C++三星战体

#include<bits/stdc++.h>
#include<bits/stdc++.h>
#include<windows.h>
#include<conio.h>
using namespace std;
int toint(double a){return ((int)(a*10+5))/10;}
int rand(int a){return rand()%a;}
void SlowDisplay(int x,char *p){while(1){if(*p!=0) printf("%c",*p++);else break;Sleep(x);}}
void Setpos(double x,double y){COORD pos;pos.X=toint(y*2),pos.Y=toint(x);SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);}
void Color(int a){
    if(a==-1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
    if(a==-2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
    if(a==-3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);

    if(a==0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
    if(a==1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_RED);
    if(a==2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED);
    if(a==3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN);
    if(a==4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE);

    if(a==5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_RED|BACKGROUND_BLUE);
    if(a==6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_BLUE);
}   
struct node{int what;double x,y,vx,vy,r,m;bool life;int gun,master=-1;}Sun[1000001];
int b,T,m[41][41],n[41][41],m2[41][41],n2[41][41],dif[11],Speed=10,Ba,Hotguntime,Hotguntimemax=10,Blood,Score;
double Speedmax,Speedless,Speedmore=1,Balljump=-0.7,Fire=0.08;//36行,36行,48行 ,49行 ,倒数5行 
void Push(int a,int b){
    if(Sun[a].master==b||Sun[b].master==a) return;
    if(Sun[a].life==0||Sun[b].life==0) return;
    if(Sun[a].what==3||Sun[b].what==3) return;
    if(Sun[a].what==4||Sun[b].what==4) return;
    double Ax=Sun[a].x-Sun[b].x,Ay=Sun[a].y-Sun[b].y,Dis=sqrt(Ax*Ax+Ay*Ay)*1.0,fDis=sqrt((Sun[a].vx-Sun[b].vx)*(Sun[a].vx-Sun[b].vx)+(Sun[a].vy-Sun[b].vy)*(Sun[a].vy-Sun[b].vy));
    if(Dis==0) return;if(abs(Ay)<=0.0001) Ay=0.0001;
    if(Sun[a].what==2||Sun[b].what==2) int c;//日核不撞,int c;这句凑数 
    else if(Dis<=Sun[a].r+Sun[b].r+fDis){
        double Vx=(Sun[a].vx+Sun[b].vx)/2.0,Vy=(Sun[a].vy+Sun[b].vy)/2.0,aX=(Sun[a].x+Sun[b].x+Sun[a].vx+Sun[b].vx)/2.0,aY=(Sun[a].y+Sun[b].y+Sun[a].vy+Sun[b].vy)/2.0;
        Sun[a].vx=Sun[b].vx=Vx,Sun[a].vy=Sun[b].vy=Vy;Sun[a].x=aX-(Ax/Dis)/2.0,Sun[b].x=aX+(Ax/Dis)/2.0;Sun[a].y=aY-(Ay/Dis)/2.0,Sun[b].y=aY+(Ay/Dis)/2.0;
        return;
    }
    double ac=Sun[a].m*Sun[b].m/(Dis*Dis)*1.0,afx=0,afy=0,d=abs(Ax/Ay*1.0);
    afy=sqrt(ac/(1+d*d))*1.0,afx=sqrt(ac/(1+d*d))*d*1.0;
    if(Ax>0) afx*=-1;if(Ay>0) afy*=-1;
#define A Sun[a].vx+=afx/Sun[a].m*Speedless,Sun[a].vx=max(-Speedmax,min(Speedmax,Sun[a].vx)),Sun[a].vy+=afy/Sun[a].m*Speedless,Sun[a].vy=max(-Speedmax,min(Speedmax,Sun[a].vy))
#define B Sun[b].vx-=afx/Sun[b].m*Speedless,Sun[b].vx=max(-Speedmax,min(Speedmax,Sun[b].vx)),Sun[b].vy-=afy/Sun[b].m*Speedless,Sun[b].vy=max(-Speedmax,min(Speedmax,Sun[b].vy))
    Speedmax=0.1,Speedless=0.01; 
    if(Sun[a].what==2&&Sun[b].what==2) Speedmax=3.0;
    if(Sun[a].what==0) {Speedless=0.008;Speedmax=3.0; A;}
    else if(Sun[a].what==1) {A; if(Sun[b].what==1) B;}
    else if(Sun[a].what==2) {Speedless=0.8;B;if(Sun[b].what==2) A;}
    else {A;B;}
}
int Painting[41][41]={
  {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,0,0,1,0,0,1,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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