各位单身狗的福音:表白爱心魔改版

 貌似有一个电视剧最近挺火的,论坛上到处都是爱心的教程,我就把自己几个月前做的表白方案发布一下。

先看效果:

 不管你们觉得好不好看反正我觉得还行,【狗头】

上代码

希望各位可以找到自己的真爱!!!!!!!!

#include <stdio.h>
void delay(int sec) {
    time_t start_time, cur_time; // 变量声明
    time(&start_time);
    do {
        time(&cur_time);
    } while ((cur_time - start_time) < sec);
}
int main()
{
    int  i, j, k, l, m;
    char c = 3; 

    for (i = 1; i <= 5; i++)    printf("\n"); 
    for (i = 1; i <= 3; i++) { 
        for (j = 1; j <= 32 - 2 * i; j++)  printf(" "); 
        for (k = 1; k <= 4 * i + 1; k++)  printf("%c", c);
        for (l = 1; l <= 13 - 4 * i; l++)  printf(" "); 
        for (m = 1; m <= 4 * i + 1; m++)  printf("%c", c);
        printf("\n");  
    }
    for (i = 1; i <= 3; i++) { 
        for (j = 1; j <= 24 + 1; j++)   printf(" "); 
        for (k = 1; k <= 29; k++)   printf("%c", c);
        printf("\n"); 

    }
    printf("              浮世三千,吾爱有三,日月与卿日为朝,月为暮, 卿为朝朝暮暮 ");
    printf("\n");
    for (i = 7; i >= 1; i--) { 
        for (j = 1; j <= 40 - 2 * i; j++)  printf(" "); 
        for (k = 1; k <= 4 * i - 1; k++)  printf("%c", c);
        printf("\n"); 
    }
    for (i = 1; i <= 39; i++)    printf(" ");
    printf("%c\n", c);  
    for (i = 1; i <= 5; i++)    printf("\n"); 
    delay(3);
    printf("int day;\n");
    printf("for (day = 0; day <= mylife; day++)\n");
    printf("printf('我爱你')\n");
    
    return 0;
}

再来个高阶版

这个就是最近很火的电视剧那个,但这个是JAVA的,学C语言的小伙伴们还是不要想了,

我尝试用C语言做个相类似的结果没成功,还是好好学完C去学JAVA吧。

<!DOCTYPE html>
<html>
  <head>
    <title></title>
    <script src="js/jquery.min.js"></script>
  </head>
  <style>
    * {
      padding: 0;
      margin: 0;
    }
    html,
    body {
      height: 100%;
      padding: 0;
      margin: 0;
      background: #000;
    }

    .aa {
      position: fixed;
      left: 50%;
      bottom: 10px;
      color: #ccc;
    }

    .container {
      width: 100%;
      height: 100%;
    }
    canvas {
      z-index: 99;
      position: absolute;
      width: 100%;
      height: 100%;
    }
  </style>
  <body>
    <!-- 樱花 -->
    <div id="jsi-cherry-container" class="container">
      <audio autoplay="autopaly">
        <source src="renxi.mp3" type="audio/mp3" />
      </audio>
      <img class="img" src="./123.png" alt="" />
      <!-- 爱心 -->
      <canvas id="pinkboard" class="container"> </canvas>
    </div>

  </body>
</html>
<script>
    /*
     * Settings
     */
    var settings = {
      particles: {
        length: 500, // maximum amount of particles
        duration: 2, // particle duration in sec
        velocity: 100, // particle velocity in pixels/sec
        effect: -0.75, // play with this for a nice effect
        size: 30, // particle size in pixels
      },
    };

    (function () {
      var b = 0;
      var c = ["ms", "moz", "webkit", "o"];
      for (var a = 0; a < c.length && !window.requestAnimationFrame; ++a) {
        window.requestAnimationFrame = window[c[a] + "RequestAnimationFrame"];
        window.cancelAnimationFrame =
          window[c[a] + "CancelAnimationFrame"] ||
          window[c[a] + "CancelRequestAnimationFrame"];
      }
      if (!window.requestAnimationFrame) {
        window.requestAnimationFrame = function (h, e) {
          var d = new Date().getTime();
          var f = Math.max(0, 16 - (d - b));
          var g = window.setTimeout(function () {
            h(d + f);
          }, f);
          b = d + f;
          return g;
        };
      }
      if (!window.cancelAnimationFrame) {
        window.cancelAnimationFrame = function (d) {
          clearTimeout(d);
        };
      }
    })();

    /*
     * Point class
     */
    var Point = (function () {
      function Point(x, y) {
        this.x = typeof x !== "undefined" ? x : 0;
        this.y = typeof y !== "undefined" ? y : 0;
      }
      Point.prototype.clone = function () {
        return new Point(this.x, this.y);
      };
      Point.prototype.length = function (length) {
        if (typeof length == "undefined")
          return Math.sqrt(this.x * this.x + this.y * this.y);
        this.normalize();
        this.x *= length;
        this.y *= length;
        return this;
      };
      Point.prototype.normalize = function () {
        var length = this.length();
        this.x /= length;
        this.y /= length;
        return this;
      };
      return Point;
    })();

    /*
     * Particle class
     */
    var Particle = (function () {
      function Particle() {
        this.position = new Point();
        this.velocity = new Point();
        this.acceleration = new Point();
        this.age = 0;
      }
      Particle.prototype.initialize = function (x, y, dx, dy) {
        this.position.x = x;
        this.position.y = y;
        this.velocity.x = dx;
        this.velocity.y = dy;
        this.acceleration.x = dx * settings.particles.effect;
        this.acceleration.y = dy * settings.particles.effect;
        this.age = 0;
      };
      Particle.prototype.update = function (deltaTime) {
        this.position.x += this.velocity.x * deltaTime;
        this.position.y += this.velocity.y * deltaTime;
        this.velocity.x += this.acceleration.x * deltaTime;
        this.velocity.y += this.acceleration.y * deltaTime;
        this.age += deltaTime;
      };
      Particle.prototype.draw = function (context, image) {
        function ease(t) {
          return --t * t * t + 1;
        }
        var size = image.width * ease(this.age / settings.particles.duration);
        context.globalAlpha = 1 - this.age / settings.particles.duration;
        context.drawImage(
          image,
          this.position.x - size / 2,
          this.position.y - size / 2,
          size,
          size
        );
      };
      return Particle;
    })();

    /*
     * ParticlePool class
     */
    var ParticlePool = (function () {
      var particles,
        firstActive = 0,
        firstFree = 0,
        duration = settings.particles.duration;

      function ParticlePool(length) {
        // create and populate particle pool
        particles = new Array(length);
        for (var i = 0; i < particles.length; i++)
          particles[i] = new Particle();
      }
      ParticlePool.prototype.add = function (x, y, dx, dy) {
        particles[firstFree].initialize(x, y, dx, dy);

        // handle circular queue
        firstFree++;
        if (firstFree == particles.length) firstFree = 0;
        if (firstActive == firstFree) firstActive++;
        if (firstActive == particles.length) firstActive = 0;
      };
      ParticlePool.prototype.update = function (deltaTime) {
        var i;

        // update active particles
        if (firstActive < firstFree) {
          for (i = firstActive; i < firstFree; i++)
            particles[i].update(deltaTime);
        }
        if (firstFree < firstActive) {
          for (i = firstActive; i < particles.length; i++)
            particles[i].update(deltaTime);
          for (i = 0; i < firstFree; i++) particles[i].update(deltaTime);
        }

        // remove inactive particles
        while (
          particles[firstActive].age >= duration &&
          firstActive != firstFree
        ) {
          firstActive++;
          if (firstActive == particles.length) firstActive = 0;
        }
      };
      ParticlePool.prototype.draw = function (context, image) {
        // draw active particles
        if (firstActive < firstFree) {
          for (i = firstActive; i < firstFree; i++)
            particles[i].draw(context, image);
        }
        if (firstFree < firstActive) {
          for (i = firstActive; i < particles.length; i++)
            particles[i].draw(context, image);
          for (i = 0; i < firstFree; i++) particles[i].draw(context, image);
        }
      };
      return ParticlePool;
    })();

    /*
     * Putting it all together
     */
    (function (canvas) {
      var context = canvas.getContext("2d"),
        particles = new ParticlePool(settings.particles.length),
        particleRate =
          settings.particles.length / settings.particles.duration, // particles/sec
        time;

      // get point on heart with -PI <= t <= PI
      function pointOnHeart(t) {
        return new Point(
          160 * Math.pow(Math.sin(t), 3),
          130 * Math.cos(t) -
            50 * Math.cos(2 * t) -
            20 * Math.cos(3 * t) -
            10 * Math.cos(4 * t) +
            25
        );
      }

      // creating the particle image using a dummy canvas
      var image = (function () {
        var canvas = document.createElement("canvas"),
          context = canvas.getContext("2d");
        canvas.width = settings.particles.size;
        canvas.height = settings.particles.size;
        // helper function to create the path
        function to(t) {
          var point = pointOnHeart(t);
          point.x =
            settings.particles.size / 2 +
            (point.x * settings.particles.size) / 350;
          point.y =
            settings.particles.size / 2 -
            (point.y * settings.particles.size) / 350;
          return point;
        }
        // create the path
        context.beginPath();
        var t = -Math.PI;
        var point = to(t);
        context.moveTo(point.x, point.y);
        while (t < Math.PI) {
          t += 0.01; // baby steps!
          point = to(t);
          context.lineTo(point.x, point.y);
        }
        context.closePath();
        // create the fill
        context.fillStyle = "#ea80b0";
        context.fill();
        // create the image
        var image = new Image();
        image.src = canvas.toDataURL();
        return image;
      })();

      // render that thing!
      function render() {
        // next animation frame
        requestAnimationFrame(render);

        // update time
        var newTime = new Date().getTime() / 1000,
          deltaTime = newTime - (time || newTime);
        time = newTime;

        // clear canvas
        context.clearRect(0, 0, canvas.width, canvas.height);

        // create new particles
        var amount = particleRate * deltaTime;
        for (var i = 0; i < amount; i++) {
          var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
          var dir = pos.clone().length(settings.particles.velocity);
          particles.add(
            canvas.width / 2 + pos.x,
            canvas.height / 2 - pos.y,
            dir.x,
            -dir.y
          );
        }

        // update and draw particles
        particles.update(deltaTime);
        particles.draw(context, image);
      }

      // handle (re-)sizing of the canvas
      function onResize() {
        canvas.width = canvas.clientWidth;
        canvas.height = canvas.clientHeight;
      }
      window.onresize = onResize;

      // delay rendering bootstrap
      setTimeout(function () {
        onResize();
        render();
      }, 10);
    })(document.getElementById("pinkboard"));
  </script>

  <script>
    var RENDERER = {
      INIT_CHERRY_BLOSSOM_COUNT: 30,
      MAX_ADDING_INTERVAL: 10,

      init: function () {
        this.setParameters();
        this.reconstructMethods();
        this.createCherries();
        this.render();
        if (
          navigator.userAgent.match(
            /(phone|pod|iPhone|iPod|ios|Android|Mobile|BlackBerry|IEMobile|MQQBrowser|JUC|Fennec|wOSBrowser|BrowserNG|WebOS|Symbian|Windows Phone)/i
          )
        ) {
          // var box = document.querySelectorAll(".box")[0];
          // console.log(box, "移动端");
          // box.style.marginTop = "65%";
        }
      },
      setParameters: function () {
        this.$container = $("#jsi-cherry-container");
        this.width = this.$container.width();
        this.height = this.$container.height();
        this.context = $("<canvas />")
          .attr({ width: this.width, height: this.height })
          .appendTo(this.$container)
          .get(0)
        var rate = this.FOCUS_POSITION / (this.z + this.FOCUS_POSITION),
          x = this.renderer.width / 2 + this.x * rate,
          y = this.renderer.height / 2 - this.y * rate;
        return { rate: rate, x: x, y: y };
      },
      re
          }
        } else {
          this.phi += Math.PI / (axis.y == this.thresholdY ? 200 : 500);
          this.phi %= Math.PI;
        }
        if (this.y <= -this.renderer.height * this.SURFACE_RATE) {
          this.x += 2;
          this.y = -this.renderer.height * this.SURFACE_RATE;
        } else {
          this.x += this.vx;
          this.y += this.vy;
        }
        return (
          this.z > -this.FOCUS_POSITION &&
          this.z < this.FAR_LIMIT &&
          this.x < this.renderer.width * 1.5
        );
      },
    };
    $(function () {
      RENDERER.init();
    });
  </script>

接下来的几个就是C语言低配版了,我自己做的时候都觉的尬。

#include <stdio.h>
#include <math.h>
#include <windows.h>
#include <tchar.h>
 
float f(float x, float y, float z) {
	float a = x * x + 9.0f / 4.0f * y * y + z * z - 1;
	return a * a * a - x * x * z * z * z - 9.0f / 80.0f * y * y * z * z * z;
}
 
float h(float x, float z) {
	for (float y = 1.0f; y >= 0.0f; y -= 0.001f)
		if (f(x, y, z) <= 0.0f)
			return y;
 
	return 0.0f;
}
 
int main() {
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
	                        0xc);//SetConsoleTextAttribute()是Windows系统中一个可以设置控制台窗口字体颜色和背景色的计算机函数
	HANDLE o = GetStdHandle(STD_OUTPUT_HANDLE);// GetStdHandle()检索指定标准设备的句柄(标准输入、标准输出或标准错误)
	_TCHAR buffer[25][80] = { _T(' ') };
	_TCHAR ramp[] = _T("vvvvvvvv");
	int count = 0;
	int count1 = 0;
 
	for (float t = 0.0f;; t += 0.1f) {
		int sy = 0;
		float s = sinf(t);
		float a = s * s * s * s * 0.2f;
 
		for (float z = 1.3f; z > -1.2f; z -= 0.1f) {
			_TCHAR *p = &buffer[sy++][0];
			float tz = z * (1.2f - a);
 
			for (float x = -1.5f; x < 1.5f; x += 0.05f) {
				float tx = x * (1.2f + a);
				float v = f(tx, 0.0f, tz);
 
				if (v <= 0.0f) {
					float y0 = h(tx, tz);
					float ny = 0.01f;
					float nx = h(tx + ny, tz) - y0;
					float nz = h(tx, tz + ny) - y0;
					float nd = 1.0f / sqrtf(nx * nx + ny * ny + nz * nz);
					float d = (nx + ny - nz) * nd * 0.5f + 0.5f;
					*p++ = ramp[(int)(d * 5.0f)];
				} else
					*p++ = ' ';
			}
		}
 
		for (sy = 0; sy < 25; sy++) {
			COORD coord = { 0, sy };
			SetConsoleCursorPosition(o, coord);//作用是设置控制台(cmd)光标位置
			WriteConsole(o, buffer[sy], 79, NULL, 0);//从当前光标位置开始,将字符串写入控制台屏幕缓冲区
		}
 
		if (count <= 22) {
			printf("I Love You") ;//表白内容
			printf("            To CSDN");// 被表白者的名字
			count++;
		} else {
			printf("You Are My Best Lover.\n");
			count++;
 
			if (count >= 44) {
				count = 0;
			}
		}
 
		Sleep(36);//Sleep函数:执行挂起一段时间,也就是等待一段时间在继续执行
	}
}

最后参考了一个教程做了个我认为效果还不错的

#include <stdio.h>
#include <math.h>
#include <windows.h>
#include <tchar.h>
 
float f(float x, float y, float z) {
float a = x * x + 9.0f / 4.0f * y * y + z * z - 1;
return a * a * a - x * x * z * z * z - 9.0f / 80.0f * y * y * z * z * z;
}
 
float h(float x, float z) {
  for (float y = 1.0f; y >= 0.0f; y -= 0.001f)
if (f(x, y, z) <= 0.0f)
return y;
return 0.0f;
}
 
int main() {
HANDLE o = GetStdHandle(STD_OUTPUT_HANDLE);
_TCHAR buffer[25][80] = { _T(' ') };
_TCHAR ramp[] = _T(".:-=+*#%@");
 
for (float t = 0.0f;; t += 0.1f) {
    int sy = 0;
    float s = sinf(t);
    float a = s * s * s * s * 0.2f;
    for (float z = 1.3f; z > -1.2f; z -= 0.1f) {
    _TCHAR* p = &buffer[sy++][0];
    float tz = z * (1.2f - a);
    for (float x = -1.5f; x < 1.5f; x += 0.05f) {
    float tx = x * (1.2f + a);
    float v = f(tx, 0.0f, tz);
    if (v <= 0.0f) {
    float y0 = h(tx, tz);
    float ny = 0.01f;
    float nx = h(tx + ny, tz) - y0;
    float nz = h(tx, tz + ny) - y0;
    float nd = 1.0f / sqrtf(nx * nx + ny * ny + nz * nz);
    float d = (nx + ny - nz) * nd * 0.5f + 0.5f;
    *p++ = ramp[(int)(d * 5.0f)];
}
else
    *p++ = ' ';
}
}
 
    for (sy = 0; sy < 25; sy++) {
    COORD coord = { 0, sy };
    SetConsoleCursorPosition(o, coord);
    WriteConsole(o, buffer[sy], 79, NULL, 0);
}
Sleep(33);
}
}

————————————————

最后最后看到一个还不错的,但是他的代码总觉得怪怪的,在我的VS2022上跑了一遍有好多的系统错误,应该用VS2010没问题。哪个大佬帮我解惑一下。

#include <stdio.h>
#include <math.h>
#include <stdlib.h>
#define I 20
#define R 340
#include <string.h>
int main() {
    char answer[10];
    printf("遇到你\n我才发现\n");
    printf("有趣的灵魂\n我喜欢你,答应我吧!\n输入520\n");
    scanf("%s", answer);
    char b[4] = "520";
    if (strcmp(answer, b) == 0) {
        float y, x, z, f;
        for (y = 1.5f; y > -1.5f; y -= 0.1f) {
            for (x = -1.5f; x < 1.5f; x += 0.05f) {
                z = x * x + y * y - 1;
                f = z * z * z - x * x * y * y * y;
                putchar(f <= 0.0f ? "*********"[(int)(f * -8.0f)] : ' ');
            }
            putchar('\n');
        }
        long time;
        for (;;) {
            system("color a");
            for (time = 0; time < 99999999; time++);
            system("color b");
            for (time = 0; time < 99999999; time++);
            system("color c");
            for (time = 0; time < 99999999; time++);
            system("color d");
            for (time = 0; time < 99999999; time++);
            system("color e");
            for (time = 0; time < 99999999; time++);
            system("color f");
            for (time = 0; time < 99999999; time++);
            system("color 0");
            for (time = 0; time < 99999999; time++);
            system("color 1");
            for (time = 0; time < 99999999; time++);
            system("color 2");
            for (time = 0; time < 99999999; time++);
            system("color 3");
            for (time = 0; time < 99999999; time++);
            system("color 4");
            for (time = 0; time < 99999999; time++);
            system("color 5");
            for (time = 0; time < 99999999; time++);
            system("color 6");
            for (time = 0; time < 99999999; time++);
            system("color 7");
            for (time = 0; time < 99999999; time++);
            system("color 8");
            for (time = 0; time < 99999999; time++);
            system("color 9");
        }
        getchar();

    } else {
        printf("\n好吧!\n");
    }
    return 0;
}


————————————————
版权声明:本文为CSDN博主「kckckckckckc__」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
原文链接:https://blog.csdn.net/m0_73473745/article/details/127139305

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