c++精品小游戏(无错畅玩版)

一、俄罗斯方块

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

#ifdef _MSC_VER // M$的编译器要给予特殊照顾
#if _MSC_VER <= 1200 // VC6及以下版本
#error 你是不是还在用VC6?!
#else // VC6以上版本
#if _MSC_VER >= 1600 // 据说VC10及以上版本有stdint.h了
#include <stdint.h>
#else // VC10以下版本,自己定义int8_t和uint16_t
typedef signed char int8_t;
typedef unsigned short uint16_t;
#endif
#ifndef __cplusplus // 据说VC都没有stdbool.h,不用C++编译,自己定义bool
typedef int bool;
#define true 1
#define false 0
#endif
#endif
#else // 其他的编译器都好说
#include <stdint.h>
#ifndef __cplusplus // 不用C++编译,需要stdbool.h里的bool
#include <stdbool.h>
#endif
#endif

// =============================================================================
// 7种方块的4旋转状态(4位为一行)
static const uint16_t gs_uTetrisTable[7][4] =
{
   { 0x00F0U, 0x2222U, 0x00F0U, 0x2222U }, // I型
   { 0x0072U, 0x0262U, 0x0270U, 0x0232U }, // T型
   { 0x0223U, 0x0074U, 0x0622U, 0x0170U }, // L型
   { 0x0226U, 0x0470U, 0x0322U, 0x0071U }, // J型
   { 0x0063U, 0x0264U, 0x0063U, 0x0264U }, // Z型
   { 0x006CU, 0x0462U, 0x006CU, 0x0462U }, // S型
   { 0x0660U, 0x0660U, 0x0660U, 0x0660U } // O型
};

// =============================================================================
// 初始状态的游戏池
// 每个元素表示游戏池的一行,下标大的是游戏池底部
// 两端各置2个1,底部2全置为1,便于进行碰撞检测
// 这样一来游戏池的宽度为12列
// 如果想要传统的10列,只需多填两个1即可(0xE007),当然显示相关部分也要随之改动
// 当某个元素为0xFFFFU时,说明该行已被填满
// 顶部4行用于给方块,不显示出来
// 再除去底部2行,显示出来的游戏池高度为22行
static const uint16_t gs_uInitialTetrisPool[28] =
{
   0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,
   0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,
   0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U,
   0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xC003U, 0xFFFFU, 0xFFFFU
};

#define COL_BEGIN 2
#define COL_END 14
#define ROW_BEGIN 4
#define ROW_END 26

// =============================================================================
typedef struct TetrisManager // 这个结构体存储游戏相关数据
{
   uint16_t pool[28]; // 游戏池
   int8_t x; // 当前方块x坐标,此处坐标为方块左上角坐标
   int8_t y; // 当前方块y坐标
   int8_t type[3]; // 当前、下一个和下下一个方块类型
   int8_t orientation[3]; // 当前、下一个和下下一个方块旋转状态
   unsigned score; // 得分
   unsigned erasedCount[4]; // 消行数
   unsigned erasedTotal; // 消行总数
   unsigned tetrisCount[7]; // 各方块数
   unsigned tetrisTotal; // 方块总数
   bool dead; // 挂
} TetrisManager;

// =============================================================================
typedef struct TetrisControl // 这个结构体存储控制相关数据
{
   bool pause; // 暂停
   bool clockwise; // 旋转方向:顺时针为true
   int8_t direction; // 移动方向:0向左移动 1向右移动
   // 游戏池内每格的颜色
   // 由于此版本是彩色的,仅用游戏池数据无法存储颜色信息
   // 当然,如果只实现单色版的,就没必要用这个数组了
   int8_t color[28][16];
} TetrisControl;

HANDLE g_hConsoleOutput; // 控制台输出句柄

// =============================================================================
// 函数声明
// 如果使用全局变量方式实现,就没必要传参了
void initGame(TetrisManager *manager, TetrisControl *control); // 初始化游戏

void restartGame(TetrisManager *manager, TetrisControl *control); // 重新开始游戏

void giveTetris(TetrisManager *manager); // 给一个方块

bool checkCollision(const TetrisManager *manager); // 碰撞检测

void insertTetris(TetrisManager *manager); // 插入方块

void removeTetris(TetrisManager *manager); // 移除方块

void horzMoveTetris(TetrisManager *manager, TetrisControl *control); // 水平移动方块

void moveDownTetris(TetrisManager *manager, TetrisControl *control); // 向下移动方块

void rotateTetris(TetrisManager *manager, TetrisControl *control); // 旋转方块

void dropDownTetris(TetrisManager *manager, TetrisControl *control); // 方块直接落地

bool checkErasing(TetrisManager *manager, TetrisControl *control); // 消行检测

void keydownControl(TetrisManager *manager, TetrisControl *control, int key); // 键按下

void setPoolColor(const TetrisManager *manager, TetrisControl *control);

void gotoxyWithFullwidth(short x, short y);

void printPoolBorder();

void printTetrisPool(const TetrisManager *manager, const TetrisControl *control);

void printCurrentTetris(const TetrisManager *manager, const TetrisControl *control); // 显示当前方块

void printNextTetris(const TetrisManager *manager); // 显示下一个和下下一个方块

void printScore(const TetrisManager *manager); // 显示得分信息

void runGame(TetrisManager *manager, TetrisControl *control); // 运行游戏

void printPrompting(); // 显示提示信息

bool ifPlayAgain(); // 再来一次

// =============================================================================
// 主函数
int main()
{
   TetrisManager tetrisManager;
   TetrisControl tetrisControl;
   MessageBoxA(0, "开始游戏", "confirm", MB_ABORTRETRYIGNORE);
   initGame(&tetrisManager, &tetrisControl); // 初始化游戏
   do
   {
       printPrompting(); // 显示提示信息
       printPoolBorder(); // 显示游戏池边界
       runGame(&tetrisManager, &tetrisControl); // 运行游戏
       if (ifPlayAgain()) // 再来一次
       {
           SetConsoleTextAttribute(g_hConsoleOutput, 0x7);
           system("cls"); // 清屏
           restartGame(&tetrisManager, &tetrisControl); // 重新开始游戏
       }
       else
       {
           break;
       }
   } while (1);
   gotoxyWithFullwidth(0, 0);
   CloseHandle(g_hConsoleOutput);
   return 0;
}

// =============================================================================
// 初始化游戏
void initGame(TetrisManager *manager, TetrisControl *control)
{
CONSOLE_CURSOR_INFO cursorInfo = { 1, FALSE }; // 光标信息

g_hConsoleOutput = GetStdHandle(STD_OUTPUT_HANDLE); // 获取控制台输出句柄
SetConsoleCursorInfo(g_hConsoleOutput, &cursorInfo); // 设置光标隐藏
SetConsoleTitleA("俄罗斯方块控制台版——By: NEWPLAN");

restartGame(manager, control);
}

// =============================================================================
// 重新开始游戏
void restartGame(TetrisManager *manager, TetrisControl *control)
{
memset(manager, 0, sizeof(TetrisManager)); // 全部置0

// 初始化游戏池
memcpy(manager->pool, gs_uInitialTetrisPool, sizeof(uint16_t [28]));
srand((unsigned)time(NULL)); // 设置随机种子

manager->type[1] = rand() % 7; // 下一个
manager->orientation[1] = rand() & 3;

manager->type[2] = rand() % 7; // 下下一个
manager->orientation[2] = rand() & 3;

memset(control, 0, sizeof(TetrisControl)); // 全部置0

giveTetris(manager); // 给下一个方块
setPoolColor(manager, control); // 设置颜色
}

// =============================================================================
// 给一个方块
void giveTetris(TetrisManager *manager)
{
uint16_t tetris;

manager->type[0] = manager->type[1]; // 下一个方块置为当前
manager->orientation[0] = manager->orientation[1];

manager->type[1] = manager->type[2];// 下下一个置方块为下一个
manager->orientation[1] = manager->orientation[2];

manager->type[2] = rand() % 7;// 随机生成下下一个方块
manager->orientation[2] = rand() & 3;

tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]]; // 当前方块

// 设置当前方块y坐标,保证刚给出时只显示方块最下面一行
// 这种实现使得玩家可以以很快的速度将方块落在不显示出来的顶部4行内
if (tetris & 0xF000)
{
manager->y = 0;
}
else
{
manager->y = (tetris & 0xFF00) ? 1 : 2;
}
manager->x = 6; // 设置当前方块x坐标

if (checkCollision(manager)) // 检测到碰撞
{
manager->dead = true; // 标记游戏结束
}
else // 未检测到碰撞
{
insertTetris(manager); // 将当前方块加入游戏池
}

++manager->tetrisTotal; // 方块总数
++manager->tetrisCount[manager->type[0]]; // 相应方块数

printNextTetris(manager); // 显示下一个方块
printScore(manager); // 显示得分信息
}

// =============================================================================
// 碰撞检测
bool checkCollision(const TetrisManager *manager)
{
// 当前方块
uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];
uint16_t dest = 0;

// 获取当前方块在游戏池中的区域:
// 游戏池坐标x y处小方格信息,按低到高存放在16位无符号数中
dest |= (((manager->pool[manager->y + 0] >> manager->x) << 0x0) & 0x000F);
dest |= (((manager->pool[manager->y + 1] >> manager->x) << 0x4) & 0x00F0);
dest |= (((manager->pool[manager->y + 2] >> manager->x) << 0x8) & 0x0F00);
dest |= (((manager->pool[manager->y + 3] >> manager->x) << 0xC) & 0xF000);

// 若当前方块与目标区域存在重叠(碰撞),则位与的结果不为0
return ((dest & tetris) != 0);
}

// =============================================================================
// 插入方块
void insertTetris(TetrisManager *manager)
{
// 当前方块
uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];

// 当前方块每4位取出,位或到游戏池相应位置,即完成插入方块
manager->pool[manager->y + 0] |= (((tetris >> 0x0) & 0x000F) << manager->x);
manager->pool[manager->y + 1] |= (((tetris >> 0x4) & 0x000F) << manager->x);
manager->pool[manager->y + 2] |= (((tetris >> 0x8) & 0x000F) << manager->x);
manager->pool[manager->y + 3] |= (((tetris >> 0xC) & 0x000F) << manager->x);
}

// =============================================================================
// 移除方块
void removeTetris(TetrisManager *manager)
{
// 当前方块
uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];

// 当前方块每4位取出,按位取反后位与到游戏池相应位置,即完成移除方块
manager->pool[manager->y + 0] &= ~(((tetris >> 0x0) & 0x000F) << manager->x);
manager->pool[manager->y + 1] &= ~(((tetris >> 0x4) & 0x000F) << manager->x);
manager->pool[manager->y + 2] &= ~(((tetris >> 0x8) & 0x000F) << manager->x);
manager->pool[manager->y + 3] &= ~(((tetris >> 0xC) & 0x000F) << manager->x);
}

// =============================================================================
// 设置颜色
void setPoolColor(const TetrisManager *manager, TetrisControl *control)
{
// 由于显示游戏池时,先要在游戏池里判断某一方格有方块才显示相应方格的颜色
// 这里只作设置即可,没必要清除
// 当移动方块或给一个方块时调用

int8_t i, x, y;

// 当前方块
uint16_t tetris = gs_uTetrisTable[manager->type[0]][manager->orientation[0]];

for (i = 0; i < 16; ++i)
{
y = (i >> 2) + manager->y; // 待设置的列
if (y > ROW_END) // 超过底部限制
{
 break;
}
x = (i & 3) + manager->x; // 待设置的行
if ((tetris >> i) & 1) // 检测的到小方格属于当前方块区域
{
 control->color[y][x] = (manager->type[0] | 8); // 设置颜色
}
}
}

// =============================================================================
// 旋转方块
void rotateTetris(TetrisManager *manager, TetrisControl *control)
{
int8_t ori = manager->orientation[0]; // 记录原旋转状态

removeTetris(manager); // 移走当前方块

// 顺/逆时针旋转
manager->orientation[0] = (control->clockwise) ? ((ori + 1) & 3) : ((ori + 3) & 3);

if (checkCollision(manager)) // 检测到碰撞
{
manager->orientation[0] = ori; // 恢复为原旋转状态
insertTetris(manager); // 放入当前方块。由于状态没改变,不需要设置颜色
}
else
{
insertTetris(manager); // 放入当前方块
setPoolColor(manager, control); // 设置颜色
printCurrentTetris(manager, control); // 显示当前方块
}
}

// =============================================================================
// 水平移动方块
void horzMoveTetris(TetrisManager *manager, TetrisControl *control)
{
int x = manager->x; // 记录原列位置

removeTetris(manager); // 移走当前方块
control->direction == 0 ? (--manager->x) : (++manager->x); // 左/右移动

if (checkCollision(manager)) // 检测到碰撞
{
manager->x = x; // 恢复为原列位置
insertTetris(manager); // 放入当前方块。由于位置没改变,不需要设置颜色
}
else
{
insertTetris(manager); // 放入当前方块
setPoolColor(manager, control); // 设置颜色
printCurrentTetris(manager, control); // 显示当前方块
}
}

// =============================================================================
// 向下移动方块
void moveDownTetris(TetrisManager *manager, TetrisControl *control)
{
int8_t y = manager->y; // 记录原行位置

removeTetris(manager); // 移走当前方块
++manager->y; // 向下移动

if (checkCollision(manager)) // 检测到碰撞
{
manager->y = y; // 恢复为原行位置
insertTetris(manager); // 放入当前方块。由于位置没改变,不需要设置颜色
if (checkErasing(manager, control)) // 检测到消行
{
 printTetrisPool(manager, control); // 显示游戏池
}
}
else
{
insertTetris(manager); // 放入当前方块
setPoolColor(manager, control); // 设置颜色
printCurrentTetris(manager, control); // 显示当前方块
}
}

// =============================================================================
// 方块直接落地
void dropDownTetris(TetrisManager *manager, TetrisControl *control)
{
removeTetris(manager); // 移走当前方块
for (; manager->y < ROW_END; ++manager->y) // 从上往下
{
if (checkCollision(manager)) // 检测到碰撞
{
 break;
}
}
--manager->y; // 上移一格当然没有碰撞

insertTetris(manager); // 放入当前方块
setPoolColor(manager, control); // 设置颜色

checkErasing(manager, control); // 检测消行
printTetrisPool(manager, control); // 显示游戏池
}

// =============================================================================
// 消行检测
bool checkErasing(TetrisManager *manager, TetrisControl *control)
{
static const unsigned scores[5] = { 0, 10, 30, 90, 150 }; // 消行得分
int8_t count = 0;
int8_t k = 0, y = manager->y + 3; // 从下往上检测

do
{
if (y < ROW_END && manager->pool[y] == 0xFFFFU) // 有效区域内且一行已填满
{
 ++count;
 // 消除一行方块
 memmove(manager->pool + 1, manager->pool, sizeof(uint16_t) * y);
 // 颜色数组的元素随之移动
 memmove(control->color[1], control->color[0], sizeof(int8_t [16]) * y);
}
else
{
 --y;
 ++k;
}
} while (y >= manager->y && k < 4);

manager->erasedTotal += count; // 消行总数
manager->score += scores[count]; // 得分

if (count > 0)
{
++manager->erasedCount[count - 1]; // 消行
}

giveTetris(manager); // 给下一个方块
setPoolColor(manager, control); // 设置颜色

return (count > 0);
}

// =============================================================================
// 键按下
void keydownControl(TetrisManager *manager, TetrisControl *control, int key)
{
if (key == 13) // 暂停/解除暂停
{
control->pause = !control->pause;
}

if (control->pause) // 暂停状态,不作处理
{
return;
}

switch (key)
{
case 'w': case 'W': case '8': case 72: // 上
control->clockwise = true; // 顺时针旋转
rotateTetris(manager, control); // 旋转方块
break;
case 'a': case 'A': case '4': case 75: // 左
control->direction = 0; // 向左移动
horzMoveTetris(manager, control); // 水平移动方块
break;
case 'd': case 'D': case '6': case 77: // 右
control->direction = 1; // 向右移动
horzMoveTetris(manager, control); // 水平移动方块
break;
case 's': case 'S': case '2': case 80: // 下
moveDownTetris(manager, control); // 向下移动方块
break;
case ' ': // 直接落地
dropDownTetris(manager, control);
break;
case '0': // 反转
control->clockwise = false; // 逆时针旋转
rotateTetris(manager, control); // 旋转方块
break;
default:
break;
}
}

// =============================================================================
// 以全角定位
void gotoxyWithFullwidth(short x, short y)
{
static COORD cd;

cd.X = (short)(x << 1);
cd.Y = y;
SetConsoleCursorPosition(g_hConsoleOutput, cd);
}

// =============================================================================
// 显示游戏池边界
void printPoolBorder()
{
int8_t y;

SetConsoleTextAttribute(g_hConsoleOutput, 0xF0);
for (y = ROW_BEGIN; y < ROW_END; ++y) // 不显示顶部4行和底部2行
{
gotoxyWithFullwidth(10, y - 3);
printf("%2s", "");
gotoxyWithFullwidth(23, y - 3);
printf("%2s", "");
}

gotoxyWithFullwidth(10, y - 3); // 底部边界
printf("%28s", "");
}

// 定位到游戏池中的方格
#define gotoxyInPool(x, y) gotoxyWithFullwidth(x + 9, y - 3)

// =============================================================================
// 显示游戏池
void printTetrisPool(const TetrisManager *manager, const TetrisControl *control)
{
int8_t x, y;

for (y = ROW_BEGIN; y < ROW_END; ++y) // 不显示顶部4行和底部2行
{
gotoxyInPool(2, y); // 定点到游戏池中的方格
for (x = COL_BEGIN; x < COL_END; ++x) // 不显示左右边界
{
 if ((manager->pool[y] >> x) & 1) // 游戏池该方格有方块
 {
 // 用相应颜色,显示一个实心方块
 SetConsoleTextAttribute(g_hConsoleOutput, control->color[y][x]);
 printf("■");
 }
 else // 没有方块,显示空白
 {
 SetConsoleTextAttribute(g_hConsoleOutput, 0);
 printf("%2s", "");
 }
}
}
}

// =============================================================================
// 显示当前方块
void printCurrentTetris(const TetrisManager *manager, const TetrisControl *control)
{
int8_t x, y;

// 显示当前方块是在移动后调用的,为擦去移动前的方块,需要扩展显示区域
// 由于不可能向上移动,故不需要向下扩展
y = (manager->y > ROW_BEGIN) ? (manager->y - 1) : ROW_BEGIN; // 向上扩展一格
for (; y < ROW_END && y < manager->y + 4; ++y)
{
x = (manager->x > COL_BEGIN) ? (manager->x - 1) : COL_BEGIN; // 向左扩展一格
for (; x < COL_END && x < manager->x + 5; ++x) // 向右扩展一格
{
 gotoxyInPool(x, y); // 定点到游戏池中的方格
 if ((manager->pool[y] >> x) & 1) // 游戏池该方格有方块
 {
 // 用相应颜色,显示一个实心方块
 SetConsoleTextAttribute(g_hConsoleOutput, control->color[y][x]);
 printf("■");
 }
 else // 没有方块,显示空白
 {
 SetConsoleTextAttribute(g_hConsoleOutput, 0);
 printf("%2s", "");
 }
}
}
}

// =============================================================================
// 显示下一个和下下一个方块
void printNextTetris(const TetrisManager *manager)
{
int8_t i;
uint16_t tetris;

// 边框
SetConsoleTextAttribute(g_hConsoleOutput, 0xF);
gotoxyWithFullwidth(26, 1);
printf("┏━━━━┳━━━━┓");
gotoxyWithFullwidth(26, 2);
printf("┃%8s┃%8s┃", "", "");
gotoxyWithFullwidth(26, 3);
printf("┃%8s┃%8s┃", "", "");
gotoxyWithFullwidth(26, 4);
printf("┃%8s┃%8s┃", "", "");
gotoxyWithFullwidth(26, 5);
printf("┃%8s┃%8s┃", "", "");
gotoxyWithFullwidth(26, 6);
printf("┗━━━━┻━━━━┛");

// 下一个,用相应颜色显示
tetris = gs_uTetrisTable[manager->type[1]][manager->orientation[1]];
SetConsoleTextAttribute(g_hConsoleOutput, manager->type[1] | 8);
for (i = 0; i < 16; ++i)
{
gotoxyWithFullwidth((i & 3) + 27, (i >> 2) + 2);
((tetris >> i) & 1) ? printf("■") : printf("%2s", "");
}

// 下下一个,不显示彩色
tetris = gs_uTetrisTable[manager->type[2]][manager->orientation[2]];
SetConsoleTextAttribute(g_hConsoleOutput, 8);
for (i = 0; i < 16; ++i)
{
gotoxyWithFullwidth((i & 3) + 32, (i >> 2) + 2);
((tetris >> i) & 1) ? printf("■") : printf("%2s", "");
}
}

// =============================================================================
// 显示得分信息
void printScore(const TetrisManager *manager)
{
static const char *tetrisName = "ITLJZSO";
int8_t i;

SetConsoleTextAttribute(g_hConsoleOutput, 0xE);

gotoxyWithFullwidth(2, 2);
printf("■得分:%u", manager->score);

gotoxyWithFullwidth(1, 6);
printf("■消行总数:%u", manager->erasedTotal);
for (i = 0; i < 4; ++i)
{
gotoxyWithFullwidth(2, 8 + i);
printf("□消%d:%u", i + 1, manager->erasedCount[i]);
}

gotoxyWithFullwidth(1, 15);
printf("■方块总数:%u", manager->tetrisTotal);

for (i = 0; i < 7; ++i)
{
gotoxyWithFullwidth(2, 17 + i);
printf("□%c形:%u", tetrisName[i], manager->tetrisCount[i]);
}
}

// =============================================================================
// 显示提示信息
void printPrompting()
{
SetConsoleTextAttribute(g_hConsoleOutput, 0xB);
gotoxyWithFullwidth(26, 10);
printf("■控制:");
gotoxyWithFullwidth(27, 12);
printf("□向左移动:← A 4");
gotoxyWithFullwidth(27, 13);
printf("□向右移动:→ D 6");
gotoxyWithFullwidth(27, 14);
printf("□向下移动:↓ S 2");
gotoxyWithFullwidth(27, 15);
printf("□顺时针转:↑ W 8");
gotoxyWithFullwidth(27, 16);
printf("□逆时针转:0");
gotoxyWithFullwidth(27, 17);
printf("□直接落地:空格");
gotoxyWithFullwidth(27, 18);
printf("□暂停游戏:回车");
gotoxyWithFullwidth(25, 23);
printf("■By: NEWPLAN @ UESTC");
}

// =============================================================================
// 运行游戏
void runGame(TetrisManager *manager, TetrisControl *control)
{
clock_t clockLast, clockNow;

clockLast = clock(); // 计时
printTetrisPool(manager, control); // 显示游戏池

while (!manager->dead) // 没挂
{
while (_kbhit()) // 有键按下
{
 keydownControl(manager, control, _getch()); // 处理按键
}

if (!control->pause) // 未暂停
{
 clockNow = clock(); // 计时
 // 两次记时的间隔超过0.45秒
 if (clockNow - clockLast > 0.45F * CLOCKS_PER_SEC)
 {
 clockLast = clockNow;
 keydownControl(manager, control, 80); // 方块往下移
 }
}
}
}

// =============================================================================
// 再来一次
bool ifPlayAgain()
{
int ch;

SetConsoleTextAttribute(g_hConsoleOutput, 0xF0);
gotoxyWithFullwidth(15, 10);
printf("游戏结束");
gotoxyWithFullwidth(13, 11);
printf("按Y重玩,按N退出");

do
{
ch = _getch();
if (ch == 'Y' || ch == 'y')
{
 return true;
}
else if (ch == 'N' || ch == 'n')
{
 return false;
}
} while (1);
}

二、愤怒😡的小鸟🐦

#include <bits/stdc++.h>

#include <windows.h>

#include <stdio.h>

#include <conio.h>

#include <time.h>

using namespace std;

const double pi = 3.1415926536;

int toint (float a) {

return ((int) (a * 10 + 5)) / 10;

}

void Color (int a) {

   if (a == 0 || a == 14 || a == 20) {

    SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),

FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);

} else if (a == 1 || a == 12) {

SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),

FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);

} else if (a == 2) {

SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),

FOREGROUND_INTENSITY |FOREGROUND_GREEN);

} else if (a == 3) {

SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),

FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);

} else if (a == 4 || a == 11) {

SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),

FOREGROUND_INTENSITY|FOREGROUND_RED);

} else if (a == 5 || a == 13) {

SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),

FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);

} else if (a == 7) {

SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),

FOREGROUND_GREEN|FOREGROUND_BLUE);

} else if (a == 15) {

SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY);

} else if (a == 16) {

SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE), FOREGROUND_GREEN);

} else if (a == 17) {

SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE), FOREGROUND_RED);

} else if (a == 8) {

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

} else if (a == 6) {

SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),

FOREGROUND_INTENSITY|FOREGROUND_BLUE);

} else if (a == 9) {

SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE),

FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_RED|BACKGROUND_GREEN);

}

}

void SetPos (float x, float y) {

   int xx = toint (x), yy = toint (y);

   COORD pos;

pos.X = yy * 2;

pos.Y = xx;

SetConsoleCursorPosition (GetStdHandle (STD_OUTPUT_HANDLE), pos);

}

struct node {

   int W, W2, S, mS;

   float X, Y;

   float vx, vy;

   float ax, ay;

   bool go, boom;

} blt[100001], pig[100001], boo[100001];

int T, yX, yY, Xy, put, K, K2, Sle, What;

int Bot, Pit, Blt, Pig, Sco, pigk, scok;

int m[41][41];

void Cout (int a, int x, int y) {

   if (a == 1) {

    SetPos (x, y);

Color (5);

cout << put << ' ';

}

if (y == 202) {

       SetPos (pig[a].X, pig[a].Y);

cout << "  ";

       if ((pig[a].W == 2 || pig[a].W == 3) && pig[a].X >= 2) {

        SetPos (pig[a].X - 2, pig[a].Y);

cout << "  ";

SetPos (pig[a].X - 1, pig[a].Y);

cout << "  ";

} else if (pig[a].W == 4) {

        SetPos (pig[a].X, pig[a].Y - 1);

cout << "  ";

} else if(pig[a].W == 5) {

SetPos (pig[a].X - 1, pig[a].Y);

cout << "  ";

SetPos (pig[a].X - 1, pig[a].Y - 1);

cout << "  ";

}

   }

   if (a == 2) {

    for (int i = 0; i <= 40; i++) {

    for (int j = 0; j <= 40; j++) {

    if (i <= 18 && m[i][j] == 1) {

    SetPos (i, j);

Color (7);

cout << "■";

}

if (m[i][j] >= 2 && m[i][j] <= 19) {

SetPos (i, j);

Color (5);

cout << "█";

m[i][j]++;

}

if (m[i][j] > 19 && m[i][j] <= 29) {

SetPos (i, j);

Color (0);

cout << "█";

m[i][j]++;

if (m[i][j] == 30) {

SetPos (i, j);

Color (0);

cout << "  ";

m[i][j] = 0;

}

if (m[i][j] >= 31 && m[i][j] <= 49) {

SetPos (i, j);

Color (0);

cout << "■";

m[i][j]++;

}

if (m[i][j] == 50) {

SetPos (i, j);

Color (7);

cout << "■";

m[i][j] = 1;

}

}

}

}

}

   if (y == 666) {

       SetPos (blt[a].X, blt[a].Y);

       Color (10 + blt[a].W);

cout<<"●";

   }

Color (0);

}

void Go (int a) {

   SetPos (blt[a].X, blt[a].Y);

cout << "  ";

   blt[a].X += blt[a].vx / 2;

blt[a].Y += blt[a].vy / 2;

blt[a].vx += blt[a].ax / 2;

blt[a].vy += blt[a].ay / 2;

   if (blt[a].X >= 20) {

    blt[a].X = 19;

}

   if (blt[a].X > 20 || blt[a].Y > 38 || blt[a].X < 0 || blt[a].Y <= 0) {

    blt[a].go = 1;

}

   if (blt[a].W2 == 1 && blt[a].Y >= Xy) {

blt[a].go = 1;

Sle = 0;//地跑鸟

}

   if (blt[a].W2 == 0) {

       for (int i = 0; i <= blt[a].vx / 2 + 1; i++) {

           if (blt[a].vx > 0 && m[toint (blt[a].X) + i][toint (blt[a].Y)] == 1) {

               if (blt[a].W != 5) {

                blt[a].boom = 1;

}

               blt[a].X = toint (blt[a].X) + i - 1;

blt[a].Y += blt[a].vy / 2;

blt[a].vx = -blt[a].vx * 0.4;

blt[a].vy = blt[a].vy * 0.8;

               if (blt[a].W == 3) {

                blt[a].ax = 0.5;

}

if (blt[a].W == 7) {

blt[a].vx *= 2;

}

               if (blt[a].W == 10) {

                blt[a].go = 1;

Bot++;

boo[Bot].X = blt[a].X;

boo[Bot].Y = blt[a].Y;

boo[Bot].S = 1;

boo[Bot].mS = 4;

}

           }

           if (blt[a].vx < 0 && m[toint (blt[a].X) - i][toint(blt[a].Y)] == 1) {

               if (blt[a].W != 5) {

                blt[a].boom = 1;

}

               blt[a].X = toint (blt[a].X) + i + 1;

blt[a].Y += blt[a].vy / 2;

blt[a].vx = -blt[a].vx;

blt[a].vy=blt[a].vy * 0.8;

               if (blt[a].W == 3) {

                blt[a].ax = 0.5;

}

if (blt[a].W == 7) {

blt[a].vx *= 2;

}

               if (blt[a].W == 10) {

                blt[a].go = 1;

Bot++;

boo[Bot].X = blt[a].X;

boo[Bot].Y = blt[a].Y;

boo[Bot].S = 1;

boo[Bot].mS = 4;

}

           }

       }

       if (abs (blt[a].vx) <= 0.1 && abs (blt[a].vy) <= 0.1 && abs (blt[a].ay) <= 0.1) {

           blt[a].go = 1;

           if (blt[a].W == 5) {

            Bot++;

boo[Bot].X = blt[a].X;

boo[Bot].Y = blt[a].Y;

boo[Bot].S = 1;

boo[Bot].mS = 4;

blt[a].go = 1;

}

       }

   }

   if (blt[a].go == 0) {

    Cout (a, 0, 666);

}

}

void Kill (int a) {

   if (pig[a].go == 0 && pig[a].W != 2 && pig[a].W != 3 && pig[a].Y < 16) {

    Cout (a, 202, 202);

pig[a].Y = 16;

}

   if (pig[a].go == 0 && pig[a].W == 4 && pig[a].Y < 20) {

    pig[a].W = 1;

}

   int R = rand () % 50;

Cout (a, 202, 202);

   //清除猪猪

   pig[a].X += pig[a].vx / 2;

pig[a].Y += pig[a].vy / 2;

pig[a].vx += pig[a].ax / 2;

pig[a].vy += pig[a].ay / 2;

   for (int i = -2; i <= pig[a].vx / 2 + 1; i++) {

       if (m[toint (pig[a].X) + i][toint (pig[a].Y)] == 1) {

        pig[a].X = toint (pig[a].X) + i - 1;

pig[a].Y += pig[a].vy / 2;

pig[a].vx = -pig[a].vx * 0.5;

pig[a].vy = pig[a].vy * 0.8;

}        

   }

   for (int i = Blt - 10; i <= Blt; i++) {

       if (pig[a].W == 5 && blt[i].go == 0 && abs (pig[a].X - blt[i].X) <= 1

&& abs (pig[a].Y - blt[i].Y) <= 1) {

m[toint (pig[a].X) - 1][toint (pig[a].Y)] = 2;

pig[a].W2++;

Sco += 2;

break;

}

       if (pig[a].W == 5 && m[toint (pig[a].X)][toint (pig[a].Y)] >= 2 &&

m[toint (pig[a].X)][toint (pig[a].Y)] < 30) {

m[toint (pig[a].X) - 1][toint (pig[a].Y)] = 2;

pig[a].W2++;

Sco += 2;

break;

}

       if (blt[i].go == 0 && abs (pig[a].X - blt[i].X) <= 1 && abs (pig[a].Y - blt[i].Y) <= 1) {

           if (pig[a].W == 6) {

            Bot++;

boo[Bot].X = pig[a].X;

boo[Bot].Y = pig[a].Y;

boo[Bot].S = 1;

boo[Bot].mS = 4;

blt[i].go = 1;

}

           m[toint (pig[a].X)][toint (pig[a].Y)] = 2;

pig[a].go = 1;

Pig--;

Sco+=10;

break;

       }

       if (m[toint (pig[a].X)][toint (pig[a].Y)] >= 2 &&

m[toint (pig[a].X)][toint (pig[a].Y)] < 30) {

           if (pig[a].W == 6) {

            Bot++;

boo[Bot].X = pig[a].X;

boo[Bot].Y = pig[a].Y;

boo[Bot].S = 1;

boo[Bot].mS = 4;

}

           pig[a].go = 1;

Pig--;

Sco += 10;

break;

       }

       if ((pig[a].W == 2 || pig[a].W == 3) && blt[i].go == 0 &&

abs (pig[a].X - 2 - blt[i].X) <= 1 && abs (pig[a].Y - blt[i].Y) <= 1) {

m[toint (pig[a].X)][toint (pig[a].Y)] = 2;

pig[a].go = 1;

Pig--;

Sco += 10;

break;

}

       if ((pig[a].W == 2 || pig[a].W == 3) &&

m[toint (pig[a].X - 2)][toint (pig[a].Y)] >= 2

&& m[toint (pig[a].X - 2)][toint (pig[a].Y)] < 30) {

pig[a].go = 1;

Pig--;

Sco += 10;

break;

}

   }

   //弄死猪猪

   if (pig[a].go == 0) {

       if (pig[a].go == 0 && pig[a].W != 2 && pig[a].W != 3 && pig[a].Y < 16) {

        Cout (a, 202, 202);

pig[a].Y = 16;

}

       if (pig[a].go == 0 && pig[a].W == 4 &&pig[a].Y < 20) {

        pig[a].W = 1;

}

       int Xx = toint (pig[a].X), Xy = toint (pig[a].Y);

       if (pig[a].W == 6) {

        SetPos (pig[a].X, pig[a].Y);

Color (9);

cout << "TN";

Color (0);

} else {

       SetPos (pig[a].X, pig[a].Y);

Color (2);

cout << "●";

       if ((pig[a].W == 2 || pig[a].W == 3) && pig[a].X >= 2) {

        SetPos (pig[a].X - 2, pig[a].Y);

Color (0);

cout << "○";

SetPos (pig[a].X - 1, pig[a].Y);

cout << "|";

} else if (pig[a].W == 4) {

SetPos (pig[a].X, pig[a].Y - 1);

Color (2);

cout << "﹃";

} else if (pig[a].W == 5) {

           SetPos (pig[a].X - 1, pig[a].Y);

Color (8);

SetPos (pig[a].X - 1, pig[a].Y - 1);

cout << "▁";

           if (pig[a].W2 == 0) {

            cout << "▅";

} else if (pig[a].W2 == 1) {

cout << "▃";

} else if (pig[a].W2 == 2) {

cout << "▂";

} else if (pig[a].W2 == 3) {

pig[a].W = 1;

pig[a].W2 = 0;

SetPos (pig[a].X - 1, pig[a].Y - 1);

cout << "  ";

}

        }

       }

       //输出猪猪

       if (pig[a].W == 2 && pig[a].X > pig[a].S) {

        pig[a].W = 3;

pig[a].ax = -0.4;

pig[a].vx = 1.5;

} else if (pig[a].W == 3 && pig[a].X <= pig[a].S) {

pig[a].W = 2;

pig[a].ax = 0.4;

pig[a].vx = -1.5;

}

       if ((pig[a].W == 2 || pig[a].W == 3) && (pig[a].Y <= 10 || pig[a].Y >= 38)) {

        pig[a].vy *= -1;

}

       if (pig[a].W == 4 && R == 0 && pig[a].X == 20) {

        pig[a].vx = -((rand () % 40) / 10);

}

       if(pig[a].W == 4) {

           int r = rand () % 20;

           for (int i = Blt - 10; i <= Blt; i++) {

            if (r <= 5 && blt[i].go == 0 && pig[a].Y - blt[i].Y <= 5 &&

abs (blt[i].X - pig[a].X) <= 1.5 && r < 5) {

r = 0;

break;

}

}  

           if (r == 0) {

               m[toint (pig[a].X)][toint (pig[a].Y) - 2] = 10;

m[toint (pig[a].X)][toint (pig[a].Y) - 3] = 2;

               for (int j = toint (pig[a].Y) - 1; j >= toint (pig[a].Y) - 5; j--) {

                   for (int i = Blt - 10; i <= Blt; i++) {

                    if (blt[i].go == 0 && !(blt[i].W == 3 && blt[i].boom == 1)

&& blt[i].W2 == 0 && toint (blt[i].Y) == j

&& abs (blt[i].X - pig[a].X) <= 2) {

blt[i].vy = -2;

}

}

                   for (int i = Pit - 50; i <= Pit; i++) {

                    if (pig[i].go == 0 && toint (pig[i].Y) == j && abs (pig[i].X - pig[a].X) <= 2) {

                    pig[i].vy = -1;

}

}

               }

           }

       }

       //移动猪猪

       if (pig[a].go == 0 && pig[a].W != 2 && pig[a].W != 3 && pig[a].Y < 16) {

        Cout (a, 202, 202);

pig[a].Y = 16;

}

       if (pig[a].go == 0 && pig[a].W == 4 && pig[a].Y < 20) {

pig[a].W = 1;

}

       if (pig[a].X > 20 || pig[a].Y > 38 || pig[a].X < 0 || pig[a].Y <= 0) {

        pig[a].go = 1;

Pig--;

Cout (a, 202, 202);

}

       //清除猪猪

   }

}

void Creat (int a, int p) {

   if (a == -1 && p == -1) {

       Blt++;

blt[Blt].W = What;

blt[Blt].W2 = 1;

       blt[Blt].vy = 1;

blt[Blt].X = 19;

blt[Blt].Y = 0;

blt[Blt].boom = 1;

   } else if (a == 0 && p == -1) {

       int u = rand () % 7 + 1, U = rand() % 30;

       if (u >= 5) {

        Pit++;

pig[Pit].Y = rand () % 15 + 20;

pig[Pit].X = 2;

pig[Pit].ax = 0.5;

pig[Pit].W = 1;

} else if (u == 1) {

Pit++;

pig[Pit].Y = rand () % 15 + 20;

pig[Pit].X = 2;

pig[Pit].vy = 0.5;

pig[Pit].ax = 0.5;

pig[Pit].S = rand () % 5 + 7;

pig[Pit].W = 2;

} else if (u == 2) {

Pit++;

pig[Pit].Y = rand () % 15 + 20;

pig[Pit].X = 2;

pig[Pit].ax = 0.5;

pig[Pit].W = 4;

} else if (u == 3) {

Pit++;

pig[Pit].Y = rand () % 15 + 20;

pig[Pit].X = 2;

pig[Pit].ax = 0.5;

pig[Pit].W = 5;

} else if (u == 4) {

Pit++;

pig[Pit].Y = rand () % 15 + 20;

pig[Pit].X = 2;

pig[Pit].ax = 0.5;

pig[Pit].W = 6;

}

       if (U == 1) {

        Bot++;

boo[Bot].Y = rand () % 13 + 15;

boo[Bot].X = (rand () % 4) * 3 + 8;

boo[Bot].S = 0;

boo[Bot].mS = rand () % 2 + 2;

boo[Bot].W2 = 1;

}

   } else {

       Blt++;

blt[Blt].W = What;

       if (a == 1) {

blt[Blt].X = yX;

blt[Blt].Y = yY;

blt[Blt].ax = 0.5; //抛物线

}

       blt[Blt].vx = -3.5 * sin (p * pi / 180);

       blt[Blt].vy = 3 * cos (p * pi / 180);

       if (p <= 45) {

        blt[Blt].vy *= 1 + (0.33 - 0.01 * (45 - p));

}

       if (p >= 45) {

        blt[Blt].vy *= 1 + (0.33 - 0.01 * (p - 45));

}

       if (blt[Blt].W == 6) {

        blt[Blt].vy *= 1.2;

blt[Blt].ax = 0.4;

}

   }

}

void Boom (int a) {

   if (boo[a].W2 == 0) {

       int ms = boo[a].mS, s = boo[a].S, x = boo[a].X, y = boo[a].Y;

       if (s == ms) {

        return ;

}

       for (int i = x - s; i <= x + s; i++) {

        for (int j = y - s; j <= y + s; j++) {

        float k = (i - x) * (i - x) + (j - y) * (j - y) - s * s;

            if (k <= s && k >= -s && i <= 20 && j <= 38 && i >= 0 && j > 0 && m[i][j] != 1) {

            m[i][j] = 2;

}

}

}

       boo[a].S++;

   }

   if (boo[a].W2 == 1) {

       int ms = boo[a].mS, s = boo[a].S, x = boo[a].X, y = boo[a].Y;

       if (s == ms) {

        return ;

}

       if (y - s > 10) {

        m[x][y-s] = 31 - 31 * (boo[a].W2 - 1);

}

       if (y + s < 40) {

        m[x][y+s] = 31 - 31 * (boo[a].W2 - 1);

}

       boo[a].S++;

   }

}

void Move (int a) {

   Color (5);

   if (a == -2) {

    SetPos (17, Xy);

cout << "        ";

SetPos (18, Xy);

cout << "        ";

SetPos (19, Xy);

cout << "        ";

SetPos (20, Xy);

cout << "       ";

}

   if (a == -1) {

    SetPos (17, Xy);

cout << "        ";

SetPos (18, Xy);

cout << "  ┃  ┃";

SetPos (19, Xy);

cout << "  ╰┳╯";

SetPos (20, Xy);

cout << "     ▏";

}

   if (a == 0) {

    SetPos (18, Xy);

cout << "  ┃";

Color (What + 10);

cout << "●";

Color (5);

cout << "┃";

SetPos (19, Xy);

cout << "  ╰┳╯";

SetPos (20, Xy);

cout << "     ▏";

}

   if (a == 1) {

    SetPos (18, Xy);

cout << "  ";

Color (What + 10);

cout << "●";

Color (5);

cout << "  ┃";

SetPos (19, Xy);

cout << "  ╰┳╯";

SetPos (20, Xy);

cout << "     ▏";

}

   if (a == 2) {

    SetPos (18, Xy);

Color (What + 10);

cout << "●";

Color (5);

cout << "┃  ┃";

SetPos (19, Xy);

cout << "  ╰┳╯";

SetPos (20, Xy);

cout << "     ▏";

}

   if (a == 3) {

    SetPos (18, Xy);

cout << "  ┃  ┃";

SetPos (19, Xy);

Color (What + 10);

cout << "●";

Color (5);

cout << "╰┳╯";

SetPos (20, Xy);

cout << "     ▏";

}

   if (a == 4) {

    SetPos (18, Xy);

cout << "  ┃  ┃";

SetPos (19, Xy);

cout << "  ╰┳╯";

SetPos (20, Xy);

Color (What + 10);

cout << "●";

Color (5);

cout << "   ▏";

}

   if (a == 5) {

    SetPos (18, Xy);

cout << "  ┃  ┃";

SetPos (19, Xy);

cout << "  ╰┳╯";

SetPos (20, Xy);

cout << "  ";

Color (What + 10);

cout << "●";

Color (5);

cout << " ▏";

}

   if (a == 6) {

    SetPos (18, Xy);

cout << "  ┃  ┃";

SetPos (19, Xy);

cout << "  ╰┳╯";

SetPos (20, Xy);

cout << "    ";

Color (What + 10);

cout << "●";

Color (5);

cout << " ";

}

   Color (0);

}

void Start () {

   char g;

Color (5);

system ("cls");

   SetPos (1, 1);

cout << "------- 愤 怒 的 小 鸟 -------";

Color (0);

   SetPos (3, 1);

cout << "空格瞄准,按X触发小鸟技能,←→移动弹弓";

   SetPos (5, 1);

cout << "猪猪技能自动触发,空中会有墙出现。";

   SetPos (7, 1);

cout << "危险值由命中率,猪的存活时间计算!";

   SetPos (9, 1);

cout << "危险值点满后失败!1500分通关!";

   SetPos (1, 20);

cout << "-------- 小 鸟 技 能 --------";

   SetPos (3, 20);

Color (11);

cout << "●";

Color (0);

cout << ":无技能";

   SetPos (5, 20);

Color (12);

cout << "●";

Color (0);

cout << ":分身!不同分身初速度大小相同,";

   SetPos(6,20);cout<<"        方向不同。";

   SetPos (7, 20);

Color (13);

cout << "●";

Color (0);

cout << ":加速!以当前速度做匀速直线运动,";

   SetPos (8, 20);

cout << "          且免疫狙击猪的冲击。";

   SetPos (9, 20);

Color (14);

cout << "●";

Color (0);

cout << ":投蛋!并获得向上速度做匀速直线";

   SetPos (10, 20);

cout << "          运动,快达可以穿墙。";

   SetPos (11, 20);

Color (15);

cout << "●";

Color (0);

cout << ":爆炸!";

   SetPos (13, 20);

Color (16);

cout << "●";

Color (0);

cout << ":回旋!开始做向左加速运动!发射";

   SetPos (14, 20);

cout << "          时获得双倍水平速度。";

   SetPos (15, 20);

Color (17);

cout << "●";

Color (0);

cout << ":[被动] 弹跳力为普通鸟三倍。发射";

   SetPos (16, 20);

cout << "          时获得1.5倍水平、竖直速度。";

   SetPos (11, 1);

cout << "-------- 猪 猪 技 能 --------";

   SetPos (13, 2);

Color (2);

cout << "●";

Color (0);

cout << ":无技能";

   SetPos (14, 1);

Color (8);

cout << "▁▅";

   SetPos (15, 2);

Color (2);

cout << "●";

Color (0);

cout << ":防御力为普通猪三倍";

   SetPos (16, 2);

cout << "○";

   SetPos (17, 2);

cout << "│:做空中简谐运动,受死范围";

   SetPos (18, 2);

Color (2);

cout << "●";

Color (0);

cout << "  为普通猪两倍。";

   SetPos (19, 2);

cout << "    有几率跳起或发射冲击波,冲";

   SetPos (20, 1);

Color (2);

cout << "﹃●";

Color (0);

cout << ":开小鸟与同类,可以引爆TNT!";

   SetPos (18, 20);

Color (5);

cout << "按 y 开始游戏!";

A:

if (kbhit ()) {

g = _getch ();

}

   if(g != 'y') {

goto A;

}

}

int main () {

   system ("mode con cols=79 lines=22");

   CONSOLE_CURSOR_INFO cursor_info = {1, 0};

   SetConsoleCursorInfo (GetStdHandle (STD_OUTPUT_HANDLE), &cursor_info);

   srand ((unsigned)time(NULL));

St:Start ();

system ("cls");

   memset (blt, 0, sizeof (blt));

memset (pig, 0, sizeof (pig));

   memset (boo, 0, sizeof (boo));

memset (m, 0, sizeof (m));

   T = put = K = K2 = Sle = What = Pig = Sco = 0;

pigk = scok = -1;

   Xy = 4;

yX = 18;

yY = 6;

Blt = 20;

Bot = 20;

Pit = 60;

Color (7);

   SetPos (19, 14);

cout << "■";

   SetPos (20, 13);

cout << " █▍";

m[19][14] = m[20][13] = m[20][14] = 1;

   SetPos (21, 0);

for (int i = 0; i < 39; i++) {

cout << "■";

m[21][i] = 1;

}

   Color (0);

What = rand () % 5 + 1;

   while (1) {

       if (Sco >= 1500) {

        break;

}

       T++;

K = 0;

Color (0);

       if (Sco != scok) {

        SetPos (1, 1);

cout << "分数:" << Sco << ' ';

}

       if (Pig != pigk) {

SetPos (3, 1);

cout << "危险值:";

int aa = min (Sco / 100, 10);

Pig += aa;

        SetPos (3, 5);

if (Pig <= 2) {

Color (2);

} else if (Pig <= 4) {

Color (16);

} else if (Pig <= 6) {

Color (7);

} else if (Pig <= 9) {

Color (6);

} else if (Pig <= 12) {

Color (3);

} else if (Pig <= 15) {

Color (17);

} else {

Color (11);

}

        for (int i = 1; i <= Pig; i++) {

        cout << "■";

}

Color (0);

cout << ' ' << Pig;

for (int i = 1; i <= 5; i++) {

cout << "  ";

}

        if (Pig > 18) {

        break;

}

Pig -= aa;

}

       scok = Sco;

pigk = Pig;

       if (GetAsyncKeyState (VK_LEFT)&0x8000 && Xy > 0) {

        Move (-2);

Xy--;

K = 1;

}

       if (GetAsyncKeyState (VK_RIGHT)&0x8000 && Xy < 10) {

        Move (-2);

Xy++;

K = 1;

}

       if (K == 1) {

           if (put == 0 && Sle == 0) {

            Move (0);

} else {

Move (-1);

}

       }

       if (kbhit ()) {

           char g = _getch ();

           if (g == 'x' || g == 'X') {

               for (int i = Blt - 10; i <= Blt; i++) {

                if (blt[i].go == 0 && blt[i].boom == 0 && blt[i].W != 1 && blt[i].W != 7) {

                blt[i].boom = 1;

                   if (blt[i].W == 2) {

                       Blt++;

blt[Blt].W = 2;

blt[Blt].vy = blt[i].vy * 1.2;

blt[Blt].vx = blt[i].vx + 1;

                       blt[Blt].ax = blt[i].ax;

blt[Blt].X = blt[i].X;

blt[Blt].Y = blt[i].Y;

blt[Blt].boom = 1;

                       Blt++;

blt[Blt].W = 2;

blt[Blt].vy = blt[i].vy * 0.7;

blt[Blt].vx = blt[i].vx - 1;

                       blt[Blt].ax = blt[i].ax;

blt[Blt].X = blt[i].X;

blt[Blt].Y = blt[i].Y;

blt[Blt].boom = 1;

                   }

                   if (blt[i].W == 3) {

                    blt[i].vy = fmax (blt[i].vy * 1.5, 2.5);

blt[Blt].vx++;

blt[i].ax = 0;

}

                   if (blt[i].W == 4) {

                       blt[i].vx = -3;

blt[i].ax = 0.1;

Blt++;

blt[Blt].boom = 1;

blt[Blt].W = 10;

                       blt[Blt].X = blt[i].X;

blt[Blt].Y = blt[i].Y;

blt[Blt].ax = blt[i].ax;

blt[Blt].vx = 1;

                   }

                   if (blt[i].W == 5) {

                    Bot++;

boo[Bot].X = blt[i].X;

boo[Bot].Y = blt[i].Y;

boo[Bot].S = 1;

boo[Bot].mS = 5;

blt[i].go = 1;

}

                   if (blt[i].W == 6) {

                    blt[i].ay = -1;

blt[i].ax = 0.3;

blt[i].vx = min (blt[i].vx / 2, (float)0);

}

                   break;

}

}

           }

       }

       if (GetAsyncKeyState (' ')&0x8000 && K == 0 && Sle == 0) {

           if (put <= 5) {

            Move (1);

yX = 18;

yY = Xy + 1;

} else if (put <= 20) {

Move (2);

yX = 18;

yY = Xy;

} else if (put <= 40) {

Move (3);

yX = 19;

yY = Xy;

} else if (put <= 60) {

Move (4);

yX = 20;

yY = Xy;

} else if (put <= 80) {

            Move (5);

yX = 20;

yY = Xy + 1;

} else {

Move (6);

yX = 20;

yY = Xy + 2;

}

           if (put == 0) {

            K2 = 1;

}

if (put == 90) {

K2 = -1;

}

           if (K2 == 1) {

            put += min (rand () % 7 + 1, 90 - put);

}

           if (K2 == -1) {

            put-=min(rand()%7+1,put);

}

           Cout (1, 17, Xy + 2);

       }

       if ((!(GetAsyncKeyState (' ')&0x8000) && (put != 0)) || (put != 0 && K == 1)) {

        Move (-1);

Creat (1, put);

put = 0;

yX = 18;

yY = 5;

Sle = 1;

What = rand () % 7 + 1;

Creat (-1, -1);

Sco = max (Sco - 5, 0);

}

       for (int i = Blt - 10; i <= Blt; i++) {

        if (blt[i].go == 0) {

        Go (i);

}

}

       for (int i = Bot - 10; i <= Bot; i++) {

        if (boo[i].go == 0) {

        Boom (i);

Cout (2, 0, 0);

}

}

       for (int i = Pit - 50; i <= Pit; i++) {

        if (pig[i].go == 0) {

        Kill (i);

}

}

       if (Sle != 0) {

        Move (-1);

} else if (put == 0) {

Move (0);

}

       if (T % 300 == 0) {

        system ("cls");

pigk = scok = -1;

}

       if (T % 100 == 0) {

           Color (7);

           for (int i = 0; i <= 18; i++) {

            for (int j = 0; j <= 40; j++) {

            if (m[i][j] == 1 && T % 100 == 0) {

            SetPos (i, j);

cout << "■";

}

}

}

           SetPos (19, 14);

cout << "■";

SetPos (20, 13);

cout <<" █▍";

           SetPos (21, 0);

for (int i = 0; i < 39; i++) {

cout << "■";

Color (0);

}

       }

       if (T % min (50, (2000 - Sco) / 30) == 0) {

        Pig++;

Creat (0, -1);

}

       Sleep (30);

   }

   if (Sco < 1500) {

if (MessageBox (NULL, "很遗憾,您输了,您还想再来一次吗?", "温馨提示", MB_YESNO) == IDYES) {

goto St;

} else {

return 0;

}

} else {

if (MessageBox (NULL, "恭喜您赢了!您还想再来一次吗?", "温馨提示", MB_YESNO) == IDYES) {

goto St;

} else {

return 0;

}

}

   return 0;

}

三、音乐🎵战神

#include <cstdio>

#include <windows.h>

#define qdo 262

#define qre 294

#define qmi 330     //q前缀为低音,1后缀为高音,s前缀为半音阶

#define qfa 349

#define qso 392

#define qla 440

#define qsi 494

#define do 523

#define re 578

#define mi 659

#define fa 698

#define so 784

#define la 880

#define si 988

#define do1 1046

#define re1 1175

#define mi1 1318

#define fa1 1480

#define so1 1568

#define la1 1760

#define si1 1976

#define sqdo 277

#define sqre 311

#define sqfa 370

#define sqso 415

#define sqla 466

#define sdo 554

#define sre 622

#define sfa 740

#define sso 831

#define sla 932

#define sdo1 1046

#define sre1 1245

#define sfa1 1480

#define sso1 1661

#define sla1 1865



int main()

{



   int pai = 400,ban = 200,ting = 128;

   Beep(la,ban);Beep(si,ban);Sleep(ting);

   Beep(do1,pai+ban);Beep(si,ban);Sleep(ting);Beep(do1,pai);Sleep(ting);Beep(mi1,pai);Sleep(ting);

   Beep(si,3*pai);Sleep(ting);Beep(mi,ban);Beep(mi,ban);

   Beep(la,ban+pai);Beep(so,ban);Sleep(ting);Beep(la,pai);Sleep(ting);Beep(do1,pai);Sleep(ting);

   Beep(so,2*pai);Sleep(ting);Sleep(pai);Beep(mi,ban);Sleep(ting/2);Beep(mi,ban);Sleep(ting/2);

   Beep(fa,pai+ban);Beep(mi,ban);Sleep(ting);Beep(fa,ban);Beep(do1,ban+pai);Sleep(ting);

   Beep(mi,2*pai);Sleep(ting);Sleep(ban);Beep(do1,ban);Sleep(ting/2);Beep(do1,ban);Sleep(ting/2);Beep(do1,ban);Sleep(ting/2);

   Beep(si,ban+pai);Beep(sfa,ban);Sleep(ting);Beep(sfa,pai);Beep(si,pai);Sleep(ting);

   Beep(si,2*pai);Sleep(ting);Sleep(pai);Beep(la,ban);Beep(si,ban);Sleep(ting);

   Beep(do1,pai+ban);Beep(si,ban);Sleep(ting);Beep(do1,pai);Sleep(ting);Beep(mi1,pai);Sleep(ting);

   Beep(si,2*pai);Sleep(ting);Sleep(pai);Beep(mi,ban);Sleep(20);Beep(mi,ban);Sleep(ting);

   Beep(la,pai+ban);Beep(so,ban);Sleep(ting);Beep(la,pai);Sleep(ting);Beep(do1,pai);Sleep(ting);

   Beep(so,3*pai);Sleep(ting+ban);Beep(mi,ban);Sleep(ting/2);

   Beep(fa,pai);Sleep(ting);Beep(do1,ban);Beep(si,ban);Sleep(20);Beep(si,pai);Sleep(ting);Beep(do1,pai);Sleep(ting);

   Beep(re1,ban);Sleep(20);Beep(re1,ban);Sleep(20);Beep(mi1,ban);Sleep(ting/2);Beep(do1,pai);Sleep(ting+pai);

   Beep(do1,pai);Beep(si,ban);Sleep(ting);Beep(la,ban);Sleep(20);Beep(la,ban);Sleep(ting);Beep(si,pai);Sleep(ting);Beep(sso,pai);Sleep(ting);

   Beep(sso,2*pai);Sleep(ting+pai);Beep(do1,ban);Beep(re1,ban);Sleep(ting);

   Beep(mi1,pai+ban);Beep(re1,ban);Sleep(ting);Beep(mi1,pai);Sleep(ting);Beep(fa1,pai);Sleep(ting);

   Beep(re1,2*pai);Sleep(pai+ting);Beep(so,ban);Sleep(20);Beep(so,ban);Sleep(ting);

   Beep(do1,ban);Beep(si,ban);Sleep(ting);Beep(do1,pai);Sleep(ting);Beep(mi1,pai);Sleep(ting);

   Beep(mi1,2*pai);Sleep(ting+2*pai);

   Beep(la,ban);Beep(si,ban);Sleep(ting);Beep(do1,pai);Sleep(ting);Beep(si,pai);Sleep(ting);Beep(re1,ban);Sleep(20);Beep(re1,ban);Sleep(ting);

   Beep(do1,pai+ban);Beep(so,ban);Sleep(20);Beep(so,pai);Sleep(pai+ting);

   Beep(fa1,pai);Sleep(ting);Beep(mi1,pai);Sleep(ting);Beep(re1,pai);Sleep(ting);Beep(do1,pai);Sleep(ting);

   Beep(mi1,4*pai);

   Beep(mi1,pai*2);Sleep(pai+ting);Beep(mi1,pai);Sleep(ting);

   Beep(la1,2*pai);Sleep(ting);Beep(so1,pai);Sleep(ting);Beep(so1,pai);Sleep(ting);

   Beep(mi1,ban);Sleep(ting/2);Beep(re1,ban);Sleep(ting);Beep(do1,pai);Sleep(ting+ban);Beep(do1,ban);Sleep(ting);

   Beep(re1,pai);Sleep(ting);Beep(do1,ban);Beep(re1,ban);Sleep(20);Beep(re1,ban);Sleep(ting);Beep(so1,pai);Sleep(ting);

   Beep(mi1,2*pai);Sleep(ting+pai);Beep(mi,pai);Sleep(ting);

   Beep(la1,2*pai);Sleep(ting);Beep(so1,2*pai);Sleep(ting);

   Beep(mi1,ban);Beep(re1,ban);Sleep(ting);Beep(do1,2*pai);Sleep(ting+ban);Beep(do1,ban);Sleep(ting);

   Beep(re1,pai);Sleep(ting);Beep(do1,ban);Beep(re1,ban);Sleep(20);Beep(re1,ban);Sleep(ting);Beep(si,pai);Sleep(ting);

   Beep(la,2*pai);Sleep(ting);Beep(la,ban);Beep(si,ban);

   Beep(do1,pai+ban);Beep(si,ban);Sleep(ting);Beep(do1,pai);Sleep(ting);Beep(mi1,pai);Sleep(ting);

   Beep(si,3*pai);Sleep(ting);Beep(mi,ban);Beep(mi,ban);

   Beep(la,ban+pai);Beep(so,ban);Sleep(ting);Beep(la,pai);Sleep(ting);Beep(do1,pai);Sleep(ting);

   Beep(so,2*pai);Sleep(ting);Sleep(pai);Beep(mi,ban);Sleep(ting/2);Beep(mi,ban);Sleep(ting/2);

   Beep(fa,pai+ban);Beep(mi,ban);Sleep(ting);Beep(fa,ban);Beep(do1,ban+pai);Sleep(ting);

   Beep(mi,2*pai);Sleep(ting);Sleep(ban);Beep(do1,ban);Sleep(ting/2);Beep(do1,ban);Sleep(ting/2);Beep(do1,ban);Sleep(ting/2);

   Beep(si,ban+pai);Beep(sfa,ban);Sleep(ting);Beep(sfa,pai);Beep(si,pai);Sleep(ting);

   Beep(si,2*pai);Sleep(ting);Sleep(pai);Beep(la,ban);Beep(si,ban);Sleep(ting);

   Beep(do1,pai+ban);Beep(si,ban);Sleep(ting);Beep(do1,pai);Sleep(ting);Beep(mi1,pai);Sleep(ting);

   Beep(si,2*pai);Sleep(ting);Sleep(pai);Beep(mi,ban);Sleep(20);Beep(mi,ban);Sleep(ting);

   Beep(la,pai+ban);Beep(so,ban);Sleep(ting);Beep(la,pai);Sleep(ting);Beep(do1,pai);Sleep(ting);

   Beep(so,3*pai);Sleep(ting+ban);Beep(mi,ban);Sleep(ting/2);

   Beep(fa,pai);Sleep(ting);Beep(do1,ban);Beep(si,ban);Sleep(20);Beep(si,pai);Sleep(ting);Beep(do1,pai);Sleep(ting);

   Beep(re1,ban);Sleep(20);Beep(re1,ban);Sleep(20);Beep(mi1,ban);Sleep(ting/2);Beep(do1,pai);Sleep(ting+pai);

   Beep(la,4*pai);

   Sleep(1000);



}

四、僵尸🧟‍♂️危机

 
 
#include<bits/stdc++.h>
#include<windows.h>
#include<time.h>
#include<conio.h>
using namespace std;
int mzhg;
int zd;
int swhm;
int qxs; 
int swx;
int sn;
int mp;
int tongguan;
int sw1;
int zd1;
int sn1;
int mz1;
int mp1;
int zbbj;
int ccg;
int mzzd;
int mz;
int tongguan1;
int sw;
int x;
int s;
int cdd;
int jg;
int qiang;
int gun;
int by;
int gjj[100];
int hjj[100];
int zjj[100];
 
void Slowsay(string a)
{
	int l=a.size();
	for(int i=0;i<l;i++)
	{
		cout<<a[i];
		Sleep(2);
	}
	printf("\n");
}
int read()
{
	char ch=_getch();
	while(ch>'9'||ch<'0') ch=_getch();
	return ch-48;
}
 
void qp()
{
	system("cls");
	Slowsay("当前你的状态是\n");
	printf("子弹 %d,食物 %d\n",zd,sw);
}
 
int esl()
{
	system("cls");
	char ch;
	Slowsay("你因为食物短缺,饿死了。\n");
	ch=_getch();
	hjj[1]=1;
	Slowsay("Bad End  1\n");
	ch=_getch();
	s++;
	return 0;
}
 
int mzd()
{
	hjj[2]=1;
	system("cls");
	char ch;
	Slowsay("你遭遇了丧尸,因为子弹不足被咬死了。\n");
	ch=_getch();
	Slowsay("Bad End   2\n");
	ch=_getch();
	s++;
	return 0;
}
 
int hd1()
{
	system("cls");
	Slowsay("在某一天,你家门口响起了敲门声,你打开门,外面的发现让你欣喜若狂\n");
	Slowsay("政府的救援部队已经消灭了这个城市的丧尸,\n他们在这个城市的各个角落搜索着可能存在的幸存者.\n");
	Slowsay("Happy End-----苟到最后\n");
	if(hjj[3]==1&&gjj[1]==0)
	{
		Sleep(2000);
		Slowsay("获得线索-----速度飘忽不定的政府"); 
	}
	gjj[1]=1;
	return 0;
}
 
int hd2()
{
	system("cls");
	int sw;
	char ch;
	Slowsay("在与妹子相处的这些时间里,你与她相爱了\n");
	Slowsay("你们的生活是那样的幸福\n");
	Slowsay("直到有一天......\n");
	Slowsay("基地首领希望你去执行一个任务,你选择\n");
	Slowsay("1.独自一人前往\n");
	Slowsay("2.和妹子一起去\n");
	while(true)
	{
		int x;
		x=read();
		if(x<1||x>2)
		{
			Slowsay("请重新输入\n");
			continue;
		}
		if(x==1)
		{
			Slowsay("当你完成任务回来的时候,发现——\n");
			Slowsay("基地被丧尸攻破了\n");
			Slowsay("这个基地的所有人都被丧尸杀了,一个人都没跑出来\n");
			hjj[4]=1;
			Slowsay("Bad End    4");
			s++;
		}
		if(x==2)
		{
			Slowsay("当你和妹子完成任务回来时,\n");
			Slowsay("基地已经变成一片废墟了\n");
			Slowsay("你和妹子没有办法,只能到处流浪\n");
			Slowsay("不过,两个人总比一个人要好\n");
			gjj[2]=1;
			Slowsay("Happy End------神仙眷侣"); 
		}
		break;
	}   
	return 0;
} 
 
int hd3()
{
	system("cls");
	char ch;
	Slowsay("你就这样平静的生活在这个基地里\n");
	Slowsay("直到某一天,大量的丧尸进攻了这里\n");
	if(zd>9)
	{
		Slowsay("每个人都在尽自己的努力去守卫基地\n");
		Slowsay("每个人都做到了自己能做到的\n");
		Slowsay("最后,奇迹出现了\n");
		Slowsay("大家成功守住了基地\n");
		Slowsay("而你,也因为在守卫过程中立下大功成为了这个基地的英雄\n");
		Slowsay("顺便说一句,到死了你也没女朋友\n");
		gjj[3]=1;
		Slowsay("Happy End-----英雄不朽");
		return 0;
	}
	Slowsay("丧尸的数量实在太多了,\n");
	Slowsay("尽管基地的大家都在尽全力防守\n");
	Slowsay("可基地还是被攻破了\n");
	Slowsay("而你,也死在了这里\n");
	s++;
	hjj[5]=1;
	Slowsay("Bad End     5");
}
 
int hd4()
{
	system("cls");
	Slowsay("在于少年相处的这些时间里");
	Slowsay("你尽力地保护着他");
	Slowsay("而他也常常给你带来惊喜");
	Slowsay("慢慢的,你开始认清你自己");
	Slowsay("你是个gay");
	Slowsay("于是,你就和少年性福快乐的生活在了一起");
	Slowsay("Happy End-----认清自己");
	gjj[4]=1; 
}
 
int td()
{
	system("cls");
	char ch;
	Slowsay("那箱饼干与你的枪一起发出了强光\n");
	Slowsay("紧接着,他们融为了一体\n");
	Slowsay("当光芒散去时,整个世界都发生了变化\n");
	Slowsay("所有的丧尸都变回了人类\n");
	Slowsay("True End-----一如既往");
	if(zjj[1]!=1)
	{
		Slowsay("获得线索-----奇特的枪与饼干");
	}
	zjj[1]=1;
}
 
int td2()
{
	system("cls");
	char ch;
	Slowsay("你的变异已经开始了");
	Slowsay("你开始疯狂的进食,直到把自己的胃撑破");
	Slowsay("然后,就眼前一黑失去意识");
	Slowsay("再次醒来时,你已经是一个丧尸了");
	Slowsay("奇怪的是,你还保留着自己的意识");
	Slowsay("你感觉到自己的力气变得更大,速度变得更快");
	Slowsay("或许变成丧尸也不错————你这样想着");
	Slowsay("True End-----保持本我"); 
	if(zjj[2]!=1)
	{
		Sleep(2000);
		Slowsay("获得线索-----延迟变异的少年");
	}
	zjj[2]=1;
}
 
int bd8()
{
	Slowsay("坐在椅子上的是一个15岁左右的少年");
	Slowsay("正在你因为他的年龄而惊讶时");
	Slowsay("少年却站了起来,看向了你身后的妹子");
	Slowsay("“差不多了吧”,妹子这样说道");
	Slowsay("“可以了”,这是少年的回答");
	Slowsay("然后,你就感到脖子一阵剧痛");
	Slowsay("在你失去意识前,眼中最后的场景是妹子咬着你的脖子");
	s++;
	Slowsay("Bad End     8");
	if(hjj[8]==0)
	{
		Sleep(2000);
		Slowsay("获得线索-----早已变异的妹子");
	}
	hjj[8]=1; 
}
 
int td3()
{
	system("cls");
	Slowsay("你和妹子冲出了丧尸的围杀,");
	Slowsay("可是当你们来到那个幸存者基地时");
	Slowsay("却发现那个基地有一些不对");
	Slowsay("所有人都死气沉沉的");
	Slowsay("你们直接走向了首领的房间");
	if(zjj[2]==1&&zjj[3]==1) 
	{   
		bd8();
		return 0;
	}
	Slowsay("坐在椅子上的是一个30岁左右的男性");
	Slowsay("他说,欢迎");
	Slowsay("基地的首领表示可以用子弹交换你手中的食物");
	Slowsay("请输入你需要的子弹数");
	Slowsay("0");
	Slowsay("基地首领希望你加入这个基地");
	Slowsay("你的选择是");
	Slowsay("1.留在这");
	Slowsay("2.离开");
	Slowsay("2");
	Slowsay("你决定");
	Slowsay("1.当天离开");
	Slowsay("2.再停留一天"); 
	Slowsay("1");
	Slowsay("就在你快要离开的时候,妹子抓住了你的手");
	Slowsay("“我喜欢你,别走”,她这样说");
	Slowsay("于是,你留了下来");
	Slowsay("你们的生活是那样的幸福"); 
	Slowsay("直到有一天......");
	Slowsay("基地首领希望你去执行一个任务,你选择");
	Slowsay("1.独自一人前往");
	Slowsay("2.和妹子一起去");
	Slowsay("2");
	Slowsay("在执行任务的过程中");
	Slowsay("妹子曾被丧尸咬到过一口");
	Slowsay("她以为你没有发现");
	Slowsay("而你却在远处看到了这一幕");
	Slowsay("奇怪的是,她却并没有变异");
	Slowsay("当你和妹子完成任务回来时,");
	Slowsay("基地已经变成一片废墟了");
	Slowsay("你和妹子没有办法,只能到处流浪");
	Slowsay("不过,两个人总比一个人要好");
	Slowsay("Happy End------神仙眷侣");
	Slowsay("???????????????????????????????????");
	Slowsay("True End------幻觉");
	if(zjj[3]==0)
	{
		Sleep(2000);
		Slowsay("获得线索-----不变异的妹子"); 
	}
	zjj[3]=1;
}
 
int td4()
{
	system("cls");
	Slowsay("当丧尸危机爆发时,你正呆在家里\n");
	char ch=_getch();
	ch=_getch();
	for(int i=1;i<=50;i++)
	{
		Slowsay("你的家里是个较为安全的地方,你可以选择搜索你家的物资或是去邻居家看看\n");
		Sleep(250-5*i);
		system("cls");
		Slowsay("********************************************************************\n");
		system("cls");
	}
	Slowsay("检测到不匹配!!!\a\a\a");
	Sleep(2000);
	ch=_getch();
	Slowsay("有什么不对劲");
	Slowsay("你这样想着");
	Slowsay("过去了好多天,\n你还是一个人都没有遇到,\n除了丧尸就是丧尸");
	Slowsay("这一切,就好像被废弃了一样");
	Slowsay("\n");
	Slowsay("True End------停服");
	zjj[4]=1;
	if(zbbj==0)
		Slowsay("进阶线索-----逐步逼近的真相"),zbbj=1;
}
 
int td5()
{
	system("cls");
	Slowsay("当少年死去后,整个世界好像变得不同了");
	Slowsay("所有的活人在一瞬间消失");
	Slowsay("所有的丧尸当场去世"); 
	Slowsay("你的眼前只剩下了黑暗");
	Slowsay("不知道过去了多久,你死了");
	Slowsay("Bad End......");
	system("cls");
	Slowsay("当少年死去后,整个世界好像变得不同了\n");
	Slowsay("所有的活人在一瞬间消失\n");
	Slowsay("所有的丧尸当场去世\n"); 
	Slowsay("你的眼前只剩下了黑暗\n");
	Slowsay("不知道过去了多久,你死了\n");
	Slowsay("不,还没有结束");
	Slowsay("虽然好像和往常死去之后的感觉一样");
	Slowsay("但是。。。。。。");
	Slowsay("True End-----姗姗来迟的死亡");
	s++;
	if(zjj[5]==0)
		Slowsay("进阶线索-----死亡之后");
	zjj[5]=1;   
}
 
int tg3()
{
	Slowsay("当你再次睁开眼时");
	Slowsay("你发现自己躺在一个营养仓内");
	Slowsay("你无比的确认这就是真实的世界");
	Slowsay("你打碎了玻璃,跑出了营养仓");
	Slowsay("脑中的一切开始明晰起来");
	Slowsay("你认为自己知道了一切的真相");
	Slowsay("去杀光人类吧!!!!");
	Slowsay("你这样想着");
	Slowsay("来到了外面这个被丧尸破坏得满目疮痍的世界");
	Slowsay("你熟练的发出嘶吼,呼唤着周围的丧尸");
	Slowsay("你指挥着他们,毁掉了一个又一个人类的基地"); 
	Slowsay("虽然,在一个你不知道的地方");
	Slowsay("一个个一样的营养仓中,装着一个个一样的你");
	Slowsay("---------------游戏进阶剧情通关-------------"); 
	tongguan1=1; 
}
 
int tg2()
{
	Slowsay("当你再次睁开眼时");
	Slowsay("你发现自己躺在一个营养仓内");
	Slowsay("你无比的确认这就是真实的世界");
	Slowsay("你打碎了玻璃,跑出了营养仓");
	Slowsay("脑中的一切开始明晰起来");
	Slowsay("你认为自己知道了一切的真相");
	Slowsay("去拯救世界吧!!!!");
	Slowsay("你这样想着");
	Slowsay("来到了外面这个被丧尸破坏得满目疮痍的世界");
	Slowsay("虽然,在一个你不知道的地方");
	Slowsay("一个一样的营养仓中,装着一个一样的你");
	Slowsay("---------------游戏进阶剧情通关-------------"); 
	tongguan1=1; 
}
 
int td6()
{
	Slowsay("一天以后,少年回来了");
	Slowsay("一起回来的还有妹子");
	Slowsay("少年的手中拿着你的铭牌");
	Slowsay("此时,你才发现你的铭牌不见了");
	Slowsay("“没想到是你”");
	Slowsay("“妹子神色复杂的看了你一眼”");
	Slowsay("“我们是一类人”");
	Slowsay("“现在,让我把你带出去吧”");
	if(qxs==1)
	{
		tg2();
		return 0;
	} 
	else
	{
		Slowsay("一股强烈的撕扯感出现到了你身上");
		Slowsay("此时的你并不能接受如此巨大的伤害");
		Slowsay("你死了");
		Slowsay("Bad End      14");
		if(hjj[14]==0)
			Slowsay("进阶线索-----外面的世界");
		hjj[14]=1;
		s++; 
	}
} 
 
int bd6()
{
	system("cls");
	Slowsay("你感觉到自己正在变异,");
	Slowsay("意识开始逐渐模糊起来");
	Slowsay("你的肚子正无比渴望着人肉");
	Slowsay("接着,你眼前一黑,再也没有醒来");
	s++;
	hjj[6]=1;
	Slowsay("Bad End      6");
} 
 
int bd3()
{
	system("cls");
	char ch;
	Slowsay("长久的等待终于让你失去了理智,你疯了。\n");
	if(mp==-1)
	{
		Slowsay("当政府的救援队打开你家的门时,你嘶吼着扑了上去");
		if(zd>0)
			Slowsay("他们试图将你击毙,却被你提前一枪击倒");
		else
		{
			Slowsay("你被他们击毙了");
			Slowsay("Bad End       12");
			s++;
			hjj[12]=1;
			return 0; 
		}
		Slowsay("你如同一个熟练的猎手,狩猎着救援队");
		Slowsay("当他们全部死去后,你开始享用起你的大餐");
		Slowsay("Bad End           13");
		if(by==0)
			Sleep(2000),Slowsay("进阶线索-----变异是什么时候的事呢"),by=1;
		hjj[13]=1;
		return 0; 
	} 
	Slowsay("Bad End   3\n");
	s++;
	if(hjj[3]==0&&gjj[1]==1)
	{
		Sleep(2000);
		Slowsay("获得线索-----速度飘忽不定的政府"); 
	}
	hjj[3]=1;
}
 
int bd7()
{
	s++;
	system("cls");
	Slowsay("因为食物不足,你被狗咬死了");
	Slowsay("Bad End      7");
	hjj[7]=1;
}
 
int bd15()
{
	Slowsay("你发现这笔迹有些不对");
	Slowsay("就好像是新写上去的一样");
	Slowsay("认字迹的话,好像还十分熟悉");    
	Slowsay("正当你想的入迷的时候,你的脖子被咬住了");
	Slowsay("在死前,你隐约听到了少年的声音,“再来一次吧”");
	Slowsay("Bad End     15");
	if(hjj[15]==0)
	{
		Sleep(2000);
		Slowsay("进阶线索-----真的,假的!");   
	} 
	hjj[15]=1; 
}
 
int bd16()
{
	system("cls");
	Slowsay("你一枪打死了少年");
	Slowsay("基地首领以为你疯了,开枪杀了你");
	Slowsay("Bad End     16");
} 
 
int bd17()
{
	system("cls");
	Slowsay("你试图开枪打死少年");
	Slowsay("但是被少年发现了");
	Slowsay("你被他一口咬死");
	Slowsay("Bad End      17"); 
}
 
int tgg3()
{
	system("cls");
	Slowsay("你杀掉了少年,并吃掉了他的尸体");
	Slowsay("世界开始崩塌");
	tg3(); 
}
 
int bd9()
{
	s++;
	system("cls");
	Slowsay("你进入大厦才发现这里藏着许多丧尸");
	Slowsay("你一路且战且退来到了地下室");
	Slowsay("诡异的是,当你杀光了跟来的丧尸后,发现地下室里并没有丧尸");
	Slowsay("这里有的,只是一个穿着白大褂的尸体");
	Slowsay("在尸体的衣服口袋中,你找到了一个笔记本");
	Slowsay("****(无法辨认)1号****进展*****永生");
	Slowsay("今********,*号诞生了,他比其*****更*");
	Slowsay("有些不对,*****的发育有些太快了");
	Slowsay("2号的**被***出有强感染性");
	Slowsay("************************");
	Slowsay("实验***瓶颈,或许我们因该**活体样本");
	Slowsay("**,样本失去活性,但**在动");
	if(mp==-1)
	{
		bd15();
		return 0;
	} 
	Slowsay("正当你看的入迷的时候,你的脖子被咬住了");
	Slowsay("在死前,你隐约听到了少年的声音,“再来一次吧”");
	Slowsay("Bad End     9");
	if(hjj[9]==0)
	{
		Sleep(2000);
		Slowsay("发现线索-----实验体1号与2号");   
	} 
	hjj[9]=1;
} 
 
int tg()
{
	system("cls");
	Slowsay("不知为何,当你走到这里时,感到世界在一瞬间发生了变化");
	Slowsay("你不知道这个变化发生在那里,你只知道,现在的世界十分违和");
	Slowsay("或许,这个世界不是真实的");
	Slowsay("当你的脑中出现了这个的时候,你眼前的世界,蹦塌了");
	Slowsay("于此同时,大量记忆冲进了你的脑海");
	Slowsay("不,它们只是回来了,这本身就是你的记忆");
	Slowsay("他们在一开始被一些虚假的记忆所替换");
	Slowsay("从记忆中,你得知你此时正在玩一个vr游戏");
	Slowsay("少年与妹子则是游戏的gm");
	Slowsay("这款游戏号称有着超强的代入感");
	Slowsay("你在发售当天就买来玩了");
	Slowsay("“这游戏真是了不起啊”,你这样想着,“再玩一次吧”");
	Slowsay("可真的是这样吗");
	Slowsay("躺在营养仓中的你自始至终都没有睁开眼");
	Slowsay("正如你从一开始就没有怀疑那些记忆的真实性.......");
	Slowsay("---------------游戏基础剧情通关-------------"); 
	
	tongguan=1;
}
 
int zhxs()
{
	system("cls");
	Slowsay("你好奇的看着眼前的一切");
	Slowsay("“看起来像某个垃圾游戏的界面”,你这样想着");
	Sleep(2000);
	Slowsay("获得线索-----“结局?”"); 
}
 
int cg()
{
	system("cls");
	Slowsay("你感觉到违和感在不断加深");
	Slowsay("世界好像不再是真实的");
	Slowsay("你现在脑中只有一种想法");
	Slowsay("活下去"); 
}
 
int cg2()
{
	system("cls");
	system("Color f0");
	Slowsay("违和感在此时已经聚集到了顶峰");
	Slowsay("你的脑中想清楚了一切");
	Slowsay("1.那么,下一步是  杀光他们");
	Slowsay("2.那么,下一步是  团结起来");
	x=read();
	if(x==1)
		Slowsay("本结局需要打通全badend"),swx=1; 
	system("Color f0");
}
 
int bd10()
{
	system("cls");
	Slowsay("你发现了另一个基地");
	Slowsay("弹尽粮绝的你选择加入了他们");
	Slowsay("之后的每一天都十分单调");
	Slowsay("外出寻找物资,然后天黑了回家睡觉");
	Slowsay("应该是这样吗?");
	Slowsay("也许吧");
	Slowsay("Bad End     10");
	hjj[10]=1; 
}
 
int hd5()
{
	Slowsay("没关系的,一切都会过去的");
	Slowsay("你这样说的");
	Slowsay("他似乎感觉到了你的善意,一点一点向你靠近");
	Slowsay("你紧紧的抱住了他");
	Slowsay("我会保护好你的");
	Slowsay("Happy End-----跨越物种的gay"); 
}
 
int sswj()
{
	//  SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
	system("cls");
	int w=0;
	mp=0;
	if(tongguan==1)
	{
		mp=0;
		Slowsay("检测到你以通关,是否领取特殊物品\n");
		Slowsay("1.领取");
		Slowsay("2.不领取");
		while(true)
		{
			x=read();
			if(x==1)    
				mp=-1;
			if(x==2)
			{
				td4();
				return 0;
			}
			break;
		}
	}
	char ch;
	if(cdd==1)
	{
		Slowsay("是否读取存档\n");
		Slowsay("1.读取\n");
		Slowsay("2.不读取\n");
		x=read();
		if(x==1)
		{
			sw=sw1;
			zd=zd1;
			sn=sn1;
			mz=mz1;
			mp=mp1;
			goto cddd1;
		}
	}
	
	system("cls");
	Slowsay("当丧尸危机爆发时,你正呆在家里\n");
	ch=_getch();
	Slowsay("你有10点物资可以分配到子弹和食物上\n");
	ch=_getch();
	int x,y;
	int dd;
	qiang=0;
	gun=0;
	zd=0;
	sw=0;
	sn=0;
	mz=0;
	mzzd=0;
	sn=0;
	mzhg=0;
	dd=1;
	Slowsay("请输入你的选择(此次输入需键入回车)\n");
	while(true)
	{
		scanf("%d%d",&x,&y);
		zd=x;sw=y;
		if(x+y!=10||x<0||y<0)
		{
			if(x==1&&y==2)
			{
				sw=99999;
				zd=99999;
				Slowsay("启用秘籍\n");
				break;
			}
			Slowsay("请重新输入\n");
			w++;
			if(w>10)
			{
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
				Slowsay("行了行了,这只是第一个选择而已\n"),
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
				Slowsay("有必要这么皮吗\n"),
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
				Slowsay("自动分配食物3个子弹7个\n"),
				ch=_getch();
				ch=_getch();
				sw=3,zd=7; 
				break;
			}
		}
		else break;
	}
	Slowsay("你的家里是个较为安全的地方,你可以选择搜索你家的物资或是去邻居家看看\n");
	ch=_getch();
	Slowsay("1.留在家中\n");
	Slowsay("2.前往邻居家\n"); 
	while(true)
	{
		x=read();
		if(x!=1&&x!=2)
			Slowsay("请重新输入\n");
		else
			if(x==1)
			{
				Slowsay("在二楼,你发现了一些食物食物+3\n");
				ch=_getch();
				Slowsay("在家里过了一夜,食物-1\n");
				sw=sw+2;
				break;
			}
		else
		{
			Slowsay("在前往邻居家的路上,你遇到了丧尸\n");
			ch=_getch(); 
			if(zd<1) 
			{
				Slowsay("你朝他开了一枪,不过枪里没有子弹,你被他咬死了\n");
				ch=_getch(); 
				hjj[11]=1;
				Slowsay("Bad End      11\n");
				s++;
				ch=_getch();
				Slowsay("另外在说一句,一个子弹都不带,还到处乱浪,你是真的作");
				return 0;
			}
			else
			{
				Slowsay("你用你手中的枪结束了他的生命,子弹-1\n");
				zd=zd-1;dd=2;
				ch=_getch();
				Slowsay("邻居家里不知为何并没有人,你在仔细搜索后发现了一个弹夹,里面有4发子弹\n");
				zd+=4;
				ch=_getch();
				Slowsay("在邻居家过了一夜后,食物-2\n");
				sw=sw-2;
				if(sw<0)
				{
					esl();
					return 0; 
				} 
			}
			break;
		}
	}
	ch=_getch();
	qp();
	Slowsay("你回想起这附近有一座商场,你决定\n");
	ch=_getch();
	Slowsay("1.前往商场\n");
	Slowsay("2.到处乱走\n");
	Slowsay("3.留在屋子里\n");
	while(true)
	{
		x=read();
		if(x!=1&&x!=2&&x!=3)
		{
			Slowsay("请重新输入\n");
			continue;
		}
		if(x==3)
		{
			if(sw<2) 
			{
				esl();
				return 0;
			}
			Slowsay("无聊正在逐渐消磨你的意志,但你还是坚持了下来。食物-2\n");
			sw=sw-2;
			ch=_getch();
			Slowsay("之后的每一天你都是这样,独自一人在家中等待救援\n");
			ch=_getch();
			Slowsay("在过了好久之后\n");
			if(sw<6)
			{
				esl();
				return 0;
			}
			x=rand()%2;
			if(x==1&&mp==0)
			{
				hd1();
				return 0;
			}
			if(x==0)
			{
				bd3();
				return 0;
			}
		}
		if(x==2)
		{
			if(zd<2)
			{
				mzd();
				return 0;
			}
			Slowsay("在到处乱走的过程中,你遇到了来自纳克萨玛斯的丧尸,子弹-2\n");
			zd=zd-2;
			break;
		}
		if(x==1)
		{
			if(zd<4)
			{
				mzd();
				return 0;
			}
			Slowsay("在前往商场的过程中,你遇到了丧尸,子弹-4\n");
			zd=zd-4;dd=4;
			ch=_getch();
			Slowsay("你在商场发现了食物与子弹,食物+3,子弹+2\n"); 
			sw=sw+3;zd=zd+2;
			break;
		}
	}
	Slowsay("你在回家的路上发现了一个女幸存者\n");
	ch=_getch();
	Slowsay("她试图向你讨要食物,你的选择是\n");
	Slowsay("1.不给\n");
	Slowsay("2.给她2份食物\n");
	Slowsay("3.给她2份子弹\n");
	Slowsay("4.给她一枪\n");
	while(true)
	{
		x=read();
		if(x<1||x>4)
		{
			Slowsay("请重新输入。\n");
			continue;   
		}   
		if(x==1)
		{
			Slowsay("妹子生气的走了。\n");
			ch=_getch();
		}
		if(x==2)
		{
			if(sw<2)
			{
				Slowsay("食物不足\n");
				continue;
			}
			sw=sw-2;
			mzhg++;
			Slowsay("你的食物-2,妹子好感度+1\n");
			ch=_getch();
		}
		if(x==3)
		{
			if(zd<2)
			{
				Slowsay("子弹不足\n");
				continue;
			}
			mzzd=1;
			Slowsay("你给了妹子两份子弹,妹子离开了\n"),zd=zd-2;
			ch=_getch();
		}
		if(x==4)
		{
			if(zd<1)
			{
				Slowsay("子弹不足\n");
				continue;
			}
			zd=zd-1;
			Slowsay("你一枪杀死了妹子,并从她的尸体上找到了4份食物\n");
			if(swx==2)
			{
				Slowsay("你吃掉了妹子的尸体,子弹+10086\n");
				zd=10086;
			}
			sw=sw+4;
			mzhg=-1;
		}
		break;
	}
	Slowsay("又过了一夜,你的食物-2\n");
	ch=_getch();
	qp();
	sw=sw-2;
	if(sw<0)
	{
		esl();
		return 0; 
	}
	if(mzhg>0)
	{
		Slowsay("那个妹子又来找到了你,并邀请你加入他们的幸存者基地\n");
	}
	else Slowsay("你在附近发现了一个幸存者基地\n");
	Slowsay("在前往基地的途中,你遇到了丧尸\n");
	Slowsay("你且战且退,大量丧尸把你逼进了一家商店\n");
	Slowsay("门口的丧尸越来越多,你选择\n");
	Slowsay("1.杀出去(消耗较少子弹)\n");
	Slowsay("2.守在这(消耗大量子弹,但可以拿到稀有物品)\n");
	while(true)
	{
		x=read();
		if(x<1||x>2)
		{
			Slowsay("请重新输入\n");
			continue;
		}
		if(x==1)
		{
			int res=0;
			if(mzhg>0)
				res=1;
			else res=3;
			if(zd<res)
			{
				mzd();
				return 0;
			}
			zd=zd-res;
			printf("你消耗了一些子弹冲了出去,子弹-%d\n",res);
			if(mzzd==1&&mp==-1)
			{
				Slowsay("妹子在丧尸的尸体上找到了许多物资,子弹+7,食物+3\n");
				zd=zd+7;sw=sw+3;
				mz=1;
				break;
			}
			x=rand()%5;
			if(res==1&&x!=3)
				Slowsay("妹子为了帮你突围,被丧尸咬到,然后自杀了。\n"),mzhg=-1; 
			if(x==3&&res==1)
			{
				td3();
				return 0;
			}
		}
		else
			if(x==2)
			{
				if(zd<5)
				{
					mzd();
					return 0;
				}
				zd=zd-5;
				Slowsay("你守在这家商店里直到杀死了所有找来的丧尸,子弹-5\n"); 
				if(mzhg==1)
				{
					Slowsay("妹子在商店中发现了一把无限子弹的枪,子弹+10086\n");
					zd=10086;
					ch=_getch();
					Slowsay("但是妹子在翻找货架的时候被沾了丧尸血的货架划伤\n");
					Slowsay("妹子自杀了\n");
					mzhg=-1; 
				}
			}
		break;
	}
	ch=_getch();
	qp();
	Slowsay("你来到了这个幸存者基地\n");
	Slowsay("这个基地的首领表示可以用子弹交换你手中的食物\n");
	printf("你还有%d份食物,%d份子弹\n",sw,zd);
	ch=_getch();
	Slowsay("请输入你需要的子弹数\n");
	while(true)
	{
		x=read();
		if(x<0||x>sw)
		{
			Slowsay("请重新输入\n");
			continue;
		}
		sw=sw-x;
		zd=zd+x;
		if(x>=1)
		{
			Slowsay("首领很开心你能提供稀缺的食物,多给了你1份子弹\n");
			zd=zd+2;
		}
		break;
	}
	ch=_getch();
	qp();
	Slowsay("又过了一天,食物-2");
	sw=sw-2;
	if(sw<0)
	{
		esl();
		return 0;
	}
	ch=_getch();
	system("cls");
	Slowsay("基地首领希望你加入这个基地\n");
	Sleep(500);
	Slowsay("你的选择是\n");
	Sleep(500);
	Slowsay("\n");
	Sleep(500);
	system("Color f0");
	Slowsay("1.留在这");
	Slowsay("2.离开");
	while(true)
	{
		x=read();
		if(x<1||x>2)
		{
			Slowsay("请重新输入\n");
			continue;
		}
		system("Color f0");
		if(x==1)
		{
			if(mzhg>-1) hd2();
			else hd3(); 
			return 0;
		}
		if(x==2)
		{
			ch=_getch();
			Slowsay("你决定\n");
			Slowsay("1.当天离开\n");
			Slowsay("2.再停留一天\n"); 
			while(true)
			{
				x=read();
				if(x<1||x>2)
				{
					Slowsay("请重新输入\n");
					continue;
				}
				if(x==1) break;
				if(x==2)
				{
					ch=_getch();
					qp();
					Slowsay("这个基地的首领表示可以用子弹交换你手中的食物\n");
					printf("你还有%d份食物,%d份子弹\n",sw,zd);
					ch=_getch();
					Slowsay("请输入你需要的子弹数\n");
					while(true)
					{
						x=read();
						if(x<0||x>sw)
						{
							Slowsay("请重新输入\n");
							continue;
						}
						sw=sw-x;
						zd=zd+x;
						if(x>=3)        
						{
							Slowsay("首领很开心你能提供稀缺的食物,多给了你3份子弹\n");
							zd=zd+3;
						}
						break;
					}
					sw=sw-2;
					if(sw<0)
					{
						esl();
						return 0;
					}
					Slowsay("又过了一夜,食物-2\n"); 
				}
				break;
			}
			Slowsay("在你离开的时候,一个少年跑了过来。\n");
			Slowsay("他说,他想要和你一起走\n");
			Slowsay("1.带上他\n");
			Slowsay("2.不带他\n");
			while(true)
			{
				x=read();
				if(x<1||x>2)
				{
					Slowsay("请重新输入\n");
					continue;
				}
				if(x==2)
				{
					Slowsay("少年生气的离开了,当他走远了,你才发现\n");
					Slowsay("在刚刚的接触中,他偷走了你的枪和所有子弹\n");
					zd=-1;
				}
				if(x==1)
				{
					Slowsay("你选择上少年一起走\n");
					Slowsay("少年将他身上带着的一份食物交给了你\n");
					sw=sw+1;
					Slowsay("食物消耗+1,少年入队\n");
					sn=1;
				}
				break;
			}
			if(sn==1&&swx==2)
			{
				Slowsay("1.杀了少年\n");
				Slowsay("2.忍一会\n");
				x=read();
				if(x==1)
				{
					bd16();
					return 0;
				}
			}
		}
		break;
	}
	sw=sw-2-sn;
	ch=_getch();
	qp();
	printf("你在路边的一座没人的房子里过了一夜,食物-%d\n",2+sn);
	if(sn==1&&swx==2)
	{
		Slowsay("1.杀了少年\n");
		Slowsay("2.忍一会\n");
		x=read();
		if(x==1)
		{
			bd17();
			return 0;
		}
	}
	ch=_getch();
	if(sw<0)
	{
		esl();
		return 0;
	}
	
	Slowsay("是否存档?\n");
	Slowsay("1.存档(记录当前进度,只能有一个存档)\n");
	Slowsay("2.不存\n");
	x=read();
	if(x==1)
	{
		cdd=1;
		sw1=sw;
		zd1=zd;
		mp1=mp;
		mz1=mz;
		sn1=sn;
		Slowsay("存档成功");
	}
	cddd1:
	if(sn==1)
	{
		Slowsay("今天一早你就被少年叫醒了,\n");
		ch=_getch();
		Slowsay("他在床底下发现了一箱方便面,食物+6\n");
		sw=sw+6;
		Slowsay("少年向你讨要武器,你决定\n");
		Slowsay("1.把枪给他\n");
		Slowsay("2.把从厨房拆下的水管给他\n");
		Slowsay("3.什么都不给他\n");
		while(true)
		{
			x=read();
			if(x<1||x>3)
			{
				Slowsay("请重新输入\n");
				continue;
			}
			if(x==1)
				qiang=2;
			if(x==2)
				gun=2;
			break;
		}
	}
	else
	{
		Slowsay("你在冰箱里发现了几包巧克力\n");
		ch=_getch();
		Slowsay("希望他们还没过期吧,食物+3\n");
		sw=sw+3;
	}
	ch=_getch();
	Slowsay("今天你们来到了一家大商场\n");
	Slowsay("你决定\n");
	Slowsay("1.独自探索1楼\n");
	Slowsay("2.独自探索2楼\n");
	if(sn==1)
	{
		Sleep(500);
		Slowsay("3.和少年一起探索2楼");
	}
	while(true)
	{
		x=read();
		if(x<1||x>3)
		{
			Slowsay("请重新输入\n");
			continue;
		}
		if(x==1)
		{
			Slowsay("你在一楼发现了一些子弹,子弹+3\n");
			zd=zd+3;
			Slowsay("奇怪的是,一只丧尸都没有看到\n");
			ch=_getch(); 
			if(sn>0)
			{
				if(qiang==2)
				{
					Slowsay("当你来到二楼时,发现了一地尸体\n");
					Slowsay("少年就倒在这尸体中间,他死前手还紧紧握着枪\n");
					Slowsay("你把枪拿了回来,并在少年的尸体下面发现了一箱压缩饼干\n");
					Slowsay("食物+10086\n");
					ch=_getch();
					sw=10086;
					if(sw>1000&&zd>1000) 
					{
						td();
						return 0;
					}
					sn=0;
					qiang=1;
				}
				else
				{
					Slowsay("当你来到二楼时,发现了少年的尸体\n");
					ch=_getch();sn=0;
					Slowsay("你紧紧握着手中的枪,猛地一回头\n");
					Slowsay("四周大量的僵尸向你涌来\n");
					ch=_getch();
					zd=zd-5;
					if(zd<0)
					{
						mzd();
						return 0;
					}
					Slowsay("你杀光了这些丧尸,子弹-5\n");
					ch=_getch();
					Slowsay("你在二楼找到了食物,食物+2\n");
					sw+=2;
				}
			}
		}
		if(x==2)
		{
			Slowsay("你来到了二楼,数之不尽的丧尸忽然从阴影中窜出\n");
			Slowsay("尽管你尽力抵抗,可丧尸的数量实在太多。\n");
			if(qiang==2)
			{
				mzd();
				return 0;
			}
			ch=_getch();
			zd-=5;
			if(zd<0)
			{
				mzd();
				return 0;
			}
			Slowsay("你杀光了这些丧尸,子弹-5\n");
			ch=_getch();
			Slowsay("你在二楼找到了食物,食物+2\n");
			sw+=2;
			if(sn==1)
			{
				Slowsay("少年在一楼找到了子弹,子弹+3\n");
				zd=zd+3;
			}
		}
		if(x==3&&sn==1)
		{
			system("cls");
			Slowsay("你们来到了二楼\n"); 
			ch=_getch();
			system("Color f0");
			Slowsay("数之不尽的丧尸从阴影中窜出");
			Slowsay("尽管你们尽力抵抗,可丧尸的数量实在太多。");
			if(gun!=2&&qiang!=2)
			{
				Slowsay("没有武器的少年被当场咬死。");
				if(mp==-1&&mz==0)
				{
					td5();
					return 0;
				}
				sn=0;   
			}
			Slowsay("其中一只丧尸趁你不注意冲到了你的旁边");
			if(gun==2)
				Slowsay("就在你要被咬死的时候,少年扔出了手中的水管\n,救下了你");
			else
				if(qiang!=2)
				{
					zd=zd-3;
					if(zd<0)
					{
						mzd();
						return 0;
					}
					Slowsay("你赶忙回头几枪补掉了这只丧尸,子弹-3");
				}
			zd=zd-3;
			if(qiang==2||zd<0)
			{
				system("Color f0"); 
				mzd();
				return 0;
			}
			system("Color f0"); 
			Slowsay("经过了一番苦战,你们终于战胜了所有丧尸,子弹-3");
			ch=_getch();
		}
		break;
	}
	ch=_getch();
	qp();
	ch=_getch();
	printf("又过了一夜,食物-%d\n",sn+2);
	sw=sw-2-sn;
	if(sw<0)
	{
		esl();
		return 0;
	}
	qp();
	Slowsay("今天在出门的时候\n");
	Slowsay("你遇到了一条流浪狗\n");
	Slowsay("1.用枪打它\n");
	Slowsay("2.用食物引开它\n");
	while(true)
	{
		x=read();
		if(x<1||x>2)
		{
			Slowsay("请重新输入\n");
			continue;
		}
		if(x==1)
		{
			Slowsay("你一枪打死了这条狗,子弹-1\n");
			zd=zd-1;
			ch=_getch();
			Slowsay("枪声引来了丧尸,子弹-2\n");
			zd=zd-2;
			if(zd<0)
			{
				mzd();
				return 0;
			}
			if(sn==0) break;
			Slowsay("在消灭了丧尸之后,你忽然发现少年的脸色不太好\n");
			ch=_getch();
			Slowsay("原来,在昨天的商场中,少年早就被咬了一口");
			Slowsay("他一直瞒着你,不敢说出来");
			Slowsay("此时,他已经濒临变异了");
			Slowsay("你决定\n");
			Slowsay("1.杀了他(消耗大量子弹)\n");
			Slowsay("2.不杀他(消耗大量食物)\n");
			if(gjj[4]==1&&zd<4)
			{
				Slowsay("3.安抚他\n");
			}
			while(1)
			{
				x=read();
				if(x<1||x>3)
				{
					Slowsay("请重新输入\n");
					continue;
				}
				if(x==1)
				{
					if(swx==2)
					{
						if(zd>1000) tgg3();
						else mzd();
						return 0;
					}
					Slowsay("你试着向他开枪,不过却被他躲过了\n");
					Slowsay("你十分惊恐,疯狂地倾泻着手中的弹药\n");
					Slowsay("子弹-4\n");
					ch=_getch();
					zd=zd-4;
					if(zd<0)
					{
						mzd();
						return 0;
					}
					Slowsay("终于,你杀死了他\n");
					if(mp==-1&&mz==0)
					{
						td5();
						return 0;
					}
					sn=0;
				}
				if(x==2)
				{
					Slowsay("你就站在旁边看着少年变异");
					Slowsay("奇怪的是,他变异后并没有");
					Slowsay("像其他的丧尸一样,向你扑过来");
					Slowsay("而是躲在墙角瑟瑟发抖");
					Slowsay("你慢慢的走过去");
					Slowsay("就在你走近的时候,少年突然暴起");
					Slowsay("狠狠地咬住了你的手臂");
					Slowsay("你赶忙用枪打死他,可是为时已晚");
					sn=0;
					if(sw>=6)
					{
						td2();
						return 0;
					}
					else
					{
						bd6();
						return 0;
					}
				}
				break;
			}
			if(x==3&&gjj[4]==1)
			{
				gjj[5]=1;
				hd5();
				return 0;
			}
		}
		if(x==2)
		{
			sw=sw-2;
			if(sw<0)
			{
				bd7();
				return 0;
			}
			Slowsay("你用两份食物引开了这条狗,食物-2\n");
		}
		break;
	}
	ch=_getch();
	ch=_getch();
	if(sn==1&&sw>=4&&gun==2&&zd>5)
	{
		hd4();
		return 0;
	}
	if(sn==1)
	{
		Slowsay("又过了一天,食物-2\n");
		sw=sw-2;
		if(sw<0) 
		{
			esl();
			return 0;
		}
		ch=_getch();
		Slowsay("今天早上,你发现少年不见了\n");
		Slowsay("你决定\n");
		Slowsay("1.去寻找他\n");
		Slowsay("2.不去找他\n");
		while(true)
		{
			x=read();
			if(x<1||x>2)
			{
				Slowsay("请重新输入\n");
				continue;
			} 
			if(x==1)
			{
				Slowsay("你通过蛛丝马迹一路追踪,来到了一座大厦前\n");
				Slowsay("在路上,你遭遇了丧尸,子弹-2\n");
				zd=zd-2;
				if(zd<0)
				{
					mzd();
					return 0;   
				}
				Slowsay("你决定\n");
				Slowsay("1.进入大厦\n");
				Slowsay("2.离开\n");
				while(true)
				{
					x=read();
					if(x<1||x>2)
					{
						Slowsay("请重新输入\n");
						continue;
					}
					if(x==2)
					{
						Slowsay("你在街边的商店中找到了食物,食物+2\n");
						sw=sw+2;
					}
					if(x==1)
					{
						if(zd<=6)
						{
							mzd();
							return 0;
						}
						else
						{
							bd9();
							return 0;
						}
					}
					break;
				}
			}
			break;
		}
	}
	qp();
	ch=_getch();
	if(mz==1&&sn==1&&swx==0)
	{
		td6();
		return 0;
	}
	Slowsay("又过了一天,食物-2");
	sw=sw-2;
	if(sw<0)
	{
		esl();
		return 0;
	}
	Sleep(500);
	Slowsay("遭遇丧尸,子弹-3");
	zd=zd-3;
	if(zd<0)
	{
		mzd();
		return 0;   
	}   
	Sleep(500);
	Slowsay("又过了一天,食物-2");
	sw=sw-2;
	if(sw<0)
	{
		esl();
		return 0;
	}
	Sleep(500);
	Slowsay("遭遇丧尸,子弹-2");
	zd=zd-2;
	if(zd<0)
	{
		mzd();
		return 0;
	}   
	Sleep(500);
	if(ccg==1)
	{
		tg();
		return 0;
	}
	else
	{
		bd10();
		return 0; 
	}
}
 
int main()
{
	CONSOLE_CURSOR_INFO cursor_info = { 1,0 };
	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info); 
	srand(time(0));
	while(true)
	{
		zd=10000;
		
		int v=0;
		char ch;
		mp=0;
		Sleep(1000);
		ch=_getch();
		system("cls");
		Slowsay("1.进行游戏\n");
		Slowsay("2.查看成就\n");
		Slowsay("3.查看线索(获得全部线索后通关游戏)\n");
		Slowsay("4.获得一条随机的提示\n");
		Slowsay("5.'退出游戏'\n");
		x=read();
		if(x==1)
		{ 
			sswj();
			if(s>50&&swhm==0)
			{
				swhm=1;
				Slowsay("又死了啊");
				Slowsay("这已经是第几次了呢");
				Slowsay("一个柔和的声音从耳边传来");
				Slowsay("或许早该放弃了");
				Slowsay("\n");
				Slowsay("进阶线索-----死亡?死亡!");
			}
		} 
		if(x==2)
		{
			int v1;
			system("cls");
			if(tongguan1==1)
			{
				Slowsay("已通关进阶剧情");
				if(swx==0)
					Slowsay("人类救星\n\n");
				else
					Slowsay("群尸之首\n\n");
			}
			else
				if(tongguan==1)
				{
					Slowsay("已通关基础剧情\n\n");
				} 
			int v=0;
			Slowsay("Happy Bnd 达成\n");
			if(gjj[1]==1)
				Slowsay("苟到最后\n"),v++;
			else 
				Slowsay("未达成\n");
			if(gjj[2]==1)
				Slowsay("神仙眷侣\n"),v++;
			else 
				Slowsay("未达成\n");        
			if(gjj[3]==1)
				Slowsay("英雄不朽\n"),v++;
			else 
				Slowsay("未达成\n");    
			if(gjj[4]==1)
				Slowsay("认清自己\n"),v++;
			else 
				Slowsay("未达成\n");
			if(gjj[5]==1)
				Slowsay("跨越物种的gay\n");
			else
				Slowsay("未达成\n");
			Slowsay("\n");
			Slowsay("Bad End 达成(共15个)\n");
			for(int i=1;i<=17;i++)
				if(hjj[i]==1)
					printf("%d ",i),v++,v1++;
			Slowsay("\n");
			printf("当前死亡次数:%d",s);
			Slowsay("\n");
			Slowsay("True End 达成\n");
			if(zjj[1]==1)
				Slowsay("一如既往\n"),v++;
			else 
				Slowsay("未达成\n");
			if(zjj[2]==1)
				Slowsay("保持本我\n"),v++;
			else 
				Slowsay("未达成\n");    
			if(zjj[3]==1)
				Slowsay("幻觉\n"),v++;
			else
				Slowsay("未达成\n");
			if(zjj[4]==1)
				Slowsay("停服\n"),v++;
			else
				Slowsay("未达成\n");
			if(zjj[5]==1)
				Slowsay("珊珊来迟的死亡\n"),v++;
			else
				Slowsay("未达成\n");
			Slowsay("\n");
			if(v1==17&&swx==1)
				swx=2,cdd=0;
			if(v>15&&jg==0)
			{
				cdd=0;
				zhxs(); 
				jg=1;
			}
			char ch=_getch();
		}
		if(x==3)
		{
			system("cls");
			int v=0;
			Slowsay("基础线索\n");
			if(zjj[1]==1)
				Slowsay("    奇特的枪与饼干\n"),v++;
			else
				Slowsay("    ?????\n");
			if(zjj[2]==1)
				Slowsay("    延迟变异的少年\n"),v++;
			else
				Slowsay("    ?????\n");
			if(zjj[3]==1)
				Slowsay("    不变异的妹子\n"),v++;
			else    
				Slowsay("    ?????\n");
			if(hjj[3]==1&&gjj[1]==1)
				Slowsay("    速度飘忽不定的政府\n"),v++;
			else
				Slowsay("    ?????\n");
			if(hjj[8]==1)
				Slowsay("    早已变异的妹子\n"),v++;
			else
				Slowsay("    ?????\n"); 
			if(hjj[9]==1)
				Slowsay("    实验体1号与2号\n"),v++;
			else
				Slowsay("    ?????\n");
			if(jg==1)
				Slowsay("    “结局?”\n"),v++;
			else
				Slowsay("    ?????\n\n");
			Slowsay("进阶线索\n");
			if(swhm==1)
				Slowsay("    死亡?死亡!\n"),v++;
			else
				Slowsay("    ?????\n");
			if(zbbj==1)
				Slowsay("    逐步逼近的真相\n"),v++;
			else
				Slowsay("    ?????\n");
			if(by==1)
				Slowsay("    变异是什么时候的事呢\n");
			else
				Slowsay("    ?????(本线索可以不发现)\n");
			if(zjj[5]==1)
				Slowsay("    死亡之后\n"),v++;
			else
				Slowsay("    ?????\n");
			if(hjj[14]==1)
				Slowsay("    外面的世界\n"),v++;
			else
				Slowsay("    ?????\n"); 
			if(hjj[15]==1)
				Slowsay("    真的,假的!"),v++;
			else
				Slowsay("    ?????\n"); 
			if(v>6&&ccg==0)
			{
				Sleep(2000);
				cdd=0;
				cg();
				ccg=1;
			}
			if(v>=12&&qxs==0)
			{
				Sleep(2000);
				qxs=1;
				cg2();
				cdd=0;
			}
			ch=_getch();
		} 
		if(x==4)
		{
			system("cls");
			x=rand()%11;
			if(x==0)
				Slowsay("加了好感后,妹子是有几率不死的哦");
			if(x==1)
				Slowsay("如果想要和少年在一起的话,就一定要十分富有");
			if(x==2)
				Slowsay("有一些事不是没有发生,只是你没看到");
			if(x==3)
				Slowsay("如果和首领交换子弹的话,他会很开心");
			if(x==4)
				Slowsay("妹子的身上带着4份食物呢");
			if(x==5)
				Slowsay("因为某不愿透露姓名ww的要求,有一些结局要脸好才能触发");
			if(x==6)
				Slowsay("大多数时候,你认为一个地方没有好结局只是因为你食物/子弹不够"); 
			if(x==7)
				Slowsay("有一些结局是有前置条件才能触发的,耐心一点吧");
			if(x==8)
				Slowsay("绝大多数的线索来自结局");
			if(x==9)
				Slowsay("进阶线索需要你走以前没走过的路");
			if(x==10)
				Slowsay("完成所有坏结局会进入尸王线");
			ch=_getch();
			continue;
		}
		if(x==5)
		{
			system("cls");
			Slowsay("游戏退出中。。。。。。");
			if(tongguan1!=1)
			{
				Slowsay("你死了");
				s++;
			}
			else
			{
				Slowsay("你离开了这个世界");
				return 0;
			}
		}
	}
}

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