目录
搜集了一些小游戏,名字下是个人是个人喜欢度,可供参考~
狼人杀
❤❤❤❤
cpp
#include<bits/stdc++.h>
#include<cstdio>
#include<cstdlib>
#include<ctime>
#include<windows.h>
using namespace std;
struct IDname
{
int geshu;
string NAME;
};
IDname jue_se[100];
struct ID
{
int num;
bool life;
string name;
int know;
int how;
};
ID player[21];
int n,MY,kill1,kill2;
char a;
bool jieyao=1,duyao=1;
int lieren,shouwei=0;
void init1()
{
jue_se[1].NAME="村民 ";
jue_se[2].NAME="狼人 ";
jue_se[3].NAME="女巫 ";
jue_se[4].NAME="预言家 ";
jue_se[5].NAME="猎人 ";
jue_se[6].NAME="守卫 ";
}
void init2(int nn)
{
switch(nn)
{
case 6:
jue_se[1].geshu=3;
jue_se[2].geshu=2;
jue_se[3].geshu=1;
jue_se[4].geshu=0;
jue_se[5].geshu=0;
jue_se[6].geshu=0;
break;
case 7:
jue_se[1].geshu=3;
jue_se[2].geshu=2;
jue_se[3].geshu=1;
jue_se[4].geshu=1;
jue_se[5].geshu=0;
jue_se[6].geshu=0;
break;
case 8:
jue_se[1].geshu=3;
jue_se[2].geshu=3;
jue_se[3].geshu=1;
jue_se[4].geshu=1;
jue_se[5].geshu=0;
jue_se[6].geshu=0;
break;
case 9:
jue_se[1].geshu=3;
jue_se[2].geshu=3;
jue_se[3].geshu=1;
jue_se[4].geshu=1;
jue_se[5].geshu=1;
jue_se[6].geshu=0;
break;
case 10:
jue_se[1].geshu=4;
jue_se[2].geshu=3;
jue_se[3].geshu=1;
jue_se[4].geshu=1;
jue_se[5].geshu=1;
jue_se[6].geshu=0;
break;
case 11:
jue_se[1].geshu=4;
jue_se[2].geshu=4;
jue_se[3].geshu=1;
jue_se[4].geshu=1;
jue_se[5].geshu=1;
jue_se[6].geshu=0;
break;
case 12:
jue_se[1].geshu=4;
jue_se[2].geshu=4;
jue_se[3].geshu=1;
jue_se[4].geshu=1;
jue_se[5].geshu=1;
jue_se[6].geshu=1;
break;
default:
cout<<"输入错误,再见"<<endl;
exit(0);
break;
}
}
int van[10]= {7,4,6,43,35,1,2,8,20,19};
void init3(int nn)
{
srand(time(0));
Sleep(rand()%44);
int x=10000;
int t=rand();
srand(time(NULL));
int y=van[(rand()%100*van[rand()%10]+t)%10];
if(nn<=6)
x=abs(x*6/y)%3+1;
else if(nn<=8)
x=abs(x*7/y)%4+1;
else if(nn<=11)
x=abs(x*8/y)%5+1;
else if(nn<=14)
x=abs(x*9/y)%6+1;
do
{
if(nn<=6)
x=x%3+1;
else if(nn<=8)
x=x%4+1;
else if(nn<=11)
x=x%5+1;
else if(nn<=14)
x=x%6+1;
if(jue_se[x].geshu>0)
{
player[nn].name=jue_se[x].NAME;
if(player[nn].name=="猎人 ")
lieren=nn;
if(player[nn].name=="守卫 ")
shouwei=nn;
player[nn].life=1;
player[nn].num=nn;
player[nn].know=0;
jue_se[x].geshu--;
player[nn].how=0;
break;
}
}
while(jue_se[x].geshu==0);
}
void printhhh()
{
int cm=0;
int sz=0;
for(int i=1; i<=n; i++)
{
if(player[i].life==0)
continue;
else if(player[i].name=="村民 ")
cm++;
else if(player[i].name=="女巫 "||player[i].name=="预言家 "||player[i].name=="猎人 "||player[i].name=="守卫 ")
sz++;
}
if(sz==0||cm==0)
cout<<"狼人阵营胜利"<<endl;
else
cout<<"好人阵营胜利"<<endl;
for(int i=1; i<=n; i++)
{
cout<<left<<setw(3)<<player[i].num<<": "<<player[i].name<<" ";
if(player[i].life==0)
cout<<"死亡"<<"\t";
else
cout<<"存活"<<"\t";
if(player[i].how==0)
cout<<"最终存活 "<<endl;
else if(player[i].how==1)
cout<<"最终被狼人杀死"<<endl;
else if(player[i].how==2)
cout<<"最终被投票投死"<<endl;
else if(player[i].how==3)
cout<<"最终被女巫毒死"<<endl;
else if(player[i].how==4)
cout<<"最终被猎人射杀"<<endl;
}
system("pause");
system("pause");
system("pause");
}
void print(int day,int ti)
{
HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
if(ti==0)
SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY);
else
SetConsoleTextAttribute(handle,FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<"\t\t\t\t第"<<day<<"天 ";
if(ti==0)
cout<<"白天"<<endl;
else
cout<<"夜晚"<<endl;
cout<<"我的位置:"<<MY<<"号"<<endl;
for(int i=1; i<=6; i++)
cout<<player[i].num<<"号位 ";
cout<<endl;
for(int i=1; i<=6; i++)
{
if(player[i].life==1)
{
if(ti==0)
SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY | FOREGROUND_GREEN);
else
SetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | FOREGROUND_GREEN);
cout<<"存活 ";
}
else
{
if(ti==0)
SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY | FOREGROUND_RED);
else
SetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | FOREGROUND_RED);
cout<<"已死亡 ";
}
}
if(ti==0)
SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY);
else
SetConsoleTextAttribute(handle,FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<endl;
for(int i=1; i<=6; i++)
{
if(player[i].know==0)
cout<<"未知 ";
else if(player[i].know==1)
{
if(player[i].name=="狼人 ")
cout<<"狼人 ";
else
cout<<"好人 ";
}
else if(player[i].know==2)
cout<<player[i].name<<" ";
}
cout<<endl<<endl;
for(int i=7; i<=n; i++)
{
if(i<10)
cout<<player[i].num<<"号位 ";
else
cout<<player[i].num<<"号位 ";
}
cout<<endl;
for(int i=7; i<=n; i++)
{
if(player[i].life==1)
{
if(ti==0)
SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY | FOREGROUND_GREEN);
else
SetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | FOREGROUND_GREEN);
cout<<"存活 ";
}
else
{
if(ti==0)
SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY | FOREGROUND_RED);
else
SetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | FOREGROUND_RED);
cout<<"已死亡 ";
}
}
if(ti==0)
SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY);
else
SetConsoleTextAttribute(handle,FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<endl;
for(int i=7; i<=n; i++)
{
if(player[i].know==0)
cout<<"未知 ";
else if(player[i].know==1)
{
if(player[i].name=="狼人 ")
cout<<"狼人 ";
else
cout<<"好人 ";
}
else if(player[i].know==2)
cout<<player[i].name<<" ";
}
cout<<endl<<endl;
}
int shou=0;
void shoushui(int hhh,int hhhh)
{
int x;
Sleep(3000);
system("cls");
print(hhh,hhhh);
cout<<"守~卫~请~睁~眼~~~"<<endl;
Sleep(3000);
system("cls");
print(hhh,hhhh);
if(MY==shouwei&&player[MY].life==1)
{
cout<<"请问你要守护谁?"<<endl<<"输入:";
cin>>x;
while(x==shou||x<1||x>n||player[x].life==0)
{
cout<<"输入错误,请重新输入"<<endl<<"输入:";
cin>>x;
}
shou=x;
}
else if(player[shouwei].life==1)
{
cout<<"请问你要守护谁?"<<endl;
Sleep(rand()%98);
srand(time(0));
x=rand()%n+1;
while(x==shou||player[x].life==0)
{
Sleep(rand()%98);
srand(time(0));
x=rand()%n+1;
}
shou=x;
}
else
{
cout<<"请问你要守护谁?"<<endl;
Sleep(3000);
shou=-1;
}
Sleep(3000);
system("cls");
print(hhh,hhhh);
cout<<"守~卫~请~闭~眼~~~"<<endl;
}
struct tou
{
int xxx;
int num;
int toupiaoquan;
};
tou TOU[13];
bool cmp(tou x,tou y)
{
if(x.xxx==y.xxx)
return x.num<y.num;
return x.xxx>y.xxx;
}
bool cmp1(tou x,tou y)
{
return x.num<y.num;
}
void toupiao(int ddd,int nnn)
{
int x;
Sleep(2000);
system("cls");
print(ddd,nnn);
cout<<"现在大家请投票";
for(int i=1; i<=3; i++)
{
cout<<".";
Sleep(500);
}
cout<<endl;
for(int i=1; i<=n; i++)
{
TOU[i].num=i;
TOU[i].toupiaoquan=1;
TOU[i].xxx=0;
}
for(int i=1; i<=n; i++)
{
if(player[i].life==1)
{
Sleep(3000);
if(i==MY)
{
cout<<"请投票...(0弃权)"<<endl;
cin>>x;
while(player[x].life==0&&x!=0)
cin>>x;
if(x==0)
cout<<MY<<"号玩家弃权"<<endl;
else
cout<<MY<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
else
{
srand(time(0));
if(player[i].name=="狼人 ")
{
x=rand()%(n+1);
while(x!=0&&(player[x].life==0||player[x].name=="狼人 "||x==i))
{
Sleep(rand()%98);
srand(time(0));
x=rand()%(n+1);
}
if(x==0)
cout<<i<<"号玩家弃权"<<endl;
else
cout<<i<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
else if(player[i].name=="预言家 ")
{
x=rand()%(n+1);
while(x!=0&&(player[x].life==0||player[x].name!="狼人 "||x==i))
{
Sleep(rand()%98);
srand(time(0));
x=rand()%(n+1);
}
if(x==0)
cout<<i<<"号玩家弃权"<<endl;
else
cout<<i<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
else
{
x=rand()%(n+1);
while(x!=0&&(player[x].life==0||x==i))
{
Sleep(rand()%98);
srand(time(0));
x=rand()%(n+1);
}
if(x==0)
cout<<i<<"号玩家弃权"<<endl;
else
cout<<i<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
}
if(x!=0)
TOU[x].xxx++;
}
}
Sleep(3000);
sort(TOU+1,TOU+n+1,cmp);
if(TOU[2].xxx!=TOU[1].xxx)
{
cout<<"投票结束,"<<TOU[1].num<<"号投票出局"<<endl;
player[TOU[1].num].life=0;
player[TOU[1].num].how=2;
Sleep(3000);
return;
}
else
{
TOU[1].toupiaoquan=0;
TOU[2].toupiaoquan=0;
system("cls");
print(ddd,nnn);
cout<<TOU[1].num<<"号,"<<TOU[2].num<<"号";
int i;
for(i=3; i<=n; i++)
{
if(TOU[i].xxx==TOU[1].xxx)
{
TOU[i].toupiaoquan=0;
cout<<","<<TOU[i].num<<"号";
}
else
break;
}
if(i==n+1)
{
for(int i=1; i<=n; i++)
TOU[i].toupiaoquan=1;
}
cout<<"平票"<<endl;
}
sort(TOU+1,TOU+n+1,cmp1);
cout<<"请再次投票";
for(int i=1; i<=3; i++)
{
cout<<".";
Sleep(500);
}
cout<<endl;
for(int i=1; i<=n; i++)
{
if(player[i].life==1&&TOU[i].toupiaoquan==1)
{
Sleep(3000);
if(i==MY)
{
cout<<"请投票...(0弃权)"<<endl;
cin>>x;
while((player[x].life==0||TOU[x].toupiaoquan==1)&&x!=0)
cin>>x;
if(x==0)
cout<<MY<<"号玩家弃权"<<endl;
else
cout<<MY<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
else
{
srand(time(0));
if(player[i].name=="狼人 ")
{
x=rand()%(n+1);
while(x!=0&&(player[x].life==0||player[x].name=="狼人 "||x==i||TOU[x].toupiaoquan==1))
{
srand(time(0));
x=rand()%(n+1);
}
if(x==0)
cout<<i<<"号玩家弃权"<<endl;
else
cout<<i<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
else if(player[i].name=="预言家 ")
{
x=rand()%(n+1);
while(x!=0&&(player[x].life==0||player[x].name!="狼人 "||x==i||TOU[x].toupiaoquan==1))
{
srand(time(0));
x=rand()%(n+1);
}
if(x==0)
cout<<i<<"号玩家弃权"<<endl;
else
cout<<i<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
else
{
x=rand()%(n+1);
while(x!=0&&(player[x].life==0||x==i||TOU[x].toupiaoquan==1))
{
srand(time(0));
x=rand()%(n+1);
}
if(x==0)
cout<<i<<"号玩家弃权"<<endl;
else
cout<<i<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
}
if(x!=0&&TOU[i].toupiaoquan==1)
TOU[x].xxx++;
}
}
Sleep(3000);
sort(TOU+1,TOU+n+1,cmp);
if(TOU[2].xxx!=TOU[1].xxx)
{
cout<<"投票结束,很可惜,"<<TOU[1].num<<"号投票出局"<<endl;
player[TOU[1].num].life=0;
player[TOU[1].num].how=2;
Sleep(3000);
return;
}
else
{
TOU[1].toupiaoquan=0;
TOU[2].toupiaoquan=0;
system("cls");
print(ddd,nnn);
cout<<TOU[1].num<<"号,"<<TOU[2].num<<"号";
int i;
for(i=3; i<=n; i++)
{
if(TOU[i].xxx==TOU[1].xxx)
{
TOU[i].toupiaoquan=0;
cout<<","<<TOU[i].num<<"号";
}
else
break;
}
if(i==n+1)
{
for(int i=1; i<=n; i++)
TOU[i].toupiaoquan=1;
}
cout<<"平票"<<endl;
}
sort(TOU+1,TOU+n+1,cmp1);
cout<<"请再次投票";
for(int i=1; i<=3; i++)
{
cout<<".";
Sleep(500);
}
cout<<endl;
for(int i=1; i<=n; i++)
{
if(player[i].life==1&&TOU[i].toupiaoquan==1)
{
Sleep(3000);
if(i==MY)
{
cout<<"请投票...(0弃权)"<<endl;
cin>>x;
while((player[x].life==0||TOU[x].toupiaoquan==1)&&x!=0)
cin>>x;
if(x==0)
cout<<MY<<"号玩家弃权"<<endl;
else
cout<<MY<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
else
{
srand(time(0));
if(player[i].name=="狼人 ")
{
x=rand()%(n+1);
while(x!=0&&(player[x].life==0||player[x].name=="狼人 "||x==i||TOU[x].toupiaoquan==1))
{
srand(time(0));
x=rand()%(n+1);
}
if(x==0)
cout<<i<<"号玩家弃权"<<endl;
else
cout<<i<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
else if(player[i].name=="预言家 "||player[i].name=="猎人 ")
{
x=rand()%(n+1);
while(x!=0&&(player[x].life==0||player[x].name!="狼人 "||x==i||TOU[x].toupiaoquan==1))
{
srand(time(0));
x=rand()%(n+1);
}
if(x==0)
cout<<i<<"号玩家弃权"<<endl;
else
cout<<i<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
else
{
x=rand()%(n+1);
while(x!=0&&(player[x].life==0||x==i||TOU[x].toupiaoquan==1))
{
srand(time(0));
x=rand()%(n+1);
}
if(x==0)
cout<<i<<"号玩家弃权"<<endl;
else
cout<<i<<"号玩家投给了"<<x<<"号玩家"<<endl;
}
}
if(x!=0&&TOU[i].toupiaoquan==1)
TOU[x].xxx++;
}
}
Sleep(3000);
sort(TOU+1,TOU+n+1,cmp);
if(TOU[2].xxx!=TOU[1].xxx)
{
cout<<"投票结束,"<<TOU[1].num<<"号投票出局"<<endl;
player[TOU[1].num].life=0;
player[TOU[1].num].how=2;
}
else
cout<<"投票结束,在这三次的投票中,无人出局"<<endl;
Sleep(5000);
}
bool game_over()
{
int pingmin=0;
int langren=0;
int shenzhi=0;
for(int i=1; i<=n; i++)
{
if(player[i].life==0)
continue;
if(player[i].name=="狼人 ")
langren++;
else if(player[i].name=="村民 ")
pingmin++;
else if(player[i].name=="女巫 "||player[i].name=="预言家 "||player[i].name=="猎人 ")
shenzhi++;
}
if(shenzhi==0||langren==0||pingmin==0)
return 1;
return 0;
}
void night()
{
system("cls");
system("color 0f");
print(1,1);
cout<<"天~黑~请~闭~眼~~~"<<endl;
if(n>=12)
shoushui(1,1);
Sleep(3000);
system("cls");
print(1,1);
cout<<"狼~人~请~睁~眼~~~"<<endl;
if(player[MY].name=="狼人 ")
{
Sleep(1000);
cout<<"你的同伴有:";
for(int i=1; i<=n; i++)
{
if(i==MY)
continue;
if(player[i].name=="狼人 ")
{
cout<<player[i].num<<"号 ";
player[i].know=2;
}
}
Sleep(3000);
cout<<endl<<"请问你们要杀谁:"<<endl<<"输入:";
cin>>kill1;
Sleep(1500);
system("cls");
print(1,1);
cout<<"今晚你们要杀的是"<<kill1<<"号玩家"<<endl;
}
else
{
Sleep(4000);
system("cls");
print(1,1);
cout<<"请问你们要杀谁?"<<endl;
do
{
Sleep(rand()%18);
srand(time(0));
int x=rand()%n+1;
if(player[x].name!="狼人 "&&player[x].life==1)
{
kill1=x;
break;
}
}
while(1);
Sleep(5000);
}
Sleep(3000);
system("cls");
print(1,1);
cout<<"狼~人~请~闭~眼~~~"<<endl;
Sleep(2000);
system("cls");
print(1,1);
cout<<"女~巫~请~睁~眼~~~"<<endl;
Sleep(2000);
system("cls");
print(1,1);
if(player[MY].name=="女巫 "&&player[MY].life==1)
{
Sleep(1000);
if(jieyao==1)
{
cout<<"今晚"<<kill1<<"号玩家被杀"<<endl;
Sleep(500);
cout<<"请问你要救吗???"<<endl<<"A. 救 B.不救"<<endl<<"输入:";
cin>>a;
if(a=='A')
{
system("cls");
print(1,1);
cout<<"请问你要毒吗???"<<endl;
Sleep(2000);
system("cls");
print(1,1);
cout<<"今晚"<<kill1<<"号玩家被你解救"<<endl;
jieyao=0;
if(shou!=kill1)
kill1=0;
}
else
{
if(shou==kill1)
kill1=0;
Sleep(2000);
system("cls");
print(1,1);
cout<<"请问你要毒吗???"<<endl<<"A. 毒 B.不毒"<<endl<<"输入:";
cin>>a;
if(a=='A')
{
cout<<"请问你要毒谁???"<<endl<<"输入:";
cin>>kill2;
while(player[kill2].life!=1)
{
cout<<"输入错误,请重新输入:"<<endl;
cin>>kill2;
}
duyao=0;
}
}
}
else
{
if(shou==kill1)
kill1=0;
Sleep(2000);
system("cls");
print(1,1);
cout<<"请问你要毒吗???"<<endl<<"A. 毒 B.不毒"<<endl<<"输入:";
cin>>a;
if(a=='A')
{
cout<<"请问你要毒谁???"<<endl<<"输入:";
cin>>kill2;
while(player[kill2].life!=1)
{
cout<<"输入错误,请重新输入:"<<endl;
cin>>kill2;
}
duyao=0;
}
}
}
else
{
bool b=0;
cout<<"请问你是否要用解药???"<<endl;
int FFF=0,kkkk;
for(int i=1; i<=n; i++)
{
if(player[i].life==1&&player[i].name=="村民 ")
FFF++;
if(player[i].name=="女巫 ")
kkkk=i;
}
if(jieyao==1&&player[kkkk].life==1)
{
if(FFF==1)
{
if(shou==kill1)
jieyao=1;
else
jieyao=0;
kill1=0;
b=1;
}
else
for(int i=1; i<=n; i++)
{
if(player[i].name=="女巫 "&&kill1==i)
{
kill1=0;
if(shou==kill1)
jieyao=1;
else
jieyao=0;
b=1;
break;
}
else if(player[i].name=="预言家 "&&kill1==i)
{
kill1=0;
if(shou==kill1)
jieyao=1;
else
jieyao=0;
b=1;
break;
}
}
}
Sleep(3000);
if(b==0&&duyao==1&&player[kkkk].life==1)
{
system("cls");
print(1,1);
cout<<"请问你是否要用毒药???"<<endl;
srand(time(0));
int x=rand()%2;
Sleep(1500);
cout<<"请问你要毒谁???"<<endl;
if(x==1)
{
duyao=0;
int y=rand()%n+1;
while((player[y].name=="女巫 "||player[y].name=="预言家 "||y==kill1)||player[y].life==0)
y=rand()%n+1;
kill2=y;
}
}
else
{
Sleep(3000);
system("cls");
print(1,1);
cout<<"请问你是否要用毒药???"<<endl;
Sleep(3000);
cout<<"请问你要毒谁???"<<endl;
Sleep(3000);
}
}
Sleep(3000);
system("cls");
print(1,1);
cout<<"女~巫~请~闭~眼~~~"<<endl;
if(n>6)
{
Sleep(3000);
system("cls");
print(1,1);
cout<<"预~言~家~请~睁~眼~~~"<<endl;
if(player[MY].name=="预言家 ")
{
Sleep(3000);
cout<<"请问你想查验谁???"<<endl<<"输入:";
int x;
cin>>x;
player[x].know=1;
Sleep(2000);
system("cls");
print(1,1);
cout<<"他的身份是:";
if(player[x].name=="狼人 ")
cout<<"狼人"<<endl;
else
cout<<"好人"<<endl;
Sleep(3000);
}
else
{
Sleep(3000);
cout<<"请问你想查验谁???"<<endl;
Sleep(3000);
system("cls");
print(1,1);
cout<<"他的身份是:......";
Sleep(3000);
}
Sleep(3000);
system("cls");
print(1,1);
cout<<"预~言~家~请~闭~眼~~~"<<endl;
}
Sleep(3000);
if(kill1!=0)
player[kill1].life=0;
if(kill2!=0)
player[kill2].life=0;
player[kill1].how=1;
player[kill2].how=3;
system("cls");
system("color F0");
print(2,0);
}
void night2(int hhh,int hhhh)
{
system("cls");
system("color 0f");
print(hhh,hhhh);
cout<<"天~黑~请~闭~眼~~~"<<endl;
if(n>=12)
shoushui(hhh,hhhh);
Sleep(3000);
system("cls");
print(hhh,hhhh);
cout<<"狼~人~请~睁~眼~~~"<<endl;
if(player[MY].name=="狼人 "&&player[MY].life==1)
{
Sleep(3000);
cout<<endl<<"请问你们要杀谁:"<<endl<<"输入:";
cin>>kill1;
Sleep(1500);
system("cls");
print(hhh,hhhh);
cout<<"今晚你们要杀的是"<<kill1<<"号玩家"<<endl;
}
else
{
Sleep(4000);
system("cls");
print(hhh,hhhh);
cout<<"请问你们要杀谁?"<<endl;
do
{
srand(time(0));
int x=rand()%n+1;
if(player[x].name!="狼人 "&&player[x].life==1)
{
kill1=x;
break;
}
}
while(1);
Sleep(5000);
}
Sleep(3000);
system("cls");
print(hhh,hhhh);
cout<<"狼~人~请~闭~眼~~~"<<endl;
Sleep(2000);
system("cls");
print(hhh,hhhh);
cout<<"女~巫~请~睁~眼~~~"<<endl;
Sleep(2000);
system("cls");
print(hhh,hhhh);
if(player[MY].name=="女巫 "&&player[MY].life==1)
{
Sleep(1000);
if(jieyao==1)
{
cout<<"今晚"<<kill1<<"号玩家被杀"<<endl;
Sleep(500);
cout<<"请问你要救吗???"<<endl<<"A. 救 B.不救"<<endl<<"输入:";
cin>>a;
if(a=='A')
{
system("cls");
print(hhh,hhhh);
cout<<"请问你要毒吗???"<<endl;
Sleep(2000);
system("cls");
print(hhh,hhhh);
cout<<"今晚"<<kill1<<"号玩家被你解救"<<endl;
jieyao=0;
if(shou!=kill1)
kill1=0;
}
else
{
if(shou==kill1)
kill1=0;
Sleep(2000);
system("cls");
print(hhh,hhhh);
cout<<"请问你要毒吗???"<<endl<<"A. 毒 B.不毒"<<endl<<"输入:";
cin>>a;
if(a=='A')
{
cout<<"请问你要毒谁???"<<endl<<"输入:";
cin>>kill2;
while(player[kill2].life!=1)
{
cout<<"输入错误,请重新输入:"<<endl;
cin>>kill2;
}
duyao=0;
}
}
}
else if(duyao==1)
{
if(shou==kill1)
kill1=0;
Sleep(2000);
system("cls");
print(hhh,hhhh);
cout<<"请问你要毒吗???"<<endl<<"A. 毒 B.不毒"<<endl<<"输入:";
cin>>a;
if(a=='A')
{
cout<<"请问你要毒谁???"<<endl<<"输入:";
cin>>kill2;
while(player[kill2].life!=1)
{
cout<<"输入错误,请重新输入:"<<endl;
cin>>kill2;
}
duyao=0;
}
}
else
{
Sleep(2000);
system("cls");
print(hhh,hhhh);
cout<<"请问你要毒吗???"<<endl;
}
}
else
{
bool b=0;
cout<<"请问你是否要用解药???"<<endl;
int FFF=0,kkkk;
for(int i=1; i<=n; i++)
{
if(player[i].life==1&&player[i].name=="村民 ")
FFF++;
if(player[i].name=="女巫 ")
kkkk=i;
}
if(jieyao==1&&player[kkkk].life==1)
{
if(FFF==1)
{
if(shou==kill1)
jieyao=1;
else
jieyao=0;
kill1=0;
b=1;
}
else
for(int i=1; i<=n; i++)
{
if(player[i].name=="女巫 "&&kill1==i)
{
kill1=0;
if(shou==kill1)
jieyao=1;
else
jieyao=0;
b=1;
break;
}
else if(player[i].name=="预言家 "&&kill1==i)
{
kill1=0;
if(shou==kill1)
jieyao=1;
else
jieyao=0;
b=1;
break;
}
}
}
Sleep(3000);
if(b==0&&duyao==1&&player[kkkk].life==1)
{
system("cls");
print(hhh,hhhh);
cout<<"请问你是否要用毒药???"<<endl;
srand(time(0));
int x=rand()%2;
Sleep(1500);
cout<<"请问你要毒谁???"<<endl;
if(x==1)
{
duyao=0;
int y=rand()%n+1;
while((player[y].name=="女巫 "||player[y].name=="预言家 "||y==kill1)||player[y].life==0)
y=rand()%n+1;
kill2=y;
}
}
else
{
Sleep(3000);
system("cls");
print(hhh,hhhh);
cout<<"请问你是否要用毒药???"<<endl;
Sleep(3000);
cout<<"请问你要毒谁???"<<endl;
Sleep(3000);
}
}
Sleep(3000);
system("cls");
print(hhh,hhhh);
cout<<"女~巫~请~闭~眼~~~"<<endl;
if(n>6)
{
Sleep(3000);
system("cls");
print(hhh,hhhh);
cout<<"预~言~家~请~睁~眼~~~"<<endl;
if(player[MY].name=="预言家 "&&player[MY].life==1)
{
Sleep(3000);
cout<<"请问你想查验谁???"<<endl<<"输入:";
int x;
cin>>x;
player[x].know=1;
Sleep(2000);
system("cls");
print(hhh,hhhh);
cout<<"他的身份是:";
if(player[x].name=="狼人 ")
cout<<"狼人"<<endl;
else
cout<<"村民"<<endl;
Sleep(3000);
}
else
{
Sleep(3000);
cout<<"请问你想查验谁???"<<endl;
Sleep(3000);
system("cls");
print(hhh,hhhh);
cout<<"他的身份是:......";
Sleep(3000);
}
Sleep(3000);
system("cls");
print(hhh,hhhh);
cout<<"预~言~家~请~闭~眼~~~"<<endl;
}
Sleep(3000);
if(kill1!=0)
player[kill1].life=0;
if(kill2!=0)
player[kill2].life=0;
player[kill1].how=1;
player[kill2].how=3;
system("cls");
system("color F0");
print(hhh+1,0);
}
bool lr=0;
void panduanlieren()
{
if(lr==1)
return;
if(MY==lieren)
{
cout<<"请射杀一名玩家"<<endl;
int x;
cin>>x;
while(player[x].life!=1)
{
cout<<"输入错误,请重新输入"<<endl;
cin>>x;
}
Sleep(1000);
cout<<lieren<<"号猎人发动技能,开枪带走了"<<x<<"号"<<endl;
player[x].life=0;
player[x].how=4;
}
else if(n>=9)
{
srand(time(0));
int x=rand()%n+1;
while(player[x].life!=1)
x=rand()%n+1;
Sleep(1000);
cout<<lieren<<"号猎人发动技能,开枪带走了"<<x<<"号"<<endl;
player[x].life=0;
player[x].how=4;
}
lr=1;
}
void print1()
{
cout<<"天亮了,昨晚";
if(kill1!=0||kill2!=0)
{
cout<<kill1<<"号";
if(kill2!=0)
{
cout<<","<<kill2<<"号";
kill2=0;
}
cout<<"被杀"<<endl;
}
else
cout<<"是平安夜"<<endl;
}
int main()
{
system("cls");
cout<<" "<<"狼人杀online"<<endl;
cout<<"请输入人数个数:"<<endl;
scanf("%d",&n);
init1();
init2(n);
int k=1;
do
{
srand(time(0));
init3(k);
cout<<".";
Sleep(17);
k++;
}
while(k<=n);
system("cls");
system("color F0");
cout<<"游戏即将开始";
for(int i=1; i<=6; i++)
{
cout<<".";
Sleep(500);
}
Sleep(1500);
cout<<endl<<endl<<"请大家查看身份牌......"<<endl;
Sleep(45);
srand(time(0));
MY=rand()%n+1;
cout<<"您的身份是:"<<player[MY].name<<endl;
Sleep(500);
cout<<"在"<<player[MY].num<<"号位上"<<endl;
system("pause");
system("cls");
player[MY].know=2;
print(1,0);
cout<<"即将进入夜晚";
for(int i=1; i<=6; i++)
{
cout<<".";
Sleep(500);
}
night();
print1();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
if(player[lieren].life==0&&lr==0)
panduanlieren();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
toupiao(2,0);
system("cls");
print(2,0);
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
else if(player[lieren].life==0&&lr==0)
panduanlieren();
cout<<"即将进入夜晚";
for(int i=1; i<=6; i++)
{
cout<<".";
Sleep(500);
}
night2(2,1);
print1();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
if(player[lieren].life==0&&lr==0)
panduanlieren();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
toupiao(3,0);
system("cls");
print(3,0);
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
else if(player[lieren].life==0&&lr==0)
panduanlieren();
cout<<"即将进入夜晚";
for(int i=1; i<=6; i++)
{
cout<<".";
Sleep(500);
}
night2(3,1);
print1();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
if(player[lieren].life==0)
panduanlieren();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
toupiao(4,0);
system("cls");
print(4,0);
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
else if(player[lieren].life==0&&lr==0)
panduanlieren();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
cout<<"即将进入夜晚";
for(int i=1; i<=6; i++)
{
cout<<".";
Sleep(500);
}
night2(4,1);
print1();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
if(player[lieren].life==0)
panduanlieren();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
toupiao(5,0);
system("cls");
print(5,0);
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
else if(player[lieren].life==0&&lr==0)
panduanlieren();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
cout<<"即将进入夜晚";
for(int i=1; i<=6; i++)
{
cout<<".";
Sleep(500);
}
night2(5,1);
print1();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
if(player[lieren].life==0)
panduanlieren();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
toupiao(6,0);
system("cls");
print(6,0);
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
else if(player[lieren].life==0&&lr==0)
panduanlieren();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
cout<<"即将进入夜晚";
for(int i=1; i<=6; i++)
{
cout<<".";
Sleep(500);
}
night2(6,1);
print1();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
if(player[lieren].life==0)
panduanlieren();
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
toupiao(7,0);
system("cls");
print(7,0);
if(game_over())
{
Sleep(1000);
system("cls");
cout<<"游戏结束"<<endl;
printhhh();
return 0;
}
else if(player[lieren].life==0&&lr==0)
panduanlieren();
if(game_over())
{
Sleep(1000);
cout<<endl<<"游戏结束";
return 0;
}
while(1)
system("pause");
return 0;
}
走迷宫
❤❤
cpp
#include <stdio.h>
#include <conio.h>
#include <windows.h>
#include <time.h>
#define Height 25 //迷宫的高度,必须为奇数
#define Width 25 //迷宫的宽度,必须为奇数
#define Wall 1
#define Road 0
#define Start 2
#define End 3
#define Esc 5
#define Up 1
#define Down 2
#define Left 3
#define Right 4
int map[Height+2][Width+2];
void gotoxy(int x,int y) //移动坐标
{
COORD coord;
coord.X=x;
coord.Y=y;
SetConsoleCursorPosition( GetStdHandle( STD_OUTPUT_HANDLE ), coord );
}
void hidden()//隐藏光标
{
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO cci;
GetConsoleCursorInfo(hOut,&cci);
cci.bVisible=0;
//赋1为显示,赋0为隐藏
SetConsoleCursorInfo(hOut,&cci);
}
void create(int x,int y) //随机生成迷
{
int c[4][2]= {
0,1,1,0,0,-1,-1,0
}
;
//四个方向
int i,j,t;
//将方向打乱
for (i=0;i<4;i++) {
j=rand()%4;
t=c[i][0];
c[i][0]=c[j][0];
c[j][0]=t;
t=c[i][1];
c[i][1]=c[j][1];
c[j][1]=t;
}
map[x][y]=Road;
for (i=0;i<4;i++)
if(map[x+2*c[i][0]][y+2*c[i][1]]==Wall) {
map[x+c[i][0]][y+c[i][1]]=Road;
create(x+2*c[i][0],y+2*c[i][1]);
}
}
int get_key() //接收按键
{
char c;
while(c=getch()) {
if(c==27) return Esc;
//Esc
if(c!=-32)continue;
c=getch();
if(c==72) return Up;
//上
if(c==80) return Down;
//下
if(c==75) return Left;
//左
if(c==77) return Right;
//右
}
return 0;
}
void paint(int x,int y) //画迷宫
{
gotoxy(2*y-2,x-1);
switch(map[x][y]) {
case Start:
printf("入");
break;
//画入口
case End:
printf("出");
break;
//画出口
case Wall:
printf("▇");
break;
//画墙
case Road:
printf(" ");
break;
//画路
}
}
void game() {
int x=2,y=1;
//玩家当前位置,刚开始在入口处
int c;
//用来接收按键
while(1) {
gotoxy(2*y-2,x-1);
printf("A");
//画出玩家当前位置
if(map[x][y]==End) //判断是否到达出口
{
gotoxy(30,24);
printf("\n");
//
printf("到达终点,按任意键结束");
getch();
break;
}
c=get_key();
if(c==Esc) {
gotoxy(0,24);
break;
}
switch(c) {
case Up: //向上走
if(map[x-1][y]!=Wall) {
paint(x,y);
x--;
}
break;
case Down: //向下走
if(map[x+1][y]!=Wall) {
paint(x,y);
x++;
}
break;
case Left: //向左走
if(map[x][y-1]!=Wall) {
paint(x,y);
y--;
}
break;
case Right: //向右走
if(map[x][y+1]!=Wall) {
paint(x,y);
y++;
}
break;
}
}
}
int main() {
int i,j;
srand((unsigned)time(NULL));
//初始化随即种子
hidden();
//隐藏光标
for (i=0;i<=Height+1;i++)
for (j=0;j<=Width+1;j++)
if(i==0||i==Height+1||j==0||j==Width+1) //初始化迷宫
map[i][j]=Road; else map[i][j]=Wall;
create(2*(rand()%(Height/2)+1),2*(rand()%(Width/2)+1));
//从随机一个点开始生成迷宫,该点行列都为偶数
for (i=0;i<=Height+1;i++) //边界处理
{
map[i][0]=Wall;
map[i][Width+1]=Wall;
}
for (j=0;j<=Width+1;j++) //边界处理
{
map[0][j]=Wall;
map[Height+1][j]=Wall;
}
map[2][1]=Start;
//给定入口
map[Height-1][Width]=End;
//给定出口
for (i=1;i<=Height;i++)
for (j=1;j<=Width;j++) //画出迷宫
paint(i,j);
game();
//开始游戏
getch();
return 0;
}
炸弹人
❤❤❤
cpp
#include<bits/stdc++.h>
#include<windows.h>
#include<stdio.h>
#include<conio.h>
#include<time.h>
#define KEY_DOWN(VK_NONAME)((GetAsyncKeyState(VK_NONAME)&0x8000)?1:0)
using namespace std;
int m[10001][21];
struct node {int xx,yy,Zhong,rr,mr;} B[100001];
int K,X,Y,tX,tY,tY2,tT,Er,T,Yb,Zb,Win,Blood,Score,Kb;
void Color(int a)
{
if(a==0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
if(a==1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
if(a==2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
if(a==3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
if(a==4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
if(a==5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
if(a==6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
if(a==7) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN);
if(a==8) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
if(a==9) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|BACKGROUND_INTENSITY|BACKGROUND_RED);
if(a==10) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|BACKGROUND_INTENSITY|BACKGROUND_BLUE);
}
void SetPos(int x,int y)
{
COORD pos; pos.X=y*2-1,pos.Y=x+1;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
}
void Zha(int x,int y)
{
Zb++;
int k1=rand()%2+2,k2=rand()%3+2,r=rand()%6;
if(r==0) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=1,B[Zb].rr=0,B[Zb].mr=k1*2;
if(r==1) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=2;
if(r==2) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=3,B[Zb].rr=k2,B[Zb].mr=k1;
if(r==3) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=4;
if(r==4) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=5,B[Zb].rr=1,B[Zb].mr=k2*2;
if(r==5) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=rand()%2+6,B[Zb].rr=k1+1,B[Zb].mr=k2+3;
}
void Cout(int i,int j,int a)
{
int R=rand()%500,jk=0;
if(i-K>=0&&i-K<=1&&j>=2&&j<=6) return;
if(a!=4)
{
if(m[i][j]==0&&(a==0||a==3)) SetPos(i-K,j),Color(7),cout<<"■";
if(m[i][j]==1&&a==5) SetPos(i-K,j),Color(0),cout<<" ";//空气
if(m[i][j]==2) SetPos(i-K,j),Color(8),cout<<"■";
if(m[i][j]>=3&&m[i][j]<6) SetPos(i-K,j),Color(5),cout<<"█",m[i][j]++;
if(m[i][j]==6&&a!=5) SetPos(i-K,j),cout<<" ",m[i][j]=1;
if(m[i][j]==7) SetPos(i-K,j),Color(9),cout<<"~ ";
if(m[i][j]==8) SetPos(i-K,j),Color(10),cout<<"~ ";
if(m[i][j]==9) SetPos(i-K,j),Color(3),cout<<"◆";
if((m[i][j]==1||m[i][j]==8)&&m[i-1][j]>=10&&m[i-1][j]<=30&&a!=5) {int M=m[i][j];m[i][j]=m[i-1][j],m[i-1][j]=M;if(M==1) SetPos(i-K-1,j),cout<<" ";}//炸弹下落
if(m[i][j]==1&&m[i-1][j]==9&&a!=5) {m[i][j]=9,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<" ";jk=1;}//宝石下落
if(m[i][j]>=10&&m[i][j]<=30) {m[i][j]++;if(m[i][j]%3==0) Color(4);else Color(5);SetPos(i-K,j),cout<<"●";}//炸弹计时
if(m[i][j]==1&&m[i-1][j]==7&&a!=5) {m[i][j]=7,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<" ";jk=1;}//岩浆下落
if(m[i][j]==0&&m[i-1][j]==7&&R<=2) m[i][j]=m[i-1][j],m[i-1][j]=1,SetPos(i-K-1,j),cout<<" ";//岩浆融解
if(m[i][j]==7&&R>2&&R<=5) {int r=rand()%3-1; if(m[i][j+r]==1) m[i][j+r]=m[i][j];if(m[i][j+r]==8) m[i][j+r]=2;}//岩浆扩散
if(R<50&&R>=20&&m[i+1][j+1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j+1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<" ";
if(R<80&&R>=50&&m[i+1][j-1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j-1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<" ";//岩浆平面
if(m[i][j]==1&&m[i-1][j]==8&&a!=5) {m[i][j]=8,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<" ";jk=1;}//水下落
if(m[i+1][j+1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j+1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<" ";
if(m[i+1][j-1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j-1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<" ";//水平面
if((m[i+1][j]==8&&m[i][j]==7)||(m[i+1][j]==7&&m[i][j]==8)) m[i][j]=2,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<" ";//变石头
if(m[i][j]==0&&m[i-1][j]==8&&R>5&&R<=7) m[i][j]=m[i-1][j],m[i-1][j]=1,SetPos(i-K-1,j),cout<<" ";//水融解
if(m[i][j]==8&&R>7&&R<=9) {int r=rand()%3-1; if(m[i][j+r]==1) m[i][j+r]=m[i][j];if(m[i][j+r]==7) m[i][j+r]=2;}//水扩散
if(m[i][j]==31) SetPos(i-K,j),cout<<" ",Zha(i,j);
}
else if(a!=5)//界外
{
if(m[i][j]>=3&&m[i][j]<6) m[i][j]++; if(m[i][j]==6) m[i][j]=1;
if((m[i][j]==1||(m[i][j]>=3&&m[i][j]<=6))&&m[i-1][j]>=10&&m[i-1][j]<=30) m[i][j]=m[i-1][j],m[i-1][j]=1;//炸弹下落
if(m[i][j]>=10&&m[i][j]<=30) m[i][j]++;//炸弹计时
if(m[i][j]==1&&m[i-1][j]==9) m[i][j]=9,m[i-1][j]=1;//宝石下落
if(m[i][j]==1&&m[i-1][j]==7) m[i][j]=7,m[i-1][j]=1;//岩浆下落
if(m[i][j]==1&&m[i-1][j]==8) m[i][j]=8,m[i-1][j]=1;//水下落
}if(jk==1) jk=0,Cout(i,j,5);
Color(0);
}
void Map(int a);
void Wo()
{
SetPos(X-K,Y),cout<<" "; //清除上一次残影
if(m[X][Y]==9) Blood++,Score+=5,m[X][Y]=1,system("color 2F"),Sleep(50),system("color 0F"),Map(3);
if(tX!=0&&(m[X-1][Y]==1||m[X-1][Y]==7||m[X-1][Y]==8||m[X-1][Y]==9||(m[X-1][Y]>=3&&m[X-1][Y]<=6))) tX--,X-=2; //上跳
if(m[X+1][Y]==1||(m[X+1][Y]>=3&&m[X+1][Y]<=6)||m[X+1][Y]==7||m[X+1][Y]==8||m[X+1][Y]==9) X++; //掉落
if(m[X+1][Y]==0||m[X+1][Y]==2||(m[X+1][Y]>=3&&m[X+1][Y]<=6)) tX=Er=0; //跳跃次数清零
if(m[X-1][Y]==0||m[X-1][Y]==2||(m[X-1][Y]>=10&&m[X-1][Y]<=31)) tX=Er=0; //跳跃次数清零
if(X<=K) tX=Er=0,X=K; if(X>=K+28) X=K+28,Kb=1; //高度上下限
if(m[X][Y]==7) m[X-1][Y]=m[X-2][Y]=1,tX+=8;
if(m[X][Y]!=1&&m[X][Y]!=8&&m[X][Y]!=9) Blood--,m[X][Y]=1,system("color 4F"),Sleep(50),system("color 0F"),Map(3);
if(Blood<=0) Win=-1;
SetPos(X-K,Y),Color(1),cout<<"●";
}
void Map(int a)
{
SetPos(0,2);cout<<"生命 :"<<Blood<<" ";
SetPos(1,2);cout<<"得分 :"<<Score<<" ";
if(a==3) system("cls");
for(int i=K+28;i>=K;i--)for(int j=1;j<=20;j++) Cout(i,j,a);
for(int i=K+33;i>K+28;i--)for(int j=1;j<=20;j++) Cout(i,j,4);
if(a!=3) Wo();
}
void CircleBomb(int x,int y,int s,int ms)
{
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&&j>0&&j<=20&&m[i+K][j]!=2&&m[i+K][j]!=9) m[i+K][j]=3;
}Zb++;
B[Zb].xx=x,B[Zb].yy=y,B[Zb].Zhong=1,B[Zb].rr=s+1,B[Zb].mr=ms;
Sleep(30);
}
void LineBomb(int i,int j)
{
for(int k=0;j+k<=20;k++) if(m[i+K][j+k]!=2&&m[i+K][j+k]!=9) m[i+K][j+k]=3;
for(int k=0;j+k<=20;k++) if(m[i+K+1][j+k]!=2&&m[i+K+1][j+k]!=9) m[i+K+1][j+k]=3;
for(int k=0;j-k>0;k++) if(m[i+K][j-k]!=2&&m[i+K][j-k]!=9) m[i+K][j-k]=3;
for(int k=0;j-k>0;k++) if(m[i+K+1][j-k]!=2&&m[i+K+1][j-k]!=9) m[i+K+1][j-k]=3;
}
void ZuanBomb(int i,int j)
{
int k;
for(k=0;m[i+K+k][j]!=2&&k<=7;k++) if(m[i+K+k][j]!=9) m[i+K+k][j]=3;
int k1=rand()%2+2;Zb++;
B[Zb].xx=i+k,B[Zb].yy=j,B[Zb].Zhong=1,B[Zb].rr=0,B[Zb].mr=k1*3/2;
}
void TrigleBomb(int i,int j,int r,int mr)
{
if(r==mr) return;
if(r==1) m[i+K][j]=3,i++;
for(int k=max(0,j-r);k<=min(20,j+r);k++) if(m[i+K][k]!=2&&m[i+K][k]!=9) m[i+K][k]=3;
Zb++;B[Zb].xx=i+1,B[Zb].yy=j,B[Zb].Zhong=5,B[Zb].rr=r+1,B[Zb].mr=mr;
}
void GunBomb(int i,int j,int r,int mr)
{
if(mr<=0) return;Zb++;
B[Zb].xx=i,B[Zb].yy=j+2,B[Zb].Zhong=6,B[Zb].rr=r,B[Zb].mr=mr-1;Zb++;
B[Zb].xx=i,B[Zb].yy=j,B[Zb].Zhong=1,B[Zb].rr=r-1,B[Zb].mr=r;
}
void GunBomb2(int i,int j,int r,int mr)
{
if(mr<=0) return;Zb++;
B[Zb].xx=i,B[Zb].yy=j-2,B[Zb].Zhong=7,B[Zb].rr=r,B[Zb].mr=mr-1;Zb++;
B[Zb].xx=i,B[Zb].yy=j,B[Zb].Zhong=1,B[Zb].rr=r-1,B[Zb].mr=r;
}
void ThreeBomb(int x,int y,int s,int ms)
{
for(int i=1;i<=3;i++)
{
int Xx=rand()%(2*s+1)-s,Yy=rand()%(2*s+1)-s; Zb++;
B[Zb].xx=Xx+x,B[Zb].yy=Yy+y,B[Zb].Zhong=1,B[Zb].rr=0,B[Zb].mr=ms+rand()%3-1;
}
}
void Sheng(int a)
{
K++;
for(int i=1;i<=20;i++)
{
int R=rand()%max(80-(K/10),30);int Rr=rand()%200;
if(R<=3) m[K+28][i]=2;
else if(R<=6) m[K+28][i]=7;
else if(R<=9) m[K+28][i]=8;
if(Rr==0) m[K+28][i]=9;
}
if(a!=1) system("cls"),Map(0);
}
void Jiao()
{
SetPos(0,2);Color(1),cout<<"●",Color(7),cout<<" ■ ",Color(8),cout<<" ■ ",Color(4),cout<<" ● ",Color(9),cout<<"~ ",Color(0),cout<<" ",Color(10),cout<<"~ ",Color(3),cout<<" ◆";
SetPos(2,2);Color(0),cout<<"你 泥土 石块 炸弹 岩浆 水 宝石";
SetPos(4,1),cout<<" ↑ 空格放炸弹...";
SetPos(5,1),cout<<"← →移动 ";
SetPos(6,1),cout<<" ↓ 可二段跳。";
SetPos(8,1),cout<<"炸弹种类随机,计时3秒爆炸。";
SetPos(10,1),cout<<"(一共有7种炸弹,有几率组合一起爆炸)";
SetPos(12,1),cout<<"岩浆和水有几率向左右扩散...";
SetPos(14,1),cout<<"它们相融会产生石块。";
SetPos(16,1),cout<<"岩浆和爆炸波会使你减血...";
SetPos(18,1),cout<<"岩浆还会使你上跳,宝石可以加血。";
SetPos(20,1),cout<<"画面每隔一段时间会下降...";
SetPos(22,1),cout<<"当你抵达画面底部时,画面会随你一起下降...";
SetPos(24,1),cout<<"当你被抵在画面顶部时,会持续减血。";
SetPos(26,1),cout<<"每隔一段时间分数会增加...",Color(5),cout<<"200分即可通关!";
SetPos(28,1);Color(1);cout<<"按 y 开始游戏!";
char tt;while(tt!='y') tt=_getch();
}
void Start()
{
Color(5);
SetPos(2,3);Color(7),cout<<" ■ ",Color(5),cout<<"掘",Color(7),cout<<" ■■■■ ";
SetPos(3,3);Color(7),cout<<" ■■ ",Color(5),cout<<" ↓",Color(7),cout<<" ■■■■ ";
SetPos(4,3);Color(7),cout<<" ■■■■ ",Color(5),cout<<" ↓",Color(7),cout<<" ■■■■■ ";
SetPos(5,3);Color(7),cout<<" ■■■■■",Color(5),cout<<"↓",Color(7),cout<<" ■■■■■ ";
SetPos(6,3);Color(7),cout<<" ■■■■■ ■■■",Color(5),cout<<"地",Color(7),cout<<"■■ ";
SetPos(7,3);Color(7),cout<<" ■■■■■■■■■■■■ ";Color(5);
SetPos(22,2);Color(1);cout<<"按 y 确定!";
SetPos(22,10);Color(9);cout<<" 开始游戏! ";
SetPos(24,10);Color(0);cout<<" 操作攻略! ";
SetPos(27,1);Color(3);cout<<"注意!这里 绝对不能是拼音输入法!";
SetPos(28,5);Color(3);cout<<"↓";Color(0);
char tt;int Ee=0;
while(tt!='y')
{
tt=_getch();
if(tt==72&&Ee!=0) Ee--;
if(tt==80&&Ee!=2) Ee++;
SetPos(22,10);if(Ee==0) Color(9);else Color(0);cout<<" 开始游戏! ";
SetPos(24,10);if(Ee==1) Color(9);else Color(0);cout<<" 操作攻略! ";
}system("color 0F");system("cls");Color(0);
if(Ee==1) Jiao();
}
int main()
{
system("mode con cols=42 lines=31");
CONSOLE_CURSOR_INFO cursor_info={1,0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);
srand((unsigned)time(NULL));
Start();
St:system("cls");
K=-5,T=Win=Score=0;X=Y=2;Blood=20;
memset(m,0,sizeof(m));memset(B,0,sizeof(B));
for(int i=5;i<=15;i++) for(int j=1;j<=20;j++) m[i][j]=1;
for(int i=1;i<=10;i++) Sheng(1);
Map(0);
while(Win==0)
{
T++;Kb=0;if(Score>=200) Win=1;
if(GetAsyncKeyState(VK_UP)&0x8000&&tT==0&&Er<2) tT++,tX+=4,Er++;
if((GetAsyncKeyState(VK_UP)&0x8000)?0:1) tT=0;
if(GetAsyncKeyState(VK_LEFT)&0x8000&&Y>1&&(m[X][Y-1]==1||m[X][Y-1]==7||m[X][Y-1]==8||m[X][Y-1]==9)&&(tY==0||tY>=2)) SetPos(X-K,Y),cout<<" ",Y--;
if(GetAsyncKeyState(VK_RIGHT)&0x8000&&Y<20&&(m[X][Y+1]==1||m[X][Y+1]==7||m[X][Y+1]==8||m[X][Y+1]==9)&&(tY2==0||tY2>=2)) SetPos(X-K,Y),cout<<" ",Y++;
if((GetAsyncKeyState(VK_LEFT)&0x8000)?0:1) tY=0;if((GetAsyncKeyState(VK_RIGHT)&0x8000)?0:1) tY2=0;
if((GetAsyncKeyState(VK_LEFT)&0x8000)?1:0) tY++;if((GetAsyncKeyState(VK_RIGHT)&0x8000)?1:0) tY2++;
if(kbhit()) {char e=_getch();if(e==' '&&m[X-1][Y]!=0&&m[X-1][Y]!=2&&(m[X+1][Y]<=10||m[X+1][Y]>=31)&&Kb==0) m[X][Y]=10,X--;}
int zb=Zb;
for(int i=zb-10;i<=zb;i++)
{
if(B[i].Zhong==1) CircleBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;
if(B[i].Zhong==2) LineBomb(B[i].xx,B[i].yy),B[i].Zhong=0;
if(B[i].Zhong==3) ThreeBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;
if(B[i].Zhong==4) ZuanBomb(B[i].xx,B[i].yy),B[i].Zhong=0;
if(B[i].Zhong==5) TrigleBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;
if(B[i].Zhong==6) GunBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;
if(B[i].Zhong==7) GunBomb2(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;
}
Map(1);Sleep(40);
if(T%max(10,40-Score/16)==0||Kb>=1) Sheng(0);
if(T%20==0) Score++;
}
if(Win!=0)
{
if(Win>0) {system("color 6E"),Color(3);SetPos(0,2);cout<<"You! Win!!!",Sleep(1000);}
if(Win<0) {system("color 7F"),Color(4);SetPos(0,2);cout<<"You! Die!!!",Sleep(1000);}
SetPos(1,2);cout<<"请输入y重新开始游戏";
A:char e=_getch();if(e!='y') goto A;goto St;
}
}
贪吃蛇
❤❤
cpp
#include <iostream>
#include <cstdio>
#include <cstdlib>
#include <ctime>
#include <conio.h>
#include <cmath>
#include <windows.h>
using namespace std;
/*** 光标定位 ***/
HANDLE hout=GetStdHandle(STD_OUTPUT_HANDLE);
COORD coord;
void locate(int x,int y)
{
coord.X=y;
coord.Y=x;
SetConsoleCursorPosition(hout,coord);
};
/*** 隐藏光标 ***/
void hide()
{
CONSOLE_CURSOR_INFO cursor_info={1,0};
SetConsoleCursorInfo(hout, &cursor_info);
}
/*** 生成随机数 ***/
double random(double start, double end)
{
return start+(end-start)*rand()/(RAND_MAX + 1.0);
}
/*** 定义地图的长宽,蛇的坐标,长度,方向,食物的位置 ***/
int m,n;
struct node
{
int x,y;
}snake[1000];
int snake_length,dir;
node food;
int direct[4][2]={{-1,0},{1,0},{0,-1},{0,1}};
/*** 输出墙 ***/
void print_wall()
{
cout << " ";
for (int i=1;i<=n;i++)
cout << "-";
cout << endl;
for (int j=0;j<=m-1;j++)
{
cout << "|";
for (int i=1;i<=n;i++) cout << " ";
cout << "|" << endl;
}
cout << " ";
for (int i=1;i<=n;i++)
cout << "-";
}
/*** 首次输出蛇,其中snake[0]代表头 ***/
void print_snake()
{
locate(snake[0].x,snake[0].y);
cout << "@";
for (int i=1;i<=snake_length-1;i++)
{
locate(snake[i].x,snake[i].y);
cout << "*";
}
}
/*** 判断是否撞墙或者自撞 ***/
bool is_correct()
{
if (snake[0].x==0 || snake[0].y==0 || snake[0].x==m+1 || snake[0].y==n+1) return false;
for (int i=1;i<=snake_length-1;i++)
{
if (snake[0].x==snake[i].x && snake[0].y==snake[i].y) return false;
}
return true;
}
/*** 随机生成并输出食物位置 ***/
bool print_food()
{
srand((unsigned)time(0));
bool e;
while (1)
{
e=true;
int i=(int) random(0,m)+1,j=(int) random(0,n)+1;
food.x=i;food.y=j;
for (int k=0;k<=snake_length-1;k++)
{
if (snake[k].x==food.x && snake[k].y==food.y)
{
e=false;break;
}
}
if (e) break;
}
locate(food.x,food.y);
cout << "$";
return true;
}
/*** 蛇的前进 ***/
bool go_ahead()
{
node temp;
bool e=false;
temp=snake[snake_length-1];
for (int i=snake_length-1;i>=1;i--)
snake[i]=snake[i-1];
snake[0].x+=direct[dir][0];
snake[0].y+=direct[dir][1];
locate(snake[1].x,snake[1].y);
cout << "*";
/*** 吃到了食物 ***/
if (snake[0].x==food.x && snake[0].y==food.y)
{
snake_length++;
e=true;
snake[snake_length-1]=temp;
}
/*** 输出此时蛇状态 ***/
if (!e)
{
locate(temp.x,temp.y);
cout << " ";
}
else
print_food();
locate(snake[0].x,snake[0].y);
cout << "@";
/*** 如果自撞 ***/
if (!is_correct())
{
system("cls");
cout << "You lose!" << endl << "Length: " << snake_length << endl;
return false;
}
return true;
}
/*** 主函数 ***/
int main()
{
system("mode con cols=80 lines=30"); //设置cmd窗口大小
system("color 0"); //设置字符颜色:0 黑;1 深蓝;2 深绿;3 深青;4 深红;5 深紫;6 深褐
cout << "--------------------贪吃蛇---------------------" << endl;
cout << "先选择难度.请在1-10中输入1个数,1最简单,10则最难" << endl;
cout << "然后进入游戏画面,以方向键控制方向.祝你游戏愉快!" << endl;
cout << "-----------------------------------------------" << endl;
cout<<"作者:Ikun小学生"<<endl;
cout << "请输入难度级别:" ;
m=25;
n=40;
if (m<10 || n<10 || m>25 || n>40)
{
cout << "ERROR" << endl;
system("pause");
return 0;
}
int hard;
cin >> hard;
if (hard<=0 || hard>100)
{
cout << "ERROR" << endl;
system("pause");
return 0;
}
/*** 数据全部初始化,包括蛇长,位置,方向 ***/
snake_length=5;
clock_t a,b;
char ch;
double hard_len;
for (int i=0;i<=4;i++)
{
snake[i].x=1;
snake[i].y=5-i;
}
dir=3;
/*** 输出初始地图,蛇与食物 ***/
system("cls");
hide();
print_wall();
print_food();
print_snake();
locate(m+2,0);
cout << "现在长度是: ";
/*** 开始游戏 ***/
while (1)
{
/*** 难度随长度增加而提高 ***/
hard_len=(double)snake_length/(double) (m*n);
/*** 调节时间,单位是ms ***/
a=clock();
while (1)
{
b=clock();
if (b-a>=(int)(400-30*hard)*(1-sqrt(hard_len))) break;
}
/*** 接受键盘输入的上下左右,并以此改变方向 ***/
if (kbhit())
{
ch=getch();
if (ch==-32)
{
ch=getch();
switch(ch)
{
case 72:
if (dir==2 || dir==3)
dir=0;
break;
case 80:
if (dir==2 || dir==3)
dir=1;
break;
case 75:
if (dir==0 || dir==1)
dir=2;
break;
case 77:
if (dir==0 || dir==1)
dir=3;
break;
}
}
}
/*** 前进 ***/
if (!go_ahead()) break;
/*** 在最后输出此时长度 ***/
locate(m+2,12);
cout << snake_length;
}
system("pause");
return 0;
}
飞翔的小鸟
❤
//很卡!!!!!!!
cpp
#include<stdio.h>
#include<windows.h>
#include<stdlib.h> //包含system
#include<conio.h>
#define WIDTH 70
#define HEIGHT 36
struct bird
{
bool live;
int x,y;
int speed;
int score;
int step;
}bird;
struct hole
{
int size;
int yBegin;
}hole;
char map[HEIGHT - 1][WIDTH];
int scoreMax = 0;
void GameInit()
{
srand(GetTickCount());
//窗口
char cmd[128];
sprintf(cmd, "mode con cols=%d lines=%d", WIDTH, HEIGHT);
system(cmd); //将cmd窗口设定为指定大小,其中cols指定为列数,lines指定为行数。
system("title flappy bird"); //标题
//地图清零
for (int i = 0; i < HEIGHT - 1; i++)
{
for (int j = 0; j < WIDTH; j++)
{
map[i][j] = ' ';
}
}
//鸟初始化
bird.live = true;
bird.score = 0;
bird.step = 0;
bird.x = 7, bird.y = 7;
bird.speed = 1;
map[bird.y][bird.x] = '*';
//洞
hole.size = 7;
//开始画面
for (int i = 0; i < HEIGHT - 1; i++)
{
for (int j = 0; j < WIDTH; j++)
{
putchar(map[i][j]);
}
putchar(10);//换行
}
printf("\t你的分数:%d\t最高分:%d 按N键起飞,按空格往上,不按往下", bird.score, scoreMax);
while (!GetAsyncKeyState('N'));
}
void CreateWall()
{
if (bird.step % 20 == 0)//过一段距离创建墙
{
hole.yBegin = rand() % 8 + 3;
for (int i = 0; i < HEIGHT - 1; i++)
{
if (i < hole.yBegin || i >= hole.yBegin + hole.size)map[i][49] = '#';
else map[i][49] = ' ';
}
}
}
void WallMove()
{
for (int j = 0; j < WIDTH; j++)
{
if (map[0][j] == '#')//有墙
{
if (j == 0)//墙到头
for (int k = 0; k < HEIGHT - 1; k++)
map[k][j] = ' ';
else//墙没到头
{
for (int k = 0; k < HEIGHT - 1; k++)
{
if (map[k][j] == '#')
{
map[k][j - 1] = '#';
map[k][j] = ' ';
}
}
//鸟穿过墙
if (j == bird.x)bird.score++;
}
}
}
//更新最高分数
scoreMax = bird.score > scoreMax ? bird.score : scoreMax;
//增大难度
if (bird.step % 100 == 0)
{
hole.size--;
if (hole.size == 0)hole.size = 1;
}
bird.step++;//墙左移,鸟级数+1
}
void BirdMove()
{
if (GetAsyncKeyState(VK_SPACE))//上升
{
bird.y -= bird.speed;
if (map[bird.y][bird.x] == '#'){bird.live = false; return;}//撞墙判断
map[bird.y][bird.x] = '*';
map[bird.y+ bird.speed][bird.x] = ' ';
}
else//下降
{
bird.y += bird.speed;
if (map[bird.y][bird.x] == '#'){bird.live = false; return;}//撞墙判断
map[bird.y][bird.x] = '*';
map[bird.y - bird.speed][bird.x] = ' ';
}
//越界判断
if(bird.y>=HEIGHT|| bird.y <= 0)bird.live = false;
}
void DrawGame()
{
system("cls");//画面是一块一块输出的
//输出字符
for (int i = 0; i < HEIGHT - 1; i++)
{
for (int j = 0; j < WIDTH; j++)
{
putchar(map[i][j]);
}
putchar(10);//换行
}
printf("\t你的分数:%d\t最高分:%d ", bird.score, scoreMax);
}
int main()
{
while (1)
{
GameInit();
while (bird.live)
{
DrawGame();
BirdMove();
CreateWall();
WallMove();
Sleep(100);
}
system("cls");
printf("\n\n\t你鸟没了!\n\n\t你的分数:%d\t最高分:%d\n\n", bird.score, scoreMax);
printf("\t\t按B键重新开始");
while (!GetAsyncKeyState('B'));
}
system("pause");
return 0;
}
跑酷
❤❤❤
cpp
#include<iostream>
#include<bits/stdc++.h>
#include<windows.h>
#include<stdio.h>
#include<conio.h>
#include<time.h>
#define Nor if(B[b].x<5) B[b].x=5;
#define Out1 Bx1-Bvx1<=6||Bx1-Bvx1>=28||By1-Bvy1<=7||By1-Bvy1>=27
#define Out2 Bx2-Bvx2<=6||Bx2-Bvx2>=28||By2-Bvy2<=7||By2-Bvy2>=27
#define Chang1 {Bwhat1=0;Bvx1=Bvy1=0;memset(Bgo1,0,sizeof(Bgo1));}
#define Chang2 {Bwhat2=0;Bvx2=Bvy2=0;memset(Bgo2,0,sizeof(Bgo2));}
#define Chang3 {Bwhat3=0;Bvx3=Bvy3=0;memset(Bgo3,0,sizeof(Bgo3));}
using namespace std;
int ti(float a) {return ((int)(a*10+5))/10;}
void Setpos(float x,float y){COORD pos;pos.X=ti(y*4)/2;pos.Y=ti(x);SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);}
void Color(int a){if(a==0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);if(a==3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);if(a==4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);if(a==5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);if(a==6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);if(a==7) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==8) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED);if(a==9) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_GREEN|BACKGROUND_BLUE);if(a==10) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_BLUE);if(a==11) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_BLUE);if(a==12) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN);if(a==13) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);if(a==14) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_BLUE);}
int Blomax,Ren,Exp,Expmax,Lv,Lvl,Ice,Drug,ar1,ar2,Tar1,Tar2,bl,br,Win,T,Tb,Sy,Up,Upt,Down,u1,u2,Kill,Killb,L,Ll[4],Li,D,Gd[10],Biao,Fire,Fir,Water,Thun,Wind,Magne,I[20][2],ib,Dis,Disb,Dis1,Disb1,Boss,Bblo,Bblomax,Bwhat1,Bwhat2,Bwhat3,Bgo1[10],Bgo2[10],Bgo3[10],Bbr,Bbl,Bl[4];
float X,Y,Vx,Vy,Ding,Blo,Hui,Bx1,By1,Bx2,By2,Bx3,By3,Bvx1,Bvy1,Bvx2,Bvy2,Bvx3,Bvy3,Bway[1001][2];
struct bullet{float x,y,vx,vy;int what;int a,t,How;int life;bool kill;}B[100001];
void Map(int a,int b);
void Pan(int a,float x,float y,int b){
float Nox[4],Noy[4];Nox[0]=X,Noy[0]=Y;
if(Down==1&&X==22) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;else if(Down==2) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;else if(Down==1||X<18) Nox[1]=X-1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;else Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
for(int i=0;i<3;i++){
if(a==-1){if(abs(x-Nox[i])+abs(y-Noy[i])<1.5) {if(B[b].what==-10)Exp+=2;if(B[b].what==-11)Exp+=1;B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}}
if(a==-2){if(abs(x-Nox[i])+abs(y-Noy[i])<2.5) {if(B[b].what==-2)Exp+=5,Biao+=5;if(B[b].what==-3)Fire=300,Ice=0,Fir=3;if(B[b].what==-4)Water=200;if(B[b].what==-5){Wind=70;Ding=28.25;Ice=0;if(Y<Ding-1)Vy=5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(B[b].what==-6){Thun=200;system("color 1F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");}if(B[b].what==-7)Magne=300;if(B[b].what==-8)Ice=0,Drug=0,Blo=fmin((float)Blomax,Blo+20);if(B[b].what==-9)Exp=fmin((float)Expmax,Exp+20);B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}}
}if(Wind==0&&Thun==0&&(B[b].kill!=0||Killb>=15||Ren==1&&Killb>0)) return;
for(int i=0;i<3;i++){
if((Wind>=1||Thun>=1)&&abs(x-Nox[i])+abs(y-Noy[i])<2.5) {if(B[b].what<98)Exp+=2;B[b].life=0;Map(3,b);break;}
if(a==1) {if(abs(x-Nox[i])<0.5&&abs(y-Noy[i])<1) {if(B[b].what>=99)Blo-=10;if(B[b].what==14)Blo-=15,Ice=100,B[b].life=0;else if(B[b].what==15)Blo-=20,Ice=0,B[b].life=0;else if(B[b].what==17)Blo-=5,Drug=100,B[b].life=0;else if(B[b].what>=13&&B[b].what<=17)Blo-=10,B[b].life=0;else Blo-=15;B[b].kill=1,Killb=20;Kill=1;Map(3,b);break;}}
if (a==2||a==6||a==8||a==9||a==10||a==11||a==12) {
if(abs(x-Nox[i])+abs(y-Noy[i])<1.5) {
if(a==2)Blo-=20;
else if(a==8)Blo-=10;
else Blo-=15;B[b].kill=1,Killb=20;Kill=1;if(a!=2){B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}}}
if(a==4) {if((Wind>=1||Thun>=1)&&abs(x-Nox[i])<1.5&&Noy[i]-y<=0&&Noy[i]-y>=-8) {if(B[b].what<98)Exp+=2;B[b].life=0;Map(3,b);break;}if(abs(x-Nox[i])<1&&Noy[i]-y<=0&&Noy[i]-y>=-8) {Blo-=25,B[b].kill=1,Killb=20;Kill=1;Vy=-1;Y-=0.5;break;}}
}
}
void Map(int a,int b){
Color(0);
if(a==-1){
if(Boss==1||Boss==6){if(Bwhat1==5){if(ti(Bx1)==20)Setpos(Bx1,By1),cout<<"==";else Setpos(Bx1,By1),cout<<" ";}else{Setpos(Bx1-1,By1-0.5),cout<<" ";Setpos(Bx1,By1-1),cout<<" ";Setpos(Bx1+1,By1-0.5),cout<<" ";if(abs(ti(Bx1)-20)<=1)Setpos(20,By1-1),cout<<"======";}}
if(Boss==2||Boss==6){Setpos(Bx2-1,By2-1);cout<<" ";Setpos(Bx2,By2-1);cout<<" ";Setpos(Bx2+1,By2-1),cout<<" ";Color(0);if(abs(ti(Bx2)-20)<=1)Setpos(20,By2-1),cout<<"======";}
if(Boss==3||Boss==6){Setpos(Bx3-1,By3-0.5);cout<<" ";Setpos(Bx3,By3);cout<<" ";Setpos(Bx3+1,By3-1),cout<<" ";Color(0);if(abs(ti(Bx3)-20)<=1)Setpos(20,By3-1),cout<<"=======";}
if(X<0)return;if(X>=17&&X<=19){Setpos(X-1,Y);cout<<" ";Setpos(X,Y-1);cout<<" ";Setpos(X+1,Y-1),cout<<" ";}else if(X<=23&&X>=21){Setpos(X+1,Y);cout<<" ";Setpos(X,Y-1);cout<<" ";Setpos(X-1,Y-1),cout<<" ";}else if(X>23){Setpos(X,Y-1);cout<<" ";Setpos(X-1,Y-0.5),cout<<" ";}else if(X<17&&Upt!=0){Setpos(X,Y-1);cout<<" ";Setpos(X+1,Y-1.5),cout<<" ";}else if(X<17){Setpos(X,Y-1);cout<<" ";Setpos(X+1,Y-0.5),cout<<" ";}if(Thun>0){Setpos(X-2,Y-1),cout<<" ";Setpos(X+2,Y-1),cout<<" ";Setpos(X,Y+2),cout<<" ";Setpos(X,Y-2.5),cout<<" ";Setpos(X-1,Y+1),cout<<" ";Setpos(X+1,Y+1),cout<<" ";Setpos(X-1,Y-2),cout<<" ";Setpos(X+1,Y-2),cout<<" ";Setpos(20,Y-2.5),cout<<"============";}if(Wind!=0){Setpos(X+1,Y-5);cout<<" ";Setpos(X,Y-5);cout<<" ";Setpos(X-1,Y-5);cout<<" ";Setpos(20,Y-5),cout<<"========";}if(Water!=0){Setpos(X,Y-4);cout<<" ";Setpos(X+2,Y-3.5);cout<<" ";Setpos(X-2,Y-3.5);cout<<" ";Setpos(X+1,Y-3.5);cout<<" ";Setpos(X-1,Y-3.5);cout<<" ";Setpos(20,Y-5),cout<<"========";}if(Fire!=0){Setpos(X,Y+1),cout<<" ";Setpos(X+1,Y),cout<<" ";Setpos(X-1,Y-1),cout<<" ";Setpos(20,Y-1);cout<<"======";}
}
if(a==0){
if(Boss==1||Boss==6){if(Bwhat1==5)Color(5),Setpos(Bx1,By1),cout<<"█",Color(0);else if(Bwhat1==4&&Bgo1[1]>6&&Bgo1[1]<11)Color(4),Setpos(Bgo1[5]-1,Bgo1[6]),cout<<"︻",Setpos(Bgo1[5],Bgo1[6]-1),cout<<"【",Setpos(Bgo1[5],Bgo1[6]+1),cout<<"】",Setpos(Bgo1[5]+1,Bgo1[6]),cout<<"︼",Color(0);else{Setpos(Bx1-1,By1-0.5),Color(0),cout<<"●●";Setpos(Bx1,By1-1);if(Bwhat1==2&&Bgo1[1]<=5)Color(1);else if(Bwhat1==3&&Bgo1[1]<=5)Color(5);else if(Bwhat1==6&&Bgo1[1]<=5)Color(8); else Color(4);if(Bwhat1==4) Setpos(Bx1,By1-0.5),cout<<"██(";else cout<<")██(";Setpos(Bx1+1,By1-0.5),cout<<"......";Color(0);}}
if(Boss==2||Boss==6){Setpos(Bx2-1,By2-1);Color(0),cout<<"\\ ";Color(0);cout<<"●";Setpos(Bx2,By2-1);Color(3);cout<<"◥";Color(5),cout<<"JJJ";Color(0),cout<<">";Color(3);Setpos(Bx2+1,By2-1),cout<<"◢█◣";Color(0);}
if(Boss==3||Boss==6){Setpos(Bx3-1,By3-0.5);if(Bwhat3==3||Bwhat3==9) Color(1);else if(Bwhat3==4||Bwhat3==10) Color(4);else if(Bwhat3==5||Bwhat3==11) Color(5);if(Bwhat3==11)cout<<' ';else if(Bwhat3==6) Color(3);else Color(2);cout<<"●-";Setpos(Bx3,By3);if(Bwhat3==11)cout<<"/";else cout<<"┃";Color(0);Setpos(Bx3+1,By3-1),cout<<"●●●";}
if(X<0)return;if(Ren==2) Color(12);if(Ren==3) Color(1);if(Ren==4) Color(3);if(Ren==5) Color(4);if(Ren==6) Color(2);if(Drug!=0&&T%5!=0) Color(11);if(Drug!=0&&T%5==0) Color(11);if(Ice!=0) Color(6);if(b==1) Color(8);if(Li!=0) Color(5);if(Ren==1&&Killb>0&&T%4<2) Color(13);if(Wind>0&&T%4<=1) Color(1);if(Wind>0&&T%4>=2) Color(0);if(Thun>0&&T%4<=1) Color(1);if(Thun>0&&T%4>=2) Color(6);
if(X>=17&&X<=19){Setpos(X-1,Y);cout<<"●";Setpos(X,Y-1);cout<<"━/";if(T%10<3) Setpos(X+1,Y-1),cout<<"┛╲";else if(T%10<6) Setpos(X+1,Y-1),cout<<"┦ ";else Setpos(X+1,Y-1),cout<<"╯>";if(Wind>0&&T%3==0) Setpos(X+1,Y-1),cout<<"┛╲";else if(Wind>0&&T%3==1) Setpos(X+1,Y-1),cout<<"┦ ";else if(Wind>0&&T%3==2)Setpos(X+1,Y-1),cout<<"╯>";}else if(X<=23&&X>=21){Setpos(X+1,Y);cout<<"●";Setpos(X,Y-1);cout<<"━\\";if(T%10<3) Setpos(X-1,Y-1),cout<<"┓╱";else if(T%10<6) Setpos(X-1,Y-1),cout<<"┪ ";else Setpos(X-1,Y-1),cout<<"╮>";if(Wind>0&&T%3==0) Setpos(X-1,Y-1),cout<<"┓╱";else if(Wind>0&&T%3==1) Setpos(X-1,Y-1),cout<<"┪ ";else if(Wind>0&&T%3==2)Setpos(X-1,Y-1),cout<<"╮>";}else if(X>23){Setpos(X,Y-1);cout<<"━ ●";Setpos(X-1,Y-0.5),cout<<"│>";}else if(X<17&&Upt!=0){Setpos(X,Y-1);cout<<"━ ●";Setpos(X+1,Y-1.5),cout<<"╱ >";}else if(X<17){Setpos(X,Y-1);cout<<"━ ●";Setpos(X+1,Y-0.5),cout<<"│>";}if(Thun>0){Setpos(X-2,Y-1),cout<<"▄▄";Setpos(X+2,Y-1),cout<<"▄▄";Setpos(X,Y+2),cout<<"▌";Setpos(X,Y-2.5),cout<<"▌";Setpos(X-1,Y+1),cout<<"█";Setpos(X+1,Y+1),cout<<"█";Setpos(X-1,Y-2),cout<<"█";Setpos(X+1,Y-2),cout<<"█";}if(Magne>0&&T%7<2)Setpos(X,Y),Color(5),cout<<"★";if(Wind>1){if(T%6<2)Color(1);else Color(0);if(T%8<=1){Setpos(X+1,Y-5);cout<<"---- --";Setpos(X,Y-5);cout<<"- --- -";Setpos(X-1,Y-5);cout<<"--- - --";}else if(T%8<=3){Setpos(X+1,Y-5);cout<<"------ ";Setpos(X,Y-5);cout<<" -- ---";Setpos(X-1,Y-5);cout<<"----- - ";}else if(T%8<=5){Setpos(X+1,Y-5);cout<<" ------";Setpos(X,Y-5);cout<<"-- -- -";Setpos(X-1,Y-5);cout<<"- ----- ";}else if(T%8<=7){Setpos(X+1,Y-5);cout<<"-- ----";Setpos(X,Y-5);cout<<" --- -- ";Setpos(X-1,Y-5);cout<<"- - ----";}}if(Water!=0){Color(1);if(T%20<5){Setpos(X+2,Y-3);cout<<"■";Setpos(X+1,Y-3.5);cout<<"■";Setpos(X-1,Y-2.5);cout<<"■";Setpos(X-2,Y-3);cout<<"■";}else if(T%20<10||T%20>=15){Setpos(X+2,Y-3);cout<<"■";Setpos(X,Y-4);cout<<"■■";Setpos(X-2,Y-3); cout<<"■";}else if(T%20<15){Setpos(X+2,Y-3.5);cout<<"■";Setpos(X+1,Y-3);cout<<"■";Setpos(X-1,Y-3.5);cout<<"■";Setpos(X-2,Y-3);cout<<"■";}}if(Fire!=0){if(T%6<3)Color(4);else Color(5);if(Fir>=1)Setpos(X,Y+1),cout<<"●";if(Fir>=2)Setpos(X+1,Y),cout<<"●";if(Fir>=3)Setpos(X-1,Y-1),cout<<"●";}
}
if(a==1||a==3){
if(B[b].what==1){Nor;Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<" ";if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].How<=1) Color(13);else Color(4);cout<<"●";if(a==1) Pan(1,B[b].x,B[b].y,b);}}
if(B[b].what==2){Nor;Setpos(B[b].x-1,B[b].y-1);if(ti(B[b].x-1)==20)cout<<"======";else cout<<" ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<" ";Setpos(B[b].x+1,B[b].y-1);if(ti(B[b].x+1)==20)cout<<"======";else cout<<" ";if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);Color(5);if(B[b].How==0){Setpos(B[b].x-1,B[b].y),cout<<"↑";Setpos(B[b].x,B[b].y-1),cout<<"←┼ →";Setpos(B[b].x+1,B[b].y),cout<<"↓";}else if(B[b].How==1){Setpos(B[b].x-1,B[b].y-1),cout<<"↖ ↗";Setpos(B[b].x,B[b].y),cout<<"╳";Setpos(B[b].x+1,B[b].y-1),cout<<"↙ ↘";} if(a==1) Pan(2,B[b].x,B[b].y,b);}}
if(B[b].what==3||B[b].what==5){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<" ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;Setpos(B[b].x,B[b].y);if(B[b].How==1) Color(5);else Color(4);cout<<"◎";}}
if(B[b].what==4){Nor;Setpos(B[b].x,fmax((float)0,B[b].y-8));if(ti(B[b].x)==20){for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<"==";}else {for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<" ";}if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,fmax((float)0,B[b].y-8));Color(6); for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<"═"; if(a==1) Pan(4,B[b].x,B[b].y,b);}}
if(B[b].what==6||B[b].what==8||B[b].what==9){Nor;Setpos(B[b].x-1,B[b].y);if(ti(B[b].x)-1==20)cout<<"==";else cout<<" ";Setpos(B[b].x+1,B[b].y);if(ti(B[b].x)+1==20)cout<<"==";else cout<<" ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<" ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;Setpos(B[b].x,B[b].y-1);if(B[b].what==6){if(B[b].How<=1) Color(1); else Color(6);}if(B[b].what==9){if(B[b].How<=1) Color(4); else Color(8);}if(B[b].what==8)Color(5);Setpos(B[b].x-1,B[b].y);cout<<"︹";Setpos(B[b].x+1,B[b].y);cout<<"︺";Setpos(B[b].x,B[b].y-1);if(B[b].How%2==1) cout<<"〔●〕"; else cout<<"﹝○﹞"; if(a==1) Pan(6,B[b].x,B[b].y,b);}}
if(B[b].what==7){Nor;Setpos(B[b].x,B[b].y);if(B[b].How<0) for(int i=19;i>=20+B[b].How;i--) {Setpos(i,B[b].y);cout<<" ";}if(B[b].How>0) for(int i=21;i<=20+B[b].How;i++) {Setpos(i,B[b].y);cout<<" ";}if(B[b].life!=0){B[b].y-=B[b].vy;if(B[b].How<0) for(int i=19;i>=20+B[b].How;i--) {Setpos(i,B[b].y);cout<<"║"; if(a==1) Pan(7,i,B[b].y,b);}if(B[b].How>0) for(int i=21;i<=20+B[b].How;i++) {Setpos(i,B[b].y);cout<<"║"; if(a==1) Pan(7,i,B[b].y,b);}}}
if(B[b].what==10||B[b].what==11||B[b].what==12){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<" ";if(B[b].life!=0){B[b].x-=B[b].vx;B[b].y-=B[b].vy;if(B[b].How==1){B[b].vy-=0.2;}else B[b].vx-=0.35;if(B[b].x>=25) B[b].x=25,B[b].vx*=-0.8;if(B[b].what==11&&B[b].y<=1) B[b].y=1,B[b].vy*=-1;if(B[b].what==12&&B[b].y<=1) B[b].y=1,B[b].vx=0,B[b].vy=-0.5,B[b].How=1;Setpos(B[b].x,B[b].y);if(B[b].what==11)Color(1);else if(B[b].what==12)Color(5);else Color(0);if(B[b].t%4<2)cout<<"▃";else cout<<"▍";if(a==1) Pan(B[b].what,B[b].x,B[b].y,b);}}
if(B[b].what>=13&&B[b].what<=17){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"====";else cout<<" ";if(B[b].life!=0){B[b].x-=B[b].vx;B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].what==14) Color(1);else if(B[b].what==15) Color(4);else if(B[b].what==16) Color(5);else if(B[b].what==17) Color(3);else Color(2);cout<<"●";if(B[b].what==14)cout<<"*";if(B[b].what==15)cout<<"";if(B[b].what==16)cout<<"<";if(B[b].what==17)cout<<"X";} if(a==1) Pan(1,B[b].x,B[b].y,b);}
if(B[b].what==98&&B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(ti(B[b].x==20))cout<<"==";else cout<<" ";if(B[b].y<=3)B[b].life=0;}
if(B[b].what>=99){if(B[b].y<=3)B[b].life=0;if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);Color(5);if(B[b].what==99)cout<<"█";if(B[b].what>=100&&B[b].what<200){if(B[b].what%5==0)cout<<"我";if(B[b].what%5==1)cout<<"是";if(B[b].what%5==2)cout<<"最";if(B[b].what%5==3)cout<<"强";if(B[b].what%5==4)cout<<"的";}if(B[b].what>=200&&B[b].what<300){if(B[b].what%6==0)cout<<"神";if(B[b].what%6==1)cout<<"级";if(B[b].what%6==2)cout<<"怪";if(B[b].what%6==3)cout<<"物";if(B[b].what%6==4)cout<<"之";if(B[b].what%6==5)cout<<"光";}if(B[b].what>=300&&B[b].what<400){if(B[b].what%8==0)cout<<"颤";if(B[b].what%8==1)cout<<"抖";if(B[b].what%8==2)cout<<"吧";if(B[b].what%8==3)cout<<"无";if(B[b].what%8==4)cout<<"能";if(B[b].what%8==5)cout<<"的";if(B[b].what%8==6)cout<<"人";if(B[b].what%8==7)cout<<"类";}if(B[b].what>=400&&B[b].what<500){if(B[b].what%8==0)cout<<"还";if(B[b].what%8==1)cout<<"不";if(B[b].what%8==2)cout<<"快";if(B[b].what%8==3)cout<<"跪";if(B[b].what%8==4)cout<<"倒";if(B[b].what%8==5)cout<<"在";if(B[b].what%8==6)cout<<"朕";if(B[b].what%8==7)cout<<"前";}if(B[b].what>=500&&B[b].what<600){if(B[b].what%8==0)cout<<"看";if(B[b].what%8==1)cout<<"懂";if(B[b].what%8==2)cout<<"这";if(B[b].what%8==3)cout<<"句";if(B[b].what%8==4)cout<<"话";if(B[b].what%8==5)cout<<"的";if(B[b].what%8==6)cout<<"是";if(B[b].what%8==7)cout<<"猪";} if(a==1) Pan(1,B[b].x,B[b].y,b);}}
if(B[b].what==-1){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<" ";if(Boss==0) B[b].life=0;else if(((Boss==1&&abs(B[b].x-Bx1)+abs(B[b].y-By1)<1.5)||(Boss==2&&abs(B[b].x-Bx2)+abs(B[b].y-By2)<1.5)||(Boss==3&&abs(B[b].x-Bx3)+abs(B[b].y-By3)<1.5)||(B[b].t==10))&&B[b].life==1) Bblo-=8+Lv*2,B[b].life=0;if(B[b].life!=0){if(Boss==1)B[b].x=B[b].x+(Bx1-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By1-B[b].y)/(10-B[b].t)*1.0;if(Boss==2)B[b].x=B[b].x+(Bx2-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By2-B[b].y)/(10-B[b].t)*1.0;if(Boss==3)B[b].x=B[b].x+(Bx3-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By3-B[b].y)/(10-B[b].t)*1.0;Setpos(B[b].x,B[b].y);Color(7);if(B[b].t%2==0) cout<<"+";else cout<<"×";}}
if(B[b].what<=-2&&B[b].what>=-9){Nor;Setpos(B[b].x-1,B[b].y);if(ti(B[b].x)-1==20)cout<<"==";else cout<<" ";Setpos(B[b].x+1,B[b].y);if(ti(B[b].x)+1==20)cout<<"==";else cout<<" ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<" ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;if(B[b].what<=-3&&B[b].what>=-7){if(B[b].x<=7)B[b].x=7;if(B[b].x>=28)B[b].x=28;else if(B[b].x>=B[b].a+1&&B[b].How==1)B[b].How=0;else if(B[b].x<=B[b].a-1&&B[b].How==0)B[b].How=1;if(B[b].How==1&&B[b].vx>=-1)B[b].vx-=0.2;if(B[b].How==0&&B[b].vx<=1)B[b].vx+=0.2;}if(B[b].what==-2) Color(3);if(B[b].what==-3) Color(4);if(B[b].what==-4) Color(1);if(B[b].what==-5) Color(0);if(B[b].what==-6) Color(6);if(B[b].what==-7) Color(5);if(B[b].what==-8) Color(2);if(B[b].what==-9) Color(14);if(T%7<=1&&B[b].what==-5)Color(1);else if(T%7<=1)Color(0);Setpos(B[b].x-1,B[b].y);cout<<"︹";Setpos(B[b].x+1,B[b].y);cout<<"︺";Setpos(B[b].x,B[b].y-1);if(B[b].what==-2) cout<<"﹝镖﹞";if(B[b].what==-3) cout<<"﹝火﹞";if(B[b].what==-4) cout<<"﹝水﹞";if(B[b].what==-5) cout<<"﹝风﹞";if(B[b].what==-6) cout<<"﹝雷﹞";if(B[b].what==-7) cout<<"﹝磁﹞";if(B[b].what==-8) cout<<"﹝血﹞";if(B[b].what==-9) cout<<"﹝忍﹞"; if(a==1) Pan(-2,B[b].x,B[b].y,b);}}
if(B[b].what==-11||B[b].what==-12){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<" ";if(B[b].life!=0){if(Magne>0)B[b].How++,B[b].x=B[b].x+(X-B[b].x)/(10-B[b].How)*1.0,B[b].y=B[b].y+(Y-B[b].y)/(10-B[b].How)*1.0;B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].what==-10) Color(5);if(B[b].what==-11) Color(7);if(T%7<=1)Color(0);cout<<"◆"; if(a==1) Pan(-1,B[b].x,B[b].y,b);}}
if(B[b].what==-13){Nor;Setpos(B[b].x,B[b].y-0.5);if(ti(B[b].x)==20)cout<<"===";else cout<<" ";if(B[b].life!=0){if(B[b].a==13880086){if(Boss==0) B[b].life=0;else if(((Boss==1&&abs(B[b].x-Bx1)+abs(B[b].y-By1)<1.5)||(Boss==2&&abs(B[b].x-Bx2)+abs(B[b].y-By2)<1.5)||(Boss==3&&abs(B[b].x-Bx3)+abs(B[b].y-By3)<1.5)||(B[b].t==5))&&B[b].life==1) Bblo-=8+Lv*2,B[b].life=0;if(B[b].life!=0){if(Boss==1)B[b].x=B[b].x+(Bx1-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By1-B[b].y)/(5-B[b].t)*1.0;if(Boss==2)B[b].x=B[b].x+(Bx2-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By2-B[b].y)/(5-B[b].t)*1.0;if(Boss==3)B[b].x=B[b].x+(Bx3-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By3-B[b].y)/(5-B[b].t)*1.0;}}else{if(B[B[b].a].life==0) B[b].life=0;else if((abs(B[b].x-B[B[b].a].x)+abs(B[b].y-B[B[b].a].y)<1.5||(B[b].t==5))&&B[b].life==1) Exp+=2,B[B[b].a].life=B[b].life=0;if(B[b].life!=0){B[b].x=B[b].x+(B[B[b].a].x-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(B[B[b].a].y-B[b].y)/(5-B[b].t)*1.0;}}Setpos(B[b].x,B[b].y-0.5);if(T%6<3)Color(5);else Color(4);cout<<"●";}}
}if(br<bl) {br=-1,bl=0;memset(B,0,sizeof(B));}Color(0);
}
void Move(){
if(X<3) X=3;if(Y<1) Y=1,Vy=0;if(Y>29) Y=29,Vy=0;
if(Ice!=0){X-=Vx/2.0;Y+=Vy/2.0;Vy=fmax(Vy-0.025,(float)0);if(T%6==0&&Up==0&&Y<Ding) Y+=0.25;if(T%6==3&&Up==0&&Y>=Ding) Y-=0.25;if(Up==0&&Y<=Ding-1.25) Vy=0.25;if(Up==0&&Y>=Ding+1.25&&Wind==0) Vy=-0.25;if(Up==0&&Down==0&&Vx>0&&X<=18) Up=0,Down=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2&&X<=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up==0&&Down==1&&Vx<0&&X>=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up>0&&Down==0&&X>18) Up=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2) Vx+=0.175;else if(Up>0&&Upt==0) Vx-=0.175;else if(Up>0&&Upt>0) {Vx=fmax(Vx-0.125,(float)0);if(Upt==1&&T%2==0)Map(-1,0);if(T%2==0)Upt--;}}
else{X-=Vx;Y+=Vy;Vy=fmax(Vy-0.05,(float)0);if(Wind==0){if(T%6==0&&Up==0&&Y<Ding) Y+=0.5;if(T%6==3&&Up==0&&Y>=Ding) Y-=0.5;}else{if(T%2==0&&Up==0&&Y<Ding) Y+=0.5;if(T%2==1&&Up==0&&Y>=Ding) Y-=0.5;}if(Up==0&&Y<=Ding-1.25) Vy=0.5;if(Up==0&&Y>=Ding+1.25&&Wind==0) Vy=-0.5;if(Up==0&&Down==0&&Vx>0&&X<=18) Up=0,Down=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2&&X<=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up==0&&Down==1&&Vx<0&&X>=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up>0&&Down==0&&X>18) Up=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2) Vx+=0.35;else if(Up>0&&Upt==0) Vx-=0.35;else if(Up>0&&Upt>0) {Vx=fmax(Vx-0.25,(float)0);if(Upt==1)Map(-1,0); Upt--;}}
for(int i=bl;i<=br;i++){
if(B[i].what<98)if(B[i].x-B[i].vx<=5||B[i].x-B[i].vx>=30||B[i].y-B[i].vy<=0||B[i].y-B[i].vy>=30){B[i].life=0;Map(1,i);}
for(int j=0;j<20;j++)if(B[i].what>0&&B[i].life!=0&&abs(B[i].x-I[j][0])<2&&B[i].y-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<" ";I[j][0]=I[j][1]=-1;B[i].life=0;Exp+=2;}
if(B[i].t>=100)B[i].life=0;if(B[i].life==0&&i==bl) bl++;
Map(1,i);if(B[i].life==0) continue;
else{B[i].t++;
if(B[i].what==1){if(B[i].y<=25&&B[i].How==0) B[i].vy=0,B[i].How=1;if(B[i].t==30) B[i].y+=1.5,B[i].How=2;if(B[i].t==35) B[i].vy=1.5,B[i].How=3;}
if(B[i].what==2){if(B[i].t%3==0) B[i].How=!B[i].How;}
if(B[i].what==3||B[i].what==5){if(B[i].what==3&&B[i].y<=20) B[i].vy=0;if(B[i].what==5&&B[i].y<=21) B[i].vy=0;if(B[i].t>30&&B[i].t%2==0) B[i].How=!B[i].How;if(B[i].what==5&&B[i].t<=30&&B[i].x<X) B[i].vx=-0.2;else if(B[i].what==5&&B[i].t<=70&&B[i].x>X) B[i].vx=0.2;else B[i].vx=0;if(B[i].t==45){B[i].life=0;br++;B[br].what=4;B[br].x=B[i].x;B[br].y=32;B[br].vy=3;B[br].life=1;}}
if(B[i].what==6||B[i].what==8||B[i].what==9){if(B[i].vx<0.25&&B[i].vy<0.25&&B[i].t>=50){B[i].life=0;if(B[i].life==0&&i==bl) bl++;Map(1,i);break;}if(B[i].t%5==0) B[i].How=rand()%4;if(B[i].what==9){if(B[i].t==7){X9:float xx=(rand()%41)/40.0,yy=(rand()%41)/40.0;if(xx<=0.5&&yy<=0.5) goto X9;for(int j=1;j<=4;j++){br++,B[br].what=9;B[br].t=11;B[br].x=B[i].x,B[br].y=B[i].y,B[br].vx=xx,B[br].vy=yy;if(j%2==0)swap(B[br].vx,B[br].vy),B[br].vy*=-1;if(j<=2)B[br].vx*=-1,B[br].vy*=-1;B[br].life=1;}B[i].life=0;}}if(B[i].what==8){if(B[i].x>X&&B[i].vx<1.2) B[i].vx+=fmax((float)0,0.2-B[i].t/25);if(B[i].x<X&&B[i].vx>-1.2) B[i].vx-=fmax((float)0,0.2-B[i].t/25);if(B[i].y>Y&&B[i].vy<1.2) B[i].vy+=fmax((float)0,0.2-B[i].t/25);if(B[i].y<Y&&B[i].vy>-1.2) B[i].vy-=fmax((float)0,0.2-B[i].t/25);}}
if(B[i].what>=13&&B[i].what<=15&&B[i].How!=0){if(B[i].x==B[i].How)B[i].vx=0,B[i].How=0;}
if(B[i].what==16){if(B[i].x<X&&B[i].vx>=-1) B[i].vx-=0.2;else if(B[i].x>X&&B[i].vx<=1) B[i].vx+=0.2;}
}
if(B[i].life==1&&B[i].a==0&&B[i].what>0){if(B[i].y>Y&&abs(B[i].x-X)<=3&&((B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y))<Dis) Dis=(B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y),Disb=i;else if(((B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y))<Dis1) Dis1=(B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y),Disb1=i;}
}
}
void Guai(int R,int r){
if(R==-1){br++;B[br].what=-1;B[br].x=X+rand()%3-1;B[br].y=Y+rand()%3-1;B[br].life=1;}
if(R<=-2&&R>=-11){br++;B[br].what=R;B[br].x=B[br].a=r;B[br].y=29;if(R<=-3&&R>=-7)B[br].vx=-1;B[br].vy=1;B[br].life=1;}
if(R==0){br++;B[br].what=1;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;}
if(R==1){br++;B[br].what=2;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;}
if(R==2||R==3){br++;B[br].what=2*R-1;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;}
if(R==4){br++;B[br].what=6;if(r<5)r=5;if(r>30)r=30;B[br].x=r;if(r==11||r==25) B[br].y=29-(rand()%20);else B[br].y=29;X4:B[br].vx=(rand()%21-10)/30.0;B[br].vy=(rand()%25)/30.0;if(B[br].vx<=0.8&&B[br].vy<=0.8)goto X4;int rx=rand()%50;if(rx==0) B[br].vx=0;B[br].life=1;}
if(R==5){br++;B[br].How=r;B[br].what=7;if(B[br].How<0) B[br].x=19;if(B[br].How>0) B[br].x=21;B[br].y=29;B[br].vy=1;B[br].life=1;}
}
void CpGuai(int R,float x,float y,float xx,float yy){
if(R==4){br++;B[br].what=6;B[br].x=x;B[br].y=y;B[br].vx=xx;B[br].vy=yy;B[br].life=1;}
if(R==6||R==7||R==8){br++;B[br].what=4+R;B[br].x=x;B[br].y=y;B[br].vx=xx;B[br].vy=yy;B[br].life=1;}
}
void MesGuai(int a,int rr){
int R=rand()%rr,r=-10086;
if(R==0){if(a==1) r=(5+rand()%8)*2;if(a<=3&&a!=1) r=10+rand()%16;if(a==4) r=rand()%75-20;if(a==5) r=2+rand()%4;if(r!=-10086) Guai(a,r);}
}
void NorGuai(int a,int b){
if(a==1) {if(b==1||b==41) Guai(0,15),Guai(0,17),Guai(0,19);if(b==21||b==61) Guai(0,21),Guai(0,23),Guai(0,25);if(b==81) Guai(0,11),Guai(0,13),Guai(0,15),Guai(0,17),Guai(0,19);if(b==101||b==141) Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23),Guai(0,25);if(b==121) Guai(0,15),Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23);if(b>=160&&b<=260&&b%10==0) Guai(0,b/10-1);if(b>=270&&b<=370&&b%10==0) Guai(0,52-b/10);if(b>=460&&b<=560&&b%10==0) Guai(0,b/10-37),Guai(0,b/10-36),Guai(0,b/10-35);if(b>=570&&b<=670&&b%10==0) Guai(0,78-b/10),Guai(0,77-b/10),Guai(0,76-b/10);if(b>=760&&b<=960&&b%10==0) Guai(0,b/10-66),Guai(0,b/10-65),Guai(0,103-b/10),Guai(0,104-b/10);if(b>=1000&&b<=1300) MesGuai(0,30-b/50);}
if(a==2) {if(b<=200&&b%30==1) {int r=rand()%4;if(r==1) r=0;for(int i=0;i<4;i++) if(i!=r) Guai(1,i*4+9);}if(b>200&&b<=220&&b%5==1) Guai(1,18);if(b>220&&b<=300&&b%7==1) Guai(1,b/5-26);if(b>350&&b<=370&&b%5==1) Guai(1,22);if(b>370&&b<=450&&b%7==1) Guai(1,96-b/5);if(b==461||b==501||b==541) Guai(1,13),Guai(1,17),Guai(1,21);if(b==481||b==521||b==561) Guai(1,17),Guai(1,21),Guai(1,25);if(b>=561&&b<=861&&b%20==1) Guai(1,b/40+5);if(b>=561&&b<=861&&b%20==11) Guai(1,35-b/40);if(b>=801&&b<=961&&b%15==1) Guai(1,20);if(b>=1000&&b<=1300) MesGuai(1,30-b/50);}
if(a==3) {if(b==1||b==61) Guai(3,15),Guai(2,17),Guai(2,19);if(b==31||b==91) Guai(2,21),Guai(2,23),Guai(3,25);if(b>=120&&b<=220&&b%10==0) Guai(2,b/10+3);if(b>=240&&b<=340&&b%10==0) Guai(2,49-b/10);if(b>=360&&b<=460&&b%20==0) Guai(2,b/10-21),Guai(2,61-b/10);if(b>=480&&b<=580&&b%20==0) Guai(3,b/10-33),Guai(3,73-b/10);if(b>=600&&b<750&&b%30==0) {for(int i=0;i<5;i++) Guai(3,i*3+10);}if(b>=750&&b<830&&b%10==0) if(b<=200&&b%40==1) Guai(2,X);if(b>=830&&b<910&&b%20==0) Guai(2,X);if(b>=910&&b<980&&b%10==0) Guai(2,X);if(b>=1000&&b<=1300) MesGuai(rand()%2+2,40-b/50);}
if(a==4) {if(b==1) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.65);if(b==41) CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);if(b==81) CpGuai(4,5,20,-0.4,0.35),CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,30,20,0.25,0.4),CpGuai(4,21,29,0,0.65);if(b==121) CpGuai(4,5,20,-0.2,0.35),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,30,20,0.4,0.4),CpGuai(4,18,29,0,0.65);if(b==161) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.6),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);if(b>=200&&b<=500&&b%40==1) {float r=0,rr;for(int i=1;i<=5;i++){X5:rr=0.7+(rand()%5)/10.0;if(rr==r)goto X5;r=rr;CpGuai(4,i*3+7,29,0,0.5+(rand()%50)/80.0);}}if(b>540&&b<=565&&b%5==1) CpGuai(4,5,8,-2,0.2);if(b>590&&b<=615&&b%5==1) CpGuai(4,30,8,1.5,0.2);if(b>640&&b<=665&&b%5==1) CpGuai(4,5,8,-1.5,0.3);if(b>690&&b<=715&&b%5==1) CpGuai(4,30,8,2,0.3);if(b>=750&&b<=950&&b%20==1) {float r=0,rr;for(int i=1;i<=3;i++){X6:rr=0.7+(rand()%5)/10.0;if(rr==r)goto X6;r=rr;CpGuai(4,i*5+7+(rand()%3),29,0,0.5+(rand()%50)/200.0);}}if(b>=1000&&b<=1300) MesGuai(4,5);}
}
void RandGood(){
if(Biao>0){Biao--;Guai(-1,0);}
if(Gd[1]==0){Gd[1]=rand()%1000+1;if(Win==7)Gd[1]=10086;Gd[3]=rand()%16+8;}
else if(Gd[1]<=5){Guai(-2-Gd[1],Gd[3]);memset(Gd,0,sizeof(Gd));}
else if(Gd[1]>=20&&Gd[1]<27){Guai(-8,Gd[3]);memset(Gd,0,sizeof(Gd));}
else if(Gd[1]>=30&&Gd[1]<37){Guai(-9,Gd[3]);memset(Gd,0,sizeof(Gd));}
else if(Gd[1]>=40&&Gd[1]<70){Gd[2]++;if(Gd[2]%2==1)Guai(-10,Gd[3]);if(Gd[2]>=9)memset(Gd,0,sizeof(Gd));}
else if(Gd[1]>=70&&Gd[1]<100){Gd[2]++;if(Gd[2]%2==1)Guai(-11,Gd[3]);if(Gd[2]>=9)memset(Gd,0,sizeof(Gd));}
else if(Boss!=0&&Gd[1]>=450&&Gd[1]<=500){Guai(-2,Gd[3]);memset(Gd,0,sizeof(Gd));}
else Gd[1]=0;
for(int i=0;i<20;i++){if(I[i][0]==-1) continue;Setpos(I[i][0],I[i][1]);Color(0);if(I[i][0]==20) cout<<"===";else cout<<" ";I[i][1]++;if(I[i][0]>=28||I[i][0]<=0||I[i][1]>=29) I[i][0]=I[i][1]=-1;else Color(1),Setpos(I[i][0],I[i][1]),cout<<"■";Color(0);}
}
void Panboss(int bx,int by){
float Nox[4],Noy[4];Nox[0]=X,Noy[0]=Y;
if(Down==1&&X==22) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
else if(Down==2) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;
else if(Down==1||X<18) Nox[1]=X-1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;
else Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
for(int i=0;i<3;i++){if((Boss==1||Boss==6)&&Wind==0&&Thun==0&&abs(Nox[i]-bx)<1&&abs(Noy[i]-by)<1&&Bgo1[4]==0) Blo-=20,Bgo1[4]=1,Killb=20,Kill=1;if((Boss==2||Boss==6)&&Wind==0&&Thun==0&&abs(Nox[i]-bx)<1&&abs(Noy[i]-by)<1&&Bgo2[8]==0) Blo-=20,Bgo2[8]=1,Killb=20,Kill=1;}
}
void Boss1(){
for(int j=0;j<20;j++)if(abs(Bx1-I[j][0])<2&&By1-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<" ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;}
if(Bbr==Bbl&&Bbr!=0) Bbr=Bbl=0;
for(int i=1;i<=3+(Bbl-Bbr)/5;i++)if(Bbr<Bbl){Setpos(Bway[Bbr][0],Bway[Bbr][1]);if(Bway[Bbr][0]==20) cout<<"==";else cout<<" ";Bbr++;}
if(Bwhat1==5){int bx,by;Color(5);for(int i=0;i<10;i++){bx=Bx1-i*Bvx1/10.0;by=By1-i*Bvy1/10.0;Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;}Color(0);}
Bx1-=Bvx1;By1-=Bvy1;
if(Bwhat1==0){X2:Bwhat1=rand()%7;if(Bwhat1==2||Bwhat1==3){if(By1<=10||By1>25) goto X2;}if(Bwhat1==4){if(By1<=15||Bx1<20) goto X2;Bgo1[2]=Bx1;Bgo1[3]=By1-1;}if(Bwhat1==5) {X0:Bgo1[3]=rand()%4+1;Bvx1=(rand()%101)/20.0;Bvy1=(rand()%101)/20.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(abs(Bvx1)+abs(Bvy1)<=3||Out1)goto X0;}if(Bwhat1==6){if(By1<=17||By1>25) goto X2;}}
if(Bwhat1==1){Bgo1[1]++,Bgo1[2]++;int R=rand()%(5-Bgo1[1]),r=rand()%(10-Bgo1[2]);if(Out1) R=0;if(R==0) {int vx=Bvx1,vy=Bvy1;Bgo1[1]=0;Bvx1=(rand()%101-20)/50.0;Bvy1=(rand()%101-20)/50.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(Out1) r=0;} if(r==0) Chang1 }
if(Bwhat1==2){Bgo1[1]++;if(Bgo1[1]>6){Bvy1=-0.3;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=6;X3:B[br].vx=(rand()%21-10)/40.0;B[br].vy=(rand()%25)/30.0;if(B[br].vx<=0.8&&B[br].vy<=0.8)goto X3;int rx=rand()%50;if(rx==0) B[br].vx=0;B[br].life=1;}if(Bgo1[1]>8) Chang1}
if(Bwhat1==3){Bgo1[1]++;if(Bgo1[1]>6&&Bgo1[1]%3==0){Bvy1=-0.3;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=8;B[br].life=1;}if(Bgo1[1]>15) Chang1}
if(Bwhat1==4){Bgo1[1]++;if(Bgo1[1]<=8){Setpos(Bgo1[2],Bgo1[3]);if(Bgo1[1]==1)cout<<" ";else if(Bgo1[1]>1&&Bgo1[2]==20) cout<<"==";else cout<<" ";Bgo1[2]--;Setpos(Bgo1[2],Bgo1[3]);int r=rand()%4;if(r%2==0) Color(6);else Color(9);if(r<2) cout<<") ";else cout<<"】";Color(0);}if(Bgo1[1]==6) Bgo1[5]=X,Bgo1[6]=Y;if(Bgo1[1]==11){Map(0,(bool)Kill);Setpos(Bgo1[5],Bgo1[6]+1),cout<<" ";Setpos(Bgo1[5],Bgo1[6]-1),cout<<" ";Setpos(Bgo1[5]+1,Bgo1[6]),cout<<" ";Setpos(Bgo1[5]-1,Bgo1[6]),cout<<" ";int bx,by,bvx=Bgo1[2]-Bgo1[5],bvy=Bgo1[3]-Bgo1[6];Color(6);int i=0;while(1){bx=Bgo1[2]-i*bvx/30.0;by=Bgo1[3]-i*bvy/30.0;if(bx<=5||bx>=30||by<0||by>=29) break;Panboss(bx,by);Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;i++;}Color(0);Map(-1,0);Chang1}}
if(Bwhat1==5){Bgo1[1]++,Bgo1[2]++;int R=rand()%(5-Bgo1[1]),r=rand()%(10-Bgo1[2]);if(Out1) R=0;if(R==0) {int vx=Bvx1,vy=Bvy1;Bgo1[1]=0;X1:Bvx1=(rand()%101-20)/20.0;Bvy1=(rand()%101-20)/20.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(abs(Bvx1)+abs(Bvy1)<=3||abs(Bvx1-vx)<=1||abs(Bvy1-vy)<=1)goto X1;if(Out1) r=0;} if(r==0) Chang1 }
if(Bwhat1==6){Bgo1[1]++;if(Bgo1[1]>6&&Bgo1[1]%10==0){By1-=1;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=9;X30:B[br].vy=1;B[br].life=1;}if(Bgo1[1]>31) Chang1}
}
void Boss2(){
for(int j=0;j<20;j++)if(abs(Bx2-I[j][0])<2&&By2-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<" ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;}
if(Bbr==Bbl&&Bbr!=0) Bbr=Bbl=0;
for(int i=1;i<=3+(Bbl-Bbr)/5;i++)if(Bbr<Bbl){Setpos(Bway[Bbr][0],Bway[Bbr][1]);if(Bway[Bbr][0]==20) cout<<"==";else cout<<" ";Bbr++;}
Bx2-=Bvx2;By2-=Bvy2;
if(Bwhat2==0){X21:Bwhat2=rand()%7;if(Bwhat2==2){X31:for(int i=1;i<=3;i++){Bgo2[i*2+1]=rand()%28+1,Bgo2[i*2]=rand()%25+5;if((abs(Bgo2[i*2]-Bx2)<=2&&abs(Bgo2[i*2+1]-By2)<=2)||(abs(Bgo2[i*2]-X)<=2&&abs(Bgo2[i*2+1]-Y)<=2))goto X31;}if(Bgo2[2]==Bgo2[4]||Bgo2[2]==Bgo2[6]||Bgo2[6]==Bgo2[4]||Bgo2[5]==Bgo2[3]||Bgo2[3]==Bgo2[7]||Bgo2[5]==Bgo2[7]) goto X31;}if(Bwhat2==3){Bgo2[2]=rand()%2;}if(Bwhat2==4||Bwhat2==5||Bwhat2==6){Bvy2=-1.5;Bvx2=-0.5;}}
if(Bwhat2==1){Bgo2[1]++,Bgo2[2]++;int R=rand()%(5-Bgo2[1]),r=rand()%(30-Bgo2[2]);if(Out2) R=0;if(R==0) {int vx=Bvx2,vy=Bvy2;Bgo2[1]=0;Bvx2=(rand()%101-20)/50.0;Bvy2=(rand()%101-20)/50.0;if(Bgo2[3]<=2) Bvx2*=-1;if(Bgo2[3]%2==1) Bvy2*=-1;if(Out2) r=0;} if(r==0) Chang2 }
if(Bwhat2==2){Bgo2[1]++;float bx,by,bvx,bvy;if(Bgo2[1]<21){for(int i=1;i<=3;i++){bvx=Bgo2[i*2]-Bx2,bvy=Bgo2[i*2+1]-By2;if(Bgo2[1]<=10){Setpos(Bx2+(Bgo2[1]-1)*bvx/10.0,By2+(Bgo2[1]-1)*bvy/10.0);if(abs(Bx2+(Bgo2[1]-1)*bvx/10.0-20)<0.5)cout<<"==";else cout<<" ";bx=Bx2+Bgo2[1]*bvx/10.0;by=By2+Bgo2[1]*bvy/10.0;Setpos(bx,by);}else Setpos(Bgo2[i*2],Bgo2[i*2+1]);int r=rand()%4;if(r%2==0) Color(3);else Color(10);if(r<=1) cout<<"×";else cout<<"+";Color(0);}}if(Bgo2[1]==21){Map(0,(bool)Kill);Color(3);int j=0;for(int j=0;j<=30;j++)for(int i=1;i<=3;i++)for(int k=1;k<=4;k++){if(k==1) bvx=j,bvy=0;if(k==2) bvx=-j,bvy=0;if(k==3) bvx=0,bvy=j;if(k==4) bvx=0,bvy=-j;bx=Bgo2[i*2]+bvx,by=Bgo2[i*2+1]+bvy;if(bx<=5||bx>=30||by<0||by>=30) {continue;}Panboss(bx,by);Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;}Color(0);Map(-1,0);Chang2}}
if(Bwhat2==3){Bgo2[1]++;if(Bgo2[1]<=18){if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<" ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<" ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<" ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<" ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";if(Bgo2[1]%4==0)Bgo2[3]=!Bgo2[3];if(Bgo2[1]%6<3)Color(3);else Color(5);if(Bgo2[3]==0) Setpos(X-3,Y),cout<<"▼",Setpos(X+3,Y),cout<<"▲",Bgo2[4]=(int)(X+0.5),Bgo2[5]=(int)(Y+0.5);if(Bgo2[3]==1) Setpos(X,Y-3),cout<<" ",Setpos(X,Y+3),cout<<" ",Bgo2[4]=(int)(X+0.5),Bgo2[5]=(int)(Y+0.5);Color(0);}if(Bgo2[1]==18){if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<" ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<" ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<" ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<" ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";}if(Bgo2[1]>18&&Bgo2[1]<=25){Bgo2[3]=Bgo2[2];if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<" ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<" ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<" ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<" ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";if(Bgo2[1]%4<2)Color(3);else Color(5);if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"▼",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"▲";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3),cout<<" ",Setpos(Bgo2[4],Bgo2[5]+3),cout<<" ";Color(0);}if(Bgo2[1]==25){if(Bgo2[2]==0){Color(3);for(int i=4;i<=29;i++){Setpos(i,Bgo2[5]),cout<<"█";Bbl++;Panboss(i,Bgo2[5]);Bway[Bbl][0]=i;Bway[Bbl][1]=Bgo2[5];}}if(Bgo2[2]==1){Color(3);for(int i=0;i<=28;i++){Setpos(Bgo2[4],i),cout<<"█";Bbl++;Panboss(Bgo2[4],i);Bway[Bbl][0]=Bgo2[4];Bway[Bbl][1]=i;}}Chang2}}
if(Bwhat2==4||Bwhat2==5||Bwhat2==6){Bgo2[1]++;if(By2>27)Bvy2=0;if(Bx2>23)Bvx2=0;if(Bgo2[1]>13&&Bgo2[1]%3==0){float t=By2-Y,g=0.35;if(Boss==6) t/=2.0;CpGuai(Bwhat2+2,Bx2,By2,(Bx2-X)/t*1.0+(t-1)*g/2.0,1);}if(Bgo2[1]>20) Chang2}
}
void Boss3(){
#define Bean br++;B[br].what=13;B[br].x=Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;
for(int j=0;j<20;j++)if(abs(Bx3-I[j][0])<2&&By3-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<" ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;}
Bx3-=Bvx3;By3-=Bvy3;
if(Bwhat3<=8){if(Bx3>X&&Bvx3<1.5) Bvx3+=0.3;if(Bx3<X&&Bvx3>-1.5) Bvx3-=0.3;}
if(Bwhat3==0){X22:Bwhat3=rand()%12;if(Bwhat3==11&&abs(Bx3-20)<=1)goto X22;if(Bwhat3==11)Bgo3[2]=rand()%5;}
if(Bwhat3==1){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}}
if(Bwhat3>=2&&Bwhat3<=6){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].what=11+Bwhat3;B[br].vy=0.5+(rand()%100)/80.0;if(Bwhat3==5)B[br].vy=B[br].vy*3/4.0;B[br].life=1;Chang3}}
if(Bwhat3==7){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}}
if(Bwhat3==8){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}}
if(Bwhat3==9){Bvx3=0;Bgo3[1]++;if(Bgo3[1]==6||Bgo3[1]==8){Bean}if(Bgo3[1]>=8)Chang3}
if(Bwhat3==10){Bvx3=0;Bgo3[1]++;if(Bgo3[1]==6||Bgo3[1]==8||Bgo3[1]==10||Bgo3[1]==12){Bean}if(Bgo3[1]>=12)Chang3}
if(Bwhat3==11){Bvx3=0;Bgo3[1]++;if(Bgo3[1]>=8)for(int i=1;i<=4;i++){br++;B[br].what=80+100*Bgo3[2]+Bgo3[1]*4+i;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=99;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=99;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}if(Bgo3[1]>=20){for(int i=1;i<=4;i++){br++;B[br].what=98;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}Chang3}}
}
void Ball(int ball){
if(ball==1){if(Fir<3&&T%8==0) Fir++;if(Fir>0){br++;B[br].what=-13;B[br].x=X;B[br].y=Y+rand()%3-1;B[br].life=1;if(Dis<=30) B[br].a=Disb,B[Disb].a=1,Fir--;else if(Boss!=0) B[br].a=13880086,Fir--;else if(Dis!=13880087) B[br].a=Disb,B[Disb].a=1,Fir--;else if(Dis1!=13880087) B[br].a=Disb1,B[Disb1].a=1,Fir--;else B[br].life=0;Dis=Dis1=13880087;}}
if(ball==2){if(T%4==0)ib=(ib+1)%20,I[ib][1]=Y-2;if(T%16==0)I[ib][0]=X;if(T%16==4)I[ib][0]=X-1;if(T%16==8)I[ib][0]=X+1;if(T%16==12)I[ib][0]=X-2;if(T%12==9)I[ib][0]=X+2;if(Water==1){for(int i=X-6;i<=X+6;i++)ib=(ib+1)%20,I[ib][0]=i,I[ib][1]=Y-2-0.5*abs(i-X);}}
if(ball==3){if(Wind>5){if(Y<Ding-1)Vy=5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(Wind<5){if(Y>Ding-1)Vy=-5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(Wind==5){if(Boss==2) Ding=12.25;else Ding=6.25;if(Boss!=0) Bblo-=16+Lv*4;if(Boss==1) Chang1 if(Boss==2) Chang2 if(Boss==3) Chang3 system("color 3F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");system("cls");for(int i=bl;i<=br;i++)if(B[i].what>0)B[i].life=0;Setpos(20,0);for(int i=1;i<=60;i++) printf("=");}}
if(ball==4){if(Thun==1){if(Boss!=0) Bblo-=16+Lv*4;if(Boss==1) Chang1 if(Boss==2) Chang2 if(Boss==3) Chang3 system("color 9F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");system("cls");for(int i=bl;i<=br;i++)if(B[i].what>0)B[i].life=0;Setpos(20,0);for(int i=1;i<=60;i++) printf("=");}}
if(ball==5){system("cls"); Color(5);Setpos(10,10);cout<<"新天赋!";Y:int rr=rand()%4+2;Setpos(12,10);if(rr==Ren) goto Y;if(rr==2)cout<<"水火四重奏(极稀有!!!!!)";if(rr==3)cout<<"空之舞";if(rr==4)cout<<"三段跳";if(rr==5)cout<<"瞬跳";;if(rr==6)cout<<"反重力跳跃";Setpos(14,10);cout<<"当前天赋:";if(Ren==1)cout<<"小无敌";if(Ren==2)cout<<"瞬跳";if(Ren==3)cout<<"空之舞";if(Ren==4)cout<<"三段跳";if(Ren==5)cout<<"水火四重奏(极稀有!!!!!)";Setpos(16,10);cout<<"换否?(y/n)";G:char g=_getch();if(g=='y')Ren=rr;else if(g!='n')goto G;system("cls");Setpos(20,0);Color(0);for(int i=1;i<=60;i++) printf("=");}
if(ball==6){Color(4);for(float i=1;i<=Bblo;i+=Bblomax/20.0)cout<<"▄";Color(0);cout<<' '<<Bblo<<" ";Color(0);}
if(ball==7){Color(1);if(Win==7&&T%6<3)Color(3);for(float i=1;i<=Blo;i+=Blomax/20.0)cout<<"▄";Color(0);if(Win==7&&T%6<3)Color(3);printf(" %0.1f ",Blo);}
}
int main(){
cout<<"地铁跑酷即将开始!"<<endl;
system("color 4");
Sleep(700);
system("color 2");
Sleep(800);
system("color 6");
Sleep(800);
system("color 9");
Sleep(3000);
system("mode con cols=60 lines=37");CONSOLE_CURSOR_INFO cursor_info={1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);srand((unsigned)time(NULL));
Win=0;Ren=1;Lv=1;Blo=Blomax=100;Expmax=300;Hui=15;X=18,Y=6;
ReStart:system("cls");memset(B,0,sizeof(B));memset(I,-1,sizeof(I));T=0;bl=0;br=-1;Upt=0;
Start:Blo=Blomax * 100;Ding=6.25;
memset(Bgo1,0,sizeof(Bgo1));memset(Bgo2,0,sizeof(Bgo2));memset(Bgo3,0,sizeof(Bgo3));
if(Win%2==0) T=0;if(Win%2==0&&D==0){if(Win>0)Ball(5);Boss=0;lL:L=rand()%4+1;for(int i=0;i<=Win/2-1;i++)if(L==Ll[i]) goto lL;Ll[Win/2]=L;}if(Win%2==1&&D==0){if(Win==7)Boss=6,T=0,Blomax+=100;else{bl:Boss=rand()%3+1;for(int i=0;i<=3;i++)if(Boss==Bl[i]) goto bl;}Bl[Win/2]=Boss;Bwhat1=Bwhat2=Bwhat3=0,Bx1=10,By1=20,Bx2=15,By2=20,Bx3=21,By3=20;system("color 4C");Sleep(20);system("color 0F");Map(0,1);Sleep(1000);}if(Win%2==1){Bblomax=500+(Win/2)*500;Bblo=Bblomax;if(Boss==2) Ding=12.25;}
while(1){
T++;
if(Wind==0){if(GetAsyncKeyState(VK_LEFT)&0x8000) Vy=-(10-abs(Ding-Y)*1.5)/20.0;if(GetAsyncKeyState(VK_RIGHT)&0x8000) Vy=(10-abs(Ding-Y)*1.5)/20.0;}if(GetAsyncKeyState(VK_UP)&0x8000&&u1==0) {u1++;if(Down==1){Down=0;Up=0;if(Ren==2)Map(-1,0),Vx=0,X=18,Li=5;else Vx=7,Vy=0.3;}else if(Up==0&&Wind==0) {Down=0;Up=1;if(Ren==2)Map(-1,0),Vx=1,X=10,Map(0,3),Li=5;else Vx=2,Vy=0.1;}else if(Up==1&&Wind==0) {Down=0;Up=2;if(Ren==2)Map(-1,0),Vx=1,X-=6,Map(0,3),Li=5;else Vx=1.5,Vy=0.1;}else if(Ren==3&&Up==2&&Wind==0) {Down=0;Up=3;Vx=1;Vy=0.5;Upt=30;}else if(Ren==4&&Up==2&&Wind==0) {Down=0;Up=3;Vx=1.8;Vy=0.1;}}if(GetAsyncKeyState(VK_DOWN)&0x8000&&u2==0) {u2++;if(Down==1&&Ren==5){Down=2;Up=0;Vx=-1.7;}else {Down=1;Up=0;if(Ren==2)Map(-1,0),Vx=0,X=22,Map(0,3),Li=5;else {if(Upt!=0) Map(-1,0),Upt=0;Vx=-7;}}}if((GetAsyncKeyState(VK_UP)&0x8000) ?0:1) u1=0;if((GetAsyncKeyState(VK_DOWN)&0x8000) ?0:1) u2=0;if(kbhit()){char g=_getch();if(g==' ') Sleep(100),Setpos(4,1),Sy++,system("pause");}if(Sy==1) Setpos(4,1),printf(" "),Sy--;
if(Drug==0) Blo=fmin((float)Blomax,Blo+Hui/100.0);else if(T%10==0)Blo--;if(T%20==0) {if(Kill!=0) Kill=0;if(Lvl!=0) Lvl=0;}if(Killb>0) Killb--;if(Li>0) Li--;if(Ice>0) Ice--;if(Drug>0) Drug--;if(Magne>0) Magne--;
if(Fire>0) Ball(1),Fire--;if(Water>0) Ball(2),Water--;if(Wind>0) Ball(3),Wind--;if(Thun>0) Ball(4),Thun--;
if(Boss==0) NorGuai(L,T%1500);RandGood();if(T%20==1)Exp++;
if(T%50==1){Exp++;system("cls");Setpos(20,0);Color(0);for(int i=1;i<=60;i++) printf("=");if(Win==0&&T<300){Setpos(4,6);cout<<"↑/↓ 跳跃/下翻,←→ 些微移动(松手即返回)"; Setpos(8,6);cout<<"球可以开启特殊效果,经验积满(300)可提升级别。";Setpos(8,6);cout<<"打败 7 波即胜利,打败 BOSS 有新天赋。";Setpos(10,15);cout<<"空格可以暂停。";}}
Map(-1,0);
if(Boss==1) Boss1();if(Boss==2) Boss2();if(Boss==3) Boss3();if(Boss==6) Boss1(),Boss2(),Boss3();
Move();Map(0,(bool)Kill);Color(0);
Setpos(1,1);Blo=fmin(Blo,(float)Blomax);if(Boss==0)cout<<"血量: "<<(int)Blo<<" ";Color(0);Setpos(1,9),cout<<"死亡次数: "<<D<<" ";Setpos(2,1);Exp=min(Exp,Expmax);if(Exp>=Expmax)Exp=0,Lv++,Lvl++,Hui++,Blomax+=5;if(Lvl>0)Color(5);cout<<"级别: "<<Lv;Color(0);Setpos(2,9);cout<<"经验: "<<Exp<<" ";if(Boss>0) Setpos(3,1),cout<<"血量 : ",Ball(7);if(Boss>0&&Boss!=6) Setpos(4,1),cout<<"怪物血量: ",Ball(6);if(Boss==6) Setpos(1,9),printf("时间: %0.1f s ",T/15.0);
if(Win==0) Sleep(55);if(Win==1) Sleep(50);if(Win==2) Sleep(35);if(Win==3) Sleep(40);if(Win==4) Sleep(25);if(Win==5) Sleep(30);if(Win==6) Sleep(20);if(Win>=7) Sleep(17);
if(Boss==3&&Bblo<=0){for(int i=1;i<=4;i++){br++;B[br].what=98;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}}
if((Win%2==0&&T>=1400)||(Win%2==1&&Bblo<=0)||(Win==7&&T>=450)||Blo<=0) {Map(-1,0);break;}
}
if(Blo<=0){
Sleep(1000);
D++;
system("color 7F");
Setpos(15,11);
Color(4);
cout<<"GAME OVER...";
Sleep(2000);
goto ReStart;
}
else if(Win==7){
Sleep(1000);
system("color 6E");
Setpos(15,11);
Color(5);
cout<<"YOU WIN !";
Sleep(3000);
Setpos(30,0);
return 0;
}
else Sleep(1000),Win++,D=0;
goto Start;
}
吃豆人
❤❤❤❤
cpp
#include <stdio.h>
#include <iostream>
#include <time.h>
#include <conio.h>
#include <windows.h>
#include <stdlib.h>
#include <string.h>
using namespace std;
const int n = 809;
struct Point {
int x, y;
};
int dali;
int fx[4] = {-1, 27, 1, -27};
int fxfx[4][2] = {{0, -1}, {1, 0}, {0, 1}, {-1, 0}};
int dis[1000][1000]; //0:墙 1:有分的路 2:没分的路 3:怪物的家
int changdi[30][27] = {
{0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 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, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1 ,0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 3, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 3, 3, 3, 3, 3, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 0, 3, 3, 3, 3, 3, 0, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 3, 3, 3, 3, 3, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
{0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0},
{0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};
int x, x1, x2, x3, x4, y, y1, y2, y3, y4;
int now, now1, now2, now3, now4;
int g1, g2, g3, g4;
int fangx, nextfx, last1, last2, last3, last4;
int fenshu, guozi, guaitimer;
int T1, T2, t1, t2, stopped; //T:计时 t1:玩家速度 t2:怪物速度
int f; //f:{0:继续 1:被吃 2:赢了 3:输了}
int beichi;
void color (int a) {//颜色函数
SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE), a);
}
void gotoxy(int x, int y) {//位置函数(行为x 列为y)
COORD pos;
pos.X=2*y;
pos.Y=x;
SetConsoleCursorPosition (GetStdHandle (STD_OUTPUT_HANDLE),pos);
}
void begin () {
system ("cls");
color (11);
printf (" ★");
color (10);
printf ("吃豆人");
color (11);
printf ("★\n\n");
color(7);
printf (" 正在初始化,请耐心等待");
for (int i = 0; i <= n; i++) {
for (int j = 1; j <= n; j++) {
dis[i][j] = 900;
}
}
for (int i = 0; i <= n; i++) {
for (int j = 0; j <= 3; j++) {
if (i + fx[j] >= 0 && i + fx[j] <= n) {
int k = i + fx[j], xx = k/27, yy = k % 27, kk;
if (changdi[i / 27][i % 27] && changdi[xx][yy]) {
dis[i][k] = kk = 1;
}
}
}
}
for (int k = 0; k <= n; k++) {
if (changdi[k]) {
for (int i = 0; i <= n; i++) {
if (changdi[i]) {
for (int j = 0; j <= n; j++) {
if (changdi[j]) {
if (dis[i][j] > dis[i][k] + dis[k][j]) {
dis[i][j] = dis[i][k] + dis[k][j];
}
}
}
}
}
if (k % 80 == 0) {
color (13);
gotoxy (3, 12);
printf("│");
} else if (k % 80 == 20) {
color (13);
gotoxy (3, 12);
printf ("╱");
} else if (k % 80 == 40) {
color (13);
gotoxy (3, 12);
printf ("─");
} else if (k % 80 == 60) {
color(13);
gotoxy (3, 12);
printf ("╲");
}
if (k % 60==0) {
color (11);
gotoxy (5, k / 60);
printf("●");
}
}
}
}
void shuru () {
char ch = getch ();
if (ch == 75) {
if (changdi[x + fxfx[0][0]][y + fxfx[0][1]] == 1 | changdi[x + fxfx[0][0]][y + fxfx[0][1]] == 2) {
fangx = nextfx = 0;
} else {
nextfx = 0;
}
} else if (ch == 80) {
if (changdi[x + fxfx[1][0]][y + fxfx[1][1]] == 1 | changdi[x + fxfx[1][0]][y + fxfx[1][1]] == 2) {
fangx = nextfx = 1;
} else {
nextfx = 1;
}
} else if (ch == 77) {
if (changdi[x + fxfx[2][0]][y + fxfx[2][1]] == 1 | changdi[x + fxfx[2][0]][y + fxfx[2][1]] == 2) {
fangx = nextfx = 2;
} else {
nextfx = 2;
}
} else if (ch == 72) {
if (changdi[x + fxfx[3][0]][y + fxfx[3][1]] == 1 | changdi[x + fxfx[3][0]][y + fxfx[3][1]] == 2) {
fangx = nextfx = 3;
} else {
nextfx = 3;
}
} else if (ch == ' ') {
stopped = (stopped + 1) % 2;
} else if (ch == '-') {
t1++;
} else if ((ch == '+') && t1 - 1 > 0) {
t1--;
}
else if (ch == '$') {
dali = (dali + 1) % 2;
}
}
void reset () {
system ("cls");
color (7);
x = 22;
y = 13;
x1 = x2 = x3 = x4 = 14;
y1 = 11;
y2 = 12;
y3 = 14;
y4 = 15;
now = 607;
now1 = 389;
now2 = 390;
now3 = 392;
now4 = 393;
for (int k = 0; k <= n; k++) {
int i = k / 27, j = k % 27;
gotoxy (i, j);
if (changdi[i][j] == 1) {
color (7);
printf("·");
} else if (!changdi[i][j]) {
color (1);
printf ("■");
}
if (j==26) {
gotoxy (i, 27);
color (7);
printf ("%d", i);
}
}
gotoxy (0, 0);
gotoxy (x, y);
color (14);
printf ("●");
gotoxy (x1, y1);
color (4);
printf ("◆");
gotoxy (x2, y2);
color (5);
printf ("◆");
gotoxy (x3, y3);
color (3);
printf ("◆");
gotoxy (x4, y4);
color (2);
printf ("◆");
fangx = 0;
T1 = T2 = guaitimer = 0;
t1 = 75;
t2 = 100;
stopped = 0;
fenshu = 0;
guozi = 237;
g1 = g2 = g3 = g4 = 0;
dali = 0;
gotoxy (14, 30);
printf (" ");
}
void move1 () {
int xx, yy;
xx = x + fxfx[nextfx][0];
yy = y + fxfx[nextfx][1];
if (changdi[xx][yy]) {
if (changdi[xx][yy] == 1) {
fenshu++;
changdi[xx][yy] = 2;
}
color (14);
gotoxy (x, y);
printf (" ");
gotoxy (xx, yy);
if (!dali) {
printf ("♀");
} else {
printf ("☆");
}
now = x * 27 + y;
x = xx;
y = yy;
fangx = nextfx;
} else {
if (x == 13 && y == 0 && fangx == 0) {
xx = x;
yy = 26;
} else if (x == 13 && y == 26 && fangx == 2) {
xx = x;
yy = 0;
} else {
xx = x + fxfx[fangx][0];
yy = y + fxfx[fangx][1];
}
if (changdi[xx][yy]) {
if (changdi[xx][yy] == 1) {
fenshu++;
changdi[xx][yy] = 2;
}
color (14);
gotoxy (x, y);
printf (" ");
gotoxy (xx, yy);
if (!dali) {
printf ("♀");
} else {
printf ("☆");
}
now = x * 27 + y;
x = xx;
y = yy;
}
}
color (7);
}
void move2 () {
int haha, minhaha, xx, yy, chi = 0;
if (g1) {
minhaha = 2147483647; //相当于INT_MAX
if (now1 % 27 == 0 | now1 % 27 == 26) {
haha = last1;
} else if (!dali) {
for (int i = 0; i <= 3; i++) {
if (changdi[(now1 + fx[i]) / 27][(now1 + fx[i]) % 27] && i != last1 &&
minhaha > dis[now1 + fx[i]][now]) {
minhaha = dis[now1 + fx[i]][now];
haha = i;
}
}
} else {
minhaha = -minhaha;
for (int i = 0; i <= 3; i++) {
if (changdi[(now1 + fx[i]) / 27][(now1 + fx[i]) % 27] && i != last1 &&
minhaha < dis[now1 + fx[i]][now]) {
minhaha = dis[now1 + fx[i]][now];
haha = i;
}
}
}
xx = now1 / 27;
yy = now1 % 27;
gotoxy (xx, yy);
if (changdi[xx][yy] == 1) {
printf ("·");
} else {
printf (" ");
}
now1 += fx[haha];
last1 = (haha + 2) % 4;
xx = now1 / 27;
yy = now1 % 27;
gotoxy (xx, yy);
color (4);
printf ("◆");
color (7);
if (xx == x && yy == y) {
if (!dali) {
chi++;
} else {
guozi += 50;
fenshu += 50;
last1 = 0;
gotoxy (now1 / 27, now1 % 27);
if (changdi[now1 / 27][now1 % 27] == 1) {
printf ("·");
} else {
printf (" ");
}
now1 = 389;
}
}
}
if (g2) {
int k;
minhaha = 2147483647;
if (fangx == 0 | fangx == 2) {
k = y + (fxfx[fangx][1]) * 3;
while (k > 25 | !changdi[x][k]) {
k--;
}
while (k < 1 | !changdi[x][k]) {
k++;
}
} else {
k = x + (fxfx[fangx][0]) * 3;
while (k > 28 | !changdi[k][y]) {
k--;
}
while (k < 1 | !changdi[k][y]) {
k++;
}
}
if (fangx == 0 | fangx == 2) {
k += x * 27;
} else {
k = k * 27 + y;
}
if (now2 % 27 == 0 | now2 % 27 == 26) {
haha = last2;
}
else if (!dali) {
for (int i = 0; i <= 3; i++) {
if (changdi[(now2 + fx[i]) / 27][(now2 + fx[i]) % 27] && i != last2 &&
minhaha > dis[now2 + fx[i]][k]) {
minhaha = dis[now2 + fx[i]][k];
haha = i;
}
}
} else {
minhaha = -minhaha;
for (int i = 0; i <= 3; i++) {
if (changdi[(now2 + fx[i]) / 27][(now2 + fx[i]) % 27] && i != last2 &&
minhaha < dis[now2 + fx[i]][k]) {
minhaha = dis[now2 + fx[i]][k];
haha = i;
}
}
}
xx = now2 / 27;
yy = now2 % 27;
gotoxy (xx, yy);
if (changdi[xx][yy] == 1) {
printf ("·");
} else {
printf (" ");
}
now2 += fx[haha];
last2 = (haha + 2) % 4;
gotoxy (18, 30);
xx = now2 / 27;
yy = now2 % 27;
gotoxy (xx, yy);
color (5);
printf ("◆");
color (7);
if (xx == x && yy == y) {
if (!dali) {
chi++;
} else {
guozi += 50;
fenshu += 50;
last2 = 0;
gotoxy (now2 / 27, now2 % 27);
if (changdi[now2 / 27][now2 % 27] == 1) {
printf ("·");
} else {
printf (" ");
}
now2 = 390;
}
}
}
if (g3) {
int k;
minhaha = 2147483647;
if (fangx == 0 | fangx == 2) {
k = y + (fxfx[(fangx + 1) % 4][1]) * 3;
while (k > 25 | !changdi[x][k]) {
k--;
}
while (k < 1 | !changdi[x][k]) {
k++;
}
} else {
k = x + (fxfx[(fangx + 1) % 4][0]) * 3;
while (k > 28 | !changdi[k][y]) {
k--;
}
while (k < 1 | !changdi[k][y]) {
k++;
}
}
if (fangx == 0 | fangx == 2) {
k += x * 27;
} else {
k = k * 27 + y;
}
if (now3 % 27 == 0 | now3 % 27 == 26) {
haha = last3;
} else if (!dali) {
for (int i = 0; i <= 3; i++) {
if (changdi[(now3 + fx[i]) / 27][(now3 + fx[i]) % 27] && i != last3 &&
minhaha > dis[now3 + fx[i]][k]) {
minhaha = dis[now3 + fx[i]][k];
haha = i;
}
}
} else {
minhaha = -minhaha;
for (int i = 0; i <= 3; i++) {
if (changdi[(now3 + fx[i]) / 27][(now3 + fx[i]) % 27] && i != last3 &&
minhaha < dis[now3 + fx[i]][k]) {
minhaha = dis[now3 + fx[i]][k];
haha = i;
}
}
}
xx = now3 / 27;
yy = now3 % 27;
gotoxy (xx, yy);
if (changdi[xx][yy] == 1) {
printf ("·");
} else {
printf (" ");
}
now3 += fx[haha];
last3 = (haha + 2) % 4;
gotoxy (18, 30);
xx = now3 / 27;
yy = now3 % 27;
gotoxy (xx, yy);
color (3);
printf ("◆");
color (7);
if (xx == x && yy == y) {
if (!dali) {
chi++;
} else {
guozi += 50;
fenshu += 50;
last3 = 0;
gotoxy (now3 / 27, now3 % 27);
if (changdi[now3 / 27][now3 % 27] == 1) {
printf ("·");
} else {
printf (" ");
}
now3 = 341;
}
}
}
if (chi) {
beichi++;
}
}
int main () {
MessageBox (NULL, "欢迎来到吃豆人游戏!", "温馨提示", MB_OK);
begin ();
int jixu = 1;
reset ();
string bb[4] = {"●", "①", "②" ,"③"};
color (7);
gotoxy (12, 12);
printf ("倒计时");
color (12);
for (int i = 3; i >= 0; i--) {
if (i==0) {
color (11);
}
gotoxy (13, 13);
cout << bb[i];
Sleep (1000);
}
gotoxy (12, 12);
printf (" ");
gotoxy (13, 13);
printf (" ");
while (!f) {
Sleep (1);
gotoxy (7, 30);
color (3);
printf ("得分:%d ", fenshu);
gotoxy (3, 30);
printf ("怪物速度:%d ", 300 - t2);
gotoxy (5, 30);
printf ("你的速度:%d ", 300 - t1);
gotoxy (9, 30);
printf ("被吃次数:%d ", beichi);
gotoxy (11, 30);
printf ("控制小人行走:方向键");
gotoxy (13, 30);
printf ("复活次数:无限次");
gotoxy (15, 30);
printf ("小人加速/减速:'+'/'-'");
gotoxy (17, 30);
printf ("大力丸:$键");
gotoxy (20, 10);
color (4);
if (kbhit ()) {
shuru ();
}
if (stopped) {
continue;
}
T1 = (T1 + 1) % t1;
T2 = (T2 + 1) % t2;
if (T1 % t1 == 0 && now + fx[fangx] > 0 && now + fx[fangx] < n) {
move1 ();
}
if (T2 % t2 == 0) {
if (guaitimer <= 8) {
if (guaitimer==0) {
g1 = 1;
}
if (guaitimer == 8) {
g2 = 1;
}
guaitimer++;
}
if (!g3 && fenshu >= 30) {
g3 = 1;
}
move2 ();
}
if (fenshu == guozi) {
f=2;
}
}
if (f == 2) {
Sleep (3000);
system ("cls");
gotoxy (10, 20);
color (3);
string str = "恭喜您吃完了所有豆子!";
for (int i = 0; i < str.size (); i++) {
Sleep (80);
cout << str[i];
}
Sleep (2000);
gotoxy (12, 20);
str = "您一共被怪物吃掉了";
for (int i = 0; i < str.size (); i++) {
Sleep (80);
cout << str[i];
}
Sleep (80);
cout << beichi;
Sleep (80);
cout << "次";
Sleep (80);
cout << "!";
gotoxy (14, 20);
Sleep (2000);
}
}
飞机大战
❤❤❤
cpp
#include<iostream>
#include<windows.h>
#include<conio.h>
#include<time.h>
#include<string>
using namespace std;
/*=============== all the structures ===============*/
typedef struct Frame
{
COORD position[2];
int flag;
}Frame;
/*=============== all the functions ===============*/
void SetPos(COORD a)// set cursor
{
HANDLE out=GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(out, a);
}
void SetPos(int i, int j)// set cursor
{
COORD pos={i, j};
SetPos(pos);
}
void HideCursor()
{
CONSOLE_CURSOR_INFO cursor_info = {1, 0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}
//把第y行,[x1, x2) 之间的坐标填充为 ch
void drawRow(int y, int x1, int x2, char ch)
{
SetPos(x1,y);
for(int i = 0; i <= (x2-x1); i++)
cout<<ch;
}
//在a, b 纵坐标相同的前提下,把坐标 [a, b] 之间填充为 ch
void drawRow(COORD a, COORD b, char ch)
{
if(a.Y == b.Y)
drawRow(a.Y, a.X, b.X, ch);
else
{
SetPos(0, 25);
cout<<"error code 01:无法填充行,因为两个坐标的纵坐标(x)不相等";
system("pause");
}
}
//把第x列,[y1, y2] 之间的坐标填充为 ch
void drawCol(int x, int y1, int y2, char ch)
{
int y=y1;
while(y!=y2+1)
{
SetPos(x, y);
cout<<ch;
y++;
}
}
//在a, b 横坐标相同的前提下,把坐标 [a, b] 之间填充为 ch
void drawCol(COORD a, COORD b, char ch)
{
if(a.X == b.X)
drawCol(a.X, a.Y, b.Y, ch);
else
{
SetPos(0, 25);
cout<<"error code 02:无法填充列,因为两个坐标的横坐标(y)不相等";
system("pause");
}
}
//左上角坐标、右下角坐标、用row填充行、用col填充列
void drawFrame(COORD a, COORD b, char row, char col)
{
drawRow(a.Y, a.X+1, b.X-1, row);
drawRow(b.Y, a.X+1, b.X-1, row);
drawCol(a.X, a.Y+1, b.Y-1, col);
drawCol(b.X, a.Y+1, b.Y-1, col);
}
void drawFrame(int x1, int y1, int x2, int y2, char row, char col)
{
COORD a={x1, y1};
COORD b={x2, y2};
drawFrame(a, b, row, col);
}
void drawFrame(Frame frame, char row, char col)
{
COORD a = frame.position[0];
COORD b = frame.position[1];
drawFrame(a, b, row, col);
}
void drawPlaying()
{
drawFrame(0, 0, 48, 24, '=', '|');// draw map frame;
drawFrame(49, 0, 79, 4, '-', '|');// draw output frame
drawFrame(49, 4, 79, 9, '-', '|');// draw score frame
drawFrame(49, 9, 79, 20, '-', '|');// draw operate frame
drawFrame(49, 20, 79, 24, '-', '|');// draw other message frame
SetPos(52, 6);
cout<<"得分:";
SetPos(52, 7);
cout<<"称号:";
SetPos(52,10);
cout<<"操作方式:";
SetPos(52,12);
cout<<" a,s,d,w 控制战机移动,k攻击";
SetPos(52,14);
cout<<" p 暂停游戏。";
SetPos(52,16);
cout<<" e 退出游戏。";
}
//在[a, b)之间产生一个随机整数
int random(int a, int b)
{
int c=(rand() % (a-b))+ a;
return c;
}
//在两个坐标包括的矩形框内随机产生一个坐标
COORD random(COORD a, COORD b)
{
int x=random(a.X, b.X);
int y=random(a.Y, b.Y);
COORD c={x, y};
return c;
}
bool judgeCoordInFrame(Frame frame, COORD spot)
{
if(spot.X>=frame.position[0].X)
if(spot.X<=frame.position[1].X)
if(spot.Y>=frame.position[0].Y)
if(spot.Y<=frame.position[0].Y)
return true;
return false;
}
void printCoord(COORD a)
{
cout <<"( "<<a.X<<" , "<<a.Y<<" )";
}
void printFrameCoord(Frame a)
{
printCoord(a.position[0]);
cout <<" - ";
printCoord(a.position[1]);
}
int drawMenu()
{
SetPos(30, 1);
cout<<"P l a n e W a r";
drawRow(3, 0, 79, '-');
drawRow(5, 0, 79, '-');
SetPos(28, 4);
cout<<"w 和 s 选择, k 确定";
SetPos(15, 11);
cout<<"1. 简单的敌人";
SetPos(15, 13);
cout<<"2. 冷酷的敌人";
drawRow(20, 0, 79, '-');
drawRow(22, 0, 79, '-');
SetPos(47, 11);
cout<<"简单的敌人:";
SetPos(51, 13);
cout<<"简单敌人有着较慢的移动速度。";
SetPos(24, 21);
cout<<"祝你玩的愉快";
int j=11;
SetPos(12, j);
cout<<">>";
//drawFrame(45, 9, 79, 17, '=', '|');
while(1)
{ if( _kbhit() )
{
char x=_getch();
switch (x)
{
case 'w' :
{
if( j == 13)
{
SetPos(12, j);
cout<<" ";
j = 11;
SetPos(12, j);
cout<<">>";
SetPos(51, 13);
cout<<" ";
SetPos(47, 11);
cout<<"简单的敌人:";
SetPos(51, 13);
cout<<"简单敌人有着较慢的移动速度,容易对付。";
}
break;
}
case 's' :
{
if( j == 11 )
{
SetPos(12, j);
cout<<" ";
j = 13;
SetPos(12, j);
cout<<">>";
SetPos(51, 13);
cout<<" ";
SetPos(47, 11);
cout<<"冷酷的敌人:";
SetPos(51, 13);
cout<<"冷酷的敌人移动速度较快,难对付哟!!!";
}
break;
}
case 'k' :
{
if (j == 8) return 1;
else return 2;
}
}
}
}
}
/*
DWORD WINAPI MusicFun(LPVOID lpParamte)
{
//DWORD OBJ;
sndPlaySound(TEXT("bgm.wav"), SND_FILENAME|SND_ASYNC);
return 0;
}
*/
/*================== the Game Class ==================*/
class Game
{
public:
COORD position[10];
COORD bullet[10];
Frame enemy[8];
int score;
int rank;
int rankf;
string title;
int flag_rank;
Game ();
//初始化所有
void initPlane();
void initBullet();
void initEnemy();
//初始化其中一个
//void initThisBullet( COORD );
//void initThisEnemy( Frame );
void planeMove(char);
void bulletMove();
void enemyMove();
//填充所有
void drawPlane();
void drawPlaneToNull();
void drawBullet();
void drawBulletToNull();
void drawEnemy();
void drawEnemyToNull();
//填充其中一个
void drawThisBulletToNull( COORD );
void drawThisEnemyToNull( Frame );
void Pause();
void Playing();
void judgePlane();
void judgeEnemy();
void Shoot();
void GameOver();
void printScore();
};
Game::Game()
{
initPlane();
initBullet();
initEnemy();
score = 0;
rank = 25;
rankf = 0;
flag_rank = 0;
}
void Game::initPlane()
{
COORD centren={39, 22};
position[0].X=position[5].X=position[7].X=position[9].X=centren.X;
position[1].X=centren.X-2;
position[2].X=position[6].X=centren.X-1;
position[3].X=position[8].X=centren.X+1;
position[4].X=centren.X+2;
for(int i=0; i<=4; i++)
position[i].Y=centren.Y;
for(int i=6; i<=8; i++)
position[i].Y=centren.Y+1;
position[5].Y=centren.Y-1;
position[9].Y=centren.Y-2;
}
void Game::drawPlane()
{
for(int i=0; i<9; i++)
{
SetPos(position[i]);
if(i!=5)
cout<<"O";
else if(i==5)
cout<<"|";
}
}
void Game::drawPlaneToNull()
{
for(int i=0; i<9; i++)
{
SetPos(position[i]);
cout<<" ";
}
}
void Game::initBullet()
{
for(int i=0; i<10; i++)
bullet[i].Y = 30;
}
void Game::drawBullet()
{
for(int i=0; i<10; i++)
{
if( bullet[i].Y != 30)
{
SetPos(bullet[i]);
cout<<"^";
}
}
}
void Game::drawBulletToNull()
{
for(int i=0; i<10; i++)
if( bullet[i].Y != 30 )
{
COORD pos={bullet[i].X, bullet[i].Y+1};
SetPos(pos);
cout<<" ";
}
}
void Game::initEnemy()
{
COORD a={1, 1};
COORD b={45, 15};
for(int i=0; i<8; i++)
{
enemy[i].position[0] = random(a, b);
enemy[i].position[1].X = enemy[i].position[0].X + 3;
enemy[i].position[1].Y = enemy[i].position[0].Y + 2;
}
}
void Game::drawEnemy()
{
for(int i=0; i<8; i++)
drawFrame(enemy[i].position[0], enemy[i].position[1], '-', '|');
}
void Game::drawEnemyToNull()
{
for(int i=0; i<8; i++)
{
drawFrame(enemy[i].position[0], enemy[i].position[1], ' ', ' ');
}
}
void Game::Pause()
{
SetPos(61,2);
cout<<" ";
SetPos(61,2);
cout<<"暂停中...";
char c=_getch();
while(c!='p')
c=_getch();
SetPos(61,2);
cout<<" ";
}
void Game::planeMove(char x)
{
if(x == 'a')
if(position[1].X != 1)
for(int i=0; i<=9; i++)
position[i].X -= 2;
if(x == 's')
if(position[7].Y != 23)
for(int i=0; i<=9; i++)
position[i].Y += 1;
if(x == 'd')
if(position[4].X != 47)
for(int i=0; i<=9; i++)
position[i].X += 2;
if(x == 'w')
if(position[5].Y != 3)
for(int i=0; i<=9; i++)
position[i].Y -= 1;
}
void Game::bulletMove()
{
for(int i=0; i<10; i++)
{
if( bullet[i].Y != 30)
{
bullet[i].Y -= 1;
if( bullet[i].Y == 1 )
{
COORD pos={bullet[i].X, bullet[i].Y+1};
drawThisBulletToNull( pos );
bullet[i].Y=30;
}
}
}
}
void Game::enemyMove()
{
for(int i=0; i<8; i++)
{
for(int j=0; j<2; j++)
enemy[i].position[j].Y++;
if(24 == enemy[i].position[1].Y)
{
COORD a={1, 1};
COORD b={45, 3};
enemy[i].position[0] = random(a, b);
enemy[i].position[1].X = enemy[i].position[0].X + 3;
enemy[i].position[1].Y = enemy[i].position[0].Y + 2;
}
}
}
void Game::judgePlane()
{
for(int i = 0; i < 8; i++)
for(int j=0; j<9; j++)
if(judgeCoordInFrame(enemy[i], position[j]))
{
SetPos(62, 1);
cout<<"坠毁";
drawFrame(enemy[i], '+', '+');
Sleep(1000);
GameOver();
break;
}
}
void Game::drawThisBulletToNull( COORD c)
{
SetPos(c);
cout<<" ";
}
void Game::drawThisEnemyToNull( Frame f )
{
drawFrame(f, ' ', ' ');
}
void Game::judgeEnemy()
{
for(int i = 0; i < 8; i++)
for(int j = 0; j < 10; j++)
if( judgeCoordInFrame(enemy[i], bullet[j]) )
{
score += 5;
drawThisEnemyToNull( enemy[i] );
COORD a={1, 1};
COORD b={45, 3};
enemy[i].position[0] = random(a, b);
enemy[i].position[1].X = enemy[i].position[0].X + 3;
enemy[i].position[1].Y = enemy[i].position[0].Y + 2;
drawThisBulletToNull( bullet[j] );
bullet[j].Y = 30;
}
}
void Game::Shoot()
{
for(int i=0; i<10; i++)
if(bullet[i].Y == 30)
{
bullet[i].X = position[5].X;
bullet[i].Y = position[5].Y-1;
break;
}
}
void Game::printScore()
{
if(score == 120 && flag_rank == 0)
{
rank -= 3;
flag_rank = 1;
}
else if( score == 360 && flag_rank == 1)
{
rank -= 5;
flag_rank = 2;
}
else if( score == 480 && flag_rank == 2)
{
rank -= 5;
flag_rank = 3;
}
int x=rank/5;
SetPos(60, 6);
cout<<score;
if( rank!=rankf )
{
SetPos(60, 7);
if( x == 5)
title="初级飞行员";
else if( x == 4)
title="中级飞行员";
else if( x == 3)
title="高级飞行员";
else if( x == 2 )
title="王牌飞行员";
cout<<title;
}
rankf = rank;
}
void Game::Playing()
{
//HANDLE MFUN;
//MFUN= CreateThread(NULL, 0, MusicFun, NULL, 0, NULL);
drawEnemy();
drawPlane();
int flag_bullet = 0;
int flag_enemy = 0;
while(1)
{
Sleep(8);
if(_kbhit())
{
char x = _getch();
if ('a' == x || 's' == x || 'd' == x || 'w' == x)
{
drawPlaneToNull();
planeMove(x);
drawPlane();
judgePlane();
}
else if ('p' == x)
Pause();
else if( 'k' == x)
Shoot();
else if( 'e' == x)
{
//CloseHandle(MFUN);
GameOver();
break;
}
}
/* 处理子弹 */
if( 0 == flag_bullet )
{
bulletMove();
drawBulletToNull();
drawBullet();
judgeEnemy();
}
flag_bullet++;
if( 5 == flag_bullet )
flag_bullet = 0;
/* 处理敌人 */
if( 0 == flag_enemy )
{
drawEnemyToNull();
enemyMove();
drawEnemy();
judgePlane();
}
flag_enemy++;
if( flag_enemy >= rank )
flag_enemy = 0;
/* 输出得分 */
printScore();
}
}
void Game::GameOver()
{
system("cls");
COORD p1={28,9};
COORD p2={53,15};
drawFrame(p1, p2, '=', '|');
SetPos(36,12);
string str="Game Over!";
for(int i=0; i<str.size(); i++)
{
Sleep(80);
cout<<str[i];
}
Sleep(1000);
system("cls");
drawFrame(p1, p2, '=', '|');
SetPos(31, 11);
cout<<"击落敌机:"<<score/5<<" 架";
SetPos(31, 12);
cout<<"得 分:"<<score;
SetPos(31, 13);
cout<<"获得称号:"<<title;
SetPos(30, 16);
Sleep(1000);
cout<<"继续? 是(y)| 否(n)";
as:
char x=_getch();
if (x == 'n')
exit(0);
else if (x == 'y')
{
system("cls");
Game game;
int a = drawMenu();
if(a == 2)
game.rank = 20;
system("cls");
drawPlaying();
game.Playing();
}
else goto as;
}
/*================== the main function ==================*/
int main()
{
//游戏准备
srand((int)time(0)); //随机种子
HideCursor(); //隐藏光标
Game game;
int a = drawMenu();
if(a == 2)
game.rank = 20;
system("cls");
drawPlaying();
game.Playing();
}
人生模拟器
❤❤❤
(一点小建议:试试把属性都加到同一点上)
cpp
#include<stdio.h>
#include<stdlib.h>//void exit(int status)使程序正常终止。
#include<Windows.h>//延迟函数Sleep();
#define M 10
#define N 100
#define time 444
void caiDan(){
printf("*****人生模拟器*****\n");
printf("*****1.开始游戏*****\n");
printf("*****2.结束游戏*****\n");
}
void tianFu_shuXing(int xuanZe,char TianFu[M][N],int* zhiHui, int* tiZhi, int* jiaJing, int* meiLi,int z,int t,int j,int m){
printf("你选择的天赋是:\n");
printf("%s\n", TianFu[xuanZe - 1]);
*zhiHui +=z;
*tiZhi +=t;
*jiaJing +=j;
*meiLi +=m;
}
void tianFu(int* zhiHui, int* tiZhi, int* jiaJing, int* meiLi) {
int xuanZe;
char TianFu[M][N] =
{ "1.万中无一(全属性+999)","2.绝世奇才(全属性+999)",
"3.气质选手(魅力+999)" ,"4.蠢货一个(智力-111)",
"5.天生残疾(体质 - 2)","6.幸运儿(所有属性 +1)",
"7.十死无生(体质 - 10)","8.家运不顺(家境 - 2)",
"9.头着地(智力 - 2)","10.胎教(智力 + 1)"};
for (int i=0;i<M;i++)
{
printf("%s\n", TianFu[i]);
}
printf("请选择天赋:\n");
scanf("%d", &xuanZe);
switch (xuanZe)
{
case 1:
tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 999, 999, 999, 999);
break;
case 2:
tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 999, 999, 999, 999);
break;
case 3:
tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 0, 0, 0, 999);
break;
case 4:
tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, -111, 0, 0, 0);
break;
case 5:
tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 0, -2, 0, 0);
break;
case 6:
tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 1, 1, 1, 1);
break;
case 7:
tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 0, -10, 0, 0);
break;
case 8:
tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 0, 0, 0, -2);
break;
case 9:
tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, -2, 0, 0, 0);
break;
case 10:
tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, +1, 0, 0, 0);
break;
default:
break;
}
printf("智力:%d 体质:%d 家境:%d 魅力:%d\n",*zhiHui,*tiZhi,*jiaJing,*meiLi);
}
void renSheng_liCheng(int* zhiHui, int* tiZhi, int* jiaJing, int* meiLi) {
system("cls");
printf("0岁,你出生了!\n");
if (*zhiHui < 0 || *tiZhi < 0 || *jiaJing<0|| *meiLi<0){
printf("0岁,大聪明,你死的很安详!\n");
}
else if (*zhiHui >= 999 || *tiZhi >=999 || *jiaJing >=999 || *meiLi >=999){
printf("0岁,天妒英才,你受到了天谴!\n");
printf("0岁,你理所当然的死了!\n");
}
else if (*zhiHui >= 0 && *tiZhi >= 0 && *jiaJing >= 0 && *meiLi >= 0
&& *zhiHui < 999 &&*tiZhi < 999&& *jiaJing < 999&&*meiLi < 999){
//Sleep()为头文件#include<windows.h>中的延迟函数;
if (*zhiHui+*tiZhi+*jiaJing+*meiLi<=50&&*meiLi>20){
printf("1岁,你很可爱!\n");
Sleep(time);
printf(".............\n");
Sleep(time);
printf("7岁,你有点小帅!\n隔壁丫头有点喜欢你!\n");
Sleep(time);
printf(".............\n");
Sleep(time);
printf("18岁,你的成绩不是很理想,智慧-1\n");
Sleep(time);
*zhiHui -= 1;
printf(".............\n");
Sleep(time);
printf("20岁,有富婆想要包养你!魅力+20\n");
Sleep(time);
*meiLi += 20;
printf(".............\n");
Sleep(time);
printf("25岁,你向现实低了头魅力+30\n");
Sleep(time);
*meiLi += 30;
printf(".............\n");
Sleep(time);
printf("80岁,你在忧郁中死去!\n");
Sleep(time);
}
else if (*zhiHui + *tiZhi + *jiaJing + *meiLi <= 50 && *tiZhi>20){
printf("1岁,你很强壮!\n");
Sleep(time);
printf(".............\n");
Sleep(time);
printf("7岁,你有点小壮!\n隔壁丫头有点喜欢你!\n");
Sleep(time);
printf(".............\n");
Sleep(time);
printf("18岁,你的成绩不是很理想,智慧-1\n");
Sleep(time);
*zhiHui -= 1;
printf(".............\n");
Sleep(time);
printf("20岁,有漂亮富婆想要包养你!体质+20\n");
Sleep(time);
*tiZhi += 20;
printf(".............\n");
Sleep(time);
printf("25岁,你向现实低了头魅力+30\n");
*meiLi += 30;
printf(".............\n");
Sleep(time);
printf("80岁,你在忧郁中死去!\n");
Sleep(time);
}
else if (*zhiHui + *tiZhi + *jiaJing + *meiLi <= 50 && *jiaJing>20){
printf("1岁,你很富有!\n");
Sleep(time);
printf(".............\n");
Sleep(time);
printf("7岁,你每天从800米的大床上醒来\n隔壁丫头有点喜欢你!\n");
Sleep(time);
printf(".............\n");
Sleep(time);
printf("18岁,你的成绩不是很理想,智慧-1\n");
Sleep(time);
*zhiHui -= 1;
printf(".............\n");
Sleep(time);
printf("20岁,你低调时有漂亮富婆想要包养你!体质+20\n");
Sleep(time);
*tiZhi += 20;
printf("21岁,你摊牌了,你包养了想要包养你的富婆!\n");
Sleep(time);
printf(".............\n");
printf("25岁,现实向你低了头!魅力+100,体质+100\n");
Sleep(time);
*meiLi += 100;
*tiZhi += 100;
printf(".............\n");
Sleep(time);
printf("100岁,你在极乐中死去!\n");
Sleep(time);
}
else if (*zhiHui + *tiZhi + *jiaJing + *meiLi <= 50 && *zhiHui>20)
{
printf("1岁,你很聪明!\n");
Sleep(time);
printf(".............\n");
Sleep(time);
printf("7岁,你刚从米开朗基罗大学博士毕业!智慧+100\n隔壁丫头有点喜欢你!\n");
Sleep(time);
*zhiHui += 100;
printf(".............\n");
Sleep(time);
printf("18岁,你凭借智慧赚了100亿,家境+666\n");
Sleep(time);
*zhiHui +=666;
printf(".............\n");
Sleep(time);
printf("20岁,你低调时有漂亮富婆想要包养你!体质+20\n");
Sleep(time);
*tiZhi += 20;
printf("21岁,你摊牌了,你包养了想要包养你的富婆!\n");
Sleep(time);
printf(".............\n");
Sleep(time);
printf("25岁,现实向你低了头!魅力+100,体质+100\n");
Sleep(time);
*meiLi += 100;
*tiZhi += 100;
printf(".............\n");
Sleep(time);
printf("100岁,你在极乐中死去!\n");
Sleep(time);
}
printf("1岁,你很普通!\n");
Sleep(time);
printf(".............\n");
Sleep(time);
printf("7岁,你有点普通!\n隔壁丫头有点讨厌你!\n");
Sleep(time);
printf(".............\n");
Sleep(time);
printf("18岁,你的成绩不是很理想,智慧-1\n");
*zhiHui -= 1;
Sleep(time);
printf(".............\n");
Sleep(time);
printf("20岁,没有富婆想要包养你!魅力-20,体质-20\n");
Sleep(time);
*meiLi -= 20;
*tiZhi -= 20;
printf(".............\n");
Sleep(time);
printf("25岁,你向现实低了头!魅力-30\n");
Sleep(time);
*meiLi -= 30;
printf(".............\n");
Sleep(time);
printf("77岁,你在不甘中死去!\n");
Sleep(time);
}
printf("统计中------\n");
Sleep(time);
printf("智力:%d 体质:%d 家境:%d 魅力:%d\n", *zhiHui, *tiZhi, *jiaJing, *meiLi);
Sleep(time);
printf("你最后的得分为:%d", (*zhiHui + *tiZhi + *jiaJing + *meiLi) / 20);
};
//游戏_过程
void youXi_guoCheng(int*zhiHui,int*tiZhi,int*jiaJing,int*meiLi)
{
printf("\n-----------------------");
printf("\n-------天赋列表--------\n");
tianFu(zhiHui, tiZhi, jiaJing, meiLi);
Sleep(time);
renSheng_liCheng(zhiHui, tiZhi, jiaJing, meiLi);
}
int main(){
int xuanze;
while (1){
int zhiHui = 0,tiZhi = 0,jiaJing = 0,meiLi = 0;
caiDan();
printf("请选择1或者2:\n");
scanf("%d", &xuanze);
switch (xuanze){
case 1:
printf("现在你有20点可以随机分配的初始属性!\n");
printf("-----------------------------------\n");
printf("请按照顺序分配属性\n");
printf("-----------------------------------\n");
printf("顺序为:智慧 体质 家境 魅力!\n");
scanf("%d%d%d%d",&zhiHui,&tiZhi,&jiaJing,&meiLi);
if (zhiHui + tiZhi + jiaJing + meiLi > 20)
{
printf("年轻人不要太贪婪!\n");
printf("贪婪的人会受到智商降为0的惩罚!\n");
zhiHui = 0;
printf("-----------------------\n");
printf("你现在的智力:%d", zhiHui);
}
youXi_guoCheng(&zhiHui,&tiZhi,&jiaJing,&meiLi);
break;
case 2:printf("游戏结束!");
exit(0);
break;
default:
printf("怎么输的,重输!");
break;
}
printf("\n");
printf("---------------------------------\n");
}
}
坦克大战
❤❤❤
cpp
#include<iostream>
#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!");
GoToxy(88,20);
printf("作者:刘俊民");
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");
GoToxy(90,39);
printf("作者:刘俊民");
/* 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");
}
修仙模拟器
❤❤❤❤
cpp
#ifndef _GLIBCXX_NO_ASSERT
#include <cassert>
#endif
#include <cctype>
#include <cerrno>
#include <cfloat>
#include <ciso646>
#include <climits>
#include <clocale>
#include <cmath>
#include <csetjmp>
#include <csignal>
#include <cstdarg>
#include <cstddef>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <ctime>
#if __cplusplus >= 201103L
#include <ccomplex>
#include <cfenv>
#include <cinttypes>
#include <cstdalign>
#include <cstdbool>
#include <cstdint>
#include <ctgmath>
#include <cwchar>
#include <cwctype>
#endif
#include <algorithm>
#include <bitset>
#include <complex>
#include <deque>
#include <exception>
#include <fstream>
#include <functional>
#include <iomanip>
#include <ios>
#include <iosfwd>
#include <iostream>
#include <istream>
#include <iterator>
#include <limits>
#include <list>
#include <locale>
#include <map>
#include <memory>
#include <new>
#include <numeric>
#include <ostream>
#include <queue>
#include <set>
#include <sstream>
#include <stack>
#include <stdexcept>
#include <streambuf>
#include <string>
#include <typeinfo>
#include <utility>
#include <valarray>
#include <vector>
#if __cplusplus >= 201103L
#include <array>
#include <atomic>
#include <chrono>
#include <condition_variable>
#include <forward_list>
#include <future>
#include <initializer_list>
#include <mutex>
#include <random>
#include <ratio>
#include <regex>
#include <scoped_allocator>
#include <system_error>
#include <thread>
#include <tuple>
#include <typeindex>
#include <type_traits>
#include <unordered_map>
#include <unordered_set>
#endif
#include<stdio.h>
#include<windows.h>
#include<conio.h>
#include<stdlib.h>
#include<time.h>
#define LEN 30
#define WID 25
#include<bits/stdc++.h>
#include<iostream>
#include<fstream>
#include<algorithm>
#include<windows.h>
#include<cstdlib>
#include<ctime>
#include<conio.h>
#include<iostream>
#include<fstream>
#include<algorithm>
#include <string>
#include <Windowsx.h>
#include <cmath>
#include <sstream>
#include <iomanip>
#include <vector>
#include <olectl.h>
using namespace std;
int w[15],b[9999],u=1,jk[99];
string sbsb="tanyu";
void gotoxy(int x, int y){
COORD pos = {x,y};
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(hOut, pos);
}
int main(){
gotoxy(26,25);
Sleep(500);
system("color 0f");
gotoxy(34,1);
cout<<"注意事项";
gotoxy(15,2);
cout<<"1.c++人生重开模拟器(修仙6.5版)未经允许,不得转载";
gotoxy(25,3);
cout<<"2.本作品由谭羽工作室独自完成";
gotoxy(34,5);
cout<<"使用说明"<<endl;
gotoxy(18,6);
cout<<"1.当需要输入时,输入内容后请按回车键(Enter)\n";
gotoxy(12,7);
cout<<" 看完后";
system("pause");
system("cls");
Sleep(500);
system("color 0f");
for(int i=1;i<=9;i++) cout<<endl;
cout<<" 抵制不良游戏,拒绝盗版游戏。"<<endl;
cout<<" 注意自身保护,谨防受骗上当。"<<endl;
cout<<" 适度游戏益脑,沉迷游戏伤身。"<<endl;
cout<<" 合理安排时间,享受健康生活。"<<endl;
Sleep(5000);
system("cls");
unsigned seed;
srand(seed);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);
gotoxy(41,7);
for(int i=1;i<=10;i++){
cout<<"|";
gotoxy(41,6+i);
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED);
for(int i=1;i<=6;i++){
gotoxy(40-i+1,i+5);
cout<<"▊";}
for(int i=1;i<=5;i++){
gotoxy(35+i,11+i);
cout<<"▊";
}
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED);
for(int i=1;i<=6;i++){
gotoxy(40-i+1,i+5);
cout<<"▊";}
for(int i=1;i<=5;i++){
gotoxy(35+i,11+i);
cout<<"▊";
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);
gotoxy(41,7);
for(int i=1;i<=5;i++){
cout<<"\\"<<"\b";
gotoxy(40+i,6+i);
}
gotoxy(45,11);
cout<<"|";
gotoxy(45-1,12);
for(int i=1;i<=4;i++){
cout<<"/";
gotoxy(44-i,12+i);
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);
for(int i=1;i<=14;i++){
gotoxy(44-i+1,11);
cout<<"-";
}
gotoxy(30,11);
cout<<"<";
int qaz=44;
Sleep(2000);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);
gotoxy(41,7);
for(int i=1;i<=10;i++){
cout<<"|";
gotoxy(41,6+i);
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED);
for(int i=1;i<=6;i++){
gotoxy(40-i+1,i+5);
cout<<"▊";
}
for(int i=1;i<=5;i++){
gotoxy(35+i,11+i);
cout<<"▊";
}
system("cls");
for(int z=1;z<=3;z++){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);
qaz=qaz-16;
for(int i=1;i<=14;i++){
gotoxy(qaz-i+1,11);
cout<<"-";
}
gotoxy(qaz-14,11);
cout<<"<";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED);
for(int i=1;i<=6;i++){
gotoxy(40-i+1,i+5);
cout<<"▊";}
for(int i=1;i<=5;i++){
gotoxy(35+i,11+i);
cout<<"▊";
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);
gotoxy(41,7);
for(int i=1;i<=10;i++){
cout<<"|";
gotoxy(41,6+i);
}
system("cls");
}
for(int i=1;i<=10;i++) cout<<endl;
cout<<" ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
cout<<"谭";Sleep(500);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"羽";Sleep(500);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
cout<<"工";Sleep(500);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
cout<<"作";Sleep(500);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<"室";Sleep(2000);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
system("cls");
srand(seed);
int fd,po=0,rt=0;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
int yu=200,ui=100,io=100;
cout<<"人生重开模拟器(修仙版6.5版):进入游戏请输入:1 退出游戏请输入:0"<<endl;
int a=0,s=0,d=0,f=0,g=0,h=0,j=0,k=0,l=0,qs=0,sq=0;//悟出大道数a,金之大道s,木之大道d,水之大道f,火之大道g,土之大道h,生命大道j,毁灭大道k,混沌大道l,107821:密码。
int q;
int as=0;
int zxc=100;
cin>>q;
if(q==1){
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<"Ok!我们来进入吧!"<<endl;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
for(int i=1;i<=20;i++){
if(i>=1&&i<=10||i>=17&&i<=20){Sleep(200);cout<<"█";}
else {Sleep(350);cout<<"█";}
}
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
cout<<"ok,请选择天赋点(天赋点40):"<<endl;
int da=0;
int z=0,x=0,c=0,v=0;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
cout<<"颜值: ";
cin>>z;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<"智力: ";
cin>>x;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"钱数: ";
cin>>c;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
cout<<"健康:";
cin>>v;
cout<<endl;
if(z==12&&x==12&&c==6){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
cout<<"你触发了时间大道:"<<endl;
cout<<"输入的时间越少,速度更快(输入1000== 一秒)"<<endl;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
cout<<"凡人时间: ";
cin>>yu;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<endl<<"仙人时间: ";
cin>>ui;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<endl<<"神者时间: ";
cin>>io;
}
if(z+x+c+v>40){
for(;;){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
cout<<"ok,请选择天赋点(天赋点40):"<<endl;
cout<<"请正常选择或总天赋点小于等于40。"<<endl;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
cout<<"颜值: ";
cin>>z;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<"智力: ";
cin>>x;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"钱数: ";
cin>>c;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
cout<<"健康:";
cin>>v;
cout<<endl;
if(z+x+c<=30){break;}
}
}
int asdf;
srand(time(0));
asdf=rand()%3+1;
if(asdf==1){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"你出生了,是男孩。"<<endl;
c=c*1000;
v=v+5;
}
if(asdf==2){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<"你出生了,是女孩。"<<endl;
c=c*100;
z=z+5;
}
if(asdf==3){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<"你出生了,是特殊的无性人!"<<endl;
c=c*200;
x=x+5;
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
cout<<"颜值:"<<z<<" ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<"智力:"<<x<<" ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"钱数:"<<c<<" ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
cout<<"健康:"<<v<<" "<<endl<<endl;
Sleep(300);
for(int i=1;i<100;i++){
int rt=0;
int a=rand()%100+1;
if(0>=v){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"第"<<i<<"年:"<<"你因为突发病或事件死了.(注意身体和运气)"<<endl;da=1;break;
}
if(a==1){cout<<"第"<<i<<"年:"<<"你捡到了养颜宝典,颜值加3."<<endl;z=z+3;rt=1;}
if(a==2){cout<<"第"<<i<<"年:"<<"你捡到0.2斤铁,钱数加200."<<endl;c=c+200;rt=1;}
if(a==3){cout<<"第"<<i<<"年:"<<"你被人诈骗了,钱数减600."<<endl;c=c-600;rt=1;}
if(a==4){cout<<"第"<<i<<"年:"<<"你学了一本书,智力加3."<<endl;x=x+3;rt=1;}
if(a==5){cout<<"第"<<i<<"年:"<<"你捡到了一个钻戒,钱数加2000."<<endl;c=c+2000;rt=1;}
if(a==6&&jk[1]==0){cout<<"第"<<i<<"年:"<<"【绝密消息】:有一个人被车撞了。他死前大喊"不!我可是10世转修者!""<<endl;jk[1]++;rt=1;}
else if(a==6&&jk[1]==1){cout<<"第"<<i<<"年:"<<"平平无奇的一年."<<endl;rt=1;}
if(a==7&&jk[2]==0){cout<<"第"<<i<<"年:"<<"【绝密消息】:陈忆轩一天刷10道难度三的题."<<endl;jk[2]++;rt=1;}
else if(a==7&&jk[2]==1){cout<<"第"<<i<<"年:"<<"平平无奇的一年."<<endl;rt=1;}
if(a==8&&jk[3]==0){cout<<"第"<<i<<"年:"<<"【绝密消息】:阮烁恒天天看《无职转生~到了异世界就拿出真本事~》!!!"<<endl;jk[3]++;rt=1;}
else if(a==8&&jk[3]==1){cout<<"第"<<i<<"年:"<<"平平无奇的一年."<<endl;rt=1;}
if(a==9&&jk[4]==0){cout<<"第"<<i<<"年:"<<"【绝密消息】:作者于2021年12月20日与羽浩腾一起合作。"<<endl;jk[4]++;rt=1;}
else if(a==9&&jk[4]==1){cout<<"第"<<i<<"年:"<<"平平无奇的一年."<<endl;rt=1;}
if(a==10&&jk[5]==0){cout<<"第"<<i<<"年:"<<"【绝密消息】:阮烁恒习的欧啦神功后天天把作者打的****。"<<endl;jk[5]++;rt=1;}
else if(a==10&&jk[5]==1){cout<<"第"<<i<<"年:"<<"平平无奇的一年."<<endl;rt=1;}
if(a==11&&jk[6]==0){cout<<"第"<<i<<"年:"<<"日本被和谐成月本."<<endl;jk[6]++;rt=1;}
else if(a==11&&jk[6]==1){cout<<"第"<<i<<"年:"<<"平平无奇的一年."<<endl;rt=1;}
if(a==12&&jk[7]==0){cout<<"第"<<i<<"年:"<<"中国GPS超过美国."<<endl;jk[7]++;rt=1;}
else if(a==12&&jk[7]==1){cout<<"第"<<i<<"年:"<<"平平无奇的一年."<<endl;rt=1;}
if(a==18){cout<<"第"<<i<<"年:"<<"你被特别培训,全方面提升3."<<endl;z=z+3;x=x+3;v=v+3;rt=1;}
if(a==19){cout<<"第"<<i<<"年:"<<"你不小心用小刀划了脸,颜值减5,健康减1."<<endl;z=z-5;rt=1;v=v-1;}
if(a==20){cout<<"第"<<i<<"年:"<<"你不小心被车撞了脑袋,智力减5,健康减5."<<endl;x=x-5;rt=1;v=v-5;}
if(a==21){cout<<"第"<<i<<"年:"<<"你患上了感冒,健康减2."<<endl;v=v-2;rt=1;}
if(a==22){cout<<"第"<<i<<"年:"<<"你坚持锻炼,健康加2."<<endl;v=v+2;rt=1;}
if(a==23){cout<<"第"<<i<<"年:"<<"因为你惹了一只狼狗,所以你每天被狗追着跑...健康加3."<<endl;v=v+3;rt=1;}
if(a==24){cout<<"第"<<i<<"年:"<<"因为你勤奋工作,所以钱数加3000!"<<endl;c=c+3000;rt=1;}
if(a==25&&jk[8]==0&&c>=100000){cout<<"第"<<i<<"年:"<<"你向乞丐买了一本《古仙图》.钱数减100000."<<endl;c=c-100000;po=po+1;jk[8]++;rt=1;}
else if(a==25&&jk[8]==1&&c>=100000){cout<<"第"<<i<<"年:"<<"平平无奇的一年."<<endl;rt=1;}
if(a==26){cout<<"第"<<i<<"年:"<<"你捡到了100元"<<endl;c=c+100;rt=1;}
if(a==27){cout<<"第"<<i<<"年:"<<"你突然病倒了!健康减5!"<<endl;v=v-5;}
if(a==28&&z>=20){cout<<"第"<<i<<"年:"<<"你迷到了一大堆人!"<<endl;}
if(a==29&&jk[9]==0){cout<<"第"<<i<<"年:"<<"【绝密消息】:中国发现了外星文明!"<<endl;x=x+10;jk[9]++;}
else if(a==29&&jk[9]==1){cout<<"第"<<i<<"年:"<<"平平无奇的一年."<<endl;rt=1;}
if(rt==0){cout<<"第"<<i<<"年:"<<"平平无奇的一年."<<endl;}
if(c<0){cout<<"你欠债了"<<c<<"元"<<endl;}
if(c<=50){cout<<"你破产了!!全方面-2."<<endl;z=z-2;x=x-2;v=v-2;}
if(z<=1){cout<<"你因为颜值太低了,被人摁在地上摩擦!健康减1!"<<endl;v=v-1;}
if(x>=20){cout<<"你因为智力太高了,参加比赛获得了1000元!"<<endl;c=c+1000;}
z=z+0.1;x=x+0.1;c=c+1000;v=v+0.1;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
cout<<"颜值:"<<z<<" ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<"智力:"<<x<<" ";
if(c>=0){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"钱数:"<<c<<" ";}
else{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"钱数:-"<<c<<" ";
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
cout<<"健康:"<<v<<" "<<endl<<endl;
Sleep(yu);
}
int ghj[9999]={0};
if(da==1){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);cout<<"寿元终.";}
else{
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"第100年:你打开了小盒子,发现了《修仙功》这本修仙功法,开始修仙之路,寿元提升至150年。";
if(po>0){cout<<"你发现当初买的《古仙图》比《修仙功》效果更好!";}
cout<<endl;int qw=150;
u=u+(z*0.01)+(x*0.01)+(v*0.1);
for(int i=101;i<=qw;i++){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
if(250>=u){
int rt=0;
fd=rand()%50+1;
if(fd==1){cout<<"第"<<i<<"年:"<<"你找到灵气聚集之处,修为大幅度上升。"<<endl;u=u+1.5;rt=1;}
if(fd==2){cout<<"第"<<i<<"年:"<<"你找到异果,修为小幅度上升。"<<endl;u=u+1;rt=1;}
if(fd==3){cout<<"第"<<i<<"年:"<<"你走火入魔,修为大幅度下降。"<<endl;u=u-2;rt=1;}
if(fd==4){cout<<"第"<<i<<"年:"<<"你杀了一位筑基期修仙者,修为大幅度上升。"<<endl;u=u+1.5;rt=1;}
if(fd==5&&ghj[1]<=2){cout<<"第"<<i<<"年:"<<"你获得渡劫失败的渡劫期修仙者传承,修为提升X。"<<endl;u=u+10;ghj[1]++;rt=1;}
if(fd==6&&ghj[1]>2){cout<<"第"<<i<<"年:"<<"修行..."<<endl;u=u+0.2;rt=1;}
if(fd==7){cout<<"第"<<i<<"年:"<<"你悟了一些《神仙图》的内容,修为加快提升。"<<endl;po=po+0.1;rt=1;}
if(rt==0){cout<<"第"<<i<<"年:"<<"修行..."<<endl;u=u+0.2;}
}
else{
int gd;
gd=rand()%100+1;
if(gd==1&&sq==0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout<<"第"<<i<<"年:"<<"你悟透了伟大的马克思主义。"<<endl;u=u+1;sq=1;}else{if(gd==1){cout<<"第"<<i<<"年:"<<"悟道..."<<endl;u=u+0.2;}}
if(gd==2&&qs==0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout<<"第"<<i<<"年:"<<"你悟出了空手道,好像并没有什么卵用。"<<endl;u=u+1;qs=1;}else{if(gd==2){cout<<"第"<<i<<"年:"<<"悟道..."<<endl;u=u+0.2;}}
if(gd==3&&s==0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout<<"第"<<i<<"年:"<<"你悟出了金之大道。"<<endl;u=u+4;s=1;a=a+1;}else{if(gd==3){cout<<"第"<<i<<"年:"<<"悟道..."<<endl;u=u+0.2;}}
if(gd==4&&d==0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout<<"第"<<i<<"年:"<<"你悟出了木之大道。"<<endl;u=u+4;d=1;a=a+1;}else{if(gd==4){cout<<"第"<<i<<"年:"<<"悟道..."<<endl;u=u+0.2;}}
if(gd==5&&f==0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout<<"第"<<i<<"年:"<<"你悟出了水之大道。"<<endl;u=u+4;f=1;a=a+1;}else{if(gd==5){cout<<"第"<<i<<"年:"<<"悟道..."<<endl;u=u+0.2;}}
if(gd==6&&g==0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout<<"第"<<i<<"年:"<<"你悟出了火之大道。"<<endl;u=u+4;g=1;a=a+1;}else{if(gd==6){cout<<"第"<<i<<"年:"<<"悟道..."<<endl;u=u+0.2;}}
if(gd==7&&h==0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout<<"第"<<i<<"年:"<<"你悟出了土之大道。"<<endl;u=u+4;h=1;a=a+1;}else{if(gd==7){cout<<"第"<<i<<"年:"<<"悟道..."<<endl;u=u+0.2;}}
if(gd==8&&j==0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout<<"第"<<i<<"年:"<<"你悟出了生命大道。"<<endl;u=u+5;j=1;a=a+1;}else{if(gd==8){cout<<"第"<<i<<"年:"<<"悟道..."<<endl;u=u+0.2;}}
if(gd==9&&k==0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout<<"第"<<i<<"年:"<<"你悟出了毁灭大道。"<<endl;u=u+5;k=1;a=a+1;}else{if(gd==9){cout<<"第"<<i<<"年:"<<"悟道..."<<endl;u=u+0.2;}}
if(gd==10&&l==0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout<<"第"<<i<<"年:"<<"你悟出了混沌大道。"<<endl;u=u+5;l=1;a=a+1;}else{if(gd==10){cout<<"第"<<i<<"年:"<<"悟道..."<<endl;u=u+0.2;}}
if(gd!=1&&gd!=2&&gd!=3&&gd!=4&&gd!=5&&gd!=6&&gd!=7&&gd!=8&&gd!=9&&gd!=10){cout<<"第"<<i<<"年:"<<"悟道..."<<endl;u=u+1;}
}
u=u+po;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
cout<<"灵力点:"<<u<<endl;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
if(u>=2&&u<4&&b[1]==0){cout<<"突破凝气初期1星,寿元提升至160年。"<<endl;qw=160;b[1]=1;}
if(u>=4&&u<6&&b[2]==0){cout<<"突破凝气初期2星,寿元提升至170年。"<<endl;qw=170;b[2]=1;}
if(u>=6&&u<8&&b[3]==0){cout<<"突破凝气初期3星,寿元提升至180年。"<<endl;qw=180;b[3]=1;}
if(u>=8&&u<10&&b[4]==0){cout<<"突破凝气初期4星,寿元提升至185年。"<<endl;qw=185;b[4]=1;}
if(u>=10&&u<12&&b[5]==0){cout<<"突破凝气初期5星,寿元提升至190年。"<<endl;qw=190;b[5]=1;}
if(u>=12&&u<14&&b[6]==0){cout<<"突破凝气中期1星,寿元提升至200年。"<<endl;qw=200;b[6]=1;}
if(u>=14&&u<16&&b[7]==0){cout<<"突破凝气中期2星,寿元提升至210年。"<<endl;qw=210;b[7]=1;}
if(u>=16&&u<18&&b[8]==0){cout<<"突破凝气中期3星,寿元提升至220年。"<<endl;qw=220;b[8]=1;}
if(u>=18&&u<20&&b[9]==0){cout<<"突破凝气中期4星,寿元提升至230年。"<<endl;qw=230;b[9]=1;}
if(u>=20&&u<22&&b[10]==0){cout<<"突破凝气中期5星,寿元提升至240年。"<<endl;qw=240;b[10]=1;}
if(u>=22&&u<24&&b[11]==0){cout<<"突破凝气高期1星,寿元提升至250年。"<<endl;qw=250;b[11]=1;}
if(u>=24&&u<26&&b[12]==0){cout<<"突破凝气高期2星,寿元提升至260年。"<<endl;qw=260;b[12]=1;}
if(u>=26&&u<28&&b[13]==0){cout<<"突破凝气高期3星,寿元提升至270年。"<<endl;qw=270;b[13]=1;}
if(u>=28&&u<30&&b[14]==0){cout<<"突破凝气高期4星,寿元提升至280年。"<<endl;qw=280;b[14]=1;}
if(u>=30&&u<35&&b[15]==0){cout<<"突破凝气高期5星,寿元提升至290年。"<<endl;qw=290;b[15]=1;}
if(u>=35&&u<37&&b[16]==0){cout<<"突破筑基初期1星,寿元提升至300年。"<<endl;qw=300;b[16]=1;}
if(u>=37&&u<39&&b[17]==0){cout<<"突破筑基初期2星,寿元提升至310年。"<<endl;qw=310;b[17]=1;}
if(u>=39&&u<41&&b[18]==0){cout<<"突破筑基初期3星,寿元提升至320年。"<<endl;qw=320;b[18]=1;}
if(u>=41&&u<43&&b[19]==0){cout<<"突破筑基初期4星,寿元提升至330年。"<<endl;qw=330;b[19]=1;}
if(u>=45&&u<47&&b[20]==0){cout<<"突破筑基初期5星,寿元提升至340年。"<<endl;qw=340;b[20]=1;}
if(u>=47&&u<49&&b[21]==0){cout<<"突破筑基中期1星,寿元提升至350年。"<<endl;qw=350;b[21]=1;}
if(u>=49&&u<51&&b[22]==0){cout<<"突破筑基中期2星,寿元提升至360年。"<<endl;qw=360;b[22]=1;}
if(u>=51&&u<53&&b[23]==0){cout<<"突破筑基中期3星,寿元提升至370年。"<<endl;qw=370;b[23]=1;}
if(u>=55&&u<57&&b[24]==0){cout<<"突破筑基中期4星,寿元提升至380年。"<<endl;qw=380;b[24]=1;}
if(u>=57&&u<59&&b[25]==0){cout<<"突破筑基中期5星,寿元提升至390年。"<<endl;qw=390;b[25]=1;}
if(u>=59&&u<61&&b[26]==0){cout<<"突破筑基高期1星,寿元提升至400年。"<<endl;qw=400;b[26]=1;}
if(u>=61&&u<63&&b[27]==0){cout<<"突破筑基高期2星,寿元提升至410年。"<<endl;qw=410;b[27]=1;}
if(u>=63&&u<65&&b[28]==0){cout<<"突破筑基高期3星,寿元提升至420年。"<<endl;qw=420;b[28]=1;}
if(u>=65&&u<67&&b[29]==0){cout<<"突破筑基高期4星,寿元提升至430年。"<<endl;qw=430;b[29]=1;}
if(u>=69&&u<75&&b[30]==0){cout<<"突破筑基高期5星,寿元提升至440年。"<<endl;qw=440;b[30]=1;}
if(u>=75&&u<78&&b[31]==0){cout<<"突破金丹初期1星,寿元提升至450年。"<<endl;qw=450;b[31]=1;}
if(u>=78&&u<81&&b[32]==0){cout<<"突破金丹初期2星,寿元提升至460年。"<<endl;qw=460;b[32]=1;}
if(u>=81&&u<84&&b[33]==0){cout<<"突破金丹初期3星,寿元提升至470年。"<<endl;qw=470;b[33]=1;}
if(u>=84&&u<87&&b[34]==0){cout<<"突破金丹初期4星,寿元提升至480年。"<<endl;qw=480;b[34]=1;}
if(u>=87&&u<90&&b[35]==0){cout<<"突破金丹初期5星,寿元提升至490年。"<<endl;qw=490;b[35]=1;}
if(u>=90&&u<93&&b[36]==0){cout<<"突破金丹中期1星,寿元提升至500年。"<<endl;qw=500;b[36]=1;}
if(u>=93&&u<96&&b[37]==0){cout<<"突破金丹中期2星,寿元提升至510年。"<<endl;qw=510;b[37]=1;}
if(u>=96&&u<99&&b[38]==0){cout<<"突破金丹中期3星,寿元提升至520年。"<<endl;qw=520;b[38]=1;}
if(u>=99&&u<102&&b[39]==0){cout<<"突破金丹中期4星,寿元提升至530年。"<<endl;qw=530;b[39]=1;}
if(u>=102&&u<105&&b[40]==0){cout<<"突破金丹中期5星,寿元提升至540年。"<<endl;qw=540;b[40]=1;}
if(u>=108&&u<111&&b[41]==0){cout<<"突破金丹高期1星,寿元提升至550年。"<<endl;qw=550;b[41]=1;}
if(u>=111&&u<114&&b[42]==0){cout<<"突破金丹高期2星,寿元提升至560年。"<<endl;qw=560;b[42]=1;}
if(u>=114&&u<117&&b[43]==0){cout<<"突破金丹高期3星,寿元提升至570年。"<<endl;qw=570;b[43]=1;}
if(u>=117&&u<120&&b[44]==0){cout<<"突破金丹高期4星,寿元提升至580年。"<<endl;qw=580;b[44]=1;}
if(u>=120&&u<125&&b[45]==0){cout<<"突破金丹高期5星,寿元提升至590年。"<<endl;qw=590;b[45]=1;}
if(u>=125&&u<130&&b[46]==0){cout<<"突破元婴初期1星,寿元提升至600年。"<<endl;qw=600;b[46]=1;}
if(u>=130&&u<135&&b[47]==0){cout<<"突破元婴初期2星,寿元提升至610年。"<<endl;qw=610;b[47]=1;}
if(u>=135&&u<140&&b[48]==0){cout<<"突破元婴初期3星,寿元提升至620年。"<<endl;qw=620;b[48]=1;}
if(u>=140&&u<145&&b[49]==0){cout<<"突破元婴初期4星,寿元提升至630年。"<<endl;qw=630;b[49]=1;}
if(u>=145&&u<150&&b[50]==0){cout<<"突破元婴初期5星,寿元提升至640年。"<<endl;qw=640;b[50]=1;}
if(u>=150&&u<155&&b[51]==0){cout<<"突破元婴中期1星,寿元提升至650年。"<<endl;qw=650;b[51]=1;}
if(u>=155&&u<160&&b[52]==0){cout<<"突破元婴中期2星,寿元提升至660年。"<<endl;qw=660;b[52]=1;}
if(u>=160&&u<165&&b[53]==0){cout<<"突破元婴中期3星,寿元提升至670年。"<<endl;qw=670;b[53]=1;}
if(u>=165&&u<170&&b[54]==0){cout<<"突破元婴中期4星,寿元提升至680年。"<<endl;qw=680;b[54]=1;}
if(u>=170&&u<175&&b[55]==0){cout<<"突破元婴中期5星,寿元提升至690年。"<<endl;qw=690;b[55]=1;}
if(u>=175&&u<180&&b[56]==0){cout<<"突破元婴高期1星,寿元提升至700年。"<<endl;qw=700;b[56]=1;}
if(u>=180&&u<185&&b[57]==0){cout<<"突破元婴高期2星,寿元提升至710年。"<<endl;qw=710;b[57]=1;}
if(u>=185&&u<190&&b[58]==0){cout<<"突破元婴高期3星,寿元提升至720年。"<<endl;qw=720;b[58]=1;}
if(u>=190&&u<195&&b[59]==0){cout<<"突破元婴高期4星,寿元提升至730年。"<<endl;qw=730;b[59]=1;}
if(u>=195&&u<200&&b[60]==0){cout<<"突破元婴高期5星,寿元提升至740年。"<<endl;qw=740;b[60]=1;}
if(u>=200&&u<205&&b[61]==0){cout<<"突破化神初期1星,寿元提升至750年。"<<endl;qw=750;b[61]=1;}
if(u>=205&&u<210&&b[62]==0){cout<<"突破化神初期2星,寿元提升至760年。"<<endl;qw=760;b[62]=1;}
if(u>=210&&u<215&&b[63]==0){cout<<"突破化神初期3星,寿元提升至770年。"<<endl;qw=770;b[63]=1;}
if(u>=215&&u<220&&b[64]==0){cout<<"突破化神初期4星,寿元提升至780年。"<<endl;qw=780;b[64]=1;}
if(u>=220&&u<225&&b[65]==0){cout<<"突破化神初期5星,寿元提升至790年。"<<endl;qw=790;b[65]=1;}
if(u>=225&&u<230&&b[66]==0){cout<<"突破化神中期1星,寿元提升至800年。"<<endl;qw=800;b[66]=1;}
if(u>=230&&u<235&&b[67]==0){cout<<"突破化神中期2星,寿元提升至810年。"<<endl;qw=810;b[67]=1;}
if(u>=235&&u<240&&b[68]==0){cout<<"突破化神中期3星,寿元提升至820年。"<<endl;qw=820;b[68]=1;}
if(u>=240&&u<245&&b[69]==0){cout<<"突破化神中期4星,寿元提升至830年。"<<endl;qw=830;b[69]=1;}
if(u>=245&&u<250&&b[70]==0){cout<<"突破化神中期5星,寿元提升至840年。"<<endl;qw=840;b[70]=1;}
if(u>=250&&u<255&&b[71]==0){cout<<"突破化神高期1星,寿元提升至850年。"<<endl;qw=850;b[71]=1;}
if(u>=255&&u<260&&b[72]==0){cout<<"突破化神高期2星,寿元提升至860年。"<<endl;qw=860;b[72]=1;}
if(u>=260&&u<265&&b[73]==0){cout<<"突破化神高期3星,寿元提升至870年。"<<endl;qw=870;b[73]=1;}
if(u>=265&&u<270&&b[74]==0){cout<<"突破化神高期4星,寿元提升至880年。"<<endl;qw=880;b[74]=1;}
if(u>=270&&u<300&&b[75]==0){cout<<"突破化神高期5星,寿元提升至890年。"<<endl;qw=890;b[75]=1;}
if(u>=300&&u<310&&b[76]==0){cout<<"突破炼虚初期1星,寿元提升至900年。"<<endl;qw=900;b[76]=1;}
if(u>=310&&u<320&&b[77]==0){cout<<"突破炼虚初期2星,寿元提升至910年。"<<endl;qw=910;b[77]=1;}
if(u>=320&&u<330&&b[78]==0){cout<<"突破炼虚初期3星,寿元提升至920年。"<<endl;qw=920;b[78]=1;}
if(u>=330&&u<340&&b[79]==0){cout<<"突破炼虚初期4星,寿元提升至930年。"<<endl;qw=930;b[79]=1;}
if(u>=340&&u<350&&b[80]==0){cout<<"突破炼虚初期5星,寿元提升至940年。"<<endl;qw=940;b[80]=1;}
if(u>=350&&u<360&&b[81]==0){cout<<"突破炼虚中期1星,寿元提升至950年。"<<endl;qw=950;b[81]=1;}
if(u>=360&&u<370&&b[82]==0){cout<<"突破炼虚中期2星,寿元提升至960年。"<<endl;qw=960;b[82]=1;}
if(u>=370&&u<380&&b[83]==0){cout<<"突破炼虚中期3星,寿元提升至970年。"<<endl;qw=970;b[83]=1;}
if(u>=380&&u<390&&b[84]==0){cout<<"突破炼虚中期4星,寿元提升至980年。"<<endl;qw=980;b[84]=1;}
if(u>=390&&u<400&&b[85]==0){cout<<"突破炼虚中期5星,寿元提升至990年。"<<endl;qw=990;b[85]=1;}
if(u>=400&&u<410&&b[86]==0){cout<<"突破炼虚高期1星,寿元提升至1000年。"<<endl;qw=1000;b[86]=1;}
if(u>=410&&u<420&&b[87]==0){cout<<"突破炼虚高期2星,寿元提升至1010年。"<<endl;qw=1010;b[87]=1;}
if(u>=420&&u<430&&b[88]==0){cout<<"突破炼虚高期3星,寿元提升至1020年。"<<endl;qw=1020;b[88]=1;}
if(u>=430&&u<440&&b[89]==0){cout<<"突破炼虚高期4星,寿元提升至1030年。"<<endl;qw=1030;b[89]=1;}
if(u>=440&&u<450&&b[90]==0){cout<<"突破炼虚高期5星,寿元提升至1040年。"<<endl;qw=1040;b[90]=1;}
if(u>=450&&u<450&&b[91]==0){cout<<"突破合体初期1星,寿元提升至1050年。"<<endl;qw=1050;b[91]=1;}
if(u>=460&&u<460&&b[92]==0){cout<<"突破合体初期2星,寿元提升至1060年。"<<endl;qw=1060;b[92]=1;}
if(u>=470&&u<470&&b[93]==0){cout<<"突破合体初期3星,寿元提升至1070年。"<<endl;qw=1070;b[93]=1;}
if(u>=480&&u<480&&b[94]==0){cout<<"突破合体初期4星,寿元提升至1080年。"<<endl;qw=1080;b[94]=1;}
if(u>=490&&u<490&&b[95]==0){cout<<"突破合体初期5星,寿元提升至1090年。"<<endl;qw=1090;b[95]=1;}
if(u>=500&&u<500&&b[96]==0){cout<<"突破合体中期1星,寿元提升至1100年。"<<endl;qw=1100;b[96]=1;}
if(u>=510&&u<510&&b[97]==0){cout<<"突破合体中期2星,寿元提升至1110年。"<<endl;qw=1110;b[97]=1;}
if(u>=520&&u<520&&b[98]==0){cout<<"突破合体中期3星,寿元提升至1120年。"<<endl;qw=1120;b[98]=1;}
if(u>=530&&u<530&&b[99]==0){cout<<"突破合体中期4星,寿元提升至1130年。"<<endl;qw=1130;b[99]=1;}
if(u>=540&&u<540&&b[100]==0){cout<<"突破合体中期5星,寿元提升至1140年。"<<endl;qw=1140;b[100]=1;}
if(u>=550&&u<550&&b[101]==0){cout<<"突破合体高期1星,寿元提升至1150年。"<<endl;qw=1150;b[101]=1;}
if(u>=560&&u<560&&b[102]==0){cout<<"突破合体高期2星,寿元提升至1160年。"<<endl;qw=1160;b[102]=1;}
if(u>=570&&u<570&&b[103]==0){cout<<"突破合体高期3星,寿元提升至1170年。"<<endl;qw=1170;b[103]=1;}
if(u>=580&&u<580&&b[104]==0){cout<<"突破合体高期4星,寿元提升至1180年。"<<endl;qw=1180;b[104]=1;}
if(u>=590&&u<590&&b[105]==0){cout<<"突破合体高期5星,寿元提升至1190年。"<<endl;qw=1190;b[105]=1;}
if(u>=600&&u<999&&b[106]==0){cout<<"进入准备渡劫期,寿元提升至1200年。"<<endl;qw=1200;b[106]=1;}
cout<<endl;
Sleep(ui);
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
cout<<"寿元终。"<<endl;Sleep(1000);
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
int mn=0;
if(ui==100&&u<=999){
system("cls");
cout<<"你一直看过来,一定很累吧?悄悄告诉你,颜值=12,智力=12,钱数=6时可以触发时间大道!"<<endl;
Sleep(300);
}
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
cout<<"开始度劫!!!"<<endl;
Sleep(300);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"金元神劫落下"<<endl;
if(s==1){
cout<<"你抗过了!"<<endl;a=a-1;
Sleep(600);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
cout<<"木元神劫落下"<<endl;
if(d==1){
cout<<"你抗过了!"<<endl;a=a-1;
Sleep(600);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
cout<<"水元神劫落下"<<endl;
if(f==1){cout<<"你抗过了!"<<endl;a=a-1;
Sleep(600);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
cout<<"火元神劫落下"<<endl;
if(g==1){cout<<"你抗过了!"<<endl;a=a-1;
Sleep(600);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"土元神劫落下"<<endl;
if(h==1){cout<<"你抗过了!"<<endl;a=a-1;
Sleep(600);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
cout<<"本源元神劫落下"<<endl;
if(a>=1){
cout<<"你抗过了!"<<endl;
}else{mn=1;}
}else{mn=1;}
}else{mn=1;}
}else{mn=1;}
}
else{mn=1;}
}else{mn=1;}
if(mn==1){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);cout<<"你没抗过,被劈死了!";}
if(mn==0&&u>=550){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
cout<<"你度劫成功,飞升为仙。你作为"人"的一生结束了!"<<endl;}
else{if(mn==0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
cout<<"但是你修为不够,无法飞升,被神用雷劫劈死了!";}}
int ad;
cout<<"结束请输入ok(小写),管理员测试请输入密码。"<<endl;
string sf;
cin>>sf;
if(sf=="ok"){cout<<"圆满结束!";}
else if(sf=="tanyu"){ad=1;}
else{
cout<<"密码错误,请重新输入!"<<endl;
for(;;){
string qwe;
cout<<"结束请输入ok(小写),管理员测试请输入密码。"<<endl;
cin>>qwe;
if(qwe=="ok"){cout<<"圆满结束!";break;}
if(qwe=="tanyu"){ad=1;break;}
else {cout<<"密码错误,请重新输入!"<<endl;}
}
}
if(ad==1){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
for(int i=1;i<=15;i++){w[i]=0;}
int j=50;
cout<<"开启修神之路,神寿提升至10千年."<<endl;
int ss=5;
for(int i=1;i<=j;i++){
int kk;
kk=rand()%25+1;
if(kk==1){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==2){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==3){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==4){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==5){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==6){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==7){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==8){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==9){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==10){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==11){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==12){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==13){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==14){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==15){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==16){cout<<"第"<<i<<"千年:"<<"闭关苦修中......"<<endl;ss=ss+1;}
if(kk==17){cout<<"第"<<i<<"千年:"<<"你与人强行双修,修为上涨X."<<endl;ss=ss+2;}
if(kk==18){cout<<"第"<<i<<"千年:"<<"你与人强行双修,修为上涨X."<<endl;ss=ss+2;}
if(kk==19){cout<<"第"<<i<<"千年:"<<"你与人强行双修,修为上涨X."<<endl;ss=ss+2;}
if(kk==20){cout<<"第"<<i<<"千年:"<<"苦修顿悟修为增长。"<<endl;ss=ss+2;}
if(kk==21){cout<<"第"<<i<<"千年:"<<"苦修顿悟修为增长。"<<endl;ss=ss+2;}
if(kk==22){cout<<"第"<<i<<"千年:"<<"苦修顿悟修为增长。"<<endl;ss=ss+2;}
if(kk==23){cout<<"第"<<i<<"千年:"<<"苦修顿悟修为增长。"<<endl;ss=ss+2;}
if(kk==24){cout<<"第"<<i<<"千年:"<<"苦修顿悟修为增长。"<<endl;ss=ss+2;}
if(kk==25){cout<<"第"<<i<<"千年:"<<"听神讲课,顿悟修为增长。"<<endl;ss=ss+5;}
if(w[1]==0&&ss==10||ss>10&&ss<15&&w[1]==0){cout<<"你达到散仙上期,神寿提升到15千年。"<<endl;j=15;w[1]=1;}
if(w[2]==0&&ss==15||ss>15&&ss<20&&w[2]==0){cout<<"你达到散仙中期,神寿提升到20千年。"<<endl;j=20;w[2]=1;}
if(w[3]==0&&ss==20||ss>20&&ss<25&&w[3]==0){cout<<"你达到散仙下期,神寿提升到25千年。"<<endl;j=25;w[3]=1;}
if(w[4]==0&&ss==25||ss>25&&ss<30&&w[4]==0){cout<<"你达到地仙上期,神寿提升到30千年。"<<endl;j=30;w[4]=1;}
if(w[5]==0&&ss==30||ss>30&&ss<35&&w[5]==0){cout<<"你达到地仙中期,神寿提升到35千年。"<<endl;j=35;w[5]=1;}
if(w[6]==0&&ss==35||ss>35&&ss<40&&w[6]==0){cout<<"你达到地仙下期,神寿提升到40千年。"<<endl;j=40;w[6]=1;}
if(w[7]==0&&ss==40||ss>40&&ss<45&&w[7]==0){cout<<"你达到仙人上期,神寿提升到45千年。"<<endl;j=45;w[7]=1;}
if(w[8]==0&&ss==45||ss>45&&ss<50&&w[8]==0){cout<<"你达到仙人中期,神寿提升到50千年。"<<endl;j=50;w[8]=1;}
if(w[9]==0&&ss==50||ss>50&&ss<55&&w[9]==0){cout<<"你达到仙人下期,神寿提升到55千年。"<<endl;j=55;w[9]=1;}
if(w[10]==0&&ss==65||ss>55&&ss<60&&w[10]==0){cout<<"你达到上仙上期,神寿提升到60千年。"<<endl;j=60;w[10]=1;}
if(w[11]==0&&ss==60||ss>60&&ss<70&&w[11]==0){cout<<"你达到上仙中期,神寿提升到65千年。"<<endl;j=65;w[11]=1;}
if(w[12]==0&&ss==70||ss>70&&ss<80&&w[12]==0){cout<<"你达到上仙下期,神寿提升到70千年。"<<endl;j=70;w[12]=1;}
if(w[13]==0&&ss==80||ss>80&&ss<90&&w[13]==0){cout<<"你达到金仙上期,神寿提升到75千年。"<<endl;j=75;w[13]=1;}
if(w[14]==0&&ss==90||ss>90&&ss<100&&w[14]==0){cout<<"你达到金仙中期,神寿提升到80千年。"<<endl;j=80;w[14]=1;}
if(w[15]==0&&ss==100||ss>100&&ss<110&&w[15]==0){cout<<"你达到金仙下期,神寿提升到85千年。"<<endl;j=85;w[15]=1;}
cout<<endl;
Sleep(io);
}
cout<<"寿元终!";
}}
else if(q==0){
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"已退出游戏!"<<endl;
}
return 0;
}