五种C语言爱心代码加附赠红色玫瑰

最基础爱心

 

 代码:

#include <stdio.h>
int main()
{
int  i, j, k, l, m;
char c=3; //ASCII码里面 3 就是一个字符小爱心
for (i=1; i<=5; i++)    printf("\n"); //开头空出5行
for (i=1; i<=3; i++) { //前3行中间有空隙分开来写
for (j=1; j<=32-2*i; j++)  printf(" "); //左边的空格,每下一行左边的空格比上一行少2个 //8*n-2*i
for (k=1; k<=4*i+1; k++)  printf("%c", c);//输出左半部分字符小爱心
for (l=1; l<=13-4*i; l++)  printf(" "); //中间的空格,每下一行的空格比上一行少4个
for (m=1; m<=4*i+1; m++)  printf("%c", c);//输出右半部分字符小爱心
printf("\n");  //每一行输出完毕换行
}
for (i=1; i<=3; i++) { //下3行中间没有空格
for (j=1; j<=24+1; j++)   printf(" "); //左边的空格 //8*(n-1)+1
for (k=1; k<=29; k++)   printf("%c", c);//输出字符小爱心
printf("\n");  //每一行输出完毕换行
}
for (i=7; i>=1; i--) { //下7行
for (j=1; j<=40-2*i; j++)  printf(" "); //左边的空格,每下一行左边的空格比上一行少2个//8*(n+1)-2*i
for (k=1; k<=4*i-1; k++)  printf("%c", c);//每下一行的字符小爱心比上一行少4个(这个循环是i--)
printf("\n");  //每一行输出完毕换行
}
for (i=1; i<=39; i++)    printf(" "); //最后一行左边的空格
printf("%c\n", c);  //最后一个字符小爱心
for (i=1; i<=5; i++)    printf("\n"); //最后空出5行
return 0;
} 

love组成爱心 

 代码:

#include <stdio.h>
int main()
{
    int i, j, k, n = 0, x = 0, y = 50;

    //爱心的头部没有规律,所以直接打印
    printf("\n\n\n\n\n");
    printf("         lovelove                   lovelove\n");
    printf("       lovelovelove               lovelovelove\n");
    printf("     lovelovelovelove           lovelovelovelove\n");
    printf("   lovelovelovelovelove       lovelovelovelovelove\n");
    printf("  lovelovelovelovelovelo     lovelovelovelovelovelo\n");
    printf(" lovelovelovelovelovelove   lovelovelovelovelovelov\n");
    for (i = 0; i < 2; i++)
    {
        printf("lovelovelovelovelovelovelovelovelovelovelovelovelove\n");

    }

    for(i=0;i<5;i++)    //爱心的中间部分的上部分
    {
        y = 50;
        y = y - i*2;
        n++;
        for (k = 0; k < n; k++)    //在每一行的起始位置先打印空格
        {
            printf(" ");
        }
            while(1)     //空格后面打印love,但是要注意love即使没打印完,也要换行
            {
                if (x < y)
                {
                    printf("l");
                    y--;
                }
                else
                    break;
                if (x < y)
                {
                    printf("o");
                    y--;
                }
                else
                    break; if (x < y)
                {
                    printf("v");
                    y--;
                }
                    else
                    break; if (x < y)
                {
                    printf("e");
                    y--;
                }
                    else
                    break;
            }
        printf("\n");
    }


    //最下面的部分,具体内容同上,没和上一部分放一起是因为从这行开始多两个空格
    for (i = 0,n=3; i < 10; i++)
    {
        y = 37;
        y = y - i * 4;
        n++;
        for (k = 0; k < n; k++)
        {
            printf("  ");
        }
        while (1)
        {
            if (x < y)
            {
                printf("l");
                y--;
            }
            else
                break;
            if (x < y)
            {
                printf("o");
                y--;
            }
            else
                break; if (x < y)
            {
                printf("v");
                y--;
            }
                else
                break; if (x < y)
            {
                printf("e");
                y--;
            }
                else
                break;
        }
        printf("\n");
    }

    printf("\n\n\n\n\n\n\n\n\n\n\n\n");
    return 0;
}

 

复杂动态爱心

 代码:

#include <stdio.h>
#include <math.h>
#include <windows.h>
#include <tchar.h>

float f(float x, float y, float z) {
float a = x * x + 9.0f / 4.0f * y * y + z * z - 1;
return a * a * a - x * x * z * z * z - 9.0f / 80.0f * y * y * z * z * z;
}

float h(float x, float z) {
  for (float y = 1.0f; y >= 0.0f; y -= 0.001f)
if (f(x, y, z) <= 0.0f)
return y;
return 0.0f;
}

int main() {
HANDLE o = GetStdHandle(STD_OUTPUT_HANDLE);
_TCHAR buffer[25][80] = { _T(' ') };
_TCHAR ramp[] = _T(".:-=+*#%@");

for (float t = 0.0f;; t += 0.1f) {
    int sy = 0;
    float s = sinf(t);
    float a = s * s * s * s * 0.2f;
    for (float z = 1.3f; z > -1.2f; z -= 0.1f) {
    _TCHAR* p = &buffer[sy++][0];
    float tz = z * (1.2f - a);
    for (float x = -1.5f; x < 1.5f; x += 0.05f) {
    float tx = x * (1.2f + a);
    float v = f(tx, 0.0f, tz);
    if (v <= 0.0f) {
    float y0 = h(tx, tz);
    float ny = 0.01f;
    float nx = h(tx + ny, tz) - y0;
    float nz = h(tx, tz + ny) - y0;
    float nd = 1.0f / sqrtf(nx * nx + ny * ny + nz * nz);
    float d = (nx + ny - nz) * nd * 0.5f + 0.5f;
    *p++ = ramp[(int)(d * 5.0f)];
}
else
    *p++ = ' ';
}
}

    for (sy = 0; sy < 25; sy++) {
    COORD coord = { 0, sy };
    SetConsoleCursorPosition(o, coord);
    WriteConsole(o, buffer[sy], 79, NULL, 0);
}
Sleep(33);
}
} 

打印红色爱心

 

代码:

#include<stdio.h>
#include <windows.h>
#include<tchar.h>
int main()
{
    system("color F4");     //控制面板的颜色,F4为红色
    double x,y,a;
    for(y=1.5;y>-1.5;y-=0.1214)  //调好的参数,爱心形状,可以自行调参数,改变爱心的形状
    {
        for(x=-1.5;x<1.5;x+=0.05)
        {
            a=x*x+y*y-1;
            if(a*a*a-x*x*y*y*y<=0)    //爱心方程
               {
                printf("*");
                Sleep(10);        //Sleep调节速度,可以调节爱心打印的速度
               }
            else
                   printf(" ");
        }
        printf("\n");
    }
    return 0;
}

闪烁爱心

(此代码用VS运行时会报错,建议使用其他编译器或者自行更改)

 

 代码:

#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <conio.h>
int main()
{
	for (float y = 1.5f; y > -1.5f; y -= 0.1f)
	{
		for (float x = -1.5f; x < 1.5f; x += 0.05f)
		{
			float a = x * x + y * y - 1;
			putchar(a * a * a - x * x * y * y * y <= 0.0f ? '*' : ' ');
		}
		putchar('\n');
	}
	for(;!kbhit();)    //kbhit()位于conio.h中,检测是否有键按下
	{
		char str[10];
		sprintf(str,"color %x",rand() % 16); //形成一条color X的字符串,注意要用%x
		system(str);
		sleep(1);     //调整闪烁速度
	}
    return 0;
}

 红色玫瑰

 代码:

#include <stdio.h>
#include <math.h>
#include <stdlib.h>
const int max_iterations = 128;

const float stop_threshold = 0.01f;

const float grad_step = 0.01f;

const float clip_far = 10.0f;

const float PI = 3.14159265359f;

const float PI2 = 6.28318530718f;

const float DEG_TO_RAD = PI / 180.0f;

typedef struct { float x, y; } vec2;

typedef struct { float x, y, z; } vec3;

typedef struct { float m[9]; } mat3;

const vec3 light_pos = { 20.0f, 50.0f, 20.0f };

float min(float a, float b) { return a < b ? a : b; }

float max(float a, float b) { return a > b ? a : b; }

float clamp(float f, float a, float b) { return max(min(f, b), a); }

vec2 make2(float x, float y) { vec2 r = { x, y }; return r; }

vec2 add2(vec2 a, vec2 b) { vec2 r = { a.x + b.x, a.y + b.y }; return r; }

vec2 sub2(vec2 a, vec2 b) { vec2 r = { a.x - b.x, a.y - b.y }; return r; }

float dot2(vec2 a, vec2 b) { return a.x * b.x + a.y * b.y; }

float length2(vec2 v) { return sqrt(dot2(v, v)); }

vec3 make3(float x, float y, float z) { vec3 r = { x, y, z }; return r; }

vec3 add3(vec3 a, vec3 b) { vec3 r = { a.x + b.x, a.y + b.y, a.z + b.z }; return r; }

vec3 sub3(vec3 a, vec3 b) { vec3 r = { a.x - b.x, a.y - b.y, a.z - b.z }; return r; }

vec3 mul3(vec3 a, vec3 b) { vec3 r = { a.x * b.x, a.y * b.y, a.z * b.z }; return r; }

vec3 scale3(vec3 v, float s) { vec3 r = { v.x * s, v.y * s, v.z * s }; return r; }

float dot3(vec3 a, vec3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; }

float length3(vec3 v) { return sqrt(dot3(v, v)); }

vec3 normalize3(vec3 v) { return scale3(v, 1.0f / length3(v)); }

vec3 mul(mat3 m, vec3 v) {
    return make3(
        m.m[0] * v.x + m.m[3] * v.y + m.m[6] * v.z,
        m.m[1] * v.x + m.m[4] * v.y + m.m[7] * v.z,
        m.m[2] * v.x + m.m[5] * v.y + m.m[8] * v.z);
}
mat3 rotationXY(float x, float y) {
    vec2 c = { cos(x), cos(y) }, s = { sin(x), sin(y) };
    mat3 m = {
        c.y      , 0.0f, -s.y,
        s.y * s.x,  c.x,  c.y * s.x,
        s.y * c.x, -s.x,  c.y * c.x
    };
    return m;
}
float opI(float d1, float d2) { return max(d1, d2); }

float opU(float d1, float d2) { return min(d1, d2); }

float opS(float d1, float d2) { return max(-d1, d2); }

float sdPetal(vec3 p, float s)
{
    p = add3(mul3(p, make3(0.8f, 1.5f, 0.8f)), make3(0.1f, 0.0f, 0.0f));
    vec2 q = make2(length2(make2(p.x, p.z)), p.y);

    float lower = length2(q) - 1.0f;
    lower = opS(length2(q) - 0.97f, lower);

    lower = opI(lower, q.y);
    float upper = length2(sub2(q, make2(s, 0.0f))) + 1.0f - s;

    upper = opS(upper, length2(sub2(q, make2(s, 0.0f))) + 0.97f - s);

    upper = opI(upper, -q.y);
    upper = opI(upper, q.x - 2.0f);
    float region = length3(sub3(p, make3(1.0f, 0.0f, 0.0f))) - 1.0f;
    return opI(opU(upper, lower), region);
}
float map(vec3 p) {
    float d = 1000.0f, s = 2.0f;
    mat3 r = rotationXY(0.1f, PI2 * 0.618034f);
    r.m[0] *= 1.08f;  r.m[1] *= 1.08f;  r.m[2] *= 1.08f;
    r.m[3] *= 0.995f; r.m[4] *= 0.995f; r.m[5] *= 0.995f;
    r.m[6] *= 1.08f;  r.m[7] *= 1.08f;  r.m[8] *= 1.08f;
    for (int i = 0; i < 21; i++) {
        d = opU(d, sdPetal(p, s));
        p = mul(r, p);
        p = add3(p, make3(0.0, -0.02, 0.0));
        s *= 1.05f;
    }
    return d;
}
vec3 gradient(vec3 pos) {
    const vec3 dx = { grad_step, 0.0, 0.0 };
    const vec3 dy = { 0.0, grad_step, 0.0 };
    const vec3 dz = { 0.0, 0.0, grad_step };
    return normalize3(make3(
        map(add3(pos, dx)) - map(sub3(pos, dx)),
        map(add3(pos, dy)) - map(sub3(pos, dy)),
        map(add3(pos, dz)) - map(sub3(pos, dz))));
}
float ray_marching(vec3 origin, vec3 dir, float start, float end) {
    float depth = start;
    for (int i = 0; i < max_iterations; i++) {
        float dist = map(add3(origin, scale3(dir, depth)));
        if (dist < stop_threshold)
            return depth;
        depth += dist * 0.3;
        if (depth >= end)
            return end;
    }
    return end;
}
float shading(vec3 v, vec3 n, vec3 eye) {
    vec3 ev = normalize3(sub3(v, eye));
    vec3 vl = normalize3(sub3(light_pos, v));
    float diffuse = dot3(vl, n) * 0.5f + 0.5f;
    vec3 h = normalize3(sub3(vl, ev));
    float rim = pow(1.0f - max(-dot3(n, ev), 0.0f), 2.0f) * 0.15f;
    float ao = clamp(v.y * 0.5f + 0.5f, 0.0f, 1.0f);
    return (diffuse + rim) * ao;
}
vec3 ray_dir(float fov, vec2 pos) {
    vec3 r = { pos.x, pos.y, -tan((90.0f - fov * 0.5f) * DEG_TO_RAD) };
    return normalize3(r);
}

float f(vec2 fragCoord) {
    vec3 dir = ray_dir(45.0f, fragCoord);
    vec3 eye = { 0.0f, 0.0f, 4.5f };
    mat3 rot = rotationXY(-1.0f, 1.0f);
    dir = mul(rot, dir);
    eye = mul(rot, eye);

    float depth = ray_marching(eye, dir, 0.0f, clip_far);
    vec3 pos = add3(eye, scale3(dir, depth));
    if (depth >= clip_far)
        return 0.0f;
    else
        return shading(pos, gradient(pos), eye);
}
int main() {
    puts("TX");
    for (int y = 0; y < 80; y++) {
        for (int x = 0; x < 160; x++)
            putchar("  .,-:;+=*#@"[(int)(f(make2((x / 160.0f - 0.5f) * 2.0f, (y / 80.0f - 0.5f) * -2.0f)) * 12.0f)]);
        putchar('\n');
    }

    printf("                一见钟情,不是看了一眼就喜欢上了你。而是在看了一眼之后,就再也没有忘记过你。-----ZXY");
    system("color 0c");
    return 0;
}

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