DEVC++ 游戏 坦克大战

游戏C++坦克是一个基于C++编程语言开发的经典坦克游戏。在这个游戏中,玩家需要控制自己的坦克,通过发射炮弹来攻击敌人,同时避免被敌方坦克攻击。

游戏规则设定如下:

  1. 玩家通过↑,↓,←,→键控制坦克进行上、下、左、右的移动,x键表示发射炮弹。
  2. 敌方坦克自动移动,自动发射炮弹。
  3. 敌方坦克设置有四种不同分值的坦克(从100到400分四种,以下分别称为一、二、三、四级敌方坦克),从一级到四级敌方坦克攻击速度逐渐增长。
  4. 玩家从开始游戏时会有三条生命(即三次游戏机会),进入下一关生命值不会重新刷新。
  5. 对于第一敌方坦克,玩家炮弹击中一次则死亡。对于四级敌方坦克,玩家炮弹需要击中四次才死亡。同理可得二、三级敌方坦克死亡规则。

在游戏中,玩家需要通过控制坦克的移动和发射炮弹来攻击敌方坦克,同时避免被敌方坦克攻击。每个关卡都有一定数量的敌方坦克,当玩家击败所有敌方坦克时,就可以进入下一关。每个关卡的难度不同,敌方坦克的数量和攻击力也会逐渐增加。

总之,游戏C++坦克是一个经典而有趣的坦克游戏,它不仅提供了基本的控制和规则,还提供了各种特殊效果和道具来增加游戏的趣味性和挑战性。如果你喜欢射击游戏和挑战性的游戏,那么这个游戏一定不会让你失望。

下面是代码:

#include <stdio.h>
 
#include <windows.h>
 
#include <time.h> 
 
                           //里规格:长39*2=78 (真坐标)(假坐标宽为39)  高39
 
                           //外规格:长41*2=82 (真坐标)(假坐标宽为41)  高41
 
#define UP    1
 
#define DOWN  2
 
#define LEFT  3
 
#define RIGHT 4
 
#define MAX_LEVEL 8
 
#define BULLET_NUM 20
 
#define MAX_LIFE 4
 
 
 
//程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level   
 
 
 
/*
      此程序中涉及的x,y类的坐标值,分为以下两种:                                 
                                                                                                  
假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标)                             
                                                                                                  
真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值)                                 
                                                                                                  
  区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标    
                                                                                                            
          coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位,                    
                                                                                                  
          可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2                                    
                                                           
*/
 
typedef struct             //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量
 
{                          //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1
 
    int fast_tank_order;   //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次
 
    int firm_tank_order;   //firm_tank出现的次序,同上
 
} LevInfo;                 //关卡信息(准确说是该关出现的坦克信息)
 
LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}};   //初始化,-1代表没有该类型坦克
 
 
 
 
 
typedef struct      //子弹结构体
 
{
 
    int x,y;        //子弹坐标,假坐标
 
    int direction;  //子弹方向变量
 
    bool exist;     //子弹存在与否的变量,1为存在,0不存在
 
    bool initial;   //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态
 
    bool my;        //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹
 
} Bullet;
 
Bullet bullet [BULLET_NUM];  //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个
 
 
 
 
 
typedef struct      //坦克结构体
 
{
 
    int x,y;        //坦克中心坐标
 
    int direction;  //坦克方向
 
    int color;      //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明
 
    int model;      //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用
 
    int stop;       //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动
 
    int revive;     //坦克复活次数
 
    int num;        //AI坦克编号(固定值,为常量,初始化函数中定下)0~3
 
    int CD;         //发射子弹冷却计时
 
    bool my;        //是否敌方坦克参数,我的坦克此参数为1,为常量
 
    bool alive;     //存活为1,不存活为0
 
}  Tank;
 
Tank AI_tank[4] , my_tank;  //my_tank为我的坦克,Ai_tank 代表AI坦克
 
 
 
//∵所有的函数都有可能对全局变量map进行读写(改变),
 
//∴函数中不另说明是否会对全局变量map读写
 
//基本操作与游戏辅助函数
 
void GoToxy(int x,int y);    //光标移动
 
void HideCursor();           //隐藏光标
 
void keyboard ();            //接受键盘输入
 
void Initialize();           //初始化(含有对多个数据的读写)
 
void Stop();                 //暂停
 
void Getmap();               //地图数据存放与获取
 
void Frame ();               //打印游戏主体框架
 
void PrintMap();             //打印地图(地图既地图障碍物)(含对level的读取)
 
void SideScreen ();          //副屏幕打印
 
void GameCheak();            //检测游戏输赢
 
void GameOver( bool home );  //游戏结束
 
void ClearMainScreen();      //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数
 
void ColorChoose(int color); //颜色选择函数
 
void NextLevel();            //下一关(含有对level全局变量的读写)
 
 
 
//子弹部分
 
void BuildAIBullet(Tank *tank);                //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标)
 
void BuildBullet  (Tank tank);                 //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用
 
void BulletFly    (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用),
 
void BulletHit    (Bullet* bullet);            //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
 
void PrintBullet  (int x,int y,int T);         //打印子弹(人机共用)
 
void ClearBullet  (int x,int y,int T);         //清除子弹(人机共用)
 
int  BulletCheak  (int x,int y);               //判断子弹前方情况(人机共用)
 
 
 
//坦克部分
 
void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克
 
void BuildMyTank (Tank* my_tank);                //建立我的坦克
 
void MoveAITank  (Tank* AI_tank);                //AI坦克移动
 
void MoveMyTank  (int turn);                     //我的坦克移动,只通过keyboard函数调用,既键盘控制
 
void ClearTank   (int x,int y);                  //清除坦克(人机共用)
 
void PrintTank   (Tank tank);                    //打印坦克(人机共用)
 
bool TankCheak   (Tank tank,int direction);      //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通
 
int  AIPositionCheak (int position);           //检测AI坦克建立位置是否有障碍物AIPositionCheak
 
 
 
//DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间
 
 
 
 
 
//注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后)
 
//map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)
 
//map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克,
 
 
 
//全局变量
 
int map[41][41];  //地图二维数组
 
int key_x;        // X键是否被“读入”的变量,也是子弹是否可以发射的变,
 
int bul_num;      //子弹编号
 
int position;     //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
 
int speed=7;      //游戏速度,调整用
 
int level=1;      //游戏关卡数
 
int score=0;      //游戏分数
 
int remain_enemy; //剩余敌人(未出现的敌人)
 
 
 
char* tank_figure[4][3][4]=
 
{
 
  {
 
    {"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"},
 
    {"┣●┫", "┣●┫", "━●┃", "┃●━"},
 
    {"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"}
 
  }, 
 
  {
 
    {"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},
 
    {"┣●┫", "┣●┫", "━●┫", "┣●━"},
 
    {"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}
 
  }, 
 
  {
 
    {"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},
 
    {"┣●┫", "┣●┫", "━●┃", "┃●━"},
 
    {"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}
 
  },
 
  {
 
    {"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},
 
    {"╠█╣", "╠█╣", "━█╣", "╠█━"},
 
    {"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}
 
  }
 
 }
int main ()                               //主函数
 
{
 
    int i;
 
    unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ;  //间隔计数器数组,用于控制速度
 
    srand(time(NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3
 
    HideCursor();                         //隐藏光标
 
    system("mode con cols=112 lines=42"); //控制窗口大小
 
    Frame ();                             //打印游戏主体框架
 
    Initialize();                         //初始化,全局变量level初值便是1 
 
//    HANDLE h1 , h2 ;                      //定义句柄变量
 
    for(;;)
 
    {
 
        if(interval[0]++%speed==0)        //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1; 
 
        {
 
            GameCheak();                  //游戏胜负检测
 
            BulletFly ( bullet );
 
            for(i=0 ; i<=3 ; i++)         //AI坦克移动循环
 
            {
 
                if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四个坦克中的快速坦克单独使用计数器1,2,3,4
 
                    MoveAITank( & AI_tank[i]);
 
                if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8
 
                    MoveAITank( & AI_tank[i]);
 
            }
 
            for(i=0;i<=3;i++)                                   //建立AI坦克部分
 
                     if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0)  //一个敌方坦克每局只有4条命
 
                {                                               //如果坦克不存活。计时,每次建立有间隔  1750 ms
 
                       BuildAITank( &position, & AI_tank[i] );     //建立AI坦克(复活)
 
                      break;                                      //每次循环只建立一个坦克
 
                  }
 
            for(i=0;i<=3;i++)
 
                if(AI_tank[i].alive)
 
                    BuildAIBullet(&AI_tank[i]);                 //AIshoot自带int自增计数CD,不使用main中的CD interval
 
            if(my_tank.alive && interval[10]++%2==0 )
 
                 keyboard ();
 
            if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)
 
                 BuildMyTank( &my_tank );
 
        }
 
        Sleep(5);
 
    }
 
    return 0;
 
}
 
 
 
 
 
/*//这里的多线程暂时不用                   //x键用于子弹发射,x键的冷却时间不能和上下左右一同设置,那样就太快了
DWORD WINAPI InputX(LPVOID lpParameter)    //如果不用多线程运行,那么在x键冷却时间内程序会因Sleep将会挂起,暂停运行
{                                          //因为只有一个变量改变,而且变量改变先后顺序是显而易见的,所以不必设置缓冲区
    for(;;)                              
    {                                    
        if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态
        {
            key_x=1;                       // X键是否允许被“读入”的变量,也是子弹是否可以发射的变量
            Sleep(600);                    // 子线程Sleep中,x就不能被"读入",主线程每操作完一次子弹发射,key_x会归零
        }
        Sleep(10);
    }
    return 0;
}*/
 
 
 
 
 
void keyboard ()
 
{               // kbhit()   getch()  用法可用但是不好用            
 
/* 
   函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后,
   是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过,
   否则表示该键没被按过.
   这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅.   GetAsyncKeyState的返回值表示两个内容,
   一个是最高位bit的值,代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后,这个键是否被按下。
   &为与操作,&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态,否则是弹起状态,为0
*/
 
    int count=0;
 
    if (GetAsyncKeyState(VK_UP)& 0x8000)  
 
        MoveMyTank( UP );
 
    else if (GetAsyncKeyState(VK_DOWN)& 0x8000)  
 
        MoveMyTank( DOWN );
 
    else if (GetAsyncKeyState(VK_LEFT)& 0x8000)
 
        MoveMyTank( LEFT );
 
    else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)  
 
        MoveMyTank( RIGHT );
 
    else if (GetAsyncKeyState( 0x1B )& 0x8000)  // Esc键
 
        exit(0);                                //退出程序函数
 
    else if (GetAsyncKeyState( 0x20 )& 0x8000)  //空格
 
        Stop();
 
    else if (count++%7==0)            //这里添加计数器是为了防止按键粘连不能达到微调效果
 
    {
 
        if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000)   // +键
 
        {
 
            speed--;
 
            GoToxy(102,11);           //在副屏幕打印出当前速度
 
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
 
            printf("%d ",21-speed);   //副屏幕显示的速度为1~10
 
        }
 
        else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000)  // - 键
 
        {
 
            speed++;
 
            GoToxy(102,11);           //在副屏幕打印出当前速度
 
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
 
            printf("%d ",21-speed);   //副屏幕显示的速度为1~10
 
        }
 
    }
 
    if(my_tank.CD==7)
 
    {
 
        if(GetAsyncKeyState( 88 )& 0x8000)
 
        {
 
            BuildBullet(my_tank);
 
            my_tank.CD=0;
 
        }
 
    }
 
    else
 
        my_tank.CD++;
 
}
 
 
 
 
 
 
 
void BuildAIBullet(Tank *tank)   //AI子弹发射(建立)含有对my_tank的读取
 
{
 
    if(tank->CD==15)
 
    {
 
        if(!(rand()%11))     //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹
 
        {
 
            BuildBullet(*tank);
 
            tank->CD=0;
 
        }
 
    }
 
    else
 
        tank->CD++;
 
    if(tank->CD >= 14)       //AI强化部分,在冷却到达一定范围即可使用
 
    {
 
        if(tank->y==38 )     //如果坦克在底部(这个最优先)
 
        {
 
            if(tank->x < 20) //在老家左边
 
            {
 
                if(tank->direction==RIGHT)  //坦克方向朝左
 
                {
 
                    BuildBullet(*tank);     //发射子弹
 
                    tank->CD=0;
 
                }
 
            }
 
            else             //在老家右边
 
                if(tank->direction==LEFT)   //坦克方向朝右
 
                {
 
                    BuildBullet(*tank);     //发射子弹
 
                    tank->CD=0;
 
                }
 
        }
 
        else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1)  //AI坦克在纵向上"炮口"对准我的坦克
 
        {
 
            if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y)
 
            {                               //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方
 
                int big=my_tank.y , smal=tank->y , i; 
 
                if(my_tank.y < tank->y)
 
                {
 
                    big=tank->y;
 
                    smal=my_tank.y;
 
                }
 
                for(i=smal+2;i<=big-2;i++)  //判断AI炮口的直线上两坦克间有无障碍
 
                    if(map[i][tank->x]!=0 || map[i][tank->x]!=5)      //若有障碍
 
                        break;
 
                if(i==big-1)                //若i走到big-1说明无障碍
 
                {
 
                    BuildBullet(*tank);     //则发射子弹
 
                    tank->CD=0;
 
                }
 
            }
 
        }
 
        else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在横向上"炮口"对准我的坦克
 
        {
 
            if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x)
 
            {                  //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方
 
                int big=my_tank.y , smal=tank->y , i;
 
                if(my_tank.x < tank->x)
 
                {
 
                    big=tank->x;
 
                    smal=my_tank.x;
 
                }
 
                for(i=smal+2;i<=big-2;i++)  //判断AI炮口的直线上两坦克间有无障碍
 
                    if(map[tank->y][i]!=0 || map[tank->y][i]!=5)      //若有障碍
 
                        break;
 
                if(i==big-1)   //若i走到big-1说明无障碍
 
                {
 
                    BuildBullet(*tank);     //则发射子弹
 
                    tank->CD=0;
 
                }
 
            }
 
        }
 
    }
 
}
 
 
 
 
 
 
 
void BuildBullet(Tank tank)  //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet
 
{                            //∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同
 
    switch(tank.direction)   //∴为了方便,不将bullet放入参数,bullet作为全局变量使用
 
    {
 
        case UP    :
 
                bullet [bul_num].x = tank.x;
 
                bullet [bul_num].y = tank.y-2;
 
                bullet [bul_num].direction=1;
 
                break;
 
        case DOWN  :
 
                bullet [bul_num].x = tank.x;
 
                bullet [bul_num].y = tank.y+2;
 
                bullet [bul_num].direction=2;
 
                break;
 
        case LEFT  :
 
                bullet [bul_num].x = tank.x-2;
 
                bullet [bul_num].y = tank.y;
 
                bullet [bul_num].direction=3;
 
                break;
 
        case RIGHT :
 
                bullet [bul_num].x = tank.x+2;                                     
 
                bullet [bul_num].y = tank.y; 
 
                bullet [bul_num].direction=4;
 
                break; 
 
    }     
 
    bullet [bul_num].exist = 1;    //子弹被建立,此值为1则此子弹存在
 
    bullet [bul_num].initial = 1;  //子弹处于初建立状态
 
    bullet [bul_num].my=tank.my;   //如果是我的坦克发射的子弹bullet.my=1,否则为0
 
    bul_num++;
 
    if(bul_num==BULLET_NUM)        //如果子弹编号增长到20号,那么重头开始编号
 
        bul_num=0;                 //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个
 
}
 
 
 
 
 
void BulletFly(Bullet bullet[BULLET_NUM]) //子弹移动和打击
 
{                                         //含有全局变量Bullet的改变
 
    for(int i =0; i<BULLET_NUM;i++)
 
    {
 
        if(bullet [i].exist)              //如果子弹存在
 
        {   
 
            if(bullet [i].initial==0)     //如果子弹不是初建立的
 
            {                           
 
                if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5)   //如果子弹坐标当前位置无障碍
 
                    ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y ));     //抹除子弹图形
 
                switch(bullet [i].direction)                                      //然后子弹坐标变化(子弹变到下一个坐标)
 
                {
 
                    case UP    :(bullet [i].y)--;break;
 
                    case DOWN  :(bullet [i].y)++;break;
 
                    case LEFT  :(bullet [i].x)--;break;
 
                    case RIGHT :(bullet [i].x)++;break;
 
                }
 
            }
 
            int collide = BulletCheak ( bullet [i].x , bullet [i].y );   //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
 
            if( collide )                                                //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上)
 
                PrintBullet( bullet[i].x , bullet[i].y , collide);       //则打印子弹,若有碰撞则不打印
 
            else
 
                BulletHit( & bullet [i] );     //若有碰撞则执行子弹碰撞函数                  
 
            if(bullet [i].initial)             //若子弹初建立,则把初建立标记去除
 
                bullet [i].initial = 0;
 
            for(int j=0; j< BULLET_NUM ; j++)  //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视
 
                if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)
 
                {                              //同样的两颗我方子弹不可能产生碰撞
 
                    bullet [j].exist=0;
 
                    bullet [i].exist=0;
 
                    ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y ));  //抹除j子弹图形,子弹i图形已被抹除
 
                    break;
 
                }
 
        }
 
    }
 
}
 
 
 
 
 
void BulletHit(Bullet* bullet)  //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
 
{                               //∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中
 
    int x=bullet->x;            //∴这里的Tank使用全局变量
 
    int y=bullet->y;            //这里传入的值是子弹坐标,这两个值不需要改变
 
    int i;
 
    if(map[y][x]==1 || map[y][x]==2)  //子弹碰到砖块
 
    {
 
        if(bullet->direction==UP || bullet->direction==DOWN)   //如果子弹是纵向的
 
            for(i = -1 ; i<=1 ; i++)
 
                if(map[y][x+i]==1 || map[y][x+i]==2)  //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略
 
                {
 
                    map[y][x+i]=0;    //砖块碎
 
                     GoToxy(2*x+2*i,y);
 
                    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
 
                     printf("  ");
 
                }
 
        if(bullet->direction==LEFT || bullet->direction==RIGHT)     //若子弹是横向的  (与子弹纵向实现同理)
 
            for(i = -1 ; i<=1 ; i++)
 
                if(map[y+i][x]==1 || map[y+i][x]==2)
 
                {
 
                    map[y+i][x]=0;
 
                     GoToxy(2*x,y+i);
 
                    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
 
                     printf("  "); 
 
                }
 
        bullet->exist=0;           //这颗子弹已经不存在了
 
    }
 
    else if(map[y][x]==4 || map[y][x]==6 )  //子弹碰到边框或者不可摧毁方块
 
        bullet->exist=0;
 
    else if(bullet->my && map[y][x]>=100 && map[y][x]<104 )  //若我的子弹碰到了敌方坦克
 
    {
 
        int num = map[y][x]%100;   //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息
 
        if(AI_tank[num].model==3 && AI_tank[num].color==2)   //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害
 
                AI_tank[num].color=3;                        //则变成黄色,color=3为黄色
 
        else if (AI_tank[num].model==3 && AI_tank[num].color==3)
 
                AI_tank[num].color=4;                        //4为红色
 
        else                       //其他类型的坦克或者firm tank为红色的情况
 
        {
 
            AI_tank[num].alive=0;
 
            ClearTank(AI_tank[num].x , AI_tank[num].y);      //清除该坦克
 
        }
 
        bullet->exist=0;
 
        score+=100;
 
        GoToxy(102,5);             //在副屏幕上打印出分数
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
 
        printf("%d ",score);
 
    }
 
    else if(map[y][x]==200 && bullet->my==0 )   //若敌方子弹击中我的坦克
 
    {
 
        my_tank.alive=0;
 
        ClearTank(my_tank.x , my_tank.y);
 
        bullet->exist=0;
 
        my_tank.revive++;      //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)
 
        score-=100;            //分数减少
 
        GoToxy(102,5);         //在副屏幕上打印出分数
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
 
        printf("%d   ",score);
 
        GoToxy(102,7);         //在副屏幕打印出我的剩余生命值
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
 
        printf("%d   ", MAX_LIFE-my_tank.revive);
 
    }
 
//    else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用
 
//        bullet->exist=0;
 
    else if(map[y][x]==9)      //子弹碰到家(无论是谁的子弹)
 
    {
 
        bullet->exist=0;
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
 
        GoToxy(38,37);     printf("      ");
 
        GoToxy(38,38);     printf("◢◣  ");
 
        GoToxy(38,39);     printf("███");
 
        GameOver(1);           //游戏结束,传入1代表老家被毁
 
    }
 
}
 
 
 
 
 
int BulletCheak (int x,int y)  //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
 
{                              //有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2
 
    if(map[y][x]==0)
 
        return 1;
 
    else if(map[y][x]==5)
 
        return 2;
 
    else
 
        return 0;
 
}
 
 
 
 
 
void PrintBullet (int x,int y,int T)   //当前坐标BulletCheak 的值做参量 T
 
{
 
    if(T==1)          //  T==1 表示子弹当前坐标在陆地上
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);
 
    else if(T==2)     //  T==2 表示子弹当前坐标在水面上
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);
 
    GoToxy(2*x,y);
 
    printf("●");
 
}
 
 
 
 
 
void ClearBullet(int x,int y,int T)   //当前坐标BulletCheak 的值做参量 T
 
{
 
    GoToxy(2*x,y);
 
    if(T==2)        //  T==2 表示子弹当前坐标在水面上
 
    {
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
 
        printf("~");
 
    }
 
    else if(T==1)   //  T==1 表示子弹当前坐标在陆地上
 
    {
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);
 
        printf("●");
 
    }
 
}
 
 
 
 
 
//position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
 
void BuildAITank(int* position, Tank* AI_tank)   //执行一次该函数只建立一个坦克
 
{                                         //rand函数公式:0<=rand()%(a+1)<=a  0+m<=rand()%(n-m+1)+m<=n  
 
                                          //rand函数实现1到n:1<=rand()%(n)+1<=n
 
       if(AIPositionCheak(*position))        //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义
 
    {
 
        AI_tank->x= 20 + 18*(*position);  //20 + 18 * position 对应三个生成位置的x假坐标
 
        AI_tank->y=2;
 
        if(AI_tank->revive==level_info[level-1].firm_tank_order)  //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序
 
        {
 
            AI_tank->model = 3;           //3为firm tank的模型(外观)
 
            AI_tank->color = 2;           //颜色参数2为绿色,具体详见函数ColorChoose
 
        }
 
        else if(AI_tank->revive==level_info[level-1].fast_tank_order)  //同上if,这里是fast_tank的
 
        {
 
            AI_tank->model = 2;
 
            AI_tank->color = rand()%6+1;  //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose
 
        }
 
        else      //普通坦克
 
        {
 
            AI_tank->model = 1;
 
               AI_tank->color = rand()%6+1;  //若不是firm tank则随机颜色
 
        }
 
        AI_tank->alive = 1;       //坦克变为存在
 
        AI_tank->direction = 2 ;  //方向朝下
 
        AI_tank->revive++;        //复活次数+1
 
        PrintTank(*AI_tank);
 
        (*position)++; 
 
        remain_enemy--;
 
        GoToxy(102,9);            //在副屏幕上打印剩余坦克数
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
 
        printf("%d ",remain_enemy);
 
        if(*position==2)          //position只能为0,1,-1,这里position循环重置
 
            *position = -1;
 
             return ;                  //若生成了一辆坦克,则结束该函数
 
    }
 
}
 
 
 
 
 
int AIPositionCheak( int position )    //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位
 
{
 
    int    x,y;
 
    if(position==2)                    //2为我的坦克位置,现在暂时用不到
 
        x=15,y=38;
 
    else
 
        y=2 , x= 20 + 18 * position ;  //20 + 18 * position 对应三个生成位置的x假坐标
 
    for(int i=0;i<3;i++)
 
        for(int j=0;j<3;j++)
 
            if( map[y+j-1][x+i-1]!=0)  //如果遍历的九宫格里有障碍物
 
                return 0;              //则返回0,表示此生成位置有阻碍
 
    return 1;                          //否则生成1,表示此生成位置无阻碍
 
}
 
 
 
 
 
void MoveAITank(Tank* AI_tank) //AI专用函数,该函数主要为AI加强
 
{
 
       if(AI_tank->alive)         //如果坦克活着
 
    {
 
        if(AI_tank->stop!=0)   //坦克是否停止运动的判断,若stop参数不为0
 
        {
 
            AI_tank->stop--;   //则此坦克本回合停止运动
 
            return;
 
        }
 
        if( !(rand()%23) )     //22分之1的概率执行方向重置
 
        {
 
            AI_tank->direction = rand()%4+1;
 
            if( rand()%3 )     //在方向重置后有2分之1的概率停止走动3步的时间
 
            {
 
                AI_tank->stop=2;
 
                return;
 
            }
 
        }
 
        ClearTank (AI_tank->x , AI_tank->y);
 
        if(TankCheak ( *AI_tank , AI_tank->direction))   //如果前方无障碍
 
            switch ( AI_tank->direction )
 
            {
 
                   case UP   : AI_tank->y--; break;  //上前进一格
 
                case DOWN : AI_tank->y++; break;  //下前进一格
 
                 case LEFT : AI_tank->x--; break;  //左前进一格
 
                case RIGHT: AI_tank->x++; break;  //右前进一格
 
            }
 
        else                     //前方有障碍
 
        {
 
            if(!(rand()%4))      //3分之1的概率乱转
 
            {
 
                AI_tank->direction=rand()%4+1;
 
                AI_tank->stop=2; //乱转之后停止走动3步的时间
 
                PrintTank(*AI_tank);
 
                return;          //∵continue会跳过下面的打印函数,∴这里先打印
 
            }
 
            else                 //另外3分之2的几率选择正确的方向
 
            {
 
                int j;
 
                for(j=1;j<=4;j++)
 
                    if(TankCheak ( *AI_tank , j ))  //循环判断坦克四周有无障碍,此函数返值1为可通过
 
                        break;
 
                if(j==5)         //j==5说明此坦克四周都有障碍物,无法通行
 
                {
 
                    PrintTank(*AI_tank);
 
                    return;      //则跳过下面的while循环以防程序卡死
 
                }
 
                while(TankCheak ( *AI_tank , AI_tank->direction) == 0)  //如果前方仍有障碍
 
                    AI_tank->direction=(rand()%4+1);                    //则换个随机方向检测
 
            }
 
        }
 
        PrintTank(*AI_tank);     //打印AI坦克
 
    }
 
}
 
 
 
 
 
void BuildMyTank (Tank* my_tank) //建立我的坦克
 
{
 
    my_tank->x=15;
 
       my_tank->y=38;
 
       my_tank->stop=NULL;
 
       my_tank->direction=1;
 
    my_tank->model=0;
 
    my_tank->color=1;
 
    my_tank->alive=1;
 
    my_tank->my=1;
 
    my_tank->CD=7;
 
    PrintTank (*my_tank) ;   //打印我的坦克
 
}
 
 
 
 
 
void MoveMyTank(int turn )   //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值
 
{
 
    ClearTank(my_tank.x , my_tank.y);        //map 数组中“我的坦克”参数清除工作已在此函数中完成
 
    my_tank.direction=turn;                  //将键盘输入的方向值传入我的坦克方向值
 
    if(TankCheak ( my_tank , my_tank.direction ))  //若此时我的坦克当前方向上无障碍
 
        switch (turn)
 
        {
 
            case UP   : my_tank.y--; break;  //上前进一格
 
            case DOWN : my_tank.y++; break;  //下前进一格
 
            case LEFT : my_tank.x--; break;  //左前进一格
 
            case RIGHT: my_tank.x++; break;  //右前进一格
 
    }                                        //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克
 
    PrintTank (my_tank);
 
}
 
 
 
 
 
bool TankCheak(Tank tank,int direction)  //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)
 
{
 
    switch(direction)                    //direction变量   1上,2下,3左,4右
 
    {
 
        case UP:
 
            if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)
 
                return 1;
 
            else
 
                return 0;
 
        case DOWN:
 
            if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)
 
                return 1;
 
            else
 
                return 0;
 
        case LEFT:
 
            if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)
 
                return 1;
 
            else
 
                return 0;
 
        case RIGHT:
 
            if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)
 
                return 1;
 
            else
 
                return 0;
 
        default:
 
            printf("错误!!");
 
            Sleep(5000);
 
            return 0;
 
    }
 
}
 
 
 
 
 
void ClearTank(int x,int y)   //清除坦克函数(人机共用)
 
{
 
    for(int i=0;i<3;i++)
 
        for(int j=0;j<3;j++)
 
        {                     //将坦克占用的地图上的九格去掉
 
             map[y+j-1][x+i-1]=0;
 
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
 
            GoToxy(2*x+2*j-2,y+i-1);
 
            printf("  ");
 
        }
 
}
 
 
 
 
 
void PrintTank(Tank tank)     //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了
 
{                             // tank.color参数对应不同的颜色,范围 1 ~ 6
 
    ColorChoose(tank.color);  //颜色选择函数   定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)
 
    char *(*tankF)[4] = tank_figure[tank.model];  //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推
 
    for(int i = 0; i < 3; i++)   
 
    {
 
        GoToxy((tank.x-1)*2 , tank.y-1+i);        //在坦克中心坐标的左边,上中下三行打印
 
        printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串
 
         for(int j=0;j<3;j++)
 
            if(tank.my)       //若为我的坦克
 
                map[tank.y+j-1][tank.x+i-1]=200;  //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200
 
            else
 
                map[tank.y+j-1][tank.x+i-1]=100+tank.num;  //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数
 
    }
 
}
 
 
 
 
 
void HideCursor()  //隐藏光标
 
{                  //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见
 
    CONSOLE_CURSOR_INFO cursor_info={1,0};
 
    SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。
 
}
 
 
 
 
 
void GoToxy(int x,int y)  //光标移动函数,X表示横坐标,Y表示纵坐标。
 
{
 
    COORD  coord;         //使用头文件自带的坐标结构
 
    coord.X=x;            //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围
 
    coord.Y=y;
 
    HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE);  //获得标准输出句柄
 
    SetConsoleCursorPosition(a,coord);         //以标准输出的句柄为参数设置控制台光标坐标
 
}
 
 
 
 
 
void ColorChoose(int color)   //颜色选择函数
 
{
 
    switch(color)
 
    {
 
           case 1:               //天蓝色(我的坦克颜色)
 
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
 
            break;
 
        case 2:               //绿色
 
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);    
 
            break;
 
        case 3:               //黄色
 
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
 
            break;
 
        case 4:               //红色
 
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
 
            break;
 
        case 5:               //紫色
 
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
 
            break;
 
        case 6:               //白色
 
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);
 
            break;
 
        case 7:               //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中
 
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
 
            break;
 
    }
 
}
 
 
 
 
 
void Stop()    //暂停
 
{
 
    int color=1,timing=0;
 
    while(1)
 
    {
 
        if(timing++%30==0)
 
        {
 
            ColorChoose(color);   //颜色选择
 
            GoToxy(100,13);       //副屏幕打印
 
            printf("游戏暂停");
 
            GoToxy(88,17);
 
            printf("按回车键回到游戏");
 
            GoToxy(88,18);
 
            printf("或按 Esc键退出游戏");
 
            if(++color==8)
 
                color=1;
 
        }
 
        if (GetAsyncKeyState( 0xD )& 0x8000)      //回车键
 
        {
 
            GoToxy(100,13);       //副屏幕打印
 
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
 
            printf("正在进行");   //覆盖掉原来的提示
 
            GoToxy(88,17);
 
            printf("                     ");
 
            GoToxy(88,18);
 
            printf("                     ");
 
            break;
 
        }
 
        else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出    
 
            exit(0);
 
        Sleep(20);
 
    }
 
}
 
 
 
 
 
void ClearMainScreen()  //主屏幕清屏函数,因使用system("cls");再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数
 
{
 
    for(int i=1;i<40;i++)
 
    {
 
        GoToxy(2,i);
 
        printf("                                                                              ");
 
    }
 
}
 
 
 
 
 
void Frame ()     //打印游戏主体框架
 
{                 //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);
 
    printf("  ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁  ");
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
 
    printf("  ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");
 
    for(int i=0;i<14;i++)
 
    {
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
 
        printf("▕                                                                              ▏");
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
 
        printf(" |                          |\n");
 
    }
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
 
    printf("▕                                                                              ▏");
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
 
    printf(" |═════════════|\n");
 
    for(int i=0;i<24;i++)
 
    {
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
 
        printf("▕                                                                              ▏");
 
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
 
        printf(" |                          |\n");
 
    }
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
 
    printf("  ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔  ");
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE); 
 
    printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");
 
    SideScreen ();  //打印副屏幕
 
}
 
 
 
 
 
void PrintMap()     // 打印地图(地图既地图障碍物)
 
{
 
    for(int j=0;j<41;j++)
 
        for(int i=0;i<41;i++)
 
            if(map[i][j]==6)
 
            {
 
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN
 
                    |FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);
 
                GoToxy(2*j,i);
 
                printf("■");
 
            }
 
            else if(map[i][j]==2)
 
            {
 
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
 
                GoToxy(2*j,i);
 
                printf("▓");
 
            }
 
            else if(map[i][j]==1)
 
            {
 
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
 
                GoToxy(2*j,i);
 
                printf("▓");
 
            }
 
            else if(map[i][j]==5)
 
            {                      
 
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
 
                GoToxy(2*j,i);
 
                printf("~");
 
            }
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
 
    GoToxy(38,37);     printf("◣◢");
 
    GoToxy(38,38);     printf("███");    //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印
 
    GoToxy(38,39);     printf("◢█◣");    //∴直接打印(且家的map值与符号无关)
 
}
 
 
 
 
 
void GetMap()      //地图存放函数
 
{                   //map里的值: 个位数的值为地图方块部分,百位数的值为坦克
 
    int i ,j;      //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克,
 
    int Map[8][41][41]=
 
    {
 
        {
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
 
            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4}, 
 
            {4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
 
        },
 
        {
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
 
            {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
 
            {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
 
            {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
 
            {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
 
            {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
 
            {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
 
            {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
 
            {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
 
            {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
 
            {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
 
            {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
 
        },
 
        {
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
 
            {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
 
            {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},
 
            {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},    
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
 
        },
 
        {
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},
 
            {4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,4},
 
            {4,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
 
            {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
 
            {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
 
        },
 
        {
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
 
            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
 
            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
 
            {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
 
            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
 
            {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
 
            {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
 
            {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
 
            {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
 
            {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
 
            {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
 
            {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
 
            {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
 
            {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
 
            {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
 
            {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
 
            {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
 
            {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
 
        },
 
        {
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,4},
 
            {4,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,2,2,2,2,2,2,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,4},
 
            {4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,2,2,2,2,2,2,2,2,0,0,0,1,1,0,0,0,0,0,0,0,1,1,4},
 
            {4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,2,2,2,2,2,2,2,2,0,0,1,1,1,0,0,0,0,0,0,0,1,1,4},
 
            {4,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
 
            {4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
 
            {4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
 
            {4,1,1,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,0,0,0,0,0,1,1,1,4},
 
            {4,1,1,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,0,1,1,1,4},
 
            {4,1,1,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,1,1,1,1,4},
 
            {4,0,1,1,0,0,0,0,0,0,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,0,0,1,1,1,1,4},
 
            {4,0,1,1,1,0,0,0,0,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
 
            {4,0,0,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
 
            {4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
 
            {4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
 
            {4,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,0,0,4},
 
            {4,0,0,0,0,0,1,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
 
            {4,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,4},
 
            {4,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,4},
 
            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
 
            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
 
            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
 
            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
 
        },
 
        {
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
 
            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
 
            {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
 
            {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
 
            {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
 
            {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
 
            {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
 
            {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
 
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
 
            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
 
            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
 
            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
 
            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
 
            {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
 
            {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
 
            {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
 
        },
 
        {
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
 
            {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
 
            {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
 
            {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
 
            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
 
            {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
 
            {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
 
            {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
 
            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
 
            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
 
            {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
 
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
 
        },
 
    };
 
        for(i=0;i<41;i++)
 
            for(j=0;j<41;j++)
 
                    map[i][j]=Map[level-1][i][j];
 
    PrintMap();         //打印地图
 
}
 
 
 
 
 
void GameOver(bool home)
 
{
 
    int timing=0,color=1;
 
    while(1)
 
    {
 
        if(timing++%30==0)         //游戏结束原因为生命值为0
 
        {
 
            ColorChoose(color);    //颜色选择
 
            if(home)               //游戏结束原因为老家被毁,则多打印一行字以提示玩家
 
            {
 
                GoToxy(37,19);     //主屏幕中心打印
 
                printf("老家被毁!");
 
            }
 
            GoToxy(37,20);         //主屏幕中心打印
 
            printf("游戏结束!");
 
            GoToxy(100,13);        //副屏幕打印
 
            printf("游戏结束");
 
            GoToxy(88,17);
 
            printf("请按回车键重新开始!");
 
            GoToxy(88,18);
 
            printf("或按 Esc键退出游戏!");
 
            if(++color==8)
 
                color=1;
 
        }
 
        if (GetAsyncKeyState( 0xD )& 0x8000)  //回车键
 
        {
 
//            system("cls");       //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数
 
//            Frame ();            //重新打印游戏框架
 
            score-=500;          //分数-500
 
            ClearMainScreen();   //主屏清屏函数,无需再次打印框架
 
            Initialize();        //从本关重新开始
 
            break;
 
        }
 
        else if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出    
 
            exit(0);
 
        Sleep(20);
 
    }
 
}
 
 
 
 
 
void NextLevel()
 
{
 
    int timing=0,color=1;
 
    level++;
 
    if(level<=MAX_LEVEL)
 
        while(1)
 
        {
 
            if(timing++%10==0)
 
            {
 
                ColorChoose(color);   //颜色选择   
 
                GoToxy(37,20);        //主屏幕中心打印
 
                printf("恭喜过关!");
 
                GoToxy(100,13);       //副屏幕打印
 
                printf("等待下关");
 
                GoToxy(87,17);
 
                printf("请按回车键进入下一关!");
 
                GoToxy(88,18);
 
                printf("或按 Esc键退出游戏!");
 
                if(++color==8)    
 
                    color=1;
 
            }
 
            if (GetAsyncKeyState( 0xD )& 0x8000)  //回车键
 
            {
 
                GoToxy(88,17);        //抹除副屏幕中的提示
 
                printf("                     ");
 
                GoToxy(88,18);
 
                printf("                     ");
 
                ClearMainScreen();   //主屏清屏函数,无需再次打印框架
 
                Initialize();        //初始化从下一关开始,level已++
 
                break;
 
            }
 
            else if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出    
 
                exit(0);
 
            Sleep(20);
 
        }
 
    else   //level>8 通关
 
        while(1)
 
        {
 
            if(timing++%5==0)
 
            {
 
                ColorChoose(color);
 
                GoToxy(33,20);        //主屏幕中心打印
 
                printf("恭喜通过全部关卡!");
 
                GoToxy(100,13);       //副屏幕打印
 
                printf("已通全关");
 
                GoToxy(88,17);
 
                printf("恭喜通过全部关卡!");
 
                GoToxy(88,19);
 
                printf("按 Esc键退出游戏!");
 
                if(++color==8)    
 
                    color=1;
 
            }
 
            if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出    
 
                exit(0);
 
            Sleep(10);
 
        }
 
}
 
 
 
 
 
void GameCheak()
 
{                           //剩余敌人为0且四坦克全部不存活
 
    if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )
 
        NextLevel();        //进入下一关
 
    if(my_tank.revive>=MAX_LIFE)   //我的生命值(复活次数)全部用完 MAX_LIFE
 
        GameOver(0);        //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁
 
}
 
 
 
 
 
void SideScreen ()  //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38)
 
{                   // |         第  d  关         |   " |                          |\n"
 
    GoToxy(93,2);
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
 
    printf("第     关");
 
    GoToxy(92,5);
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
 
    printf("分  数:");
 
    GoToxy(92,7);
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
 
    printf("生  命:");
 
    GoToxy(86,9);
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
 
    printf("剩余敌方坦克:");
 
    GoToxy(86,11);
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
 
    printf("当前游戏速度:  %d",21-speed);
 
    GoToxy(86,13);
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
 
    printf("当前游戏状态:");
 
    GoToxy(94,19);
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
 
    GoToxy(94,24);
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
 
    printf("帮  助");
 
    GoToxy(86,27);
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
 
    printf("方向键  ←↑→↓  移动");
 
    GoToxy(93,29);
 
    printf("x 键 射击");
 
    GoToxy(89,31);
 
    printf("+ - 调整游戏速度");
 
    GoToxy(90,33);
 
    printf("游戏速度范围1~20");
 
    GoToxy(90,35);
 
    printf("回车键 暂停游戏");
 
    GoToxy(90,37);
 
    printf("Esc键  退出游戏");
 
/*    printf("帮  助");     //这是第二种详细说明的样式
    GoToxy(86,21);
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
    printf("方向键  ←↑→↓  移动");
    GoToxy(93,23);
    printf("x 键 射击");
    GoToxy(89,25);
    printf("+ - 调整游戏速度");
    GoToxy(90,27);
    printf("游戏速度范围1~20");
    GoToxy(90,29);
    printf("回车键 暂停游戏");
    GoToxy(90,31);
    printf("Esc键  退出游戏");
    GoToxy(86,33);
    printf("敌方坦克全部消灭则过关");
    GoToxy(87,34);
    printf("己方坦克生命值为0 或");
    GoToxy(86,35);
    printf("正下方的老家被毁则失败");
    GoToxy(86,36);
    printf("己坦克与敌坦克子弹碰撞");
    GoToxy(87,37);
    printf("则抵消,敌坦克间子弹碰");
    GoToxy(86,38);
    printf("撞不抵消且可穿过敌坦克");*/
 
}
 
 
 
 
 
void Initialize()      //初始化
 
{
 
    remain_enemy=16;
 
    my_tank.revive=0;  //我的坦克复活次数为0
 
    position=0;
 
    bul_num=0;
 
    GetMap();
 
    BuildMyTank( &my_tank );
 
    for(int i=0;i<12;i++)     //子弹初始化
 
    {
 
        bullet [i].exist=0;
 
        bullet [i].initial=0;
 
    }
 
    for(int i=0;i<=3;i++)         //AI坦克初始化
 
    {
 
        AI_tank [i].revive=0;
 
        AI_tank [i].alive=0;  //初始化坦克全是不存活的,BuildAITank()会建立重新建立不存活的坦克
 
        AI_tank [i].stop=0;
 
        AI_tank [i].num=i;
 
        AI_tank [i].my=0;
 
        AI_tank [i].CD=0;
 
    }
 
    GoToxy(97,2);                        //在副屏幕上关卡数
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
 
    printf("%d",level);
 
    GoToxy(102,5);                       //在副屏幕上打印分数
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
 
    printf("%d   ",score);
 
    GoToxy(102,7);                       //在副屏幕打印我的剩余生命值
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
 
    printf("%d", MAX_LIFE-my_tank.revive);
 
    GoToxy(102,9);                       //在副屏幕上打印剩余坦克数
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
 
    printf("%d ",remain_enemy);
 
    GoToxy(100,13);                      //在副屏幕上打印状态
 
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);
 
    printf("正在游戏");
 
}

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