C语言爱心程序

通过一个简单的控制台应用程序,在命令行界面上绘制心形图案。

其中使用

  • #include<windows.h>: 包含Windows API的头文件,用于使用Windows的特定功能。
  • #include<conio.h>: 包含特定于某些编译器的头文件,用于控制台操作。

SetColor函数:

  • 该函数接受两个参数:ForeColor(前景色)和BackGroundColor(背景色)。
  • 它使用GetStdHandleSetConsoleTextAttribute函数来改变命令行窗口的颜色。

绘图逻辑:

  • 对于每种心形样式,程序都使用一个双重循环来遍历x和y坐标。
  • 对于每个坐标点,程序检查该点是否在心形内部。如果是,它就在控制台上打印相应的字符(例如,“l”代表“love”中的“l”)。
  • 如果不在心形内部,则打印空格。

控制台输出:

  • 在绘图完成后,程序会在控制台上显示一个消息,提示用户按任意键返回主界面。

源代码如下:

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

void SetColor(unsigned short ForeColor, unsigned short BackGroundColor)
{
	HANDLE hCon = GetStdHandle(STD_OUTPUT_HANDLE);
	SetConsoleTextAttribute(hCon, (ForeColor % 16) | (BackGroundColor % 16 * 16));
}
int main()
{
	float x, y;
	int s = 0, n, i, j;
	for (i = 1; i <= 50; i++)
	{
		SetColor(0, 14);
		printf(" ");
		printf("%d%%", 2 * i);
		Sleep(101 - 1 * i);
		printf("\b\b\b");
	}
	SetColor(15, 0);
	printf("\b\n加载完成!即将进入:");
	Sleep(2000);
	system("cls");
	do
	{
		system("color 0E");
		for (i = 0; i <= 56; i++)
		{
			if (i >= 20)
			{
				printf("*");
				Sleep(10);
			}
			else
				printf(" ");
		}
		printf("\n");
		for (i = 0; i <= 56; i++)
		{
			if (i >= 20)
			{
				printf("*");
				Sleep(10);
			}
			else
				printf(" ");
		}    printf("\n\t\t\t你想要怎样的心形:\n");
		printf("\n\t\t\t1:由love组成的心形!\n");
		printf("\n\t\t\t2:由随机字符组成的心形!\n");
		printf("\n\t\t\t3:由随机数字组成的心形!\n");
		printf("\n\t\t\t4:由随机颜色组成的心形!\n");
		printf("\n\t\t\t5:退出!\n");
		for (i = 0; i <= 56; i++)
		{
			if (i >= 20)
			{
				printf("*");
				Sleep(10);
			}
			else
				printf(" ");
		}
		printf("\n");
		for (i = 0; i <= 56; i++)
		{
			if (i >= 20)
			{
				printf("*");
				Sleep(10);
			}
			else
				printf(" ");
		}    printf("\n\t\t\t");
		srand(time(NULL));
		scanf_s("%d", &n);
		system("cls");
		switch (n)
		{
		case 1:
			for (x = 1.3; x >= -1.1; x -= 0.1)
			{
				for (y = -2; y <= 1.4; y += 0.053)
				{
					if (pow(x * x + y * y - 1, 3) - x * x * x * y * y <= 0)
					{
						s++;
						if (s % 4 == 1)
							printf("l");
						if (s % 4 == 2)
							printf("o");
						if (s % 4 == 3)
							printf("v");
						if (s % 4 == 0)
							printf("e");
						Sleep(2);
					}
					else
						printf(" ");
				}
				printf("\n");
			}
			printf("绘制完成,按任意键返回主界面!");
			break;
		case 2:
			for (x = 1.3; x >= -1.1; x -= 0.1)
			{
				for (y = -2; y <= 1.4; y += 0.053)
				{
					if (pow(x * x + y * y - 1, 3) - x * x * x * y * y <= 0)
					{
						printf("%c", rand() % 10 + rand() % 10 + 97);
						Sleep(2);
					}
					else
						printf(" ");
				}
				printf("\n");
			}
			printf("绘制完成,按任意键返回主页面!");
			break;
		case 3:
			for (x = 1.3; x >= -1.1; x -= 0.1)
			{
				for (y = -2; y <= 1.4; y += 0.053)
				{
					if (pow(x * x + y * y - 1, 3) - x * x * x * y * y <= 0)
					{
						printf("%d", rand() % 10);
						Sleep(2);
					}
					else
						printf(" ");
				}    printf("\n");
			}
			printf("绘制完成,按任意键返回主页面!");
			break;
		case 4:
			for (x = 1.3; x >= -1.1; x -= 0.1)
			{
				for (y = -2; y <= 1.4; y += 0.053)
				{
					if (pow(x * x + y * y - 1, 3) - x * x * x * y * y <= 0)
					{
						SetColor(0, rand() % 6 + 10);
						printf(" ");
						Sleep(2);
					}
					else
					{
						SetColor(0, 0);
						printf(" ");
					}
				}
				printf("\n");
			}
			SetColor(15, 0);
			printf("绘制完成,按任意键返回主页面!");
			break;
		default:break;
		}
		_getch();
		system("cls");
	} while (n != 5);
}

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``` <!DOCTYPE html> <html> <head> <title></title> </head> <style> * { padding: 0; margin: 0; } html, body { height: 100%; padding: 0; margin: 0; background: #000; } canvas { position: absolute; width: 100%; height: 100%; } .aa { position: fixed; left: 50%; bottom: 10px; color: #ccc; } </style> <body> <canvas id="pinkboard"></canvas> <script> /* * Settings */ var settings = { particles: { length: 500, // maximum amount of particles duration: 2, // particle duration in sec velocity: 100, // particle velocity in pixels/sec effect: -0.75, // play with this for a nice effect size: 30 // particle size in pixels } }; /* * RequestAnimationFrame polyfill by Erik M?ller */ (function () { var b = 0; var c = ["ms", "moz", "webkit", "o"]; for (var a = 0; a < c.length && !window.requestAnimationFrame; ++a) { window.requestAnimationFrame = window[c[a] + "RequestAnimationFrame"]; window.cancelAnimationFrame = window[c[a] + "CancelAnimationFrame"] || window[c[a] + "CancelRequestAnimationFrame"]; } if (!window.requestAnimationFrame) { window.requestAnimationFrame = function (h, e) { var d = new Date().getTime(); var f = Math.max(0, 16 - (d - b)); var g = window.setTimeout(function () { h(d + f); }, f); b = d + f; return g; }; } if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = function (d) { clearTimeout(d); }; } })(); /* * Point class */ var Point = (function () { function Point(x, y) { this.x = typeof x !== "undefined" ? x : 0; this.y = typeof y !== "undefined" ? y : 0; } Point.prototype.clone = function () { return new Point(this.x, this.y); }; Point.prototype.length = function (length) { if (typeof length == "undefined") return Math.sqrt(this.x * this.x + this.y * this.y); this.normalize(); this.x *= length; this.y *= length; return this; }; Point.prototype.normalize = function () { var length = this.length(); this.x /= length; this.y /= length; return this; }; return Point; })(); /* * Particle class */ var Particle = (function () { function Particle() { this.position = new Point(); this.velocity = new Point(); this.acceleration = new Point(); this.age = 0; } Particle.prototype.initialize = function (x, y, dx, dy) { this.position.x = x; this.position.y = y; this.velocity.x = dx; this.velocity.y = dy; this.acceleration.x = dx * settings.particles.effect; this.acceleration.y = dy * settings.particles.effect; this.age = 0; }; Particle.prototype.update = function (deltaTime) { this.position.x += this.velocity.x * deltaTime; this.position.y += this.velocity.y * deltaTime; this.velocity.x += this.acceleration.x * deltaTime; this.velocity.y += this.acceleration.y * deltaTime; this.age += deltaTime; }; Particle.prototype.draw = function (context, image) { function ease(t) { return --t * t * t + 1; } var size = image.width * ease(this.age / settings.particles.duration); context.globalAlpha = 1 - this.age / settings.particles.duration; context.drawImage( image, this.position.x - size / 2, this.position.y - size / 2, size, size ); }; return Particle; })(); /* * ParticlePool class */ var ParticlePool = (function () { var particles, firstActive = 0, firstFree = 0, duration = settings.particles.duration; function ParticlePool(length) { // create and populate particle pool particles = new Array(length); for (var i = 0; i < particles.length; i++) particles[i] = new Particle(); } ParticlePool.prototype.add = function (x, y, dx, dy) { particles[firstFree].initialize(x, y, dx, dy); // handle circular queue firstFree++; if (firstFree == particles.length) firstFree = 0; if (firstActive == firstFree) firstActive++; if (firstActive == particles.length) firstActive = 0; }; ParticlePool.prototype.update = function (deltaTime) { var i; // update active particles if (firstActive < firstFree) { for (i = firstActive; i < firstFree; i++) particles[i].update(deltaTime); } if (firstFree < firstActive) { for (i = firstActive; i < particles.length; i++) particles[i].update(deltaTime); for (i = 0; i < firstFree; i++) particles[i].update(deltaTime); } // remove inactive particles while ( particles[firstActive].age >= duration && firstActive != firstFree ) { firstActive++; if (firstActive == particles.length) firstActive = 0; } }; ParticlePool.prototype.draw = function (context, image) { // draw active particles if (firstActive < firstFree) { for (i = firstActive; i < firstFree; i++) particles[i].draw(context, image); } if (firstFree < firstActive) { for (i = firstActive; i < particles.length; i++) particles[i].draw(context, image); for (i = 0; i < firstFree; i++) particles[i].draw(context, image); } }; return ParticlePool; })(); /* * Putting it all together */ (function (canvas) { var context = canvas.getContext("2d"), particles = new ParticlePool(settings.particles.length), particleRate = settings.particles.length / settings.particles.duration, // particles/sec time; // get point on heart with -PI <= t <= PI function pointOnHeart(t) { return new Point( 160 * Math.pow(Math.sin(t), 3), 130 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t) - 10 * Math.cos(4 * t) + 25 ); } // creating the particle image using a dummy canvas var image = (function () { var canvas = document.createElement("canvas"), context = canvas.getContext("2d"); canvas.width = settings.particles.size; canvas.height = settings.particles.size; // helper function to create the path function to(t) { var point = pointOnHeart(t); point.x = settings.particles.size / 2 + (point.x * settings.particles.size) / 350; point.y = settings.particles.size / 2 - (point.y * settings.particles.size) / 350; return point; } // create the path context.beginPath(); var t = -Math.PI; var point = to(t); context.moveTo(point.x, point.y); while (t < Math.PI) { t += 0.01; // baby steps! point = to(t); context.lineTo(point.x, point.y); } context.closePath(); // create the fill context.fillStyle = "#ea80b0"; context.fill(); // create the image var image = new Image(); image.src = canvas.toDataURL(); return image; })(); // render that thing! function render() { // next animation frame requestAnimationFrame(render); // update time var newTime = new Date().getTime() / 1000, deltaTime = newTime - (time || newTime); time = newTime; // clear canvas context.clearRect(0, 0, canvas.width, canvas.height); // create new particles var amount = particleRate * deltaTime; for (var i = 0; i < amount; i++) { var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random()); var dir = pos.clone().length(settings.particles.velocity); particles.add( canvas.width / 2 + pos.x, canvas.height / 2 - pos.y, dir.x, -dir.y ); } // update and draw particles particles.update(deltaTime); particles.draw(context, image); } // handle (re-)sizing of the canvas function onResize() { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; } window.onresize = onResize; // delay rendering bootstrap setTimeout(function () { onResize(); render(); }, 10); })(document.getElementById("pinkboard")); </script> </body> </html> ``` ![示例图片](https://devbit-static.oss-cn-beijing.aliyuncs.com/devbit-static/img/heart.png)

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