1.贪吃蛇(无敌版)
可删除注释解除无敌
#define _CRT_SECURE_NO_WARNINGS
#include <stdio.h>
#include <time.h>
#include <windows.h>
#include <stdlib.h>
#include<iostream>
#include <conio.h>
#define MY_BUFSIZE 1024 //控制台窗口标题的缓冲区大小
#define INITIALTIME 80
//蛇的状态(上,下,左,右)
#define U 1
#define D 2
#define L 3
#define R 4
using namespace std;
typedef struct Snake {
int x; //节点的x坐标
int y; //节点的y坐标
struct Snake* next; //蛇身的下一个节点
} snake;
int init_snack_long = 1;
int score = 0, add = 0; //总得分与每次吃食物的得分
int HighScore = 0; //最高的得分
int status; //蛇的前进状态
int sleeptime = INITIALTIME; //蛇的时间间隔
int endgamestatus =
0; //游戏的结束的情况: 撞到墙,咬到自己,主动退出游戏
HANDLE hOut; //控制台句柄
snake* head, * food; //蛇头指针,食物指针
snake* q; //遍历蛇时用到的指针
void gotoxy(int x, int y); //设置光标位置
void color(int col); //更改文字颜色
void printsnake(); //字符画,蛇
void welcometogame(); //开始界面
void createMap(); //绘制地图
void scoreandtips(); //游戏右侧的得分和小提示
void initsnake(); //初始化蛇身(画出蛇身)
void createfood(); //创见并随机出击食物
bool biteself(); //判断是否咬到自己
void cantcrosswall(); //判断是否撞墙
void speedup(); //加速
void speedown(); //减速
void snakemove(); //控制蛇的前进方向
void keyboardControl(); //控制键盘按键
void Lostdraw(); //游戏结束界面
void endgame(); //游戏结束
void choose(); //游戏失败之后的选择
void File_out(); //从文件中读取最高分
void File_in(); //将最高分存入文件
void explation(); //游戏说明
HWND GetConsoleHwnd(); //获取当前句柄
int main(void) {
//设置窗口
system("mode con cols=100 lines=30");
SetWindowLongPtr(GetConsoleHwnd(), GWL_STYLE,
WS_VISIBLE | WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX |
WS_MAXIMIZEBOX);
printsnake();
welcometogame();
File_out();
keyboardControl();
endgame();
}
//设置颜色
void color(int col) {
//调用API改变控制台字体颜色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), col);
}
void gotoxy2(int x, int y) {
COORD pos = {x, y};
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(hOut, pos);
}
//改变字体位置
void gotoxy(int x, int y) {
COORD Position;
Position.X = x;
Position.Y = y;
//调用API改变字体位置
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), Position);
}
//字符画,蛇
void printsnake() {
color(6); //字体颜色设置为黄色
gotoxy(32, 3);
printf("~~~~=_=~~~~ \\\\ <----------------------说出来你信吗,我是条蛇...");
gotoxy(44, 4);
printf(" \\");
gotoxy(45, 5);
printf(" \\");
gotoxy(46, 6);
printf(" \\");
gotoxy(47, 7);
printf(" \\");
gotoxy(48, 8);
printf(" =========================>");
gotoxy(49, 26);
return;
}
//开始界面
void welcometogame() {
cout << "请确定游戏时间间隔(1~500):";
cin >> sleeptime;
cout << " 请确定蛇初始长度(1,2,3,4,5,...29,30):";
cin >> init_snack_long;
int choice;
int x, y;
int count1 = 0, count2 = 0;
gotoxy(37, 15);
color(11);
printf("---贪---吃---蛇---大---作---战---");
for (x = 20; x < 80; x++) {
count2++;
for (y = 17; y < 26; y++) {
count1++;
if (x == 20 || x == 79) {
if (count1 % 2 == 0)
color(9);
else
color(13);
gotoxy(x, y);
printf("|");
}
if (y == 17 || y == 25) {
if (count2 % 2 == 0)
color(9);
else
color(13);
gotoxy(x, y);
printf("-");
}
}
}
gotoxy(32, 19);
color(13);
printf("1:开始游戏");
gotoxy(58, 19);
printf("2:游戏说明");
gotoxy(32, 23);
printf("3:退出游戏");
gotoxy(43, 26);
printf("请选择[1 2 3]:[ ]\b\b");
scanf("%d", &choice);
switch (choice) {
case 1:
system("cls");
createMap();
initsnake();
createfood();
keyboardControl();
break;
case 2:
explation();
break;
case 3:
exit(0);
break;
default:
gotoxy(40, 28);
color(12);
printf("输入错误,请输入1~3的数!");
_getch(); //除了vs系列之外的编译器需要把这一行改成: getch();
system("cls");
printsnake();
welcometogame();
break;
};
return;
}
//打印地图中的方块
void createMap() {
int i, j;
int count = 0;
for (i = 0; i < 58; i += 2) {
color(13); //
gotoxy(i, 0);
printf("■");
gotoxy(i, 26);
printf("■");
}
for (i = 1; i < 26; i++) {
color(13); //
gotoxy(0, i);
printf("■");
gotoxy(56, i);
printf("■");
}
/*之间是动画效果(虽然不太好看)如果不要可以删除*/
color(13);
for (j = 1; j < 26; j += 2) {
for (i = 2; i < 58; i += 4) {
gotoxy(i, j);
printf("■");
Sleep(2); //增加点延时效果
}
}
color(10);
for (i = 2; i < 56; i += 4) {
for (j = 2; j < 26; j += 2) {
gotoxy(i, j);
printf("■");
Sleep(2); //增加点延时效果
}
}
/*结束*/
color(3);
for (i = 2; i < 56; i += 2) {
for (j = 1; j < 26; j++) {
gotoxy(i, j);
printf("■");
}
Sleep(10); //增加点延时效果
}
return;
}
//游戏右侧的得分和小提示
void scoreandtips() {
int i;
//File_out(); //读取文件中的最高分数
gotoxy(64, 4);
color(11);
printf("☆历史最高分为: %d ☆", HighScore);
gotoxy(64, 8);
color(14);
printf("得分: %d", score);
gotoxy(73, 11);
color(13);
printf("小 提 示");
gotoxy(60, 13); //第一条线
color(9);
printf("╬ ");
for (i = 63; i < 92; i++) {
if (i % 2 == 0)
color(9);
else
color(13);
printf("-");
gotoxy(i, 13);
}
gotoxy(91, 13);
color(9);
printf("╬ ");
/*以下是两条线中间的内容*/
color(3);
gotoxy(64, 14);
printf("每个食物得分: %d 分", add);
gotoxy(64, 16);
printf("不能撞墙和咬到自己哦~");
gotoxy(64, 18);
printf("用 ↑ ↓ ← → 分别控制蛇的移动");
gotoxy(64, 20);
printf("F1: 加速。F2: 减速");
gotoxy(64, 22);
printf("空格:暂停游戏 ");
gotoxy(64, 24);
printf("Esc: 结束游戏 ");
gotoxy(64, 26);
printf("时间间隔 : %d 毫秒", sleeptime);
/*线束*/
gotoxy(60, 25); //第二条线
color(13);
printf("╬ ");
for (i = 63; i < 92; i++) {
if (i % 2 == 0)
color(9);
else
color(13);
printf("-");
gotoxy(i, 28);
}
gotoxy(91, 28);
color(13);
printf("╬ ");
return;
}
//从文件中读取最高分
void File_out() {
int ans = 0;
FILE* fp = NULL;
fp = fopen("snake.data", "r");
if (fp == NULL) { //判断文件是否打开成功,失败则提示并退出游戏
//下面这一行是vs的问题,其它编译器需要用MessageBox把MessageBox给替换掉(其它编译器中 char* 类型是可以直接转换为 LPCWSTR 类型的而vs系列中改为Unicode字符集还是不可以)
MessageBoxA(NULL, "Data file read / write failure,Please press OK to exit",
"Greedy_snake", MB_OK | MB_ICONERROR);
exit(1);
}
fscanf(fp, "%d", &HighScore); //读取数据
fclose(fp); //关闭文件
}
//初始化蛇身
void initsnake() {
snake* tail;
int i;
tail = (snake*)malloc(sizeof(
snake)); //这是蛇尾从蛇尾开始画(链表的最后一代节点),用头插法,以x,y设为开始位置
tail->x = 24; //初始化位置为24,5
tail->y = 5;
tail->next = NULL;
for (i = 0; i <= init_snack_long; i++) { //设置蛇身长度为:6
head = (snake*)malloc(sizeof(snake));
head->next = tail; //蛇头的下一位置为蛇尾
head->x = 24 + 2 * i; //设置蛇头的位置
head->y = 5;
tail = head; //蛇头变成蛇尾,然后重复循环(可能有点绕,画画就理解了)
}
while (tail != NULL) {
color(14);
gotoxy(tail->x, tail->y);
printf("■"); //蛇身用 ■ 表示
tail = tail->next; //蛇身一点一点输出,一直输出到蛇尾
}
return;
}
//随机产生食物
void createfood() {
snake* food_1 = NULL;
food_1 = (snake*)malloc(sizeof(snake));
food_1->x = 1;
food_1->y = 0;
food_1->next = NULL;
srand((unsigned)time(NULL)); //初始化随机数
//food_1->x = rand() % 52 + 2;
while ((food_1->x % 2) != 0) {
food_1->x = rand() % 52 +
2; //食物的x坐标(52是右边倒数第二列的x坐标, +2是因为防止出现在边框上)
}
food_1->y = rand() % 24 +
1; //食物的y坐标(为什么要 %24 和 +1 的原因和上面一样)
q = head;
while (q->next == NULL) { //!!!!!!!!!!!!!!!!!!!!!!!!!1
if (q->x == food_1->x && q->y == food_1->y) {
free(food_1); //如果蛇与食物重合则释放食物指针
createfood(); //重新创建食物
}
q = q->next;
}
gotoxy(food_1->x, food_1->y); //设置食物位置
food = food_1;
color(12);
printf(" ·"); //以红色颜色输出食物
return;
}
//判断是否咬到自己
bool biteself() {
// snake* self; //self是蛇身上的一个节点(除了蛇身之外的节点)
// self = head->next;
//
// while (self != NULL) //判断蛇头是否与蛇身相同,相同就是咬到自己了,咬到自己就返回true否则返回fslse
// {
// if (self->x == head->x && self->y == head->y)
// return true;
// self = self->next;
// }
return false;
}
//判断是否撞墙
void cantcrosswall() {
// if (head->x == 0 || head->x == 58 || head->y == 0 || head->y == 30) //判断是否撞到墙
// {
// endgamestatus = 1; //结束游戏的一种情况,endgamestatus等于1时为失败界面
// endgame();
// }
}
//加速
void speedup() {
sleeptime -= 1; //时间间隔减
add += rand() % 5 + 1; //每次吃到的食物的分数加随机
}
//减速
void speeddown() {
sleeptime += 1; //时间间隔减10
add -= rand() % 2 + 1; //每次吃到的食物的分数加随机
if ( add < 0 ) {
add = 0;
}
if (sleeptime == 350) {
add = 1; //保证最低分为 1 分
}
}
//蛇的移动方向
void snakemove() {
snake* nexthead;
cantcrosswall();
nexthead = (snake*)malloc(sizeof(snake));
/*
下面语句中只有下面这两段代码需要更改其它的都不而要复制一下就好
nexthead->x = head->x;
nexthead->y = head->y - 1;
*/
if (status == U) { //向上移动
nexthead->x = head->x;
nexthead->y = head->y - 1;
nexthead->next = head;
head = nexthead;
q = head; //指向链表头准备遍历链表
if (nexthead->x == food->x &&
nexthead->y == food->y) { //如果遇到了食物
color(14);
while (q != NULL) { //打印蛇身
gotoxy(q->x, q->y);
printf("■");
q = q->next;
}
score += add; //吃了食物后加分
speedup(); //并提升速度
createfood(); //吃了食物后再创建一个
} else { //如果没遇到食物
color(14);
while (q->next->next !=
NULL) { //蛇往前移动后前面加一,后面减一 画出移动后蛇身前n-1个格子(画一画就理解了)
gotoxy(q->x, q->y);
printf("■");
q = q->next;
}
color(3);
gotoxy(q->x, q->y);
printf("■"); //画出蛇身倒数第二个蛇身格子
free(q->next); //释放掉原来的最后一个蛇身格子
q->next = NULL;
}
}
if (status == D) { //向下移动
nexthead->x = head->x;
nexthead->y = head->y + 1;
nexthead->next = head;
head = nexthead;
q = head; //指向链表头准备遍历链表
if (nexthead->x == food->x &&
nexthead->y == food->y) { //如果遇到了食物
color(14);
while (q != NULL) { //打印蛇身
gotoxy(q->x, q->y);
printf("■");
q = q->next;
}
score += add; //吃了食物后加分
speedup(); //并提升速度
createfood(); //吃了食物后再创建一个
} else {
color(14);
while (q->next->next !=
NULL) { //蛇往前移动后前面加一,后面减一 画出移动后蛇身前n-1个格子(画一画就理解了)
gotoxy(q->x, q->y);
printf("■");
q = q->next;
}
color(3);
gotoxy(q->x, q->y);
printf("■"); //画出蛇身倒数第二个蛇身格子
free(q->next); //释放掉原来的最后一个蛇身格子
q->next = NULL;
}
}
if (status == L) { //向左移动
nexthead->x = head->x - 2;
nexthead->y = head->y;
nexthead->next = head;
head = nexthead;
q = head; //指向链表头准备遍历链表
if (nexthead->x == food->x &&
nexthead->y == food->y) { //如果遇到了食物
color(14);
while (q != NULL) { //打印蛇身
gotoxy(q->x, q->y);
printf("■");
q = q->next;
}
score += add; //吃了食物后加分
speedup(); //并提升速度
createfood(); //吃了食物后再创建一个
} else {
color(14);
while (q->next->next !=
NULL) { //蛇往前移动后前面加一,后面减一 画出移动后蛇身前n-1个格子(画一画就理解了)
gotoxy(q->x, q->y);
printf("■");
q = q->next;
}
color(3);
gotoxy(q->x, q->y);
printf("■"); //画出蛇身倒数第二个蛇身格子
free(q->next); //释放掉原来的最后一个蛇身格子
q->next = NULL;
}
}
if (status == R) { //向右移动
nexthead->x = head->x + 2;
nexthead->y = head->y;
nexthead->next = head;
head = nexthead;
q = head; //指向链表头准备遍历链表
if (nexthead->x == food->x &&
nexthead->y == food->y) { //如果遇到了食物
color(14);
while (q != NULL) { //打印蛇身
gotoxy(q->x, q->y);
printf("■");
q = q->next;
}
score += add; //吃了食物后加分
speedup(); //并提升速度
createfood(); //吃了食物后再创建一个
} else {
color(14);
while (q->next->next !=
NULL) { //蛇往前移动后前面加一,后面减一 画出移动后蛇身前n-1个格子(画一画就理解了)
gotoxy(q->x, q->y);
printf("■");
q = q->next;
}
color(3);
gotoxy(q->x, q->y);
printf("■"); //画出蛇身倒数第二个蛇身格子
free(q->next); //释放掉原来的最后一个蛇身格子
q->next = NULL;
}
}
if (biteself() == true) { //判断是否咬到自己
endgamestatus = 2;
endgame();
}
return;
}
//控制键盘按键
void keyboardControl() {
status = R; //初始化向右移动
while (1) {
scoreandtips(); //游戏右边的小提示和得分
//GetAsyncKeyState函数用来判断调用时指定虚假键的状态
if (GetAsyncKeyState(VK_UP) &&
status != D) //如果按的不是 下 键则向 上 移动
status = U;
else if (GetAsyncKeyState(VK_DOWN) &&
status != U) //如果按的不是 上 键则向 下 移动
status = D;
else if (GetAsyncKeyState(VK_LEFT) &&
status != R) //如果按的不是 右 键则向 左 移动
status = L;
else if (GetAsyncKeyState(VK_RIGHT) &&
status != L) //如果按的不是 左 键则向 右 移动
status = R;
if (GetAsyncKeyState(VK_SPACE)) { //按空格键暂停
while (1) {
Sleep(300);
if (GetAsyncKeyState(VK_SPACE)) //再按一次空格键继续
break;
}
} else if (GetAsyncKeyState(VK_ESCAPE)) { //按Esc键转到结束界面
endgamestatus = 3;
break;
} else if (GetAsyncKeyState(VK_F1)) //F1加速
speedup();
else if (GetAsyncKeyState(VK_F2)) //F2减速
speeddown();
Sleep(sleeptime); //移动速度
snakemove(); //没有按这几个键时继续移动
}
return;
}
//失败界面
void Lostdraw() {
system("cls");
int i;
gotoxy2(0, 0);
//四个角上的五角星
color(13);
gotoxy(4, 6);
printf("★");
gotoxy(96, 6);
printf("★");
gotoxy(4, 29);
printf("★");
gotoxy(96, 29);
printf("★");
//打印边框的四条边
for (i = 6; i < 96; i++) {
if (i % 2 == 0)
color(3);
else
color(13);
gotoxy(i, 6);
printf("-");
gotoxy(i, 29);
printf("-");
}
for (i = 7; i < 29; i++) {
if (i % 2 == 0)
color(3);
else
color(13);
gotoxy(4, i);
printf("|");
gotoxy(97, i);
printf("|");
}
//打印边框上的装饰
color(14);
gotoxy(30, 6);
printf("o 0-0 o");
gotoxy(71, 6);
printf("o 0-0 o");
gotoxy(48, 5);
color(14);
printf("< @ @ >");
gotoxy(50, 6);
color(3);
printf("《_》");
gotoxy(47, 29);
color(13);
printf("☆☆☆☆☆☆");
return;
}
//结束游戏
void endgame() {
system("cls");
gotoxy2(0, 0);
if (endgamestatus == 1) {
Lostdraw();
gotoxy(35, 9);
color(12);
printf("对不起,您撞到墙了,游戏结束!");
} else if (endgamestatus == 2) {
Lostdraw();
gotoxy(35, 9);
color(14);
printf("对不起,您咬到自己了,游戏结束!");
} else if (endgamestatus == 3) {
Lostdraw();
gotoxy(40, 9);
color(14);
printf("您已经结束了游戏。");
}
gotoxy(43, 12);
color(13);
printf("您的得分是: %d", score);
if (score >= HighScore) {
color(10);
gotoxy(33, 16);
printf("创新纪录!最高分被您刷新啦,真厉害!");
File_in();
} else {
color(10);
gotoxy(33, 16);
printf("继续努力哦,您离最高分只差 %d 喽~", HighScore - score);
}
choose();
return;
}
//把最高分写入文件
void File_in() {
FILE* fp;
fp = fopen("snake.data", "w+"); //以只写的方式打开文件
fprintf(fp, "%d",
score); //从文件中读出最高分写入到score中
fclose(fp); //关闭文件
}
//边框下面的选项
void choose() {
int n;
gotoxy(25, 23);
color(10);
printf("我要重新玩一局------1");
gotoxy(52, 23);
printf("不玩了,退出吧------2");
label:
gotoxy(46, 25);
color(13);
printf("选择:[ ]\b\b\b");
scanf("%d", &n);
switch (n) {
case 1:
gotoxy2(0, 0);
score = 0; //分数初始化为 0
sleeptime = INITIALTIME; //速度初始化为 0
add = 10; //食物得分为初始化为 10
printsnake(); //返回欢迎界面
welcometogame();
case 2:
exit(0);
break;
default:
gotoxy(35, 27);
color(12);
printf("※※您输入的有误,请从新输入※※");
system("pause >nul");
endgame();
choose(); //边框下的分支选项
goto label;
break;
}
return;
}
//游戏说明
void explation() {
int i, j = 1;
gotoxy2(0, 0);
gotoxy(42, 4);
printf("游 戏 说 明");
color(2);
for (i = 6; i <= 25; i++) {
for (j = 20; j <= 76; j++) {
gotoxy(j, i);
if (i == 6 || i == 25) {
if (i % 2 == 0)
color(3);
else
color(13);
printf("=");
} else if (j == 20 || j == 76) {
if (i % 2 == 0)
color(3);
else
color(13);
printf("||");
}
}
}
color(13);
gotoxy(76, 6);
printf("★");
gotoxy(76, 25);
printf("★");
color(3);
gotoxy(30, 8);
printf("tipl: 不能撞墙,不能咬到自己");
color(10);
gotoxy(30, 11);
printf("tip2: 用↑,↓,←,→分别控制蛇的移动");
color(13);
gotoxy(30, 14);
printf("tip3: F1是加速,F2是减速");
color(14);
gotoxy(30, 17);
printf("tip4: 按空格键暂停游戏,再按一次继续游戏");
color(4);
gotoxy(30, 20);
printf("tip5: Esc键退出游戏");
color(1);
gotoxy(30, 23);
printf("tip6: 自己的废物自己需要清理");
_getch(); //按任任意键返回主界面
gotoxy2(0, 0);
printsnake();
welcometogame();
}
HWND GetConsoleHwnd() { //获取窗口句柄
HWND hwndFound; //最后获得的句柄
WCHAR pszNewWindowTitle[MY_BUFSIZE]; //窗口标题
WCHAR pszOldWindowTitle[MY_BUFSIZE]; //旧的句柄
//获取当前窗口标题
//设置唯一窗口名子。
char szStr[MY_BUFSIZE];
sprintf(szStr, "%d%d", GetTickCount(),
GetCurrentProcessId()); //因为为了兼容下面的MessagrBox这里用的
memset(pszNewWindowTitle, 0, sizeof(pszNewWindowTitle));
MultiByteToWideChar(CP_ACP, 0, szStr, strlen(szStr) + 1, pszNewWindowTitle,
sizeof(pszNewWindowTitle) / sizeof(pszNewWindowTitle[0]));
//确保窗口标题已更新
Sleep(10);
return (hwndFound); //返回句柄
}
2.坦克大战
原创魔改版
#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 1000
#define BULLET_NUM 500
#define MAX_LIFE 1000000
//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 = 8; //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 ", 31 - speed); //副屏幕显示的速度为1~10
} else if (speed < 30 && 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 ", 31 - 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;
// Sleep(1000);
// BuildBullet(my_tank);
// my_tank.CD=0;
}
} else
my_tank.CD += 7;
}
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 || map[y][x] == 6 ) { //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 ||
map[y][x] ==
6 ) { //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][x] == 6 ) {
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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 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, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 5, 5, 5, 5, 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, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 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, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 6, 6, 6, 6, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 9, 9, 9, 6, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 9, 9, 9, 6, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 9, 9, 9, 6, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4},
{4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}
},
{
{4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 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, 0, 0, 0, 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, 0, 0, 0, 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, 0, 0, 0, 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, 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, 6, 6, 6, 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, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{4, 0, 0, 0, 2, 2, 2, 0, 0, 0, 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, 4},
{4, 0, 0, 0, 2, 2, 2, 0, 0, 0, 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, 4},
{4, 0, 0, 0, 2, 2, 2, 0, 0, 0, 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, 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, 2, 2, 2, 0, 0, 0, 6, 6, 6, 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, 2, 2, 2, 0, 0, 0, 6, 6, 6, 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, 2, 2, 2, 0, 0, 0, 6, 6, 6, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 6, 6, 6, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 2, 2, 2, 6, 6, 6, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 2, 2, 2, 6, 6, 6, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 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, 4},
{4, 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, 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, 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, 4},
{4, 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, 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, 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, 6, 4},
{4, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 4},
{4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 6, 6, 6, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 4},
{4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 6, 6, 6, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 4},
{4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 6, 6, 6, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 4},
{4, 6, 6, 6, 6, 6, 6, 6, 6, 6, 2, 2, 2, 0, 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, 4},
{4, 6, 6, 6, 6, 6, 6, 6, 6, 6, 2, 2, 2, 0, 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, 4},
{4, 6, 6, 6, 6, 6, 6, 6, 6, 6, 2, 2, 2, 0, 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, 4},
{4, 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, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 6, 6, 4},
{4, 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, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 6, 6, 4},
{4, 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, 6, 6, 6, 6, 6, 0, 0, 0, 0, 6, 6, 6, 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, 6, 6, 6, 0, 0, 0, 0, 0, 6, 6, 6, 6, 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, 6, 6, 6, 0, 0, 0, 0, 0, 6, 6, 6, 6, 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, 6, 6, 6, 0, 0, 0, 0, 0, 6, 6, 6, 6, 4},
{4, 2, 2, 2, 0, 0, 0, 6, 6, 6, 6, 6, 6, 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, 4},
{4, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 6, 6, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 4},
{4, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 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, 6, 6, 9, 9, 9, 6, 6, 6, 6, 6, 6, 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, 6, 0, 9, 9, 9, 6, 6, 6, 6, 6, 6, 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, 6, 6, 9, 9, 9, 6, 6, 6, 6, 6, 6, 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, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 6, 6, 6, 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, 6, 6, 6, 0, 0, 0, 0, 0, 0, 6, 6, 6, 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, 6, 6, 6, 0, 0, 0, 0, 0, 0, 6, 6, 6, 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, 6, 6, 6, 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, 6, 6, 6, 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, 6, 6, 6, 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, 6, 6, 6, 0, 0, 0, 6, 6, 6, 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, 6, 6, 6, 6, 6, 6, 0, 0, 0, 6, 6, 6, 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, 6, 6, 6, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 4},
{4, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 6, 6, 6, 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, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 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, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 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, 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, 4},
{4, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 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, 4},
{4, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 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, 4},
{4, 6, 6, 6, 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, 6, 6, 6, 4},
{4, 6, 6, 6, 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, 6, 6, 6, 4},
{4, 6, 6, 6, 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, 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, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 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, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{4, 6, 6, 6, 6, 6, 6, 0, 6, 6, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{4, 6, 6, 6, 6, 6, 6, 0, 6, 6, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 4},
{4, 6, 6, 6, 6, 6, 6, 0, 6, 6, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 0, 0, 0, 0, 6, 6, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 4},
{4, 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, 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, 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, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 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, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 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, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 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, 6, 6, 6, 0, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 5, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 5, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 0, 5, 0, 1, 6, 6, 1, 6, 1, 6, 6, 1, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 0, 0, 0, 6, 6, 6, 5, 5, 0, 0, 1, 1, 1, 6, 1, 1, 1, 0, 0, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{4, 0, 0, 0, 6, 6, 6, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 9, 9, 9, 1, 1, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 4},
{4, 0, 0, 0, 6, 6, 6, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 6, 6, 9, 9, 9, 6, 6, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 4},
{4, 0, 0, 0, 6, 6, 6, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 6, 6, 9, 9, 9, 6, 6, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 4},
{4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}
},
{
{4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 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, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 4},
{4, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 0, 1, 1, 1, 1, 1, 1, 0, 0, 6, 1, 1, 1, 4},
{4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 0, 1, 1, 1, 1, 1, 6, 6, 6, 6, 1, 1, 1, 4},
{4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 0, 1, 1, 1, 1, 1, 6, 1, 6, 6, 0, 0, 0, 4},
{4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 1, 1, 1, 6, 6, 6, 6, 6, 6, 1, 1, 1, 6, 6, 6, 6, 6, 6, 6, 6, 1, 6, 6, 0, 0, 0, 4},
{4, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 1, 1, 1, 1, 1, 9, 9, 9, 6, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 4},
{4, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 1, 1, 1, 1, 1, 9, 9, 9, 6, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 4},
{4, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 1, 1, 1, 1, 1, 9, 9, 9, 6, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 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, 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, 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, 0, 0, 6, 6, 6, 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, 6, 6, 6, 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, 6, 6, 6, 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},
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{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},
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{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, 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, 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, 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, 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, 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, 0, 6, 6, 6, 6, 6, 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, 6, 9, 9, 9, 6, 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, 6, 9, 9, 9, 6, 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, 6, 9, 9, 9, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}
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{
{4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 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}
},
};
int a = rand() % 8;
for (i = 0; i < 41; i++)
for (j = 0; j < 41; j++)
map[i][j] = Map[a][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", 31 - 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, 25);
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, 19);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_INTENSITY | FOREGROUND_GREEN);
printf("方向键 ←↑→↓ 移动");
GoToxy(93, 21);
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");
}
3.火柴人跑酷
Blo表示血量
#include<bits/stdc++.h>
#include<windows.h>
#include<stdio.h>
#include<conio.h>
#include<time.h>
#define Nor if(B[b].x<5) B[b].x=5;
#define Out1 Bx1-Bvx1<=6||Bx1-Bvx1>=28||By1-Bvy1<=7||By1-Bvy1>=27
#define Out2 Bx2-Bvx2<=6||Bx2-Bvx2>=28||By2-Bvy2<=7||By2-Bvy2>=27
#define Chang1 {Bwhat1=0;Bvx1=Bvy1=0;memset(Bgo1,0,sizeof(Bgo1));}
#define Chang2 {Bwhat2=0;Bvx2=Bvy2=0;memset(Bgo2,0,sizeof(Bgo2));}
#define Chang3 {Bwhat3=0;Bvx3=Bvy3=0;memset(Bgo3,0,sizeof(Bgo3));}
using namespace std;
int ti(float a) {
return ((int)(a * 10 + 5)) / 10;
}
void Setpos(float x, float y) {
COORD pos;
pos.X = ti(y * 4) / 2;
pos.Y = ti(x);
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
}
void Color(int a) {
if (a == 0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
if (a == 1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_BLUE);
if (a == 2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_INTENSITY | FOREGROUND_GREEN);
if (a == 3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE);
if (a == 4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_INTENSITY | FOREGROUND_RED);
if (a == 5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN);
if (a == 6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_INTENSITY | FOREGROUND_BLUE);
if (a == 7) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
if (a == 8) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_RED);
if (a == 9) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
BACKGROUND_INTENSITY | BACKGROUND_GREEN | BACKGROUND_BLUE);
if (a == 10) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
BACKGROUND_INTENSITY | BACKGROUND_RED | BACKGROUND_BLUE);
if (a == 11) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_RED | FOREGROUND_BLUE);
if (a == 12) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_RED | FOREGROUND_GREEN);
if (a == 13) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_INTENSITY);
if (a == 14) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),
FOREGROUND_GREEN | FOREGROUND_BLUE);
}
int Blomax, Ren, Exp, Expmax, Lv, Lvl, Ice, Drug, ar1, ar2, Tar1, Tar2, bl, br,
Win, T, Tb, Sy, Up, Upt, Down, u1, u2, Kill, Killb, L, Ll[4], Li, D, Gd[10],
Biao, Fire, Fir, Water, Thun, Wind, Magne, I[20][2], ib, Dis, Disb, Dis1, Disb1,
Boss, Bblo, Bblomax, Bwhat1, Bwhat2, Bwhat3, Bgo1[10], Bgo2[10], Bgo3[10], Bbr,
Bbl, Bl[4];
float X, Y, Vx, Vy, Ding, Blo = 1000000, Hui, Bx1, By1, Bx2, By2, Bx3, By3,
Bvx1, Bvy1, Bvx2, Bvy2, Bvx3, Bvy3, Bway[1001][2];
struct bullet {
float x, y, vx, vy;
int what;
int a, t, How;
int life;
bool kill;
} B[100001];
void Map(int a, int b);
void Pan(int a, float x, float y, int b) {
float Nox[4], Noy[4];
Nox[0] = X, Noy[0] = Y;
if (Down == 1 &&
X == 22) Nox[1] = X + 1, Noy[1] = Y - 0.5, Nox[2] = X - 1, Noy[2] = Y - 0.5;
else if (Down == 2) Nox[1] = X + 1, Noy[1] = Y - 0.5, Nox[2] = -10,
Noy[2] = -10;
else if (Down == 1 ||
X < 18) Nox[1] = X - 1, Noy[1] = Y - 0.5, Nox[2] = -10, Noy[2] = -10;
else Nox[1] = X + 1, Noy[1] = Y - 0.5, Nox[2] = X - 1, Noy[2] = Y - 0.5;
for (int i = 0; i < 3; i++) {
// Blo=100;
if (a == -1) {
if (abs(x - Nox[i]) + abs(y - Noy[i]) < 1.5) {
if (B[b].what == -10)Exp += 2;
if (B[b].what == -11)Exp += 1;
B[b].life = 0;
if (B[b].life == 0 && b == bl) bl++;
Map(3, b);
break;
}
}
if (a == -2) {
if (abs(x - Nox[i]) + abs(y - Noy[i]) < 2.5) {
if (B[b].what == -2)Exp += 5, Biao += 5;
if (B[b].what == -3)Fire = 300, Ice = 0, Fir = 3;
if (B[b].what == -4)Water = 200;
if (B[b].what == -5) {
Wind = 70;
Ding = 28.25;
Ice = 0;
if (Y < Ding - 1)Vy = 5;
else Vy = 0;
if (Up >= 1) Vx = -5;
if (Down == 2) Vx = 5;
}
if (B[b].what == -6) {
Thun = 200;
system("color 1F");
Sleep(20);
system("color 6F");
Sleep(10);
system("color 0F");
}
if (B[b].what == -7)Magne = 300;
if (B[b].what == -8)Ice = 0, Drug = 0, Blo = fmin((float)Blomax, Blo + 20);
if (B[b].what == -9)Exp = fmin((float)Expmax, Exp + 20);
B[b].life = 0;
if (B[b].life == 0 && b == bl) bl++;
Map(3, b);
break;
}
}
}
if (Wind == 0 && Thun == 0 && (B[b].kill != 0 || Killb >= 15 || Ren == 1 &&
Killb > 0)) return;
// Blo=100;
for (int i = 0; i < 3; i++) {
// Blo=100;
if ((Wind >= 1 || Thun >= 1) && abs(x - Nox[i]) + abs(y - Noy[i]) < 2.5) {
if (B[b].what < 98)Exp += 2;
B[b].life = 0;
Map(3, b);
break;
}
if (a == 1) {
if (abs(x - Nox[i]) < 0.5 && abs(y - Noy[i]) < 1) {
if (B[b].what >= 99)Blo -= 0, Blo -= 10;
if (B[b].what == 14)Blo -= 0, Blo -= 15, Ice = 100, B[b].life = 0;
else if (B[b].what == 15)Blo -= 0, Ice = 0, B[b].life = 0;
else if (B[b].what == 17)Blo -= 0, Blo -= 5, Drug = 100, B[b].life = 0;
else if (B[b].what >= 13 && B[b].what <= 17)Blo -= 0, Blo -= 10, B[b].life = 0;
else Blo -= 0, Blo -= 15;
B[b].kill = 1, Killb = 20;
Kill = 1;
Map(3, b);
break;
}
}
if (a == 2 || a == 6 || a == 8 || a == 9 || a == 10 || a == 11 || a == 12) {
if (abs(x - Nox[i]) + abs(y - Noy[i]) < 1.5) {
if (a == 2)Blo -= 0, Blo -= 20;
else if (a == 8)Blo -= 0;
Blo -= 10;
} else {
Blo -= 15;
B[b].kill = 1, Killb = 20;
Kill = 1;
if (a != 2) {
B[b].life = 0;
if (B[b].life == 0 && b == bl) bl++;
Map(3, b);
break;
}
}
}
if (a == 4) {
if ((Wind >= 1 || Thun >= 1) && abs(x - Nox[i]) < 1.5 && Noy[i] - y <= 0 &&
Noy[i] - y >= -8) {
if (B[b].what < 98)Exp += 2;
B[b].life = 0;
Map(3, b);
break;
}
if (abs(x - Nox[i]) < 1 && Noy[i] - y <= 0 && Noy[i] - y >= -8) {
Blo -= 25, B[b].kill = 1, Killb = 20;
Kill = 1;
Vy = -1;
Y -= 0.5;
break;
}
}
}
// Blo=100;
}
void Map(int a, int b) {
Color(0);
if (a == -1) {
// Blo=100;
if (Boss == 1 || Boss == 6) {
if (Bwhat1 == 5) {
if (ti(Bx1) == 20)Setpos(Bx1, By1), cout << "==";
else Setpos(Bx1, By1), cout << " ";
} else {
Setpos(Bx1 - 1, By1 - 0.5), cout << " ";
Setpos(Bx1, By1 - 1), cout << " ";
Setpos(Bx1 + 1, By1 - 0.5), cout << " ";
if (abs(ti(Bx1) - 20) <= 1)Setpos(20, By1 - 1), cout << "======";
}
}
if (Boss == 2 || Boss == 6) {
Setpos(Bx2 - 1, By2 - 1);
cout << " ";
Setpos(Bx2, By2 - 1);
cout << " ";
Setpos(Bx2 + 1, By2 - 1), cout << " ";
Color(0);
if (abs(ti(Bx2) - 20) <= 1)Setpos(20, By2 - 1), cout << "======";
}
if (Boss == 3 || Boss == 6) {
Setpos(Bx3 - 1, By3 - 0.5);
cout << " ";
Setpos(Bx3, By3);
cout << " ";
Setpos(Bx3 + 1, By3 - 1), cout << " ";
Color(0);
if (abs(ti(Bx3) - 20) <= 1)Setpos(20, By3 - 1), cout << "=======";
}
if (X < 0)return;
if (X >= 17 && X <= 19) {
Setpos(X - 1, Y);
cout << " ";
Setpos(X, Y - 1);
cout << " ";
Setpos(X + 1, Y - 1), cout << " ";
} else if (X <= 23 && X >= 21) {
Setpos(X + 1, Y);
cout << " ";
Setpos(X, Y - 1);
cout << " ";
Setpos(X - 1, Y - 1), cout << " ";
} else if (X > 23) {
Setpos(X, Y - 1);
cout << " ";
Setpos(X - 1, Y - 0.5), cout << " ";
} else if (X < 17 && Upt != 0) {
Setpos(X, Y - 1);
cout << " ";
Setpos(X + 1, Y - 1.5), cout << " ";
} else if (X < 17) {
Setpos(X, Y - 1);
cout << " ";
Setpos(X + 1, Y - 0.5), cout << " ";
}
if (Thun > 0) {
Setpos(X - 2, Y - 1), cout << " ";
Setpos(X + 2, Y - 1), cout << " ";
Setpos(X, Y + 2), cout << " ";
Setpos(X, Y - 2.5), cout << " ";
Setpos(X - 1, Y + 1), cout << " ";
Setpos(X + 1, Y + 1), cout << " ";
Setpos(X - 1, Y - 2), cout << " ";
Setpos(X + 1, Y - 2), cout << " ";
Setpos(20, Y - 2.5), cout << "============";
}
if (Wind != 0) {
Setpos(X + 1, Y - 5);
cout << " ";
Setpos(X, Y - 5);
cout << " ";
Setpos(X - 1, Y - 5);
cout << " ";
Setpos(20, Y - 5), cout << "========";
}
if (Water != 0) {
Setpos(X, Y - 4);
cout << " ";
Setpos(X + 2, Y - 3.5);
cout << " ";
Setpos(X - 2, Y - 3.5);
cout << " ";
Setpos(X + 1, Y - 3.5);
cout << " ";
Setpos(X - 1, Y - 3.5);
cout << " ";
Setpos(20, Y - 5), cout << "========";
}
if (Fire != 0) {
Setpos(X, Y + 1), cout << " ";
Setpos(X + 1, Y), cout << " ";
Setpos(X - 1, Y - 1), cout << " ";
Setpos(20, Y - 1);
cout << "======";
}
}
if (a == 0) {
// Blo=100;
if (Boss == 1 || Boss == 6) {
if (Bwhat1 == 5)Color(5), Setpos(Bx1, By1), cout << "█", Color(0);
else if (Bwhat1 == 4 && Bgo1[1] > 6 &&
Bgo1[1] < 11)Color(4), Setpos(Bgo1[5] - 1, Bgo1[6]), cout << "︻",
Setpos(Bgo1[5], Bgo1[6] - 1), cout << "【", Setpos(Bgo1[5], Bgo1[6] + 1),
cout << "】", Setpos(Bgo1[5] + 1, Bgo1[6]), cout << "︼", Color(0);
else {
Setpos(Bx1 - 1, By1 - 0.5), Color(0), cout << "●●";
Setpos(Bx1, By1 - 1);
if (Bwhat1 == 2 && Bgo1[1] <= 5)Color(1);
else if (Bwhat1 == 3 && Bgo1[1] <= 5)Color(5);
else if (Bwhat1 == 6 && Bgo1[1] <= 5)Color(8);
else Color(4);
if (Bwhat1 == 4) Setpos(Bx1, By1 - 0.5), cout << "██(";
else cout << ")██(";
Setpos(Bx1 + 1, By1 - 0.5), cout << "……";
Color(0);
}
}
if (Boss == 2 || Boss == 6) {
Setpos(Bx2 - 1, By2 - 1);
Color(0), cout << "\\ ";
Color(0);
cout << "●";
Setpos(Bx2, By2 - 1);
Color(3);
cout << "◥";
Color(5), cout << "JJJ";
Color(0), cout << ">";
Color(3);
Setpos(Bx2 + 1, By2 - 1), cout << "◢█◣";
Color(0);
}
if (Boss == 3 || Boss == 6) {
Setpos(Bx3 - 1, By3 - 0.5);
if (Bwhat3 == 3 || Bwhat3 == 9) Color(1);
else if (Bwhat3 == 4 || Bwhat3 == 10) Color(4);
else if (Bwhat3 == 5 || Bwhat3 == 11) Color(5);
if (Bwhat3 == 11)cout << ' ';
else if (Bwhat3 == 6) Color(3);
else Color(2);
cout << "●-";
Setpos(Bx3, By3);
if (Bwhat3 == 11)cout << "/";
else cout << "┃";
Color(0);
Setpos(Bx3 + 1, By3 - 1), cout << "●●●";
}
if (X < 0)return;
if (Ren == 2) Color(12);
if (Ren == 3) Color(1);
if (Ren == 4) Color(3);
if (Ren == 5) Color(4);
if (Ren == 6) Color(2);
if (Drug != 0 && T % 5 != 0) Color(11);
if (Drug != 0 && T % 5 == 0) Color(11);
if (Ice != 0) Color(6);
if (b == 1) Color(8);
if (Li != 0) Color(5);
if (Ren == 1 && Killb > 0 && T % 4 < 2) Color(13);
if (Wind > 0 && T % 4 <= 1) Color(1);
if (Wind > 0 && T % 4 >= 2) Color(0);
if (Thun > 0 && T % 4 <= 1) Color(1);
if (Thun > 0 && T % 4 >= 2) Color(6);
if (X >= 17 && X <= 19) {
Setpos(X - 1, Y);
cout << "●";
Setpos(X, Y - 1);
cout << "━/";
if (T % 10 < 3) Setpos(X + 1, Y - 1), cout << "┛╲";
else if (T % 10 < 6) Setpos(X + 1, Y - 1), cout << "┦ ";
else Setpos(X + 1, Y - 1), cout << "╯>";
if (Wind > 0 && T % 3 == 0) Setpos(X + 1, Y - 1), cout << "┛╲";
else if (Wind > 0 && T % 3 == 1) Setpos(X + 1, Y - 1), cout << "┦ ";
else if (Wind > 0 && T % 3 == 2)Setpos(X + 1, Y - 1), cout << "╯>";
} else if (X <= 23 && X >= 21) {
Setpos(X + 1, Y);
cout << "●";
Setpos(X, Y - 1);
cout << "━\\";
if (T % 10 < 3) Setpos(X - 1, Y - 1), cout << "┓╱";
else if (T % 10 < 6) Setpos(X - 1, Y - 1), cout << "┪ ";
else Setpos(X - 1, Y - 1), cout << "╮>";
if (Wind > 0 && T % 3 == 0) Setpos(X - 1, Y - 1), cout << "┓╱";
else if (Wind > 0 && T % 3 == 1) Setpos(X - 1, Y - 1), cout << "┪ ";
else if (Wind > 0 && T % 3 == 2)Setpos(X - 1, Y - 1), cout << "╮>";
} else if (X > 23) {
Setpos(X, Y - 1);
cout << "━ ●";
Setpos(X - 1, Y - 0.5), cout << "│>";
} else if (X < 17 && Upt != 0) {
Setpos(X, Y - 1);
cout << "━ ●";
Setpos(X + 1, Y - 1.5), cout << "╱ >";
} else if (X < 17) {
Setpos(X, Y - 1);
cout << "━ ●";
Setpos(X + 1, Y - 0.5), cout << "│>";
}
if (Thun > 0) {
Setpos(X - 2, Y - 1), cout << "▄▄";
Setpos(X + 2, Y - 1), cout << "▄▄";
Setpos(X, Y + 2), cout << "▌";
Setpos(X, Y - 2.5), cout << "▌";
Setpos(X - 1, Y + 1), cout << "█";
Setpos(X + 1, Y + 1), cout << "█";
Setpos(X - 1, Y - 2), cout << "█";
Setpos(X + 1, Y - 2), cout << "█";
}
if (Magne > 0 && T % 7 < 2)Setpos(X, Y), Color(5), cout << "★";
if (Wind > 1) {
if (T % 6 < 2)Color(1);
else Color(0);
if (T % 8 <= 1) {
Setpos(X + 1, Y - 5);
cout << "---- --";
Setpos(X, Y - 5);
cout << "- --- -";
Setpos(X - 1, Y - 5);
cout << "--- - --";
} else if (T % 8 <= 3) {
Setpos(X + 1, Y - 5);
cout << "------ ";
Setpos(X, Y - 5);
cout << " -- ---";
Setpos(X - 1, Y - 5);
cout << "----- - ";
} else if (T % 8 <= 5) {
Setpos(X + 1, Y - 5);
cout << " ------";
Setpos(X, Y - 5);
cout << "-- -- -";
Setpos(X - 1, Y - 5);
cout << "- ----- ";
} else if (T % 8 <= 7) {
Setpos(X + 1, Y - 5);
cout << "-- ----";
Setpos(X, Y - 5);
cout << " --- -- ";
Setpos(X - 1, Y - 5);
cout << "- - ----";
}
}
if (Water != 0) {
Color(1);
if (T % 20 < 5) {
Setpos(X + 2, Y - 3);
cout << "■";
Setpos(X + 1, Y - 3.5);
cout << "■";
Setpos(X - 1, Y - 2.5);
cout << "■";
Setpos(X - 2, Y - 3);
cout << "■";
} else if (T % 20 < 10 || T % 20 >= 15) {
Setpos(X + 2, Y - 3);
cout << "■";
Setpos(X, Y - 4);
cout << "■■";
Setpos(X - 2, Y - 3);
cout << "■";
} else if (T % 20 < 15) {
Setpos(X + 2, Y - 3.5);
cout << "■";
Setpos(X + 1, Y - 3);
cout << "■";
Setpos(X - 1, Y - 3.5);
cout << "■";
Setpos(X - 2, Y - 3);
cout << "■";
}
}
if (Fire != 0) {
if (T % 6 < 3)Color(4);
else Color(5);
if (Fir >= 1)Setpos(X, Y + 1), cout << "●";
if (Fir >= 2)Setpos(X + 1, Y), cout << "●";
if (Fir >= 3)Setpos(X - 1, Y - 1), cout << "●";
}
}
if (a == 1 || a == 3) {
// Blo=100;
if (B[b].what == 1) {
Nor;
Setpos(B[b].x, B[b].y - 1);
if (ti(B[b].x) == 20)cout << "======";
else cout << " ";
if (B[b].life != 0) {
B[b].y -= B[b].vy;
Setpos(B[b].x, B[b].y);
if (B[b].How <= 1) Color(13);
else Color(4);
cout << "●";
if (a == 1) Pan(1, B[b].x, B[b].y, b);
}
}
if (B[b].what == 2) {
Nor;
Setpos(B[b].x - 1, B[b].y - 1);
if (ti(B[b].x - 1) == 20)cout << "======";
else cout << " ";
Setpos(B[b].x, B[b].y - 1);
if (ti(B[b].x) == 20)cout << "======";
else cout << " ";
Setpos(B[b].x + 1, B[b].y - 1);
if (ti(B[b].x + 1) == 20)cout << "======";
else cout << " ";
if (B[b].life != 0) {
B[b].y -= B[b].vy;
Setpos(B[b].x, B[b].y);
Color(5);
if (B[b].How == 0) {
Setpos(B[b].x - 1, B[b].y), cout << "↑";
Setpos(B[b].x, B[b].y - 1), cout << "←┼ →";
Setpos(B[b].x + 1, B[b].y), cout << "↓";
} else if (B[b].How == 1) {
Setpos(B[b].x - 1, B[b].y - 1), cout << "↖ ↗";
Setpos(B[b].x, B[b].y), cout << "╳";
Setpos(B[b].x + 1, B[b].y - 1), cout << "↙ ↘";
}
if (a == 1) Pan(2, B[b].x, B[b].y, b);
}
}
if (B[b].what == 3 || B[b].what == 5) {
Nor;
Setpos(B[b].x, B[b].y);
if (ti(B[b].x) == 20)cout << "==";
else cout << " ";
if (B[b].life != 0) {
B[b].y -= B[b].vy;
B[b].x -= B[b].vx;
Setpos(B[b].x, B[b].y);
if (B[b].How == 1) Color(5);
else Color(4);
cout << "◎";
}
}
if (B[b].what == 4) {
Nor;
Setpos(B[b].x, fmax((float)0, B[b].y - 8));
if (ti(B[b].x) == 20) {
for (int i = max(0, (int)B[b].y - 8); i <= B[b].y; i++)cout << "==";
} else {
for (int i = max(0, (int)B[b].y - 8); i <= B[b].y; i++)cout << " ";
}
if (B[b].life != 0) {
B[b].y -= B[b].vy;
Setpos(B[b].x, fmax((float)0, B[b].y - 8));
Color(6);
for (int i = max(0, (int)B[b].y - 8); i <= B[b].y; i++)cout << "═";
if (a == 1) Pan(4, B[b].x, B[b].y, b);
}
}
if (B[b].what == 6 || B[b].what == 8 || B[b].what == 9) {
Nor;
Setpos(B[b].x - 1, B[b].y);
if (ti(B[b].x) - 1 == 20)cout << "==";
else cout << " ";
Setpos(B[b].x + 1, B[b].y);
if (ti(B[b].x) + 1 == 20)cout << "==";
else cout << " ";
Setpos(B[b].x, B[b].y - 1);
if (ti(B[b].x) == 20)cout << "======";
else cout << " ";
if (B[b].life != 0) {
B[b].y -= B[b].vy;
B[b].x -= B[b].vx;
Setpos(B[b].x, B[b].y - 1);
if (B[b].what == 6) {
if (B[b].How <= 1) Color(1);
else Color(6);
}
if (B[b].what == 9) {
if (B[b].How <= 1) Color(4);
else Color(8);
}
if (B[b].what == 8)Color(5);
Setpos(B[b].x - 1, B[b].y);
cout << "︹";
Setpos(B[b].x + 1, B[b].y);
cout << "︺";
Setpos(B[b].x, B[b].y - 1);
if (B[b].How % 2 == 1) cout << "〔●〕";
else cout << "﹝○﹞";
if (a == 1) Pan(6, B[b].x, B[b].y, b);
}
}
if (B[b].what == 7) {
Nor;
Setpos(B[b].x, B[b].y);
if (B[b].How < 0) for (int i = 19; i >= 20 + B[b].How; i--) {
Setpos(i, B[b].y);
cout << " ";
}
if (B[b].How > 0) for (int i = 21; i <= 20 + B[b].How; i++) {
Setpos(i, B[b].y);
cout << " ";
}
if (B[b].life != 0) {
B[b].y -= B[b].vy;
if (B[b].How < 0) for (int i = 19; i >= 20 + B[b].How; i--) {
Setpos(i, B[b].y);
cout << "║";
if (a == 1) Pan(7, i, B[b].y, b);
}
if (B[b].How > 0) for (int i = 21; i <= 20 + B[b].How; i++) {
Setpos(i, B[b].y);
cout << "║";
if (a == 1) Pan(7, i, B[b].y, b);
}
}
}
if (B[b].what == 10 || B[b].what == 11 || B[b].what == 12) {
Nor;
Setpos(B[b].x, B[b].y);
if (ti(B[b].x) == 20)cout << "==";
else cout << " ";
if (B[b].life != 0) {
B[b].x -= B[b].vx;
B[b].y -= B[b].vy;
if (B[b].How == 1) {
B[b].vy -= 0.2;
} else B[b].vx -= 0.35;
if (B[b].x >= 25) B[b].x = 25, B[b].vx *= -0.8;
if (B[b].what == 11 && B[b].y <= 1) B[b].y = 1, B[b].vy *= -1;
if (B[b].what == 12 &&
B[b].y <= 1) B[b].y = 1, B[b].vx = 0, B[b].vy = -0.5, B[b].How = 1;
Setpos(B[b].x, B[b].y);
if (B[b].what == 11)Color(1);
else if (B[b].what == 12)Color(5);
else Color(0);
if (B[b].t % 4 < 2)cout << "▃";
else cout << "▍";
if (a == 1) Pan(B[b].what, B[b].x, B[b].y, b);
}
}
if (B[b].what >= 13 && B[b].what <= 17) {
Nor;
Setpos(B[b].x, B[b].y);
if (ti(B[b].x) == 20)cout << "====";
else cout << " ";
if (B[b].life != 0) {
B[b].x -= B[b].vx;
B[b].y -= B[b].vy;
Setpos(B[b].x, B[b].y);
if (B[b].what == 14) Color(1);
else if (B[b].what == 15) Color(4);
else if (B[b].what == 16) Color(5);
else if (B[b].what == 17) Color(3);
else Color(2);
cout << "●";
if (B[b].what == 14)cout << "*";
if (B[b].what == 15)cout << "";
if (B[b].what == 16)cout << "<";
if (B[b].what == 17)cout << "X";
}
if (a == 1) Pan(1, B[b].x, B[b].y, b);
}
if (B[b].what == 98 && B[b].life != 0) {
B[b].y -= B[b].vy;
Setpos(B[b].x, B[b].y);
if (ti(B[b].x == 20))cout << "==";
else cout << " ";
if (B[b].y <= 3)B[b].life = 0;
}
if (B[b].what >= 99) {
if (B[b].y <= 3)B[b].life = 0;
if (B[b].life != 0) {
B[b].y -= B[b].vy;
Setpos(B[b].x, B[b].y);
Color(5);
if (B[b].what == 99)cout << "█";
if (B[b].what >= 100 && B[b].what < 200) {
if (B[b].what % 5 == 0)cout << "我";
if (B[b].what % 5 == 1)cout << "是";
if (B[b].what % 5 == 2)cout << "最";
if (B[b].what % 5 == 3)cout << "强";
if (B[b].what % 5 == 4)cout << "的";
}
if (B[b].what >= 200 && B[b].what < 300) {
if (B[b].what % 6 == 0)cout << "神";
if (B[b].what % 6 == 1)cout << "级";
if (B[b].what % 6 == 2)cout << "怪";
if (B[b].what % 6 == 3)cout << "物";
if (B[b].what % 6 == 4)cout << "之";
if (B[b].what % 6 == 5)cout << "光";
}
if (B[b].what >= 300 && B[b].what < 400) {
if (B[b].what % 8 == 0)cout << "颤";
if (B[b].what % 8 == 1)cout << "抖";
if (B[b].what % 8 == 2)cout << "吧";
if (B[b].what % 8 == 3)cout << "无";
if (B[b].what % 8 == 4)cout << "能";
if (B[b].what % 8 == 5)cout << "的";
if (B[b].what % 8 == 6)cout << "人";
if (B[b].what % 8 == 7)cout << "类";
}
if (B[b].what >= 400 && B[b].what < 500) {
if (B[b].what % 8 == 0)cout << "还";
if (B[b].what % 8 == 1)cout << "不";
if (B[b].what % 8 == 2)cout << "快";
if (B[b].what % 8 == 3)cout << "跪";
if (B[b].what % 8 == 4)cout << "倒";
if (B[b].what % 8 == 5)cout << "在";
if (B[b].what % 8 == 6)cout << "朕";
if (B[b].what % 8 == 7)cout << "前";
}
if (B[b].what >= 500 && B[b].what < 600) {
if (B[b].what % 8 == 0)cout << "看";
if (B[b].what % 8 == 1)cout << "懂";
if (B[b].what % 8 == 2)cout << "这";
if (B[b].what % 8 == 3)cout << "句";
if (B[b].what % 8 == 4)cout << "话";
if (B[b].what % 8 == 5)cout << "的";
if (B[b].what % 8 == 6)cout << "是";
if (B[b].what % 8 == 7)cout << "猪";
}
if (a == 1) Pan(1, B[b].x, B[b].y, b);
}
}
if (B[b].what == -1) {
Nor;
Setpos(B[b].x, B[b].y);
if (ti(B[b].x) == 20)cout << "==";
else cout << " ";
if (Boss == 0) B[b].life = 0;
else if (((Boss == 1 && abs(B[b].x - Bx1) + abs(B[b].y - By1) < 1.5) ||
(Boss == 2 && abs(B[b].x - Bx2) + abs(B[b].y - By2) < 1.5) || (Boss == 3 &&
abs(B[b].x - Bx3) + abs(B[b].y - By3) < 1.5) || (B[b].t == 10)) &&
B[b].life == 1) Bblo -= 8 + Lv * 2, B[b].life = 0;
if (B[b].life != 0) {
if (Boss == 1)B[b].x = B[b].x + (Bx1 - B[b].x) / (10 - B[b].t) * 1.0,
B[b].y = B[b].y + (By1 - B[b].y) / (10 - B[b].t) * 1.0;
if (Boss == 2)B[b].x = B[b].x + (Bx2 - B[b].x) / (10 - B[b].t) * 1.0,
B[b].y = B[b].y + (By2 - B[b].y) / (10 - B[b].t) * 1.0;
if (Boss == 3)B[b].x = B[b].x + (Bx3 - B[b].x) / (10 - B[b].t) * 1.0,
B[b].y = B[b].y + (By3 - B[b].y) / (10 - B[b].t) * 1.0;
Setpos(B[b].x, B[b].y);
Color(7);
if (B[b].t % 2 == 0) cout << "+";
else cout << "×";
}
}
if (B[b].what <= -2 && B[b].what >= -9) {
Nor;
Setpos(B[b].x - 1, B[b].y);
if (ti(B[b].x) - 1 == 20)cout << "==";
else cout << " ";
Setpos(B[b].x + 1, B[b].y);
if (ti(B[b].x) + 1 == 20)cout << "==";
else cout << " ";
Setpos(B[b].x, B[b].y - 1);
if (ti(B[b].x) == 20)cout << "======";
else cout << " ";
if (B[b].life != 0) {
B[b].y -= B[b].vy;
B[b].x -= B[b].vx;
if (B[b].what <= -3 && B[b].what >= -7) {
if (B[b].x <= 7)B[b].x = 7;
if (B[b].x >= 28)B[b].x = 28;
else if (B[b].x >= B[b].a + 1 && B[b].How == 1)B[b].How = 0;
else if (B[b].x <= B[b].a - 1 && B[b].How == 0)B[b].How = 1;
if (B[b].How == 1 && B[b].vx >= -1)B[b].vx -= 0.2;
if (B[b].How == 0 && B[b].vx <= 1)B[b].vx += 0.2;
}
if (B[b].what == -2) Color(3);
if (B[b].what == -3) Color(4);
if (B[b].what == -4) Color(1);
if (B[b].what == -5) Color(0);
if (B[b].what == -6) Color(6);
if (B[b].what == -7) Color(5);
if (B[b].what == -8) Color(2);
if (B[b].what == -9) Color(14);
if (T % 7 <= 1 && B[b].what == -5)Color(1);
else if (T % 7 <= 1)Color(0);
Setpos(B[b].x - 1, B[b].y);
cout << "︹";
Setpos(B[b].x + 1, B[b].y);
cout << "︺";
Setpos(B[b].x, B[b].y - 1);
if (B[b].what == -2) cout << "﹝镖﹞";
if (B[b].what == -3) cout << "﹝火﹞";
if (B[b].what == -4) cout << "﹝水﹞";
if (B[b].what == -5) cout << "﹝风﹞";
if (B[b].what == -6) cout << "﹝雷﹞";
if (B[b].what == -7) cout << "﹝磁﹞";
if (B[b].what == -8) cout << "﹝血﹞";
if (B[b].what == -9) cout << "﹝忍﹞";
if (a == 1) Pan(-2, B[b].x, B[b].y, b);
}
}
if (B[b].what == -11 || B[b].what == -12) {
Nor;
Setpos(B[b].x, B[b].y);
if (ti(B[b].x) == 20)cout << "==";
else cout << " ";
if (B[b].life != 0) {
if (Magne > 0)B[b].How++,
B[b].x = B[b].x + (X - B[b].x) / (10 - B[b].How) * 1.0,
B[b].y = B[b].y + (Y - B[b].y) / (10 - B[b].How) * 1.0;
B[b].y -= B[b].vy;
Setpos(B[b].x, B[b].y);
if (B[b].what == -10) Color(5);
if (B[b].what == -11) Color(7);
if (T % 7 <= 1)Color(0);
cout << "◆";
if (a == 1) Pan(-1, B[b].x, B[b].y, b);
}
}
if (B[b].what == -13) {
Nor;
Setpos(B[b].x, B[b].y - 0.5);
if (ti(B[b].x) == 20)cout << "===";
else cout << " ";
if (B[b].life != 0) {
if (B[b].a == 13880086) {
if (Boss == 0) B[b].life = 0;
else if (((Boss == 1 && abs(B[b].x - Bx1) + abs(B[b].y - By1) < 1.5) ||
(Boss == 2 && abs(B[b].x - Bx2) + abs(B[b].y - By2) < 1.5) || (Boss == 3 &&
abs(B[b].x - Bx3) + abs(B[b].y - By3) < 1.5) || (B[b].t == 5)) &&
B[b].life == 1) Bblo -= 8 + Lv * 2, B[b].life = 0;
if (B[b].life != 0) {
if (Boss == 1)B[b].x = B[b].x + (Bx1 - B[b].x) / (5 - B[b].t) * 1.0,
B[b].y = B[b].y + (By1 - B[b].y) / (5 - B[b].t) * 1.0;
if (Boss == 2)B[b].x = B[b].x + (Bx2 - B[b].x) / (5 - B[b].t) * 1.0,
B[b].y = B[b].y + (By2 - B[b].y) / (5 - B[b].t) * 1.0;
if (Boss == 3)B[b].x = B[b].x + (Bx3 - B[b].x) / (5 - B[b].t) * 1.0,
B[b].y = B[b].y + (By3 - B[b].y) / (5 - B[b].t) * 1.0;
}
} else {
if (B[B[b].a].life == 0) B[b].life = 0;
else if ((abs(B[b].x - B[B[b].a].x) + abs(B[b].y - B[B[b].a].y) < 1.5 ||
(B[b].t == 5)) && B[b].life == 1) Exp += 2, B[B[b].a].life = B[b].life = 0;
if (B[b].life != 0) {
B[b].x = B[b].x + (B[B[b].a].x - B[b].x) / (5 - B[b].t) * 1.0,
B[b].y = B[b].y + (B[B[b].a].y - B[b].y) / (5 - B[b].t) * 1.0;
}
}
Setpos(B[b].x, B[b].y - 0.5);
if (T % 6 < 3)Color(5);
else Color(4);
cout << "●";
}
}
}
if (br < bl) {
br = -1, bl = 0;
memset(B, 0, sizeof(B));
}
Color(0);
}
void Move() {
// Blo=100;
if (X < 3) X = 3;
if (Y < 1) Y = 1, Vy = 0;
if (Y > 29) Y = 29, Vy = 0;
if (Ice != 0) {
X -= Vx / 2.0;
Y += Vy / 2.0;
Vy = fmax(Vy - 0.025, (float)0);
if (T % 6 == 0 && Up == 0 && Y < Ding) Y += 0.25;
if (T % 6 == 3 && Up == 0 && Y >= Ding) Y -= 0.25;
if (Up == 0 && Y <= Ding - 1.25) Vy = 0.25;
if (Up == 0 && Y >= Ding + 1.25 && Wind == 0) Vy = -0.25;
if (Up == 0 && Down == 0 && Vx > 0 &&
X <= 18) Up = 0, Down = 0, Vx = 0, Vy = 0, X = 18, Setpos(20, Y - 2.5),
cout << "==========";
else if (Down == 2 &&
X <= 22) Up = 0, Down = 1, Vx = 0, Vy = 0, X = 22, Setpos(20, Y - 2.5),
cout << "==========";
else if (Up == 0 && Down == 1 && Vx < 0 &&
X >= 22) Up = 0, Down = 1, Vx = 0, Vy = 0, X = 22, Setpos(20, Y - 2.5),
cout << "==========";
else if (Up > 0 && Down == 0 &&
X > 18) Up = 0, Vx = 0, Vy = 0, X = 18, Setpos(20, Y - 2.5),
cout << "==========";
else if (Down == 2) Vx += 0.175;
else if (Up > 0 && Upt == 0) Vx -= 0.175;
else if (Up > 0 && Upt > 0) {
Vx = fmax(Vx - 0.125, (float)0);
if (Upt == 1 && T % 2 == 0)Map(-1, 0);
if (T % 2 == 0)Upt--;
}
} else {
X -= Vx;
Y += Vy;
Vy = fmax(Vy - 0.05, (float)0);
if (Wind == 0) {
if (T % 6 == 0 && Up == 0 && Y < Ding) Y += 0.5;
if (T % 6 == 3 && Up == 0 && Y >= Ding) Y -= 0.5;
} else {
if (T % 2 == 0 && Up == 0 && Y < Ding) Y += 0.5;
if (T % 2 == 1 && Up == 0 && Y >= Ding) Y -= 0.5;
}
if (Up == 0 && Y <= Ding - 1.25) Vy = 0.5;
if (Up == 0 && Y >= Ding + 1.25 && Wind == 0) Vy = -0.5;
if (Up == 0 && Down == 0 && Vx > 0 &&
X <= 18) Up = 0, Down = 0, Vx = 0, Vy = 0, X = 18, Setpos(20, Y - 2.5),
cout << "==========";
else if (Down == 2 &&
X <= 22) Up = 0, Down = 1, Vx = 0, Vy = 0, X = 22, Setpos(20, Y - 2.5),
cout << "==========";
else if (Up == 0 && Down == 1 && Vx < 0 &&
X >= 22) Up = 0, Down = 1, Vx = 0, Vy = 0, X = 22, Setpos(20, Y - 2.5),
cout << "==========";
else if (Up > 0 && Down == 0 &&
X > 18) Up = 0, Vx = 0, Vy = 0, X = 18, Setpos(20, Y - 2.5),
cout << "==========";
else if (Down == 2) Vx += 0.35;
else if (Up > 0 && Upt == 0) Vx -= 0.35;
else if (Up > 0 && Upt > 0) {
Vx = fmax(Vx - 0.25, (float)0);
if (Upt == 1)Map(-1, 0);
Upt--;
}
}
for (int i = bl; i <= br; i++) {
// Blo=100;
if (B[i].what < 98)if (B[i].x - B[i].vx <= 5 || B[i].x - B[i].vx >= 30 ||
B[i].y - B[i].vy <= 0 || B[i].y - B[i].vy >= 30) {
B[i].life = 0;
Map(1, i);
}
for (int j = 0; j < 20; j++)if (B[i].what > 0 && B[i].life != 0 &&
abs(B[i].x - I[j][0]) < 2 && B[i].y - I[j][1] <= 2) {
Setpos(I[j][0], I[j][1]);
if (I[j][0] == 20) cout << "===";
else cout << " ";
I[j][0] = I[j][1] = -1;
B[i].life = 0;
Exp += 2;
}
if (B[i].t >= 100)B[i].life = 0;
if (B[i].life == 0 && i == bl) bl++;
Map(1, i);
if (B[i].life == 0) continue;
else {
B[i].t++;
if (B[i].what == 1) {
if (B[i].y <= 25 && B[i].How == 0) B[i].vy = 0, B[i].How = 1;
if (B[i].t == 30) B[i].y += 1.5, B[i].How = 2;
if (B[i].t == 35) B[i].vy = 1.5, B[i].How = 3;
}
if (B[i].what == 2) {
if (B[i].t % 3 == 0) B[i].How = !B[i].How;
}
if (B[i].what == 3 || B[i].what == 5) {
if (B[i].what == 3 && B[i].y <= 20) B[i].vy = 0;
if (B[i].what == 5 && B[i].y <= 21) B[i].vy = 0;
if (B[i].t > 30 && B[i].t % 2 == 0) B[i].How = !B[i].How;
if (B[i].what == 5 && B[i].t <= 30 && B[i].x < X) B[i].vx = -0.2;
else if (B[i].what == 5 && B[i].t <= 70 && B[i].x > X) B[i].vx = 0.2;
else B[i].vx = 0;
if (B[i].t == 45) {
B[i].life = 0;
br++;
B[br].what = 4;
B[br].x = B[i].x;
B[br].y = 32;
B[br].vy = 3;
B[br].life = 1;
}
}
if (B[i].what == 6 || B[i].what == 8 || B[i].what == 9) {
if (B[i].vx < 0.25 && B[i].vy < 0.25 && B[i].t >= 50) {
B[i].life = 0;
if (B[i].life == 0 && i == bl) bl++;
Map(1, i);
break;
}
if (B[i].t % 5 == 0) B[i].How = rand() % 4;
if (B[i].what == 9) {
if (B[i].t == 7) {
X9:
float xx = (rand() % 41) / 40.0, yy = (rand() % 41) / 40.0;
if (xx <= 0.5 && yy <= 0.5) goto X9;
for (int j = 1; j <= 4; j++) {
br++, B[br].what = 9;
B[br].t = 11;
B[br].x = B[i].x, B[br].y = B[i].y, B[br].vx = xx, B[br].vy = yy;
if (j % 2 == 0)swap(B[br].vx, B[br].vy), B[br].vy *= -1;
if (j <= 2)B[br].vx *= -1, B[br].vy *= -1;
B[br].life = 1;
}
B[i].life = 0;
}
}
if (B[i].what == 8) {
if (B[i].x > X && B[i].vx < 1.2) B[i].vx += fmax((float)0, 0.2 - B[i].t / 25);
if (B[i].x < X && B[i].vx > -1.2) B[i].vx -= fmax((float)0, 0.2 - B[i].t / 25);
if (B[i].y > Y && B[i].vy < 1.2) B[i].vy += fmax((float)0, 0.2 - B[i].t / 25);
if (B[i].y < Y && B[i].vy > -1.2) B[i].vy -= fmax((float)0, 0.2 - B[i].t / 25);
}
}
if (B[i].what >= 13 && B[i].what <= 15 && B[i].How != 0) {
if (B[i].x == B[i].How)B[i].vx = 0, B[i].How = 0;
}
if (B[i].what == 16) {
if (B[i].x < X && B[i].vx >= -1) B[i].vx -= 0.2;
else if (B[i].x > X && B[i].vx <= 1) B[i].vx += 0.2;
}
}
if (B[i].life == 1 && B[i].a == 0 && B[i].what > 0) {
if (B[i].y > Y && abs(B[i].x - X) <= 3 &&
((B[i].x - X) * (B[i].x - X) + (B[i].y - Y) * (B[i].y - Y)) < Dis) Dis =
(B[i].x - X) * (B[i].x - X) + (B[i].y - Y) * (B[i].y - Y), Disb = i;
else if (((B[i].x - X) * (B[i].x - X) + (B[i].y - Y) * (B[i].y - Y)) < Dis1)
Dis1 = (B[i].x - X) * (B[i].x - X) + (B[i].y - Y) * (B[i].y - Y), Disb1 = i;
}
}
}
void Guai(int R, int r) {
// Blo=100;
if (R == -1) {
br++;
B[br].what = -1;
B[br].x = X + rand() % 3 - 1;
B[br].y = Y + rand() % 3 - 1;
B[br].life = 1;
}
if (R <= -2 && R >= -11) {
br++;
B[br].what = R;
B[br].x = B[br].a = r;
B[br].y = 29;
if (R <= -3 && R >= -7)B[br].vx = -1;
B[br].vy = 1;
B[br].life = 1;
}
if (R == 0) {
br++;
B[br].what = 1;
B[br].x = r;
B[br].y = 29;
B[br].vy = 1;
B[br].life = 1;
}
if (R == 1) {
br++;
B[br].what = 2;
B[br].x = r;
B[br].y = 29;
B[br].vy = 1;
B[br].life = 1;
}
if (R == 2 || R == 3) {
br++;
B[br].what = 2 * R - 1;
B[br].x = r;
B[br].y = 29;
B[br].vy = 1;
B[br].life = 1;
}
if (R == 4) {
br++;
B[br].what = 6;
if (r < 5)r = 5;
if (r > 30)r = 30;
B[br].x = r;
if (r == 11 || r == 25) B[br].y = 29 - (rand() % 20);
else B[br].y = 29;
X4:
B[br].vx = (rand() % 21 - 10) / 30.0;
B[br].vy = (rand() % 25) / 30.0;
if (B[br].vx <= 0.8 && B[br].vy <= 0.8)goto X4;
int rx = rand() % 50;
if (rx == 0) B[br].vx = 0;
B[br].life = 1;
}
if (R == 5) {
br++;
B[br].How = r;
B[br].what = 7;
if (B[br].How < 0) B[br].x = 19;
if (B[br].How > 0) B[br].x = 21;
B[br].y = 29;
B[br].vy = 1;
B[br].life = 1;
}
}
void CpGuai(int R, float x, float y, float xx, float yy) {
// Blo=100;
if (R == 4) {
br++;
B[br].what = 6;
B[br].x = x;
B[br].y = y;
B[br].vx = xx;
B[br].vy = yy;
B[br].life = 1;
}
if (R == 6 || R == 7 || R == 8) {
br++;
B[br].what = 4 + R;
B[br].x = x;
B[br].y = y;
B[br].vx = xx;
B[br].vy = yy;
B[br].life = 1;
}
}
void MesGuai(int a, int rr) {
// Blo=100;
int R = rand() % rr, r = -10086;
if (R == 0) {
if (a == 1) r = (5 + rand() % 8) * 2;
if (a <= 3 && a != 1) r = 10 + rand() % 16;
if (a == 4) r = rand() % 75 - 20;
if (a == 5) r = 2 + rand() % 4;
if (r != -10086) Guai(a, r);
}
}
void NorGuai(int a, int b) {
// Blo=100;
if (a == 1) {
if (b == 1 || b == 41) Guai(0, 15), Guai(0, 17), Guai(0, 19);
if (b == 21 || b == 61) Guai(0, 21), Guai(0, 23), Guai(0, 25);
if (b == 81) Guai(0, 11), Guai(0, 13), Guai(0, 15), Guai(0, 17), Guai(0, 19);
if (b == 101 ||
b == 141) Guai(0, 17), Guai(0, 19), Guai(0, 21), Guai(0, 23), Guai(0, 25);
if (b == 121) Guai(0, 15), Guai(0, 17), Guai(0, 19), Guai(0, 21), Guai(0, 23);
if (b >= 160 && b <= 260 && b % 10 == 0) Guai(0, b / 10 - 1);
if (b >= 270 && b <= 370 && b % 10 == 0) Guai(0, 52 - b / 10);
if (b >= 460 && b <= 560 &&
b % 10 == 0) Guai(0, b / 10 - 37), Guai(0, b / 10 - 36), Guai(0, b / 10 - 35);
if (b >= 570 && b <= 670 &&
b % 10 == 0) Guai(0, 78 - b / 10), Guai(0, 77 - b / 10), Guai(0, 76 - b / 10);
if (b >= 760 && b <= 960 &&
b % 10 == 0) Guai(0, b / 10 - 66), Guai(0, b / 10 - 65), Guai(0, 103 - b / 10),
Guai(0, 104 - b / 10);
if (b >= 1000 && b <= 1300) MesGuai(0, 30 - b / 50);
}
if (a == 2) {
if (b <= 200 && b % 30 == 1) {
int r = rand() % 4;
if (r == 1) r = 0;
for (int i = 0; i < 4; i++) if (i != r) Guai(1, i * 4 + 9);
}
if (b > 200 && b <= 220 && b % 5 == 1) Guai(1, 18);
if (b > 220 && b <= 300 && b % 7 == 1) Guai(1, b / 5 - 26);
if (b > 350 && b <= 370 && b % 5 == 1) Guai(1, 22);
if (b > 370 && b <= 450 && b % 7 == 1) Guai(1, 96 - b / 5);
if (b == 461 || b == 501 || b == 541) Guai(1, 13), Guai(1, 17), Guai(1, 21);
if (b == 481 || b == 521 || b == 561) Guai(1, 17), Guai(1, 21), Guai(1, 25);
if (b >= 561 && b <= 861 && b % 20 == 1) Guai(1, b / 40 + 5);
if (b >= 561 && b <= 861 && b % 20 == 11) Guai(1, 35 - b / 40);
if (b >= 801 && b <= 961 && b % 15 == 1) Guai(1, 20);
if (b >= 1000 && b <= 1300) MesGuai(1, 30 - b / 50);
}
if (a == 3) {
if (b == 1 || b == 61) Guai(3, 15), Guai(2, 17), Guai(2, 19);
if (b == 31 || b == 91) Guai(2, 21), Guai(2, 23), Guai(3, 25);
if (b >= 120 && b <= 220 && b % 10 == 0) Guai(2, b / 10 + 3);
if (b >= 240 && b <= 340 && b % 10 == 0) Guai(2, 49 - b / 10);
if (b >= 360 && b <= 460 &&
b % 20 == 0) Guai(2, b / 10 - 21), Guai(2, 61 - b / 10);
if (b >= 480 && b <= 580 &&
b % 20 == 0) Guai(3, b / 10 - 33), Guai(3, 73 - b / 10);
if (b >= 600 && b < 750 && b % 30 == 0) {
for (int i = 0; i < 5; i++) Guai(3, i * 3 + 10);
}
if (b >= 750 && b < 830 && b % 10 == 0) if (b <= 200 &&
b % 40 == 1) Guai(2, X);
if (b >= 830 && b < 910 && b % 20 == 0) Guai(2, X);
if (b >= 910 && b < 980 && b % 10 == 0) Guai(2, X);
if (b >= 1000 && b <= 1300) MesGuai(rand() % 2 + 2, 40 - b / 50);
}
if (a == 4) {
if (b == 1) CpGuai(4, 10, 29, -0.4, 0.7), CpGuai(4, 14, 29, -0.2, 0.7),
CpGuai(4, 21, 29, 0, 0.65);
if (b == 41) CpGuai(4, 10, 29, -0.2, 0.7), CpGuai(4, 14, 29, -0.1, 0.7),
CpGuai(4, 18, 29, 0, 0.65);
if (b == 81) CpGuai(4, 5, 20, -0.4, 0.35), CpGuai(4, 10, 29, -0.4, 0.7),
CpGuai(4, 14, 29, -0.2, 0.7), CpGuai(4, 30, 20, 0.25, 0.4), CpGuai(4, 21, 29, 0,
0.65);
if (b == 121) CpGuai(4, 5, 20, -0.2, 0.35), CpGuai(4, 10, 29, -0.2, 0.7),
CpGuai(4, 14, 29, -0.1, 0.7), CpGuai(4, 30, 20, 0.4, 0.4), CpGuai(4, 18, 29, 0,
0.65);
if (b == 161) CpGuai(4, 10, 29, -0.4, 0.7), CpGuai(4, 14, 29, -0.2, 0.7),
CpGuai(4, 21, 29, 0, 0.6), CpGuai(4, 10, 29, -0.2, 0.7), CpGuai(4, 14, 29, -0.1,
0.7), CpGuai(4, 18, 29, 0, 0.65);
if (b >= 200 && b <= 500 && b % 40 == 1) {
float r = 0, rr;
for (int i = 1; i <= 5; i++) {
X5:
rr = 0.7 + (rand() % 5) / 10.0;
if (rr == r)goto X5;
r = rr;
CpGuai(4, i * 3 + 7, 29, 0, 0.5 + (rand() % 50) / 80.0);
}
}
if (b > 540 && b <= 565 && b % 5 == 1) CpGuai(4, 5, 8, -2, 0.2);
if (b > 590 && b <= 615 && b % 5 == 1) CpGuai(4, 30, 8, 1.5, 0.2);
if (b > 640 && b <= 665 && b % 5 == 1) CpGuai(4, 5, 8, -1.5, 0.3);
if (b > 690 && b <= 715 && b % 5 == 1) CpGuai(4, 30, 8, 2, 0.3);
if (b >= 750 && b <= 950 && b % 20 == 1) {
float r = 0, rr;
for (int i = 1; i <= 3; i++) {
X6:
rr = 0.7 + (rand() % 5) / 10.0;
if (rr == r)goto X6;
r = rr;
CpGuai(4, i * 5 + 7 + (rand() % 3), 29, 0, 0.5 + (rand() % 50) / 200.0);
}
}
if (b >= 1000 && b <= 1300) MesGuai(4, 5);
}
}
void RandGood() {
// Blo=100;
if (Biao > 0) {
Biao--;
Guai(-1, 0);
}
if (Gd[1] == 0) {
Gd[1] = rand() % 1000 + 1;
if (Win == 7)Gd[1] = 10086;
Gd[3] = rand() % 16 + 8;
} else if (Gd[1] <= 5) {
Guai(-2 - Gd[1], Gd[3]);
memset(Gd, 0, sizeof(Gd));
} else if (Gd[1] >= 20 && Gd[1] < 27) {
Guai(-8, Gd[3]);
memset(Gd, 0, sizeof(Gd));
} else if (Gd[1] >= 30 && Gd[1] < 37) {
Guai(-9, Gd[3]);
memset(Gd, 0, sizeof(Gd));
} else if (Gd[1] >= 40 && Gd[1] < 70) {
Gd[2]++;
if (Gd[2] % 2 == 1)Guai(-10, Gd[3]);
if (Gd[2] >= 9)memset(Gd, 0, sizeof(Gd));
} else if (Gd[1] >= 70 && Gd[1] < 100) {
Gd[2]++;
if (Gd[2] % 2 == 1)Guai(-11, Gd[3]);
if (Gd[2] >= 9)memset(Gd, 0, sizeof(Gd));
} else if (Boss != 0 && Gd[1] >= 450 && Gd[1] <= 500) {
Guai(-2, Gd[3]);
memset(Gd, 0, sizeof(Gd));
} else Gd[1] = 0;
for (int i = 0; i < 20; i++) {
if (I[i][0] == -1) continue;
Setpos(I[i][0], I[i][1]);
Color(0);
if (I[i][0] == 20) cout << "===";
else cout << " ";
I[i][1]++;
if (I[i][0] >= 28 || I[i][0] <= 0 || I[i][1] >= 29) I[i][0] = I[i][1] = -1;
else Color(1), Setpos(I[i][0], I[i][1]), cout << "■";
Color(0);
}
}
void Panboss(int bx, int by) {
// Blo=100;
float Nox[4], Noy[4];
Nox[0] = X, Noy[0] = Y;
if (Down == 1 &&
X == 22) Nox[1] = X + 1, Noy[1] = Y - 0.5, Nox[2] = X - 1, Noy[2] = Y - 0.5;
else if (Down == 2) Nox[1] = X + 1, Noy[1] = Y - 0.5, Nox[2] = -10,
Noy[2] = -10;
else if (Down == 1 ||
X < 18) Nox[1] = X - 1, Noy[1] = Y - 0.5, Nox[2] = -10, Noy[2] = -10;
else Nox[1] = X + 1, Noy[1] = Y - 0.5, Nox[2] = X - 1, Noy[2] = Y - 0.5;
for (int i = 0; i < 3; i++) {
if ((Boss == 1 || Boss == 6) && Wind == 0 && Thun == 0 &&
abs(Nox[i] - bx) < 1 && abs(Noy[i] - by) < 1 &&
Bgo1[4] == 0) Blo -= 20, Bgo1[4] = 1, Killb = 20, Kill = 1;
if ((Boss == 2 || Boss == 6) && Wind == 0 && Thun == 0 &&
abs(Nox[i] - bx) < 1 && abs(Noy[i] - by) < 1 &&
Bgo2[8] == 0) Blo -= 20, Bgo2[8] = 1, Killb = 20, Kill = 1;
}
}
void Boss1() {
// Blo=100;
for (int j = 0; j < 20; j++)if (abs(Bx1 - I[j][0]) < 2 && By1 - I[j][1] <= 2) {
Setpos(I[j][0], I[j][1]);
if (I[j][0] == 20) cout << "===";
else cout << " ";
I[j][0] = I[j][1] = -1;
Bblo -= 8 + Lv * 2;
Exp += 2;
}
if (Bbr == Bbl && Bbr != 0) Bbr = Bbl = 0;
for (int i = 1; i <= 3 + (Bbl - Bbr) / 5; i++)if (Bbr < Bbl) {
Setpos(Bway[Bbr][0], Bway[Bbr][1]);
if (Bway[Bbr][0] == 20) cout << "==";
else cout << " ";
Bbr++;
}
if (Bwhat1 == 5) {
int bx, by;
Color(5);
for (int i = 0; i < 10; i++) {
bx = Bx1 - i * Bvx1 / 10.0;
by = By1 - i * Bvy1 / 10.0;
Setpos(bx, by), cout << "█";
Bbl++;
Bway[Bbl][0] = bx;
Bway[Bbl][1] = by;
}
Color(0);
}
Bx1 -= Bvx1;
By1 -= Bvy1;
// Blo=100;
if (Bwhat1 == 0) {
X2:
Bwhat1 = rand() % 7;
if (Bwhat1 == 2 || Bwhat1 == 3) {
if (By1 <= 10 || By1 > 25) goto X2;
}
if (Bwhat1 == 4) {
if (By1 <= 15 || Bx1 < 20) goto X2;
Bgo1[2] = Bx1;
Bgo1[3] = By1 - 1;
}
if (Bwhat1 == 5) {
X0:
Bgo1[3] = rand() % 4 + 1;
Bvx1 = (rand() % 101) / 20.0;
Bvy1 = (rand() % 101) / 20.0;
if (Bgo1[3] <= 2) Bvx1 *= -1;
if (Bgo1[3] % 2 == 1) Bvy1 *= -1;
if (abs(Bvx1) + abs(Bvy1) <= 3 || Out1)goto X0;
}
if (Bwhat1 == 6) {
if (By1 <= 17 || By1 > 25) goto X2;
}
}
if (Bwhat1 == 1) {
Bgo1[1]++, Bgo1[2]++;
int R = rand() % (5 - Bgo1[1]), r = rand() % (10 - Bgo1[2]);
if (Out1) R = 0;
if (R == 0) {
int vx = Bvx1, vy = Bvy1;
Bgo1[1] = 0;
Bvx1 = (rand() % 101 - 20) / 50.0;
Bvy1 = (rand() % 101 - 20) / 50.0;
if (Bgo1[3] <= 2) Bvx1 *= -1;
if (Bgo1[3] % 2 == 1) Bvy1 *= -1;
if (Out1) r = 0;
}
if (r == 0) Chang1
}
if (Bwhat1 == 2) {
Bgo1[1]++;
if (Bgo1[1] > 6) {
Bvy1 = -0.3;
br++;
B[br].x = Bx1, B[br].y = By1 - 1;
B[br].what = 6;
X3:
B[br].vx = (rand() % 21 - 10) / 40.0;
B[br].vy = (rand() % 25) / 30.0;
if (B[br].vx <= 0.8 && B[br].vy <= 0.8)goto X3;
int rx = rand() % 50;
if (rx == 0) B[br].vx = 0;
B[br].life = 1;
}
if (Bgo1[1] > 8) Chang1
}
if (Bwhat1 == 3) {
Bgo1[1]++;
if (Bgo1[1] > 6 && Bgo1[1] % 3 == 0) {
Bvy1 = -0.3;
br++;
B[br].x = Bx1, B[br].y = By1 - 1;
B[br].what = 8;
B[br].life = 1;
}
if (Bgo1[1] > 15) Chang1
}
if (Bwhat1 == 4) {
Bgo1[1]++;
if (Bgo1[1] <= 8) {
Setpos(Bgo1[2], Bgo1[3]);
if (Bgo1[1] == 1)cout << " ";
else if (Bgo1[1] > 1 && Bgo1[2] == 20) cout << "==";
else cout << " ";
Bgo1[2]--;
Setpos(Bgo1[2], Bgo1[3]);
int r = rand() % 4;
if (r % 2 == 0) Color(6);
else Color(9);
if (r < 2) cout << ") ";
else cout << "】";
Color(0);
}
if (Bgo1[1] == 6) Bgo1[5] = X, Bgo1[6] = Y;
if (Bgo1[1] == 11) {
Map(0, (bool)Kill);
Setpos(Bgo1[5], Bgo1[6] + 1), cout << " ";
Setpos(Bgo1[5], Bgo1[6] - 1), cout << " ";
Setpos(Bgo1[5] + 1, Bgo1[6]), cout << " ";
Setpos(Bgo1[5] - 1, Bgo1[6]), cout << " ";
int bx, by, bvx = Bgo1[2] - Bgo1[5], bvy = Bgo1[3] - Bgo1[6];
Color(6);
int i = 0;
while (1) {
bx = Bgo1[2] - i * bvx / 30.0;
by = Bgo1[3] - i * bvy / 30.0;
if (bx <= 5 || bx >= 30 || by < 0 || by >= 29) break;
Panboss(bx, by);
Setpos(bx, by), cout << "█";
Bbl++;
Bway[Bbl][0] = bx;
Bway[Bbl][1] = by;
i++;
}
Color(0);
Map(-1, 0);
Chang1
}
}
if (Bwhat1 == 5) {
Bgo1[1]++, Bgo1[2]++;
int R = rand() % (5 - Bgo1[1]), r = rand() % (10 - Bgo1[2]);
if (Out1) R = 0;
if (R == 0) {
int vx = Bvx1, vy = Bvy1;
Bgo1[1] = 0;
X1:
Bvx1 = (rand() % 101 - 20) / 20.0;
Bvy1 = (rand() % 101 - 20) / 20.0;
if (Bgo1[3] <= 2) Bvx1 *= -1;
if (Bgo1[3] % 2 == 1) Bvy1 *= -1;
if (abs(Bvx1) + abs(Bvy1) <= 3 || abs(Bvx1 - vx) <= 1 ||
abs(Bvy1 - vy) <= 1)goto X1;
if (Out1) r = 0;
}
if (r == 0) Chang1
}
if (Bwhat1 == 6) {
Bgo1[1]++;
if (Bgo1[1] > 6 && Bgo1[1] % 10 == 0) {
By1 -= 1;
br++;
B[br].x = Bx1, B[br].y = By1 - 1;
B[br].what = 9;
X30:
B[br].vy = 1;
B[br].life = 1;
}
if (Bgo1[1] > 31) Chang1
}
}
void Boss2() {
// Blo=100;
for (int j = 0; j < 20; j++)if (abs(Bx2 - I[j][0]) < 2 && By2 - I[j][1] <= 2) {
Setpos(I[j][0], I[j][1]);
if (I[j][0] == 20) cout << "===";
else cout << " ";
I[j][0] = I[j][1] = -1;
Bblo -= 8 + Lv * 2;
Exp += 2;
}
if (Bbr == Bbl && Bbr != 0) Bbr = Bbl = 0;
for (int i = 1; i <= 3 + (Bbl - Bbr) / 5; i++)if (Bbr < Bbl) {
Setpos(Bway[Bbr][0], Bway[Bbr][1]);
if (Bway[Bbr][0] == 20) cout << "==";
else cout << " ";
Bbr++;
}
Bx2 -= Bvx2;
By2 -= Bvy2;
if (Bwhat2 == 0) {
X21:
Bwhat2 = rand() % 7;
if (Bwhat2 == 2) {
X31:
for (int i = 1; i <= 3; i++) {
Bgo2[i * 2 + 1] = rand() % 28 + 1, Bgo2[i * 2] = rand() % 25 + 5;
if ((abs(Bgo2[i * 2] - Bx2) <= 2 && abs(Bgo2[i * 2 + 1] - By2) <= 2) ||
(abs(Bgo2[i * 2] - X) <= 2 && abs(Bgo2[i * 2 + 1] - Y) <= 2))goto X31;
}
if (Bgo2[2] == Bgo2[4] || Bgo2[2] == Bgo2[6] || Bgo2[6] == Bgo2[4] ||
Bgo2[5] == Bgo2[3] || Bgo2[3] == Bgo2[7] || Bgo2[5] == Bgo2[7]) goto X31;
}
if (Bwhat2 == 3) {
Bgo2[2] = rand() % 2;
}
if (Bwhat2 == 4 || Bwhat2 == 5 || Bwhat2 == 6) {
Bvy2 = -1.5;
Bvx2 = -0.5;
}
}
if (Bwhat2 == 1) {
Bgo2[1]++, Bgo2[2]++;
int R = rand() % (5 - Bgo2[1]), r = rand() % (30 - Bgo2[2]);
if (Out2) R = 0;
if (R == 0) {
int vx = Bvx2, vy = Bvy2;
Bgo2[1] = 0;
Bvx2 = (rand() % 101 - 20) / 50.0;
Bvy2 = (rand() % 101 - 20) / 50.0;
if (Bgo2[3] <= 2) Bvx2 *= -1;
if (Bgo2[3] % 2 == 1) Bvy2 *= -1;
if (Out2) r = 0;
}
if (r == 0) Chang2
}
if (Bwhat2 == 2) {
Bgo2[1]++;
float bx, by, bvx, bvy;
if (Bgo2[1] < 21) {
for (int i = 1; i <= 3; i++) {
bvx = Bgo2[i * 2] - Bx2, bvy = Bgo2[i * 2 + 1] - By2;
if (Bgo2[1] <= 10) {
Setpos(Bx2 + (Bgo2[1] - 1)*bvx / 10.0, By2 + (Bgo2[1] - 1)*bvy / 10.0);
if (abs(Bx2 + (Bgo2[1] - 1)*bvx / 10.0 - 20) < 0.5)cout << "==";
else cout << " ";
bx = Bx2 + Bgo2[1] * bvx / 10.0;
by = By2 + Bgo2[1] * bvy / 10.0;
Setpos(bx, by);
} else Setpos(Bgo2[i * 2], Bgo2[i * 2 + 1]);
int r = rand() % 4;
if (r % 2 == 0) Color(3);
else Color(10);
if (r <= 1) cout << "×";
else cout << "+";
Color(0);
}
}
if (Bgo2[1] == 21) {
Map(0, (bool)Kill);
Color(3);
int j = 0;
for (int j = 0; j <= 30; j++)for (int i = 1; i <= 3; i++)for (int k = 1; k <= 4;
k++) {
if (k == 1) bvx = j, bvy = 0;
if (k == 2) bvx = -j, bvy = 0;
if (k == 3) bvx = 0, bvy = j;
if (k == 4) bvx = 0, bvy = -j;
bx = Bgo2[i * 2] + bvx, by = Bgo2[i * 2 + 1] + bvy;
if (bx <= 5 || bx >= 30 || by < 0 || by >= 30) {
continue;
}
Panboss(bx, by);
Setpos(bx, by), cout << "█";
Bbl++;
Bway[Bbl][0] = bx;
Bway[Bbl][1] = by;
}
Color(0);
Map(-1, 0);
Chang2
}
}
if (Bwhat2 == 3) {
Bgo2[1]++;
if (Bgo2[1] <= 18) {
if (Bgo2[3] == 0) Setpos(Bgo2[4] - 3, Bgo2[5]), cout << " ",
Setpos(Bgo2[4] + 3, Bgo2[5]), cout << " ", Color(0), Setpos(20, Bgo2[5]),
cout << "==";
if (Bgo2[3] == 1) Setpos(Bgo2[4], Bgo2[5] - 3.5), cout << " ",
Setpos(Bgo2[4], Bgo2[5] + 2.5), cout << " ", Color(0), Setpos(20,
Bgo2[5] + 2.5), cout << "====", Setpos(20, Bgo2[5] - 3.5), cout << "====";
if (Bgo2[1] % 4 == 0)Bgo2[3] = !Bgo2[3];
if (Bgo2[1] % 6 < 3)Color(3);
else Color(5);
if (Bgo2[3] == 0) Setpos(X - 3, Y), cout << "▼", Setpos(X + 3, Y),
cout << "▲", Bgo2[4] = (int)(X + 0.5), Bgo2[5] = (int)(Y + 0.5);
if (Bgo2[3] == 1) Setpos(X, Y - 3), cout << " ", Setpos(X, Y + 3), cout << " ",
Bgo2[4] = (int)(X + 0.5), Bgo2[5] = (int)(Y + 0.5);
Color(0);
}
if (Bgo2[1] == 18) {
if (Bgo2[3] == 0) Setpos(Bgo2[4] - 3, Bgo2[5]), cout << " ",
Setpos(Bgo2[4] + 3, Bgo2[5]), cout << " ", Color(0), Setpos(20, Bgo2[5]),
cout << "==";
if (Bgo2[3] == 1) Setpos(Bgo2[4], Bgo2[5] - 3.5), cout << " ",
Setpos(Bgo2[4], Bgo2[5] + 2.5), cout << " ", Color(0), Setpos(20,
Bgo2[5] + 2.5), cout << "====", Setpos(20, Bgo2[5] - 3.5), cout << "====";
}
if (Bgo2[1] > 18 && Bgo2[1] <= 25) {
Bgo2[3] = Bgo2[2];
if (Bgo2[3] == 0) Setpos(Bgo2[4] - 3, Bgo2[5]), cout << " ",
Setpos(Bgo2[4] + 3, Bgo2[5]), cout << " ", Color(0), Setpos(20, Bgo2[5]),
cout << "==";
if (Bgo2[3] == 1) Setpos(Bgo2[4], Bgo2[5] - 3.5), cout << " ",
Setpos(Bgo2[4], Bgo2[5] + 2.5), cout << " ", Color(0), Setpos(20,
Bgo2[5] + 2.5), cout << "====", Setpos(20, Bgo2[5] - 3.5), cout << "====";
if (Bgo2[1] % 4 < 2)Color(3);
else Color(5);
if (Bgo2[3] == 0) Setpos(Bgo2[4] - 3, Bgo2[5]), cout << "▼",
Setpos(Bgo2[4] + 3, Bgo2[5]), cout << "▲";
if (Bgo2[3] == 1) Setpos(Bgo2[4], Bgo2[5] - 3), cout << " ", Setpos(Bgo2[4],
Bgo2[5] + 3), cout << " ";
Color(0);
}
if (Bgo2[1] == 25) {
if (Bgo2[2] == 0) {
Color(3);
for (int i = 4; i <= 29; i++) {
Setpos(i, Bgo2[5]), cout << "█";
Bbl++;
Panboss(i, Bgo2[5]);
Bway[Bbl][0] = i;
Bway[Bbl][1] = Bgo2[5];
}
}
if (Bgo2[2] == 1) {
Color(3);
for (int i = 0; i <= 28; i++) {
Setpos(Bgo2[4], i), cout << "█";
Bbl++;
Panboss(Bgo2[4], i);
Bway[Bbl][0] = Bgo2[4];
Bway[Bbl][1] = i;
}
}
Chang2
}
}
if (Bwhat2 == 4 || Bwhat2 == 5 || Bwhat2 == 6) {
Bgo2[1]++;
if (By2 > 27)Bvy2 = 0;
if (Bx2 > 23)Bvx2 = 0;
if (Bgo2[1] > 13 && Bgo2[1] % 3 == 0) {
float t = By2 - Y, g = 0.35;
if (Boss == 6) t /= 2.0;
CpGuai(Bwhat2 + 2, Bx2, By2, (Bx2 - X) / t * 1.0 + (t - 1)*g / 2.0, 1);
}
if (Bgo2[1] > 20) Chang2
}
}
void Boss3() {
// Blo=100;
#define Bean br++;B[br].what=13;B[br].x=Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;
for (int j = 0; j < 20; j++)if (abs(Bx3 - I[j][0]) < 2 && By3 - I[j][1] <= 2) {
Setpos(I[j][0], I[j][1]);
if (I[j][0] == 20) cout << "===";
else cout << " ";
I[j][0] = I[j][1] = -1;
Bblo -= 8 + Lv * 2;
Exp += 2;
}
Bx3 -= Bvx3;
By3 -= Bvy3;
if (Bwhat3 <= 8) {
if (Bx3 > X && Bvx3 < 1.5) Bvx3 += 0.3;
if (Bx3 < X && Bvx3 > -1.5) Bvx3 -= 0.3;
}
if (Bwhat3 == 0) {
X22:
Bwhat3 = rand() % 12;
if (Bwhat3 == 11 && abs(Bx3 - 20) <= 1)goto X22;
if (Bwhat3 == 11)Bgo3[2] = rand() % 5;
}
if (Bwhat3 == 1) {
Bgo3[1]++;
if (Bgo3[1] == 6) {
br++;
B[br].what = 13;
B[br].x = (int)Bx3 - 1, B[br].y = By3 - 1;
B[br].vy = 1;
B[br].vx = 1;
B[br].How = (int)Bx3 - 4;
B[br].life = 1;
br++;
B[br].what = 13;
B[br].x = (int)Bx3 - 1, B[br].y = By3 - 1;
B[br].vy = 1;
B[br].vx = -1;
B[br].How = (int)Bx3 + 2;
B[br].life = 1;
br++;
B[br].what = 13;
B[br].x = (int)Bx3 - 1, B[br].y = By3 - 1;
B[br].vy = 1;
B[br].life = 1;
Chang3
}
}
if (Bwhat3 >= 2 && Bwhat3 <= 6) {
Bgo3[1]++;
if (Bgo3[1] == 6) {
br++;
B[br].x = (int)Bx3 - 1, B[br].y = By3 - 1;
B[br].what = 11 + Bwhat3;
B[br].vy = 0.5 + (rand() % 100) / 80.0;
if (Bwhat3 == 5)B[br].vy = B[br].vy * 3 / 4.0;
B[br].life = 1;
Chang3
}
}
if (Bwhat3 == 7) {
Bgo3[1]++;
if (Bgo3[1] == 6) {
br++;
B[br].what = 14;
B[br].x = (int)Bx3 - 1, B[br].y = By3 - 1;
B[br].vy = 1;
B[br].vx = 1;
B[br].How = (int)Bx3 - 4;
B[br].life = 1;
br++;
B[br].what = 14;
B[br].x = (int)Bx3 - 1, B[br].y = By3 - 1;
B[br].vy = 1;
B[br].vx = -1;
B[br].How = (int)Bx3 + 2;
B[br].life = 1;
br++;
B[br].what = 14;
B[br].x = (int)Bx3 - 1, B[br].y = By3 - 1;
B[br].vy = 1;
B[br].life = 1;
Chang3
}
}
if (Bwhat3 == 8) {
Bgo3[1]++;
if (Bgo3[1] == 6) {
br++;
B[br].what = 15;
B[br].x = (int)Bx3 - 1, B[br].y = By3 - 1;
B[br].vy = 1;
B[br].vx = 1;
B[br].How = (int)Bx3 - 4;
B[br].life = 1;
br++;
B[br].what = 15;
B[br].x = (int)Bx3 - 1, B[br].y = By3 - 1;
B[br].vy = 1;
B[br].vx = -1;
B[br].How = (int)Bx3 + 2;
B[br].life = 1;
br++;
B[br].what = 15;
B[br].x = (int)Bx3 - 1, B[br].y = By3 - 1;
B[br].vy = 1;
B[br].life = 1;
Chang3
}
}
if (Bwhat3 == 9) {
Bvx3 = 0;
Bgo3[1]++;
if (Bgo3[1] == 6 || Bgo3[1] == 8) {
Bean
}
if (Bgo3[1] >= 8)Chang3
}
if (Bwhat3 == 10) {
Bvx3 = 0;
Bgo3[1]++;
if (Bgo3[1] == 6 || Bgo3[1] == 8 || Bgo3[1] == 10 || Bgo3[1] == 12) {
Bean
}
if (Bgo3[1] >= 12)Chang3
}
if (Bwhat3 == 11) {
Bvx3 = 0;
Bgo3[1]++;
if (Bgo3[1] >= 8)for (int i = 1; i <= 4; i++) {
br++;
B[br].what = 80 + 100 * Bgo3[2] + Bgo3[1] * 4 + i;
B[br].x = Bx3 - 1, B[br].y = By3 - 1 + i;
B[br].vy = 4;
B[br].life = 1;
br++;
B[br].what = 99;
B[br].x = Bx3, B[br].y = By3 - 1 + i;
B[br].vy = 4;
B[br].life = 1;
br++;
B[br].what = 99;
B[br].x = Bx3 - 2, B[br].y = By3 - 1 + i;
B[br].vy = 4;
B[br].life = 1;
}
if (Bgo3[1] >= 20) {
for (int i = 1; i <= 4; i++) {
br++;
B[br].what = 98;
B[br].x = Bx3 - 1, B[br].y = By3 - 1 + i;
B[br].vy = 4;
B[br].life = 1;
br++;
B[br].what = 98;
B[br].x = Bx3, B[br].y = By3 - 1 + i;
B[br].vy = 4;
B[br].life = 1;
br++;
B[br].what = 98;
B[br].x = Bx3 - 2, B[br].y = By3 - 1 + i;
B[br].vy = 4;
B[br].life = 1;
}
Chang3
}
}
}
void Ball(int ball) {
// Blo=100;
if (ball == 1) {
if (Fir < 3 && T % 8 == 0) Fir++;
if (Fir > 0) {
br++;
B[br].what = -13;
B[br].x = X;
B[br].y = Y + rand() % 3 - 1;
B[br].life = 1;
if (Dis <= 30) B[br].a = Disb, B[Disb].a = 1, Fir--;
else if (Boss != 0) B[br].a = 13880086, Fir--;
else if (Dis != 13880087) B[br].a = Disb, B[Disb].a = 1, Fir--;
else if (Dis1 != 13880087) B[br].a = Disb1, B[Disb1].a = 1, Fir--;
else B[br].life = 0;
Dis = Dis1 = 13880087;
}
}
if (ball == 2) {
if (T % 4 == 0)ib = (ib + 1) % 20, I[ib][1] = Y - 2;
if (T % 16 == 0)I[ib][0] = X;
if (T % 16 == 4)I[ib][0] = X - 1;
if (T % 16 == 8)I[ib][0] = X + 1;
if (T % 16 == 12)I[ib][0] = X - 2;
if (T % 12 == 9)I[ib][0] = X + 2;
if (Water == 1) {
for (int i = X - 6; i <= X + 6;
i++)ib = (ib + 1) % 20, I[ib][0] = i, I[ib][1] = Y - 2 - 0.5 * abs(i - X);
}
}
if (ball == 3) {
if (Wind > 5) {
if (Y < Ding - 1)Vy = 5;
else Vy = 0;
if (Up >= 1) Vx = -5;
if (Down == 2) Vx = 5;
}
if (Wind < 5) {
if (Y > Ding - 1)Vy = -5;
else Vy = 0;
if (Up >= 1) Vx = -5;
if (Down == 2) Vx = 5;
}
if (Wind == 5) {
if (Boss == 2) Ding = 12.25;
else Ding = 6.25;
if (Boss != 0) Bblo -= 16 + Lv * 4;
if (Boss == 1) Chang1 if (Boss == 2) Chang2 if (Boss == 3) Chang3
system("color 3F");
Sleep(20);
system("color 6F");
Sleep(10);
system("color 0F");
system("cls");
for (int i = bl; i <= br; i++)if (B[i].what > 0)B[i].life = 0;
Setpos(20, 0);
for (int i = 1; i <= 60; i++) printf("=");
}
}
if (ball == 4) {
if (Thun == 1) {
if (Boss != 0) Bblo -= 16 + Lv * 4;
if (Boss == 1) Chang1 if (Boss == 2) Chang2 if (Boss == 3) Chang3
system("color 9F");
Sleep(20);
system("color 6F");
Sleep(10);
system("color 0F");
system("cls");
for (int i = bl; i <= br; i++)if (B[i].what > 0)B[i].life = 0;
Setpos(20, 0);
for (int i = 1; i <= 60; i++) printf("=");
}
}
if (ball == 5) {
system("cls");
Color(5);
Setpos(10, 10);
cout << "新天赋!";
Y:
int rr = rand() % 4 + 2;
Setpos(12, 10);
if (rr == Ren) goto Y;
if (rr == 2)cout << "瞬跳";
if (rr == 3)cout << "空之舞";
if (rr == 4)cout << "三段跳";
if (rr == 5)cout << "反重力跳跃";
Setpos(14, 10);
cout << "当前天赋:";
if (Ren == 1)cout << "小无敌";
if (Ren == 2)cout << "瞬跳";
if (Ren == 3)cout << "空之舞";
if (Ren == 4)cout << "三段跳";
if (Ren == 5)cout << "反重力跳跃";
Setpos(16, 10);
cout << "换否?(y/n)";
G:
char g = _getch();
if (g == 'y')Ren = rr;
else if (g != 'n')goto G;
system("cls");
Setpos(20, 0);
Color(0);
for (int i = 1; i <= 60; i++) printf("=");
}
if (ball == 6) {
Color(4);
for (float i = 1; i <= Bblo; i += Bblomax / 20.0)cout << "▄";
Color(0);
cout << ' ' << Bblo << " ";
Color(0);
}
if (ball == 7) {
Color(1);
if (Win == 7 && T % 6 < 3)Color(3);
for (float i = 1; i <= Blo; i += Blomax / 20.0)cout << "▄";
Color(0);
if (Win == 7 && T % 6 < 3)Color(3);
printf(" %0.1f ", Blo);
}
}
int main() {
system("mode con cols=60 lines=37");
CONSOLE_CURSOR_INFO cursor_info = {1, 0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
srand((unsigned)time(NULL));
Win = 0;
Ren = 1;
Lv = 1;
Blo = Blomax = 100;
Expmax = 300;
Hui = 15;
X = 18, Y = 6;
ReStart:
system("cls");
memset(B, 0, sizeof(B));
memset(I, -1, sizeof(I));
T = 0;
bl = 0;
br = -1;
Upt = 0;
Start:
Blo = Blomax * 100;
Ding = 6.25;
START:
;
memset(Bgo1, 0, sizeof(Bgo1));
memset(Bgo2, 0, sizeof(Bgo2));
memset(Bgo3, 0, sizeof(Bgo3));
if (Win % 2 == 0) T = 0;
if (Win % 2 == 0 && D == 0) {
if (Win > 0)Ball(5);
Boss = 0;
lL:
L = rand() % 4 + 1;
for (int i = 0; i <= Win / 2 - 1; i++)if (L == Ll[i]) goto lL;
Ll[Win / 2] = L;
}
if (Win % 2 == 1 && D == 0) {
if (Win == 7)Boss = 6, T = 0, Blomax += 100;
else {
bl:
Boss = rand() % 3 + 1;
for (int i = 0; i <= 3; i++)if (Boss == Bl[i]) goto bl;
}
Bl[Win / 2] = Boss;
Bwhat1 = Bwhat2 = Bwhat3 = 0, Bx1 = 10, By1 = 20, Bx2 = 15, By2 = 20, Bx3 = 21,
By3 = 20;
system("color 4C");
Sleep(20);
system("color 0F");
Map(0, 1);
Sleep(1000);
}
if (Win % 2 == 1) {
Bblomax = 500 + (Win / 2) * 500;
Bblo = Bblomax;
if (Boss == 2) Ding = 12.25;
}
while (1) {
Blo = 100;
T++;
if (Wind == 0) {
if (GetAsyncKeyState(VK_LEFT) & 0x8000) Vy = -(10 - abs(Ding - Y) * 1.5) / 20.0;
if (GetAsyncKeyState(VK_RIGHT) & 0x8000) Vy = (10 - abs(Ding - Y) * 1.5) / 20.0;
}
if (GetAsyncKeyState(VK_UP) & 0x8000 && u1 == 0) {
u1++;
if (Down == 1) {
Down = 0;
Up = 0;
if (Ren == 2)Map(-1, 0), Vx = 0, X = 18, Li = 5;
else Vx = 7, Vy = 0.3;
} else if (Up == 0 && Wind == 0) {
Down = 0;
Up = 1;
if (Ren == 2)Map(-1, 0), Vx = 1, X = 10, Map(0, 3), Li = 5;
else Vx = 2, Vy = 0.1;
} else if (Up == 1 && Wind == 0) {
Down = 0;
Up = 2;
if (Ren == 2)Map(-1, 0), Vx = 1, X -= 6, Map(0, 3), Li = 5;
else Vx = 1.5, Vy = 0.1;
} else if (Ren == 3 && Up == 2 && Wind == 0) {
Down = 0;
Up = 3;
Vx = 1;
Vy = 0.5;
Upt = 30;
} else if (Ren == 4 && Up == 2 && Wind == 0) {
Down = 0;
Up = 3;
Vx = 1.8;
Vy = 0.1;
}
}
if (GetAsyncKeyState(VK_DOWN) & 0x8000 && u2 == 0) {
u2++;
if (Down == 1 && Ren == 5) {
Down = 2;
Up = 0;
Vx = -1.7;
} else {
Down = 1;
Up = 0;
if (Ren == 2)Map(-1, 0), Vx = 0, X = 22, Map(0, 3), Li = 5;
else {
if (Upt != 0) Map(-1, 0), Upt = 0;
Vx = -7;
}
}
}
if ((GetAsyncKeyState(VK_UP) & 0x8000) ? 0 : 1) u1 = 0;
if ((GetAsyncKeyState(VK_DOWN) & 0x8000) ? 0 : 1) u2 = 0;
if (kbhit()) {
char g = _getch();
if (g == ' ') Sleep(100), Setpos(4, 1), Sy++, system("pause");
}
if (Sy == 1) Setpos(4, 1), printf(" "), Sy--;
if (Drug == 0) Blo = fmin((float)Blomax, Blo + Hui / 100.0);
else if (T % 10 == 0)Blo--;
if (T % 20 == 0) {
if (Kill != 0) Kill = 0;
if (Lvl != 0) Lvl = 0;
}
if (Killb > 0) Killb--;
if (Li > 0) Li--;
if (Ice > 0) Ice--;
if (Drug > 0) Drug--;
if (Magne > 0) Magne--;
if (Fire > 0) Ball(1), Fire--;
if (Water > 0) Ball(2), Water--;
if (Wind > 0) Ball(3), Wind--;
if (Thun > 0) Ball(4), Thun--;
if (Boss == 0) NorGuai(L, T % 1500);
RandGood();
if (T % 20 == 1)Exp++;
if (T % 50 == 1) {
Exp++;
system("cls");
Setpos(20, 0);
Color(0);
for (int i = 1; i <= 60; i++) printf("=");
if (Win == 0 && T < 300) {
Setpos(4, 6);
cout << "↑/↓ 跳跃/下翻,←→ 些微移动(松手即返回)";
Setpos(8, 6);
cout << "球可以开启特殊效果,经验积满(300)可提升级别。";
Setpos(8, 6);
cout << "打败 7 波即胜利,打败 BOSS 有新天赋。";
Setpos(10, 15);
cout << "空格可以暂停。";
}
}
Map(-1, 0);
if (Boss == 1) Boss1();
if (Boss == 2) Boss2();
if (Boss == 3) Boss3();
if (Boss == 6) Boss1(), Boss2(), Boss3();
Move();
Map(0, (bool)Kill);
Color(0);
Setpos(1, 1);
Blo = fmin(Blo, (float)Blomax);
if (Boss == 0)cout << "血量: " << (int)Blo << " ";
Color(0);
Setpos(1, 9), cout << "死亡次数: " << D << " ";
Setpos(2, 1);
Exp = min(Exp, Expmax);
if (Exp >= Expmax)Exp = 0, Lv++, Lvl++, Hui++, Blomax += 5;
if (Lvl > 0)Color(5);
cout << "级别: " << Lv;
Color(0);
Setpos(2, 9);
cout << "经验: " << Exp << " ";
if (Boss > 0) Setpos(3, 1), cout << "血量 : ", Ball(7);
if (Boss > 0 && Boss != 6) Setpos(4, 1), cout << "怪物血量: ", Ball(6);
if (Boss == 6) Setpos(1, 9), printf("时间: %0.1f s ", T / 15.0);
if (Win == 0) Sleep(55);
if (Win == 1) Sleep(50);
if (Win == 2) Sleep(35);
if (Win == 3) Sleep(40);
if (Win == 4) Sleep(25);
if (Win == 5) Sleep(30);
if (Win == 6) Sleep(20);
if (Win >= 7) Sleep(17);
if (Boss == 3 && Bblo <= 0) {
for (int i = 1; i <= 4; i++) {
br++;
B[br].what = 98;
B[br].x = Bx3 - 1, B[br].y = By3 - 1 + i;
B[br].vy = 4;
B[br].life = 1;
br++;
B[br].what = 98;
B[br].x = Bx3, B[br].y = By3 - 1 + i;
B[br].vy = 4;
B[br].life = 1;
br++;
B[br].what = 98;
B[br].x = Bx3 - 2, B[br].y = By3 - 1 + i;
B[br].vy = 4;
B[br].life = 1;
}
}
if ((Win % 2 == 0 && T >= 1400) || (Win % 2 == 1 && Bblo <= 0) || (Win == 7 &&
T >= 450) || Blo <= 0) {
Map(-1, 0);
break;
}
}
if (Blo <= 0) {
// Blo=100;
Sleep(1000);
D++;
system("color 7F");
Setpos(15, 11);
Color(4);
cout << "GAME OVER...";
Sleep(2000);
goto ReStart;
} else if (Win == 6) {
system("color 7F");
Setpos(15, 11);
Color(4);
cout << "坚持30秒 !";
Sleep(2000);
Setpos(30, 0);
Win++;
D = 0;
} else if (Win == 7) {
Sleep(1000);
system("color 6E");
Setpos(15, 11);
Color(5);
cout << "YOU WIN !";
Sleep(2000);
Setpos(30, 0);
goto START;
return 0;
} else Sleep(1000), Win++, D = 0;
goto Start;
}