个位数的值为地图方块部分,百位数的值为坦克

    int i ,j;      //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克,

    int Map[8][41][41]=

    {

        {

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},

            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},

            {4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

        },

        {

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},

            {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},

            {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},

            {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},

            {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},

            {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},

            {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},

            {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},

            {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},

            {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},

            {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},

            {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

        },

        {

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},

            {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},

            {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},

            {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

        },

        {

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},

            {4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},

            {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},

            {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},

            {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},

            {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},

            {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,4},

            {4,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,4},

            {4,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},

            {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},

            {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

        },

        {

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},

            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},

            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},

            {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},

            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},

            {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},

            {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},

            {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},

            {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},

            {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},

            {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},

            {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},

            {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},

            {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},

            {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},

            {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},

            {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},

            {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

        },

        {

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,4},

            {4,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,4},

            {4,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,2,2,2,2,2,2,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,4},

            {4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,2,2,2,2,2,2,2,2,0,0,0,1,1,0,0,0,0,0,0,0,1,1,4},

            {4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,2,2,2,2,2,2,2,2,0,0,1,1,1,0,0,0,0,0,0,0,1,1,4},

            {4,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},

            {4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},

            {4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},

            {4,1,1,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,0,0,0,0,0,1,1,1,4},

            {4,1,1,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,0,1,1,1,4},

            {4,1,1,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,1,1,1,1,4},

            {4,0,1,1,0,0,0,0,0,0,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,0,0,1,1,1,1,4},

            {4,0,1,1,1,0,0,0,0,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},

            {4,0,0,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},

            {4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},

            {4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},

            {4,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,0,0,4},

            {4,0,0,0,0,0,1,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},

            {4,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,4},

            {4,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,4},

            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},

            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},

            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},

            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

        },

        {

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},

            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},

            {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},

            {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},

            {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},

            {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},

            {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},

            {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},

            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},

            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},

            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},

            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},

            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},

            {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},

            {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},

            {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

        },

        {

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},

            {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},

            {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},

            {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},

            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

            {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

            {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},

            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},

            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},

            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},

            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}

        },

    };

        for(i=0;i<41;i++)

            for(j=0;j<41;j++)

                    map[i][j]=Map[level-1][i][j];

    PrintMap();         //打印地图

}





void GameOver(bool home)

{

    int timing=0,color=1;

    while(1)

    {

        if(timing++%30==0)         //游戏结束原因为生命值为0

        {

            ColorChoose(color);    //颜色选择

            if(home)               //游戏结束原因为老家被毁,则多打印一行字以提示玩家

            {

                GoToxy(37,19);     //主屏幕中心打印

                printf("老家被毁!");

            }

            GoToxy(37,20);         //主屏幕中心打印

            printf("游戏结束!");

            GoToxy(100,13);        //副屏幕打印

            printf("游戏结束");

            GoToxy(88,17);

            printf("请按回车键重新开始!");

            GoToxy(88,18);

            printf("或按 Esc键退出游戏!");

            if(++color==8)

                color=1;

        }

        if (GetAsyncKeyState( 0xD )& 0x8000)  //回车键

        {

//            system("cls");       //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数

//            Frame ();            //重新打印游戏框架

            score-=500;          //分数-500

            ClearMainScreen();   //主屏清屏函数,无需再次打印框架

            Initialize();        //从本关重新开始

            break;

        }

        else if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出

            exit(0);

        Sleep(20);

    }

}





void NextLevel()

{

    int timing=0,color=1;

    level++;

    if(level<=MAX_LEVEL)

        while(1)

        {

            if(timing++%10==0)

            {

                ColorChoose(color);   //颜色选择

                GoToxy(37,20);        //主屏幕中心打印

                printf("恭喜过关!");

                GoToxy(100,13);       //副屏幕打印

                printf("等待下关");

                GoToxy(87,17);

                printf("请按回车键进入下一关!");

                GoToxy(88,18);

                printf("或按 Esc键退出游戏!");

                if(++color==8)

                    color=1;

            }

            if (GetAsyncKeyState( 0xD )& 0x8000)  //回车键

            {

                GoToxy(88,17);        //抹除副屏幕中的提示

                printf("                     ");

                GoToxy(88,18);

                printf("                     ");

                ClearMainScreen();   //主屏清屏函数,无需再次打印框架

                Initialize();        //初始化从下一关开始,level已++

                break;

            }

            else if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出

                exit(0);

            Sleep(20);

        }

    else   //level>8 通关

        while(1)

        {

            if(timing++%5==0)

            {

                ColorChoose(color);

                GoToxy(33,20);        //主屏幕中心打印

                printf("恭喜通过全部关卡!");

                GoToxy(100,13);       //副屏幕打印

                printf("已通全关");

                GoToxy(88,17);

                printf("恭喜通过全部关卡!");

                GoToxy(88,19);

                printf("按 Esc键退出游戏!");

                if(++color==8)

                    color=1;

            }

            if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出

                exit(0);

            Sleep(10);

        }

}





void GameCheak()

{                           //剩余敌人为0且四坦克全部不存活

    if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )

        NextLevel();        //进入下一关

    if(my_tank.revive>=MAX_LIFE)   //我的生命值(复活次数)全部用完 MAX_LIFE

        GameOver(0);        //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁

}





void SideScreen ()  //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38)

{                   // |         第  d  关         |   " |                          |\n"

    GoToxy(93,2);

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);

    printf("第     关");

    GoToxy(92,5);

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);

    printf("分  数:");

    GoToxy(92,7);

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);

    printf("生  命:");

    GoToxy(86,9);

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);

    printf("剩余敌方坦克:");

    GoToxy(86,11);

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);

    printf("当前游戏速度:  %d",21-speed);

    GoToxy(86,13);

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);

    printf("当前游戏状态:");

    GoToxy(94,19);

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);

    GoToxy(94,24);

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);

    printf("帮  助");

    GoToxy(86,27);

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);

    printf("方向键  ←↑→↓  移动");

    GoToxy(93,29);

    printf("x 键 射击");

    GoToxy(89,31);

    printf("+ - 调整游戏速度");

    GoToxy(90,33);

    printf("游戏速度范围1~20");

    GoToxy(90,35);

    printf("回车键 暂停游戏");

    GoToxy(90,37);

    printf("Esc键  退出游戏");

/*    printf("帮  助");     //这是第二种详细说明的样式
    GoToxy(86,21);
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
    printf("方向键  ←↑→↓  移动");
    GoToxy(93,23);
    printf("x 键 射击");
    GoToxy(89,25);
    printf("+ - 调整游戏速度");
    GoToxy(90,27);
    printf("游戏速度范围1~20");
    GoToxy(90,29);
    printf("回车键 暂停游戏");
    GoToxy(90,31);
    printf("Esc键  退出游戏");
    GoToxy(86,33);
    printf("敌方坦克全部消灭则过关");
    GoToxy(87,34);
    printf("己方坦克生命值为0 或");
    GoToxy(86,35);
    printf("正下方的老家被毁则失败");
    GoToxy(86,36);
    printf("己坦克与敌坦克子弹碰撞");
    GoToxy(87,37);
    printf("则抵消,敌坦克间子弹碰");
    GoToxy(86,38);
    printf("撞不抵消且可穿过敌坦克");*/

}





void Initialize()      //初始化

{

    remain_enemy=16;

    my_tank.revive=0;  //我的坦克复活次数为0

    position=0;

    bul_num=0;

    GetMap();

    BuildMyTank( &my_tank );

    for(int i=0;i<12;i++)     //子弹初始化

    {

        bullet [i].exist=0;

        bullet [i].initial=0;

    }

    for(int i=0;i<=3;i++)         //AI坦克初始化

    {

        AI_tank [i].revive=0;

        AI_tank [i].alive=0;  //初始化坦克全是不存活的,BuildAITank()会建立重新建立不存活的坦克

        AI_tank [i].stop=0;

        AI_tank [i].num=i;

        AI_tank [i].my=0;

        AI_tank [i].CD=0;

    }

    GoToxy(97,2);                        //在副屏幕上关卡数

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);

    printf("%d",level);

    GoToxy(102,5);                       //在副屏幕上打印分数

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);

    printf("%d   ",score);

    GoToxy(102,7);                       //在副屏幕打印我的剩余生命值

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);

    printf("%d", MAX_LIFE-my_tank.revive);

    GoToxy(102,9);                       //在副屏幕上打印剩余坦克数

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);

    printf("%d ",remain_enemy);

    GoToxy(100,13);                      //在副屏幕上打印状态

    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);

    printf("正在游戏");

}

14.五子棋

#include <cstdio>
#include <windows.h>
#include <cstdlib>
#include <conio.h>
#include <iostream>
#include <cstring>
using namespace std;
#define Forij(x) for(int i=1;i<=x;i++)for(int j=1;j<=x;j++)
#define N 25
typedef long long LL;
LL fx[4][2]={{1,1},{1,0},{0,1},{1,-1}};
LL Q,GG;
string C[20]={"●","○","﹢","═","║","╔","╚","╗","╝","?"};//╋
void color(LL a){//颜色函数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
}
void gotoxy(LL x,LL y){
COORD pos;
pos.X=2*x;
pos.Y=y;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
}
struct Gomoku{
LL m[50][50],nx,ny;
void reset(){
system("cls");
memset(m,-1,sizeof(m));
color(7);
for (LL i=1; i<=N; i++){
gotoxy(0,i);cout<<C[4]; gotoxy(N+1,i);cout<<C[4];
gotoxy(i,0);cout<<C[3]; gotoxy(i,N+1);cout<<C[3];
}
gotoxy(0,0);cout<<C[5]; gotoxy(0,N+1);cout<<C[6];
gotoxy(N+1,0);cout<<C[7]; gotoxy(N+1,N+1);cout<<C[8];
color(3);
Forij(N){
gotoxy(i,j); cout<<C[2];
}
nx=ny=N/2+1; gotoxy(nx,ny);
}
void _drop(LL x,LL i,LL j){
m[i][j]=x;
gotoxy(i,j);
color(15); cout<<C[x];
}
LL check(){
Forij(N){
for (LL Fx=0,tmp,lst,xx,yy; Fx<4; Fx++) if(m[i][j]!=-1){
xx=i,yy=j,tmp=0,lst=m[i][j];
for (LL k=1; k<=5; k++){
if (xx>N || yy>N) break;
if (m[xx][yy]==(lst^1)){break;}
if (m[xx][yy]==lst) tmp++;
xx+=fx[Fx][0],yy+=fx[Fx][1];
}
if (tmp==5){
return lst;
}
}
}
return -1;
}
LL arnd(LL x,LL y){
LL cnt=0;
for (LL i=x-1; i<=x+1; i++) if (i>0 && i<=N)
for (LL j=y-1; j<=y+1; j++) if (j>0 && j<=N)
if (m[i][j]>-1) cnt++;
return cnt;
}
void get_val(LL x,LL y,LL &val){
val=0;
Forij(N){
for (LL Fx=0,tmp,tk,xx,yy; Fx<4; Fx++){
xx=i,yy=j,tmp=tk=0;
for (LL k=1; k<=5; k++){
if (xx>N || yy>N){tmp=0; break;}
if (m[xx][yy]==(x^1)){tmp=0; break;}
if (m[xx][yy]==x) tmp++,tk+=(1<<(k-1));
xx+=fx[Fx][0],yy+=fx[Fx][1];
}
switch(tmp){
case 5:
val+=8000000000; break;
case 4:
val+=1000+350*y; break;
case 3:
val+=(tk==14)?(300+600*y):(300+200*y); break;
case 2:
val+=3+2*y; break;
case 1:
val+=1+y; break;
}
}
}
}
void AI(LL x){
LL best,brnd,bi,bj,v1,v2,kkk;
best=-2147483647;
brnd=-2147483647;
Forij(N) if (m[i][j]==-1){
m[i][j]=x;
get_val(x,10,v1); //gotoxy(N+5,N/2);printf("%d ",v1);
get_val(x^1,80,v2); //gotoxy(N+5,N/2+1);printf("%d ",v2);
if (v1-v2>best) bi=i,bj=j,best=v1-v2;
if (v1-v2==best)
if ((kkk=arnd(i,j))>brnd)
brnd=kkk,bi=i,bj=j;
m[i][j]=-1;
}
_drop(x,bi,bj);
}
void HM(LL x){
char ch=getch();
for (;;ch=getch()){
if (ch=='w') {if (ny>1) ny--;}
else if (ch=='s') {if (ny<N) ny++;}
else if (ch=='a') {if (nx>1) nx--;}
else if (ch=='d') {if (nx<N)nx++;}
else if (m[nx][ny]==-1){_drop(x,nx,ny); return;}
gotoxy(nx,ny);
}
}
} A;
int main(){
for (;;){
A.reset();
for (GG=-1;;){
gotoxy(A.nx,A.ny);
A.HM(0); GG=A.check(); if (GG>-1) break;
A.AI(1); GG=A.check(); if (GG>-1) break;
}
gotoxy(5,N+3);
if (GG==0) printf("AI_1 win!");
if (GG==1) printf("AI_2 wins!");
while (kbhit()) getch();
Sleep(500);
gotoxy(5,N+3);
printf("Press anything to continue.");
getch();
}
}

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