弹球
//作者:https://www.luogu.com.cn/user/126871
//转自:https://www.luogu.com.cn/blog/yzh-Error404/tan-qiu-xiao-you-hu
//使用鼠标点击进入游戏
#include<bits/stdc++.h>
#include<windows.h>
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0)
#define jp(x) ((GetAsyncKeyState(x)&0x8000)?1:0)
using namespace std;
struct Button
{
int x,y,color;
const char *name;
int len;
};
inline void GetPos(POINT &pt)
{
HWND hwnd=GetForegroundWindow();
GetCursorPos(&pt);
ScreenToClient(hwnd,&pt);
pt.y=pt.y/16;
pt.x=pt.x/8;
}
inline void color(int a)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
}
inline void gto(int x,int y)
{
COORD pos;
pos.X=y;
pos.Y=x;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
}
inline Button NewButton(int x,int y,int color,const char *name)
{
Button t;
t.x=x;
t.y=y;
t.name=name;
t.color=color;
t.len=strlen(name);
gto(x,y),cout<<name;
return t;
}
inline bool Preserve(Button A)
{
gto(A.x,A.y),color(A.color);
POINT pt;
GetPos(pt);
if(pt.y==A.x&&(pt.x>=A.y&&pt.x<=A.y+A.len))
{
if(KEY_DOWN(MOUSE_MOVED))return 1;
}
return 0;
}
inline void dis_mouse()
{
ShowCursor(false);
HANDLE hOut=GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO cci;
GetConsoleCursorInfo(hOut,&cci);
cci.bVisible=false;
SetConsoleCursorInfo(hOut,&cci);
}
inline void print(int x,int y,int col,string c)
{
color(col);
y*=2;
gto(x,y);
cout<<c;
color(7);
}
int ma[100][100]={{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1},
{1,2,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,2,1},
{1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};
int lm=5,rm=5;
int scl=0,scr=0;
int bx=5,by=11;
int gogo;//1左上,2左,3左下,4右上,5右,6右下
int fx[10]={0,-1, 0, 1,-1, 0, 1};
int fy[10]={0,-1,-1,-1, 1, 1, 1};
inline void printmap()
{
for(register int i=0;i<=10;i++)
for(register int j=0;j<=30;j++)
{
if(ma[i][j]==0)print(i,j,7," ");
if(ma[i][j]==1)print(i,j,8,"■");
if(ma[i][j]==2)print(i,j,4,"■");
if(ma[i][j]==3)print(i,j,7,"●");
gto(11,20);
printf("%d:%d",scl,scr);
}
}
int main()
{
srand(time(NULL));
gogo=rand()%6+1;
dis_mouse();
system("mode con cols=46 lines=16");
print(1,0,7,"弹球");
Button pvp=NewButton(5,0,7,">pvp");
Button pvc=NewButton(7,0,7,">pvc");
while(1)
{
if(Preserve(pvp))
{
printmap();
while(1)
{
if(jp('W'))
{
if(by==2)gogo=4;
if(lm>2)
{
ma[lm+1][1]=0;
print(lm+1,1,7," ");
lm--;
ma[lm-1][1]=2;
print(lm-1,1,4,"■");
}
Sleep(50);
}
if(jp('S'))
{
if(by==2)gogo=6;
if(lm<8)
{
ma[lm-1][1]=0;
print(lm-1,1,7," ");
lm++;
ma[lm+1][1]=2;
print(lm+1,1,4,"■");
}
Sleep(50);
}
if(jp(38))
{
if(by==21)gogo=1;
if(rm>2)
{
ma[rm+1][21]=0;
print(rm+1,21,7," ");
rm--;
ma[rm-1][21]=2;
print(rm-1,21,4,"■");
}
Sleep(50);
}
if(jp(40))
{
if(by==21)gogo=3;
if(rm<8)
{
ma[rm-1][21]=0;
print(rm-1,21,7," ");
rm++;
ma[rm+1][21]=2;
print(rm+1,21,4,"■");
}
Sleep(50);
}
if(gogo==1)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(bx==0)bx-=fx[gogo],by-=fy[gogo],gogo=3;
if(by==1&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=4;
if(by==1&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scr++,printmap(),Sleep(2048);
print(bx,by,7,"●");
Sleep(100);
}
if(gogo==2)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(by==1&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=5;
if(by==1&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scr++,printmap(),Sleep(2048);
print(bx,by,7,"●");
Sleep(100);
}
if(gogo==3)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(bx==10)bx-=fx[gogo],by-=fy[gogo],gogo=1;
if(by==1&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=5;
if(by==1&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scr++,printmap(),Sleep(2048);
print(bx,by,7,"●");
Sleep(100);
}
if(gogo==4)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(bx==0)bx-=fx[gogo],by-=fy[gogo],gogo=6;
if(by==21&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=1;
if(by==21&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scl++,printmap(),Sleep(2048);
print(bx,by,7,"●");
Sleep(100);
}
if(gogo==5)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(by==21&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=2;
if(by==21&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scl++,printmap(),Sleep(2048);
print(bx,by,7,"●");
Sleep(100);
}
if(gogo==6)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(bx==10)bx-=fx[gogo],by-=fy[gogo],gogo=4;
if(by==21&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=3;
if(by==21&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scl++,printmap(),Sleep(2048);
print(bx,by,7,"●");
Sleep(100);
}
if(scl==3)
{
system("cls");
printf("player 1 wins!");
Sleep(3096);
system("cls");
scl=scr=0;
print(1,0,7,"弹球");
print(5,0,7,">pvp");
print(7,0,7,">pvc");
break;
}
if(scr==3)
{
system("cls");
printf("player 2 wins!");
Sleep(3096);
system("cls");
scl=scr=0;
print(1,0,7,"弹球");
print(5,0,7,">pvp");
print(7,0,7,">pvc");
break;
}
}
}
if(Preserve(pvc))
{
printmap();
while(1)
{
if(jp('W'))
{
if(by==2)gogo=4;
if(lm>2)
{
ma[lm+1][1]=0;
print(lm+1,1,7," ");
lm--;
ma[lm-1][1]=2;
print(lm-1,1,4,"■");
}
}
if(jp('S'))
{
if(by==2)gogo=6;
if(lm<8)
{
ma[lm-1][1]=0;
print(lm-1,1,7," ");
lm++;
ma[lm+1][1]=2;
print(lm+1,1,4,"■");
}
}
if(gogo==1)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(bx==0)bx-=fx[gogo],by-=fy[gogo],gogo=3;
if(by==1&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=4;
if(by==1&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scr++,printmap(),Sleep(2048);
print(bx,by,7,"●");
int isgo=rand()%5;
if(isgo!=0)
{
if(by==21)gogo=1;
if(rm>2)
{
ma[rm+1][21]=0;
print(rm+1,21,7," ");
rm--;
ma[rm-1][21]=2;
print(rm-1,21,4,"■");
}
Sleep(100);
}
Sleep(100);
}
if(gogo==2)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(by==1&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=5;
if(by==1&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scr++,printmap(),Sleep(2048);
print(bx,by,7,"●");
Sleep(100);
}
if(gogo==3)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(bx==10)bx-=fx[gogo],by-=fy[gogo],gogo=1;
if(by==1&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=5;
if(by==1&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scr++,printmap(),Sleep(2048);
print(bx,by,7,"●");
int isgo=rand()%5;
if(isgo!=0)
{
if(by==21)gogo=3;
if(rm<8)
{
ma[rm-1][21]=0;
print(rm-1,21,7," ");
rm++;
ma[rm+1][21]=2;
print(rm+1,21,4,"■");
}
Sleep(100);
}
Sleep(100);
}
if(gogo==4)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(bx==0)bx-=fx[gogo],by-=fy[gogo],gogo=6;
if(by==21&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=1;
if(by==21&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scl++,printmap(),Sleep(2048);
print(bx,by,7,"●");
int isgo=rand()%5;
if(isgo==0)
{
if(by==21)gogo=1;
if(rm>2)
{
ma[rm+1][21]=0;
print(rm+1,21,7," ");
rm--;
ma[rm-1][21]=2;
print(rm-1,21,4,"■");
}
Sleep(100);
}
Sleep(100);
}
if(gogo==5)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(by==21&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=2;
if(by==21&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scl++,printmap(),Sleep(2048);
print(bx,by,7,"●");
Sleep(100);
}
if(gogo==6)
{
print(bx,by,7," ");
bx+=fx[gogo],by+=fy[gogo];
if(bx==10)bx-=fx[gogo],by-=fy[gogo],gogo=4;
if(by==21&&ma[bx-fx[gogo]][by]==2)bx-=fx[gogo],by-=fy[gogo],gogo=3;
if(by==21&&ma[bx-fx[gogo]][by]!=2)ma[bx][by]=0,bx=5,by=11,ma[bx][by]=3,gogo=rand()%6+1,scl++,printmap(),Sleep(2048);
print(bx,by,7,"●");
int isgo=rand()%5;
if(isgo!=0)
{
if(by==21)gogo=3;
if(rm<8)
{
ma[rm-1][21]=0;
print(rm-1,21,7," ");
rm++;
ma[rm+1][21]=2;
print(rm+1,21,4,"■");
}
Sleep(100);
}
Sleep(100);
}
if(scl==3)
{
system("cls");
printf("player 1 wins!");
Sleep(3096);
system("cls");
scl=scr=0;
print(1,0,7,"弹球");
print(5,0,7,">pvp");
print(7,0,7,">pvc");
break;
}
if(scr==3)
{
system("cls");
printf("computer wins!");
Sleep(3096);
system("cls");
scl=scr=0;
print(1,0,7,"弹球");
print(5,0,7,">pvp");
print(7,0,7,">pvc");
break;
}
}
}
}
return 0;
}
子弹打飞机
#include<iostream>
#include<windows.h>
#include<conio.h>
#include<time.h>
#include<string>
using namespace std;
typedef struct Frame
{
COORD position[2];
int flag;
}Frame;
void SetPos(COORD a)
{
HANDLE out=GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(out, a);
}
void SetPos(int i, int j)
{
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。";
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。";
int j=11;
cout<<">>";
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。";
}
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。";
}
break;
}
case 'k' : {
if (j == 8) return 1; else return 2;
}
}
}
}
}
/*================== 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();
}
打飞机加强版
//转自:https://www.luogu.com.cn/discuss/30357?page=59
#include <stdio.h>
#include <conio.h>
#include <windows.h>
#include <time.h>
#include <stdlib.h>
#define T 10
#define R 23
#define C 49
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0)
int difficulty = 1, tim, score, HP, asd;
char ch;
int xx, yy, cnt, p1, p2, q1, q2;
bool bul[R+5][C+5], Bul[R+5][C+5];
int occ[R+5][C+5];
char board[R+5][80], last[R+5][80];
int llast;
bool ls, t2, t3;
void gotoxy(int x, int y) {
COORD coord = {y, x};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
}
void printxy(int x, int y, char ch) {
COORD coord = {x, y};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
putchar(ch);
}
int max(int a, int b) {
return a > b ? a : b;
}
int min(int a, int b) {
return a > b ? b : a;
}
struct enemy {
bool dead;
int x, y;
int type;
int blood;
}enemies[1000010];
int gtt, gtx, gty;
int rand_gt_type(void) {
switch (rand() % 5) {
case 0: case 1: {
switch (rand() % 10) {
case 0: case 1: {
return 3;
break;
}
case 2: case 3: case 4: {
return 2;
break;
}
case 5: case 6: case 7: case 8: case 9: {
return 1;
break;
}
}
break;
}
case 2: case 3: {
switch (rand() % 3) {
case 0: case 1: {
return 4;
break;
}
case 2: {
return 5;
break;
}
}
break;
}
case 4: {
return 6;
break;
}
}
}
void draw_gt(int x, int y, int type) {
if (type == 0) return;
if (gtx >= 0) for (int i = 0; i <= 4; i++) board[x][y+i] = '-';
for (int i = 0; i <= 4; i++) board[x+2][y+i] = '-';
if (gtx >= -1)board[x+1][y] = board[x+1][y+4] = '|';
if (gtx >= -1) switch (type) {
case 1: case 2: case 3: {
board[x+1][y+1] = '+';
board[x+1][y+2] = 49 + (1 << (type - 1));
board[x+1][y+3] = '0';
break;
}
case 4: case 5: {
board[x+1][y+1] = '^';
board[x+1][y+2] = 'x';
board[x+1][y+3] = 46 + type;
break;
}
case 6: {
board[x+1][y+1] = '1';
board[x+1][y+2] = 'U';
board[x+1][y+3] = 'P';
break;
}
}
}
void RND(void) {
srand(time(0));
int ASDFGHJKL = rand();
while (ASDFGHJKL--) srand(rand());
}
void start(void) {
system("cls");
tim = score = HP = asd = ch = xx = yy = cnt = p1 = p2 = q1 = q2 = llast = ls = t2 = t3 = 0;
memset(bul, 0, sizeof(bul));
memset(Bul, 0, sizeof(Bul));
memset(occ, 0, sizeof(occ));
memset(board, 0, sizeof(board));
memset(last, 0, sizeof(last));
memset(enemies, 0, sizeof(enemies));
system("cls");
for (int i = 0; i <= R+1; i++) {
for (int j = 0; j <= 78; j++) {
if (i == 0 || j == 0 || i == R+1 || j == 78) putchar('#');
else putchar(32);
}
if (i != R+1) putchar(10);
}
gotoxy(7, 34);
printf("请选择难度");
gotoxy(10,35);
printf("简单模式");
gotoxy(13,35);
printf("中等模式");
gotoxy(16,35);
printf("困难模式");
gotoxy(difficulty * 3 + 7, 33);
putchar('>');
while ((ch = getch()) != 10 && ch != 13) {
if (ch == -32) {
ch = getch();
if (ch == 72) if (difficulty != 1) {
gotoxy(difficulty * 3 + 7, 33);
putchar(' ');
gotoxy((--difficulty) * 3 + 7, 33);
putchar('>');
}
if (ch == 80) if (difficulty != 3) {
gotoxy(difficulty * 3 + 7, 33);
putchar(' ');
gotoxy((++difficulty) * 3 + 7, 33);
putchar('>');
}
}
}
switch(difficulty) {
case 1: {
tim = 12;
p1 = 7;
q1 = 1;
p2 = 5;
q2 = 1;
break;
}
case 2: {
tim = 10;
p1 = 6;
q1 = 1;
p2 = 4;
q2 = 1;
break;
}
case 3: {
tim = 8;
p1 = 5;
q1 = 1;
p2 = 3;
q2 = 1;
break;
}
}
system("cls");
}
int length(int type) {
return 2 + (1 << (type - 1));
}
int width(int type) {
return 3 + (1 << type);
}
int blood(int type) {
if (type == 3) return 5;
return type;
}
bool GAMEOVER(void) {
for (int i = yy-2; i <= yy+2; i++) {
if (occ[xx+1][i] || Bul[xx+1][i]) return 1;
}
for (int i = yy-1; i <= yy+1; i++) {
if (occ[xx+2][i] || Bul[xx+2][i]) return 1;
}
return 0;
}
bool create_enemy(int pos, int type) {
for (int i = max(pos, 1); i <= min(pos + width(type) - 1, C); i++) if (occ[1][i]) return 0;
cnt++;
enemies[cnt].x = 2 - length(type);
enemies[cnt].y = pos;
enemies[cnt].dead = 0;
enemies[cnt].type = type;
enemies[cnt].blood = blood(type);
return 1;
}
void attack_enemy(int a) {
enemies[a].blood--;
}
void paint(int x, int y, int xx, int yy, char ch) {
x = max(x, 1);
y = max(y, 1);
xx = min(xx, R);
yy = min(yy, C);
for (int i = x; i <= xx; i++) {
for (int j = y; j <= yy; j++) {
board[i][j] = ch;
}
}
}
void draw_plane(int x, int y) {
board[x][y] = '|';
paint(x+1, y-2, x+1, y+2, '*');
board[x+2][y] = '*';
board[x+1][y-3] = board[x+2][y-1] = '\\';
board[x+1][y+3] = board[x+2][y+1] = '/';
}
void draw_enemy(int x, int y, int type, bool broken) {
paint(x, y, x, y, '/');
paint(x+length(type)-1, y+width(type)-1, x+length(type)-1, y+width(type)-1, '/');
paint(x+length(type)-1, y, x+length(type)-1, y, '\\');
paint(x, y+width(type)-1, x, y+width(type)-1, '\\');
paint(x, y+1, x, y+width(type)-2, '-');
paint(x+length(type)-1, y+1, x+length(type)-1, y+width(type)-2, '-');
paint(x+1, y, x+length(type)-2, y, '|');
paint(x+1, y+width(type)-1, x+length(type)-2, y+width(type)-1, '|');
paint(x+1, y+1, x+length(type)-2, y+width(type)-2, ' ');
if (broken) {
if (type == 2) {
paint(x, y+2, x, y+2, 'v');
paint(x, y+4, x, y+4, 'v');
paint(x+1, y, x+1, y, '>');
paint(x+1, y+4, x+1, y+4, '*');
paint(x+2, y+2, x+2, y+2, '*');
paint(x+2, y+6, x+2, y+6, '<');
paint(x+3, y+2, x+3, y+2, '^');
paint(x+3, y+4, x+3, y+4, '^');
} else {
paint(x, y+2, x, y+2, 'v');
paint(x, y+5, x, y+5, 'v');
paint(x, y+8, x, y+8, 'v');
paint(x+1, y, x+1, y, '>');
paint(x+3, y, x+3, y, '>');
paint(x+1, y+8, x+1, y+8, '*');
paint(x+2, y+2, x+2, y+2, '*');
paint(x+2, y+6, x+2, y+6, '*');
paint(x+3, y+4, x+3, y+4, '*');
paint(x+3, y+8, x+3, y+8, '*');
paint(x+4, y+2, x+4, y+2, '*');
paint(x+2, y+10, x+2, y+10, '<');
paint(x+4, y+10, x+4, y+10, '<');
paint(x+5, y+2, x+5, y+2, '^');
paint(x+5, y+5, x+5, y+5, '^');
paint(x+5, y+8, x+5, y+8, '^');
}
}
}
void kill_enemy(void) {
for (int i = 1; i <= cnt; i++) {
if (!enemies[i].dead && enemies[i].blood <= 0) score += blood(enemies[i].type), asd++;
if (!enemies[i].dead && (enemies[i].blood <= 0 || enemies[i].x == R+1)) enemies[i].dead = 1;
}
}
void show_enemy(void) {
memset(occ, 0, sizeof(occ));
for (int i = 1; i <= cnt; i++) {
if (!enemies[i].dead) {
for (int x = max(enemies[i].x, 1); x <= min(enemies[i].x + length(enemies[i].type) - 1, R); x++) {
for (int y = max(enemies[i].y, 1); y <= min(enemies[i].y + width(enemies[i].type) - 1, C); y++) {
occ[x][y] = i;
}
}
}
}
}
void move_enemy() {
for (int i = 1; i <= cnt; i++) {
if (!enemies[i].dead) {
enemies[i].x++;
if (enemies[i].type == 1) {
if (rand() % 30 == 0) Bul[enemies[i].x + 3][enemies[i].y + 2] = 1;
}
if (enemies[i].type == 2) {
if (rand() % 20 == 0) Bul[enemies[i].x + 4][enemies[i].y + 3] = 1;
}
if (enemies[i].type == 3) {
if (rand() % 10 == 0) Bul[enemies[i].x + 6][enemies[i].y + 4] = 1;
if (rand() % 10 == 0) Bul[enemies[i].x + 6][enemies[i].y + 6] = 1;
}
}
}
}
void draw_score(void) {
board[3][58] = -75;
board[3][59] = -61;
board[3][60] = -73;
board[3][61] = -42;
board[3][62] = -93;
board[3][63] = -70;
int arr[10];
memset(arr, 0, sizeof(arr));
if (score == 0) board[3][64] = '0';
else {
int t = 0;
int s = score;
while (s) {
arr[++t] = s % 10;
s /= 10;
}
for (int i = t; i >= 1; i--) {
board[3][64+t-i] = 48 + arr[i];
}
}
board[6][58] = -61;
board[6][59] = -4;
board[6][60] = -54;
board[6][61] = -3;
board[6][62] = -93;
board[6][63] = -70;
int c = HP+1;
while (c--) board[6][c+64] = 3;
}
void draw_line(void) {
for (int i = 0; i <= R+1; i++) board[i][0] = board[i][C+1] = board[i][78] = '#';
for (int i = 0; i <= 78; i++) board[0][i] = board[R+1][i] = '#';
for (int i = C+2; i <= 78; i++) board[9][i] = '#';
}
void draw(void) {
memcpy(last, board, sizeof(board));
memset(board, 32, sizeof(board));
draw_plane(xx, yy);
for (int i = 1; i <= cnt; i++) {
if (!enemies[i].dead) draw_enemy(enemies[i].x, enemies[i].y, enemies[i].type, (enemies[i].type != 1 && enemies[i].blood <= enemies[i].type * 2 - 3));
}
for (int i = 1; i <= R; i++) {
for (int j = 1; j <= C; j++) {
if (bul[i][j]) board[i][j] = '^';
if (Bul[i][j]) board[i][j] = 'v';
}
}
draw_gt(gtx, gty, gtt);
draw_score();
draw_line();
}
void create_gt(void) {
gtt = rand_gt_type();
gtx = -1;
gty = rand() % (C-4) + 1;
}
bool in_gt(int x, int y) {
return (x >= gtx && x <= gtx + 2 && y >= gty && y <= gty + 4);
}
bool get_gt(void) {
if (in_gt(xx, yy)) return 1;
for (int i = yy-1; i <= yy+1; i++) if (in_gt(xx+1, i)) return 1;
for (int i = yy-1; i <= yy+1; i++) if (in_gt(xx+2, i)) return 1;
return 0;
}
void use_gt(void) {
switch(gtt) {
case 1: {
score += 20;
break;
}
case 2: {
score += 30;
break;
}
case 3: {
score += 50;
break;
}
case 4: {
score += 10;
t2 = 1;
break;
}
case 5: {
score += 10;
t3 = 1;
break;
}
case 6: {
score += 10;
HP++;
break;
}
}
gtt = 0;
}
void move_gt(void) {
gtx++;
if (gtx == R+1) gtt = 0;
}
void print(void) {
for (int i = 0; i <= R+1; i++) {
for (int j = 0; j <= 79; j++) {
if (board[i][j] != last[i][j]) {
printxy(j, i, board[i][j]);
}
}
}
}
bool end(void) {
system("cls");
for (int i = 0; i <= R+1; i++) {
for (int j = 0; j <= 78; j++) {
if (i == 0 || j == 0 || i == R+1 || j == 78) putchar('#');
else putchar(32);
}
if (i != R+1) putchar(10);
}
gotoxy(5, 35);
switch(difficulty) {
case 1: {
printf("简单模式");
break;
}
case 2: {
printf("中等模式");
break;
}
case 3: {
printf("困难模式");
break;
}
}
gotoxy(8, 35);
printf("得分:%d", score);
gotoxy(11, 34);
printf("击落敌机%d架", asd);
gotoxy(14, 33);
printf("继续游戏?(Y/N)");
while (1) {
switch(getch()) {
case 'Y': case 'y': {
return 1;
break;
}
case 'N': case 'n': {
return 0;
break;
}
}
}
}
void game(void) {
xx = 21;
yy = 25;
int t = 0;
HP = 4 - difficulty;
draw();
for (int i = 0; i <= R+1; i++) {
for (int j = 0; j <= 78; j++) {
putchar(board[i][j]);
}
if (i != R+1) putchar(10);
}
while (HP--) {
xx = 21;
yy = 25;
t = 0;
llast = 0;
ls = 0;
while (!GAMEOVER()) {
t++;
if (KEY_DOWN(VK_MENU)) {
exit(0);
}
if (KEY_DOWN(VK_CONTROL)) {
getch();
}
if (t - llast >= 3) {
if (KEY_DOWN(VK_RIGHT) && yy != 46) yy++, llast = t;
if (KEY_DOWN(VK_LEFT) && yy != 4) yy--, llast = t;
}
if (t - llast >= 6) {
if (KEY_DOWN(VK_DOWN) && xx != 21) xx++, llast = t;
if (KEY_DOWN(VK_UP) && xx != 1) xx--, llast = t;
}
if (KEY_DOWN(VK_SPACE)) {
if (!ls)
if (t3) bul[xx][yy] = bul[xx][yy-2] = bul[xx][yy+2] = 1;
else if (t2) bul[xx][yy-1] = bul[xx][yy+1] = 1;
else bul[xx][yy] = 1;
ls = 1;
} else ls = 0;
for (int i = 1; i <= R; i++) {
for (int j = 1; j <= C; j++) {
if (i != 1) bul[i-1][j] = bul[i][j];
bul[i][j] = 0;
if (bul[i-1][j]) {
if (occ[i-1][j]) {
attack_enemy(occ[i-1][j]);
bul[i-1][j] = 0;
} else if (occ[i][j]) {
attack_enemy(occ[i][j]);
bul[i-1][j] = 0;
}
}
}
}
if (get_gt()) use_gt();
kill_enemy();
show_enemy();
draw();
print();
if (t % (tim>>1) == 0) {
for (int i = R; i >= 1; i--) {
for (int j = 1; j <= C; j++) {
if (i != R) Bul[i+1][j] = Bul[i][j];
Bul[i][j] = 0;
}
}
}
if (t % tim == 0) {
if (gtt) move_gt();
move_enemy();
if (rand() % p1 < q1) {
int type;
switch(rand() % 13) {
case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: {
type = 1;
break;
}
case 9: case 10: case 11: {
type = 2;
break;
}
default: {
type = 3;
break;
}
}
create_enemy(1 + rand() % (C - width(type) + 1), type);
}
show_enemy();
if (rand() % p2 < q2) {
int type;
switch(rand() % 13) {
case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: {
type = 1;
break;
}
case 9: case 10: case 11: {
type = 2;
break;
}
default: {
type = 3;
break;
}
}
create_enemy(1 + rand() % (C - width(type) + 1), type);
}
}
if (t % (1000 * (difficulty + 2)) == 0) create_gt();
Sleep(10);
}
gtx = gty = gtt = 0;
t2 = t3 = 0;
draw();
if (occ[xx][yy] || Bul[xx][yy]) board[xx][yy] = '+';
for (int i = yy-3; i <= yy+3; i++) if (occ[xx+1][i] || Bul[xx+1][i]) board[xx+1][i] = '+';
for (int i = yy-1; i <= yy+1; i++) if (occ[xx+2][i] || Bul[xx+2][i]) board[xx+2][i] = '+';
print();
Sleep(500);
memset(occ, 0, sizeof(occ));
memset(enemies, 0, sizeof(enemies));
memset(bul, 0, sizeof(bul));
memset(Bul, 0, sizeof(Bul));
cnt = 0;
draw();
print();
}
}
void work(void) {
HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO CursorInfo;
GetConsoleCursorInfo(handle, &CursorInfo);
CursorInfo.bVisible = false;
SetConsoleCursorInfo(handle, &CursorInfo);
RND();
do {
start();
game();
} while (end());
}
int main() {
work();
}
多彩逗比
//其实一直按变色就可以过了~
//原转载地址已被删除
#include<bits/stdc++.h>
#include<conio.h>
#include<windows.h>
using namespace std;
int m[11][100050]=
{
{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},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,106,0,107,0,108,0,109,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,101,0,102,103,0,104,105,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};
int score=0,speed=1,jump=0,yan=11,t=0,x=1,y=1,cnt=0,my=4,th=0,yq=0,aj=0,cz=0,xx=0,hscore=0,ww=0,win=0,level=0;
bool up=0,down=0;
int mouse;
bool Pass[5]={0,0,0,0,0};
POINT Windowpos()
{
POINT pt;
GetCursorPos(&pt);
HWND h=GetForegroundWindow();
ScreenToClient(h,&pt);
pt.x/=8;pt.y/=16;
return pt;
}
void color(int a)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
}
void Display(char *p,int speed,int co)
{
for(int i=1;*p;i++)
{
if(co==0) color(15);
if(co==1) color(14);
if(co==2) color(10);
if(co==3) color(11);
if(co==4) color(13);
if(co==5)
{
switch(rand()%4+1)
{
case 1:color(10);break;
case 2:color(11);break;
case 3:color(13);break;
case 4:color(14);break;
}
}
if(*p) printf("%c",*p++);
Sleep(speed);
}
}
void Go(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=y; //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=x;
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 Print(int i,int j)
{
if(i==x&&j==y) color(yan),printf("●"),color(15);
else if(m[i][j]==1) color(15),printf("■"),color(15);
else if(m[i][j]==11) color(11),printf("■"),color(15);
else if(m[i][j]==13) color(13),printf("■"),color(15);
else if(m[i][j]==10) color(10),printf("■"),color(15);
else if(m[i][j]==0) color(0),printf(" "),color(15);
else if(m[i][j]==101) color(14),printf("by"),color(15);
else if(m[i][j]==102) color(14),printf("Cr"),color(15);
else if(m[i][j]==103) color(14),printf("ab"),color(15);
else if(m[i][j]==104) color(14),printf("Da"),color(15);
else if(m[i][j]==105) color(14),printf("ve"),color(15);
else if(m[i][j]==106) color(10),printf("多"),color(15);
else if(m[i][j]==107) color(11),printf("彩"),color(15);
else if(m[i][j]==108) color(12),printf("逗"),color(15);
else if(m[i][j]==109) color(13),printf("比"),color(15);
else if(m[i][j]==201) color(14),printf("★"),color(15);
else if(m[i][j]==202) color(14),printf("★"),color(15);
else if(m[i][j]==203) color(14),printf("★"),color(15);
else if(m[i][j]==204) color(14),printf("★"),color(15);
else if(m[i][j]==205) color(14),printf("★"),color(15);
else if(m[i][j]==206) color(14),printf("★"),color(15);
else if(m[i][j]==207) color(14),printf("★"),color(15);
}
void New(int a)
{
srand(rand()*rand());
if(level==1)
{
while(a<=100030)
{
int b=rand()%10+1,c=rand()%5+3,h=rand()%5,f=rand()%10,d=rand()%50,e=rand()%30;
for(register int j=a;j<=a+c;j++)
{
for(int i=1;i<=10;i++)
m[i][j]=0;
m[0][j]=1;
if(!h)//地面二层
for(register int i=6;i<=6;i++)
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==10&&c==3)m[i][j]=0;
else if(b==6||b==7||b==8||b==10)m[i][j]=1;
}
if(!f)//地面三层
for(register int i=3;i<=3;i++)
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==10&&c==3)m[i][j]=0;
else if(b==6||b==7||b==8||b==10)m[i][j]=1;
}
for(register int i=9;i<=10;i++)//地面一层
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==10&&c==3)m[i][j]=0;
else if(b==6||b==7||b==8||b==10)m[i][j]=1;
}
}
if(c==7&&!d)//by Crab Dave
{
m[10][a]=101;
m[10][a+1]=0;
m[10][a+2]=102;
m[10][a+3]=103;
m[10][a+4]=0;
m[10][a+5]=104;
m[10][a+6]=105;
}
if(!e)//星星
{
m[1][a]=201+rand()%6;
}
a+=c;
}
}
else if(level==2)
{
while(a<=100030)
{
int b=rand()%10+1,c=rand()%5+3,h=rand()%5,f=rand()%10,d=rand()%50,e=rand()%30;
for(register int j=a;j<=a+c;j++)
{
for(int i=1;i<=10;i++)
m[i][j]=0;
m[0][j]=1;
if(!h)//地面二层
for(register int i=6;i<=6;i++)
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==10&&c==3)m[i][j]=0;
else if(b==6||b==7||b==8||b==10)m[i][j]=1;
}
if(!f)//地面三层
for(register int i=3;i<=3;i++)
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==10&&c==3)m[i][j]=0;
else if(b==6||b==7||b==8||b==10)m[i][j]=1;
}
for(register int i=9;i<=10;i++)//地面一层
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==10&&c==3)m[i][j]=0;
else if(b==6||b==7||b==8||b==10)m[i][j]=1;
}
int w=rand()%50;
if(!w)//墙
{
for(int i=1;i<=10;i++)
m[i][j]=1;
int en1=rand()%7+1,en2=rand()%7+1,en3=rand()%7+1;
m[en1][j]=m[en2][j]=m[en1][j+1]=m[en2][j+1]=m[en3][j]=m[en3][j+1]=0;
}
}
if(c==7&&!d)//by Crab Dave
{
m[10][a]=101;
m[10][a+1]=0;
m[10][a+2]=102;
m[10][a+3]=103;
m[10][a+4]=0;
m[10][a+5]=104;
m[10][a+6]=105;
}
if(!e)//星星
{
m[1][a]=201+rand()%6;
}
a+=c;
}
}
else if(level==3)
{
while(a<=100030)
{
int b=rand()%10+1,c=rand()%5+3,h=rand()%5,f=rand()%10,d=rand()%50,e=rand()%30;
for(register int j=a;j<=a+c;j++)
{
for(int i=1;i<=10;i++)
m[i][j]=0;
m[0][j]=1;
if(!h)//地面二层
for(register int i=6;i<=6;i++)
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==6||b==7)m[i][j]=10;
else if(b==10&&c==3)m[i][j]=0;
else if(b==8||b==10)m[i][j]=1;
}
if(!f)//地面三层
for(register int i=3;i<=3;i++)
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==6||b==7)m[i][j]=10;
else if(b==10&&c==3)m[i][j]=0;
else if(b==8||b==10)m[i][j]=1;
}
for(register int i=9;i<=10;i++)//地面一层
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==6||b==7)m[i][j]=10;
else if(b==10&&c==3)m[i][j]=0;
else if(b==8||b==10)m[i][j]=1;
}
int w=rand()%40;
if(!w)//墙
{
for(int i=1;i<=10;i++)
m[i][j]=1;
int en1=rand()%7+1,en2=rand()%7+1,en3=rand()%7+1;
m[en1][j]=m[en2][j]=m[en1][j+1]=m[en2][j+1]=m[en3][j]=m[en3][j+1]=0;
}
}
if(c==7&&!d)//by Crab Dave
{
m[10][a]=101;
m[10][a+1]=0;
m[10][a+2]=102;
m[10][a+3]=103;
m[10][a+4]=0;
m[10][a+5]=104;
m[10][a+6]=105;
}
if(!e)//星星
{
m[1][a]=201+rand()%6;
}
a+=c;
}
}
else if(level==4)
{
while(a<=100030)
{
int b=rand()%10+1,c=rand()%5+3,h=rand()%5,f=rand()%10,d=rand()%50,e=rand()%30;
for(register int j=a;j<=a+c;j++)
{
for(int i=1;i<=10;i++)
m[i][j]=0;
m[0][j]=1;
if(!h)//地面二层
for(register int i=6;i<=6;i++)
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==6||b==7)m[i][j]=10;
else if(b==10&&c==3)m[i][j]=0;
else if(b==8||b==10)m[i][j]=1;
}
if(!f)//地面三层
for(register int i=3;i<=3;i++)
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==6||b==7)m[i][j]=10;
else if(b==10&&c==3)m[i][j]=0;
else if(b==8||b==10)m[i][j]=1;
}
for(register int i=9;i<=10;i++)//地面一层
{
if(b==3||b==2||b==1)m[i][j]=11;
else if(b==4||b==5||b==9)m[i][j]=13;
else if(b==6||b==7)m[i][j]=10;
else if(b==10&&c==3)m[i][j]=0;
else if(b==8||b==10)m[i][j]=1;
}
int w=rand()%30;
if(!w)//墙
{
for(int i=1;i<=10;i++)
m[i][j]=1;
int en1=rand()%7+1,en2=rand()%7+1,en3=rand()%7+1;
m[en1][j]=m[en2][j]=m[en1][j+1]=m[en2][j+1]=m[en3][j]=m[en3][j+1]=0;
}
}
if(c==7&&!d)//by Crab Dave
{
m[10][a]=101;
m[10][a+1]=0;
m[10][a+2]=102;
m[10][a+3]=103;
m[10][a+4]=0;
m[10][a+5]=104;
m[10][a+6]=105;
}
if(!e)//星星
{
m[1][a]=204+rand()%3;
}
a+=c;
}
}
m[8][21]=rand()%7+201;
// m[8][21]=203;m[8][122]=203;m[8][223]=203;m[8][324]=203;m[8][425]=203;m[8][526]=203;m[8][627]=203;m[8][728]=203;m[8][829]=203;m[8][930]=203;
}
void FuHuo()
{
speed=1,jump=0,yan=11,t=0,x=1,cnt=0,my=4,th=0,yq=0,aj=0,cz=0,xx=0,ww=0,win=0;
y+=2;
int a=score/100+1;
y=score+1;
while(score)
{
Go(2,0);
for(register int i=1;i<=a;i++)
if(y>1) y--;
for(register int i=1;i<=a;i++)
if(score) score--;
for(register int i=1;i<=10;i++)
{
for(register int j=score;j<score+20;j++)
Print(i,j);
printf("\n");
}
Go(0,0);color(15);
printf("Score %d ",score);
color(15);
}
New(score+20);
Sleep(1000);
Go(0,0);color(yan);
printf("Score ");
Go(1,0);color(yan);
printf("Highest Score ");
color(15);
int b=rand()%10;
if(!b)
{
Go(x+2,(y-score)*2);
Display("隐藏特效:吸星大法!",100,5);
Sleep(300);
Go(x+2,(y-score)*2);
printf(" ");
xx=1;
}
}
void Start()
{
Go(2,0);
for(register int i=1;i<=10;i++)
{
for(register int j=score;j<score+20;j++)
Print(i,j);
printf("\n");
}
Sleep(400);
Go(1,4);
Display("欢迎来到多彩逗比v1.0ヽ( ̄▽ ̄)↗",125,5);
Sleep(300);
Go(2,4);
Display("这里是教程关卡,是否跳过Y/N",100,0);
Sleep(100);
char g=_getch();
if(g=='Y'||g=='y')return;
system("cls");
Go(0,0);
Display("1.白色块■:万能块,随便走\n",25,0);
Sleep(150);
Display("2.彩色块■:踩在不同色块上无法前进,跳起来或变色是不错的选择\n",25,5);
Sleep(150);
Display("3.宝箱块★:打开有惊喜!\n",25,1);
Sleep(150);
Display("4.“↑”键跳跃,越跑越能跳~\n",25,5);
Sleep(150);
Display("5.“↓”键变色,咦我怎么变色了?!\n",25,5);
Sleep(150);
Display("6.Space键暂停,Enter键回主页!\n",25,5);
Sleep(150);
Display("7.1000分后进入无尽模式!\n",25,5);
Sleep(150);
Display("\n-=≡ヘ( ·ω·)ノ准备好了吗,出发!\n",50,5);
Sleep(150);
system("color 08");
system("color 19");
system("color 2A");
system("color 3B");
system("color 4C");
system("color 5E");
system("color 6F");
system("color 0F");
system("color 08");
system("color 19");
system("color 2A");
system("color 3B");
system("color 4C");
system("color 5E");
system("color 6F");
system("color 0F");
system("color 08");
system("color 19");
system("color 2A");
system("color 3B");
system("color 4C");
system("color 5E");
system("color 6F");
system("color 0F");
system("cls");
}
int main()
{
srand(unsigned(time(NULL)));
ios::sync_with_stdio(false);
CONSOLE_CURSOR_INFO cursor_info={1,0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);
system("mode con cols=41 lines=13");
for(register int i=1;i<=15;i++) color(i),printf("■");
system("cls");
Start();
x:
system("cls");
printf("请选择模式:\n");
color(7);
printf("┏━━━━┓ ┏━━━━┓ ╔═╗\n");
printf("┃一般模式┃ ┃正常模式┃ ║作║\n");
printf("┗━━━━┛ ┗━━━━┛ ║者║\n");
printf("┏━━━━┓ ┏━━━━┓ ║博║\n");
printf("┃困难模式┃ ┃地狱模式┃ ║客║\n");
printf("┗━━━━┛ ┗━━━━┛ ╚═╝\n");
printf("┏━━━━━━━━━━━━━━━┓\n");
printf("┃更多模式即将出品 (o゜▽゜)o☆┃\n");
printf("┗━━━━━━━━━━━━━━━┛\n");
while(1)
{
Sleep(10);
mouse=GetAsyncKeyState(VK_LBUTTON)&0x8000;
POINT pt=Windowpos();
if(pt.x>=28&&pt.x<=33&&pt.y>=1&&pt.y<=6)
{
color(14);
Go(1,28);
printf("╔═╗");
Go(2,28);
printf("║作║");
Go(3,28);
printf("║者║");
Go(4,28);
printf("║博║");
Go(5,28);
printf("║客║");
Go(6,28);
printf("╚═╝");
if(mouse)
{
HWND hWnd=FindWindow("ConsoleWindowClass",NULL);
ShowWindow(hWnd,SW_HIDE);
system("start https://www.luogu.org/blog/Crab-Dave233/");
return 0;
}
}
else
{
color(10);
Go(1,28);
printf("╔═╗");
Go(2,28);
printf("║作║");
Go(3,28);
printf("║者║");
Go(4,28);
printf("║博║");
Go(5,28);
printf("║客║");
Go(6,28);
printf("╚═╝");
}
if(pt.x>=0&&pt.x<=11&&pt.y>=1&&pt.y<=3)
{
if(Pass[1])color(14);
else color(15);
Go(1,0);
printf("┏━━━━┓");
Go(2,0);
printf("┃一般模式┃");
Go(3,0);
printf("┗━━━━┛");
if(mouse)
{
level=1;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
break;
}
}
else
{
if(Pass[1])color(2);
else color(7);
Go(1,0);
printf("┏━━━━┓");
Go(2,0);
printf("┃一般模式┃");
Go(3,0);
printf("┗━━━━┛");
}
if(pt.x>=14&&pt.x<=25&&pt.y>=1&&pt.y<=3)
{
if(Pass[2])color(14);
else color(15);
Go(1,14);
printf("┏━━━━┓");
Go(2,14);
printf("┃正常模式┃");
Go(3,14);
printf("┗━━━━┛");
if(mouse)
{
level=2;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
break;
}
}
else
{
if(Pass[2])color(2);
else color(7);
Go(1,14);
printf("┏━━━━┓");
Go(2,14);
printf("┃正常模式┃");
Go(3,14);
printf("┗━━━━┛");
}
if(pt.x>=0&&pt.x<=11&&pt.y>=4&&pt.y<=6)
{
if(Pass[3])color(14);
else color(15);
Go(4,0);
printf("┏━━━━┓");
Go(5,0);
printf("┃困难模式┃");
Go(6,0);
printf("┗━━━━┛");
if(mouse)
{
level=3;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
break;
}
}
else
{
if(Pass[3])color(2);
else color(7);
Go(4,0);
printf("┏━━━━┓");
Go(5,0);
printf("┃困难模式┃");
Go(6,0);
printf("┗━━━━┛");
}
if(pt.x>=14&&pt.x<=25&&pt.y>=4&&pt.y<=6)
{
if(Pass[4])color(14);
else color(15);
Go(4,14);
printf("┏━━━━┓");
Go(5,14);
printf("┃地狱模式┃");
Go(6,14);
printf("┗━━━━┛");
if(mouse)
{
level=4;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
break;
}
}
else
{
if(Pass[4])color(2);
else color(7);
Go(4,14);
printf("┏━━━━┓");
Go(5,14);
printf("┃地狱模式┃");
Go(6,14);
printf("┗━━━━┛");
}
}
system("cls");
Go(0,0);color(yan);
printf("Score ");
Go(1,0);color(yan);
printf("Highest Score ");
color(15);
New(score+20);
int b=rand()%10;
if(!b)
{
Go(x+2,(y-score)*2);
Display("隐藏特效:吸星大法!",100,5);
Sleep(300);
Go(x+2,(y-score)*2);
printf(" ");
xx=1;
}
while(1)
{
if(t==(42-speed)*450000)
{
if(score>=1000&&win==0)
{
Go(5,15);
printf("You Win!");
system("color 0E");
Sleep(2000);
system("color 0F");
win=1;
Go(5,10);
Display("现在开启无尽模式",75,5);
Pass[level]=1;
Sleep(300);
}
if(x<0||x>9||y<score)
{
Go(5,15);
system("color 7F");
color(0x7c);
printf("You Die!");
Sleep(2000);
system("color 0F");
FuHuo();
}
if(m[x+1][y]!=0) cnt=0;
if(xx)
for(register int i=1;i<=10;i++)
for(register int j=score;j<score+20;j++)
if(m[i][j]>200&&x!=i)
m[x][j]=m[i][j],m[i][j]=0;
if(m[x][y+1]>=201)
{
if(m[x][y+1]==201)
{
Go(x,(y-score)*2+4);
color(14);
printf("突进!");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x][y+1]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
my+=3;
if(my>=20) my=19;
}
else if(m[x][y+1]==202)
{
Go(x,(y-score)*2+4);
color(14);
printf("同化!");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x][y+1]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
th+=100;
}
else if(m[x][y+1]==203)
{
Go(x,(y-score)*2+4);
color(14);
printf("正向跃迁!");
color(15);
Sleep(500);
Go(x,(y-score)*2+4);
printf(" ");
m[x][y+1]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
score+=100;
y+=100;
m[9][y]=1;
m[9][y+1]=1;
m[9][y+2]=1;
m[9][y+3]=1;
m[9][y+4]=1;
yq=1;
}
else if(m[x][y+1]==204)
{
Go(x,(y-score)*2+4);
color(12);
printf("反向跃迁···");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x][y+1]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
score-=100;
if(score<=0)score=0;
y-=100;
if(y<=0)y=0;
m[9][y]=1;
m[9][y+1]=1;
m[9][y+2]=1;
m[9][y+3]=1;
m[9][y+4]=1;
yq=1;
}
else if(m[x][y+1]==205)
{
Go(x,(y-score)*2+4);
if(aj)
{
color(14);
printf("按键正常!");
color(15);
}
else
{
color(12);
printf("按键紊乱···");
color(15);
}
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x][y+1]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
aj=!aj;
}
else if(m[x][y+1]==206)
{
Go(x,(y-score)*2+4);
color(12);
printf("超重···");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x][y+1]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
cz=100;
}
else if(m[x][y+1]==207)
{
Go(x,(y-score)*2+4);
color(14);
printf("无畏!");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x][y+1]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
ww=101;
}
}
if(m[x+1][y]>=201)
{
if(m[x+1][y]==201)
{
Go(x,(y-score)*2+4);
color(14);
printf("突进!");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x+1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
my+=3;
if(my>=20) my=19;
}
else if(m[x+1][y]==202)
{
Go(x,(y-score)*2+4);
color(14);
printf("同化!");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x+1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
th+=100;
}
else if(m[x+1][y]==203)
{
Go(x,(y-score)*2+4);
color(14);
printf("正向跃迁!");
color(15);
Sleep(500);
Go(x,(y-score)*2+4);
printf(" ");
m[x+1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
score+=100;
y+=100;
m[9][y]=1;
m[9][y+1]=1;
m[9][y+2]=1;
m[9][y+3]=1;
m[9][y+4]=1;
yq=1;
}
else if(m[x+1][y]==204)
{
Go(x,(y-score)*2+4);
color(12);
printf("反向跃迁···");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x+1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
score-=100;
if(score<=0)score=0;
y-=100;
if(y<=0)y=0;
m[9][y]=1;
m[9][y+1]=1;
m[9][y+2]=1;
m[9][y+3]=1;
m[9][y+4]=1;
yq=1;
}
else if(m[x+1][y]==205)
{
Go(x,(y-score)*2+4);
if(aj)
{
color(14);
printf("按键正常!");
color(15);
}
else
{
color(12);
printf("按键紊乱···");
color(15);
}
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x+1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
aj=!aj;
}
else if(m[x+1][y]==206)
{
Go(x,(y-score)*2+4);
color(12);
printf("超重···");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x+1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
cz=100;
}
else if(m[x+1][y]==207)
{
Go(x,(y-score)*2+4);
color(14);
printf("无畏!");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x+1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
ww=101;
}
}
if(m[x-1][y]>=201)
{
if(m[x-1][y]==201)
{
Go(x,(y-score)*2+4);
color(14);
printf("突进!");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x-1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
my+=3;
if(my>=20) my=19;
}
else if(m[x-1][y]==202)
{
Go(x,(y-score)*2+4);
color(14);
printf("同化!");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x-1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
th+=100;
}
else if(m[x-1][y]==203)
{
Go(x,(y-score)*2+4);
color(14);
printf("正向跃迁!");
color(15);
Sleep(500);
Go(x,(y-score)*2+4);
printf(" ");
m[x-1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
score+=100;
y+=100;
m[9][y]=1;
m[9][y+1]=1;
m[9][y+2]=1;
m[9][y+3]=1;
m[9][y+4]=1;
yq=1;
}
else if(m[x-1][y]==204)
{
Go(x,(y-score)*2+4);
color(12);
printf("反向跃迁···");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x-1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
score-=100;
if(score<=0)score=0;
y-=100;
if(y<=0)y=0;
m[9][y]=1;
m[9][y+1]=1;
m[9][y+2]=1;
m[9][y+3]=1;
m[9][y+4]=1;
yq=1;
}
else if(m[x-1][y]==205)
{
Go(x,(y-score)*2+4);
if(aj)
{
color(14);
printf("按键正常!");
color(15);
}
else
{
color(12);
printf("按键紊乱···");
color(15);
}
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x-1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
aj=!aj;
}
else if(m[x-1][y]==206)
{
Go(x,(y-score)*2+4);
color(12);
printf("超重···");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x-1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
cz=100;
}
else if(m[x-1][y]==207)
{
Go(x,(y-score)*2+4);
color(14);
printf("无畏!");
color(15);
Sleep(1000);
Go(x,(y-score)*2+4);
printf(" ");
m[x-1][y]=0;
system("color 18");
system("color 29");
system("color 3A");
system("color 4B");
system("color 5C");
system("color 6E");
system("color 7F");
system("color 0F");
ww=101;
}
}
if(th>0)
{
for(register int i=1;i<=10;i++)
if((m[i][y]>=1&&m[i][y]<=15)&&m[i][y]!=yan) m[i][y]=yan;
th--;
}
if(cz>0)
{
if(cz%2==0)
if(m[x+1][y+1]!=0)m[x+2][y]=m[x+1][y],m[x+1][y]=0,x++;
cz--;
}
ww--;
if(((m[x+1][y]==yan||m[x+1][y]==1||m[x+1][y]==0)&&m[x][y+1]==0)||ww>0||(m[x][y+1]>100&&m[x][y+1]<200))y++;
if(((m[x+1][y]==yan||m[x+1][y]==1||m[x+1][y]==0)&&m[x][y+1]==0&&y<score+my))y++;
if(jump>0)
{
if((m[x-1][y]==0||(m[x-1][y]>=101&&m[x-1][y]<=109))||(ww>0&&x>1)) x--,jump--;
else jump--;
}
if(jump==0&&(m[x+1][y]==0||(m[x+1][y]>=101&&m[x+1][y]<=109)))x++;
Go(2,0);
for(register int i=1;i<=10;i++)
{
for(register int j=score;j<score+20;j++)
Print(i,j);
printf("\n");
}
score++;
if(speed<41&&score>=speed*50)speed++;
Go(0,0);color(yan);printf("Score %d ",score);color(15);
Go(1,0);color(yan);printf("Highest Score %d ",hscore=max(score,hscore));color(15);
if(yq) Sleep(1000),yq=0;
t=0;
if(_kbhit())
{
char g=_getch();
if(g==' ')Go(x,(y-score)*2),color(yan),system("pause"),Go(x,(y-score)*2),color(15),printf(" ");
if(aj)
{
int a=rand()%10;
if(!a)
{
if(g==72)g=80;
else if(g==80)g=72;
}
}
if(g==72)if(jump==0&&cnt<score/500+2)x--,jump=4,cnt++;
if(g==80)
{
if(level==1||level==2)
{
if(yan==11)yan=13;
else if(yan==13)yan=11;
}
if(level==3||level==4)
{
if(yan==10)yan=11;
else if(yan==11)yan=13;
else if(yan==13)yan=10;
}
}
if(g==13)
{
score=0,speed=1,jump=0,yan=11,t=0,x=1,y=1,cnt=0,my=4,th=0,yq=0,aj=0,cz=0,xx=0,hscore=0,ww=0,win=0;
goto x;
}
}
}
t++;
}
return 0;
}
锻炼手速小游戏
//版权声明:坐者系小跳蛙与Believe_r_
#include<bits/stdc++.h>
#include<windows.h>
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME)&0x8000)?1:0)
using namespace std;
int N=15,Numk=50,Numl=5,Numd=100,Nan=40,Hp=10,Bebc=15,Bebh=16,Bebb=10,squ=3;
struct node
{
int x,y,vf,bv;
inline void init() {x=rand()%N+1,y=rand()%N+1,bv=rand()%3+1;}
inline void move() {x++;if(x>N) init(),x=1;}
}k[10005],l[10005],d[10005];
int x,y,hp,score,mp[25][25],udf,numc,numh,numb,bulc,bulh,bulb,lanf;
inline void add(int &x,int y) {x+=y,x=max(x,1),x=min(x,N);}
void color(int a) {SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);}
inline int read()
{
int r=0;char c=getchar();
while(c>'9'||c<'0') c=getchar();
while(c>='0'&&c<='9') (r*=10)+=c-'0',c=getchar();
return r;
}
inline void print(int x,int y,string s)
{
HANDLE hOut;COORD pos;
hOut=GetStdHandle(STD_OUTPUT_HANDLE),pos.X=y,pos.Y=x;
SetConsoleCursorPosition(hOut,pos),cout<<s;
}
inline char check_press(int x)
{
Sleep(100);
for(int i=1;i<=10;i++) {if(KEY_DOWN(x)) return 1;Sleep(10);}
return 0;
}
inline void set_windows(int x1,int y1,int x2,int y2)
{
HANDLE hOut=GetStdHandle(STD_OUTPUT_HANDLE);SMALL_RECT rc;
rc.Left=x1,rc.Top=y1,rc.Right=x2,rc.Bottom=y2;
SetConsoleWindowInfo(hOut, TRUE, &rc);
}
inline void disap_mouse()
{
ShowCursor(false);
HANDLE hOut=GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO cci;
GetConsoleCursorInfo(hOut,&cci);
cci.bVisible=false;
SetConsoleCursorInfo(hOut,&cci);
}
inline char check_die()
{
for(int i=1;i<=Numk;i++) if(k[i].x==x&&k[i].y==y) return k[i].init(),k[i].x=1,0;
return 1;
}
inline char check_luck()
{
for(int i=1;i<=Numl;i++)
if(l[i].x==x&&l[i].y==y)
{
l[i].init(),l[i].x=1;
numc+=(rand()%10+5)*bulc;
numh+=(rand()%5+5)*bulh;
numb+=(rand()%5+5)*bulb;
return 0;
}
return 1;
}
inline char check_dowm()
{
for(int i=1;i<=Numd;i++)
if(d[i].x==x&&d[i].y==y)
{
d[i].init(),d[i].x=1;
numc+=(rand()%10+5)*bulc;
numh+=(rand()%5+5)*bulh;
numb+=(rand()%5+5)*bulb;
return 0;
}
return 1;
}
inline void move_thi()
{
for(int i=1;i<=Numk;i++) if(k[i].vf==0) k[i].move();
for(int i=1;i<=Numl;i++) if(l[i].vf==0) l[i].move();
for(int i=1;i<=Numd;i++) if(d[i].vf==0) d[i].move();
}
inline char move_peo()
{
char c=0;
if(KEY_DOWN(87)&&!udf) add(x,-1),c=1;
if(KEY_DOWN(38)&&!udf) add(x,-1),c=1;
if(KEY_DOWN(104)&&!udf) add(x,-1),c=1;
if(KEY_DOWN(87)||KEY_DOWN(38)||KEY_DOWN(104)) color(112),print(11,N+5,"↑"),color(7);else print(11,N+5,"↑");
if(KEY_DOWN(83)&&!udf) add(x,1),c=1;
if(KEY_DOWN(40)&&!udf) add(x,1),c=1;
if(KEY_DOWN(101)&&!udf) add(x,1),c=1;
if(KEY_DOWN(83)||KEY_DOWN(40)||KEY_DOWN(101)) color(112),print(15,N+5,"↓"),color(7);else print(15,N+5,"↓");
if(KEY_DOWN(65)) add(y,-1),c=1;
if(KEY_DOWN(37)) add(y,-1),c=1;
if(KEY_DOWN(100)) add(y,-1),c=1;
if(KEY_DOWN(65)||KEY_DOWN(37)||KEY_DOWN(100)) color(112),print(13,N+3,"←"),color(7);else print(13,N+3,"←");
if(KEY_DOWN(68)) add(y,1),c=1;
if(KEY_DOWN(39)) add(y,1),c=1;
if(KEY_DOWN(102)) add(y,1),c=1;
if(KEY_DOWN(68)||KEY_DOWN(39)||KEY_DOWN(102)) color(112),print(13,N+7,"→"),color(7);else print(13,N+7,"→");
return c;
}
inline void die()
{
system("cls"),print(0,0," ");
if(lanf==1)
{
puts("ZDT : HaHaHaaaaa! YOU DIED!!!\n"),Sleep(1000);
printf("YOU SCORE IS:%d\n\n",score),Sleep(1000);
}
if(lanf==0)
{
puts("ZDT:你终于知道 死 这个字怎么写了!!!\n"),Sleep(1000);
printf("你的分数是:%d\n\n",score),Sleep(1000);
}
if(lanf==1) puts("TRY AGAIN?\n");
if(lanf==0) puts("再来一局?\n");
}
inline void init()
{
system("cls"),srand(time(0)),printf(" ");
for(int i=1;i<=N;i++) printf("~");
puts("");
for(int i=1;i<=N;i++)
{
printf("|");
for(int i=1;i<=N;i++) printf(" ");
puts("|");
}
printf(" ");
for(int i=1;i<=N;i++) printf("~");
puts(""),x=N,y=N/2,hp=Hp,score=0,numc=Bebc*bulc,numh=Bebh*bulh,numb=Bebb*bulb;
for(int i=1;i<=Numk;i++) k[i].init(),k[i].y=N+1,k[i].vf=k[i].bv-1;
for(int i=1;i<=Numl;i++) l[i].init(),l[i].y=N+1,l[i].vf=l[i].bv-1;
for(int i=1;i<=Numd;i++) d[i].init(),d[i].y=N+1,d[i].vf=d[i].bv-1;
print(1,N+2," "),printf("The bloods you still have");
print(3,N+2," "),printf("The score you have now is");
print(5,N+2," "),printf("The normal bullet you have is");
print(7,N+2," "),printf("The high bullet you have is");
print(9,N+2," "),printf("The big bullet you have is");
for(int i=1;i<=Hp/30;i++)
{
print(16+i,N+2,"-");
for(int i=2;i<=30;i++) printf("-");
}
print(17+Hp/30,N+2,"-");
for(int i=2;i<=Hp%30;i++) printf("-");
print(x,y,"*");
}
inline void Begin()
{
disap_mouse(),set_windows(10,10,80,50),system("cls");
printf("\n"),printf("WELCOME TO THE GAME:\n"),color(14);
printf(
"\n"
"BBBBee U U L FFFFFF L Y Y \n"
"B B U U L F L Y Y \n"
"B B U U L F L Y Y \n"
"BBBBBB U U L FFFFFF L YY \n"
"B B U U L F L YY \n"
"B B U U L F L YY \n"
"BBBB^^ UUUU LLLLLL F LLLLLL YY \n"
"\n"
);
color(12),printf("烤蛙出品,侵权必究!QWQ\n\nBelieve_R_ 赞助开发\n\n");
color(7),Sleep(500),puts("PLEASE PRESS 'Enter' TO CONTINUE");
while(1) {if(KEY_DOWN(13)) break;}
Sleep(200),system("cls"),puts("Your Language?/你的语言?"),lanf=0;
while(1)
{
print(2,0," ");
if(lanf==1) puts(" 中文 ");else color(112),puts(" 中文 "),color(7);
print(3,0," ");
if(lanf==0) puts(" English ");else color(112),puts(" English"),color(7);
if(KEY_DOWN(13)||KEY_DOWN(108)) break;
if(KEY_DOWN(87)||KEY_DOWN(83)||KEY_DOWN(38)||KEY_DOWN(40)||KEY_DOWN(104)||KEY_DOWN(101)) lanf=1-lanf;
Sleep(100);
}
int t=0;
Sleep(200),system("cls");
if(lanf==1) puts("Do you know the rule of the game?");
if(lanf==0) puts("你知道此游戏的规则吗\n");
while(1)
{
if(lanf==1)
{
print(2,0," ");
if(t==1) puts(" Yes ");else color(112),puts(" Yes "),color(7);
print(3,0," ");
if(t==0) puts(" No ");else color(112),puts(" No "),color(7);
}
if(lanf==0)
{
print(2,0," ");
if(t==1) puts(" 是 ");else color(112),puts(" 是 "),color(7);
print(3,0," ");
if(t==0) puts(" 否 ");else color(112),puts(" 否 "),color(7);
}
if(KEY_DOWN(13)||KEY_DOWN(108)) break;
if(KEY_DOWN(87)||KEY_DOWN(83)||KEY_DOWN(38)||KEY_DOWN(40)||KEY_DOWN(104)||KEY_DOWN(101)) t=1-t;
Sleep(100);
}
if(t==1)
{
Sleep(200),system("cls");
if(lanf==1)
{
puts("Before playing this game please read these carefully:\n"),Sleep(500);
puts("\n1. You'll be asked to input 7 game parameters before the game starts.\n"),Sleep(500);
puts("\n2. The symbol '!' is the Upgrade Roadblock. If you didn't shut it off before it get to the botton, your bloods will -1!\n"),Sleep(500);
puts("\n3. The symbol '&' is the obstacle which means you cannot let '*' touch the '#'.\n"),Sleep(500);
puts("\n4. The symbol '+' is the midic which means you can recover by touching the '!'.\n"),Sleep(500);
puts("\n5. At first, you will have some bloods. You must go further before you died!\n"),Sleep(500);
puts("\n6. If you press 'Q', the bullets will be fired. But the bullets was limited, it only can be increased by touching '+'\n"),Sleep(500);
puts("\n7. If you press 'Space', the system will give you a sighting telescope. But it can't earse the Roadblock\n"),Sleep(500);
puts("\n\nHappy Games...... QwQ\n"),Sleep(500);
puts("PLEASE PRESS 'Enter' TO CONTINUE");
}
if(lanf==0)
{
puts("在玩之前,请认真阅读以下提示:\n"),Sleep(500);
puts("\n1. 你将输入7个游戏参数。\n"),Sleep(500);
puts("\n2. 符号'!'是恐怖障碍物。如果你没有在它到达底部之前射掉它,你将会扣一滴血!\n"),Sleep(500);
puts("\n3. 符号'&'是障碍物,一旦你自己('*')碰到障碍物,生命值将会掉1个单位!\n"),Sleep(500);
puts("\n4. 符号'+'可以给你补血,每次你自己('*')碰到'!'会恢复1个单位!\n"),Sleep(500);
puts("\n5. 一开始你会有n个单位的生命,你必须在生命值耗完之前获得最高的分数!\n"),Sleep(500);
puts("\n6. 如果你按下'Q',将会发射子弹。但是子弹的数量是有限的,你有你碰到了'+'才会回血!\n"),Sleep(500);
puts("\n7. 如果你按下'空格',将会调出瞄准镜。但是瞄准镜并不能清除障碍物!\n"),Sleep(500);
puts("\n\nHappy Games...... QwQ\n"),Sleep(500);
puts("请按回车键以继续!");
}
}
while(1) {if(KEY_DOWN(13)) break;}
system("cls");
}
inline void choose()
{
int t=5;
Sleep(200);
if(lanf==1) puts("Please choose the Difficulty: \n");
if(lanf==0) puts("请选择游戏难度:\n");
while(1)
{
if(lanf==1)
{
print(2,0," ");
if(t!=5) puts(" Quick: No bullets ");else color(112),puts(" Quick: No bullets "),color(7);
print(3,0," ");
if(t!=4) puts(" Peaceful: Please play within 'int'! ");else color(112),puts(" Peaceful: Please play within 'int'! "),color(7);
print(4,0," ");
if(t!=3) puts(" Easy: Suitable for the Freshmen ");else color(112),puts(" Easy: Suitable for the Freshmen! "),color(7);
print(5,0," ");
if(t!=2) puts(" Middle: Time to race! ");else color(112),puts(" Middle: Time to race! "),color(7);
print(6,0," ");
if(t!=1) puts(" Hard: Impossible to get 2500! ");else color(112),puts(" Hard: Impossible to get 2500! "),color(7);
print(7,0," ");
if(t!=0) puts(" User-Defined ");else color(112),puts(" User-Defined "),color(7);
}
if(lanf==0)
{
print(2,0," ");
if(t!=5) puts(" 手速 [没有子弹!] ");else color(112),puts(" 手速 [没有子弹!] "),color(7);
print(3,0," ");
if(t!=4) puts(" 和平 [不要把int玩爆呀!] ");else color(112),puts(" 和平 [不要把int玩爆呀!] "),color(7);
print(4,0," ");
if(t!=3) puts(" 简单 [新手建议!] ");else color(112),puts(" 简单 [新手建议!] "),color(7);
print(5,0," ");
if(t!=2) puts(" 普通 [是时候比速度了!] ");else color(112),puts(" 普通 [是时候比速度了!] "),color(7);
print(6,0," ");
if(t!=1) puts(" 困难 [2500? 不可能的!] ");else color(112),puts(" 困难 [2500? 不可能的!] "),color(7);
print(7,0," ");
if(t!=0) puts(" 用户自定义 ");else color(112),puts(" 用户自定义 "),color(7);
}
if(KEY_DOWN(13)||KEY_DOWN(108)) break;
if(KEY_DOWN(38)||KEY_DOWN(87)||KEY_DOWN(104)) t=(t+1)%6;
if(KEY_DOWN(40)||KEY_DOWN(83)||KEY_DOWN(98)) t=(t+5)%6;
Sleep(100);
}
Nan=40;
if(t==5) {N=30,Numk=75,Numl=0,Numd=1,Hp=1,Bebc=Bebh=Bebb=0,bulc=bulh=bulb=0,squ=14;return;}
if(t==4) {N=30,Numk=15,Numl=20,Numd=1,Hp=20,Bebc=500,Bebh=100,Bebb=100,bulc=bulh=bulb=1,squ=10;return;}
if(t==3) {N=30,Numk=25,Numl=10,Numd=1,Hp=15,Bebc=100,Bebh=20,Bebb=20,bulc=bulh=bulb=1,squ=7;return;}
if(t==2) {N=30,Numk=40,Numl=8,Numd=1,Hp=15,Bebc=20,Bebh=4,Bebb=2,bulc=bulh=bulb=1,squ=5;return;}
if(t==1) {N=30,Numk=40,Numl=5,Numd=2,Hp=20,Bebc=10,Bebh=Bebb=0,bulc=bulh=bulb=1,squ=3;return;}
system("cls"),t=0,Sleep(100);
if(lanf==1) puts("Do you want to be able to shoot the bullets?");
if(lanf==0) puts("请选择你能否发射狙击枪子弹!");
while(1)
{
if(lanf==1)
{
print(2,0," ");
if(t==1) puts(" Yes ");else color(112),puts(" Yes "),color(7);
print(3,0," ");
if(t==0) puts(" No ");else color(112),puts(" No "),color(7);
}
if(lanf==0)
{
print(2,0," ");
if(t==1) puts(" 是 ");else color(112),puts(" 是 "),color(7);
print(3,0," ");
if(t==0) puts(" 否 ");else color(112),puts(" 否 "),color(7);
}
if(KEY_DOWN(13)||KEY_DOWN(108)) break;
if(KEY_DOWN(87)||KEY_DOWN(83)||KEY_DOWN(38)||KEY_DOWN(40)||KEY_DOWN(104)||KEY_DOWN(101)) t=1-t;
Sleep(100);
}
bulc=1-t,t=0,system("cls"),Sleep(100);
if(lanf==1) puts("Do you want to be able to shoot the bullets?");
if(lanf==0) puts("请选择你能否发射高射炮子弹!");
while(1)
{
if(lanf==1)
{
print(2,0," ");
if(t==1) puts(" Yes ");else color(112),puts(" Yes "),color(7);
print(3,0," ");
if(t==0) puts(" No ");else color(112),puts(" No "),color(7);
}
if(lanf==0)
{
print(2,0," ");
if(t==1) puts(" 是 ");else color(112),puts(" 是 "),color(7);
print(3,0," ");
if(t==0) puts(" 否 ");else color(112),puts(" 否 "),color(7);
}
if(KEY_DOWN(13)||KEY_DOWN(108)) break;
if(KEY_DOWN(87)||KEY_DOWN(83)||KEY_DOWN(38)||KEY_DOWN(40)||KEY_DOWN(104)||KEY_DOWN(101)) t=1-t;
Sleep(100);
}
bulh=1-t,t=0,system("cls"),Sleep(100);
if(lanf==1) puts("Do you want to be able to shoot the bullets?");
if(lanf==0) puts("请选择你能否发射大炮子弹!");
while(1)
{
if(lanf==1)
{
print(2,0," ");
if(t==1) puts(" Yes ");else color(112),puts(" Yes "),color(7);
print(3,0," ");
if(t==0) puts(" No ");else color(112),puts(" No "),color(7);
}
if(lanf==0)
{
print(2,0," ");
if(t==1) puts(" 是 ");else color(112),puts(" 是 "),color(7);
print(3,0," ");
if(t==0) puts(" 否 ");else color(112),puts(" 否 "),color(7);
}
if(KEY_DOWN(13)||KEY_DOWN(108)) break;
if(KEY_DOWN(87)||KEY_DOWN(83)||KEY_DOWN(38)||KEY_DOWN(40)||KEY_DOWN(104)||KEY_DOWN(101)) t=1-t;
Sleep(100);
}
bulb=1-t,t=0,system("cls"),Sleep(100);
if(lanf==1) puts("Please choose your pattern\nIf you choose Pattern 1, you can go up and down, while Pattern 2 can't!\n");
if(lanf==0) puts("请选择你的模式:\n如果你选择了模式1,你可以上下左右移动;而模式2只能左右移动!\n");
while(1)
{
if(lanf==1)
{
print(3,0," ");
if(t==1) puts(" Pattern 1:←↑↓→ ");else color(112),puts(" Pattern 1:←↑↓→ "),color(7);
print(4,0," ");
if(t==0) puts(" Pattern 2:←→ ");else color(112),puts(" Pattern 2:←→ "),color(7);
}
if(lanf==0)
{
print(3,0," ");
if(t==1) puts(" 模式1:←↑↓→ ");else color(112),puts(" 模式1:←↑↓→ "),color(7);
print(4,0," ");
if(t==0) puts(" 模式2:←→ ");else color(112),puts(" 模式2:←→ "),color(7);
}
if(KEY_DOWN(13)||KEY_DOWN(108)) break;
if(KEY_DOWN(87)||KEY_DOWN(83)||KEY_DOWN(38)||KEY_DOWN(40)||KEY_DOWN(104)||KEY_DOWN(101)) t=1-t;
Sleep(100);
}
udf=t;
system("cls"),t=-1;
while(t<3||t>35)
{
if(lanf==1) puts("Please Input an Integer: The Size of the Game(from 3 to 35):\n");
if(lanf==0) puts("请输入一个整数:游戏界面的大小(3 ~ 35)\n");
print(2,0," "),t=read(),N=t,system("cls");
}
system("cls"),t=-1;
while(t<1||90<t)
{
if(lanf==1) puts("Please Input an Integer: The Number of Bullets(from 1 to 90):\n");
if(lanf==0) puts("请输入一个整数:障碍物的数量(1 ~ 90)\n");
print(2,0," "),t=read(),Numk=t,system("cls");
}
system("cls"),t=-1;
while(t<1||90<t)
{
if(lanf==1) puts("Please Input an Integer: The Number of Backpack(from 1 to 90):\n");
if(lanf==0) puts("请输入一个整数:回血包的数量(1 ~ 90)\n");
print(2,0," "),t=read(),Numl=t,system("cls");
}
system("cls"),t=-1;
while(t<1||90<t)
{
if(lanf==1) puts("Please Input an Integer: The Number of Upgrade Bullets(from 1 to 90):\n");
if(lanf==0) puts("请输入一个整数:恐怖障碍物的数量(1 ~ 90)\n");
print(2,0," "),t=read(),Numd=t,system("cls");
}
system("cls"),t=-1;
while(t<1||t>100)
{
if(lanf==1) puts("Please Imput an Integer: The Total HP of You(from 1 to 100):\n");
if(lanf==0) puts("请输入一个整数:初始生命值(1 ~ 100)\n");
print(2,0," "),t=read(),Hp=t,system("cls");
}
system("cls"),t=-1;
while(t<1||t>100)
{
if(lanf==1) puts("Please Input an Integer: The Bullet You Have at First(from 1 to 100):\n");
if(lanf==0) puts("请输入一个整数:初始狙击枪子弹数(1 ~ 100)\n");
print(2,0," "),t=read(),Bebc=t,system("cls");
}
system("cls"),t=-1;
while(t<1||t>100)
{
if(lanf==1) puts("Please Input an Integer: The Bullet You Have at First(from 1 to 100):\n");
if(lanf==0) puts("请输入一个整数:初始高射炮子弹数(1 ~ 100)\n");
print(2,0," "),t=read(),Bebh=t,system("cls");
}
system("cls"),t=-1;
while(t<1||t>100)
{
if(lanf==1) puts("Please Input an Integer: The Bullet You Have at First(from 1 to 100):\n");
if(lanf==0) puts("请输入一个整数:初始大炮子弹数(1 ~ 100)\n");
print(2,0," "),t=read(),Bebb=t,system("cls");
}
}
inline void work()
{
init();
int die=1,luck=1,dowm=1,t;
while(1)
{
for(int i=1;i<=Numk;i++) (k[i].vf+=1)%=k[i].bv;
for(int i=1;i<=Numl;i++) (l[i].vf+=1)%=l[i].bv;
for(int i=1;i<=Numd;i++) (d[i].vf+=1)%=d[i].bv;
for(int i=1;i<=Numk;i++) if(k[i].y<=N&&k[i].x>0&&k[i].vf==0) print(k[i].x,k[i].y," ");
for(int i=1;i<=Numl;i++) if(l[i].y<=N&&l[i].x>0&&l[i].vf==0) print(l[i].x,l[i].y," ");
for(int i=1;i<=Numd;i++) if(d[i].y<=N&&d[i].x>0&&d[i].vf==0) print(d[i].x,d[i].y," ");
t=0;
if(!udf&&(KEY_DOWN(87)||KEY_DOWN(38)||KEY_DOWN(104))) t=1;
if(!udf&&(KEY_DOWN(83)||KEY_DOWN(40)||KEY_DOWN(101))) t=1;
if(KEY_DOWN(65)||KEY_DOWN(37)||KEY_DOWN(100)) t=1;
if(KEY_DOWN(68)||KEY_DOWN(39)||KEY_DOWN(102)) t=1;
if(t) print(x,y," ");move_thi(),move_peo();
for(int i=1;i<=Numk;i++) if(k[i].y<=N&&k[i].x>0&&k[i].vf==0) color(4),print(k[i].x,k[i].y,"&"),color(7);
for(int i=1;i<=Numl;i++) if(l[i].y<=N&&l[i].x>0&&l[i].vf==0) color(2),print(l[i].x,l[i].y,"+"),color(7);
for(int i=1;i<=Numd;i++) if(d[i].y<=N&&d[i].x>0&&d[i].vf==0) color(14),print(d[i].x,d[i].y,"!"),color(7);
if(t) print(x,y,"*");
die=check_die(),luck=check_luck(),dowm=check_dowm();
if(!luck) print(hp/30+17,N+2+hp%30,"-"),hp++,score+=20,(numc+=rand()%10+5)*=bulc,(numh+=rand()%5+5)*=bulh,(numb+=rand()%5)*=bulb;
if(!die) print((hp-1)/30+17,N+2+(hp-1)%30," "),hp--,score--;
if(!dowm) score+=50;
if((!die||!luck||!dowm)&&!t) print(x,y,"*");
if(hp<=0) return;
int xx=0,xw=1,yy=0,_90=0,_88=0,_67=0,_32=0;
for(int i=1;i<=Numk;i++) if(k[i].y==y&&xx<k[i].x&&k[i].x<x) xx=k[i].x,yy=k[i].y,xw=i;
for(int i=1;i<=Numl;i++) if(l[i].y==y&&xx<l[i].x&&l[i].x<x) xx=l[i].x,yy=l[i].y,xw=i+Numk;
for(int i=1;i<=Numd;i++) if(d[i].y==y&&xx<d[i].x&&d[i].x<x) xx=d[i].x,yy=d[i].y,xw=i+Numk+Numl;
if(KEY_DOWN(32)) {for(int i=x-1;i>xx;i--) print(i,y,"|");_32=1,color(112),print(15,N+8," Space "),color(7);}else print(15,N+8," Space ");
if(KEY_DOWN(90)&&numc>0)
{
numc--,color(112),print(13,N+9," Z "),color(7),_90=1;
if(xx!=0&&numc>0) for(int i=x-1;i>=xx;i--) print(i,y,"|");
}
else print(13,N+9," Z ");
if(KEY_DOWN(88)&&numh>0)
{
numh--,color(112),print(13,N+12," X "),color(9),_88=1;
if(xx!=0&&numc>0) for(int i=x-1;i>=1;i--) print(i,y,"|");
color(7);
}
else print(13,N+12," X ");
if(KEY_DOWN(67)&&numb>0)
{
numb--,color(112),print(13,N+15," C "),color(12),_67=1;
if(xx!=0&&numc>0) for(int i=x-1;i>=xx;i--) print(i,y,"|");
color(7);
}
else print(13,N+15," C ");
for(int i=N+28;i<=N+35;i++) print(1,i," ");
for(int i=N+28;i<=N+35;i++) print(3,i," ");
for(int i=N+33;i<=N+38;i++) print(5,i," ");
for(int i=N+31;i<=N+36;i++) print(7,i," ");
for(int i=N+30;i<=N+36;i++) print(9,i," ");
print(1,N+29,":"),printf("%d",hp);
print(3,N+29,":"),printf("%d",score);
print(5,N+33,":"),printf("%d",numc);
print(7,N+31,":"),printf("%d",numh);
print(9,N+30,":"),printf("%d",numb);
Sleep(Nan);
if(_32==1) {for(int i=x-1;i>xx;i--) print(i,y," ");}
if(xx!=0&&_90)
{
for(int i=x;i>=xx;i--) print(i,y," ");
if(xw<=Numk) k[xw].init(),k[xw].x=0,score++;
else if(xw<=Numk+Numl) l[xw-Numk].init(),l[xw-Numk].x=0,score+=20;
else d[xw-Numk-Numl].init(),d[xw-Numk-Numl].x=0,score++,(numc+=rand()%10+5)*=bulc,(numh+=rand()%5+5)*=bulh,(numb+=rand()%5)*=bulb;
}
if(_88)
{
for(int i=x;i>=1;i--) print(i,y," ");
for(int i=1;i<=Numk;i++) if(k[i].y==y) k[i].init(),k[i].x=0,score++;
for(int i=1;i<=Numl;i++) if(l[i].y==y) l[i].init(),l[i].x=0,score+=20;
for(int i=1;i<=Numd;i++) if(d[i].y==y) d[i].init(),d[i].x=0,score++,(numc+=rand()%10+5)*=bulc,(numh+=rand()%5+5)*=bulh,(numb+=rand()%5)*=bulb;
}
if(xx!=0&&_67)
{
for(int i=x;i>=1;i--) print(i,y," ");
for(int i=1;i<=Numk;i++)
if(k[i].y>=yy-squ&&k[i].y<=yy+squ&&k[i].x>=xx-squ&&k[i].x<=xx+squ&&k[i].x>=1&&k[i].y<=N)
print(k[i].x,k[i].y," "),k[i].init(),k[i].x=0,score++;
for(int i=1;i<=Numl;i++)
if(l[i].y>=yy-squ&&l[i].y<=yy+squ&&l[i].x>=xx-squ&&l[i].x<=xx+squ&&l[i].x>=1&&k[i].y<=N)
print(l[i].x,l[i].y," "),l[i].init(),l[i].x=0,score++;
for(int i=1;i<=Numd;i++)
if(d[i].y>=yy-squ&&d[i].y<=yy+squ&&d[i].x>=xx-squ&&d[i].x<=xx+squ&&d[i].x>=1&&k[i].y<=N)
print(d[i].x,d[i].y," "),d[i].init(),d[i].x=0,score++,(numc+=rand()%10+5)*=bulc,(numh+=rand()%5+5)*=bulh,(numb+=rand()%5)*=bulb;
}
score++;
}
}
int main()
{
Begin();
while(1)
{
choose(),work(),die();int t=0;
while(1)
{
if(lanf==1)
{
print(5,0," ");
if(t==1) puts(" Yes ");else color(112),puts(" Yes "),color(7);
print(6,0," ");
if(t==0) puts(" No ");else color(112),puts(" No "),color(7);
}
if(lanf==0)
{
print(5,0," ");
if(t==1) puts(" 是 ");else color(112),puts(" 是 "),color(7);
print(6,0," ");
if(t==0) puts(" 否 ");else color(112),puts(" 否 "),color(7);
}
if(KEY_DOWN(13)||KEY_DOWN(108)) break;
if(KEY_DOWN(87)||KEY_DOWN(83)||KEY_DOWN(38)||KEY_DOWN(40)||KEY_DOWN(104)||KEY_DOWN(101)) t=1-t;
Sleep(100);
}
if(t==1) return 0;
system("cls");
}
}
双人技能大作战
#include<iomanip>
#include<iostream>
#include<conio.h>
#include<windows.h>
#include<cstdio>
#include<vector>
#include<cstring>
#include<string>
#define bottom 40
#define jumph 6
#define skills 6
#define skilled 2
#define Setcolor(NAME) if(NAME)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED | FOREGROUND_INTENSITY | BACKGROUND_INTENSITY | BACKGROUND_GREEN | BACKGROUND_BLUE);else SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_INTENSITY | BACKGROUND_INTENSITY | BACKGROUND_GREEN | BACKGROUND_BLUE)
#define Backcolor(NAME) if(NAME)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_INTENSITY | BACKGROUND_INTENSITY | BACKGROUND_GREEN | BACKGROUND_BLUE)
#define Choosecolor(NAME) if(NAME==2)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED| FOREGROUND_GREEN|FOREGROUND_BLUE | FOREGROUND_INTENSITY|BACKGROUND_BLUE );else if(!NAME)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_RED| BACKGROUND_INTENSITY| BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE );else if(NAME==1)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_INTENSITY | BACKGROUND_INTENSITY| BACKGROUND_GREEN|BACKGROUND_RED)
using namespace std;
void HideCursor();
void go(int x, int y);
void movewindow();
void GetContain();
void start1();
void start2();
void _skillprint(int, int);
void skillprint(int,int);
void mapprint();
void Getmove();
void winprint(bool);
void BoomGet();
class bullet;
class player;
bool dj1, dj2, s11, s12, s21, s22;
int da1, da2,skill1[2] = { 4,3 }, skill2[2] = {2,4}, boom1, boom2, cost[10] = {0,3,3,5,15},place[11][2][2],explace[11][2];//[???üêy×?][ê?óú][x,y×?±ê]
float cool[2][2];
char hit[2];
string name1, name2,contain[11],excontain[11];
vector<bullet>bu;
class player {
public:
int x, y, j, jh, life,loving,flying,gaying;
char a, b[2];
bool dir, fly, myself,fdir;
//dir£o0?a×ó£?1?aóò
void clear() {
go(x, y);
printf(" ");
go(x, y + 1);
printf(" ");
}
void print() {
Setcolor(myself);
if (gaying)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE|FOREGROUND_RED | BACKGROUND_INTENSITY | BACKGROUND_GREEN | BACKGROUND_BLUE);
go(x, y);
if (loving) {
Setcolor(!myself);
cout << (char)3;
Setcolor(myself);
}
else if (gaying)cout << "?á";
else cout << a;
go(x, y + 1);
cout << b[dir];
Backcolor(myself);
}
void lifedown(int l) {
if (!myself) {
go(life - l+1, 2);
for (int i = 1; i <= l; ++i)
cout << " ";
}
else {
go(188 - life, 2);
for (int i = 1; i <= l; ++i)
cout << " ";
}
life -= l;
}
void jump() {
++j;
if (j <= jh) {
clear();
--y;
print();
}
else fly = 1;
}
void flown() {
++flying;
clear();
if (flying <= jumph-1)--y;
else if (flying <= 2 * jumph-2)++y;
else flying = 0;
if (!fdir)x-=2;
else x+=2;
if (x < 1)x = 1;
else if (x > 188)x = 188;
print();
}
void skill(int,bool);
void attack();
void move(int);
} p1, p2;
class bullet {
public:
int x, y, boom,length,soap;
bool own, dir, love;
inline void clear() {
go(x, y);
cout << " ";
}
void print() {
Setcolor(own);
go(x, y);
if (boom)cout << (char)15;
else if (love)cout << (char)3;
else if (soap) cout << "¨|";
else cout << hit[own];
Backcolor(own);
}
void start(int p, int q, bool d, bool o) {
y = q;
dir = d;
own = o;
if (!d)x = p - 1;
else x = p + 1;
boom = 0;
love = 0;
length = 0;
soap = 0;
}
void boomstart(int p, int q, bool d, bool o,int l) {
y = q + 1;
dir = d;
own = o;
if (!d)x = p - 1;
else x = p + 1;
boom = 1;
length = l;
love = 0;
}
bool fly() {
if (boom >= 800) {
if (boom == 805) {
for (int i = -4; i <= 4; i += 2)
for (int j = -2; j <= 2; ++j) {
if (x + i < 1 || x + i>188 || y + j > bottom + 1)continue;
go(x + i, y + j);
cout << " ";
}
p1.print();
p2.print();
return 1;
}++boom;
return 0;
}
if(soap!=-1)clear();
if (!dir)--x;
else ++x;
if (boom) {
if (!dir)x-=length;
else x+=length;
}
if (boom) {
++boom;
char _sign = 4;
if (x < 1 || x>188) {
Setcolor(own);
for (int i = -4; i <= 4; i += 2)
for (int j = -2; j <= 2; ++j) {
if (x + i < 1 || x + i>188 || y + j > bottom + 1)continue;
go(x + i, y + j);
cout <<_sign ;
}
Backcolor(own);
if (!own)
{
if (x >= p2.x - 4 && x <= p2.x + 4 && y+2 >= p2.y&&y-2 <= p2.y + 1) {
p2.lifedown(10);
if (x > p2.x)p2.fdir = 0;
else p2.fdir = 1;
p2.flown();
}
}
else {
if (x >= p1.x - 4 && x <= p1.x + 4 && y + 2 >= p1.y&&y - 2 <= p1.y + 1) {
p1.lifedown(10);
if (x >= p1.x)p1.fdir = 0;
else p1.fdir = 1;
p1.flown();
}
}
boom = 800;
return 0;
}
if (boom <= 2 * jumph+length)--y;
else if (boom > 2 * jumph + 2+length) {
if (y <= bottom)++y;
else {
Setcolor(own);
for (int i = -4; i <= 4; i += 2)
for (int j = -2; j <= 2; ++j) {
if (x + i < 1 || x + i>188 || y + j > bottom + 1)continue;
go(x + i, y + j);
cout << _sign;
}
Backcolor(own);
if (!own) {
if (x >= p2.x - 4 && x <= p2.x + 4 && y +2>= p2.y&&y-2 <= p2.y + 1) {
p2.lifedown(10);
if (x > p2.x)p2.fdir = 0;
else p2.fdir = 1;
p2.flown();
}
}
else {
if (x >= p1.x - 4 && x <= p1.x + 4 && y + 2 >= p1.y&&y - 2 <= p1.y + 1) {
p1.lifedown(10);
if (x >= p1.x)p1.fdir = 0;
else p1.fdir = 1;
p1.flown();
}
}
boom = 800;
return 0;
}
}
print();
if (!own) {
if (x == p2.x&&y >= p2.y&&y <= p2.y + 1) {
for (int i = -4; i <= 4; i += 2)
for (int j = -2; j <= 2; ++j) {
if (x + i < 1 || x + i>188 || y + j > bottom + 1)continue;
go(x + i, y + j);
cout << _sign;
}
p2.lifedown(10);
p2.fdir = 1;
p2.flown();
boom = 800;
}
}
else {
if (x == p1.x&&y >= p1.y&&y <= p1.y + 1) {
Setcolor(own);
for (int i = -4; i <= 4; i += 2)
for (int j = -2; j <= 2; ++j) {
if (x + i < 1 || x + i>188 || y + j > bottom + 1)continue;
go(x + i, y + j);
cout << _sign;
}
Backcolor(own);
p1.lifedown(10);
p1.fdir = 0;
p1.flown();
boom = 800;
}
}
return 0;
}
if (soap) {
if (soap!=-1&&soap <= 2) {
++soap;
--y;
}
else if (soap != -1 && y <= bottom+1) {
++y;
if (y == bottom + 1)
soap = -1;
}
else {
if (!dir)++x;
else --x;
}
if (x < 1)x = 1;
if (x > 188)x = 188;
if (soap != -1) {
int s = bu.size();
for (register int i = 0; i < s; ++i) {
if (bu[i].soap&&bu[i].length!=length) {
if (x+1>=bu[i].x&&x<=bu[i].x+1&&y ==bu[i].y-1 ) {
soap = -1;
break;
}
}
}
}
if (!own) {
if (x+1 >= p2.x&&x<=p2.x&&y >= p2.y&&y <= p2.y + 1) {
p2.lifedown(8);
p2.gaying += 100;
p2.print();
return 1;
}
}
else {
if (x +1>= p1.x&&x<=p1.x&&y >= p1.y&&y <= p1.y + 1) {
p1.lifedown(8);
p1.gaying += 100;
p1.print();
return 1;
}
}
print();
return 0;
}
if (x < 1 || x>188) {
if (!love) {
if (!own) {
if ((skill1[0] == -2 || skill1[1] == -2) && !length) {
if (!dir)
++x;
else --x;
dir = !dir;
++length;
return 0;
}
}
else {
if ((skill2[0] == -2 || skill2[1] == -2) && !length) {
if (!dir)++x;
else --x;
dir = !dir;
++length;
return 0;
}
}
}
return 1;
}
if (!own) {
if (x == p1.x&&y >= p1.y&&y <= p1.y + 1)p1.print();
if (x == p2.x&&y >= p2.y&&y <= p2.y + 1) {
if (love) {
p2.lifedown(3);
p2.loving = 75;
p2.print();
}
else p2.lifedown(1);
return 1;
}
}
else {
if (x == p2.x&&y >= p2.y&&y <= p2.y + 1)p2.print();
if (x == p1.x&&y >= p1.y&&y <= p1.y + 1) {
if (love) {
p1.lifedown(3);
p1.loving = 75;
p1.print();
}
else p1.lifedown(2);
return 1;
}
}
print();
return 0;
}
}temp;
void player::attack() {
temp.start(x, y, dir, myself);
bu.push_back(temp);
}
void player::move(int k) {
clear();
if (gaying)k = 3 - k;
if (k == 1) {
--x;
dir = 0;
}
else if (k == 2) {
++x;
dir = 1;
}
int strb = bu.size();
for (register int i = 0; i < strb; ++i) {
if (bu[i].boom == 0 && bu[i].own != myself && bu[i].x == x && bu[i].y >= y && bu[i].y <= y + 1) {
bu.erase(bu.begin() + i);
if (bu[i].soap) {
gaying += 100;
lifedown(5);
}
else if (bu[i].love) {
lifedown(2);
loving =75;
}
else lifedown(1);
--i;
--strb;
}
}
print();
}
void player::skill(int l,bool which) {
if (l <= 0)return;
if (cool[myself][which] > 0)return;
cool[myself][which] += cost[l];
skillprint(myself, which);
/*£?éá??£?*/
if (l == 1) {
int sign = 0;
bool sign2 = 0;
if (!dir) {
for (register int i = 1; x > 1 && i <= 12; ++i) {
x -= 2;
if (x < 1) {
x = 1;
sign2 = 1;
}
print();
++sign;
}
for (register int i = 2 - sign2; i <= 2 - sign2 + 2 * sign; i += 2) {
go(x + i, y);
cout << " ";
go(x + i, y + 1);
cout << " ";
Sleep(1);
}
}
else {
for (register int i = 1; x < 188 && i <= 12; ++i) {
x += 2;
if (x > 188) {
x = 188;
sign2 = 1;
}
print();
++sign;
}
for (register int i = 2 - sign2; i <= 2 - sign2 + 2 * sign; i += 2) {
go(x - i, y);
cout << " ";
go(x - i, y + 1);
cout << " ";
Sleep(1);
}
}
}
else if (l == 2) {
if(!myself)temp.boomstart(x, y, dir, myself,boom1/6);
else temp.boomstart(x, y, dir, myself, boom2 /6);
bu.push_back(temp);
}
else if (l == 3) {
temp.start(x, y, dir, myself);
temp.love = 1;
bu.push_back(temp);
}
else if (l == 4) {
temp.start(x, y, dir, myself);
temp.soap = 1;
temp.length = rand();
bu.push_back(temp);
}
}
void go(int x, int y) {
COORD p;
p.X = x - 1;
p.Y = y - 1;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), p);
}
void movewindow() {
RECT rect;
HWND hwnd = GetForegroundWindow();
GetWindowRect(hwnd, &rect);
MoveWindow(hwnd, 0, 0, 0, 0, TRUE);
}
void HideCursor() {
CONSOLE_CURSOR_INFO cursor_info = { 1, 0 };
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}
void start1() {
go(20, 20);
printf("玩家一的名字:");
getline(cin, name1);
go(20, 23);
printf("玩家二的名字");
getline(cin, name2);
Sleep(500);
system("cls");
}
inline void GetContain() {
contain[1] = "| 闪现 |";
contain[2] = "| 手雷 |";
contain[3] = "| 魅惑 |";
contain[4] = "| 捡肥皂 |";
contain[5] = "| 三段跳 |";
contain[6] = "| 弹射 |";
excontain[1] = "向前瞬移一段距离 冷却 3 s";
excontain[2] = "长摁后扔出一枚手雷,造成伤害并炸飞对手。蓄力时间越长,飞行距离越远 冷却 3 s";
excontain[3] = "发出一颗爱心,造成伤害并使对手无法控制地走向自己 冷却 5 s";
excontain[4] = "扔出一个肥皂,对手捡到时造成伤害并干扰对手的移动 冷却 15 s";
excontain[5] = "(被动)可以连续跳跃三次";
excontain[6] = "(被动)普通攻击第一次碰到墙壁时会反弹回来";
place[1][0][0] = 25;
place[1][0][1] = 10;
place[1][1][0] = place[1][0][0]+85;
place[1][1][1] = 10;
for (int k = 0; k <= 1; ++k) {
for (int i = 2; i <= skills; ++i) {
place[i][k][0] = place[i - 1][k][0];
place[i][k][1] = place[i - 1][k][1] + 3;
}
}
for (int k = 0; k <= 1; ++k)
for (int i = 1; i <= skills; ++i)
explace[i][k] = place[1][k][0]+18 - excontain[i].size()/2;
}
void start2() {
GetContain();
const int exy = place[skills][0][1]+5;
int wh[2] = {1,1};
int ch[2][11] = { {0,1,0,0,0,0,0,0,0,0,0},{0,1,0,0,0,0,0,0,0,0,0,}};
int count[2] = { 0,0 };
char sign = 16;
go(82, 2);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), BACKGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_INTENSITY);
cout << "选择你的技能";
go(54, 45);
cout << "游戏规则:玩家一 A、D键移动,W键跳跃,J键攻击,K、L键释放技能";
go(64, 46);
cout << "玩家二 方向键跳跃和移动,1 键攻击,2、3 键释放技能";
Setcolor(0);
go(44 - name1.size()/2, 5);
cout<<name1;
go(44, 7);
printf("%c", p1.a);
go(44, 8);
printf("%c", p1.b[0]);
Setcolor(1);
go(130-name2.size()/2,5);
cout<< name2;
go(130, 7);
printf("%c", p2.a);
go(130, 8);
printf("%c", p2.b[0]);
for(int i=0;i<=1;++i)
for (int j = 1; j <= skills; ++j) {
go(place[j][i][0], place[j][i][1]);
Setcolor(i);
cout << " ";
Choosecolor(ch[i][j]);
cout << contain[j];
}
Choosecolor(1);
for (int i = 0; i <= 1; ++i) {
go(place[1][i][0], place[1][i][1]);
Setcolor(i);
cout<<sign;
go(explace[1][i], exy);
cout << excontain[1];
}
bool able[2][3] = { {0,0,0},{0,0,0} };//[0×ó 1óò][0é? 1?? 2??]
go(30, 40);
Setcolor(0);
cout << "玩家一:W、S键移动,J键选择";
go(112, 40);
Setcolor(1);
cout << "玩家二:I、K键移动,L键选择";
while (count[0]<2||count[1]<2) {
bool f = 0;
if (GetKeyState('W') >= 0)able[0][0]=1;
if (GetKeyState('S') >= 0)able[0][1] = 1;
if (GetKeyState('J') >= 0)able[0][2] = 1;
if (GetKeyState('I') >= 0)able[1][0] = 1;
if (GetKeyState('K') >= 0)able[1][1] = 1;
if (GetKeyState('L') >= 0)able[1][2] = 1;
Sleep(5);
if (GetKeyState('W') < 0&&able[f][0]) {
if(ch[f][wh[f]]!=2)--ch[f][wh[f]];
able[f][0] = 0;
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << " ";
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
Setcolor(f);
go(explace[wh[f]][f], exy);
for (unsigned int i = 0; i < excontain[wh[f]].size()/2+1; ++i)
cout << " ";
--wh[f];
if (wh[f] < 1)wh[f] = skills;
go(explace[wh[f]][f], exy);
cout << excontain[wh[f]];
if(ch[f][wh[f]]!=2)++ch[f][wh[f]];
go(place[wh[f]][f][0], place[wh[f]][f][1]);
cout << sign;
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
}
if(GetKeyState('S')<0&&able[f][1]) {
if(ch[f][wh[f]]!=2)--ch[f][wh[f]];
able[f][1] = 0;
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << " ";
Choosecolor(ch[f][wh[f]]);
cout<< contain[wh[f]];
Setcolor(f);
go(explace[wh[f]][f], exy);
for (unsigned int i = 0; i < excontain[wh[f]].size()/2+1; ++i)
cout << " ";
++wh[f];
if (wh[f] > skills)wh[f] = 1;
go(explace[wh[f]][f], exy);
cout << excontain[wh[f]];
if (ch[f][wh[f]] != 2)++ch[f][wh[f]];
go(place[wh[f]][f][0], place[wh[f]][f][1]);
cout << sign;
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
}
if (GetKeyState('J') < 0 && able[f][2]) {
able[f][2] = 0;
if (ch[f][wh[f]] != 2 && count[f] < 2){
++ch[f][wh[f]];
++count[f];
}
else if(ch[f][wh[f]]==2){
--ch[f][wh[f]];
--count[f];
}
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << sign;
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
}
f = 1;
if (GetKeyState('I') < 0 && able[f][0]) {
if (ch[f][wh[f]] != 2)--ch[f][wh[f]];
able[f][0] = 0;
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << " ";
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
Setcolor(f);
go(explace[wh[f]][f], exy);
for (unsigned int i = 0; i < excontain[wh[f]].size()/2+1; ++i)
cout << " ";
--wh[f];
if (wh[f] < 1)wh[f] = skills;
go(explace[wh[f]][f], exy);
cout << excontain[wh[f]];
if (ch[f][wh[f]] != 2)++ch[f][wh[f]];
go(place[wh[f]][f][0], place[wh[f]][f][1]);
cout << sign;
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
}
if (GetKeyState('K') < 0 && able[f][1]) {
if (ch[f][wh[f]] != 2)--ch[f][wh[f]];
able[f][1] = 0;
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << " ";
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
Setcolor(f);
go(explace[wh[f]][f], exy);
for (unsigned int i = 0; i < excontain[wh[f]].size()/2+1; ++i)
cout << " ";
++wh[f];
if (wh[f] > skills)wh[f] = 1;
go(explace[wh[f]][f], exy);
cout << excontain[wh[f]];
if (ch[f][wh[f]] != 2)++ch[f][wh[f]];
go(place[wh[f]][f][0], place[wh[f]][f][1]);
cout << sign;
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
}
if (GetKeyState('L')<0 && able[f][2]) {
able[f][2] = 0;
if (ch[f][wh[f]] != 2 && count[f] < 2) {
++ch[f][wh[f]];
++count[f];
}
else if (ch[f][wh[f]] == 2) {
--ch[f][wh[f]];
--count[f];
}
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << sign;
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
}
}
Backcolor(1);
int _s=0;
for (int i = 1; i <= skills; ++i) {
if (ch[0][i] == 2) {
if (i > skills - skilled)skill1[_s] = skills - i - 2;
else skill1[_s] = i;
++_s;
}
}
_s = 0;
for (int i = 1; i <= skills; ++i) {
if (ch[1][i] == 2) {
if (i > skills - skilled)skill2[_s] = skills - i - 2;
else skill2[_s] = i;
++_s;
}
}
Sleep(1000);
}
void Getmove() {
BoomGet();
if (GetKeyState('W') >= 0)dj1 = 0;
if (GetKeyState(VK_UP) >= 0)dj2 = 0;
if (GetKeyState('K') >= 0)s11 = 0;
if (GetKeyState('L') >= 0)s12 = 0;
if (GetKeyState('2') >= 0)s21 = 0;
if (GetKeyState('3') >= 0)s22 = 0;
if (skill1[0] == 2)s11 = 1;
if (skill1[1] == 2)s12 = 1;
if (skill2[0] == 2)s21 = 1;
if (skill2[1] == 2)s22 = 1;
if ((!p1.flying)&&(!p1.loving)) {
if (dj1 == 0 && GetKeyState('W') < 0 && (p1.jh <= jumph || ((skill1[0] == -1 || skill1[1] == -1) && p1.jh <= 2 * jumph))) {
dj1 = 1;
if ((skill1[0] == -1 || skill1[1] == -1) && p1.jh >= 2 * jumph && !p1.fly)p1.jh = 3 * jumph;
else if (p1.jh >= jumph && !p1.fly)p1.jh = 2 * jumph;
else p1.jh = p1.j + jumph;
p1.fly = 0;
p1.jump();
}
if (GetKeyState('A') < 0 && p1.x > 1) {
p1.move(1);
}
if (GetKeyState('D') < 0 && p1.x < 188) {
p1.move(2);
}
if (!p1.gaying) {
if (GetKeyState('J') < 0 && da1 == 0) {
da1 = 6;
p1.attack();
}
if (GetKeyState('K') < 0 && s11 == 0) {
s11 = 1;
p1.skill(skill1[0], 0);
}
if (GetKeyState('L') < 0 && s12 == 0) {
s12 = 1;
p1.skill(skill1[1], 1);
}
}
}
if ((!p2.flying)&&(!p2.loving)) {
if (!p2.gaying) {
if (GetKeyState('1') < 0 && da2 == 0) {
da2 = 6;
p2.attack();
}
if (GetKeyState('2') < 0 && s21 == 0) {
s21 = 1;
p2.skill(skill2[0], 0);
}
if (GetKeyState('3') < 0 && s22 == 0) {
s22 = 1;
p2.skill(skill2[1], 1);
}
}
if (dj2 == 0 && GetKeyState(VK_UP) < 0 && (p2.jh <= jumph || ((skill2[0] == -1 || skill2[1] == -1) && p2.jh <= 2 * jumph))) {
dj2 = 1;
if ((skill2[0] == -1 || skill2[1] == -1) && p2.jh >= 2 * jumph && !p2.fly)p2.jh = 3 * jumph;
else if (p2.jh >= jumph && !p2.fly)p2.jh = 2 * jumph;
else p2.jh = p2.j + jumph;
p2.fly = 0;
p2.jump();
}
if (GetKeyState(VK_LEFT) < 0 && p2.x > 1) {
p2.move(1);
}
if (GetKeyState(VK_RIGHT) < 0 && p2.x < 188) {
p2.move(2);
}
}
}
void BoomGet() {
if ((!p1.flying)&&(!p1.loving)&&(!p1.gaying)) {
if (skill1[0] == 2 && cool[0][0] <= 0) {
if (GetKeyState('K') < 0)++boom1;
if (boom1 > 30 || (GetKeyState('K') >= 0 && boom1)) {
p1.skill(2, 0);
boom1 = 0;
}
}
if (skill1[1] == 2 && cool[0][1] <= 0) {
if (GetKeyState('L') < 0)++boom1;
if (boom1 > 30 || (GetKeyState('L') >= 0 && boom1)) {
p1.skill(2, 1);
boom1 = 0;
}
}
}
if (p2.flying||p2.loving||p2.gaying)return;
if (skill2[0] == 2&&cool[1][0]<=0) {
if (GetKeyState('2') < 0)++boom2;
if (boom2 > 30 || (GetKeyState('2') >= 0 && boom2)) {
p2.skill(2,0);
boom2 = 0;
}
}
if (skill2[1] == 2&&cool[1][1]<=0) {
if (GetKeyState('3') < 0)++boom2;
if (boom2 > 30 || (GetKeyState('3') >= 0 && boom2)) {
p2.skill(2,1);
boom2 = 0;
}
}
}
void mapprint() {
for (int i = 1; i <= 188; ++i)
cout << " ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), BACKGROUND_BLUE | BACKGROUND_INTENSITY);
for (int i = 1; i <= 80; ++i)
cout << " ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_INTENSITY | BACKGROUND_INTENSITY | BACKGROUND_GREEN | BACKGROUND_BLUE);
cout << " player1 ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), BACKGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_INTENSITY);
cout << "?§";
Setcolor(1);
cout << " player2 ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), BACKGROUND_RED | BACKGROUND_INTENSITY);
for (int i = 1; i <= 80; ++i)
cout << " ";
go(1, 42);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), BACKGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_INTENSITY);
for (int i = 1; i <= 188; ++i)
cout << (char)22;
Backcolor(1);
go(20-name1.size()/2, 44);
cout << name1;
go(8, 46);
cout << "技能一: ";
_skillprint(0, 0);
go(8, 48);
cout << "技能二: ";
_skillprint(0, 1);
Setcolor(1);
go(160-name2.size()/2, 44);
cout << name2;
go(145, 46);
cout << "技能一: ";
_skillprint(1, 0);
go(145, 48);
cout << "技能二: ";
_skillprint(1, 1);
Backcolor(1);
}
void _skillprint(int a,int b) {
if (!a) {
if (!b) {
if (skill1[0] == 1)cout << "闪现 0.0 s";
else if (skill1[0] == 2)cout << "手雷 0.0 s";
else if (skill1[0] == 3)cout << "魅惑 0.0 s";
else if (skill1[0] == 4)cout << "捡肥皂 0.0 s";
else if (skill1[0] == -1)cout << "三段跳 -";
else if (skill1[0] == -2)cout << "弹射 -";
}
else {
if (skill1[1] == 1)cout << "闪现 0.0 s";
else if (skill1[1] == 2)cout << "手雷 0.0 s";
else if (skill1[1] == 3)cout << "魅惑 0.0 s";
else if (skill1[1] == 4)cout << "捡肥皂 0.0 s";
else if (skill1[1] == -1)cout << "三段跳 -";
else if (skill1[1] == -2)cout << "弹射 -";
}
}
else {
if (!b) {
if (skill2[0] == 1)cout << "闪现 0.0 s";
else if (skill2[0] == 2)cout << "手雷 0.0 s";
else if (skill2[0] == 3)cout << "魅惑 0.0 s";
else if (skill2[0] == 4)cout << "捡肥皂 0.0 s";
else if (skill2[0] == -1)cout << "三段跳 -";
else if (skill2[0] == -2)cout << "弹射 -";
}
else {
if (skill2[1] == 1)cout << "闪现 0.0 s";
else if (skill2[1] == 2)cout << "手雷 0.0 s";
else if (skill2[1] == 3)cout << "魅惑 0.0 s";
else if (skill2[1] == 4)cout << "捡肥皂 0.0 s";
else if (skill2[1] == -1)cout << "三段跳 -";
else if (skill2[1] == -2)cout << "弹射 -";
}
}
}
void skillprint(int a, int b) {
if (!a) {
if (!b)go(27, 46);
else go(27, 48);
}
else {
if (!b)go(164, 46);
else go(164, 48);
}
Setcolor(a);
printf("%.1f", cool[a][b]);
if (cool[a][b] < 9.9)cout << " ";
Backcolor(a);
}
void winprint(bool f) {
Sleep(1000);
system("cls");
string winner;
if (!f)winner = name1;
else winner = name2;
go(91 - winner.size() / 2, 20);
Setcolor(f);
cout << winner << " Win !";
Sleep(3000);
}
int main() {
system("color B9");
movewindow();
system("mode con lines=60 cols=188");
start1();
HideCursor();
gamestart:
system("cls");
p1.a = 1;
p2.a = 2;
p1.b[0] = 17;
p1.b[1] = 16;
p2.b[0] = 17;
p2.b[1] = 16;
hit[0] = 14;
hit[1] = 36;
p1.x = 10;
p1.y = bottom-28;
p2.x = 160;
p2.y = bottom-28;
p1.j = 0;
p2.j = 0;
p1.life = 80;
p2.life = 80;
p1.fly = 1;
p2.fly = 1;
p1.flying = 0;
p2.flying = 0;
p1.gaying = 0;
p2.gaying = 0;
p1.myself = 0;
p2.myself = 1;
p1.dir = 1;
start2();
system("cls");
mapprint();
p1.print();
p2.print();
bool flag = 0;
float count=0;
int num = 0;
Sleep(500);
bool flying = 0;
while (p1.life > -1 && p2.life > -1) {
++count;
++num;
if (num >= 1000)num = 0;
if (da1)--da1;
if (da2)--da2;
if (p1.loving) {
--p1.loving;
if (num% 5 == 0) {
if (p1.x > p2.x)p1.move(1);
else p1.move(2);
}
if (!p1.loving)p1.print();
}
if (p2.loving){
--p2.loving;
if (num % 5 == 0) {
if (p2.x > p1.x)p2.move(1);
else p2.move(2);
}
if (!p2.loving)p2.print();
}
if (p1.gaying)--p1.gaying;
if (p2.gaying)--p2.gaying;
if (p1.fly&& p1.y < bottom) {
p1.clear();
++p1.y;
p1.print();
}
if (p2.fly&& p2.y < bottom) {
p2.clear();
++p2.y;
p2.print();
}
if (p1.y == bottom) {
p1.jh = 0;
p1.fly = 0;
p1.j = 0;
flying = 1;
}
if (p2.y == bottom) {
p2.jh = 0;
p2.fly = 0;
p2.j = 0;
}
if (p1.j) {
if (!p1.fly)p1.jump();
else --p1.j;
}
if (p2.j) {
if (!p2.fly)p2.jump();
else --p2.j;
}
if (p1.flying)p1.flown();
if (p2.flying)p2.flown();
if(flying)Getmove();
if (count >= 2.5) {
count -= 2.5;
for (register int i = 0; i <= 1; ++i)
for (register int j = 0; j <= 1; ++j) {
if (cool[i][j] > 0) {
cool[i][j] -= 0.1;
if (cool[i][j] < 0)cool[i][j] = 0;
skillprint(i, j);
}
}
}
if (!flag&&p1.x == p2.x)flag = 1;
if (flag && (p1.x != p2.x || p1.y != p2.y)) {
flag = 0;
p1.print();
p2.print();
}
int strb = bu.size();
for (int i = 0; i < strb; ++i) {
if (bu[i].soap) {
if (bu[i].fly()) {
bu.erase(bu.begin() + i);
--i;
--strb;
break;
}
}
else if (bu[i].boom || bu[i].love)
{
if (bu[i].fly() || bu[i].fly()) {
bu.erase(bu.begin() + i);
--i;
--strb;
break;
}
}
else if (bu[i].fly() || bu[i].fly()||bu[i].fly()) {
bu.erase(bu.begin() + i);
--i;
--strb;
break;
}
}
Sleep(40 - strb / 5);
}
winprint(p1.life < p2.life);
goto gamestart;
}
经典坦克大战
#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}
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{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{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}
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{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},
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{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},
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{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
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{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},
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{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},
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{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},
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{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},
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{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},
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{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
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{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},
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{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},
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{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},
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{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},
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{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},
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{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}
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{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},
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{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},
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{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},
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{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},
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{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
};
for(i=0;i<41;i++)
for(j=0;j<41;j++)
map[i][j]=Map[level-1][i][j];
PrintMap(); //打印地图
}
void GameOver(bool home)
{
int timing=0,color=1;
while(1)
{
if(timing++%30==0) //游戏结束原因为生命值为0
{
ColorChoose(color); //颜色选择
if(home) //游戏结束原因为老家被毁,则多打印一行字以提示玩家
{
GoToxy(37,19); //主屏幕中心打印
printf("老家被毁!");
}
GoToxy(37,20); //主屏幕中心打印
printf("游戏结束!");
GoToxy(100,13); //副屏幕打印
printf("游戏结束");
GoToxy(88,17);
printf("请按回车键重新开始!");
GoToxy(88,18);
printf("或按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
// system("cls"); //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数
// Frame (); //重新打印游戏框架
score-=500; //分数-500
ClearMainScreen(); //主屏清屏函数,无需再次打印框架
Initialize(); //从本关重新开始
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
}
void NextLevel()
{
int timing=0,color=1;
level++;
if(level<=MAX_LEVEL)
while(1)
{
if(timing++%10==0)
{
ColorChoose(color); //颜色选择
GoToxy(37,20); //主屏幕中心打印
printf("恭喜过关!");
GoToxy(100,13); //副屏幕打印
printf("等待下关");
GoToxy(87,17);
printf("请按回车键进入下一关!");
GoToxy(88,18);
printf("或按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
GoToxy(88,17); //抹除副屏幕中的提示
printf(" ");
GoToxy(88,18);
printf(" ");
ClearMainScreen(); //主屏清屏函数,无需再次打印框架
Initialize(); //初始化从下一关开始,level已++
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
else //level>8 通关
while(1)
{
if(timing++%5==0)
{
ColorChoose(color);
GoToxy(33,20); //主屏幕中心打印
printf("恭喜通过全部关卡!");
GoToxy(100,13); //副屏幕打印
printf("已通全关");
GoToxy(88,17);
printf("恭喜通过全部关卡!");
GoToxy(88,19);
printf("按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(10);
}
}
void GameCheak()
{ //剩余敌人为0且四坦克全部不存活
if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )
NextLevel(); //进入下一关
if(my_tank.revive>=MAX_LIFE) //我的生命值(复活次数)全部用完 MAX_LIFE
GameOver(0); //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁
}
void SideScreen () //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38)
{ // | 第 d 关 | " | |\n"
GoToxy(93,2);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
printf("第 关");
GoToxy(92,5);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
printf("分 数:");
GoToxy(92,7);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("生 命:");
GoToxy(86,9);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("剩余敌方坦克:");
GoToxy(86,11);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
printf("当前游戏速度: %d",21-speed);
GoToxy(86,13);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("当前游戏状态:");
GoToxy(94,19);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
GoToxy(94,24);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
printf("帮 助");
GoToxy(86,27);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("方向键 ←↑→↓ 移动");
GoToxy(93,29);
printf("x 键 射击");
GoToxy(89,31);
printf("+ - 调整游戏速度");
GoToxy(90,33);
printf("游戏速度范围1~20");
GoToxy(90,35);
printf("回车键 暂停游戏");
GoToxy(90,37);
printf("Esc键 退出游戏");
/* printf("帮 助"); //这是第二种详细说明的样式
GoToxy(86,21);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("方向键 ←↑→↓ 移动");
GoToxy(93,23);
printf("x 键 射击");
GoToxy(89,25);
printf("+ - 调整游戏速度");
GoToxy(90,27);
printf("游戏速度范围1~20");
GoToxy(90,29);
printf("回车键 暂停游戏");
GoToxy(90,31);
printf("Esc键 退出游戏");
GoToxy(86,33);
printf("敌方坦克全部消灭则过关");
GoToxy(87,34);
printf("己方坦克生命值为0 或");
GoToxy(86,35);
printf("正下方的老家被毁则失败");
GoToxy(86,36);
printf("己坦克与敌坦克子弹碰撞");
GoToxy(87,37);
printf("则抵消,敌坦克间子弹碰");
GoToxy(86,38);
printf("撞不抵消且可穿过敌坦克");*/
}
void Initialize() //初始化
{
remain_enemy=16;
my_tank.revive=0; //我的坦克复活次数为0
position=0;
bul_num=0;
GetMap();
BuildMyTank( &my_tank );
for(int i=0;i<12;i++) //子弹初始化
{
bullet [i].exist=0;
bullet [i].initial=0;
}
for(int i=0;i<=3;i++) //AI坦克初始化
{
AI_tank [i].revive=0;
AI_tank [i].alive=0; //初始化坦克全是不存活的,BuildAITank()会建立重新建立不存活的坦克
AI_tank [i].stop=0;
AI_tank [i].num=i;
AI_tank [i].my=0;
AI_tank [i].CD=0;
}
GoToxy(97,2); //在副屏幕上关卡数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
printf("%d",level);
GoToxy(102,5); //在副屏幕上打印分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
printf("%d ",score);
GoToxy(102,7); //在副屏幕打印我的剩余生命值
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("%d", MAX_LIFE-my_tank.revive);
GoToxy(102,9); //在副屏幕上打印剩余坦克数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("%d ",remain_enemy);
GoToxy(100,13); //在副屏幕上打印状态
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);
printf("正在游戏");
}
双人对打
#include<iostream>
#include<cstdio>
#include<windows.h>
#include<conio.h>
#include<pthread.h>
#include<string>
#include<ctime>
#include<map>
#pragma comment(lib, "pthreadVC2.lib")
using namespace std;
#define cls; system("cls");
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0)
#define bluedark 1
#define greendark 2
#define cyandark 3
#define reddark 4
#define purple 5
#define yellowdark 6
#define whitedark 7
#define gray 8
#define blue 9
#define green 10
#define cyan 11
#define red 12
#define pink 13
#define yellow 14
#define white 15
#define UP 72
#define DOWN 80
#define LEFT 75
#define RIGHT 77
#define brown 4
string plr[1110]= {"","★","▲","●","■","◆"};
string csmp[10][310][310]= {
{
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" ","▓","▓","▓"," "," "," "," "," "," "," "," "," "," "," "," ","▓","▓","▓"," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," ","▓","▓","▓","▓","▓","▓","▓"," ","▓","▓","▓","▓","▓","▓","▓","▓"," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," ","▓","▓","▓"," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," ","▓","▓","▓"," "," ","▓","▓","▓","▓","▓","▓","▓"," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" ","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓"," "},
{"▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓"},
},
{
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," ","▓"," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "},
{" ","▓","▓","▓"," "," "," "," "," "," "," "," "," "," "," "," ","▓","▓","▓"," "},
{" "," "," "," "," "," "," "," ","▓"," "," ","▓"," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," ","▓","▓","▓","▓","▓","▓","▓"," "," ","▓","▓","▓","▓","▓","▓","▓"," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," ","▓","▓"," "," "," "," "," "," "," "," "," "," ","▓","▓"," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," ","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓"," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," ","▓"," "," "," "," "," "," "," "," "," "," ","▓"," "," "," "," "},
{" "," "," ","▓","▓"," "," "," "," "," "," "," "," "," "," ","▓","▓"," "," "," "},
{" ","▓","▓","▓","▓"," "," "," "," "," "," "," "," "," "," ","▓","▓","▓","▓"," "},
{"▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓"},
},
{
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" ","▓","▓","▓"," "," "," "," "," "," "," "," "," "," "," "," ","▓","▓","▓"," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," ","▓","▓"," ","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓"," ","▓","▓"," "," "},
{" "," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "," "," "," "," "," "},
{" "," "," ","▓"," "," "," "," "," "," ","▓"," "," "," "," "," ","▓"," "," "," "},
{" "," ","▓","▓","▓"," "," "," "," ","▓"," "," "," "," "," ","▓","▓","▓"," "," "},
{"▓"," "," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "," "," "," ","▓"},
{"▓"," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "," "," "," "," ","▓"},
{"▓"," "," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "," "," "," ","▓"},
{"▓"," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "," "," "," "," ","▓"},
{" "," "," "," "," "," "," "," "," ","▓","▓"," "," "," "," "," "," "," "," "," "},
{" ","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓"," "},
{"▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓"},
},
{
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "," "},
{" "," ","▓"," "," "," ","▓"," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," ","▓"," "," "," "," "," "," ","▓"," "," "," "," "," ","▓"," ","▓"," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{"▓"," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," ","▓","▓"," ","▓","▓","▓"," ","▓"," ","▓","▓"," ","▓"," ","▓","▓"," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," ","▓"," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," ","▓"," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," ","▓"," "," "," ","▓"," "," "," "},
{" "," ","▓"," ","▓"," "," "," "," "," "," "," "," "," "," ","▓"," "," "," "," "},
{"▓"," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{"▓"," "," "," "," "," "," "," ","▓"," ","▓"," "," "," "," "," "," "," "," ","▓"},
{"▓"," "," "," "," ","▓"," "," "," "," "," "," "," "," "," "," "," "," "," ","▓"},
{"▓"," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," ","▓"},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{"▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓"},
},
};
int STT=1;
int jump1=2,jump2=2;
int x1,y1,x2,y2;
int health1,health2;
int mag1,mag2;
int atk1,atk2;
int cx1,cx2;
int startgame=0;
string js1,js2;
map<string,int>plco;
namespace _game {
string mp[310][310]= {
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" ","▓","▓","▓"," "," "," "," "," "," "," "," "," "," "," "," ","▓","▓","▓"," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," ","▓","▓","▓","▓","▓","▓","▓"," ","▓","▓","▓","▓","▓","▓","▓","▓"," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," ","▓","▓","▓"," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," ","▓","▓","▓"," "," ","▓","▓","▓","▓","▓","▓","▓"," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "," "},
{" ","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓"," "},
{"▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓","▓"},
};
bool check(char c) {
return KEY_DOWN(c);
}
void place(const int x, const int y) {
COORD PlaceCursorHere;
PlaceCursorHere.X = y;
PlaceCursorHere.Y = x;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), PlaceCursorHere);
return;
}
void color(int x) {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),x);
}
int click() {
return GetAsyncKeyState(VK_LBUTTON);
}
void hidden() {
//隐藏光标
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO cci;
GetConsoleCursorInfo(hOut,&cci);
cci.bVisible=0;
SetConsoleCursorInfo(hOut,&cci);
return;
}
int search(int x0,int y0,int x,int y) {
int xx,yy;
POINT pt;
HWND h=GetForegroundWindow();
GetCursorPos(&pt);
ScreenToClient(h,&pt);
xx=pt.y/16;
yy=pt.x/8;
if(xx>=x0 && xx<=x && yy>=y0 && yy<=y)
if(click())
return 2;
else return 1;
return 0;
}
void jz() {
int i,xxxx,j;
string jz[8]= {"▏","▎","▍","▌","▋","▊","▉"};
color(7);
for(i=1; i<=136; i++) {
xxxx=i%8;
COORD pos = {0, 0};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
color(15);
printf(" Please Loading... \n");
printf("----------------------------------\n");
color(10);
for(j=1; j<=i/8; j++)
printf("█");
cout<<jz[xxxx]<<endl;
color(15);
printf("----------------------------------\n");
}
cls;
}
}
using namespace _game;
void* xstime(void* args) {
SYSTEMTIME sys;
place(51,40);
GetLocalTime(&sys);
printf(" %4d/%02d/%02d %02d:%02d:%02d 星期%1d",sys.wYear,sys.wMonth,sys.wDay,sys.wHour,sys.wMinute,sys.wSecond,sys.wDayOfWeek);
place(0,0);
return NULL;
}
void op() {
cls;
for(int i=0; i<22; i++) {
for(int j=0; j<20; j++) {
if(mp[i][j]=="★")color(yellow);
if(mp[i][j]=="▲")color(cyan);
if(mp[i][j]=="●")color(pink);
if(mp[i][j]=="■")color(red);
if(mp[i][j]=="◆")color(blue);
if(mp[i][j]=="▓")color(reddark);
cout<<mp[i][j];
}
cout<<endl;
}
}
void* jumpl1(void* args) {
double jumpt1,jumpt2;
jumpt2=jumpt1=clock();
while(startgame) {
while(jump1!=2 && mp[x1+1][y1]!="▓" && mp[x1+1][y1]!=js2) {
jumpt2=clock();
if(jumpt2-jumpt1>=333) {
mp[x1][y1]=" ";
mp[++x1][y1]=js1;
jumpt1=jumpt2;
op();
}
}
jump1=2;
}
}
void* jumpl2(void* args) {
double jumpt1,jumpt2;
jumpt2=jumpt1=clock();
while(startgame) {
while(jump2!=2 && mp[x2+1][y2]!="▓" && mp[x2+1][y2]!=js1) {
jumpt2=clock();
if(jumpt2-jumpt1>=333) {
mp[x2][y2]=" ";
mp[++x2][y2]=js2;
jumpt1=jumpt2;
op();
}
}
jump2=2;
}
}
void stgame() {
cls;
x1=20,x2=20,y1=0,y2=19;
int win;
int cho=1;
char ch;
while(1) {
cls;
printf("Player1选择角色:\n");
for(int i=1; i<=5; i++) {
if(cho==i) color(plco[plr[i]]);
else color(gray);
cout<<plr[i];
}
color(white);
ch=getch();
if(ch=='a' || ch=='A' || ch==LEFT) {
if(cho>1) {
cho--;
}
}
if(ch=='d' || ch=='D' || ch==RIGHT) {
if(cho<5) {
cho++;
}
}
if(ch==13) {
printf("\nPlayer1:");
switch(cho) {
case 1:
color(yellow);
printf("★");
health1=1000;
js1="★";
atk1=20;
break;
case 2:
color(cyan);
printf("▲");
health1=600;
js1="▲";
atk1=40;
break;
case 3:
color(pink);
printf("●");
health1=800;
js1="●";
atk1=30;
break;
case 4:
color(red);
printf("■");
health1=2000;
js1="■";
atk1=15;
break;
case 5:
color(blue);
printf("◆");
health1=700;
js1="◆";
atk1=10;
break;
}
break;
}
}
color(white);
Sleep(1000);
while(1) {
cls;
printf("Player2选择角色:\n");
for(int i=1; i<=5; i++) {
if(cho==i) color(plco[plr[i]]);
else color(gray);
cout<<plr[i];
}
color(white);
ch=getch();
if(ch=='a' || ch=='A' || ch==LEFT) {
if(cho>1) {
cho--;
}
}
if(ch=='d' || ch=='D' || ch==RIGHT) {
if(cho<5) {
cho++;
}
}
if(ch==13) {
printf("\nPlayer2:");
switch(cho) {
case 1:
color(yellow);
printf("★");
health2=1000;
atk2=20;
js2="★";
break;
case 2:
color(cyan);
printf("▲");
health2=600;
atk2=40;
js2="▲";
break;
case 3:
color(pink);
printf("●");
health2=800;
atk2=30;
js2="●";
break;
case 4:
color(red);
printf("■");
health2=2000;
atk2=15;
js2="■";
break;
case 5:
color(blue);
printf("◆");
health2=700;
js2="◆";
atk2=10;
break;
}
break;
}
}
color(white);
Sleep(1000);
cho=0;
int rett=1;
while(1) {
cls;
color(white);
printf("选择地图:\n");
if(cho==0) {
printf("%d:随机地图\n",cho+1);
color(brown);
for(int i=0; i<22; i++) {
for(int j=0; j<20; j++) {
printf("?");
}
printf("\n");
}
}
if(cho==1) {
printf("%d:海盗船\n",cho+1);
color(brown);
for(int i=0; i<22; i++) {
for(int j=0; j<20; j++) {
cout<<csmp[0][i][j];
}
printf("\n");
}
}
if(cho==2) {
printf("%d:竞技场\n",cho+1);
color(brown);
for(int i=0; i<22; i++) {
for(int j=0; j<20; j++) {
cout<<csmp[1][i][j];
}
printf("\n");
}
}
if(cho==3) {
printf("%d:空中祭坛\n",cho+1);
color(brown);
for(int i=0; i<22; i++) {
for(int j=0; j<20; j++) {
cout<<csmp[2][i][j];
}
printf("\n");
}
}
if(cho==4) {
printf("%d:浮空岛\n",cho+1);
color(brown);
for(int i=0; i<22; i++) {
for(int j=0; j<20; j++) {
cout<<csmp[3][i][j];
}
printf("\n");
}
}
ch=getch();
if(ch=='a' || ch=='A' || ch==LEFT) {
if(cho>0) {
cho--;
}
}
if(ch=='d' || ch=='D' || ch==RIGHT) {
if(cho<4) {
cho++;
}
}
if(ch==13) {
if(cho==0) rett=rand()%4;
else rett=cho-1;
break;
}
}
for(int i=0; i<22; i++) {
for(int j=0; j<20; j++) {
mp[i][j]=csmp[rett][i][j];
}
}
cls;
Sleep(1000);
mag1=mag2=0;
cx1=cx2=0;
mp[x1][y1]=js1;
mp[x2][y2]=js2;
char choice;
double mpsx,sx;
mpsx=sx=clock();
startgame=1;
double jumpt1,jumpt2;
double jumpe1,jumpe2;
// pthread_t tid1,tid2;
// pthread_create(&tid1,NULL,&jumpl1,NULL);
// pthread_create(&tid2,NULL,&jumpl2,NULL);
op();
while(health1>0 && health2>0) {
color(red);
place(23,0);
printf("P1:hp:%4d P2:hp:%4d",health1,health2);
place(24,0);
color(blue);
printf("P1:mp:%4d P2:mp:%4d",mag1,mag2);
if(mp[x1+1][y1]=="▓" || mp[x1+1][y1]==js2) jump1=2;
if(mp[x2+1][y2]=="▓" || mp[x2+1][y2]==js1) jump2=2;
jumpe1=jumpe2=clock();
if(jump1==2 && (mp[x1+1][y1]=="▓" || mp[x1+1][y1]==js2)) jumpt1=jumpe1;
else if(jumpe1-jumpt1>=233) {
color(plco[js1]);
place(x1,y1*2);
mp[x1][y1]=" ";
cout<<" ";
mp[++x1][y1]=js1;
place(x1,y1*2);
cout<<js1;
jumpt1=jumpe1;
}
if(jump2==2 && (mp[x2+1][y2]=="▓" || mp[x2+1][y2]==js1)) jumpt2=jumpe2;
else if(jumpe2-jumpt2>=233) {
color(plco[js2]);
place(x2,y2*2);
mp[x2][y2]=" ";
cout<<" ";
mp[++x2][y2]=js2;
place(x2,y2*2);
cout<<js2;
jumpt2=jumpe2;
}
sx=clock();
if(kbhit()) {
choice=getch();
if(choice=='a') {
if(y1-1>=0 && mp[x1][y1-1]!="▓" && mp[x1][y1-1]!=js2) {
mp[x1][y1]=" ";
mp[x1][--y1]=js1;
place(x1,y1*2);
color(plco[js1]);
cout<<js1<<" ";
}
cx1=-1;
}
if(choice=='d') {
if(y1+1<=19 && mp[x1][y1+1]!="▓" && mp[x1][y1+1]!=js2) {
place(x1,y1*2);
mp[x1][y1]=" ";
mp[x1][++y1]=js1;
color(plco[js1]);
cout<<" "<<js1;
}
cx1=1;
}
if(choice=='k' && jump1>0) {
jumpt1=jumpe1;
jump1--;
for(int i=1; i<=3; i++)
if(x1-1>=0 && mp[x1-1][y1]!="▓" && mp[x1-1][y1]!=js2) {
place(x1,y1*2);
color(plco[js1]);
mp[x1][y1]=" ";
cout<<" ";
mp[--x1][y1]=js1;
place(x1,y1*2);
cout<<js1;
} else break;
}
if(choice=='j') {
if(js1=="★" && x1==x2 && (y2-y1)*cx1<=3 && (y2-y1)*cx1>=0) {
health2-=atk1;
mag2+=5;
mag1+=10;
if(health2<=0) {
win=1;
break;
}
}
if(js1=="▲" && (abs(x2-x1)<=3 && abs(y2-y1)<=3)) {
health2-=atk1;
mag2+=5;
mag1+=10;
if(health2<=0) {
win=1;
break;
}
}
if(js1=="●" && ((abs(x1-x2)<=3 && y1==y2) || (abs(y1-y2)<=3 && x1==x2))) {
health2-=atk1;
mag2+=5;
mag1+=10;
if(health2<=0) {
win=1;
break;
}
}
if(js1=="■" && (abs(x2-x1)<=1 && abs(y2-y1)<=1)) {
health2-=atk1;
mag2+=5;
mag1+=10;
if(health2<=0) {
win=1;
break;
}
}
if(js1=="◆" && x1==x2 && (y2-y1)*cx1<=10 && (y2-y1)*cx1>=0) {
int dam=40;
for(int i=y1+cx1; i>=0 && i<=19; i+=cx1) {
if(mp[x1][i]=="▓") break;
if(mp[x1][i]==js2) {
health2-=dam;
mag2+=5;
mag1+=10;
break;
}
dam-=4;
}
if(health2<=0) {
win=1;
break;
}
}
}
if(choice=='y' && mag1>=30) {
mag1-=30;
for(int i=1; i<=3; i++) {
if(y1+cx1<=19 && y1+cx1>=0) {
if(mp[x1][y1+cx1]!="▓" && mp[x1][y1+cx1]!=js2) {
if(cx1==1) {
mp[x1][y1]=" ";
place(x1,y1*2);
color(plco[js1]);
cout<<" "<<js1;
y1+=cx1;
mp[x1][y1]=js1;
} else {
mp[x1][y1]=" ";
y1+=cx1;
mp[x1][y1]=js1;
place(x1,y1*2);
color(plco[js1]);
cout<<js1<<" ";
}
} else break;
}
}
}
if(choice=='l' && mag1>=100) {
mag1-=100;
if(js1=="★") {
if(x1==x2 && (y2-y1)*cx1>0) {
mp[x2][y2]=" ";
health2-=150;
for(int i=1; i<=3; i++) {
if(y2+cx1>=0 && y2+cx1<=19 && mp[x2][y2+cx1]!="▓") {
y2+=cx1;
}
}
mp[x2][y2]=js2;
}
}
if(js1=="▲") {
int dam=0;
mp[x1][y1]=" ";
for(; y1+cx1>=0 && y1+cx1<=19 && y1+cx1!=y2 && mp[x1][y1+cx1]!="▓"; y1+=cx1) {
dam+=30;
}
mp[x1][y1]=js1;
if(y1+cx1==y2 && x1==x2) {
health2-=dam;
mp[x2][y2]=" ";
if(y2+cx1>0 && y2+cx1<19) {
y2+=cx1;
}
mp[x2][y2]=js2;
}
}
if(js1=="●") {
if(x1==x2 || y1==y2) {
health2-=150;
}
}
if(js1=="■") {
if(x1==x2) {
health2-=200;
}
}
if(js1=="◆") {
mp[x1][y1]=" ";
if((y2==0) && (mp[x2][1]=="▓") || (y2==19) && (mp[x2][18]=="▓")){
mag1+=100;
continue;
}
if(y2>=18 || mp[x2][y2+1]=="▓") {
y1=y2-2;
cx1=1;
} else if(y2<=1 || mp[x2][y2-1]=="▓") {
y1=y2+2;
cx1=-1;
} else {
y1=y2+cx2*2;
cx1=-cx2;
}
x1=x2;
mp[x1][y1]=js1;
health2-=200;
mp[x2][y2]=" ";
for(int i=1; i<=3; i++) {
if(y2+cx1>=0 && y2+cx1<=19 && mp[x2][y2+cx1]!="▓") {
y2+=cx1;
}
}
mp[x2][y2]=js2;
}
op();
}
//
if(choice==LEFT) {
if(y2-1>=0 && mp[x2][y2-1]!="▓" && mp[x2][y2-1]!=js1) {
mp[x2][y2]=" ";
mp[x2][--y2]=js2;
place(x2,y2*2);
color(plco[js2]);
cout<<js2<<" ";
}
cx2=-1;
}
if(choice==RIGHT) {
if(y2+1<=19 && mp[x2][y2+1]!="▓" && mp[x2][y2+1]!=js1) {
place(x2,y2*2);
mp[x2][y2]=" ";
mp[x2][++y2]=js2;
color(plco[js2]);
cout<<" "<<js2;
}
cx2=1;
}
if(choice=='2' && jump2>0) {
jumpt2=jumpe2;
jump2--;
for(int i=1; i<=3; i++)
if(x2-1>=0 && mp[x2-1][y2]!="▓" && mp[x2-1][y2]!=js1) {
place(x2,y2*2);
color(plco[js2]);
mp[x2][y2]=" ";
cout<<" ";
mp[--x2][y2]=js2;
place(x2,y2*2);
cout<<js2;
} else break;
}
if(choice=='1') {
if(js2=="★" && x1==x2 && (y1-y2)*cx2<=3 && (y1-y2)*cx2>=0) {
health1-=atk2;
mag1+=5;
mag2+=10;
if(health1<=0) {
win=2;
break;
}
}
if(js2=="▲" && (abs(x1-x2)<=3 && abs(y1-y2)<=3)) {
health1-=atk2;
mag1+=5;
mag2+=10;
if(health1<=0) {
win=2;
break;
}
}
if(js2=="●" && ((abs(x1-x2)<=3 && y1==y2) || (abs(y1-y2)<=3 && x1==x2))) {
health1-=atk2;
mag1+=5;
mag2+=10;
if(health1<=0) {
win=2;
break;
}
}
if(js2=="■" && (abs(x1-x2)<=1 && abs(y1-y2)<=1)) {
health1-=atk2;
mag1+=5;
mag2+=10;
if(health1<=0) {
win=2;
break;
}
}
if(js2=="◆" && x1==x2 && (y1-y2)*cx2<=10 && (y1-y2)*cx2>=0) {
int dam=40;
for(int i=y2+cx2; i>=0 && i<=19; i+=cx2) {
if(mp[x2][i]=="▓") break;
if(mp[x2][i]==js1) {
health1-=dam;
mag1+=5;
mag2+=10;
break;
}
dam-=4;
}
if(health1<=0) {
win=2;
break;
}
}
}
if(choice=='3' && mag2>=30) {
mag2-=30;
for(int i=1; i<=3; i++) {
if(y2+cx2<=19 && y2+cx2>=0) {
if(mp[x2][y2+cx2]!="▓" && mp[x2][y2+cx2]!=js1) {
if(cx2==1) {
mp[x2][y2]=" ";
place(x2,y2*2);
color(plco[js2]);
cout<<" "<<js2;
y2+=cx2;
mp[x2][y2]=js2;
} else {
mp[x2][y2]=" ";
y2+=cx2;
mp[x2][y2]=js2;
place(x2,y2*2);
color(plco[js2]);
cout<<js2<<" ";
}
} else break;
}
}
}
if(choice=='8' && mag2>=100) {
mag2-=100;
if(js2=="★") {
if(x1==x2 && (y1-y2)*cx2>0) {
mp[x1][y1]=" ";
health1-=150;
for(int i=1; i<=3; i++) {
if(y1+cx2>=0 && y1+cx2<=19 && mp[x1][y1+cx2]!="▓") {
y1+=cx2;
}
}
mp[x1][y1]=js1;
}
}
if(js2=="▲") {
int dam=0;
mp[x2][y2]=" ";
for(; y2+cx2>=0 && y2+cx2<=19 && y2+cx2!=y1 && mp[x2][y2+cx2]!="▓"; y2+=cx2) {
dam+=30;
}
mp[x2][y2]=js2;
if(y2+cx2==y1 && x1==x2) {
health1-=dam;
mp[x1][y1]=" ";
if(y1+cx2>0 && y1+cx2<19) {
y1+=cx2;
}
mp[x1][y1]=js1;
}
}
if(js2=="●") {
if(x1==x2 || y1==y2) {
health1-=150;
}
}
if(js2=="■") {
if(x1==x2) {
health1-=200;
}
}
if(js2=="◆") {
if((y1==0) && (mp[x1][1]=="▓") || (y1==19) && (mp[x1][18]=="▓")){
mag1+=100;
continue;
}
mp[x2][y2]=" ";
if(y1>=18 || mp[x1][y1+1]=="▓") {
y2=y1-2;
cx2=1;
} else if(y1<=1 || mp[x1][y1-1]=="▓") {
y2=y1+2;
cx2=-1;
} else {
y2=y1+cx1*2;
cx2=-cx1;
}
x2=x1;
mp[x2][y2]=js2;
health1-=200;
mp[x1][y1]=" ";
for(int i=1; i<=3; i++) {
if(y1+cx2>=0 && y1+cx2<=19 && mp[x1][y1+cx2]!="▓") {
y1+=cx2;
}
}
mp[x1][y1]=js1;
}
op();
}
}
}
if(health1<health2) {
win=2;
health1=0;
} else {
win=1;
health2=0;
}
color(red);
place(23,0);
printf("P1:hp:%4d P2:hp:%4d",health1,health2);
place(24,0);
color(blue);
printf("P1:mp:%4d P2:mp:%4d",mag1,mag2);
if(win==1) {
color(plco[js1]);
place(10,0);
printf(" ");
place(11,0);
printf(" Player1胜出! ");
place(12,0);
printf(" ");
Sleep(1000);
getch();
cls;
return;
}
if(win==2) {
color(plco[js2]);
place(10,0);
printf(" ");
place(11,0);
printf(" Player2胜出! ");
place(12,0);
printf(" ");
Sleep(1000);
getch();
cls;
return;
}
}
void about() {
cls;
place(0,0);
printf("Game Of Square:GOS : \n");
color(yellow);
printf("★ ");
color(white);
printf("创作者:喵喵 \n");
color(cyan);
printf("▲ ");
color(white);
printf("技术支持:喵喵喵 \n");
color(pink);
printf("● ");
color(white);
printf("游戏试玩:喵喵,喵喵喵 \n");
printf(" 版本号:1.0.5 \n");
printf(" updating~~ \n");
printf(" 1.0.1:加入了三张新地图 \n");
printf(" 1.0.2:冲刺与大招解锁 \n");
printf(" 1.0.3:帮助界面修改,界面缩小,加入选择地图\n");
printf(" 1.0.4:新加入角色弓手 \n");
printf(" 1.0.5:界面大改革 \n");
printf(" \n");
printf(" \n");
printf(" \n");
printf(" \n");
printf(" \n");
printf(" \n");
printf(" \n");
printf(" \n");
}
void help() {
cls;
color(white);
int choice=1;
char ch;
while(1) {
cls;
printf("游戏帮助 ");
color(yellow);
printf("★");
color(cyan);
printf("▲");
color(pink);
printf("●");
color(red);
printf("■\n");
color(white);
switch(choice) {
case 1:
printf("========================================\n\n");
printf("本游戏采用竖剖面设计,攻击敌人攒魔\n");
printf("操作规则:\n");
color(pink);
printf("P1:AD移动,K跳,J攻击,Y闪现,L大招\n");
color(yellow);
printf("P2:左右移动,2跳,1攻击,3闪现,8大招\n");
color(white);
printf("这个游戏有四个角色:\n\n");
printf("========================================\n\n");
break;
case 2:
printf("========================================\n\n");
printf("First:基本角色:");
color(yellow);
printf("★\n");
color(white);
color(red);
printf("血量: 1000");
color(yellow);
printf(" 攻击力:20\n");
color(white);
printf("普攻:攻击前方三格\n");
printf("大招:攻击前方并附带击退效果,伤害150\n\n");
printf("========================================\n\n");
break;
case 3:
printf("========================================\n\n");
printf("Second:刺客:");
color(cyan);
printf("▲\n");
color(white);
color(red);
printf("血量: 600");
color(yellow);
printf(" 攻击力:40\n");
color(white);
printf("普攻:三格内都可以打到\n");
printf("大招:向前冲刺,撞到敌人时附带击退三格,\n冲刺时距离敌人越远伤害越高\n\n");
printf("========================================\n\n");
break;
case 4:
printf("========================================\n\n");
printf("Third:樱花:");
color(pink);
printf("●\n");
color(white);
color(red);
printf("血量: 800");
color(yellow);
printf(" 攻击力:30\n");
color(white);
printf("普攻:攻击三格之内十字区域\n");
printf("大招:攻击整行整列,伤害150\n\n");
printf("========================================\n\n");
break;
case 5:
printf("========================================\n\n");
printf("Fourth:坦克:");
color(red);
printf("■\n");
color(white);
color(red);
printf("血量: 2000");
color(yellow);
printf(" 攻击力:15\n");
color(white);
printf("普攻:攻击你周围一圈\n");
printf("大招:攻击一整行,伤害200\n\n");
printf("========================================\n\n");
break;
case 6:
printf("========================================\n\n");
printf("Last:弓手:");
color(blue);
printf("◆\n");
color(white);
color(red);
printf("血量: 700");
color(yellow);
printf(" 攻击力:距离敌人越近越大\n");
color(white);
printf("普攻:攻击你前方10格\n");
printf("大招:闪现并且攻击击退,伤害200\n\n");
printf("========================================\n\n");
break;
}
color(green);
if(choice==1) printf(" ");
else printf("←");
if(choice==6) printf(" ");
else printf("→");
color(pink);
printf("\n\n(e退出)");
color(white);
ch=getch();
if(ch=='a' || ch==LEFT) {
if(choice>1) choice--;
}
if(ch=='d' || ch==RIGHT) {
if(choice<6) choice++;
}
if(ch=='e') {
break;
}
}
cls;
}
void home() {
srand((unsigned)time(0));
char choi,choi2;
plco["★"]=yellow;
plco["▲"]=cyan;
plco["●"]=pink;
plco["■"]=red;
plco["◆"]=blue;
while(1) {
place(0,0);
printf(" ╭──╮ ╭──╮ ╭──╮\n");
printf(" │╭─╯ │╭╮│ │╭─╯\n");
printf(" ││╭╮ ││││ │╰─╮\n");
printf(" ││││ ││││ ╰─╮│\n");
printf(" │╰╯│ │╰╯│ ╭─╯│\n");
printf(" ╰──╯ ╰──╯ ╰──╯\n");
printf(" Game Of Square:GOS ");
color(yellow);
printf("★");
color(cyan);
printf("▲");
color(pink);
printf("●");
color(red);
printf("■\n\n");
color(white);
printf(" ╭─────────────╮\n\n");
printf(" │");color(yellow);printf(" ★[1.开始游戏]★ ");color(white);printf("┃\n\n");
color(white);
printf(" │");color(cyan);printf(" ▲[2.游戏帮助]▲ ");color(white);printf("┃\n\n");
color(white);
printf(" │");color(pink);printf(" ●[3.关于我们]● ");color(white);printf("┃\n\n");
color(white);
printf(" │");color(red);printf(" ■[4.退出游戏]■ ");color(white);printf("┃\n\n");
color(white);
printf(" ╰━━━━━━━━━━━━━╯\n\n");
xstime(NULL);
if(kbhit()) {
choi=getch();
if(choi=='1') {
stgame();
}
if(choi=='2') {
help();
}
if(choi=='3') {
about();
getch();
cls;
}
if(choi=='4') {
cls;
printf("确认退出吗?0否1是");
choi2=getch();
while(choi2!='0' && choi2!='1')choi2=getch();
if(choi2=='1') {
jz();
Sleep(1000);
return;
} else {
cls;
}
}
}
}
}
int main() {
SetConsoleTitle("Game Of Square:GOS");
system("mode con cols=42 lines=26");
hidden();
if(MessageBox(NULL,"本游戏需要获取本地资源,是否同意?","获取资源",MB_ICONEXCLAMATION|MB_OKCANCEL)==IDCANCEL) return 0;
jz();
printf("\nBingo!");
Sleep(1000);
home();
STT=0;
return 0;
}
枪战(人机)
#include<iostream>
#include<cstdio>
#include<cstdlib>
#include<cstring>
#include<windows.h>
#include<conio.h>
#include<time.h>
#define UP 72
#define DOWN 80
#define LEFT 75
#define RIGHT 77
using namespace std;
string a[21][20]= {"■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■",
"■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■",
"■","■","□","□","□","□","□","□","□","□","□","□","□","□","□","▓","▓","▲","■","■",
"■","□","□","□","■","■","□","■","□","■","■","■","■","■","■","▓","▓","▓","■","■",
"■","□","□","□","□","□","∷","□","□","■","∷","∷","∷","□","□","□","▓","▓","■","■",
"■","□","■","□","□","□","□","■","□","■","∷","∷","■","□","□","□","■","□","■","■",
"■","□","■","□","□","□","□","■","□","■","∷","■","□","□","□","□","■","□","■","■",
"■","□","□","∷","□","□","□","□","□","■","□","□","□","□","■","∷","■","□","■","■",
"■","□","■","□","■","■","□","□","■","■","□","□","□","■","∷","∷","■","□","■","■",
"■","□","□","□","□","□","□","■","□","□","□","□","□","∷","∷","∷","■","□","■","■",
"■","□","■","■","■","■","■","■","□","■","□","■","■","■","■","■","■","□","■","■",
"■","□","■","∷","∷","∷","□","□","□","□","□","■","□","□","□","□","□","□","■","■",
"■","□","■","∷","∷","■","□","□","□","■","■","□","□","■","■","□","■","□","■","■",
"■","□","■","∷","■","□","□","□","□","■","□","□","□","□","□","∷","□","□","■","■",
"■","□","■","□","□","□","□","■","∷","■","□","■","□","□","□","□","■","□","■","■",
"■","□","■","□","□","□","■","∷","∷","■","□","■","□","□","□","□","■","□","■","■",
"■","▓","▓","□","□","□","∷","∷","∷","■","□","□","∷","□","□","□","□","□","■","■",
"■","▓","▓","▓","■","■","■","■","■","■","□","■","□","■","■","□","□","□","■","■",
"■","●","▓","▓","□","□","□","□","□","□","□","□","□","□","□","□","□","■","■","■",
"■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■",
"■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■","■",
}; //地图
string jz[8]; //用来加载的变量
int xxxx,i,j,lev1=0,lev2=0; //一堆没用的变量=.=
int n1=1000,m1=10,l1=1; //玩家1相关信息
int n2=1000,m2=10,l2=1; //玩家2相关信息
int t,t1,t2,t3,t4; //计算时间的变量
double t5,t6; //计算时间的变量
int x=18,y=1; //玩家1坐标
int p=2,q=17; //玩家2坐标
int p2=2,q2=7; //玩家2辅助坐标
char ch,ch1,ch2; //输入字符,玩家1保留字符,玩家2保留字符
int gbdw1(); //光标定位1函数
int gbdw2(); //光标定位2函数
int gbdw3(); //光标定位3函数
int gbdw4(); //光标定位4函数
int hpzy(); //获取资源函数
int jzz(); //加载中函数
int p1kz(); //玩家1控制函数
int p2kz(); //玩家2控制函数
int zcd(); //主菜单函数
void draw(); //画图函数
void hidden(); //隐藏光标函数
void zanting(); //暂停函数
void renji(); //人机模式
void renji_suiji(); //人机模式(防bug)
void renji_gress(); //吃草
void zanting() {
system("cls");
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
cout<<"■■■■■■■■■■■■■■■■■■■"<<endl;
return;
}
int gbdw1() {
COORD pos = {0, 22};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
}
int gbdw2() {
COORD pos = {40, 22};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
}
int gbdw3() {
COORD pos = {0, 23};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
}
int gbdw4() {
COORD pos = {40, 23};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
}
void draw() {
if(n1>=1000) n1=1000;
if(n2>=1000) n2=1000;
if(n1<=0) n1=0;
if(n2<=0) n2=0;
if(m1>=500) m1=500;
if(m2>=500) m2=500;
if(m1<=0) m1=0;
if(m2<=0) m2=0;
if(l1>=20) l1=20;
if(l1>=20) l1=20;
COORD pos = {0, 0};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<"Already start "<<((int)time(NULL)-t)/60<<" minute for "<<((int)time(NULL)-t)%60<<" seconds"<<endl;
for(i=1; i<=19; i++) {
for(j=0; j<=18; j++) {
if(a[i][j]=="■") {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED);
cout<<a[i][j];
}
if(a[i][j]=="∷") {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
cout<<a[i][j];
}
if(a[i][j]=="▓") {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
cout<<a[i][j];
}
if(a[i][j]=="□") {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);
cout<<a[i][j];
}
if(a[i][j]=="●"||a[i][j]=="▲") {
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
cout<<a[i][j];
}
}
cout<<endl;
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
printf("●player 1: ▲player 2:\n");
printf("Lv:%2d HP:%4d mana:%3d Lv:%2d HP:%4d mana:%3d\n",l1,n1,m1,l2,n2,m2);
gbdw1();
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("HP: ");
for(j=1; j<=n1/10/8; j++)
printf("█");
xxxx=n1/10%8;
cout<<jz[xxxx];
printf("%d",n1);
printf(" ");
gbdw2();
printf("HP: ");
for(j=1; j<=n2/10/8; j++)
printf("█");
xxxx=n2/10%8;
cout<<jz[xxxx];
printf("%d",n2);
printf(" \n");
gbdw3();
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);
printf("moon:");
for(j=1; j<=m1/5/8; j++)
printf("█");
xxxx=m1/5%8;
cout<<jz[xxxx];
printf("%d",m1);
printf(" ");
gbdw4();
printf("moon:");
for(j=1; j<=m2/5/8; j++)
printf("█");
xxxx=m2/5%8;
cout<<jz[xxxx];
printf("%d",m2);
printf(" \n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
return;
}
int zcd() {
while(1) {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
system("cls");
printf("Welcome to square in the world!\n");
printf("-------------------------------\n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("S.[Start the game]\n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED | FOREGROUND_GREEN);
printf("T.[The program diagram]\n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf("H.[Help]\n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("Q.[Quit the game]\n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
printf("-------------------------------\n");
ch=getch();
if(ch=='s'||ch=='S') {
system("cls");
for(i=1; i<=136; i++) {
xxxx=i%8;
COORD pos = {0, 0};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
printf("Being parsed~ Loading...\n");
printf("----------------------------------\n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
for(j=1; j<=i/8; j++)
printf("█");
cout<<jz[xxxx]<<endl;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
printf("----------------------------------\n");
}
printf("Initialize the...");
Sleep(1000);
break;
}
if(ch=='t'||ch=='T') {
COORD pos = {0, 0};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
printf("┏━━━━━━━━━━━━━━━━┓\n");
printf("┃[square big showdown 4.11] ┃\n");
printf("┃[Human-machine version] ┃\n");
printf("┃┃ ┃\n");
printf("┃┣[Start the game] ┃\n");
printf("┃┃ ┃\n");
printf("┃┣[The program tree diagram] ┃\n");
printf("┃┃┃ ┃\n");
printf("┃┃┗[The current] ┃\n");
printf("┃┃ ┃\n");
printf("┃┣[Help] ┃\n");
printf("┃┃┃ ┃\n");
printf("┃┃┣[Look at the map] ┃\n");
printf("┃┃┃ ┃\n");
printf("┃┃┣[Operation to help] ┃\n");
printf("┃┃┃ ┃\n");
printf("┃┃┗[The developer] ┃\n");
printf("┃┃ ┃\n");
printf("┃┗[Quit the game] ┃\n");
printf("┗━━━━━━━━━━━━━━━━┛\n");
ch=getch();
}
if(ch=='h'||ch=='H') {
system("cls");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
printf("Do you need any help?\n");
printf("---------------------\n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("1.[Look at the map]\n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED | FOREGROUND_GREEN);
printf("2.[Operation to help]\n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf("3.[The developer]\n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
printf("---------------------\n");
ch=getch();
if(ch=='1') {
draw();
printf("●player 1;\n");
printf("▲Player 2;\n");
printf("■Is a wall, do not walk;\n");
printf("□Is a way, you can walk;\n");
printf("∷The grass;\n");
printf("▓Is the birth place of both parties.\n");
printf("Two lines are at the bottom of the both sides of the case;\n");
printf(" Press any key to return;\n");
ch=getch();
continue;
}
if(ch=='2') {
system("cls");
printf("player 1:\n");
printf(" w.up s.down a.left d.right\n");
printf(" v.attack b.Respond to health n.vampire\n");
printf(" f.flash g.To attract\n");
printf("-----------------------------------------------\n");
printf("player 2:\n");
printf(" ↑.up ↓.down ←.left →.right\n");
printf(" 1.attack 2.Respond to health 3.crit\n");
printf(" 4.flash 5.Back to home\n");
printf("-----------------------------------------------\n");
printf("Click on the x for details!\n");
ch=getch();
if(ch=='x'||ch=='X') {
system("cls");
printf("player 1:---------------------------------\n");
printf("---control--- P1HP moon P2HP moon\n");
printf(" w.up ---- +1 ---- ----\n");
printf(" s.down ---- +1 ---- ----\n");
printf(" a.left ---- +1 ---- ----\n");
printf(" d.right ---- +1 ---- ----\n");
printf(" \n");
printf(" v.attack ---- +2 -20 ----\n");
printf(" b.Respond to health +200 -50 ---- ----\n");
printf(" n.vampire +150 -100 -150 -20\n");
printf(" f.flash ---- -20 ---- ----\n");
printf(" g.To attract ---- -70 -100 ----\n");
printf("player 2:---------------------------------\n");
printf("---control--- P1HP moon P2HP moon\n");
printf(" ↑.up ---- ---- ---- +1\n");
printf(" ↓.down ---- ---- ---- +1\n");
printf(" ←.left ---- ---- ---- +1\n");
printf(" →.right ---- ---- ---- +1\n");
printf(" \n");
printf(" 1.attack -20 ---- ---- +2\n");
printf(" 2.Respond to health ---- ---- +200 -50\n");
printf(" 3.crit -200 ---- ---- -100\n");
printf(" 4.flash ---- ---- ---- -20\n");
printf(" 5.Back to home ---- ---- ---- -70\n");
printf("------------------------------------------");
ch=getch();
}
continue;
}
if(ch=='3') {
system("cls");
printf("The development team:\n");
printf(" Alliance primary school\n");
printf("Development date:\n");
printf(" 16/11/17 18:35\n");
printf("Belonging to:\n");
printf(" China's fujian province\n");
ch=getch();
continue;
}
}
if(ch=='q'||ch=='Q') {
if(1) {
system("cls");
printf("Really want to quit?\n");
printf("--------------------\n");
printf("Y.[Yes] N.[No]\n");
printf("--------------------\n");
while(ch!='y'&&ch!='Y'&&ch!='N'&&ch!='n')
ch=getch();
}
if(ch=='Y'||ch=='y') {
system("cls");
for(i=1; i<=136; i++) {
xxxx=i%8;
COORD pos = {0, 0};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
printf("Deleting records~ \n");
printf("----------------------------------\n");
for(j=1; j<=i/8; j++)
printf("█");
cout<<jz[xxxx]<<endl;
printf("----------------------------------\n");
}
printf("Delete the success.");
Sleep(1000);
exit(0);
}
if(ch=='N'||ch=='n')
continue;
}
}
return 0;
}
void hidden() {
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_CURSOR_INFO cci;
GetConsoleCursorInfo(hOut,&cci);
cci.bVisible=0;
SetConsoleCursorInfo(hOut,&cci);
return;
}
int hqzy() {
MessageBox(NULL,"The game need to get access to local resources \n agree? (I am bored!)","Access to resources",MB_ICONEXCLAMATION|MB_OK);
return 0;
}
int p1kz() {
if(ch=='w'||ch=='s'||ch=='a'||ch=='d'
||ch=='W'||ch=='S'||ch=='A'||ch=='D')
ch1=ch;
if(ch=='a'||ch=='A') {
if(x==2&&y==15||x==2&&y==16||x==2&&y==17
||x==3&&y==15||x==3&&y==16||x==3&&y==17
||x==4&&y==16||x==4&&y==17
||x==16&&y==1||x==16&&y==2
||x==17&&y==1||x==17&&y==2||x==17&&y==3
||x==18&&y==1||x==18&&y==2||x==18&&y==3) {
if(a[x][y-1]!="■"&&a[x][y-1]!="▲") {
a[x][y]="▓";
y--;
a[x][y]="●";
m1++;
draw();
}
} else {
if(a[x][y-1]!="■"&&a[x][y-1]!="▲") {
a[x][y]="□";
if(a[x][y-1]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n1+=50;
}
case 1: {
m1+=20;
}
}
}
y--;
a[x][y]="●";
m1++;
draw();
}
}
}
if(ch=='d'||ch=='D') {
if(x==2&&y==15||x==2&&y==16||x==2&&y==17
||x==3&&y==15||x==3&&y==16||x==3&&y==17
||x==4&&y==16||x==4&&y==17
||x==16&&y==1||x==16&&y==2
||x==17&&y==1||x==17&&y==2||x==17&&y==3
||x==18&&y==1||x==18&&y==2||x==18&&y==3) {
if(a[x][y+1]!="■"&&a[x][y+1]!="▲") {
a[x][y]="▓";
y++;
a[x][y]="●";
m1++;
draw();
}
} else {
if(a[x][y+1]!="■"&&a[x][y+1]!="▲") {
a[x][y]="□";
if(a[x][y+1]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n1+=50;
}
case 1: {
m1+=20;
}
}
}
y++;
a[x][y]="●";
m1++;
draw();
}
}
}
if(ch=='w'||ch=='W') {
if(x==2&&y==15||x==2&&y==16||x==2&&y==17
||x==3&&y==15||x==3&&y==16||x==3&&y==17
||x==4&&y==16||x==4&&y==17
||x==16&&y==1||x==16&&y==2
||x==17&&y==1||x==17&&y==2||x==17&&y==3
||x==18&&y==1||x==18&&y==2||x==18&&y==3) {
if(a[x-1][y]!="■"&&a[x-1][y]!="▲") {
a[x][y]="▓";
x--;
a[x][y]="●";
m1++;
draw();
}
} else {
if(a[x-1][y]!="■"&&a[x-1][y]!="▲") {
a[x][y]="□";
if(a[x-1][y]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n1+=50;
}
case 1: {
m1+=20;
}
}
}
x--;
a[x][y]="●";
m1++;
draw();
}
}
}
if(ch=='s'||ch=='S') {
if(x==2&&y==15||x==2&&y==16||x==2&&y==17
||x==3&&y==15||x==3&&y==16||x==3&&y==17
||x==4&&y==16||x==4&&y==17
||x==16&&y==1||x==16&&y==2
||x==17&&y==1||x==17&&y==2||x==17&&y==3
||x==18&&y==1||x==18&&y==2||x==18&&y==3) {
if(a[x+1][y]!="■"&&a[x+1][y]!="▲") {
a[x][y]="▓";
x++;
a[x][y]="●";
m1++;
draw();
}
} else {
if(a[x+1][y]!="■"&&a[x+1][y]!="▲") {
a[x][y]="□";
if(a[x+1][y]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n1+=50;
}
case 1: {
m1+=20;
}
}
}
x++;
a[x][y]="●";
m1++;
draw();
}
}
}
if(ch=='v'||ch=='V') {
if(a[x][y-2]=="▲"
||a[x][y+2]=="▲"
||a[x-2][y]=="▲"
||a[x+2][y]=="▲"
||a[x-1][y-1]=="▲"
||a[x+1][y-1]=="▲"
||a[x-1][y+1]=="▲"
||a[x+1][y+1]=="▲"
||a[x][y-1]=="▲"
||a[x][y+1]=="▲"
||a[x-1][y]=="▲"
||a[x+1][y]=="▲") {
n2-=20;
m1+=2;
n2-=(l1-1)*2;
if(lev1==l1) {
lev1=0;
l1++;
}
lev1++;
draw();
}
}
if(ch=='b'||ch=='B') {
if(m1>=50) {
n1+=200;
m1-=50;
draw();
}
}
if(ch=='n'||ch=='N') {
if(m1>=100) {
n2-=150;
n1+=150;
m1-=100;
n2-=(l1-1)*10;
n1+=(l1-1)*10;
m1+=20;
m2-=20;
if(lev1==l1) {
lev1=0;
l1++;
}
lev1++;
draw();
}
}
if(ch=='f'||ch=='F') {
if(m1>=20) {
if(ch1=='w'||ch1=='W') {
if(x==2&&y==15||x==2&&y==16||x==2&&y==17
||x==3&&y==15||x==3&&y==16||x==3&&y==17
||x==4&&y==16||x==4&&y==17
||x==16&&y==1||x==16&&y==2
||x==17&&y==1||x==17&&y==2||x==17&&y==3
||x==18&&y==1||x==18&&y==2||x==18&&y==3) {
if(a[x-2][y]=="▓"||a[x-2][y]=="□") {
a[x][y]="▓";
x-=2;
a[x][y]="●";
m1-=20;
draw();
}
} else {
if(a[x-2][y]=="▓"||a[x-2][y]=="□"||a[x-2][y]=="∷") {
a[x][y]="□";
if(a[x-2][y]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n1+=50;
m1+=30;
}
case 1: {
m1+=30;
}
}
}
x-=2;
a[x][y]="●";
m1-=20;
draw();
}
}
}
if(ch1=='s'||ch1=='S') {
if(x==2&&y==15||x==2&&y==16||x==2&&y==17
||x==3&&y==15||x==3&&y==16||x==3&&y==17
||x==4&&y==16||x==4&&y==17
||x==16&&y==1||x==16&&y==2
||x==17&&y==1||x==17&&y==2||x==17&&y==3
||x==18&&y==1||x==18&&y==2||x==18&&y==3) {
if(a[x+2][y]=="▓"||a[x+2][y]=="□") {
a[x][y]="▓";
x+=2;
a[x][y]="●";
m1-=20;
draw();
}
} else {
if(a[x+2][y]=="▓"||a[x+2][y]=="□"||a[x+2][y]=="∷") {
a[x][y]="□";
if(a[x+2][y]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n1+=50;
m1+=30;
}
case 1: {
m1+=30;
}
}
}
x+=2;
a[x][y]="●";
m1-=20;
draw();
}
}
}
if(ch1=='a'||ch1=='A') {
if(x==2&&y==15||x==2&&y==16||x==2&&y==17
||x==3&&y==15||x==3&&y==16||x==3&&y==17
||x==4&&y==16||x==4&&y==17
||x==16&&y==1||x==16&&y==2
||x==17&&y==1||x==17&&y==2||x==17&&y==3
||x==18&&y==1||x==18&&y==2||x==18&&y==3) {
if(a[x][y-2]=="▓"||a[x][y-2]=="□") {
a[x][y]="▓";
y-=2;
a[x][y]="●";
m1-=20;
draw();
}
} else {
if(a[x][y-2]=="▓"||a[x][y-2]=="□"||a[x][y-2]=="∷") {
a[x][y]="□";
if(a[x][y-2]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n1+=50;
m1+=30;
}
case 1: {
m1+=30;
}
}
}
y-=2;
a[x][y]="●";
m1-=20;
draw();
}
}
}
if(ch1=='d'||ch1=='D') {
if(x==2&&y==15||x==2&&y==16||x==2&&y==17
||x==3&&y==15||x==3&&y==16||x==3&&y==17
||x==4&&y==16||x==4&&y==17
||x==16&&y==1||x==16&&y==2
||x==17&&y==1||x==17&&y==2||x==17&&y==3
||x==18&&y==1||x==18&&y==2||x==18&&y==3) {
if(a[x][y+2]=="▓"||a[x][y+2]=="□") {
a[x][y]="▓";
y+=2;
a[x][y]="●";
m1-=20;
draw();
}
} else {
if(a[x][y+2]=="▓"||a[x][y+2]=="□"||a[x][y+2]=="∷") {
a[x][y]="□";
if(a[x][y+2]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n1+=50;
m1+=30;
}
case 1: {
m1+=30;
}
}
}
y+=2;
a[x][y]="●";
m1-=20;
draw();
}
}
}
}
}
if(ch=='g'||ch=='G') {
if(m1>=70) {
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17
||p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
if(a[x+1][y]!="■") {
a[p][q]="▓";
p=x+1;
q=y;
a[p][q]="▲";
m1-=70;
n2-=100;
return 0;
}
if(a[x-1][y]!="■") {
a[p][q]="▓";
p=x-1;
q=y;
a[p][q]="▲";
m1-=70;
n2-=100;
return 0;
}
if(a[x][y+1]!="■") {
a[p][q]="▓";
p=x;
q=y+1;
a[p][q]="▲";
m1-=70;
n2-=100;
return 0;
}
if(a[x][y-1]!="■") {
a[p][q]="▓";
p=x;
q=y-1;
a[p][q]="▲";
m1-=70;
n2-=100;
return 0;
}
} else {
if(a[x+1][y]!="■") {
a[p][q]="□";
p=x+1;
q=y;
a[p][q]="▲";
m1-=70;
n2-=100;
return 0;
}
if(a[x-1][y]!="■") {
a[p][q]="□";
p=x-1;
q=y;
a[p][q]="▲";
m1-=70;
n2-=100;
return 0;
}
if(a[x][y+1]!="■") {
a[p][q]="□";
p=x;
q=y+1;
a[p][q]="▲";
m1-=70;
n2-=100;
return 0;
}
if(a[x][y-1]!="■") {
a[p][q]="□";
p=x;
q=y-1;
a[p][q]="▲";
m1-=70;
n2-=100;
return 0;
}
}
}
}
return 0;
}
int p2kz() {
if(ch==72||ch==80||ch==75||ch==77)
ch2=ch;
if(ch==72) {
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17
||p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
if(a[p-1][q]!="■"&&a[p-1][q]!="●") {
a[p][q]="▓";
p--;
a[p][q]="▲";
m2++;
draw();
}
} else {
if(a[p-1][q]!="■"&&a[p-1][q]!="●") {
a[p][q]="□";
if(a[p-1][q]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n2+=50;
}
case 1: {
m2+=20;
}
}
}
p--;
a[p][q]="▲";
m2++;
draw();
}
}
}
if(ch==75) {
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17
||p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
if(a[p][q-1]!="■"&&a[p][q-1]!="●") {
a[p][q]="▓";
q--;
a[p][q]="▲";
m2++;
draw();
}
} else {
if(a[p][q-1]!="■"&&a[p][q-1]!="●") {
a[p][q]="□";
if(a[p][q-1]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n2+=50;
}
case 1: {
m2+=20;
}
}
}
q--;
a[p][q]="▲";
m2++;
draw();
}
}
}
if(ch==80) {
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17
||p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
if(a[p+1][q]!="■"&&a[p+1][q]!="●") {
a[p][q]="▓";
p++;
a[p][q]="▲";
m2++;
draw();
}
} else {
if(a[p+1][q]!="■"&&a[p+1][q]!="●") {
a[p][q]="□";
if(a[p+1][q]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n2+=50;
}
case 1: {
m2+=20;
}
}
}
p++;
a[p][q]="▲";
m2++;
draw();
}
}
}
if(ch==77) {
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17
||p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
if(a[p][q+1]!="■"&&a[p][q+1]!="●") {
a[p][q]="▓";
q++;
a[p][q]="▲";
m2++;
draw();
}
} else {
if(a[p][q+1]!="■"&&a[p][q+1]!="●") {
a[p][q]="□";
if(a[p][q+1]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n2+=50;
}
case 1: {
m2+=20;
}
}
}
q++;
a[p][q]="▲";
m2++;
draw();
}
}
}
if(ch=='1') {
if(a[p][q-1]=="●"
||a[p][q+1]=="●"
||a[p-1][q]=="●"
||a[p+1][q]=="●") {
n1-=20;
m2+=2;
n1-=(l2-1)*2;
if(lev2==l2) {
lev2=0;
l2++;
}
lev2++;
draw();
}
}
if(ch=='2') {
if(m2>=50) {
n2+=200;
m2-=50;
draw();
}
}
if(ch=='3') {
if(m2>=100) {
n1-=200;
m2-=100;
n1-=(l2-1)*20;
if(lev2==l2) {
lev2=0;
l2++;
}
lev2++;
draw();
}
}
if(ch=='4') {
if(m2>=20) {
if(ch2==72) {
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17
||p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
if(a[p-2][q]=="▓"||a[p-2][q]=="□") {
a[p][q]="▓";
p-=2;
a[p][q]="▲";
m1++;
m2-=20;
draw();
}
} else {
if(a[p-2][q]=="▓"||a[p-2][q]=="□"||a[p-2][q]=="∷") {
a[p][q]="□";
if(a[p-2][q]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n2+=50;
m2+=30;
}
case 1: {
m2+=30;
}
}
}
p-=2;
a[p][q]="▲";
m1++;
m2-=20;
draw();
}
}
}
if(ch2==80) {
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17
||p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
if(a[p+2][q]=="▓"||a[p+2][q]=="□") {
a[p][q]="▓";
p+=2;
a[p][q]="▲";
m1++;
m2-=20;
draw();
}
} else {
if(a[p+2][q]=="▓"||a[p+2][q]=="□"||a[p+2][q]=="∷") {
a[p][q]="□";
if(a[p+2][q]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n2+=50;
m2+=30;
}
case 1: {
m2+=30;
}
}
}
p+=2;
a[p][q]="▲";
m1++;
m2-=20;
draw();
}
}
}
if(ch2==75) {
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17
||p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
if(a[p][q-2]=="▓"||a[p][q-2]=="□") {
a[p][q]="▓";
q-=2;
a[p][q]="▲";
m1++;
m2-=20;
draw();
}
} else {
if(a[p][q-2]=="▓"||a[p][q-2]=="□"||a[p][q-2]=="∷") {
a[p][q]="□";
if(a[p][q-2]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n2+=50;
m2+=30;
}
case 1: {
m2+=30;
}
}
}
q-=2;
a[p][q]="▲";
m1++;
m2-=20;
draw();
}
}
}
if(ch2==77) {
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17
||p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
if(a[p][q+2]=="▓"||a[p][q+2]=="□") {
a[p][q]="▓";
q+=2;
a[p][q]="▲";
m1++;
m2-=20;
draw();
}
} else {
if(a[p][q+2]=="▓"||a[p][q+2]=="□"||a[p][q+2]=="∷") {
a[p][q]="□";
if(a[p][q+2]=="∷") {
srand((unsigned)time(NULL));
switch(rand()%2) {
case 0: {
n2+=50;
m2+=30;
}
case 1: {
m2+=30;
}
}
}
q+=2;
a[p][q]="▲";
m1++;
m2-=20;
draw();
}
}
}
}
}
if(ch=='5') {
if(m2>=70) {
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17
||p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
a[p][q]="▓";
p=2;
q=17;
a[p][q]="▲";
m2-=70;
draw();
} else {
a[p][q]="□";
p=2;
q=17;
a[p][q]="▲";
m2-=70;
draw();
}
}
}
return 0;
}
void renji() {
if(n2<=200) {
if(!(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17)) {
if(m2>=70) {
ch='5';
p2kz();
return;
}
} else {
return;
}
}
if(a[p][q-1]=="●"
||a[p][q+1]=="●"
||a[p-1][q]=="●"
||a[p+1][q]=="●") {
ch='1';
p2kz();
return;
}
if(n2<=900) {
if(m2>=50) {
ch='2';
p2kz();
return;
}
}
if(n2>=600) {
if(m2>=100) {
ch='3';
p2kz();
return;
}
}
renji_gress();
if(x<p) {
if(a[p-1][q]=="■") {
if(m2>=20) {
ch2=UP;
ch='4';
}
} else {
ch=UP;
}
p2kz();
if(p!=p2||q!=q2) {
p2=p;
q2=q;
return;
} else {
renji_suiji();
return;
}
}
if(x>p) {
if(a[p+1][q]=="■") {
if(m2>=20) {
ch2=DOWN;
ch='4';
}
} else {
ch=DOWN;
}
p2kz();
if(p!=p2||q!=q2) {
p2=p;
q2=q;
return;
} else {
renji_suiji();
return;
}
}
if(y<q) {
if(a[p][q-1]=="■") {
if(m2>=20) {
ch2=LEFT;
ch='4';
}
} else {
ch=LEFT;
}
p2kz();
if(p!=p2||q!=q2) {
p2=p;
q2=q;
return;
} else {
renji_suiji();
return;
}
}
if(y>q) {
if(a[p][q+1]=="■") {
if(m2>=20) {
ch2=RIGHT;
ch='4';
}
} else {
ch=RIGHT;
}
p2kz();
if(p!=p2||q!=q2) {
p2=p;
q2=q;
return;
} else {
renji_suiji();
return;
}
}
return;
}
void renji_suiji() {
srand((unsigned)time(NULL));
switch(rand()%4) {
case 0: {
ch=UP;
p2kz();
p2kz();
break;
}
case 1: {
ch=DOWN;
p2kz();
p2kz();
break;
}
case 2: {
ch=LEFT;
p2kz();
p2kz();
break;
}
case 3: {
ch=RIGHT;
p2kz();
p2kz();
break;
}
}
}
void renji_gress() {
if(a[p-2][q]=="∷") {
if(a[p-1][q]=="■") {
if(m2>=30) {
ch2=UP;
ch='4';
p2kz();
return;
}
}
}
if(a[p+2][q]=="∷") {
if(a[p+1][q]=="■") {
if(m2>=30) {
ch2=DOWN;
ch='4';
p2kz();
return;
}
}
}
if(a[p][q-2]=="∷") {
if(a[p][q-1]=="■") {
if(m2>=30) {
ch2=LEFT;
ch='4';
p2kz();
return;
}
}
}
if(a[p][q+2]=="∷") {
if(a[p][q+1]=="■") {
if(m2>=30) {
ch2=RIGHT;
ch='4';
p2kz();
return;
}
}
}
if(a[p-1][q]=="∷") {
ch=UP;
p2kz();
return;
}
if(a[p+1][q]=="∷") {
ch=DOWN;
p2kz();
return;
}
if(a[p][q-1]=="∷") {
ch=LEFT;
p2kz();
return;
}
if(a[p][q+1]=="∷") {
ch=RIGHT;
p2kz();
return;
}
}
int main() {
if(1) {
hidden();
jz[1]="▏";
jz[2]="▎";
jz[3]="▍";
jz[4]="▌";
jz[5]="▋";
jz[6]="▊";
jz[7]="▉";
jz[0]="";
}
hqzy();
for(i=1; i<=136; i++) {
xxxx=i%8;
COORD pos = {0, 0};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
printf("Are entering a square in the world~ Loading...\n");
printf("-------------------------------------------------\n");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
for(j=1; j<=i/8; j++)
printf("█");
cout<<jz[xxxx]<<endl;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
printf("----------------------------------\n");
}
////////////////////////////////////////////////////////////////////////////////////
printf("Initialize the...");
Sleep(1000);
while(1) {
n1=1000;
m1=10;
n2=1000;
m2=10;
l1=1;
l2=1;
lev1=0;
lev2=0;
zcd();
if(x==2&&y==15||x==2&&y==16||x==2&&y==17
||x==3&&y==15||x==3&&y==16||x==3&&y==17
||x==4&&y==16||x==4&&y==17
||x==16&&y==1||x==16&&y==2
||x==17&&y==1||x==17&&y==2||x==17&&y==3
||x==18&&y==1||x==18&&y==2||x==18&&y==3) {
a[x][y]="▓";
} else {
a[x][y]="□";
}
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17
||p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
a[p][q]="▓";
} else {
a[p][q]="□";
}
x=18;
y=1;
p=2;
q=17;
a[4][6]=a[4][10]=a[4][11]=a[4][12]=a[5][10]=a[5][11]=a[6][10]=a[7][3]=a[7][15]=a[8][14]=a[8][15]=a[9][13]=a[9][14]=a[9][15]=a[13][3]=a[12][3]=a[12][4]=a[11][3]=a[11][4]=a[11][5]=a[14][8]=a[15][7]=a[15][8]=a[16][6]=a[16][7]=a[16][8]=a[16][12]=a[13][15]="∷";
a[x][y]="●";
a[p][q]="▲";
t=time(NULL); //开始时间
t1=(int)time(NULL); //当前时间
t2=(int)time(NULL)-t; //扣血时间
t3=(int)time(NULL)-t; //当前时间-开始时间:1 or 0
t5=(double)time(NULL); //
draw();
while(n1>0&&n2>0) {
t1=(int)time(NULL);
t3=(int)time(NULL)-t;
t6=(double)time(NULL)-t5;
if((time(NULL)-t)/60==10) {
draw();
printf(" Game over");
while(1) {
ch=getch();
if(ch=='=') {
return 0;
}
}
}
if(t2!=(int)time(NULL)-t) {
draw();
t2=(int)time(NULL)-t;
if(x==2&&y==15||x==2&&y==16||x==2&&y==17
||x==3&&y==15||x==3&&y==16||x==3&&y==17
||x==4&&y==16||x==4&&y==17) {
n1-=50;
}
if(x==16&&y==1||x==16&&y==2
||x==17&&y==1||x==17&&y==2||x==17&&y==3
||x==18&&y==1||x==18&&y==2||x==18&&y==3) {
n1+=50;
}
if(p==2&&q==15||p==2&&q==16||p==2&&q==17
||p==3&&q==15||p==3&&q==16||p==3&&q==17
||p==4&&q==16||p==4&&q==17) {
n2+=50;
}
if(p==16&&q==1||p==16&&q==2
||p==17&&q==1||p==17&&q==2||p==17&&q==3
||p==18&&q==1||p==18&&q==2||p==18&&q==3) {
n2-=50;
}
}
if(t3%60==0) {
srand((unsigned)time(NULL));
switch(rand()%28) {
case 0:
if(a[4][6]=="□")a[4][6]="∷";
case 1:
if(a[4][10]=="□")a[4][10]="∷";
case 2:
if(a[4][11]=="□")a[4][11]="∷";
case 3:
if(a[4][12]=="□")a[4][12]="∷";
case 4:
if(a[5][10]=="□")a[5][10]="∷";
case 5:
if(a[5][11]=="□")a[5][11]="∷";
case 6:
if(a[6][10]=="□")a[6][10]="∷";
case 7:
if(a[7][3]=="□")a[7][3]="∷";
case 8:
if(a[7][15]=="□")a[7][15]="∷";
case 9:
if(a[8][14]=="□")a[8][14]="∷";
case 10:
if(a[8][15]=="□")a[8][15]="∷";
case 11:
if(a[9][13]=="□")a[9][13]="∷";
case 12:
if(a[9][14]=="□")a[9][14]="∷";
case 13:
if(a[9][15]=="□")a[9][15]="∷";
case 14:
if(a[13][3]=="□")a[13][3]="∷";
case 15:
if(a[12][3]=="□")a[12][3]="∷";
case 16:
if(a[12][4]=="□")a[12][4]="∷";
case 17:
if(a[11][3]=="□")a[11][3]="∷";
case 18:
if(a[11][4]=="□")a[11][4]="∷";
case 19:
if(a[11][5]=="□")a[11][5]="∷";
case 20:
if(a[14][8]=="□")a[14][8]="∷";
case 21:
if(a[15][7]=="□")a[15][7]="∷";
case 22:
if(a[15][8]=="□")a[15][8]="∷";
case 23:
if(a[16][6]=="□")a[16][6]="∷";
case 24:
if(a[16][7]=="□")a[16][7]="∷";
case 25:
if(a[16][8]=="□")a[16][8]="∷";
case 26:
if(a[16][12]=="□")a[16][12]="∷";
case 27:
if(a[13][15]=="□")a[13][15]="∷";
}
draw();
}
if(t6>=0.125) {//速度调节
renji();
t5+=0.125;
}
if(kbhit()) {
ch=getch();
p1kz();
////////////////////////////////////////////////////////////////////////////////////
if(ch=='p') {
zanting();
t4=t1;
do {
ch=getch();
} while(ch!='p');
t=t+(int)time(NULL)-t4;
system("cls");
draw();
continue;
}
if(ch=='=') {
exit(0);
}
if(ch=='q') {
m1++;
draw();
}
if(ch=='6') {
m2++;
draw();
}
}
}
////////////////////////////////////////////////////////////////////////////////////
draw();
if(n2==0) {
printf(" ●Player 1 -");
while(1) {
ch=getch();
if(ch=='=') {
break;
}
}
} else {
printf(" ▲Player 2 -");
while(1) {
ch=getch();
if(ch=='=') {
break;
}
}
}
}
return 0;
}
双人格斗(人机)
//有损坏嫌疑
#include<windows.h>
#include<iostream>
#include<conio.h>
#include<cstring>
#include<cstdio>
#include<ctime>
using namespace std;
string name= "Slime";
char c,p;
string jn1="扔石头",jn2=" 无 ", jn3=" 无 ";
int HP1=100,HP2=10,hp1=100,hp2=10,exp=0,jnn1,jnn2,jnn3,matk=1;
char atk1[]=" 5 ",atk2[]=" 0 ",atk3[]=" 0 ";
char map[100][100]={
"[1--1] [lock] [lock]\n",
"[lock] [lock] [lock]\n",
"[lock] [lock] [lock]\n",
"[lock] [lock] [lock]\n",
"[lock] [lock] [lock]\n"
};
string jnkk[100]={
"扔石头"," 无 "," 无 "," 无 "," 无 ",
" 无 "," 无 "," 无 "," 无 "," 无 ",
" 无 "," 无 "," 无 "," 无 "," 无 "
};
int jnkkk[100];
void jnk()
{
system("cls");
cout<<"\n\n\n\n\n\n 技能:\n ";
for(int k=1;k<16;k++)
{
cout<<k<<'.'<<jnkk[k-1]<<' ';
if(k%5==0)
cout<<"\n ";
}
cout<<"chose what you want(three number):";
cin>>jnn1>>jnn2>>jnn3;
jn1=jnkk[jnn1-1];
atk1[1]=(char)(jnkkk[jnn1-1]);
jn2=jnkk[jnn2-1];
atk2[1]=(char)(jnkkk[jnn2-1]);
jn3=jnkk[jnn3-1];
atk3[1]=(char)(jnkkk[jnn3-1]);
system("cls");
}
void battle(int x,int y,string s)
{
cout<<"You";
for(int i=0;i<y-4;i++)
cout<<" ";
cout<<s<<endl;
cout<<"HP:"<<HP1;
for(int i=0;i<y-7;i++)
cout<<" ";
cout<<"HP:"<<HP2<<endl;
cout<<HP1-hp1;
for(int i=0;i<y-4;i++)
cout<<" ";
cout<<HP2-hp2<<endl;
hp1=HP1;
hp2=HP2;
for(int i=0;i<x;i++)
{
for(int j=0;j<y;j++)
{
if(i>x/2-1&&i<x/2+1&&j<y/4+1&&j>y/4-1)
cout<<"[]";
else
{
if(i>x/2-1&&i<x/2+1&&j<y/4*3+1&&j>y/4*3-1)
cout<<"()";
else
cout<<"--";
}
}
cout<<endl;
}
cout<<"技能:"<<endl;
cout<<" | ====== |"<<" "<<"| ====== |"<<" "<<"| ====== |";
cout<<endl;
cout<<" |Q:"<<jn1<<"|"<<" |E:"<<jn2<<"|"<<" |T:"<<jn3<<"|";
cout<<endl;
cout<<" |atk:"<<atk1<<"|"<<" |atk:"<<atk2<<"|"<<" |atk:"<<atk3<<"|";
cout<<endl;
cout<<" | ====== |"<<" "<<"| ====== |"<<" "<<"| ====== |";
cout<<endl;
Sleep(600);
system("cls");
cout<<"You";
for(int i=0;i<y-4;i++)
cout<<" ";
cout<<s<<endl;
cout<<"HP:"<<HP1;
for(int i=0;i<y-7;i++)
cout<<" ";
cout<<"HP:"<<HP2<<endl;
cout<<endl;
for(int i=0;i<x;i++)
{
for(int j=0;j<y;j++)
{
if(i>x/2-1&&i<x/2+1&&j<y/4+1&&j>y/4-1)
cout<<"[]";
else
{
if(i>x/2-1&&i<x/2+1&&j<y/4*3+1&&j>y/4*3-1)
cout<<"()";
else
cout<<"--";
}
}
cout<<endl;
}
cout<<"技能:"<<endl;
cout<<" | ====== |"<<" "<<"| ====== |"<<" "<<"| ====== |";
cout<<endl;
cout<<" |Q:"<<jn1<<"|"<<" |E:"<<jn2<<"|"<<" |T:"<<jn3<<"|";
cout<<endl;
cout<<" |atk:"<<atk1<<"|"<<" |atk:"<<atk2<<"|"<<" |atk:"<<atk3<<"|";
cout<<endl;
cout<<" | ====== |"<<" "<<"| ====== |"<<" "<<"| ====== |";
cout<<endl;
return;
}
void begin()
{
while(HP1>0&&HP2>0)
{
battle(8,20,name);
cout<<"按q:";
c=getch();
if(c=='q'||c=='Q')
{
HP2-=5;
HP1-=1;
}
else
HP1-=1;
system("cls");
}
return;
}
void dead()
{
system("cls");
cout<<"\n\n\n\n\n\n\n\n\n YOU DEAD!";
Sleep(3000);
system("cls");
}
void win()
{
system("cls");
cout<<"\n\n\n\n\n\n\n\n\n YOU KILL "<<name<<'!';
Sleep(3000);
system("cls");
return;
}
void place(char c,char p)
{
Sleep(1000);
if(c==1&&p==1)
{
name="Zombie";
matk=5;
HP1=100;
HP2=50;
jnk();
while(HP1>0)
{
battle(8,20,name);
c=getch();
if(c=='q'||c=='Q')
{
HP2-=atk1[1];
HP1-=matk;
}
else if(c=='e'||c=='E')
{
HP2-=atk2[1];
HP1-=matk;
}
else if(c=='t'||c=='T')
{
HP2-=atk3[1];
HP1-=matk;
}
else
HP1-=matk;
if(HP2<=0)
{
win();
for(int i=exp+30;exp<i;exp++)
{
cout<<"\n\n\n\n\n\n\n\n\n exp:"<<exp<<"+1";
Sleep(100);
system("cls");
}
map[0][8]='1',map[0][9]='-',map[0][10]='-',map[0][11]='2';
return;
}
system("cls");
}
}
return;
}
void chosemap()
{
system("cls");
cout<<"\n\n\n\n\n\n ";
cout<<map[0];
cout<<" ";
cout<<map[1];
cout<<" ";
cout<<map[2];
cout<<" ";
cout<<map[3];
cout<<" ";
cout<<map[4];
cout<<" ";
cout<<"你要去哪:";
c=getch();
system("cls");
cout<<"\n\n\n\n\n\n\n\n\n ";
cout<<map[c-49];
cout<<" ";
cout<<"你要去哪:";
p=getch();
if(map[c-49][p*7-3]==p)
place(c,p);
else
{
cout<<"\n\n\n\n\n\n\n\n\n lock";
Sleep(4000);
chosemap();
}
system("cls");
}
int main()
{
memset(jnkkk,0,sizeof(jnkkk));
jnkkk[0]=5;
cout<<"\n\n\n\n\n\n\n\n\n 为了更好的游戏体验,你该打完教程。";
Sleep(2500);
system("cls");
while(1)
{
begin();
if(HP2<=0)
break;
system("cls");
dead();
cout<<"\n\n\n\n\n\n\n\n\n 居然教程还有人过不去。。。渣渣";
HP1=100;
HP2=10;
Sleep(2000);
system("cls");
}
win();
for(int i=exp+20;exp<i;exp++)
{
cout<<"\n\n\n\n\n\n\n\n\n exp:"<<exp<<"+1";
Sleep(100);
system("cls");
}
cout<<"\n\n\n\n\n\n\n\n\n 现在你对基本操作有所了解了吧";
Sleep(5000);
system("cls");
cout<<"\n\n\n\n\n\n ";
cout<<map[0];
cout<<" ";
cout<<map[1];
cout<<" ";
cout<<map[2];
cout<<" ";
cout<<map[3];
cout<<" ";
cout<<map[4];
cout<<" ";
cout<<"输入1:";
c=getch();
system("cls");
if(c!='1')
{
cout<<" ";
cout<<"强制输入1";
Sleep(2000);
}
system("cls");
cout<<"\n\n\n\n\n\n\n\n\n ";
cout<<map[0];
cout<<" ";
cout<<"输入1:";
c=getch();
if(c!='1')
{
cout<<" ";
cout<<"强制输入1";
Sleep(2000);
}
system("cls");
cout<<"\n\n\n\n\n\n\n\n\n loading";
Sleep(5000);
system("cls");
place(1,1);
chosemap();
return 0;
}
牛顿的跳跃
//转自:https://www.luogu.com.cn/team/32221#main
#include <iostream>
#include <conio.h>
#include <string>
#include <map>
#include <cmath>
#include <windows.h>
#include <time.h>
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0)
using namespace std;
int fallspeed;
int jumpspeed = -3;
int gravity = 1;
int y = 90, x = 15, face, health = 1000, lasthealth = 1000, breath = 100, hungry = 1000;
bool attack, defense, hurt, mode;
struct TNT
{
int y;
int x;
int time;
};
TNT tnt[20];
string die;
struct BLOCK
{
int color;
int ch;
};
struct MOB
{
int fallspeed;
int health;
bool hurt;
int y;
int x;
int attack;
string shap;
bool isenemy;
int color;
string name;
};
MOB mobs[50] = {
{0,1000,0,0,0,100,"危",true,7,"危"},
{0,10,0,0,0,10," ",true,7," "},
{0,1000,0,0,0,100,"MM",false,7,"MM"},
{0,1000,0,90,70,-100,"AC",true,7,"Accept"},
{0,10000,0,90,70,500,"BO",true,7,"BOSS"},
};
MOB mob[100] = {
{0,1000,0,92,4,100,"WA",true,7,"Wrong Anwser"},
{0,1000,0,92,4,100,"TL",true,7,"Time Limit Error"},
{0,2000,0,92,4,300,"CE",true,7,"Compile Error"},
{0,1000,0,45,9,100,"WA",true,7,"Wrong Anwser"},
{0,10000,0,90,70,500,"UK",true,7,"Unknown Error"},
{0,1000,0,92,3,0,"MM",false,7,"MM"},
{0,1000,0,92,3,0,"MM",false,7,"MM"},
{0,1000,0,90,15,0,"MM",false,7,"MM"},
{0,1000,0,90,80,0,"MM",false,7,"MM"},
{0,100000,0,90,70,-100,"AC",true,7,"Accept"},
{0,100000,0,90,70,-1000,"AK",true,7,"AK"},
};
string block[30] = {" ","■","≈","危","≈","≡","〓","Ⅲ","■","▓"};
// 0 空气 1 ■
BLOCK board[100][100];
BLOCK setboard[100][100] = {
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{{7,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{6,5},{7,1},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{7,1},{0,0},{7,1},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1}},
{{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{6,5},{7,1},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1}},
{{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{6,5},{7,1},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1}},
{{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{6,5},{7,1},{0,0},{7,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1},{7,1},{7,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1}},
{{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{6,5},{7,1},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1}},
{{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{6,5},{7,1},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1}},
{{7,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{6,5},{7,1},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{7,1},{7,1},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{14,9},{0,0},{7,1}},
{{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{6,5},{7,1},{0,0},{0,0},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{14,9},{14,9},{14,9},{7,1}},
{{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1},{7,1},{0,0},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{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},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{14,9},{14,9},{14,9},{7,1}},
{{7,1},{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},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{0,0},{2,1},{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},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{14,9},{14,9},{14,9},{7,1}},
{{7,1},{0,0},{7,1},{7,1},{7,1},{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},{7,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{12,3},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{0,0},{2,1},{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},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{7,1},{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},{14,9},{14,9},{14,9},{7,1}},
{{7,1},{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},{0,0},{0,0},{0,0},{0,0},{7,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{12,3},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{10,6},{2,1},{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},{7,1},{9,2},{0,0},{0,0},{0,0},{12,4},{7,1},{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},{14,9},{14,9},{14,9},{7,1}},
{{7,1},{2,1},{2,1},{2,1},{2,1},{2,1},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{2,1},{2,1},{2,1},{0,0},{9,2},{9,2},{9,2},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{2,1},{7,1}},
{{7,1},{6,1},{6,1},{6,1},{6,1},{6,1},{0,0},{0,0},{0,0},{0,0},{14,9},{14,9},{14,9},{6,1},{6,1},{0,0},{9,2},{9,2},{9,2},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{7,1}},
{{7,1},{6,1},{6,1},{6,1},{6,1},{6,1},{8,1},{8,1},{8,1},{8,1},{14,9},{14,9},{6,1},{6,1},{6,1},{6,1},{9,2},{9,2},{9,2},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{6,1},{7,1}},
{{7,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{14,9},{8,1},{8,1},{8,1},{8,1},{8,1},{9,2},{9,2},{9,2},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{7,1}},
{{7,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{7,1},{0,0},{0,0},{0,0},{0,0},{0,0} ,{0,0},{0,0},{0,0},{0,0},{7,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{8,1},{7,1}}
};
void color(int a)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
/* 1 深蓝色
2 深绿色
3 深青色
4 深红色
5 深粉色
6 黄色
7 深白色
8 灰色
9 浅蓝色
10 浅绿色
11 浅青色
12 浅红色
13 浅粉色
14 浅黄色
15 浅白色
背景
1~15 黑色
16~31 深蓝色
32~47 深绿色
48~63 深青色
64~79 深红色
'S'~95 深粉色
96~111 深黄色
112~127 深白色
128~143 灰色
144~159 浅蓝色
160~1'A' 浅绿色
176~191 浅青色
192~207 浅红色
208~223 浅粉色
224~239 浅黄色
240~255 浅白色
*/
}
int mobmove()
{
for(int j = 0; j < 100; j++)
{
if(mob[j].shap == "")
{
continue;
}
if(mob[j].hurt)
{
mob[j].hurt = false;
mob[j].color = 7;
}
if(mob[j].health <= 0)
{
mob[j].shap = "";
mob[j].color = 7;
}
if(mob[j].y > 99)
{
mob[j].shap = "";
mob[j].color = 7;
}
if(board[mob[j].y][mob[j].x].ch == 4)
{
mob[j].health -= 200;
mob[j].hurt = true;
}
if(board[mob[j].y + 1][mob[j].x].ch == 1 && board[mob[j].y + 1][mob[j].x].color == 4)
{
mob[j].health -= 100;
mob[j].hurt = true;
}
if(board[mob[j].y][mob[j].x + 1].ch == 8)
{
mob[j].health -= 100;
mob[j].hurt = true;
}
if(board[mob[j].y][mob[j].x - 1].ch == 8)
{
mob[j].health -= 100;
mob[j].hurt = true;
}
if((mob[j].y == y || mob[j].y == y - 1) && (mob[j].x == x + 1 || mob[j].x == x || mob[j].x == x - 1) && KEY_DOWN(' '))
{
mob[j].health -= 100;
mob[j].hurt = true;
mob[j].fallspeed = -1;
mob[j].x -= 3;
}
if(mob[j].y == y && mob[j].x == x && mob[j].isenemy)
{
health -= mob[j].attack;
hurt = true;
die = "被 " + mob[j].name + " 杀死了";
}
for(int i = mob[j].y - 1; i >= mob[j].y + mob[j].fallspeed; i--)
{
if(board[i - 1][mob[j].x].ch == 1 || board[i - 1][mob[j].x].ch == 9)
{
mob[j].fallspeed = 0 - mob[j].y + i + 1;
return 0;
}
}
for(int i = mob[j].y + 1; i <= mob[j].y + mob[j].fallspeed; i++)
{
if(board[i][mob[j].x].ch == 1 || board[i][mob[j].x].ch == 9)
{
if(mob[j].fallspeed >= 5 && board[i - 1][mob[j].x].ch != 2)
{
mob[j].health -= 50 * (mob[j].fallspeed - 4);
mob[j].hurt = true;
}
mob[j].fallspeed = 0;
return 0;
}
}
mob[j].y += mob[j].fallspeed;
mob[j].fallspeed += gravity;
if(mob[j].isenemy)
{
if(mob[j].y > y && (board[mob[j].y + 1][mob[j].x].ch == 1 || board[mob[j].y + 1][mob[j].x].ch == 9))
{
if(mob[j].y > y + 50)
{
mob[j].fallspeed = -7;
}
mob[j].fallspeed = -3;
}
if(mob[j].x < x)
{
if(board[mob[j].y][mob[j].x + 1].ch != 1 && board[mob[j].y][mob[j].x + 1].ch != 9)
{
mob[j].x++;
}
else if(board[mob[j].y + 1][mob[j].x].ch == 1 || board[mob[j].y + 1][mob[j].x].ch == 9)
{
mob[j].fallspeed = -3;
}
}
else if(mob[j].x > x)
{
if(board[mob[j].y][mob[j].x - 1].ch != 1 && board[mob[j].y][mob[j].x - 1].ch != 9)
{
mob[j].x--;
}
else if(board[mob[j].y + 1][mob[j].x].ch == 1 || board[mob[j].y + 1][mob[j].x].ch == 9)
{
mob[j].fallspeed = -3;
}
}
}
else
{
if(rand() % 3 == 0)
{
if(board[mob[j].y][mob[j].x + 1].ch != 1 && board[mob[j].y][mob[j].x + 1].ch != 9)
{
mob[j].x++;
}
else if(board[mob[j].y + 1][mob[j].x].ch == 1 || board[mob[j].y + 1][mob[j].x].ch == 9)
{
mob[j].fallspeed = -3;
}
}
else if(rand() % 3 == 1)
{
if(board[mob[j].y][mob[j].x - 1].ch != 1 && board[mob[j].y][mob[j].x - 1].ch != 9)
{
mob[j].x--;
}
else if(board[mob[j].y + 1][mob[j].x].ch == 1 || board[mob[j].y + 1][mob[j].x].ch == 9)
{
mob[j].fallspeed = -3;
}
}
}
if(mob[j].hurt)
{
mob[j].color = 12;
}
}
return 0;
}
int print()
{
if(!mode)
{
color(8);
cout << "HP:";
color(12);
cout << health << endl;
for(int i = 0; i < health; i += 100)
{
cout << "◆";
}
color(7);
for(int i = health; i < lasthealth; i += 100)
{
cout << "◇";
}
cout << endl;
color(8);
cout << "AIR:";
color(11);
cout << breath << endl;
for(int i = 0; i < breath; i += 10)
{
cout << "●";
}
for(int i = breath; i < 91; i += 10)
{
cout << "○";
}
cout << endl;
color(8);
cout << "HUNGRY:";
color(14);
cout << hungry << endl;
for(int i = 0; i < hungry; i += 100)
{
cout << "§";
}
cout << endl;
}
for(int i = y - 7; i <= y + 7; i++)
{
for(int j = x - 7; j <= x + 7; j++)
{
bool ismob = false;
for(int k = 0; k < 100; k++)
{
if(mob[k].shap == "")
{
continue;
}
else if(mob[k].x == j && mob[k].y == i)
{
color(mob[k].color);
cout << mob[k].shap;
ismob = true;
break;
}
}
if(ismob)
{
continue;
}
if(i == y - 1 && j == x + face && attack)
{
color(4);
cout << "__";
}
else if(i == y - 1 && j == x + face && defense)
{
color(6);
cout << "┋";
}
else if(i == y && j == x + face && defense)
{
color(6);
cout << "┋";
}
else if(i == y && j == x)
{
if (KEY_DOWN('S'))
{
color(14);
if(hurt)
{
color(12);
}
cout << "()";
}
else
{
color(9);
if(hurt)
{
color(12);
}
cout << "∏";
}
}
else if(i == y - 1 && j == x)
{
if (!KEY_DOWN('S'))
{
color(14);
if(hurt)
{
color(12);
}
cout << "()";
}
else
{
color(board[i][j].color);
cout << block[board[i][j].ch];
}
}
else
{
if(i < 0 || i >= 100 || j < 0 || j >= 100)
{
cout << " ";
continue;
}
color(board[i][j].color);
cout << block[board[i][j].ch];
}
}
cout << endl;
}
color(7);
cout << "Y:";
color(6);
cout << 100 - y << endl;
color(7);
cout << "X:";
color(6);
cout << x << endl;
return 0;
}
int move()
{
if(board[y][x].ch == 5)
{
y += fallspeed;
return 0;
}
if(board[y][x].ch == 2)
{
if(fallspeed > 1)
{
fallspeed = 1;
}
}
else
{
for(int i = y - 1; i >= y + fallspeed; i--)
{
if(board[i - 1][x].ch == 1 || board[i - 1][x].ch == 9)
{
fallspeed = 0 - y + i + 1;
return 0;
}
}
}
for(int i = y + 1; i <= y + fallspeed; i++)
{
if(board[i][x].ch == 1 || board[i][x].ch == 9)
{
if(fallspeed >= 5 && board[i - 1][x].ch != 2)
{
health -= 50 * (fallspeed - 4);
if(fallspeed >= 7)
{
die = "落地过猛!";
}
else
{
die = "从高处摔了下来!";
}
hurt = true;
}
fallspeed = 0;
return 0;
}
}
y += fallspeed;
fallspeed += gravity;
return 0;
}
int bomb()
{
for(int i = 0; i < 20; i++)
{
if(tnt[i].time == 0)
{
int atk = 0;
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 4)
{
atk = 50;
fallspeed = -1;
x += x - tnt[i].x;
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 3)
{
atk = 100;
fallspeed = -2;
x += x - tnt[i].x;
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 2)
{
atk = 300;
fallspeed = -4;
x += 2 * (x - tnt[i].x);
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 1)
{
atk = 500;
fallspeed = -7;
x += 5 * (x - tnt[i].x);
}
if(abs(x - tnt[i].x) + abs(y - tnt[i].y) == 0)
{
atk = 800;
fallspeed = -10;
}
tnt[i].time--;
health -= atk;
die = "被TNT炸死了";
if(atk > 0)
{
hurt = true;
}
setboard[tnt[i].y - 2][tnt[i].x].color = 7;
setboard[tnt[i].y - 1][tnt[i].x - 1].color = 7; setboard[tnt[i].y - 1][tnt[i].x].color = 0; setboard[tnt[i].y - 1][tnt[i].x + 1].color = 7;
setboard[tnt[i].y][tnt[i].x - 2].color = 7; setboard[tnt[i].y][tnt[i].x - 1].color = 0; setboard[tnt[i].y][tnt[i].x].color = 0; setboard[tnt[i].y][tnt[i].x + 1].color = 0; setboard[tnt[i].y][tnt[i].x + 2].color = 7;
setboard[tnt[i].y + 1][tnt[i].x - 1].color = 7; setboard[tnt[i].y + 1][tnt[i].x].color = 0; setboard[tnt[i].y + 1][tnt[i].x + 1].color = 7;
setboard[tnt[i].y + 2][tnt[i].x].color = 7;
setboard[tnt[i].y - 2][tnt[i].x].ch = 8;
setboard[tnt[i].y - 1][tnt[i].x - 1].ch = 8; setboard[tnt[i].y - 1][tnt[i].x].ch = 0; setboard[tnt[i].y - 1][tnt[i].x + 1].ch = 8;
setboard[tnt[i].y][tnt[i].x - 2].ch = 8; setboard[tnt[i].y][tnt[i].x - 1].ch = 0; setboard[tnt[i].y][tnt[i].x].ch = 0; setboard[tnt[i].y][tnt[i].x + 1].ch = 0; setboard[tnt[i].y][tnt[i].x + 2].ch = 8;
setboard[tnt[i].y + 1][tnt[i].x - 1].ch = 8; setboard[tnt[i].y + 1][tnt[i].x].ch = 0; setboard[tnt[i].y + 1][tnt[i].x + 1].ch = 8;
setboard[tnt[i].y + 2][tnt[i].x].ch = 8;
}
else if(tnt[i].time == -1)
{
setboard[tnt[i].y - 2][tnt[i].x].color = 0;
setboard[tnt[i].y - 1][tnt[i].x - 1].color = 0; setboard[tnt[i].y - 1][tnt[i].x].color = 0; setboard[tnt[i].y - 1][tnt[i].x + 1].color = 0;
setboard[tnt[i].y][tnt[i].x - 2].color = 0; setboard[tnt[i].y][tnt[i].x - 1].color = 0; setboard[tnt[i].y][tnt[i].x].color = 0; setboard[tnt[i].y][tnt[i].x + 1].color = 0; setboard[tnt[i].y][tnt[i].x + 2].color = 0;
setboard[tnt[i].y + 1][tnt[i].x - 1].color = 0; setboard[tnt[i].y + 1][tnt[i].x].color = 0; setboard[tnt[i].y + 1][tnt[i].x + 1].color = 0;
setboard[tnt[i].y + 2][tnt[i].x].color = 0;
setboard[tnt[i].y - 2][tnt[i].x].ch = 0;
setboard[tnt[i].y - 1][tnt[i].x - 1].ch = 0; setboard[tnt[i].y - 1][tnt[i].x].ch = 0; setboard[tnt[i].y - 1][tnt[i].x + 1].ch = 0;
setboard[tnt[i].y][tnt[i].x - 2].ch = 0; setboard[tnt[i].y][tnt[i].x - 1].ch = 0; setboard[tnt[i].y][tnt[i].x].ch = 0; setboard[tnt[i].y][tnt[i].x + 1].ch = 0; setboard[tnt[i].y][tnt[i].x + 2].ch = 0;
setboard[tnt[i].y + 1][tnt[i].x - 1].ch = 0; setboard[tnt[i].y + 1][tnt[i].x].ch = 0; setboard[tnt[i].y + 1][tnt[i].x + 1].ch = 0;
setboard[tnt[i].y + 2][tnt[i].x].ch = 0;
tnt[i].time--;
}
else if(tnt[i].time > 0)
{
tnt[i].time--;
if(tnt[i].time % 2 == 0)
{
setboard[tnt[i].y][tnt[i].x].color = 12;
}
else
{
setboard[tnt[i].y][tnt[i].x].color = 7;
}
}
}
return 0;
}
int check()
{
for(int i = 0; i < 100; i++)
{
for(int j = 0; j < 100; j++)
{
if(board[i][j].ch == 2)
{
if(board[i + 1][j].ch == 0 )
{
setboard[i + 1][j].ch = 2;
setboard[i + 1][j].color = board[i][j].color;
}
else if(board[i + 1][j].ch == 4)
{
setboard[i + 1][j].ch = 1;
setboard[i + 1][j].color = 8;
}
else if(board[i + 1][j].ch == 1|| board[i + 1][j].ch == 8)
{
if(board[i][j + 1].ch == 0)
{
setboard[i][j + 1].ch = 2;
setboard[i][j + 1].color = board[i][j].color;
}
else if(board[i][j + 1].ch == 4)
{
setboard[i][j + 1].ch = 1;
setboard[i][j + 1].color = 8;
}
if(board[i][j - 1].ch == 0)
{
setboard[i][j - 1].ch = 2;
setboard[i][j - 1].color = board[i][j].color;
}
else if(board[i][j - 1].ch == 4)
{
setboard[i][j - 1].ch = 1;
setboard[i][j - 1].color = 8;
}
}
}
if(board[i][j].ch == 4)
{
if(board[i + 1][j].ch == 0)
{
setboard[i + 1][j].ch = 4;
setboard[i + 1][j].color = board[i][j].color;
}
else if(board[i + 1][j].ch == 2)
{
setboard[i + 1][j].ch = 1;
setboard[i + 1][j].color = 8;
}
else if(board[i + 1][j].ch == 1 || board[i + 1][j].ch == 8)
{
if(board[i][j + 1].ch == 0)
{
setboard[i][j + 1].ch = 4;
setboard[i][j + 1].color = board[i][j].color;
}
else if(board[i][j + 1].ch == 2)
{
setboard[i][j + 1].ch = 1;
setboard[i][j + 1].color = 8;
}
if(board[i][j - 1].ch == 0)
{
setboard[i][j - 1].ch = 4;
setboard[i][j - 1].color = board[i][j].color;
}
else if(board[i][j - 1].ch == 2)
{
setboard[i][j - 1].ch = 1;
setboard[i][j - 1].color = 8;
}
}
}
if(board[i][j].ch == 9)
{
if(board[i + 2][j].ch == 0 && board[i + 1][j].ch == 0 && i + 2 < 100)
{
setboard[i][j].ch = 0;
setboard[i][j].color = 0;
setboard[i + 2][j].ch = 9;
setboard[i + 2][j].color = board[i][j].color;
if(board[i][j].color == 8 && j == x && i + 2 == y)
{
health -= 600;
hurt = true;
die = "被压扁了";
}
}
else if(board[i + 1][j].ch == 0 && i + 1 < 100)
{
setboard[i][j].ch = 0;
setboard[i][j].color = 0;
setboard[i + 1][j].ch = 9;
setboard[i + 1][j].color = board[i][j].color;
if(board[i][j].color == 8 && j == x && i + 1 == y)
{
health -= 600;
hurt = true;
die = "被压扁了";
}
else if(board[i][j].color == 8 && j == x && i + 2 == y)
{
health -= 600;
hurt = true;
die = "被压扁了";
}
}
}
}
}
for(int i = 0; i < 100; i++)
{
for(int j = 0; j < 100; j++)
{
board[i][j] = setboard[i][j];
}
}
}
int main()
{
srand((int)time(0));
for(int i = 0; i < 20; i++)
{
tnt[i].time = -2;
}
while(1)
{
system("cls");
if(mode)
{
hurt = false;
}
if(!mode)
{
move();
}
check();
bomb();
mobmove();
print();
Sleep(70);
hungry--;
hungry = max(hungry, 0);
if(hungry == 0)
{
die = "被饿死了";
hurt = true;
health -= 10;
}
if(mode)
{
health = 1000;
}
if(health <= 0)
{
Sleep(500);
system("cls");
color(12);
cout << " GAME OVER " << endl;
color(7);
cout << " STEVE " << die << endl;
Sleep(2000);
x = 15;
y = 90;
health = 1000;
fallspeed = 0;
}
health += hungry / 300;
if(health > 1000)
{
health = 1000;
}
if(attack)
{
attack = 0;
}
if(defense)
{
defense = 0;
}
if(hurt)
{
hurt = false;
lasthealth = health;
}
if(board[y][x].ch == 2)
{
fallspeed = 1;
if(KEY_DOWN('W'))
{
fallspeed = -1;
}
}
if(board[y - 1][x].ch == 2)
{
die = "被水淹死了!";
breath--;
}
else
{
breath++;
if(breath > 100)
{
breath = 100;
}
}
if(board[y][x].ch == 5)
{
fallspeed = 0;
if(KEY_DOWN('W'))
{
fallspeed = -1;
}
if(KEY_DOWN('S'))
{
fallspeed = 1;
}
}
if(board[y][x].ch == 4)
{
fallspeed = 1;
if(KEY_DOWN('W'))
{
fallspeed = -1;
}
die = "试图在岩浆里游泳!";
hurt = true;
health -= 100;
}
if (KEY_DOWN('W') && !KEY_DOWN('S'))
{
if(mode)
{
y--;
}
else
{
if(board[y][x].ch != 2 && board[y][x].ch != 5)
{
if(board[y + 1][x].ch == 1 || board[y + 1][x].ch == 9)
{
fallspeed = jumpspeed;
}
}
}
}
if (KEY_DOWN('A'))
{
if((board[y][x - 1].ch != 1 && board[y][x - 1].ch != 9) || mode)
{
if(KEY_DOWN('S') || board[y - 1][x - 1].ch != 1 || mode)
{
x -= 1;
}
}
face = -1;
}
if (KEY_DOWN('D'))
{
if((board[y][x + 1].ch != 1 && board[y][x + 1].ch != 9) || mode)
{
if(KEY_DOWN('S') || board[y - 1][x + 1].ch != 1 || mode)
{
x += 1;
}
}
face = 1;
}
if(KEY_DOWN('S'))
{
if(mode)
{
y++;
}
else
{
fallspeed += 1;
}
}
if(KEY_DOWN(' '))
{
attack = true;
}
if(KEY_DOWN('E'))
{
defense = true;
}
if(KEY_DOWN('C'))
{
hungry += 100;
hungry = min(hungry, 1000);
}
if(KEY_DOWN('Q'))
{
setboard[y][x].ch = 7;
for(int i = 0; i < 20; i++)
{
if(tnt[i].time == -2)
{
tnt[i] = {y, x, 10};
break;
}
}
}
if(KEY_DOWN('R'))
{
setboard[y][x].ch = 1;
setboard[y][x].color = 7;
}
if(KEY_DOWN('F'))
{
setboard[y + 1][x].ch = 1;
setboard[y + 1][x].color = 7;
}
if(KEY_DOWN('Z'))
{
setboard[y + 1][x].ch = 0;
setboard[y + 1][x].color = 0;
}
if(KEY_DOWN('X'))
{
setboard[y][x].ch = 3;
setboard[y][x].color = 12;
}
if(KEY_DOWN('3'))
{
setboard[y][x].ch = 9;
setboard[y][x].color = 14;
}
if(KEY_DOWN('4'))
{
setboard[y][x].ch = 9;
setboard[y][x].color = 8;
}
if(KEY_DOWN('1'))
{
setboard[y][x].ch = 2;
setboard[y][x].color = 9;
}
if(KEY_DOWN('2'))
{
setboard[y][x].ch = 4;
setboard[y][x].color = 12;
}
if(KEY_DOWN('V'))
{
setboard[y][x].ch = 6;
setboard[y][x].color = 10;
}
if(KEY_DOWN('T'))
{
system("cls");
cout << "请输入指令:" << endl;
string a;
cin >> a;
if(a == "kill")
{
die = "失败了。";
hurt = true;
health = 0;
}
if(a == "full_health")
{
health = 1000;
}
if(a == "creativemode")
{
mode = !mode;
}
if(a == "move")
{
cin >> y >> x;
y = 100 - y;
}
if(a == "summom")
{
int a;
cin >> a;
for(int i = 0; i < 100; i++)
{
if(mob[i].shap == "")
{
mob[i] = mobs[a];
mob[i].x = x;
mob[i].y = y;
break;
}
}
}
}
if(KEY_DOWN('O'))
{
for(int i = 0; i < 100; i++)
{
for(int j = 0; j < 100; j++)
{
setboard[i][j] = {0,0};
}
}
}
if(y > 100)
{
die = "掉出了这个世界!";
hurt = true;
health -= 200;
}
if(breath <= 0)
{
breath = 0;
hurt = true;
health -= 10;
}
if(!KEY_DOWN('S') && (board[y - 1][x].ch == 1 || board[y - 1][x].ch == 9))
{
die = "在墙里窒息死亡!";
hurt = true;
health -= 50;
}
if(board[y + 1][x].ch == 1 && board[y + 1][x].color == 4)
{
hurt = true;
die = "发现了地板是熔岩做的。";
health -= 30;
}
if(board[y][x].ch == 6)
{
fallspeed = -6;
}
}
return 0;
}
小游戏 · 13 蒟蒻的双人坦克大战
原作者系xutongwei
#include<cmath>
#include<ctime>
#include<cstdio>
#include<string>
#include<cstdlib>
#include<iostream>
#include<windows.h>
#include<algorithm>
#include<conio.h>
#include<bitset>
using namespace std;
#define KEY_DOWN(VK_NONAME) ((GetAsyncKeyState(VK_NONAME) & 0x8000) ? 1:0)
#define KEY_DOWM(vk_c) (GetAsyncKeyState(vk_c)&0x8000?1:0)
string nicheng,ni;
int len;
struct Button{
int x,y,color;
const char *name;
int len;
};
void block(int x,int y){
HANDLE hCon;
hCon = GetStdHandle(STD_OUTPUT_HANDLE);
COORD setps;
setps.X = x;
setps.Y = y;
SetConsoleCursorPosition(hCon,setps);
}
void SetPos(COORD a){
HANDLE out=GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(out, a);
}
void SetPos(int i, int j){
COORD pos={i, j};
SetPos(pos);
}
void HideCursor(){
CONSOLE_CURSOR_INFO cursor_info = {1, 0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}
void hide(){
CONSOLE_CURSOR_INFO cursor_info = {1, 0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}
void GetPos(POINT &pt){
HWND hwnd=GetForegroundWindow();
GetCursorPos(&pt);
ScreenToClient(hwnd,&pt);
pt.y=pt.y/16,pt.x=pt.x/16;
}
void color(int a){
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
}
void gto(int x,int y){
COORD pos;pos.X=y*2;pos.Y=x;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
}
Button NewButton(int x,int y,int color,const char *name){
Button t;
t.x=x,t.y=y,t.name=name;
t.color=color;
t.len=strlen(name);
return t;
}
bool Preserve(Button A){
gto(A.x,A.y),color(A.color),printf("%s",A.name);
POINT pt;
GetPos(pt);
if(pt.y==A.x&&(pt.x>=A.y&&pt.x<=A.y+A.len/2)){
gto(A.x,A.y),printf("%s",A.name);
if(KEY_DOWN(MOUSE_MOVED)) return 1;
}
return 0;
}
bitset<128>pre;
bitset<128>down;
void pan(char c){
bool hahbhchdhehfhg;
if(c == '8'){
if(!KEY_DOWN(VK_UP))hahbhchdhehfhg=0;
else hahbhchdhehfhg=1;
}else if(c == '5'){
if(!KEY_DOWN(VK_DOWN))hahbhchdhehfhg=0;
else hahbhchdhehfhg=1;
}else if(c == '4'){
if(!KEY_DOWN(VK_LEFT))hahbhchdhehfhg=0;
else hahbhchdhehfhg=1;
}else if(c == '6'){
if(!KEY_DOWN(VK_RIGHT))hahbhchdhehfhg=0;
else hahbhchdhehfhg=1;
}else if(c == '0'){
if(!KEY_DOWN(VK_NUMPAD0))hahbhchdhehfhg=0;
else hahbhchdhehfhg=1;
}else if(c == '1'){
if(!KEY_DOWN(VK_NUMPAD1))hahbhchdhehfhg=0;
else hahbhchdhehfhg=1;
}else if(c == '2'){
if(!KEY_DOWN(VK_NUMPAD2))hahbhchdhehfhg=0;
else hahbhchdhehfhg=1;
}else if(c == '3'){
if(!KEY_DOWN(VK_NUMPAD3))hahbhchdhehfhg=0;
else hahbhchdhehfhg=1;
}else{
if(!KEY_DOWN(c))hahbhchdhehfhg=0;
else hahbhchdhehfhg=1;
}
if(hahbhchdhehfhg)down[c]=1;
else down[c]=0;
}
bool check(char c){
if(down[c] != pre[c]){
pre[c] = down[c];
if(down[c]){
return true;
}
}
return false;
}
const int ywl = 15;
const int azl1 = 1000;
const int bzl1 = 1000;
const int tipl = 2;
string tipe[tipl + 2] = {"0", "地雷", "木块"};
int maze[100][100];
int a1 = 10, a2 = 10, b1 = 10, b2 = 20, af = 1, bf = 3, ax = 300, bx = 300, al = 2, bl = 2, ag = 0, bg = 0, au = 1, bu = 1, au1 = 0, bu1 = 0, at = 1, bt = 1, am = 1, bm = 1;
int ca1 = 10, ca2 = 9, cb1 = 10, cb2 = 21, caf = 3, cbf = 1;
bool yw1[ywl + 5], yw2[ywl + 5];
int ywx[ywl + 5], ywy[ywl + 5], ywd[ywl + 5], ywz[ywl + 5];
int qiax[1100], qiay[1100], qial = 0;
bool qiah = false;
int dlx[1100], dly[1100], dlf[1100], dll = 1;
bool dl1[1100], dl2[1100];
int azx[azl1 + 3], azy[azl1 + 3], azf[azl1 + 3], azl = 1;
bool az1[azl1 + 3];
int bzx[bzl1 + 3], bzy[bzl1 + 3], bzf[azl1 + 3], bzl = 1;
bool bz1[bzl1 + 3];
int kuax[1100], kuay[1100], kual = 0;
int qaix[1100], qaiy[1100], qail = 0;
bool qaih = false;
int cu, shcha = 0, summ = 0;
int h1 = 0;
int ah2 = 0, bh2 = 0;
time_t ttime1, ttime2, ttime3;
int dx = 24, dy = 31;
int zqia[41][510] = {{0, 88, 188, 288, 281, 279, 288, 222, 268, 88, 108, 108, 89, 88, 117, 115},
{0, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50},
{0, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24},
{0, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 32, 32, 32, 32, 32, 32, 32, 32, 32, 32, 36, 36, 36, 36, 36, 36, 36, 36, 36, 36, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 44, 44, 44, 44, 44, 44, 44, 44, 44, 44, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 52, 8, 48, 52, 8, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 48, 52, 8, 12, 44, 48, 52, 8, 12, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 44, 48, 52, 8, 12, 16, 40, 44, 48, 52, 8, 12, 16, 20, 22, 24, 26, 28, 30, 32, 34, 36, 40, 44, 48, 52, 8, 12, 16, 20, 36, 40, 44, 48, 52, 8, 12, 16, 20, 24, 26, 28, 30, 32, 36, 40, 44, 48, 52, 8, 12, 16, 20, 24, 36, 40, 44, 48, 52, 8, 12, 16, 20, 24, 28, 30, 32, 34, 36, 40, 44, 48, 52, 8, 12, 16, 20, 24, 40, 44, 48, 52, 8, 12, 16, 20, 24, 26, 28, 30, 32, 34, 36, 38, 40, 44, 48, 52, 8, 12, 16, 20, 44, 48, 52, 8, 12, 16, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 48, 52, 8, 12, 16, 48, 52, 8, 12, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 52, 8, 12, 52, 8, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 25, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 30, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 30, 34, 36, 38, 40, 42, 44, 46, 48, 52, 8, 30, 48, 52, 8, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 48, 52, 8, 12, 44, 48, 52, 8, 12, 16, 18, 20, 22, 24, 26, 30, 32, 34, 36, 38, 40, 44, 48, 52, 8, 12, 16, 30, 40, 44, 48, 52, 8, 12, 16, 20, 22, 24, 26, 28, 30, 34, 36, 40, 44, 48, 52, 8, 12, 16, 20, 30, 36, 40, 44, 48, 52, 8, 16, 20, 26, 36, 48, 52, 8, 12, 14, 16, 18, 20, 22, 28, 30, 32, 38, 40, 42, 44, 46, 48, 52, 8, 12, 24, 34, 40, 44, 52, 8, 12, 16, 20, 24, 30, 40, 44, 48, 52, 8, 12, 16, 20, 24, 26, 30, 32, 34, 36, 38, 40, 44, 48, 52, 8, 12, 16, 20, 30, 44, 48, 52, 8, 12, 16, 20, 22, 24, 26, 28, 30, 34, 36, 38, 40, 42, 44, 48, 52, 8, 12, 16, 48, 52, 8, 12, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 52, 8, 12, 30, 52, 8, 12, 14, 16, 18, 20, 22, 24, 26, 30, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 30, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 25, 25, 25, 25, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 20, 38, 42, 44, 52, 8, 14, 20, 28, 34, 38, 44, 46, 50, 52, 8, 10, 16, 24, 30, 32, 34, 38, 42, 44, 52, 8, 12, 14, 18, 20, 22, 26, 28, 32, 34, 38, 44, 46, 50, 52, 8, 18, 38, 42, 44, 52, 8, 10, 12, 14, 18, 22, 24, 26, 28, 32, 34, 38, 42, 44, 46, 50, 52, 8, 14, 18, 22, 24, 28, 32, 34, 46, 52, 8, 12, 14, 22, 28, 30, 32, 38, 40, 42, 46, 50, 52, 8, 16, 18, 22, 24, 30, 36, 38, 42, 52, 8, 12, 16, 18, 22, 28, 30, 32, 38, 42, 44, 46, 48, 52, 8, 12, 22, 24, 30, 36, 38, 48, 52, 8, 12, 14, 16, 18, 22, 28, 30, 32, 38, 42, 44, 48, 52, 8, 18, 22, 24, 30, 36, 38, 42, 44, 52, 8, 10, 14, 18, 20, 22, 28, 30, 32, 38, 46, 48, 52, 8, 14, 26, 28, 32, 36, 38, 42, 46, 52, 8, 10, 14, 16, 18, 22, 26, 28, 32, 34, 36, 38, 42, 46, 48, 50, 52, 8, 16, 18, 22, 42, 52, 8, 10, 14, 16, 22, 26, 28, 32, 34, 38, 40, 42, 46, 48, 52, 8, 16, 18, 22, 26, 28, 30, 36, 44, 50, 52, 8, 10, 14, 16, 22, 26, 32, 40, 46, 52, 8, 16, 18, 22, 40, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 25, 25, 25, 25, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 40, 42, 48, 50, 52, 8, 12, 16, 20, 24, 28, 32, 36, 42, 44, 50, 52, 8, 10, 12, 14, 16, 18, 20, 22, 26, 30, 34, 40, 42, 48, 50, 52, 8, 10, 18, 20, 30, 50, 52, 8, 14, 16, 18, 24, 26, 34, 36, 38, 40, 42, 44, 46, 52, 8, 10, 18, 20, 26, 28, 32, 34, 40, 42, 50, 52, 8, 14, 16, 18, 24, 26, 34, 36, 42, 44, 46, 52, 8, 10, 18, 20, 26, 28, 32, 34, 40, 42, 50, 52, 8, 14, 16, 18, 24, 26, 34, 36, 42, 44, 46, 52, 8, 10, 18, 20, 26, 28, 32, 34, 40, 42, 50, 52, 8, 14, 16, 18, 24, 26, 34, 36, 42, 44, 46, 52, 8, 10, 18, 20, 26, 28, 32, 34, 40, 42, 50, 52, 8, 14, 16, 18, 24, 26, 34, 36, 42, 44, 46, 52, 8, 10, 18, 20, 26, 28, 32, 34, 40, 42, 50, 52, 8, 14, 16, 18, 24, 26, 34, 36, 42, 44, 46, 52, 8, 10, 18, 20, 26, 28, 32, 34, 40, 42, 50, 52, 8, 14, 16, 18, 20, 22, 24, 26, 34, 36, 42, 44, 46, 52, 8, 10, 30, 40, 42, 50, 52, 8, 10, 12, 18, 20, 26, 30, 34, 38, 40, 42, 44, 46, 48, 50, 52, 8, 10, 16, 18, 24, 28, 32, 36, 40, 44, 48, 52, 8, 10, 12, 18, 20, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 25, 25, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 24, 36, 52, 8, 14, 20, 26, 30, 34, 40, 46, 52, 8, 12, 18, 24, 30, 36, 42, 48, 52, 8, 14, 20, 26, 30, 34, 40, 46, 52, 8, 12, 18, 24, 30, 36, 42, 48, 52, 8, 14, 20, 26, 30, 34, 40, 46, 52, 8, 12, 18, 24, 30, 36, 42, 48, 52, 8, 14, 20, 26, 30, 34, 40, 46, 52, 8, 12, 18, 24, 30, 36, 42, 48, 52, 8, 14, 20, 30, 40, 46, 52, 8, 12, 14, 16, 24, 36, 44, 46, 48, 52, 8, 14, 20, 30, 40, 46, 52, 8, 12, 18, 24, 30, 36, 42, 48, 52, 8, 14, 20, 26, 30, 34, 40, 46, 52, 8, 12, 18, 24, 30, 36, 42, 48, 52, 8, 14, 20, 26, 30, 34, 40, 46, 52, 8, 12, 18, 24, 30, 36, 42, 48, 52, 8, 14, 20, 26, 30, 34, 40, 46, 52, 8, 12, 18, 24, 30, 36, 42, 48, 52, 8, 14, 20, 26, 30, 34, 40, 46, 52, 8, 24, 36, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 52, 8, 12, 14, 16, 20, 26, 28, 30, 32, 34, 40, 44, 46, 48, 52, 8, 12, 20, 26, 34, 40, 48, 52, 8, 12, 16, 18, 20, 22, 26, 30, 34, 38, 40, 42, 44, 48, 52, 8, 12, 20, 30, 40, 48, 52, 8, 12, 14, 16, 20, 24, 26, 28, 30, 32, 34, 36, 40, 44, 46, 48, 52, 8, 12, 20, 30, 40, 48, 52, 8, 12, 16, 18, 20, 22, 26, 30, 34, 38, 40, 42, 44, 48, 52, 8, 12, 20, 26, 34, 40, 48, 52, 8, 12, 14, 16, 20, 26, 28, 30, 32, 34, 40, 44, 46, 48, 52, 8, 20, 40, 52, 8, 12, 14, 16, 20, 26, 28, 30, 32, 34, 40, 44, 46, 48, 52, 8, 12, 20, 26, 34, 40, 48, 52, 8, 12, 16, 18, 20, 22, 26, 30, 34, 38, 40, 42, 44, 48, 52, 8, 12, 20, 30, 40, 48, 52, 8, 12, 14, 16, 20, 24, 26, 28, 30, 32, 34, 36, 40, 44, 46, 48, 52, 8, 12, 20, 30, 40, 48, 52, 8, 12, 16, 18, 20, 22, 26, 30, 34, 38, 40, 42, 44, 48, 52, 8, 12, 20, 26, 34, 40, 48, 52, 8, 12, 14, 16, 20, 26, 28, 30, 32, 34, 40, 44, 46, 48, 52, 8, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 6, 6, 7, 7, 7, 7, 7, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 11, 11, 11, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 21, 21, 22, 22, 23, 23, 23, 23, 23, 23, 23, 24, 24, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 52, 8, 52, 8, 16, 24, 32, 40, 48, 52, 8, 52, 8, 52, 8, 52, 8, 16, 24, 32, 40, 48, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 12, 20, 28, 36, 44, 52, 8, 52, 8, 52, 8, 52, 8, 12, 20, 28, 36, 44, 52, 8, 52, 8, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 6, 6, 7, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 11, 11, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 21, 21, 22, 22, 22, 23, 23, 23, 23, 24, 24, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 52, 8, 52, 8, 32, 40, 52, 8, 16, 52, 8, 52, 8, 16, 52, 8, 18, 22, 32, 40, 52, 8, 52, 8, 52, 8, 28, 52, 8, 10, 50, 52, 8, 32, 52, 8, 52, 8, 52, 8, 20, 28, 38, 42, 52, 8, 44, 52, 8, 52, 8, 44, 52, 8, 20, 28, 52, 8, 52, 8, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 30, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 6, 6, 7, 7, 7, 7, 7, 7, 7, 8, 8, 9, 9, 9, 9, 10, 10, 11, 11, 11, 11, 11, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 15, 15, 15, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 21, 21, 21, 21, 22, 22, 23, 23, 23, 23, 23, 23, 23, 24, 24, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 52, 8, 52, 8, 14, 22, 30, 38, 46, 52, 8, 52, 8, 18, 42, 52, 8, 52, 8, 14, 22, 30, 38, 46, 52, 8, 52, 8, 52, 8, 52, 8, 14, 22, 30, 38, 46, 52, 8, 52, 8, 52, 8, 52, 8, 14, 22, 30, 38, 46, 52, 8, 52, 8, 18, 42, 52, 8, 52, 8, 14, 22, 30, 38, 46, 52, 8, 52, 8, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52},
{0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 6, 6, 7, 7, 7, 7, 7, 8, 8, 9, 9, 9, 9, 9, 10, 10, 11, 11, 11, 11, 11, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 15, 15, 15, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 21, 21, 21, 21, 21, 22, 22, 23, 23, 23, 23, 23, 24, 24, 25, 25, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26},
{0, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 8, 52, 8, 52, 8, 14, 30, 46, 52, 8, 52, 8, 14, 30, 46, 52, 8, 52, 8, 14, 22, 30, 38, 46, 52, 8, 52, 8, 52, 8, 52, 8, 14, 22, 30, 38, 46, 52, 8, 52, 8, 52, 8, 52, 8, 14, 22, 30, 38, 46, 52, 8, 52, 8, 14, 30, 46, 52, 8, 52, 8, 14, 30, 46, 52, 8, 52, 8, 52, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52}
};
int zqia1[21][11] = {{0},
{0, 5, 10, 25, 50, 23, 23},
{0, 5, 10, 25, 50, 23, 23},
{0, 5, 10, 25, 50, 23, 23},
{0, 5, 10, 25, 50, 23, 23},
{0, 5, 10, 25, 50, 23, 23},
{0, 5, 10, 25, 50, 23, 23},
{0, 15, 22, 15, 38, 23, 23},
{0, 15, 24, 15, 36, 23, 23},
{0, 5, 10, 25, 50, 23, 23},
{0, 5, 10, 25, 50, 23, 23},
{0, 9, 42, 21, 18, 23, 23},
{0, 5, 28, 25, 32, 23, 23},
{0, 5, 10, 25, 50, 23, 23},
{0, 5, 10, 25, 50, 23, 23},
{0, 5, 10, 25, 50, 23, 23}
};
int zqai[41][510]={{0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 31, 56, 198, 175, 100, 38},
{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, 6, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24},
{0, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48},
{0, 9, 9, 9, 9, 9, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 21, 21, 21, 21, 21},
{0, 12, 20, 28, 36, 44, 12, 20, 28, 36, 44, 10, 14, 18, 22, 26, 30, 34, 38, 42, 46, 50, 16, 24, 32, 40, 48, 16, 24, 32, 40, 48},
{0, 6, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 9, 9, 10, 10, 10, 10, 10, 10, 12, 12, 12, 12, 12, 13, 13, 14, 16, 17, 17, 18, 18, 18, 18, 18, 20, 20, 20, 20, 20, 20, 21, 21, 22, 22, 22, 22, 22, 22, 23, 23, 23, 24, 24, 24},
{0, 34, 36, 38, 18, 20, 22, 24, 26, 28, 30, 32, 42, 14, 44, 24, 26, 28, 30, 32, 42, 16, 24, 34, 36, 38, 14, 26, 12, 48, 34, 46, 22, 24, 26, 36, 44, 18, 28, 30, 32, 34, 36, 16, 46, 18, 28, 30, 32, 34, 36, 38, 40, 42, 22, 24, 26},
{0, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 25},
{0, 30, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 34, 36, 38, 40, 42, 44, 46, 48, 12, 30, 48, 12, 16, 18, 20, 22, 24, 26, 30, 32, 34, 36, 38, 40, 42, 44, 48, 12, 16, 44, 48, 12, 16, 20, 22, 24, 26, 28, 30, 34, 36, 38, 40, 44, 48, 12, 16, 20, 30, 40, 44, 48, 12, 16, 20, 24, 26, 30, 32, 34, 36, 40, 44, 48, 12, 16, 20, 24, 30, 36, 40, 44, 48, 16, 24, 28, 30, 32, 40, 48, 10, 12, 14, 16, 18, 20, 22, 24, 36, 38, 40, 42, 44, 46, 48, 50, 12, 20, 28, 30, 32, 36, 44, 12, 16, 20, 24, 30, 36, 40, 44, 48, 12, 16, 20, 24, 26, 28, 30, 34, 36, 40, 44, 48, 12, 16, 20, 30, 40, 44, 48, 12, 16, 20, 22, 24, 26, 30, 32, 34, 36, 38, 40, 44, 48, 12, 16, 44, 48, 12, 16, 18, 20, 22, 24, 26, 28, 30, 34, 36, 38, 40, 42, 44, 48, 12, 30, 48, 12, 14, 16, 18, 20, 22, 24, 26, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 30},
{0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24},
{0, 12, 14, 16, 20, 22, 24, 26, 28, 30, 34, 38, 40, 42, 44, 48, 50, 12, 16, 34, 48, 12, 16, 22, 24, 26, 28, 30, 34, 38, 40, 42, 44, 48, 12, 16, 22, 30, 38, 44, 48, 12, 16, 22, 26, 30, 34, 38, 44, 48, 12, 16, 22, 26, 30, 34, 38, 44, 48, 12, 16, 22, 26, 30, 34, 38, 44, 48, 12, 16, 22, 30, 38, 44, 48, 12, 16, 22, 26, 30, 34, 38, 44, 48, 12, 16, 22, 26, 30, 34, 38, 44, 48, 12, 16, 22, 26, 30, 34, 38, 44, 48, 12, 16, 22, 30, 38, 44, 48, 12, 16, 22, 26, 30, 34, 38, 44, 48, 12, 16, 22, 26, 30, 34, 38, 44, 48, 12, 16, 22, 26, 30, 34, 38, 44, 48, 12, 16, 22, 30, 38, 44, 48, 12, 16, 18, 20, 22, 26, 30, 32, 34, 36, 38, 44, 48, 12, 26, 44, 48, 10, 12, 16, 18, 20, 22, 26, 30, 32, 34, 36, 38, 40, 44, 46, 48},
{0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24},
{0, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48},
{0, 6, 6, 6, 6, 6, 8, 8, 8, 8, 8, 10, 10, 10, 10, 10, 13, 13, 13, 13, 17, 17, 17, 17, 20, 20, 20, 20, 20, 22, 22, 22, 22, 22, 24, 24, 24, 24, 24},
{0, 16, 24, 32, 40, 48, 12, 20, 28, 36, 44, 16, 24, 32, 40, 48, 18, 26, 34, 42, 18, 26, 34, 42, 12, 20, 28, 36, 44, 16, 24, 32, 40, 48, 12, 20, 28, 36, 44}
};
int zkua[41][510] = {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 55},
{0}, {0}, {0}, {0}, {0}, {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, 7, 7, 9, 9, 9, 12, 12, 12, 12, 13, 13, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 17, 17, 18, 18, 18, 18, 19, 21, 21, 21, 23, 23, 25, 25},
{0, 18, 50, 22, 38, 10, 22, 38, 20, 28, 36, 44, 12, 48, 10, 18, 26, 34, 42, 50, 10, 12, 16, 18, 20, 24, 26, 28, 32, 34, 36, 40, 42, 44, 48, 50, 10, 18, 26, 34, 42, 50, 12, 48, 16, 24, 32, 40, 10, 22, 38, 50, 22, 38, 10, 42}
};
void output(int fxx, int fyy){
int now = maze[fxx][fyy];
if(now == 0){
color(15);
block(fyy, fxx);
cout << " ";
SetPos(fyy, fxx);
cout << " ";
return;
}
int now1 = now / 1000;
int now2 = now % 1000;
if(now1 == 1){
if(now2 == 1){
block(a2, a1);
color(11);
if(af == 1){
cout << "←";
}else if(af == 2){
cout << "↑";
}else if(af == 3){
cout << "→";
}else{
cout << "↓";
}
}else if(now2 == 2){
block(b2, b1);
color(14);
if(bf == 1){
cout << "←";
}else if(bf == 2){
cout << "↑";
}else if(bf == 3){
cout << "→";
}else{
cout << "↓";
}
}
}else if(now1 == 2){
if(ywz[now2] == 1 || ywz[now2] == 3){
color(12 * 16 + 7);
}else{
color(13 * 16 + 7);
}
block(ywy[now2], ywx[now2]);
if(ywz[now2] == 1){
cout << "LL";
}else if(ywz[now2] == 2){
cout << "GJ";
}else if(ywz[now2] == 3){
cout << "ZD";
}else if(ywz[now2] == 4){
cout << "DL";
}else if(ywz[now2] == 5){
cout << "HP";
}else if(ywz[now2] == 6){
cout << "MK";
}
}else if(now1 == 3){
block(qiay[now2], qiax[now2]);
color(8 * 16 + 8);
cout << " ";
}else if(now1 == 4){
block(qaiy[now2], qaix[now2]);
color(3 * 16);
cout << "·";
}else if(now1 == 5){
block(kuay[now2], kuax[now2]);
color(6 * 16 + 6);
cout << " ";
}
return;
}
void aguag(){
if(ag){
cu = al;
al += 30;
}
if(af == 1){
if(a1 == b1 && (a2 - b2) <= al * 2 + 2 && (a2 - b2) > 0){
bx -= 10;
if(ag){
bx -= 10;
}
}
}else if(af == 2){
if(a2 == b2 && (a1 - b1) <= al && (a1 - b1) > 0){
bx -= 10;
if(ag){
bx -= 10;
}
}
}else if(af == 3){
if(a1 == b1 && (b2 - a2) <= al * 2 + 2 && (b2 - a2) > 0){
bx -= 10;
if(ag){
bx -= 10;
}
}
}else if(af == 4){
if(a2 == b2 && (b1 - a1) <= al && (b1 - a1) > 0){
bx -= 10;
if(ag){
bx -= 10;
}
}
}
if(ag) {
al = cu;
}
return;
}
void agua2(){
color(11);
if(ag){
cu = al;
al += 30;
}
if(af == 1){
if(a2 >= 4 + al * 2){
output(a1, a2 - 2 - al * 2);
for(int i = a2 - al * 2; i <= a2 - 2; i += 2){
output(a1, i);
}
output(a1, a2);
}else{
output(a1, 2);
for(int i = 4; i <= a2 + 2; i += 2){
output(a1, i);
}
}
}else if(af == 2){
if(a1 >= al + 4){
output(a1 - al - 1, a2);
for(int i = a1 - al; i <= a1; i++){
output(i, a2);
}
}else{
output(3, a2);
for(int i = 4; i <= a1; i++){
output(i, a2);
}
}
}else if(af == 3){
output(a1, a2);
for(int i = a2 + 2; i <= a2 + al * 2 + 4 && i <= 70; i += 2){
output(a1, i);
}
}else if(af == 4){
for(int i = a1; i <= a1 + al + 1 && i <= 27; i++){
output(i, a2);
}
}
if(ag){
al = cu;
ag--;
}
return;
}
void agua(){
color(11);
if(ag){
color(1 + 11 * 16);
cu = al;
al += 30;
}
if(af == 1){
if(a2 >= 4 + al * 2){
SetPos(a2 - 2 - al * 2, a1);
cout << "←";
for(int i = a2 - al; i <= a2 - 1; i++){
cout << "—";
}
cout << "—";
}else{
SetPos(2, a1);
cout << "←";
for(int i = 2; i <= a2 - 1; i += 2){
cout << "—";
}
}
}else if(af == 2){
if(a1 >= al + 4){
SetPos(a2, a1 - al - 1);
cout << "↑";
for(int i = a1 - al; i <= a1; i++){
SetPos(a2, i);
cout << "|";
}
}else{
SetPos(a2, 3);
cout << "↑";
for(int i = 4; i <= a1; i++){
SetPos(a2, i);
cout << "|";
}
}
}else if(af == 3){
SetPos(a2, a1);
for(int i = a2 + 2; i <= a2 + al * 2 + 2 && i + 2 <= 70; i += 2){
cout << "—";
}
cout << "→";
}else if(af == 4){
int i;
for(i = a1; i <= a1 + al && i + 1 <= 27; i++){
SetPos(a2, i);
cout << "|";
}
SetPos(a2, i);
cout << "↓";
}
if(ag){
al = cu;
ag--;
color(15);
}
return;
}
void bguag(){
if(bg){
cu = bl;
bl += 30;
}
if(bf == 1){
if(a1 == b1 && (b2 - a2) <= bl * 2 + 2 && (b2 - a2) > 0){
ax -= 10;
if(bg){
ax -= 10;
}
}
}else if(bf == 2){
if(a2 == b2 && (b1 - a1) <= bl && (b1 - a1) > 0){
ax -= 10;
if(bg){
ax -= 10;
}
}
}else if(bf == 3){
if(a1 == b1 && (a2 - b2) <= bl * 2 + 2 && (a2 - b2) > 0){
ax -= 10;
if(bg){
ax -= 10;
}
}
}else if(bf == 4){
if(a2 == b2 && (a1 - b1) <= bl && (a1 - b1) > 0){
ax -= 10;
if(bg){
ax -= 10;
}
}
}
if(bg){
bl = cu;
}
return;
}
void bgua2(){
color(14);
if(bg){
cu = bl;
bl += 30;
}
if(bf == 1){
if(b2 >= 4 + bl * 2){
output(b1, b2 - 2 - bl * 2);
for(int i = b2 - bl * 2; i <= b2; i += 2){
output(b1, i);
}
}else{
output(b1, 2);
for(int i = 4; i <= b2 + 1; i += 2){
output(b1, i);
}
}
}else if(bf == 2){
if(b1 >= bl + 4){
output(b1 - bl - 1, b2);
for(int i = b1 - bl; i <= b1; i++){
output(i, b2);
}
}else{
output(3, b2);
for(int i = 4; i <= b1; i++){
output(i, b2);
}
}
}else if(bf == 3){
output(b1, b2);
for(int i = b2 + 2; i <= b2 + bl * 2 + 4 && i <= 70; i += 2){
output(b1, i);
}
}else if(bf == 4){
for(int i = b1; i <= b1 + bl + 1 && i <= 27; i++){
output(i, b2);
}
}
if(bg){
bl = cu;
bg--;
}
return;
}
void bgua(){
color(14);
if(bg){
color(6 + 14 * 16);
cu = bl;
bl += 30;
}
if(bf == 1){
if(b2 >= bl * 2 + 4){
SetPos(b2 - bl * 2 - 2, b1);
cout << "←";
for(int i = b2 - bl; i <= b2 - 1; i++){
cout << "—";
}
cout << "—";
}else{
SetPos(2, b1);
cout << "←";
for(int i = 2; i <= b2 - 1; i += 2){
cout << "—";
}
}
}else if(bf == 2){
if(b1 >= bl + 4){
SetPos(b2, b1 - bl - 1);
cout << "↑";
for(int i = b1 - bl; i <= b1; i++){
SetPos(b2, i);
cout << "|";
}
}else{
SetPos(b2, 3);
cout << "↑";
for(int i = 4; i <= b1; i++){
SetPos(b2, i);
cout << "|";
}
}
}else if(bf == 3){
SetPos(b2, b1);
for(int i = b2 + 2; i <= b2 + bl * 2 + 2 && i + 2 <= 70; i += 2){
cout << "—";
}
cout << "→";
}else if(bf == 4){
int i;
for(i = b1; i <= b1 + bl && i + 1 <= 27; i++){
SetPos(b2, i);
cout << "|";
}
SetPos(b2, i);
cout << "↓";
}
if(bg){
bl = cu;
bg--;
color(15);
}
return;
}
int main( ){
system("mode con cols=72 lines=29");
block(1, 1);
cout << "本游戏由XTW蒟蒻编制" << endl;
Sleep(1500);
p1:block(1, 2);
cout << "请输入模式(1.正常 2.关卡)" << endl;
block(1, 3);
char zzzzz1 = getch();
if(zzzzz1 == '1'){
cout << '1' << endl;
Sleep(1000);
HideCursor();
system("cls");
qial++;
qiax[qial] = 10;
qiay[qial] = 16;
block(qiay[qial], qiax[qial]);
color(8 * 16 + 8);
cout << " ";
maze[qiax[qial]][qiay[qial]] = 3000 + qial;
}else if(zzzzz1 == '2'){
cout << '2' << endl;
qaih = qiah = true;
Sleep(1000);
p2:block(1, 4);
cout << "请选择关卡(1~f)" << endl;
block(1, 5);
char zzzzz2 = getch();
if(zzzzz2 >= '1' && zzzzz2 <= '9' || zzzzz2 >= 'a' && zzzzz2 <= 'f'){
int zzzzz3;
if(zzzzz2 <= '9' && zzzzz2 >= '1'){
zzzzz3 = zzzzz2 - '0';
}else{
zzzzz3 = zzzzz2 - 'a' + 10;
}
cout << zzzzz2 << endl;
block(1, 6);
Sleep(1000);
HideCursor();
system("cls");
for(int i = 1; i <= zqia[0][zzzzz3]; i++){
qial++;
qiax[qial] = zqia[zzzzz3 * 2 - 1][i];
qiay[qial] = zqia[zzzzz3 * 2][i];
block(qiay[qial], qiax[qial]);
color(8 * 16 + 8);
cout << " ";
maze[qiax[qial]][qiay[qial]] = 3000 + qial;
}
for(int i = 1; i <= zqai[0][zzzzz3]; i++){
qail++;
qaix[qail] = zqai[zzzzz3 * 2 - 1][i];
qaiy[qail] = zqai[zzzzz3 * 2][i];
block(qaiy[qail], qaix[qail]);
color(3 * 16);
cout << "·";
maze[qaix[qail]][qaiy[qail]] = 4000 + qail;
}
for(int i = 1; i <= zkua[0][zzzzz3]; i++){
kual++;
kuax[kual] = zkua[zzzzz3 * 2 - 1][i];
kuay[kual] = zkua[zzzzz3 * 2][i];
block(kuay[kual], kuax[kual]);
color(6 * 16 + 6);
cout << " ";
maze[kuax[kual]][kuay[kual]] = 5000 + kual;
}
ca1 = a1 = zqia1[zzzzz3][1];
ca2 = a2 = zqia1[zzzzz3][2];
cb1 = b1 = zqia1[zzzzz3][3];
cb2 = b2 = zqia1[zzzzz3][4];
dx = zqia1[zzzzz3][5];
dy = zqia1[zzzzz3][6];
}else{
goto p2;
}
}else{
goto p1;
}
ttime3 = time(NULL);
while(ax > 0 && bx > 0){
if(au1){
au1--;
}
if(bu1){
bu1--;
}
if(h1){
h1--;
}
ttime2 = time(NULL);
if(ttime2 >= ttime3 + 1){
shcha = 0;
ttime3 = ttime2;
summ++;
}else{
shcha += 11;
}
block(0, 0);
color(15);
cout << "player1: HP:" << ax << " TP:" << tipe[at] << " GJ:" << ag / 3 << " ZD:" << azl << " DL:" << au << " MK:" << am << endl;
cout << "player2: HP:" << bx << " TP:" << tipe[bt] << " GJ:" << bg / 3 << " ZD:" << bzl << " DL:" << bu << " MK:" << bm << endl;
//if(a1 != ca1 || a2 != ca2 || af != caf){
block(ca2, ca1);
color(15);
cout << " ";
maze[ca1][ca2] = 0;
block(a2, a1);
color(11);
if(af == 1){
cout << "←";
}else if(af == 2){
cout << "↑";
}else if(af == 3){
cout << "→";
}else{
cout << "↓";
}
maze[a1][a2] = 1001;
//}
//if(b2 != cb2 || b1 != cb1 || bf != cbf){
block(cb2, cb1);
color(15);
cout << " ";
maze[cb1][cb2] = 0;
block(b2, b1);
color(14);
if(bf == 1){
cout << "←";
}else if(bf == 2){
cout << "↑";
}else if(bf == 3){
cout << "→";
}else{
cout << "↓";
}
maze[b1][b2] = 1002;
//}
ca1 = a1;
ca2 = a2;
cb1 = b1;
cb2 = b2;
caf = af;
cbf = bf;
color(15);
block(0, 0);
cout << endl << endl;
color(15);
pan('P');
pan('W');
pan('S');
pan('A');
pan('D');
pan('K');
pan('L');
pan('I');
pan('O');
pan('8');
pan('5');
pan('4');
pan('6');
pan('0');
pan('1');
pan('2');
pan('3');
if(check('P')){
color(15);
system("cls");
p6:block(25, 10);
cout << "╭———————╮";
block(25, 11);
cout << "| 游 戏 暂 停 |";
block(25, 12);
cout << "| 继续:P 规则:Q |";
block(25, 13);
cout << "╰———————╯";
while(true){
pan('P');
pan('Q');
if(check('Q')){
system("cls");
block(25, 10);
cout << "╭——————╮";
block(25, 11);
color(15);
cout << "| ";
color(11);
cout << "player1:蓝色";
color(15);
cout << " |";
block(25, 12);
cout << "| 上:W 下:S |";
block(25, 13);
cout << "| 左:A 右:D |";
block(25, 14);
cout << "| 光波:K HP-10 |";
block(25, 15);
cout << "| 子弹:L HP-10 |";
block(25, 16);
cout << "| 切换副武器:I |";
block(25, 17);
cout << "| 使用副武器:Q |";
block(25, 18);
cout << "| 地雷 HP-25 |";
block(25, 19);
cout << "| 木块 放置 |";
block(25, 20);
cout << "╰——————╯";
block(25, 21);
Sleep(1500);
system("pause");
system("cls");
block(25, 10);
cout << "╭——————╮";
block(25, 11);
cout << "| ";
color(14);
cout << "player2:黄色";
color(15);
cout << " |";
block(25, 12);
cout << "| 上:↑下:↓ |";
block(25, 13);
cout << "| 左:←右:→ |";
block(25, 14);
cout << "| 光波:0 HP-10 |";
block(25, 15);
cout << "| 子弹:1 HP-10 |";
block(25, 16);
cout << "| 切换副武器:2 |";
block(25, 17);
cout << "| 使用副武器:3 |";
block(25, 18);
cout << "| 地雷 HP-25 |";
block(25, 19);
cout << "| 木块 放置 |";
block(25, 20);
cout << "╰——————╯";
block(25, 21);
Sleep(1500);
system("pause");
system("cls");
block(25, 10);
cout << "╭———————╮";
block(25, 11);
cout << "| 墙:";
color(8 * 16 + 8);
cout << " ";
color(15);
cout << " |";
block(25, 12);
cout << "| 挡住坦克与子弹 |";
block(25, 13);
cout << "| 药丸: |";
block(25, 14);
cout << "| ";
color(12 * 16 + 7);
cout << "LL";
color(15);
cout << ":光波长度+1 |";
block(25, 15);
cout << "| ";
color(13 * 16 + 7);
cout << "GJ";
color(15);
cout << ":光波加强*2 |";
block(25, 16);
cout << "| ";
color(12 * 16 + 7);
cout << "ZD";
color(15);
cout << ":子弹容量+1 |";
block(25, 17);
cout << "| ";
color(13 * 16 + 7);
cout << "DL";
color(15);
cout << ":地雷数量+1 |";
block(25, 18);
cout << "| ";
color(13 * 16 + 7);
cout << "HP";
color(15);
cout << ":玩家血量+8 |";
block(25, 19);
cout << "| ";
color(13 * 16 + 7);
cout << "MK";
color(15);
cout << ":木块数量+4 |";
block(25, 20);
cout << "| 狙击孔:";
color(3 * 16);
cout << "·";
color(15);
cout << " |";
block(25, 21);
cout << "| 阻挡坦克 |";
block(25, 22);
cout << "| 木块:";
color(6 * 16 + 6);
cout << " ";
color(15);
cout << " |";
block(25, 23);
cout << "| 阻挡坦克, |";
block(25, 24);
cout << "| 可被子弹击破 |";
block(25, 25);
cout << "╰———————╯";
Sleep(1500);
block(25, 26);
system("pause");
system("cls");
goto p6;
}else if(check('P')){
break;
}
Sleep(100);
}
system("cls");
for(int i = 1; i <= ywl; i++){
if(yw2[i]){
if(ywz[i] == 1 || ywz[i] == 3){
color(12 * 16 + 7);
}else{
color(13 * 16 + 7);
}
block(ywy[i], ywx[i]);
if(ywz[i] == 1){
cout << "LL";
}else if(ywz[i] == 2){
cout << "GJ";
}else if(ywz[i] == 3){
cout << "ZD";
}else if(ywz[i] == 4){
cout << "DL";
}else if(ywz[i] == 5){
cout << "HP";
}
}
}
for(int i = 1; i <= qial; i++){
block(qiay[i], qiax[i]);
color(8 * 16 + 8);
cout << " ";
}
for(int i = 1; i <= qail; i++){
block(qaiy[i], qaix[i]);
color(3 * 16);
cout << "·";
}
}
if(ah2 == 1){
agua2();
ah2--;
}
if(ah2 == 2){
agua();
ah2--;
}else if(check('W')){
if(af == 1){
if(a2 > 2){
a2 -= 2;
}
}else if(af == 2){
if(a1 > 3){
a1--;
}
}else if(af == 3){
if(a2 < 68){
a2 += 2;
}
}else if(af == 4){
if(a1 < 27){
a1++;
}
}
}else if(check('S')){
if(af == 1){
if(a2 < 68){
a2 += 2;
}
}else if(af == 2){
if(a1 < 27){
a1++;
}
}else if(af == 3){
if(a2 > 2){
a2 -= 2;
}
}else if(af == 4){
if(a1 > 3){
a1--;
}
}
}else if(check('A')){
if(af == 1){
af = 4;
}else{
af--;
}
}else if(check('D')){
if(af == 4){
af = 1;
}else{
af++;
}
}else if(check('K')){
if(!au1){
au1 = 15;
agua();
aguag();
ah2 = 2;
}
}else if(check('L')){
for(int i = 1; i <= azl; i++){
if(!az1[i]){
az1[i] = true;
azx[i] = a1;
azy[i] = a2;
azf[i] = af;
break;
}
}
}else if(check('I')){
if(at == tipl){
at = 1;
}else{
at++;
}
}else if(check('O')){
if(au >= 1 && at == 1){
au--;
dlf[dll] = ttime1 + 10;
dlx[dll] = a1;
dly[dll] = a2;
dl1[dll] = true;
block(a2, a1);
color(12);
cout << "¤";
dll++;
}else if(am >= 1 && at == 2){
int zam1 = a1, zam2 = a2;
bool zam3 = false;
if(af == 1){
if(zam2 > 2){
zam2 -= 2;
zam3 = true;
}
}else if(af == 2){
if(zam1 > 3){
zam1--;
zam3 = true;
}
}else if(af == 3){
if(zam2 < 68){
zam2 += 2;
zam3 = true;
}
}else if(af == 4){
if(zam1 < 27){
zam1++;
zam3 = true;
}
}
if(zam3 && maze[zam1][zam2] == 0){
am--;
kual++;
kuax[kual] = zam1;
kuay[kual] = zam2;
maze[zam1][zam2] = 5000 + kual;
block(kuay[kual], kuax[kual]);
color(6 * 16 + 6);
cout << " ";
}
}
}
if(bh2 == 1){
bgua2();
bh2--;
}
if(bh2 == 2){
bgua();
bh2--;
}else if(check('8')){
if(bf == 1){
if(b2 > 2){
b2 -= 2;
}
}else if(bf == 2){
if(b1 > 3){
b1--;
}
}else if(bf == 3){
if(b2 < 68){
b2 += 2;
}
}else if(bf == 4){
if(b1 < 27){
b1++;
}
}
}else if(check('5')){
if(bf == 1){
if(b2 < 68){
b2 += 2;
}
}else if(bf == 2){
if(b1 < 27){
b1++;
}
}else if(bf == 3){
if(b2 > 2){
b2 -= 2;
}
}else if(bf == 4){
if(b1 > 3){
b1--;
}
}
}else if(check('4')){
if(bf == 1){
bf = 4;
}else{
bf--;
}
}else if(check('6')){
if(bf == 4){
bf = 1;
}else{
bf++;
}
}else if(check('0')){
if(!bu1){
bu1 = 15;
bgua();
bguag();
bh2 = 2;
}
}else if(check('1')){
for(int i = 1; i <= bzl; i++){
if(!bz1[i]){
bz1[i] = true;
bzx[i] = b1;
bzy[i] = b2;
bzf[i] = bf;
break;
}
}
}else if(check('2')){
if(bt == tipl){
bt = 1;
}else{
bt++;
}
}else if(check('3')){
if(bu >= 1 && bt == 1){
bu--;
dlf[dll] = ttime1 + 10;
dlx[dll] = b1;
dly[dll] = b2;
dl1[dll] = true;
block(b2, b1);
color(12);
cout << "¤";
dll++;
}else if(bm >= 1 && bt == 2){
int zbm1 = b1, zbm2 = b2;
bool zbm3 = false;
if(bf == 1){
if(zbm2 > 2){
zbm2 -= 2;
zbm3 = true;
}
}else if(bf == 2){
if(zbm1 > 3){
zbm1--;
zbm3 = true;
}
}else if(bf == 3){
if(zbm2 < 68){
zbm2 += 2;
zbm3 = true;
}
}else if(bf == 4){
if(zbm1 < 27){
zbm1++;
zbm3 = true;
}
}
if(zbm3 && maze[zbm1][zbm2] == 0){
bm--;
kual++;
kuax[kual] = zbm1;
kuay[kual] = zbm2;
maze[zbm1][zbm2] = 5000 + kual;
block(kuay[kual], kuax[kual]);
color(6 * 16 + 6);
cout << " ";
}
}
}
ttime1 = time(NULL);
for(int i = 1; i <= qail; i++){
if(qaix[i] == a1 && qaiy[i] == a2){
a1 = ca1;
a2 = ca2;
}
if(qaix[i] == b1 && qaiy[i] == b2){
b1 = cb1;
b2 = cb2;
}
}
for(int i = 1; i <= qial; i++){
if(qiax[i] == a1 && qiay[i] == a2){
a1 = ca1;
a2 = ca2;
}
if(qiax[i] == b1 && qiay[i] == b2){
b1 = cb1;
b2 = cb2;
}
}
for(int i = 1; i <= kual; i++){
if(kuax[i] == a1 && kuay[i] == a2){
a1 = ca1;
a2 = ca2;
}
if(kuax[i] == b1 && kuay[i] == b2){
b1 = cb1;
b2 = cb2;
}
}
for(int i = 1; i < dll; i++){
if(dl2[i]){
block(dly[i], dlx[i]);
color(15);
if(dlx[i] == a1 && dly[i] == a2){
ax -= 25;
block(a2, a1);
color(12);
cout << "¤";
dl1[i] = dl2[i] = false;
}
if(dlx[i] == b1 && dly[i] == b2){
bx -= 25;
block(b2, b1);
color(12);
cout << "¤";
dl1[i] = dl2[i] = false;
}
}else if(ttime1 < dlf[i]){
block(dly[i], dlx[i]);
color(12);
cout << "·";
}else if(dl1[i]){
dl2[i] = true;
block(dly[i], dlx[i]);
color(15);
cout << " ";
}else{
continue;
}
}
for(int i = 1; i <= ywl; i++){
if(!yw2[i]){
continue;
}else if(ywx[i] == a1 && ywy[i] == a2){
if(ywz[i] == 1){
al++;
}else if(ywz[i] == 2){
ag += 3;
}else if(ywz[i] == 3){
azl++;
}else if(ywz[i] == 4){
au++;
}else if(ywz[i] == 5){
ax += 8;
}else if(ywz[i] == 6){
am += 4;
}
yw1[i] = false;
yw2[i] = false;
}else if(ywx[i] == b1 && ywy[i] == b2){
if(ywz[i] == 1){
bl++;
}else if(ywz[i] == 2){
bg += 3;
}else if(ywz[i] == 3){
bzl++;
}else if(ywz[i] == 4){
bu++;
}else if(ywz[i] == 5){
bx += 8;
}else if(ywz[i] == 6){
bm += 4;
}
yw1[i] = false;
yw2[i] = false;
}else{
bool h3 = false;
for(int j = 1; j <= qial; j++){
if(qiax[j] == ywx[i] && qiay[j] == ywy[i]){
h3 = true;
break;
}
}
for(int j = 1; j <= qail; j++){
if(qaix[j] == ywx[i] && qaiy[j] == ywy[i]){
h3 = true;
break;
}
}
for(int j = 1; j <= kual; j++){
if(kuax[j] == ywx[i] && kuay[j] == ywy[i]){
h3 = true;
break;
}
}
if(h3){
yw1[i] = false;
yw2[i] = false;
}else{
continue;
}
}
block(ywy[i], ywx[i]);
color(15);
cout << " ";
maze[ywx[i]][ywy[i]] = 0;
}
for(int i = 1; i <= ywl; i++){
if(!yw1[i]){
if(h1){
break;
}
srand(time(NULL) + shcha);
int sui1 = (rand() % (30 * 6 + shcha));
shcha += 17;
ywd[i] = sui1 % 30 * 2 + 15 + ttime1;
yw1[i] = true;
ywz[i] = sui1 % 6 + 1;
h1 = 11;
break;
}else if(ttime1 < ywd[i]){
continue;
}else if(yw2[i]){
continue;
}else{
srand(time(NULL));
int sui2 = (rand() % (40 * dy + shcha)) + 1;
shcha += 19;
ywx[i] = sui2 % dx + 4;
ywy[i] = sui2 / 40 % dy * 2 + 8;
if(ywx[i] == a1 && ywy[i] == a2){
ywx[i] += 2;
}
if(ywx[i] == b1 && ywy[i] == b2){
ywy[i] += 2;
}
if(ywx[i] == a1 && ywy[i] == a2){
ywx[i] += 2;
ywy[i] += 2;
}
bool h3 = false;
for(int j = 1; j <= qial; j++){
if(qiax[j] == ywx[i] && qiay[j] == ywy[i]){
ywd[i] += 10;
h3 = true;
break;
}
}
for(int j = 1; j <= qail; j++){
if(qaix[j] == ywx[i] && qaiy[j] == ywy[i]){
ywd[i] += 10;
h3 = true;
break;
}
}
for(int j = 1; j <= dll; j++){
if(dlx[j] == ywx[i] && dly[j] == ywy[i]){
ywd[i] += 10;
h3 = true;
break;
}
}
for(int j = 1; j <= kual; j++){
if(kuax[j] == ywx[i] && kuay[j] == ywy[i]){
ywd[i] += 10;
h3 = true;
break;
}
}
if(h3){
continue;
}
yw2[i] = true;
maze[ywx[i]][ywy[i]] = 2000 + i;
output(ywx[i], ywy[i]);
break;
}
}
for(int i = 1; i <= azl; i++){
if(az1[i]){
output(azx[i], azy[i]);
if(azf[i] == 1){
azy[i] -= 2;
}else if(azf[i] == 2){
azx[i] -= 1;
}else if(azf[i] == 3){
azy[i] += 2;
}else if(azf[i] == 4){
azx[i] += 1;
}
if(azx[i] <= 2 || azx[i] >= 28){
az1[i] = false;
}
if(azy[i] <= 1 || azy[i] >= 70){
az1[i] = false;
}
if(azx[i] == b1 && azy[i] == b2){
bx -= 10;
az1[i] = false;
}
if(!az1[i]){
continue;
}
for(int j = 1; j <= qial; j++){
if(qiax[j] == azx[i] && qiay[j] == azy[i]){
az1[i] = false;
break;
}
}
for(int j = 1; j <= kual; j++){
if(kuax[j] == azx[i] && kuay[j] == azy[i]){
az1[i] = false;
block(kuay[j], kuax[j]);
color(15);
cout << " ";
maze[kuax[j]][kuay[j]] = 0;
kuax[j] = kuax[kual];
kuay[j] = kuay[kual];
maze[kuax[j]][kuay[j]] = 5000 + j;
kuax[kual] = kuay[kual] = 0;
kual--;
break;
}
}
if(az1[i]){
color(11);
block(azy[i], azx[i]);
cout << "·";
}
}
}
for(int i = 1; i <= bzl; i++){
if(bz1[i]){
output(bzx[i], bzy[i]);
if(bzf[i] == 1){
bzy[i] -= 2;
}else if(bzf[i] == 2){
bzx[i] -= 1;
}else if(bzf[i] == 3){
bzy[i] += 2;
}else if(bzf[i] == 4){
bzx[i] += 1;
}
if(bzx[i] <= 2 || bzx[i] >= 28){
bz1[i] = false;
}
if(bzy[i] <= 1 || bzy[i] >= 70){
bz1[i] = false;
}
if(bzx[i] == a1 && bzy[i] == a2){
ax -= 10;
bz1[i] = false;
}
if(!bz1[i]){
continue;
}
for(int j = 1; j <= qial; j++){
if(qiax[j] == bzx[i] && qiay[j] == bzy[i]){
bz1[i] = false;
break;
}
}
for(int j = 1; j <= kual; j++){
if(kuax[j] == bzx[i] && kuay[j] == bzy[i]){
bz1[i] = false;
block(kuay[j], kuax[j]);
color(15);
cout << " ";
maze[kuax[j]][kuay[j]] = 0;
kuax[j] = kuay[j] = 0;
break;
}
}
if(bz1[i]){
color(14);
block(bzy[i], bzx[i]);
cout << "·";
}
}
}
if(!qiah && summ % 31 == 2 && shcha <= 20){
qial++;
srand(time(NULL));
int sui3 = (rand() % (shcha + 40 * dy)) + 1;
qiax[qial] = sui3 % dx + 4;
qiay[qial] = sui3 / 40 % dy * 2 + 8;
if(qiax[qial] == a1 && qiay[qial] == a2){
qiax[qial]++;
}
if(qiax[qial] == b1 && qiay[qial] == b2){
qiay[qial]++;
}
if(qiax[qial] == a1 && qiay[qial] == a2){
qiax[qial]++;
qiay[qial]++;
}
block(qiay[qial], qiax[qial]);
color(8 * 16 + 8);
cout << " ";
maze[qiax[qial]][qiay[qial]] = 3000 + qial;
shcha += 13;
}
if(!qaih && summ % 29 == 1 && shcha <= 20){
qail++;
srand(time(NULL));
int sui4 = (rand() % (shcha + 40 * dy)) + 1;
shcha += 14;
qaix[qail] = sui4 % dx + 4;
qaiy[qail] = sui4 / 40 % dy * 2 + 8;
if(qaix[qail] == a1 && qaiy[qail] == a2){
qaix[qail]++;
}
if(qaix[qail] == b1 && qaiy[qail] == b2){
qaiy[qail]++;
}
if(qaix[qail] == a1 && qaiy[qail] == a2){
qaix[qail]++;
qaiy[qail]++;
}
block(qaiy[qail], qaix[qail]);
color(3 * 16);
cout << "·";
maze[qaix[qail]][qaiy[qail]] = 4000 + qail;
}
if(summ % 17 == 11 && shcha <= 43){
kual++;
srand(time(NULL));
int sui3 = (rand() % (shcha + 40 * dy)) + 1;
kuax[kual] = sui3 % dx + 4;
kuay[kual] = sui3 / 40 % dy * 2 + 8;
if(maze[kuax[kual]][kuay[kual]] != 0){
kuax[kual] = 0;
kuay[kual] = 0;
}else{
if(kuax[kual] == a1 && kuay[kual] == a2){
kuax[kual]++;
}
if(kuax[kual] == b1 && kuay[kual] == b2){
kuay[kual]++;
}
if(kuax[kual] == a1 && kuay[kual] == a2){
kuax[kual]++;
kuay[kual]++;
}
block(kuay[kual], kuax[kual]);
color(6 * 16 + 6);
cout << " ";
maze[kuax[kual]][kuay[kual]] = 5000 + kual;
shcha += 7;
}
}
Sleep(50);
}
color(15);
system("cls");
if(ax <= 0){
color(14);
cout << "player2";
color(15);
cout << " win!" << endl;
cout << "本游戏由XTW蒟蒻编制" << endl;
}else{
color(11);
cout << "player1";
color(15);
cout << " win!" << endl;
cout << "本游戏由XTW蒟蒻编制" << endl;
}
Sleep(3000);
system("pause");
return 0;
}