资深光能
采纳我吧!我的更好玩!(歧视上面的伪劣代码)
(复制版)
#include <stdio.h>
#include <string>
#include <windows.h>
#include <iostream>
#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 1000
#define MAX_LIFE 4
using namespace std;
//程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level
/*
此程序中涉及的x,y类的坐标值,分为以下两种:
假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标)
真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值)
区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标
coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位,
可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2
*/
typedef struct //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量
{ //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1
int fast_tank_order; //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次
int firm_tank_order; //firm_tank出现的次序,同上
} LevInfo; //关卡信息(准确说是该关出现的坦克信息)
LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}}; //初始化,-1代表没有该类型坦克
typedef struct //子弹结构体
{
int x,y; //子弹坐标,假坐标
int direction; //子弹方向变量
bool exist; //子弹存在与否的变量,1为存在,0不存在
bool initial; //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态
bool my; //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹
} Bullet;
Bullet bullet [BULLET_NUM]; //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个
typedef struct //坦克结构体
{
int x,y; //坦克中心坐标
int direction; //坦克方向
int color; //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明
int model; //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用
int stop; //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动
int revive; //坦克复活次数
int num; //AI坦克编号(固定值,为常量,初始化函数中定下)0~3
int CD; //发射子弹冷却计时
bool my; //是否敌方坦克参数,我的坦克此参数为1,为常量
bool alive; //存活为1,不存活为0
} Tank;
Tank AI_tank[4] , my_tank; //my_tank为我的坦克,Ai_tank 代表AI坦克
//∵所有的函数都有可能对全局变量map进行读写(改变),
//∴函数中不另说明是否会对全局变量map读写
//基本操作与游戏辅助函数
void GoToxy(int x,int y); //光标移动
void HideCursor(); //隐藏光标
void keyboard (); //接受键盘输入
void Initialize(); //初始化(含有对多个数据的读写)
void Stop(); //暂停
void Getmap(); //地图数据存放与获取
void Frame (); //打印游戏主体框架
void PrintMap(); //打印地图(地图既地图障碍物)(含对level的读取)
void SideScreen (); //副屏幕打印
void GameCheak(); //检测游戏输赢
void GameOver( bool home ); //游戏结束
void ClearMainScreen(); //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数
void ColorChoose(int color); //颜色选择函数
void NextLevel(); //下一关(含有对level全局变量的读写)
//子弹部分
void BuildAIBullet(Tank *tank); //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标)
void BuildBullet (Tank tank); //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用
void BulletFly (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用),
void BulletHit (Bullet* bullet); //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
void PrintBullet (int x,int y,int T); //打印子弹(人机共用)
void ClearBullet (int x,int y,int T); //清除子弹(人机共用)
int BulletCheak (int x,int y); //判断子弹前方情况(人机共用)
//坦克部分
void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克
void BuildMyTank (Tank* my_tank); //建立我的坦克
void MoveAITank (Tank* AI_tank); //AI坦克移动
void MoveMyTank (int turn); //我的坦克移动,只通过keyboard函数调用,既键盘控制
void ClearTank (int x,int y); //清除坦克(人机共用)
void PrintTank (Tank tank); //打印坦克(人机共用)
bool TankCheak (Tank tank,int direction); //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通
int AIPositionCheak (int position); //检测AI坦克建立位置是否有障碍物AIPositionCheak
//DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间
//注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后)
//map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)
//map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克,
//全局变量
int map[41][41]; //地图二维数组
int key_x; // X键是否被“读入”的变量,也是子弹是否可以发射的变,
int bul_num; //子弹编号
int position; //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
int speed=7; //游戏速度,调整用
int level=1; //游戏关卡数
int score=0; //游戏分数
int remain_enemy; //剩余敌人(未出现的敌人)
char* tank_figure[4][3][4]=
{
{
{"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"},
{"┣●┫", "┣●┫", "━●┃", "┃●━"},
{"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"}
},
{
{"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},
{"┣●┫", "┣●┫", "━●┫", "┣●━"},
{"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}
},
{
{"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},
{"┣●┫", "┣●┫", "━●┃", "┃●━"},
{"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}
},
{
{"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},
{"╠█╣", "╠█╣", "━█╣", "╠█━"},
{"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}
}
};
int main () //主函数
{
int i;
unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ; //间隔计数器数组,用于控制速度
srand(time(NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3
HideCursor(); //隐藏光标
system("mode con cols=112 lines=42"); //控制窗口大小
Frame (); //打印游戏主体框架
Initialize(); //初始化,全局变量level初值便是1
// HANDLE h1 , h2 ; //定义句柄变量
for(;;)
{
if(interval[0]++%speed==0) //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1;
{
GameCheak(); //游戏胜负检测
BulletFly ( bullet );
for(i=0 ; i<=3 ; i++) //AI坦克移动循环
{
if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四个坦克中的快速坦克单独使用计数器1,2,3,4
MoveAITank( & AI_tank[i]);
if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8
MoveAITank( & AI_tank[i]);
}
for(i=0;i<=3;i++) //建立AI坦克部分
if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0) //一个敌方坦克每局只有4条命
{ //如果坦克不存活。计时,每次建立有间隔 1750 ms
BuildAITank( &position, & AI_tank[i] ); //建立AI坦克(复活)
break; //每次循环只建立一个坦克
}
for(i=0;i<=3;i++)
if(AI_tank[i].alive)
BuildAIBullet(&AI_tank[i]); //AIshoot自带int自增计数CD,不使用main中的CD interval
if(my_tank.alive && interval[10]++%2==0 )
keyboard ();
if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)
BuildMyTank( &my_tank );
}
Sleep(5);
}
return 0;
}
/*//这里的多线程暂时不用 //x键用于子弹发射,x键的冷却时间不能和上下左右一同设置,那样就太快了
DWORD WINAPI InputX(LPVOID lpParameter) //如果不用多线程运行,那么在x键冷却时间内程序会因Sleep将会挂起,暂停运行
{ //因为只有一个变量改变,而且变量改变先后顺序是显而易见的,所以不必设置缓冲区
for(;;)
{
if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态
{
key_x=1; // X键是否允许被“读入”的变量,也是子弹是否可以发射的变量
Sleep(600); // 子线程Sleep中,x就不能被"读入",主线程每操作完一次子弹发射,key_x会归零
}
Sleep(10);
}
return 0;
}*/
void keyboard ()
{ // kbhit() getch() 用法可用但是不好用
/*
函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后,
是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过,
否则表示该键没被按过.
这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅. GetAsyncKeyState的返回值表示两个内容,
一个是最高位bit的值,代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后,这个键是否被按下。
&为与操作,&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态,否则是弹起状态,为0
*/
int count=0;
if (GetAsyncKeyState(VK_UP)& 0x8000)
MoveMyTank( UP );
else if (GetAsyncKeyState(VK_DOWN)& 0x8000)
MoveMyTank( DOWN );
else if (GetAsyncKeyState(VK_LEFT)& 0x8000)
MoveMyTank( LEFT );
else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)
MoveMyTank( RIGHT );
else if (GetAsyncKeyState( 0x1B )& 0x8000) // Esc键
exit(0); //退出程序函数
else if (GetAsyncKeyState( 0x20 )& 0x8000) //空格
Stop();
else if (count++%7==0) //这里添加计数器是为了防止按键粘连不能达到微调效果
{
if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000) // +键
{
speed--;
GoToxy(102,11); //在副屏幕打印出当前速度
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
printf("%d ",21-speed); //副屏幕显示的速度为1~10
}
else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000) // - 键
{
speed++;
GoToxy(102,11); //在副屏幕打印出当前速度
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
printf("%d ",21-speed); //副屏幕显示的速度为1~10
}
}
if(my_tank.CD==7)
{
if(GetAsyncKeyState( 88 )& 0x8000)
{
BuildBullet(my_tank);
my_tank.CD=0;
}
}
else
my_tank.CD++;
}
void BuildAIBullet(Tank *tank) //AI子弹发射(建立)含有对my_tank的读取
{
if(tank->CD==15)
{
if(!(rand()%11)) //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹
{
BuildBullet(*tank);
tank->CD=0;
}
}
else
tank->CD++;
if(tank->CD >= 14) //AI强化部分,在冷却到达一定范围即可使用
{
if(tank->y==38 ) //如果坦克在底部(这个最优先)
{
if(tank->x < 20) //在老家左边
{
if(tank->direction==RIGHT) //坦克方向朝左
{
BuildBullet(*tank); //发射子弹
tank->CD=0;
}
}
else //在老家右边
if(tank->direction==LEFT) //坦克方向朝右
{
BuildBullet(*tank); //发射子弹
tank->CD=0;
}
}
else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1) //AI坦克在纵向上"炮口"对准我的坦克
{
if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y)
{ //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方
int big=my_tank.y , smal=tank->y , i;
if(my_tank.y < tank->y)
{
big=tank->y;
smal=my_tank.y;
}
for(i=smal+2;i<=big-2;i++) //判断AI炮口的直线上两坦克间有无障碍
if(map[i][tank->x]!=0 || map[i][tank->x]!=5) //若有障碍
break;
if(i==big-1) //若i走到big-1说明无障碍
{
BuildBullet(*tank); //则发射子弹
tank->CD=0;
}
}
}
else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在横向上"炮口"对准我的坦克
{
if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x)
{ //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方
int big=my_tank.y , smal=tank->y , i;
if(my_tank.x < tank->x)
{
big=tank->x;
smal=my_tank.x;
}
for(i=smal+2;i<=big-2;i++) //判断AI炮口的直线上两坦克间有无障碍
if(map[tank->y][i]!=0 || map[tank->y][i]!=5) //若有障碍
break;
if(i==big-1) //若i走到big-1说明无障碍
{
BuildBullet(*tank); //则发射子弹
tank->CD=0;
}
}
}
}
}
void BuildBullet(Tank tank) //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet
{ //∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同
switch(tank.direction) //∴为了方便,不将bullet放入参数,bullet作为全局变量使用
{
case UP :
bullet [bul_num].x = tank.x;
bullet [bul_num].y = tank.y-2;
bullet [bul_num].direction=1;
break;
case DOWN :
bullet [bul_num].x = tank.x;
bullet [bul_num].y = tank.y+2;
bullet [bul_num].direction=2;
break;
case LEFT :
bullet [bul_num].x = tank.x-2;
bullet [bul_num].y = tank.y;
bullet [bul_num].direction=3;
break;
case RIGHT :
bullet [bul_num].x = tank.x+2;
bullet [bul_num].y = tank.y;
bullet [bul_num].direction=4;
break;
}
bullet [bul_num].exist = 1; //子弹被建立,此值为1则此子弹存在
bullet [bul_num].initial = 1; //子弹处于初建立状态
bullet [bul_num].my=tank.my; //如果是我的坦克发射的子弹bullet.my=1,否则为0
bul_num++;
if(bul_num==BULLET_NUM) //如果子弹编号增长到20号,那么重头开始编号
bul_num=0; //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个
}
void BulletFly(Bullet bullet[BULLET_NUM]) //子弹移动和打击
{ //含有全局变量Bullet的改变
for(int i =0; i<BULLET_NUM;i++)
{
if(bullet [i].exist) //如果子弹存在
{
if(bullet [i].initial==0) //如果子弹不是初建立的
{
if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5) //如果子弹坐标当前位置无障碍
ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y )); //抹除子弹图形
switch(bullet [i].direction) //然后子弹坐标变化(子弹变到下一个坐标)
{
case UP :(bullet [i].y)--;break;
case DOWN :(bullet [i].y)++;break;
case LEFT :(bullet [i].x)--;break;
case RIGHT :(bullet [i].x)++;break;
}
}
int collide = BulletCheak ( bullet [i].x , bullet [i].y ); //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
if( collide ) //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上)
PrintBullet( bullet[i].x , bullet[i].y , collide); //则打印子弹,若有碰撞则不打印
else
BulletHit( & bullet [i] ); //若有碰撞则执行子弹碰撞函数
if(bullet [i].initial) //若子弹初建立,则把初建立标记去除
bullet [i].initial = 0;
for(int j=0; j< BULLET_NUM ; j++) //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视
if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)
{ //同样的两颗我方子弹不可能产生碰撞
bullet [j].exist=0;
bullet [i].exist=0;
ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y )); //抹除j子弹图形,子弹i图形已被抹除
break;
}
}
}
}
void BulletHit(Bullet* bullet) //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
{ //∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中
int x=bullet->x; //∴这里的Tank使用全局变量
int y=bullet->y; //这里传入的值是子弹坐标,这两个值不需要改变
int i;
if(map[y][x]==1 || map[y][x]==2) //子弹碰到砖块
{
if(bullet->direction==UP || bullet->direction==DOWN) //如果子弹是纵向的
for(i = -1 ; i<=1 ; i++)
if(map[y][x+i]==1 || map[y][x+i]==2) //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略
{
map[y][x+i]=0; //砖块碎
GoToxy(2*x+2*i,y);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
printf(" ");
}
if(bullet->direction==LEFT || bullet->direction==RIGHT) //若子弹是横向的 (与子弹纵向实现同理)
for(i = -1 ; i<=1 ; i++)
if(map[y+i][x]==1 || map[y+i][x]==2)
{
map[y+i][x]=0;
GoToxy(2*x,y+i);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
printf(" ");
}
bullet->exist=0; //这颗子弹已经不存在了
}
else if(map[y][x]==4 || map[y][x]==6 ) //子弹碰到边框或者不可摧毁方块
bullet->exist=0;
else if(bullet->my && map[y][x]>=100 && map[y][x]<104 ) //若我的子弹碰到了敌方坦克
{
int num = map[y][x]%100; //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息
if(AI_tank[num].model==3 && AI_tank[num].color==2) //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害
AI_tank[num].color=3; //则变成黄色,color=3为黄色
else if (AI_tank[num].model==3 && AI_tank[num].color==3)
AI_tank[num].color=4; //4为红色
else //其他类型的坦克或者firm tank为红色的情况
{
AI_tank[num].alive=0;
ClearTank(AI_tank[num].x , AI_tank[num].y); //清除该坦克
}
bullet->exist=0;
score+=100;
GoToxy(102,5); //在副屏幕上打印出分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("%d ",score);
}
else if(map[y][x]==200 && bullet->my==0 ) //若敌方子弹击中我的坦克
{
my_tank.alive=0;
ClearTank(my_tank.x , my_tank.y);
bullet->exist=0;
my_tank.revive++; //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)
score-=100; //分数减少
GoToxy(102,5); //在副屏幕上打印出分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("%d ",score);
GoToxy(102,7); //在副屏幕打印出我的剩余生命值
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("%d ", MAX_LIFE-my_tank.revive);
}
// else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用
// bullet->exist=0;
else if(map[y][x]==9) //子弹碰到家(无论是谁的子弹)
{
bullet->exist=0;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
GoToxy(38,37); printf(" ");
GoToxy(38,38); printf("◢◣ ");
GoToxy(38,39); printf("███");
GameOver(1); //游戏结束,传入1代表老家被毁
}
}
int BulletCheak (int x,int y) //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
{ //有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2
if(map[y][x]==0)
return 1;
else if(map[y][x]==5)
return 2;
else
return 0;
}
void PrintBullet (int x,int y,int T) //当前坐标BulletCheak 的值做参量 T
{
if(T==1) // T==1 表示子弹当前坐标在陆地上
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);
else if(T==2) // T==2 表示子弹当前坐标在水面上
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);
GoToxy(2*x,y);
printf("");
}
void ClearBullet(int x,int y,int T) //当前坐标BulletCheak 的值做参量 T
{
GoToxy(2*x,y);
if(T==2) // T==2 表示子弹当前坐标在水面上
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
printf("~");
}
else if(T==1) // T==1 表示子弹当前坐标在陆地上
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);
printf(" ");
}
}
//position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
void BuildAITank(int* position, Tank* AI_tank) //执行一次该函数只建立一个坦克
{ //rand函数公式:0<=rand()%(a+1)<=a 0+m<=rand()%(n-m+1)+m<=n
//rand函数实现1到n:1<=rand()%(n)+1<=n
if(AIPositionCheak(*position)) //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义
{
AI_tank->x= 20 + 18*(*position); //20 + 18 * position 对应三个生成位置的x假坐标
AI_tank->y=2;
if(AI_tank->revive==level_info[level-1].firm_tank_order) //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序
{
AI_tank->model = 3; //3为firm tank的模型(外观)
AI_tank->color = 2; //颜色参数2为绿色,具体详见函数ColorChoose
}
else if(AI_tank->revive==level_info[level-1].fast_tank_order) //同上if,这里是fast_tank的
{
AI_tank->model = 2;
AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose
}
else //普通坦克
{
AI_tank->model = 1;
AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色
}
AI_tank->alive = 1; //坦克变为存在
AI_tank->direction = 2 ; //方向朝下
AI_tank->revive++; //复活次数+1
PrintTank(*AI_tank);
(*position)++;
remain_enemy--;
GoToxy(102,9); //在副屏幕上打印剩余坦克数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("%d ",remain_enemy);
if(*position==2) //position只能为0,1,-1,这里position循环重置
*position = -1;
return ; //若生成了一辆坦克,则结束该函数
}
}
int AIPositionCheak( int position ) //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位
{
int x,y;
if(position==2) //2为我的坦克位置,现在暂时用不到
x=15,y=38;
else
y=2 , x= 20 + 18 * position ; //20 + 18 * position 对应三个生成位置的x假坐标
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if( map[y+j-1][x+i-1]!=0) //如果遍历的九宫格里有障碍物
return 0; //则返回0,表示此生成位置有阻碍
return 1; //否则生成1,表示此生成位置无阻碍
}
void MoveAITank(Tank* AI_tank) //AI专用函数,该函数主要为AI加强
{
if(AI_tank->alive) //如果坦克活着
{
if(AI_tank->stop!=0) //坦克是否停止运动的判断,若stop参数不为0
{
AI_tank->stop--; //则此坦克本回合停止运动
return;
}
if( !(rand()%23) ) //22分之1的概率执行方向重置
{
AI_tank->direction = rand()%4+1;
if( rand()%3 ) //在方向重置后有2分之1的概率停止走动3步的时间
{
AI_tank->stop=2;
return;
}
}
ClearTank (AI_tank->x , AI_tank->y);
if(TankCheak ( *AI_tank , AI_tank->direction)) //如果前方无障碍
switch ( AI_tank->direction )
{
case UP : AI_tank->y--; break; //上前进一格
case DOWN : AI_tank->y++; break; //下前进一格
case LEFT : AI_tank->x--; break; //左前进一格
case RIGHT: AI_tank->x++; break; //右前进一格
}
else //前方有障碍
{
if(!(rand()%4)) //3分之1的概率乱转
{
AI_tank->direction=rand()%4+1;
AI_tank->stop=2; //乱转之后停止走动3步的时间
PrintTank(*AI_tank);
return; //∵continue会跳过下面的打印函数,∴这里先打印
}
else //另外3分之2的几率选择正确的方向
{
int j;
for(j=1;j<=4;j++)
if(TankCheak ( *AI_tank , j )) //循环判断坦克四周有无障碍,此函数返值1为可通过
break;
if(j==5) //j==5说明此坦克四周都有障碍物,无法通行
{
PrintTank(*AI_tank);
return; //则跳过下面的while循环以防程序卡死
}
while(TankCheak ( *AI_tank , AI_tank->direction) == 0) //如果前方仍有障碍
AI_tank->direction=(rand()%4+1); //则换个随机方向检测
}
}
PrintTank(*AI_tank); //打印AI坦克
}
}
void BuildMyTank (Tank* my_tank) //建立我的坦克
{
my_tank->x=15;
my_tank->y=38;
my_tank->stop=NULL;
my_tank->direction=1;
my_tank->model=0;
my_tank->color=1;
my_tank->alive=1;
my_tank->my=1;
my_tank->CD=7;
PrintTank (*my_tank) ; //打印我的坦克
}
void MoveMyTank(int turn ) //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值
{
ClearTank(my_tank.x , my_tank.y); //map 数组中“我的坦克”参数清除工作已在此函数中完成
my_tank.direction=turn; //将键盘输入的方向值传入我的坦克方向值
if(TankCheak ( my_tank , my_tank.direction )) //若此时我的坦克当前方向上无障碍
switch (turn)
{
case UP : my_tank.y--; break; //上前进一格
case DOWN : my_tank.y++; break; //下前进一格
case LEFT : my_tank.x--; break; //左前进一格
case RIGHT: my_tank.x++; break; //右前进一格
} //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克
PrintTank (my_tank);
}
bool TankCheak(Tank tank,int direction) //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)
{
switch(direction) //direction变量 1上,2下,3左,4右
{
case UP:
if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)
return 1;
else
return 0;
case DOWN:
if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)
return 1;
else
return 0;
case LEFT:
if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)
return 1;
else
return 0;
case RIGHT:
if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)
return 1;
else
return 0;
default:
printf("错误!!");
Sleep(5000);
return 0;
}
}
void ClearTank(int x,int y) //清除坦克函数(人机共用)
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{ //将坦克占用的地图上的九格去掉
map[y+j-1][x+i-1]=0;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
GoToxy(2*x+2*j-2,y+i-1);
printf(" ");
}
}
void PrintTank(Tank tank) //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了
{ // tank.color参数对应不同的颜色,范围 1 ~ 6
ColorChoose(tank.color); //颜色选择函数 定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)
char *(*tankF)[4] = tank_figure[tank.model]; //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推
for(int i = 0; i < 3; i++)
{
GoToxy((tank.x-1)*2 , tank.y-1+i); //在坦克中心坐标的左边,上中下三行打印
printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串
for(int j=0;j<3;j++)
if(tank.my) //若为我的坦克
map[tank.y+j-1][tank.x+i-1]=200; //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200
else
map[tank.y+j-1][tank.x+i-1]=100+tank.num; //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数
}
}
void HideCursor() //隐藏光标
{ //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见
CONSOLE_CURSOR_INFO cursor_info={1,0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。
}
void GoToxy(int x,int y) //光标移动函数,X表示横坐标,Y表示纵坐标。
{
COORD coord; //使用头文件自带的坐标结构
coord.X=x; //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围
coord.Y=y;
HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出句柄
SetConsoleCursorPosition(a,coord); //以标准输出的句柄为参数设置控制台光标坐标
}
void ColorChoose(int color) //颜色选择函数
{
switch(color)
{
case 1: //天蓝色(我的坦克颜色)
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
break;
case 2: //绿色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
break;
case 3: //黄色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
break;
case 4: //红色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
break;
case 5: //紫色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
break;
case 6: //白色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);
break;
case 7: //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
break;
}
}
void Stop() //暂停
{
int color=1,timing=0;
while(1)
{
if(timing++%30==0)
{
ColorChoose(color); //颜色选择
GoToxy(100,13); //副屏幕打印
printf("游戏暂停");
GoToxy(88,17);
printf("按回车键回到游戏");
GoToxy(88,18);
printf("或按 Esc键退出游戏");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
GoToxy(100,13); //副屏幕打印
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("正在进行"); //覆盖掉原来的提示
GoToxy(88,17);
printf(" ");
GoToxy(88,18);
printf(" ");
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
}
void ClearMainScreen() //主屏幕清屏函数,因使用system("cls");再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数
{
for(int i=1;i<40;i++)
{
GoToxy(2,i);
printf(" ");
}
}
void Frame () //打印游戏主体框架
{ //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf(" ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁ ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");
for(int i=0;i<14;i++)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" | |\n");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" |═════════════|\n");
for(int i=0;i<24;i++)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" | |\n");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf(" ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE);
printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");
SideScreen (); //打印副屏幕
}
void PrintMap() // 打印地图(地图既地图障碍物)
{
for(int j=0;j<41;j++)
for(int i=0;i<41;i++)
if(map[i][j]==6)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN
|FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);
GoToxy(2*j,i);
printf("■");
}
else if(map[i][j]==2)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
GoToxy(2*j,i);
printf("▓");
}
else if(map[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
GoToxy(2*j,i);
printf("▓");
}
else if(map[i][j]==5)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
GoToxy(2*j,i);
printf("~");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
GoToxy(38,37); printf(" ◢◣");
GoToxy(38,38); printf("███"); //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印
GoToxy(38,39); printf("███"); //∴直接打印(且家的map值与符号无关)
}
void GetMap() //地图存放函数
{ //map里的值: 个位数的值为地图方块部分,百位数的值为坦克
int i ,j; //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克,
int Map[8][41][41]=
{
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,4},
{4,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,2,2,2,2,2,2,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,4},
{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,2,2,2,2,2,2,2,2,0,0,0,1,1,0,0,0,0,0,0,0,1,1,4},
{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,2,2,2,2,2,2,2,2,0,0,1,1,1,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,0,0,0,0,0,1,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,0,1,1,1,4},
{4,1,1,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,1,1,1,1,4},
{4,0,1,1,0,0,0,0,0,0,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,0,0,1,1,1,1,4},
{4,0,1,1,1,0,0,0,0,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
{4,0,0,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,0,0,4},
{4,0,0,0,0,0,1,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
};
for(i=0;i<41;i++)
for(j=0;j<41;j++)
map[i][j]=Map[level-1][i][j];
PrintMap(); //打印地图
}
void GameOver(bool home)
{
int timing=0,color=1;
while(1)
{
if(timing++%30==0) //游戏结束原因为生命值为0
{
ColorChoose(color); //颜色选择
if(home) //游戏结束原因为老家被毁,则多打印一行字以提示玩家
{
GoToxy(37,19); //主屏幕中心打印
printf("老家被毁!");
}
GoToxy(37,20); //主屏幕中心打印
printf("游戏结束!");
GoToxy(100,13); //副屏幕打印
printf("游戏结束");
GoToxy(88,17);
printf("请按回车键重新开始!");
GoToxy(88,18);
printf("或按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
// system("cls"); //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数
// Frame (); //重新打印游戏框架
score-=500; //分数-500
ClearMainScreen(); //主屏清屏函数,无需再次打印框架
Initialize(); //从本关重新开始
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
}
void NextLevel()
{
int timing=0,color=1;
level++;
if(level<=MAX_LEVEL)
while(1)
{
if(timing++%10==0)
{
ColorChoose(color); //颜色选择
GoToxy(37,20); //主屏幕中心打印
printf("恭喜过关!");
GoToxy(100,13); //副屏幕打印
printf("等待下关");
GoToxy(87,17);
printf("请按回车键进入下一关!");
GoToxy(88,18);
printf("或按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
GoToxy(88,17); //抹除副屏幕中的提示
printf(" ");
GoToxy(88,18);
printf(" ");
ClearMainScreen(); //主屏清屏函数,无需再次打印框架
Initialize(); //初始化从下一关开始,level已++
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
else //level>8 通关
while(1)
{
if(timing++%5==0)
{
ColorChoose(color);
GoToxy(33,20); //主屏幕中心打印
printf("恭喜通过全部关卡!");
GoToxy(100,13); //副屏幕打印
printf("已通全关");
GoToxy(88,17);
printf("恭喜通过全部关卡!");
GoToxy(88,19);
printf("按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(10);
}
}
void GameCheak()
{ //剩余敌人为0且四坦克全部不存活
if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )
NextLevel(); //进入下一关
if(my_tank.revive>=MAX_LIFE) //我的生命值(复活次数)全部用完 MAX_LIFE
GameOver(0); //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁
}
void SideScreen () //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38)
{ // | 第 d 关 | " | |\n"
GoToxy(93,2);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
printf("第 关");
GoToxy(92,5);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
printf("分 数:");
GoToxy(92,7);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("生 命:");
GoToxy(86,9);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("剩余敌方坦克:");
GoToxy(86,11);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
printf("当前游戏速度: %d",21-speed);
GoToxy(86,13);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("当前游戏状态:");
GoToxy(94,19);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
GoToxy(94,24);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
printf("帮 助");
GoToxy(86,27);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("方向键 ←↑→↓ 移动");
GoToxy(93,29);
printf("x 键 射击");
GoToxy(89,31);
printf("+ - 调整游戏速度");
GoToxy(90,33);
printf("游戏速度范围1~20");
GoToxy(90,35);
printf("回车键 暂停游戏");
GoToxy(90,37);
printf("Esc键 退出游戏");
/* printf("帮 助"); //这是第二种详细说明的样式
GoToxy(86,21);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("方向键 ←↑→↓ 移动");
GoToxy(93,23);
printf("x 键 射击");
GoToxy(89,25);
printf("+ - 调整游戏速度");
GoToxy(90,27);
printf("游戏速度范围1~20");
GoToxy(90,29);
printf("回车键 暂停游戏");
GoToxy(90,31);
printf("Esc键 退出游戏");
GoToxy(86,33);
printf("敌方坦克全部消灭则过关");
GoToxy(87,34);
printf("己方坦克生命值为0 或");
GoToxy(86,35);
printf("正下方的老家被毁则失败");
GoToxy(86,36);
printf("己坦克与敌坦克子弹碰撞");
GoToxy(87,37);
printf("则抵消,敌坦克间子弹碰");
GoToxy(86,38);
printf("撞不抵消且可穿过敌坦克");*/
}
void Initialize() //初始化
{
remain_enemy=16;
my_tank.revive=0; //我的坦克复活次数为0
position=0;
bul_num=0;
GetMap();
BuildMyTank( &my_tank );
for(int i=0;i<12;i++) //子弹初始化
{
bullet [i].exist=0;
bullet [i].initial=0;
}
for(int i=0;i<=3;i++) //AI坦克初始化
{
AI_tank [i].revive=0;
AI_tank [i].alive=0; //初始化坦克全是不存活的,BuildAITank()会建立重新建立不存活的坦克
AI_tank [i].stop=0;
AI_tank [i].num=i;
AI_tank [i].my=0;
AI_tank [i].CD=0;
}
GoToxy(97,2); //在副屏幕上关卡数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
printf("%d",level);
GoToxy(102,5); //在副屏幕上打印分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
printf("%d ",score);
GoToxy(102,7); //在副屏幕打印我的剩余生命值
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("%d", MAX_LIFE-my_tank.revive);
GoToxy(102,9); //在副屏幕上打印剩余坦克数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("%d ",remain_enemy);
GoToxy(100,13); //在副屏幕上打印状态
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);
printf("正在游戏");
}
(cpp版)
#include <stdio.h>
#include <string>
#include <windows.h>
#include <iostream>
#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 1000
#define MAX_LIFE 4
using namespace std;
//程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level
/*
此程序中涉及的x,y类的坐标值,分为以下两种:
假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标)
真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值)
区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标
coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位,
可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2
*/
typedef struct //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量
{ //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1
int fast_tank_order; //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次
int firm_tank_order; //firm_tank出现的次序,同上
} LevInfo; //关卡信息(准确说是该关出现的坦克信息)
LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}}; //初始化,-1代表没有该类型坦克
typedef struct //子弹结构体
{
int x,y; //子弹坐标,假坐标
int direction; //子弹方向变量
bool exist; //子弹存在与否的变量,1为存在,0不存在
bool initial; //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态
bool my; //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹
} Bullet;
Bullet bullet [BULLET_NUM]; //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个
typedef struct //坦克结构体
{
int x,y; //坦克中心坐标
int direction; //坦克方向
int color; //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明
int model; //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用
int stop; //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动
int revive; //坦克复活次数
int num; //AI坦克编号(固定值,为常量,初始化函数中定下)0~3
int CD; //发射子弹冷却计时
bool my; //是否敌方坦克参数,我的坦克此参数为1,为常量
bool alive; //存活为1,不存活为0
} Tank;
Tank AI_tank[4] , my_tank; //my_tank为我的坦克,Ai_tank 代表AI坦克
//∵所有的函数都有可能对全局变量map进行读写(改变),
//∴函数中不另说明是否会对全局变量map读写
//基本操作与游戏辅助函数
void GoToxy(int x,int y); //光标移动
void HideCursor(); //隐藏光标
void keyboard (); //接受键盘输入
void Initialize(); //初始化(含有对多个数据的读写)
void Stop(); //暂停
void Getmap(); //地图数据存放与获取
void Frame (); //打印游戏主体框架
void PrintMap(); //打印地图(地图既地图障碍物)(含对level的读取)
void SideScreen (); //副屏幕打印
void GameCheak(); //检测游戏输赢
void GameOver( bool home ); //游戏结束
void ClearMainScreen(); //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数
void ColorChoose(int color); //颜色选择函数
void NextLevel(); //下一关(含有对level全局变量的读写)
//子弹部分
void BuildAIBullet(Tank *tank); //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标)
void BuildBullet (Tank tank); //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用
void BulletFly (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用),
void BulletHit (Bullet* bullet); //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
void PrintBullet (int x,int y,int T); //打印子弹(人机共用)
void ClearBullet (int x,int y,int T); //清除子弹(人机共用)
int BulletCheak (int x,int y); //判断子弹前方情况(人机共用)
//坦克部分
void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克
void BuildMyTank (Tank* my_tank); //建立我的坦克
void MoveAITank (Tank* AI_tank); //AI坦克移动
void MoveMyTank (int turn); //我的坦克移动,只通过keyboard函数调用,既键盘控制
void ClearTank (int x,int y); //清除坦克(人机共用)
void PrintTank (Tank tank); //打印坦克(人机共用)
bool TankCheak (Tank tank,int direction); //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通
int AIPositionCheak (int position); //检测AI坦克建立位置是否有障碍物AIPositionCheak
//DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间
//注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后)
//map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)
//map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克,
//全局变量
int map[41][41]; //地图二维数组
int key_x; // X键是否被“读入”的变量,也是子弹是否可以发射的变,
int bul_num; //子弹编号
int position; //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
int speed=7; //游戏速度,调整用
int level=1; //游戏关卡数
int score=0; //游戏分数
int remain_enemy; //剩余敌人(未出现的敌人)
char* tank_figure[4][3][4]=
{
{
{"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"},
{"┣●┫", "┣●┫", "━●┃", "┃●━"},
{"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"}
},
{
{"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},
{"┣●┫", "┣●┫", "━●┫", "┣●━"},
{"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}
},
{
{"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},
{"┣●┫", "┣●┫", "━●┃", "┃●━"},
{"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}
},
{
{"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},
{"╠█╣", "╠█╣", "━█╣", "╠█━"},
{"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}
}
};
int main () //主函数
{
int i;
unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ; //间隔计数器数组,用于控制速度
srand(time(NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3
HideCursor(); //隐藏光标
system("mode con cols=112 lines=42"); //控制窗口大小
Frame (); //打印游戏主体框架
Initialize(); //初始化,全局变量level初值便是1
// HANDLE h1 , h2 ; //定义句柄变量
for(;;)
{
if(interval[0]++%speed==0) //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1;
{
GameCheak(); //游戏胜负检测
BulletFly ( bullet );
for(i=0 ; i<=3 ; i++) //AI坦克移动循环
{
if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四个坦克中的快速坦克单独使用计数器1,2,3,4
MoveAITank( & AI_tank[i]);
if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8
MoveAITank( & AI_tank[i]);
}
for(i=0;i<=3;i++) //建立AI坦克部分
if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0) //一个敌方坦克每局只有4条命
{ //如果坦克不存活。计时,每次建立有间隔 1750 ms
BuildAITank( &position, & AI_tank[i] ); //建立AI坦克(复活)
break; //每次循环只建立一个坦克
}
for(i=0;i<=3;i++)
if(AI_tank[i].alive)
BuildAIBullet(&AI_tank[i]); //AIshoot自带int自增计数CD,不使用main中的CD interval
if(my_tank.alive && interval[10]++%2==0 )
keyboard ();
if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)
BuildMyTank( &my_tank );
}
Sleep(5);
}
return 0;
}
/*//这里的多线程暂时不用 //x键用于子弹发射,x键的冷却时间不能和上下左右一同设置,那样就太快了
DWORD WINAPI InputX(LPVOID lpParameter) //如果不用多线程运行,那么在x键冷却时间内程序会因Sleep将会挂起,暂停运行
{ //因为只有一个变量改变,而且变量改变先后顺序是显而易见的,所以不必设置缓冲区
for(;;)
{
if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态
{
key_x=1; // X键是否允许被“读入”的变量,也是子弹是否可以发射的变量
Sleep(600); // 子线程Sleep中,x就不能被"读入",主线程每操作完一次子弹发射,key_x会归零
}
Sleep(10);
}
return 0;
}*/
void keyboard ()
{ // kbhit() getch() 用法可用但是不好用
/*
函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后,
是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过,
否则表示该键没被按过.
这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅. GetAsyncKeyState的返回值表示两个内容,
一个是最高位bit的值,代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后,这个键是否被按下。
&为与操作,&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态,否则是弹起状态,为0
*/
int count=0;
if (GetAsyncKeyState(VK_UP)& 0x8000)
MoveMyTank( UP );
else if (GetAsyncKeyState(VK_DOWN)& 0x8000)
MoveMyTank( DOWN );
else if (GetAsyncKeyState(VK_LEFT)& 0x8000)
MoveMyTank( LEFT );
else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)
MoveMyTank( RIGHT );
else if (GetAsyncKeyState( 0x1B )& 0x8000) // Esc键
exit(0); //退出程序函数
else if (GetAsyncKeyState( 0x20 )& 0x8000) //空格
Stop();
else if (count++%7==0) //这里添加计数器是为了防止按键粘连不能达到微调效果
{
if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000) // +键
{
speed--;
GoToxy(102,11); //在副屏幕打印出当前速度
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
printf("%d ",21-speed); //副屏幕显示的速度为1~10
}
else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000) // - 键
{
speed++;
GoToxy(102,11); //在副屏幕打印出当前速度
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
printf("%d ",21-speed); //副屏幕显示的速度为1~10
}
}
if(my_tank.CD==7)
{
if(GetAsyncKeyState( 88 )& 0x8000)
{
BuildBullet(my_tank);
my_tank.CD=0;
}
}
else
my_tank.CD++;
}
void BuildAIBullet(Tank *tank) //AI子弹发射(建立)含有对my_tank的读取
{
if(tank->CD==15)
{
if(!(rand()%11)) //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹
{
BuildBullet(*tank);
tank->CD=0;
}
}
else
tank->CD++;
if(tank->CD >= 14) //AI强化部分,在冷却到达一定范围即可使用
{
if(tank->y==38 ) //如果坦克在底部(这个最优先)
{
if(tank->x < 20) //在老家左边
{
if(tank->direction==RIGHT) //坦克方向朝左
{
BuildBullet(*tank); //发射子弹
tank->CD=0;
}
}
else //在老家右边
if(tank->direction==LEFT) //坦克方向朝右
{
BuildBullet(*tank); //发射子弹
tank->CD=0;
}
}
else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1) //AI坦克在纵向上"炮口"对准我的坦克
{
if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y)
{ //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方
int big=my_tank.y , smal=tank->y , i;
if(my_tank.y < tank->y)
{
big=tank->y;
smal=my_tank.y;
}
for(i=smal+2;i<=big-2;i++) //判断AI炮口的直线上两坦克间有无障碍
if(map[i][tank->x]!=0 || map[i][tank->x]!=5) //若有障碍
break;
if(i==big-1) //若i走到big-1说明无障碍
{
BuildBullet(*tank); //则发射子弹
tank->CD=0;
}
}
}
else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在横向上"炮口"对准我的坦克
{
if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x)
{ //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方
int big=my_tank.y , smal=tank->y , i;
if(my_tank.x < tank->x)
{
big=tank->x;
smal=my_tank.x;
}
for(i=smal+2;i<=big-2;i++) //判断AI炮口的直线上两坦克间有无障碍
if(map[tank->y][i]!=0 || map[tank->y][i]!=5) //若有障碍
break;
if(i==big-1) //若i走到big-1说明无障碍
{
BuildBullet(*tank); //则发射子弹
tank->CD=0;
}
}
}
}
}
void BuildBullet(Tank tank) //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet
{ //∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同
switch(tank.direction) //∴为了方便,不将bullet放入参数,bullet作为全局变量使用
{
case UP :
bullet [bul_num].x = tank.x;
bullet [bul_num].y = tank.y-2;
bullet [bul_num].direction=1;
break;
case DOWN :
bullet [bul_num].x = tank.x;
bullet [bul_num].y = tank.y+2;
bullet [bul_num].direction=2;
break;
case LEFT :
bullet [bul_num].x = tank.x-2;
bullet [bul_num].y = tank.y;
bullet [bul_num].direction=3;
break;
case RIGHT :
bullet [bul_num].x = tank.x+2;
bullet [bul_num].y = tank.y;
bullet [bul_num].direction=4;
break;
}
bullet [bul_num].exist = 1; //子弹被建立,此值为1则此子弹存在
bullet [bul_num].initial = 1; //子弹处于初建立状态
bullet [bul_num].my=tank.my; //如果是我的坦克发射的子弹bullet.my=1,否则为0
bul_num++;
if(bul_num==BULLET_NUM) //如果子弹编号增长到20号,那么重头开始编号
bul_num=0; //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个
}
void BulletFly(Bullet bullet[BULLET_NUM]) //子弹移动和打击
{ //含有全局变量Bullet的改变
for(int i =0; i<BULLET_NUM;i++)
{
if(bullet [i].exist) //如果子弹存在
{
if(bullet [i].initial==0) //如果子弹不是初建立的
{
if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5) //如果子弹坐标当前位置无障碍
ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y )); //抹除子弹图形
switch(bullet [i].direction) //然后子弹坐标变化(子弹变到下一个坐标)
{
case UP :(bullet [i].y)--;break;
case DOWN :(bullet [i].y)++;break;
case LEFT :(bullet [i].x)--;break;
case RIGHT :(bullet [i].x)++;break;
}
}
int collide = BulletCheak ( bullet [i].x , bullet [i].y ); //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
if( collide ) //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上)
PrintBullet( bullet[i].x , bullet[i].y , collide); //则打印子弹,若有碰撞则不打印
else
BulletHit( & bullet [i] ); //若有碰撞则执行子弹碰撞函数
if(bullet [i].initial) //若子弹初建立,则把初建立标记去除
bullet [i].initial = 0;
for(int j=0; j< BULLET_NUM ; j++) //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视
if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)
{ //同样的两颗我方子弹不可能产生碰撞
bullet [j].exist=0;
bullet [i].exist=0;
ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y )); //抹除j子弹图形,子弹i图形已被抹除
break;
}
}
}
}
void BulletHit(Bullet* bullet) //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
{ //∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中
int x=bullet->x; //∴这里的Tank使用全局变量
int y=bullet->y; //这里传入的值是子弹坐标,这两个值不需要改变
int i;
if(map[y][x]==1 || map[y][x]==2) //子弹碰到砖块
{
if(bullet->direction==UP || bullet->direction==DOWN) //如果子弹是纵向的
for(i = -1 ; i<=1 ; i++)
if(map[y][x+i]==1 || map[y][x+i]==2) //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略
{
map[y][x+i]=0; //砖块碎
GoToxy(2*x+2*i,y);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
printf(" ");
}
if(bullet->direction==LEFT || bullet->direction==RIGHT) //若子弹是横向的 (与子弹纵向实现同理)
for(i = -1 ; i<=1 ; i++)
if(map[y+i][x]==1 || map[y+i][x]==2)
{
map[y+i][x]=0;
GoToxy(2*x,y+i);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
printf(" ");
}
bullet->exist=0; //这颗子弹已经不存在了
}
else if(map[y][x]==4 || map[y][x]==6 ) //子弹碰到边框或者不可摧毁方块
bullet->exist=0;
else if(bullet->my && map[y][x]>=100 && map[y][x]<104 ) //若我的子弹碰到了敌方坦克
{
int num = map[y][x]%100; //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息
if(AI_tank[num].model==3 && AI_tank[num].color==2) //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害
AI_tank[num].color=3; //则变成黄色,color=3为黄色
else if (AI_tank[num].model==3 && AI_tank[num].color==3)
AI_tank[num].color=4; //4为红色
else //其他类型的坦克或者firm tank为红色的情况
{
AI_tank[num].alive=0;
ClearTank(AI_tank[num].x , AI_tank[num].y); //清除该坦克
}
bullet->exist=0;
score+=100;
GoToxy(102,5); //在副屏幕上打印出分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("%d ",score);
}
else if(map[y][x]==200 && bullet->my==0 ) //若敌方子弹击中我的坦克
{
my_tank.alive=0;
ClearTank(my_tank.x , my_tank.y);
bullet->exist=0;
my_tank.revive++; //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)
score-=100; //分数减少
GoToxy(102,5); //在副屏幕上打印出分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("%d ",score);
GoToxy(102,7); //在副屏幕打印出我的剩余生命值
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("%d ", MAX_LIFE-my_tank.revive);
}
// else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用
// bullet->exist=0;
else if(map[y][x]==9) //子弹碰到家(无论是谁的子弹)
{
bullet->exist=0;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
GoToxy(38,37); printf(" ");
GoToxy(38,38); printf("◢◣ ");
GoToxy(38,39); printf("███");
GameOver(1); //游戏结束,传入1代表老家被毁
}
}
int BulletCheak (int x,int y) //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
{ //有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2
if(map[y][x]==0)
return 1;
else if(map[y][x]==5)
return 2;
else
return 0;
}
void PrintBullet (int x,int y,int T) //当前坐标BulletCheak 的值做参量 T
{
if(T==1) // T==1 表示子弹当前坐标在陆地上
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);
else if(T==2) // T==2 表示子弹当前坐标在水面上
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);
GoToxy(2*x,y);
printf("");
}
void ClearBullet(int x,int y,int T) //当前坐标BulletCheak 的值做参量 T
{
GoToxy(2*x,y);
if(T==2) // T==2 表示子弹当前坐标在水面上
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
printf("~");
}
else if(T==1) // T==1 表示子弹当前坐标在陆地上
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);
printf(" ");
}
}
//position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
void BuildAITank(int* position, Tank* AI_tank) //执行一次该函数只建立一个坦克
{ //rand函数公式:0<=rand()%(a+1)<=a 0+m<=rand()%(n-m+1)+m<=n
//rand函数实现1到n:1<=rand()%(n)+1<=n
if(AIPositionCheak(*position)) //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义
{
AI_tank->x= 20 + 18*(*position); //20 + 18 * position 对应三个生成位置的x假坐标
AI_tank->y=2;
if(AI_tank->revive==level_info[level-1].firm_tank_order) //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序
{
AI_tank->model = 3; //3为firm tank的模型(外观)
AI_tank->color = 2; //颜色参数2为绿色,具体详见函数ColorChoose
}
else if(AI_tank->revive==level_info[level-1].fast_tank_order) //同上if,这里是fast_tank的
{
AI_tank->model = 2;
AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose
}
else //普通坦克
{
AI_tank->model = 1;
AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色
}
AI_tank->alive = 1; //坦克变为存在
AI_tank->direction = 2 ; //方向朝下
AI_tank->revive++; //复活次数+1
PrintTank(*AI_tank);
(*position)++;
remain_enemy--;
GoToxy(102,9); //在副屏幕上打印剩余坦克数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("%d ",remain_enemy);
if(*position==2) //position只能为0,1,-1,这里position循环重置
*position = -1;
return ; //若生成了一辆坦克,则结束该函数
}
}
int AIPositionCheak( int position ) //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位
{
int x,y;
if(position==2) //2为我的坦克位置,现在暂时用不到
x=15,y=38;
else
y=2 , x= 20 + 18 * position ; //20 + 18 * position 对应三个生成位置的x假坐标
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if( map[y+j-1][x+i-1]!=0) //如果遍历的九宫格里有障碍物
return 0; //则返回0,表示此生成位置有阻碍
return 1; //否则生成1,表示此生成位置无阻碍
}
void MoveAITank(Tank* AI_tank) //AI专用函数,该函数主要为AI加强
{
if(AI_tank->alive) //如果坦克活着
{
if(AI_tank->stop!=0) //坦克是否停止运动的判断,若stop参数不为0
{
AI_tank->stop--; //则此坦克本回合停止运动
return;
}
if( !(rand()%23) ) //22分之1的概率执行方向重置
{
AI_tank->direction = rand()%4+1;
if( rand()%3 ) //在方向重置后有2分之1的概率停止走动3步的时间
{
AI_tank->stop=2;
return;
}
}
ClearTank (AI_tank->x , AI_tank->y);
if(TankCheak ( *AI_tank , AI_tank->direction)) //如果前方无障碍
switch ( AI_tank->direction )
{
case UP : AI_tank->y--; break; //上前进一格
case DOWN : AI_tank->y++; break; //下前进一格
case LEFT : AI_tank->x--; break; //左前进一格
case RIGHT: AI_tank->x++; break; //右前进一格
}
else //前方有障碍
{
if(!(rand()%4)) //3分之1的概率乱转
{
AI_tank->direction=rand()%4+1;
AI_tank->stop=2; //乱转之后停止走动3步的时间
PrintTank(*AI_tank);
return; //∵continue会跳过下面的打印函数,∴这里先打印
}
else //另外3分之2的几率选择正确的方向
{
int j;
for(j=1;j<=4;j++)
if(TankCheak ( *AI_tank , j )) //循环判断坦克四周有无障碍,此函数返值1为可通过
break;
if(j==5) //j==5说明此坦克四周都有障碍物,无法通行
{
PrintTank(*AI_tank);
return; //则跳过下面的while循环以防程序卡死
}
while(TankCheak ( *AI_tank , AI_tank->direction) == 0) //如果前方仍有障碍
AI_tank->direction=(rand()%4+1); //则换个随机方向检测
}
}
PrintTank(*AI_tank); //打印AI坦克
}
}
void BuildMyTank (Tank* my_tank) //建立我的坦克
{
my_tank->x=15;
my_tank->y=38;
my_tank->stop=NULL;
my_tank->direction=1;
my_tank->model=0;
my_tank->color=1;
my_tank->alive=1;
my_tank->my=1;
my_tank->CD=7;
PrintTank (*my_tank) ; //打印我的坦克
}
void MoveMyTank(int turn ) //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值
{
ClearTank(my_tank.x , my_tank.y); //map 数组中“我的坦克”参数清除工作已在此函数中完成
my_tank.direction=turn; //将键盘输入的方向值传入我的坦克方向值
if(TankCheak ( my_tank , my_tank.direction )) //若此时我的坦克当前方向上无障碍
switch (turn)
{
case UP : my_tank.y--; break; //上前进一格
case DOWN : my_tank.y++; break; //下前进一格
case LEFT : my_tank.x--; break; //左前进一格
case RIGHT: my_tank.x++; break; //右前进一格
} //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克
PrintTank (my_tank);
}
bool TankCheak(Tank tank,int direction) //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)
{
switch(direction) //direction变量 1上,2下,3左,4右
{
case UP:
if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)
return 1;
else
return 0;
case DOWN:
if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)
return 1;
else
return 0;
case LEFT:
if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)
return 1;
else
return 0;
case RIGHT:
if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)
return 1;
else
return 0;
default:
printf("错误!!");
Sleep(5000);
return 0;
}
}
void ClearTank(int x,int y) //清除坦克函数(人机共用)
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{ //将坦克占用的地图上的九格去掉
map[y+j-1][x+i-1]=0;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
GoToxy(2*x+2*j-2,y+i-1);
printf(" ");
}
}
void PrintTank(Tank tank) //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了
{ // tank.color参数对应不同的颜色,范围 1 ~ 6
ColorChoose(tank.color); //颜色选择函数 定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)
char *(*tankF)[4] = tank_figure[tank.model]; //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推
for(int i = 0; i < 3; i++)
{
GoToxy((tank.x-1)*2 , tank.y-1+i); //在坦克中心坐标的左边,上中下三行打印
printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串
for(int j=0;j<3;j++)
if(tank.my) //若为我的坦克
map[tank.y+j-1][tank.x+i-1]=200; //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200
else
map[tank.y+j-1][tank.x+i-1]=100+tank.num; //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数
}
}
void HideCursor() //隐藏光标
{ //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见
CONSOLE_CURSOR_INFO cursor_info={1,0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。
}
void GoToxy(int x,int y) //光标移动函数,X表示横坐标,Y表示纵坐标。
{
COORD coord; //使用头文件自带的坐标结构
coord.X=x; //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围
coord.Y=y;
HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出句柄
SetConsoleCursorPosition(a,coord); //以标准输出的句柄为参数设置控制台光标坐标
}
void ColorChoose(int color) //颜色选择函数
{
switch(color)
{
case 1: //天蓝色(我的坦克颜色)
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
break;
case 2: //绿色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
break;
case 3: //黄色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
break;
case 4: //红色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
break;
case 5: //紫色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
break;
case 6: //白色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);
break;
case 7: //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
break;
}
}
void Stop() //暂停
{
int color=1,timing=0;
while(1)
{
if(timing++%30==0)
{
ColorChoose(color); //颜色选择
GoToxy(100,13); //副屏幕打印
printf("游戏暂停");
GoToxy(88,17);
printf("按回车键回到游戏");
GoToxy(88,18);
printf("或按 Esc键退出游戏");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
GoToxy(100,13); //副屏幕打印
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("正在进行"); //覆盖掉原来的提示
GoToxy(88,17);
printf(" ");
GoToxy(88,18);
printf(" ");
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
}
void ClearMainScreen() //主屏幕清屏函数,因使用system("cls");再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数
{
for(int i=1;i<40;i++)
{
GoToxy(2,i);
printf(" ");
}
}
void Frame () //打印游戏主体框架
{ //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf(" ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁ ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");
for(int i=0;i<14;i++)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" | |\n");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" |═════════════|\n");
for(int i=0;i<24;i++)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" | |\n");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf(" ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE);
printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");
SideScreen (); //打印副屏幕
}
void PrintMap() // 打印地图(地图既地图障碍物)
{
for(int j=0;j<41;j++)
for(int i=0;i<41;i++)
if(map[i][j]==6)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN
|FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);
GoToxy(2*j,i);
printf("■");
}
else if(map[i][j]==2)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
GoToxy(2*j,i);
printf("▓");
}
else if(map[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
GoToxy(2*j,i);
printf("▓");
}
else if(map[i][j]==5)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
GoToxy(2*j,i);
printf("~");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
GoToxy(38,37); printf(" ◢◣");
GoToxy(38,38); printf("███"); //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印
GoToxy(38,39); printf("███"); //∴直接打印(且家的map值与符号无关)
}
void GetMap() //地图存放函数
{ //map里的值: 个位数的值为地图方块部分,百位数的值为坦克
int i ,j; //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克,
int Map[8][41][41]=
{
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
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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},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,4},
{4,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,2,2,2,2,2,2,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,4},
{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,2,2,2,2,2,2,2,2,0,0,0,1,1,0,0,0,0,0,0,0,1,1,4},
{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,2,2,2,2,2,2,2,2,0,0,1,1,1,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,0,0,0,0,0,1,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,0,1,1,1,4},
{4,1,1,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,1,1,1,1,4},
{4,0,1,1,0,0,0,0,0,0,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,0,0,1,1,1,1,4},
{4,0,1,1,1,0,0,0,0,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
{4,0,0,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,0,0,4},
{4,0,0,0,0,0,1,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
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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},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
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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},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
};
for(i=0;i<41;i++)
for(j=0;j<41;j++)
map[i][j]=Map[level-1][i][j];
PrintMap(); //打印地图
}
void GameOver(bool home)
{
int timing=0,color=1;
while(1)
{
if(timing++%30==0) //游戏结束原因为生命值为0
{
ColorChoose(color); //颜色选择
if(home) //游戏结束原因为老家被毁,则多打印一行字以提示玩家
{
GoToxy(37,19); //主屏幕中心打印
printf("老家被毁!");
}
GoToxy(37,20); //主屏幕中心打印
printf("游戏结束!");
GoToxy(100,13); //副屏幕打印
printf("游戏结束");
GoToxy(88,17);
printf("请按回车键重新开始!");
GoToxy(88,18);
printf("或按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
// system("cls"); //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数
// Frame (); //重新打印游戏框架
score-=500; //分数-500
ClearMainScreen(); //主屏清屏函数,无需再次打印框架
Initialize(); //从本关重新开始
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
}
void NextLevel()
{
int timing=0,color=1;
level++;
if(level<=MAX_LEVEL)
while(1)
{
if(timing++%10==0)
{
ColorChoose(color); //颜色选择
GoToxy(37,20); //主屏幕中心打印
printf("恭喜过关!");
GoToxy(100,13); //副屏幕打印
printf("等待下关");
GoToxy(87,17);
printf("请按回车键进入下一关!");
GoToxy(88,18);
printf("或按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
GoToxy(88,17); //抹除副屏幕中的提示
printf(" ");
GoToxy(88,18);
printf(" ");
ClearMainScreen(); //主屏清屏函数,无需再次打印框架
Initialize(); //初始化从下一关开始,level已++
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
else //level>8 通关
while(1)
{
if(timing++%5==0)
{
ColorChoose(color);
GoToxy(33,20); //主屏幕中心打印
printf("恭喜通过全部关卡!");
GoToxy(100,13); //副屏幕打印
printf("已通全关");
GoToxy(88,17);
printf("恭喜通过全部关卡!");
GoToxy(88,19);
printf("按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(10);
}
}
void GameCheak()
{ //剩余敌人为0且四坦克全部不存活
if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )
NextLevel(); //进入下一关
if(my_tank.revive>=MAX_LIFE) //我的生命值(复活次数)全部用完 MAX_LIFE
GameOver(0); //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁
}
void SideScreen () //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38)
{ // | 第 d 关 | " | |\n"
GoToxy(93,2);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
printf("第 关");
GoToxy(92,5);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
printf("分 数:");
GoToxy(92,7);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("生 命:");
GoToxy(86,9);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("剩余敌方坦克:");
GoToxy(86,11);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
printf("当前游戏速度: %d",21-speed);
GoToxy(86,13);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("当前游戏状态:");
GoToxy(94,19);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
GoToxy(94,24);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
printf("帮 助");
GoToxy(86,27);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("方向键 ←↑→↓ 移动");
GoToxy(93,29);
printf("x 键 射击");
GoToxy(89,31);
printf("+ - 调整游戏速度");
GoToxy(90,33);
printf("游戏速度范围1~20");
GoToxy(90,35);
printf("回车键 暂停游戏");
GoToxy(90,37);
printf("Esc键 退出游戏");
/* printf("帮 助"); //这是第二种详细说明的样式
GoToxy(86,21);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("方向键 ←↑→↓ 移动");
GoToxy(93,23);
printf("x 键 射击");
GoToxy(89,25);
printf("+ - 调整游戏速度");
GoToxy(90,27);
printf("游戏速度范围1~20");
GoToxy(90,29);
printf("回车键 暂停游戏");
GoToxy(90,31);
printf("Esc键 退出游戏");
GoToxy(86,33);
printf("敌方坦克全部消灭则过关");
GoToxy(87,34);
printf("己方坦克生命值为0 或");
GoToxy(86,35);
printf("正下方的老家被毁则失败");
GoToxy(86,36);
printf("己坦克与敌坦克子弹碰撞");
GoToxy(87,37);
printf("则抵消,敌坦克间子弹碰");
GoToxy(86,38);
printf("撞不抵消且可穿过敌坦克");*/
}
void Initialize() //初始化
{
remain_enemy=16;
my_tank.revive=0; //我的坦克复活次数为0
position=0;
bul_num=0;
GetMap();
BuildMyTank( &my_tank );
for(int i=0;i<12;i++) //子弹初始化
{
bullet [i].exist=0;
bullet [i].initial=0;
}
for(int i=0;i<=3;i++) //AI坦克初始化
{
AI_tank [i].revive=0;
AI_tank [i].alive=0; //初始化坦克全是不存活的,BuildAITank()会建立重新建立不存活的坦克
AI_tank [i].stop=0;
AI_tank [i].num=i;
AI_tank [i].my=0;
AI_tank [i].CD=0;
}
GoToxy(97,2); //在副屏幕上关卡数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
printf("%d",level);
GoToxy(102,5); //在副屏幕上打印分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
printf("%d ",score);
GoToxy(102,7); //在副屏幕打印我的剩余生命值
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("%d", MAX_LIFE-my_tank.revive);
GoToxy(102,9); //在副屏幕上打印剩余坦克数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("%d ",remain_enemy);
GoToxy(100,13); //在副屏幕上打印状态
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);
printf("正在游戏");
}
(截图)
初级启示者
#include<iostream>
#include<cstdio>
#include<windows.h>
#include<conio.h>
using namespace std;
int SIZ = 20;
HANDLE hout=GetStdHandle(STD_OUTPUT_HANDLE);
COORD coord;
HANDLE hCon;
enum Color { DARKBLUE = 1, DARKGREEN, DARKTEAL, DARKRED, DARKPINK, DARKYELLOW, GRAY, DARKGRAY, BLUE, GREEN, TEAL, RED, PINK, YELLOW, WHITE };
void SetColor(Color c) {
if(hCon == NULL)
hCon = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleTextAttribute(hCon, c);
}
SYSTEMTIME sys;
//sys.wYear,sys.wMonth,sys.wDay,sys.wHour,sys.wMinute, sys.wSecond,sys.wMilliseconds,sys.wDayOfWeek
struct PLAYER {
int x,y;
int hp;
int gun;
int direct;
} p1,p2;
int map[1005][1005];
int abs(int x) {
if(x < 0) return -x;
return x;
}
void locate(int x,int y) {
coord.X=y - 1;
coord.Y=x - 1;
SetConsoleCursorPosition(hout,coord);
}
void print_map() {
locate(1,1);
SetColor(GRAY);
for(int i = 1; i <= SIZ; i++) cout<<"■";
locate(SIZ,1);
for(int i = 1; i <= SIZ; i++) cout<<"■";
for(int i = 2; i < SIZ; i++) {
locate(i,1);
cout<<"■";
locate(i,SIZ*2-1);
cout<<"■";
}
locate(SIZ+1,1);
SetColor(WHITE);
}
void create_tree(int x,int y) {
map[x][y] = map[x+1][y] = map[x-1][y] = map[x][y+1] = map[x][y-1] = 2;
}
void use_map(int x) {
if(x == 1) {
SIZ = 20;
SetColor(DARKGREEN);
map[16][6]=map[15][6]=map[17][6]=map[16][7]=map[16][5]=map[14][13]=map[13][12]=map[13][13]=2;
for(int i = 2; i < SIZ; i++) {
for(int j = 2; j < SIZ; j++) {
if(map[i][j] == 2) {
locate(i,j*2-1);
cout<<"■";
}
}
}
SetColor(GRAY);
for(int i = 5; i <= 15; i++) {
map[i][i] = 1;
locate(i,i*2-1);
cout<<"■";
}
SetColor(WHITE);
} else if(x == 2) {
SIZ = 30;
SetColor(GRAY);
for(int i = 4; i <= 26; i++) {
if(i == 13 || i == 14 ||i == 15) continue;
map[i][4] = map[4][i] = map[26][i] = map[i][26] = 1;
}
for(int i = 1; i <= SIZ; i++) {
for(int j = 1; j <= SIZ; j++) {
if(map[i][j] == 1) {
locate(i,j*2-1);
cout<<"■";
}
}
}
SetColor(DARKGREEN);
for(int i = 10; i<=20; i++) {
if(i == 13 || i == 17) continue;
map[i][10] = map[10][i] = map[20][i] = map[i][20] = 2;
}
create_tree(5,5);
create_tree(18,18);
for(int i = 1; i <= SIZ; i++) {
for(int j = 1; j <= SIZ; j++) {
if(map[i][j] == 2) {
locate(i,j*2-1);
cout<<"■";
}
}
}
SetColor(WHITE);
}
}
void cleanbody(int x,int y);
void putbody(int x,int y,int z);
void player_init() {
p1.hp = p2.hp = 300;
p1.gun = p2.gun = 1;
p1.direct = 4;
p2.direct = 2;
p1.x = 2;
p1.y = 2;
p2.x = SIZ - 1;
p2.y = SIZ - 1;
putbody(p1.x,p1.y,1);
putbody(p2.x,p2.y,2);
}
void mapinit() {
for(int i = 1; i <= SIZ; i++) {
map[i][1] = map[1][i] = map[SIZ][i] = map[i][SIZ] = 1;
}
}
void init() {
printf("Use Which Map?\n");
int x;
cin>>x;
system("cls");
use_map(x-1);
mapinit();
print_map();
player_init();
}
void putbody(int x,int y,int z) {
if(z == 1) SetColor(BLUE);
else if(z == 2) SetColor(RED);
locate(x,y*2-1);
cout<<"■";
SetColor(WHITE);
}
void cleanbody(int x,int y) {
locate(x,y*2-1);
cout<<" ";
}
/*
LIST
direct:
w 1
a 2
s 3
d 4
gun:
usp 1
mimigun 2
awp 3
block:
void 0
stone 1
tree 2
player 3
clip 4
*/
bool judge(int x,int y) {
if(map[x][y] == 1) return false;
if(map[x][y] == 2) return false;
if(map[x][y] == 3) return false;
return true;
}
bool judge_gun(int x,int y) {
if(map[x][y] == 1) return 0;
if(map[x][y] == 2) return 0;
if(map[x][y] == 3) {
if(p1.x == x && p1.y == y) p1.hp -= 50;//此处暂时不管威力
else p2.hp -= 50;
return 0;
}
return 1;
}
int cnt;
struct Clip {
int x,y;
int derect;
int force;
int start;
bool flag;
} clip[1000000];
void create_clip(int y,int x,int a,int b) {
int X,Y;
if(y == 1) {
if(!judge_gun(a-1,b)) return;
X = a-1;
Y = b;
} else if(y == 2) {
if(!judge_gun(a,b-1)) return;
X = a;
Y = b-1;
} else if(y == 3) {
if(!judge_gun(a+1,b)) return;
X = a+1;
Y = b;
} else if(y == 4) {
if(!judge_gun(a,b+1)) return;
X = a;
Y = b+1;
}
cnt++;
GetLocalTime( &sys );
clip[cnt].start = sys.wMilliseconds + sys.wSecond * 60 + sys.wHour * 3600;
clip[cnt].x = X;
clip[cnt].y = Y;
if(x == 1) {
clip[cnt].derect = p1.direct;
} else if(x == 2) {
clip[cnt].derect = p2.direct;
}
}
void shoot(int x) {
if(x == 1) {
create_clip(p1.direct,1,p1.x,p1.y);
} else if(x == 2) {
create_clip(p2.direct,2,p2.x,p2.y);
}
}
void clean_clip(int x,int y) {
locate(x,y*2-1);
cout<<" ";
locate(1,1);
}
void print_clip(int x,int y,int i) {
if(clip[i].flag) {
clean_clip(x,y);
return;
}
locate(x,y*2-1);
SetColor(YELLOW);
cout<<"C";
locate(1,1);
// system("pause");
}
void clipmove() {
GetLocalTime( &sys );
int t = sys.wMilliseconds + sys.wSecond * 60 + sys.wHour * 3600;
for(int i = 1; i <= cnt; i++) {
if(clip[i].flag) continue;
if(abs(clip[i].start - t) > 50) {
clip[i].start = t;
int x = clip[i].x;
int y = clip[i].y;
if(clip[i].derect==1) {
if(!judge_gun(clip[i].x-1,clip[i].y)) {
clip[i].flag = 1;
clean_clip(x,y);
continue;
}
clean_clip(clip[i].x,clip[i].y);
clip[i].x--;
print_clip(clip[i].x,clip[i].y,i);
} else if(clip[i].derect==2) {
if(!judge_gun(clip[i].x,clip[i].y-1)) {
clip[i].flag = 1;
clean_clip(x,y);
continue;
}
clean_clip(clip[i].x,clip[i].y);
clip[i].y--;
print_clip(clip[i].x,clip[i].y,i);
} else if(clip[i].derect==3) {
if(!judge_gun(clip[i].x+1,clip[i].y)) {
clip[i].flag = 1;
clean_clip(x,y);
continue;
}
clean_clip(clip[i].x,clip[i].y);
clip[i].x++;
print_clip(clip[i].x,clip[i].y,i);
} else if(clip[i].derect==4) {
if(!judge_gun(clip[i].x,clip[i].y+1)) {
clip[i].flag = 1;
clean_clip(x,y);
continue;
}
clean_clip(clip[i].x,clip[i].y);
clip[i].y++;
print_clip(clip[i].x,clip[i].y,i);
}
}
}
}
void judge_hp() {
int x = p1.hp;
int y = p2.hp;
if(x<0 && y<0 && x > y) swap(x,y);
if(x <= 0) {
locate(1,1);
system("cls");
printf("GAME OVER!\nTHE WINNER IS P2!");
Sleep(5000);
printf("\n-MADE BY Floatiy-");
exit(0);
} else if(y <= 0) {
locate(1,1);
system("cls");
printf("GAME OVER!\nTHE WINNER IS P1!");
Sleep(5000);
printf("\n-MADE BY Floatiy-");
exit(0);
}
}
void prog() {
char ch;
while(true) {
if(kbhit()) {
ch=getch();
if(ch == 'w' && judge(p1.x-1,p1.y)) {
p1.direct = 1;
cleanbody(p1.x,p1.y);
map[p1.x][p1.y] = 0;
putbody(--p1.x,p1.y,1);
map[p1.x][p1.y] = 3;
} else if(ch == 'i' && judge(p2.x-1,p2.y)) {
p2.direct = 1;
cleanbody(p2.x,p2.y);
map[p2.x][p2.y] = 0;
putbody(--p2.x,p2.y,2);
map[p2.x][p2.y] = 3;
} else if(ch == 'a' && judge(p1.x,p1.y-1)) {
p1.direct = 2;
cleanbody(p1.x,p1.y);
map[p1.x][p1.y] = 0;
putbody(p1.x,--p1.y,1);
map[p1.x][p1.y] = 3;
} else if(ch == 'j' && judge(p2.x,p2.y-1)) {
p2.direct = 2;
cleanbody(p2.x,p2.y);
map[p2.x][p2.y] = 0;
putbody(p2.x,--p2.y,2);
map[p2.x][p2.y] = 3;
} else if(ch == 's' && judge(p1.x+1,p1.y)) {
p1.direct = 3;
cleanbody(p1.x,p1.y);
map[p1.x][p1.y] = 0;
putbody(++p1.x,p1.y,1);
map[p1.x][p1.y] = 3;
} else if(ch == 'k' && judge(p2.x+1,p2.y)) {
p2.direct = 3;
cleanbody(p2.x,p2.y);
map[p2.x][p2.y] = 0;
putbody(++p2.x,p2.y,2);
map[p2.x][p2.y] = 3;
} else if(ch == 'd' && judge(p1.x,p1.y+1)) {
p1.direct = 4;
cleanbody(p1.x,p1.y);
map[p1.x][p1.y] = 0;
putbody(p1.x,++p1.y,1);
map[p1.x][p1.y] = 3;
} else if(ch == 'l' && judge(p2.x,p2.y+1)) {
p2.direct = 4;
cleanbody(p2.x,p2.y);
map[p2.x][p2.y] = 0;
putbody(p2.x,++p2.y,2);
map[p2.x][p2.y] = 3;
} else if(ch == '0') {
shoot(2);
} else if(ch == ' ') {
shoot(1);
}
Sleep(20);
}
clipmove();
judge_hp();
}
}
void welcome() {
printf("操作方法:\n玩家1 wasd控制移动,空格攻击\n玩家2 数字小键盘ijkl控制移动,0攻击\n");
Sleep(2000);
}
int main() {
welcome();
GetLocalTime( &sys );
init();
prog();
return 0;
}
中级天翼
#include<stdio.h>
#include <windows.h>
#include<conio.h>
#include<time.h>
void gotoxy(int x,int y);//控制光标。X表示横坐标,Y表示纵坐标
void my_print();//设置界面
void print_thing();//打印物品
void print_home();//打印老家
void refresh_map();//刷新地图
void stop();//暂停
void print_my_tank();//打印我的坦克
void print_tank_1();//打印坦克1号
void print_tank_2();//打印坦克2号
void print_tank_3();//打印坦克3号
void clear_my_tank();//清除我的坦克,用于坦克移动后
void clear_tank_1();//清除坦克1号
void clear_tank_2();//清除坦克2号
void clear_tank_3();//清除坦克3号
void turn_up(int a[][3]);//我的坦克上转
void turn_down(int a[][3]);//我的坦克下转
void turn_left(int a[][3]);//我的坦克左转
void turn_right(int a[][3]);//我的坦克右转
void turn_up_1(int a[][3]);//坦克1号上转
void turn_down_1(int a[][3]);//坦克1号下转
void turn_left_1(int a[][3]);//坦克1号左转
void turn_right_1(int a[][3]);//坦克1号右转
void turn_up_2(int a[][3]);//坦克2号上转
void turn_down_2(int a[][3]);//坦克2号下转
void turn_left_2(int a[][3]);//坦克2号左转
void turn_right_2(int a[][3]);//坦克2号右转
void turn_up_3(int a[][3]);//坦克3号上转
void turn_down_3(int a[][3]);//坦克3号下转
void turn_left_3(int a[][3]);//坦克3号左转
void turn_right_3(int a[][3]);//坦克3号右转
void my_move();//我的坦克移动
void move_1();//坦克1号移动
void move_2();//坦克2号移动
void move_3();//坦克3号移动
void print_bullet(int x,int y);//打印敌方坦克的子弹
void print_my_bullet(int x,int y);//打印我的子弹
void clear_bullet(int x,int y);//清楚子弹
int check_bullet(int x,int y);//检查子弹是否碰撞,没碰返回1,碰到返回0
void shoot();//计算我的坦克子弹的坐标
void shoot_1();//计算坦克1号子弹的坐标
void shoot_2();//计算坦克2号子弹的坐标
void shoot_3();//计算坦克3号子弹的坐标
void change_thing();//记录物品的变化
void change_home();//记录老家的变化
void change_bullet();//纪录子弹的变化
void change_star();//记录星星的变化
void change_tank();//记录我的坦克的变化
void change_tank_1();//记录坦克1号的变化
void change_tank_2();//记录坦克2号的变化
void change_tank_3();//记录坦克3号的变化
void switch_weapons();//切换武器
void switch_skin();//切换皮肤
void help();//帮助
void check_game();//检查游戏胜负
void check_lv();//检查等级
void next_level();//下一关
void get_map();//获得每一关的地图
void initial();//将所有量初始化
void gameover();//游戏结束
void console();//控制窗口
void screen_1();//屏幕1
void screen_2(char *p,int color);//屏幕2
void screen_3();//屏幕3
void produce_star();//产生一个星星
void print_star();//打印星星
void check_star();//检查星星的数量
void clear_star();//清除星星
int my_abs(int x);//绝对值函数,用系统的会有问题
int judge(int x,int y,int state);//判断我的坦克能否前进
int judge2(int x,int y,int state);// 辅助电脑判断能否前进
int check1(int x,int y);//辅助电脑判断的函数
int check2(int x,int y);//辅助电脑判断的函数
int check3(int x,int y);//辅助电脑判断的函数
int life=3;//生命
int enemy=13;//敌人数量
int level=1;//关卡
int weapons=1;//武器
int skin=1;//皮肤
int star=1;//星星
int s=0,t=0;//星星坐标
int score=0;//分数
int lv=1;//等级
int speed=10;//速度
char *info[5]={" "," "," "," "," "};//通知
int map[30][30]={0};//记录整个屏幕上的物体
int thing[28][28]={0};//障碍物,不包括边界
int home[3][4]={{2,2,2,2},{2,1,1,2},{2,1,1,2}};//老家,3行4列
int my_tank[3][3]={0};//我的坦克
int tank_1[3][3]={0};//敌人的坦克1号
int tank_2[3][3]={0};//敌人的坦克2号
int tank_3[3][3]={0};//敌人的坦克3号
int x , y ;//我的坦克中心坐标
int x1 , y1;//坦克1号中心坐标
int x2 , y2;//坦克2号中心坐标
int x3 , y3;//坦克3号中心坐标
int m=0 , n=0 ;//我的坦克子弹的坐标
int m1=0 , n1=0;//坦克1号子弹的坐标
int m2=0 , n2=0;//坦克2号子弹的坐标
int m3=0 , n3=0;//坦克3号子弹的坐标
int state=0; //我的坦克方向(1上,2下,3左,4右)
int state_1=0;//坦克1号方向
int state_2=0;//坦克2号方向
int state_3=0;//坦克3号方向
int direction=0;//我的坦克子弹射向
int direction_1=0;//坦克1号子弹射向
int direction_2=0;//坦克2号子弹射向
int direction_3=0;//坦克3号子弹射向
int cp1=2;//辅助电脑判断的变量
int cp2=2;//辅助电脑判断的变量
int cp3=2;//辅助电脑判断的变量
int main()//主函数
{
srand(time(NULL));//设置随机数种子
console();//设置窗口
my_print();//打印边框
initial();//所有量初始化
while(1)
{
int i1,i2,i3,i4,i5,i6,i7;
my_move();//控制我的坦克移动
if(i1++%30==0) //控制敌人坦克速度
move_1();
if(i2++%30==0)
move_2();
if(i3++%30==0)
move_3();
if(i4++%speed==0) //控制子弹速度
shoot();
if(i5++%speed==0)
shoot_1();
if(i6++%speed==0)
shoot_2();
if(i7++%speed==0)
shoot_3();
screen_1();//刷新屏幕
Sleep(30);
}
return 0;
}
//设置光标输出的位置函数
void gotoxy(int x,int y)//X表示横坐标,Y表示纵坐标。
{
HANDLE app;
COORD pos;
pos.X=x;
pos.Y=y;
app=GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(app,pos);
}
//控制窗口
void console()
{
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_SCREEN_BUFFER_INFO bInfo;
GetConsoleScreenBufferInfo(hOut, &bInfo );
SetConsoleTitle("坦克大战"); // 设置窗口的标题
COORD size = {90, 32};//设置窗口大小
SetConsoleScreenBufferSize(hOut,size);
SMALL_RECT rc = {0,0, 63, 31};
SetConsoleWindowInfo(hOut,true ,&rc);
}
//打印边界
void my_print()
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE |FOREGROUND_INTENSITY);//蓝色
printf("■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ |﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊|\n");
for(int i=0;i<13;i++)
printf("■ ■ | |\n");
printf("■ ■ |--------------------------|\n");
for(int j=14;j<28;j++)
printf("■ ■ | |\n");
printf("■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ |﹍﹍﹍﹍﹍﹍﹍﹍﹍﹍﹍﹍﹍|\n");
}
//打印与清除坦克
void print_my_tank()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if(my_tank[i][j]==1)
{
switch(skin)
{
case 1 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);//淡蓝色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 2 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);//绿色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 3 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);//黄色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 4 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);//白色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 5 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);//紫色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 6 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);//红色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 7 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);//蓝色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
}
}
}
void clear_my_tank()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{
gotoxy(2*x+2*j-2,y+i-1);
printf(" ");
}
}
void print_tank_1()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if(tank_1[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);// 紫色
gotoxy(2*x1+2*j-2,y1+i-1);
printf("■");
}
}
void clear_tank_1()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{
gotoxy(2*x1+2*j-2,y1+i-1);
printf(" ");
}
}
void print_tank_2()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if(tank_2[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);// 紫色
gotoxy(2*x2+2*j-2,y2+i-1);
printf("■");
}
}
void clear_tank_2()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{
gotoxy(2*x2+2*j-2,y2+i-1);
printf(" ");
}
}
void print_tank_3()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if(tank_3[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);// 紫色
gotoxy(2*x3+2*j-2,y3+i-1);
printf("■");
}
}
void clear_tank_3()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{
gotoxy(2*x3+2*j-2,y3+i-1);
printf(" ");
}
}
void print_thing() // 打印物品
{
for(int j=0;j<28;j++) // 从坐标(1,1)点开始打印
for(int i=0;i<28;i++)
if(thing[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(2+2*j,1+i);
printf("■");
}
else if(thing[i][j]==2)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
gotoxy(2+2*j,1+i);
printf("■");
}
else if(thing[i][j]==3)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(2+2*j,1+i);
printf("■");
}
else if(thing[i][j]==4)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
gotoxy(2+2*j,1+i);
printf("■");
}
}
void print_home() //打印老家
{
for(int i=0;i<3;i++) //打印老家外墙
for(int j=0;j<4;j++)
if(home[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(26+2*j,26+i);
printf("■");
}
else if(home[i][j]==2)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
gotoxy(26+2*j,26+i);
printf("■");
}
else if(home[i][j]==3)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(26+2*j,26+i);
printf("■");
}
{
for(int i=1;i<3;i++) //打印老家内部
for(int j=1;j<3;j++)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(26+2*j,26+i);
printf("■");
}
}
}
void print_bullet(int x,int y) //打印敌方坦克的子弹子弹
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(2*x,y);
printf("⊕");
}
void print_my_bullet(int x,int y) //打印我的子弹
{
switch(weapons)
{
case 1 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(2*x,y);
printf("⊕");
}break;
case 2 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(2*x,y);
printf("∷");
}break;
case 3 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(2*x,y);
printf("◎");
}break;
case 4 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(2*x,y);
printf("※");
}break;
case 5 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(2*x,y);
printf("●");
}break;
}
}
void clear_bullet(int x,int y)
{
gotoxy(2*x,y);
printf(" ");
}
void screen_1()
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
gotoxy(62,2);
printf(" 第 %d 关 ",level);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,4);
printf("分数: %d",score);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(80,4);
printf("LV: %d ",lv);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(62,6);
printf("生命: 坦克×%d ",life-1);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,8);
printf("敌方: 坦克×%d ",enemy);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(62,11);
printf("当前武器: ");
switch(weapons)
{
case 1 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,13);
printf(" 普通子弹 ⊕ ");
}break;
case 2 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,13);
printf(" 散弹 ∷ ");
}break;
case 3 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,13);
printf(" 气泡弹 ◎ ");
}break;
case 4 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(62,13);
printf(" 雪花弹 ※ ");
}break;
case 5 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,13);
printf(" 超级炮弹 ● ");
}break;
}
}
void screen_2(char *p,int color)
{
for(int i=15;i<27;i++)//先清屏
{
gotoxy(62,i);
printf(" ");
}
info[0]=info[1];//内容上移
info[1]=info[2];
info[2]=info[3];
info[3]=info[4];
info[4]=p;
for(int j=15;j<22;j=j+2)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,j);
printf("%s",info[(j+1)/2-8]);
}
switch(color)
{
case 1 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);//绿
gotoxy(62,23);
printf("%s",info[4]);
}break;
case 2 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);//淡蓝
gotoxy(62,23);
printf("%s",info[4]);
}break;
case 3 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);//黄
gotoxy(62,23);
printf("%s",info[4]);
}break;
case 4 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);//红
gotoxy(62,23);
printf("%s",info[4]);
}break;
}
}
void screen_3()
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
gotoxy(62,27);
printf(" h键帮助 Esc退出");
gotoxy(62,28);
printf(" ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
if(star<=13)
for(int i=1;i<=star;i++)
{
gotoxy(60+2*i,28);
printf("★");
}
}
void produce_star()
{
int a=0;
for(int i=4;i<26;i++)
{
for(int j=1;j<29;j++)
if(map[i][j]==0 && rand()%300==0)
{
s=j,t=i;
print_star();
a=1;
break;
}
if(a)
break;
}
}
void print_star()
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(2*s,t);
printf("★");
}
void change_star()
{
if(s==x&&t==(y-1) || s==x&&t==(y+1) || s==(x-1)&&t==y || s==(x+1)&&t==y)
{
clear_star();
s=0,t=0;
star++;
screen_2("恭喜你获得一颗星星",2);
printf("\7");
check_star();
print_my_tank();
}
if(s==x1&&t==(y1-1) || s==x1&&t==(y1+1) || s==(x1-1)&&t==y1 || s==(x1+1)&&t==y1)
{
clear_star();
s=0,t=0;
screen_2("很遗憾星星被抢走了",4);
printf("\7");
print_tank_1();
}
if(s==x2&&t==(y2-1) || s==x2&&t==(y2+1) || s==(x2-1)&&t==y2 || s==(x2+1)&&t==y2)
{
clear_star();
s=0,t=0;
screen_2("很遗憾星星被抢走了",4);
printf("\7");
print_tank_2();
}
if(s==x3&&t==(y3-1) || s==x3&&t==(y3+1) || s==(x3-1)&&t==y3 || s==(x3+1)&&t==y3)
{
clear_star();
s=0,t=0;
screen_2("很遗憾星星被抢走了",4);
printf("\7");
print_tank_3();
}
}
void clear_star()
{
gotoxy(2*s,t);
printf(" ");
}
void check_star()
{
switch(star)
{
case 2 :screen_2("解锁新武器: 散弹",4),screen_3();break;
case 3 :screen_2("成功解锁 绿色皮肤",2),screen_3();break;
case 4 :screen_2("解锁新武器: 气泡弹",2),screen_3();break;
case 5 :screen_2("成功解锁 黄色皮肤",3),screen_3();break;
case 6 :screen_2("解锁新武器: 雪花弹",1),screen_3();break;
case 7 :screen_2("成功解锁 白色皮肤",1),screen_3();break;
case 8 :screen_2("解锁新武器: 超级炮弹",4),screen_3();break;
case 9 :screen_2("成功解锁 紫色皮肤",1),screen_3();break;
case 10 :screen_2("您已拥有10颗星啦",3),screen_3();break;
case 11 :screen_2("成功解锁 红色皮肤",4),screen_3();break;
case 12 :screen_2("您已拥有12颗星啦",3),screen_3();break;
case 13 :screen_2("成功解锁 蓝色皮肤",1),screen_3();break;
}
}
void switch_weapons()
{
weapons++;
if(weapons>star/2+1)
weapons=1;
if(star==1)
screen_2("当前星星数不足,赶快收集吧",1);
else
{
switch(weapons)
{
case 1 :screen_2("切换到普通子弹",1);break;
case 2 :screen_2("切换到散弹",1);break;
case 3 :screen_2("切换到气泡弹",1);break;
case 4 :screen_2("切换到雪花弹",1);break;
case 5 :screen_2("切换到超级炮弹弹",1);break;
}
}
}
void switch_skin()
{
skin++;
if(skin>(star-1)/2+1)
skin=1;
if(star==1 || star==2)
screen_2("当前星星数不足,赶快收集吧",1);
else
{
switch(skin)
{
case 1 :screen_2("切换到淡蓝色皮肤",1);break;
case 2 :screen_2("切换到绿色皮肤",1);break;
case 3 :screen_2("切换到黄色皮肤",1);break;
case 4 :screen_2("切换到白色皮肤",1);break;
case 5 :screen_2("切换到紫色皮肤",1);break;
case 6 :screen_2("切换到红色皮肤",1);break;
case 7 :screen_2("切换到蓝色皮肤",1);break;
}
}
}
void shoot()
{
if(m!=0 || n!=0)
if(map[n][m]==0)//如果子弹还留在地图上,就清除掉
clear_bullet(m,n);
if(m==0 && n==0)//代表现在场上没有我的坦克的子弹,则重新发射子弹
{
switch(state)
{
case 1 :
{
m=x;
n=y-2;
direction=1;
}break;
case 2 :
{
m=x;
n=y+2;
direction=2;
}break;
case 3 :
{
m=x-2;
n=y;
direction=3;
}break;
case 4 :
{
m=x+2;
n=y;
direction=4;
}break;
}
}
else
{
switch(direction)
{
case 1 :n--;break;
case 2 :n++;break;
case 3 :m--;break;
case 4 :m++;break;
}
}
change_thing();//检查是否击中障碍物
change_home();//检查是否击中老家
change_bullet();//检查是否击中子弹
change_tank_1();//检查是否击中坦克1号
change_tank_2();//检查是否击中坦克2号
change_tank_3();//检查是否击中坦克3号
if(check_bullet(m,n))
print_my_bullet(m,n);
else
m=0,n=0;
}
void shoot_1()
{
if(m1!=0 || n1!=0)
if(map[n1][m1]==0)//如果子弹还留在地图上,就清除掉
clear_bullet(m1,n1);
if(m1==0 && n1==0)//代表现在场上没有坦克1号的子弹,则重新发射子弹
{
switch(state_1)
{
case 1 :
{
m1=x1;
n1=y1-2;
direction_1=1;
}break;
case 2 :
{
m1=x1;
n1=y1+2;
direction_1=2;
}break;
case 3 :
{
m1=x1-2;
n1=y1;
direction_1=3;
}break;
case 4 :
{
m1=x1+2;
n1=y1;
direction_1=4;
}break;
}
}
else
{
switch(direction_1)
{
case 1 :n1--;break;
case 2 :n1++;break;
case 3 :m1--;break;
case 4 :m1++;break;
}
}
change_thing();//检查是否击中障碍物
change_home();//检查是否击中老家
change_bullet();//检查是否击中子弹
change_tank();//检查是否击中我的坦克
if(check_bullet(m1,n1))
print_bullet(m1,n1);
else
m1=0,n1=0;
}
void shoot_2()
{
if(m2!=0 || n2!=0)
if(map[n2][m2]==0)//如果子弹还留在地图上,就清除掉
clear_bullet(m2,n2);
if(m2==0 && n2==0)//代表现在场上没有坦克2号的子弹,则重新发射子弹
{
switch(state_2)
{
case 1 :
{
m2=x2;
n2=y2-2;
direction_2=1;
}break;
case 2 :
{
m2=x2;
n2=y2+2;
direction_2=2;
}break;
case 3 :
{
m2=x2-2;
n2=y2;
direction_2=3;
}break;
case 4 :
{
m2=x2+2;
n2=y2;
direction_2=4;
}break;
}
}
else
{
switch(direction_2)
{
case 1 :n2--;break;
case 2 :n2++;break;
case 3 :m2--;break;
case 4 :m2++;break;
}
}
change_thing();//检查是否击中障碍物
change_home();//检查是否击中老家
change_bullet();//检查是否击中子弹
change_tank();//检查是否击中我的坦克
if(check_bullet(m2,n2))
print_bullet(m2,n2);
else
m2=0,n2=0;
}
void shoot_3()
{
if(m3!=0 || n3!=0)
if(map[n3][m3]==0)//如果子弹还留在地图上,就清除掉
clear_bullet(m3,n3);
if(m3==0 && n3==0)//代表现在场上没有坦克3号的子弹,则重新发射子弹
{
switch(state_3)
{
case 1 :
{
m3=x3;
n3=y3-2;
direction_3=1;
}break;
case 2 :
{
m3=x3;
n3=y3+2;
direction_3=2;
}break;
case 3 :
{
m3=x3-2;
n3=y3;
direction_3=3;
}break;
case 4 :
{
m3=x3+2;
n3=y3;
direction_3=4;
}break;
}
}
else
{
switch(direction_3)
{
case 1 :n3--;break;
case 2 :n3++;break;
case 3 :m3--;break;
case 4 :m3++;break;
}
}
change_thing();//检查是否击中障碍物
change_home();//检查是否击中老家
change_bullet();//检查是否击中子弹
change_tank();//检查是否击中我的坦克
if(check_bullet(m3,n3))
print_bullet(m3,n3);
else
m3=0,n3=0;
}
void turn_up(int a[][3])
{
int tank_up[3][3]={{0,1,0},{1,1,1},{1,0,1}};
if(state==1)
{
if(judge(x,y,state))
{
clear_my_tank();
y--;
print_my_tank();
refresh_map();
}
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_up[i][j];
clear_my_tank();
print_my_tank();
state=1;
refresh_map();
}
change_star();
}
void turn_down(int a[][3])
{
int tank_down[3][3]={{1,0,1},{1,1,1},{0,1,0}};
if(state==2)
{
if(judge(x,y,state))
{
clear_my_tank();
y++;
print_my_tank();
refresh_map();
}
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_down[i][j];
clear_my_tank();
print_my_tank();
state=2;
refresh_map();
}
change_star();
}
void turn_left(int a[][3])
{
int tank_left[3][3]={{0,1,1},{1,1,0},{0,1,1}};
if(state==3)
{
if(judge(x,y,state))
{
clear_my_tank();
x--;
print_my_tank();
refresh_map();
}
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_left[i][j];
clear_my_tank();
print_my_tank();
state=3;
refresh_map();
}
change_star();
}
void turn_right(int a[][3])
{
int tank_right[3][3]={{1,1,0},{0,1,1},{1,1,0}};
if(state==4)
{
if(judge(x,y,state))
{
clear_my_tank();
x++;
print_my_tank();
refresh_map();
}
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_right[i][j];
clear_my_tank();
print_my_tank();
state=4;
refresh_map();
}
change_star();
}
void turn_up_1(int a[][3])
{
int tank_up[3][3]={{0,1,0},{1,1,1},{1,0,1}};
if(state_1==1)
{
clear_tank_1();
y1--;
print_tank_1();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_up[i][j];
clear_tank_1();
print_tank_1();
state_1=1;
refresh_map();
}
}
void turn_down_1(int a[][3])
{
int tank_down[3][3]={{1,0,1},{1,1,1},{0,1,0}};
if(state_1==2)
{
clear_tank_1();
y1++;
print_tank_1();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_down[i][j];
clear_tank_1();
print_tank_1();
state_1=2;
refresh_map();
}
}
void turn_left_1(int a[][3])
{
int tank_left[3][3]={{0,1,1},{1,1,0},{0,1,1}};
if(state_1==3)
{
clear_tank_1();
x1--;
print_tank_1();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_left[i][j];
clear_tank_1();
print_tank_1();
state_1=3;
refresh_map();
}
}
void turn_right_1(int a[][3])
{
int tank_right[3][3]={{1,1,0},{0,1,1},{1,1,0}};
if(state_1==4)
{
clear_tank_1();
x1++;
print_tank_1();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_right[i][j];
clear_tank_1();
print_tank_1();
state_1=4;
refresh_map();
}
}
void turn_up_2(int a[][3])
{
int tank_up[3][3]={{0,1,0},{1,1,1},{1,0,1}};
if(state_2==1)
{
clear_tank_2();
y2--;
print_tank_2();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_up[i][j];
clear_tank_2();
print_tank_2();
state_2=1;
refresh_map();
}
}
void turn_down_2(int a[][3])
{
int tank_down[3][3]={{1,0,1},{1,1,1},{0,1,0}};
if(state_2==2)
{
clear_tank_2();
y2++;
print_tank_2();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_down[i][j];
clear_tank_2();
print_tank_2();
state_2=2;
refresh_map();
}
}
void turn_left_2(int a[][3])
{
int tank_left[3][3]={{0,1,1},{1,1,0},{0,1,1}};
if(state_2==3)
{
clear_tank_2();
x2--;
print_tank_2();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_left[i][j];
clear_tank_2();
print_tank_2();
state_2=3;
refresh_map();
}
}
void turn_right_2(int a[][3])
{
int tank_right[3][3]={{1,1,0},{0,1,1},{1,1,0}};
if(state_2==4)
{
clear_tank_2();
x2++;
print_tank_2();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_right[i][j];
clear_tank_2();
print_tank_2();
state_2=4;
refresh_map();
}
}
void turn_up_3(int a[][3])
{
int tank_up[3][3]={{0,1,0},{1,1,1},{1,0,1}};
if(state_3==1)
{
clear_tank_3();
y3--;
print_tank_3();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_up[i][j];
clear_tank_3();
print_tank_3();
state_3=1;
refresh_map();
}
}
void turn_down_3(int a[][3])
{
int tank_down[3][3]={{1,0,1},{1,1,1},{0,1,0}};
if(state_3==2)
{
clear_tank_3();
y3++;
print_tank_3();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_down[i][j];
clear_tank_3();
print_tank_3();
state_3=2;
refresh_map();
}
}
void turn_left_3(int a[][3])
{
int tank_left[3][3]={{0,1,1},{1,1,0},{0,1,1}};
if(state_3==3)
{
clear_tank_3();
x3--;
print_tank_3();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_left[i][j];
clear_tank_3();
print_tank_3();
state_3=3;
refresh_map();
}
}
void turn_right_3(int a[][3])
{
int tank_right[3][3]={{1,1,0},{0,1,1},{1,1,0}};
if(state_3==4)
{
clear_tank_3();
x3++;
print_tank_3();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_right[i][j];
clear_tank_3();
print_tank_3();
state_3=4;
refresh_map();
}
}
int judge(int x,int y,int state)//x,y坦克当前坐标,state坦克当前方向
{
switch(state)
{
case 1 :if(map[y-2][x]==0 && map[y-1][x-1]==0 && map[y-1][x+1]==0 && map[y-2][x-1]==0 && map[y-2][x+1]==0)
return 1;
else
return 0;
case 2 :if(map[y+2][x]==0 && map[y+1][x-1]==0 && map[y+1][x+1]==0 && map[y+2][x-1]==0 && map[y+2][x+1]==0)
return 1;
else
return 0;
case 3 :if(map[y][x-2]==0 && map[y-1][x-1]==0 && map[y+1][x-1]==0 && map[y-1][x-2]==0 && map[y+1][x-2]==0)
return 1;
else
return 0;
case 4 :if(map[y][x+2]==0 && map[y-1][x+1]==0 && map[y+1][x+1]==0 && map[y-1][x+2]==0 && map[y+1][x+2]==0)
return 1;
else
return 0;
}
}
int judge2(int x,int y,int state)//x,y坦克当前坐标,state坦克当前方向
{
switch(state)
{
case 1 :if(map[y-2][x]==0 && map[y-2][x-1]==0 && map[y-2][x+1]==0)
return 1;
else
return 0;
case 2 :if(map[y+2][x]==0 && map[y+2][x-1]==0 && map[y+2][x+1]==0)
return 1;
else
return 0;
case 3 :if(map[y][x-2]==0 && map[y-1][x-2]==0 && map[y+1][x-2]==0)
return 1;
else
return 0;
case 4 :if(map[y][x+2]==0 && map[y-1][x+2]==0 && map[y+1][x+2]==0)
return 1;
else
return 0;
}
}
void refresh_map() //i代表行,即纵坐标;j代表列,即横坐标
{
{
for(int i=0;i<30;i++) //首先地图清零
for(int j=0;j<30;j++)
map[i][j]=0;
}
{
for(int i=0;i<30;i++) //地图第一部分:围墙(完全不动)
{
map[i][0]=1;
map[i][29]=1;
}
for(int j=0;j<30;j++)
{
map[0][j]=1;
map[29][j]=1;
}
}
{
for(int i=0;i<3;i++) //地图第二部分:老家(几乎不动)
for(int j=0;j<4;j++)
map[i+26][j+13]=home[i][j];
}
{
for(int i=0;i<28;i++) //地图第三部分:障碍物(有时改变)
for(int j=0;j<28;j++)
map[i+1][j+1]=thing[i][j];
}
{
switch(state) //地图第四部分:坦克(总是改变)
{
case 1 :
{
map[y-1][x-1]=0; map[y-1][x]=1; map[y-1][x+1]=0;
map[y][x-1]=1; map[y][x]=1; map[y][x+1]=1;
map[y+1][x-1]=1; map[y+1][x]=0; map[y+1][x+1]=1;
}break;
case 2 :
{
map[y-1][x-1]=1; map[y-1][x]=0; map[y-1][x+1]=1;
map[y][x-1]=1; map[y][x]=1; map[y][x+1]=1;
map[y+1][x-1]=0; map[y+1][x]=1; map[y+1][x+1]=0;
}break;
case 3 :
{
map[y-1][x-1]=0; map[y-1][x]=1; map[y-1][x+1]=1;
map[y][x-1]=1; map[y][x]=1; map[y][x+1]=0;
map[y+1][x-1]=0; map[y+1][x]=1; map[y+1][x+1]=1;
}break;
case 4 :
{
map[y-1][x-1]=1; map[y-1][x]=1; map[y-1][x+1]=0;
map[y][x-1]=0; map[y][x]=1; map[y][x+1]=1;
map[y+1][x-1]=1; map[y+1][x]=1; map[y+1][x+1]=0;
}break;
}
switch(state_1)
{
case 1 :
{
map[y1-1][x1-1]=0; map[y1-1][x1]=1; map[y1-1][x1+1]=0;
map[y1][x1-1]=1; map[y1][x1]=1; map[y1][x1+1]=1;
map[y1+1][x1-1]=1; map[y1+1][x1]=0; map[y1+1][x1+1]=1;
}break;
case 2 :
{
map[y1-1][x1-1]=1; map[y1-1][x1]=0; map[y1-1][x1+1]=1;
map[y1][x1-1]=1; map[y1][x1]=1; map[y1][x1+1]=1;
map[y1+1][x1-1]=0; map[y1+1][x1]=1; map[y1+1][x1+1]=0;
}break;
case 3 :
{
map[y1-1][x1-1]=0; map[y1-1][x1]=1; map[y1-1][x1+1]=1;
map[y1][x1-1]=1; map[y1][x1]=1; map[y1][x1+1]=0;
map[y1+1][x1-1]=0; map[y1+1][x1]=1; map[y1+1][x1+1]=1;
}break;
case 4 :
{
map[y1-1][x1-1]=1; map[y1-1][x1]=1; map[y1-1][x1+1]=0;
map[y1][x1-1]=0; map[y1][x1]=1; map[y1][x1+1]=1;
map[y1+1][x1-1]=1; map[y1+1][x1]=1; map[y1+1][x1+1]=0;
}break;
}
switch(state_2)
{
case 1 :
{
map[y2-1][x2-1]=0; map[y2-1][x2]=1; map[y2-1][x2+1]=0;
map[y2][x2-1]=1; map[y2][x2]=1; map[y2][x2+1]=1;
map[y2+1][x2-1]=1; map[y2+1][x2]=0; map[y2+1][x2+1]=1;
}break;
case 2 :
{
map[y2-1][x2-1]=1; map[y2-1][x2]=0; map[y2-1][x2+1]=1;
map[y2][x2-1]=1; map[y2][x2]=1; map[y2][x2+1]=1;
map[y2+1][x2-1]=0; map[y2+1][x2]=1; map[y2+1][x2+1]=0;
}break;
case 3 :
{
map[y2-1][x2-1]=0; map[y2-1][x2]=1; map[y2-1][x2+1]=1;
map[y2][x2-1]=1; map[y2][x2]=1; map[y2][x2+1]=0;
map[y2+1][x2-1]=0; map[y2+1][x2]=1; map[y2+1][x2+1]=1;
}break;
case 4 :
{
map[y2-1][x2-1]=1; map[y2-1][x2]=1; map[y2-1][x2+1]=0;
map[y2][x2-1]=0; map[y2][x2]=1; map[y2][x2+1]=1;
map[y2+1][x2-1]=1; map[y2+1][x2]=1; map[y2+1][x2+1]=0;
}break;
}
switch(state_3)
{
case 1 :
{
map[y3-1][x3-1]=0; map[y3-1][x3]=1; map[y3-1][x3+1]=0;
map[y3][x3-1]=1; map[y3][x3]=1; map[y3][x3+1]=1;
map[y3+1][x3-1]=1; map[y3+1][x3]=0; map[y3+1][x3+1]=1;
}break;
case 2 :
{
map[y3-1][x3-1]=1; map[y3-1][x3]=0; map[y3-1][x3+1]=1;
map[y3][x3-1]=1; map[y3][x3]=1; map[y3][x3+1]=1;
map[y3+1][x3-1]=0; map[y3+1][x3]=1; map[y3+1][x3+1]=0;
}break;
case 3 :
{
map[y3-1][x3-1]=0; map[y3-1][x3]=1; map[y3-1][x3+1]=1;
map[y3][x3-1]=1; map[y3][x3]=1; map[y3][x3+1]=0;
map[y3+1][x3-1]=0; map[y3+1][x3]=1; map[y3+1][x3+1]=1;
}break;
case 4 :
{
map[y3-1][x3-1]=1; map[y3-1][x3]=1; map[y3-1][x3+1]=0;
map[y3][x3-1]=0; map[y3][x3]=1; map[y3][x3+1]=1;
map[y3+1][x3-1]=1; map[y3+1][x3]=1; map[y3+1][x3+1]=0;
}break;
}
}
}
void my_move()
{
char key;
if (kbhit()) //检测,如果有按键就执行if里面的
{
key = getch();//捕获按键
switch( key )
{
case 72:turn_up(my_tank);//上
break;
case 75:turn_left(my_tank);//左
break;
case 77:turn_right(my_tank);//右
break;
case 80:turn_down(my_tank);//下
break;
case 32:stop();//空格 暂停或开始
break;
case 104:help();//小h切换到帮助菜单
break;
case 115:switch_skin(),print_my_tank();//小s键切换皮肤
break;
case 119:switch_weapons();//小w键切换武器
break;
case 27:exit(0);//Esc 退出
default: ;
}
}
}
int check1(int x,int y)//在正上面,用它检测
{
for(int j=y;j<27;j++)
if(map[j][x]==4)
return 0;
return 1;
}
int check2(int x,int y)//在正左面,用它检测
{
for(int i=x;i<14;i++)
if(map[y][i]==4)
return 0;
return 1;
}
int check3(int x,int y)//在正右面,用它检测
{
for(int i=x;i>15;i--)
if(map[y][i]==4)
return 0;
return 1;
}
void move_1()
{
if((x1==14 || x1==15) && check1(x1,y1))//在正上面
{
if(state_1!=2)
turn_down_1(tank_1);
}
else if(x1<14 && y1==27 && check2(x1,y1))//在正左面
{
if(state_1!=4)
turn_right_1(tank_1);
}
else if(x1>15 && y1==27 && check3(x1,y1))//在正右面
{
if(state_1!=3)
turn_left_1(tank_1);
}
else
{
if(judge2(x1,y1,cp1))
switch(cp1)
{
case 1 :turn_up_1(tank_1);break;
case 2 :turn_down_1(tank_1);break;
case 3 :turn_left_1(tank_1);break;
case 4 :turn_right_1(tank_1);break;
}
while(judge2(x1,y1,cp1) == 0)
{
cp1=(rand()%4+1);
}
}
}
void move_2()
{
if((x2==14 || x2==15) && check1(x2,y2))//在正上面
{
if(state_2!=2)
turn_down_2(tank_2);
}
else if(x2<14 && y2==27 && check2(x2,y2))//在正左面
{
if(state_2!=4)
turn_right_2(tank_2);
}
else if(x2>15 && y2==27 && check3(x2,y2))//在正右面
{
if(state_2!=3)
turn_left_2(tank_2);
}
else
{
if(judge2(x2,y2,cp2))
switch(cp2)
{
case 1 :turn_up_2(tank_2);break;
case 2 :turn_down_2(tank_2);break;
case 3 :turn_left_2(tank_2);break;
case 4 :turn_right_2(tank_2);break;
}
while(judge2(x2,y2,cp2) == 0)
{
cp2=(rand()%4+1);
}
}
}
void move_3()
{
if((x3==14 || x3==15) && check1(x3,y3))//在正上面
{
if(state_3!=2)
turn_down_3(tank_3);
}
else if(x3<14 && y3==27 && check2(x3,y3))//在正左面
{
if(state_3!=4)
turn_right_3(tank_3);
}
else if(x3>15 && y3==27 && check3(x3,y3))//在正右面
{
if(state_3!=3)
turn_left_3(tank_3);
}
else
{
if(judge2(x3,y3,cp3))
switch(cp3)
{
case 1 :turn_up_3(tank_3);break;
case 2 :turn_down_3(tank_3);break;
case 3 :turn_left_3(tank_3);break;
case 4 :turn_right_3(tank_3);break;
}
while(judge2(x3,y3,cp3) == 0)
{
cp3=(rand()%4+1);
}
}
}
int check_bullet(int x,int y)
{
if(map[y][x])
return 0;
return 1;
}
void change_thing()//物品被子弹击中会改变
{
if(m>0&&m<29 && n>0&&n<29)//被我的子弹击中
if(thing[n-1][m-1]==1)//打中第一种方块
{
if(weapons==2)
{
if(thing[n][m-1]==1)
thing[n][m-1]=0;
gotoxy(2*m,n+1);
printf(" ");//擦去方块
if(thing[n-2][m-1]==1)
thing[n-2][m-1]=0;
gotoxy(2*m,n-1);
printf(" ");//擦去方块
if(thing[n-1][m]==1)
thing[n-1][m]=0;
gotoxy(2*(m+1),n);
printf(" ");//擦去方块
if(thing[n-1][m-2]==1)
thing[n-1][m-2]=0;
gotoxy(2*(m-1),n);
printf(" ");//擦去方块
thing[n-1][m-1]=0;
gotoxy(2*m,n);
printf(" ");//擦去方块
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
else if(weapons==3)
{
thing[n-1][m-1]=0;
gotoxy(2*m,n);
printf(" ");//擦去方块
print_my_bullet(m,n);
print_thing();
refresh_map();
}
else
{
thing[n-1][m-1]=0;
gotoxy(2*m,n);
printf(" ");//擦去方块
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
}
else if(thing[n-1][m-1]==2)//打到第二种方块
{
if(weapons==5)
{
thing[n-1][m-1]=0;
gotoxy(2*m,n);
printf(" ");
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
else if(weapons==2)
{
m=0,n=0;
}
else
{
thing[n-1][m-1]=1;
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
}
else if(thing[n-1][m-1]==3)
{
if(weapons==4 || weapons==2)
m=0,n=0;
else if(weapons==5)
{
thing[n-1][m-1]=0;
gotoxy(2*m,n);
printf(" ");
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
else
{
thing[n-1][m-1]=2;
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
}
else if(thing[n-1][m-1]==4)//此方块不受子弹影响
{
m=0,n=0;//子弹消失
}
if(m1>0&&m1<29 && n1>0&&n1<29)//被坦克1号子弹击中
if(thing[n1-1][m1-1]==1)
{
thing[n1-1][m1-1]=0;
gotoxy(2*m1,n1);
printf(" ");
m1=0,n1=0;
print_thing();
refresh_map();
}
else if(thing[n1-1][m1-1]==2)
{
thing[n1-1][m1-1]=1;
m1=0,n1=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n1-1][m1-1]==3)
{
thing[n1-1][m1-1]=2;
m1=0,n1=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n-1][m-1]==4)//此方块不受子弹影响
{
m1=0,n1=0;//子弹消失
}
if(m2>0&&m2<29 && n2>0&&n2<29)
if(thing[n2-1][m2-1]==1)
{
thing[n2-1][m2-1]=0;
gotoxy(2*m2,n2);
printf(" ");
m2=0,n2=0;
print_thing();
refresh_map();
}
else if(thing[n2-1][m2-1]==2)
{
thing[n2-1][m2-1]=1;
m2=0,n2=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n2-1][m2-1]==3)
{
thing[n2-1][m2-1]=2;
m2=0,n2=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n2-1][m2-1]==4)//此方块不受子弹影响
{
m2=0,n2=0;//子弹消失
}
if(m3>0&&m3<29 && n3>0&&n3<29)
if(thing[n3-1][m3-1]==1)
{
thing[n3-1][m3-1]=0;
gotoxy(2*m3,n3);
printf(" ");
m3=0,n3=0;
print_thing();
refresh_map();
}
else if(thing[n3-1][m3-1]==2)
{
thing[n3-1][m3-1]=1;
m3=0,n3=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n3-1][m3-1]==3)
{
thing[n3-1][m3-1]=2;
m3=0,n3=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n3-1][m3-1]==4)//此方块不受子弹影响
{
m3=0,n3=0;//子弹消失
}
}
void change_home()
{
if(m==14&&n==27 || m==15&&n==27 || m==14&&n==28 || m==15&&n==28)//如果子弹打到老家里,游戏结束
gameover();
else if(m>12 && n>25 && m<17 && n<29)
if(weapons==4)//只有4号子弹对老家的墙有效
{
home[n-26][m-13]=3;
screen_2("你修复了老家哦!",1);
m=0,n=0; //子弹消失
print_home();
refresh_map();
}
else
m=0,n=0;
if(m1==14&&n1==27 || m1==15&&n1==27 || m1==14&&n1==28 || m1==15&&n1==28)
gameover();
else if(m1>12 && n1>25 && m1<17 && n1<29)
if(home[n1-26][m1-13]==1)
{
home[n1-26][m1-13]=0;
screen_2("警报! 警报!",4);
gotoxy(2*m1,n1);
printf(" ");
m1=0,n1=0;
print_home();
refresh_map();
}
else if(home[n1-26][m1-13]==2)
{
home[n1-26][m1-13]=1;
screen_2("敌人威胁到了你的老家",4);
m1=0,n1=0; //子弹消失
print_home();
refresh_map();
}
else if(home[n1-26][m1-13]==3)
{
home[n1-26][m1-13]=2;
screen_2("敌人对你的防御开始了打击",4);
m1=0,n1=0; //子弹消失
print_home();
refresh_map();
}
if(m2==14&&n2==27 || m2==15&&n2==27 || m2==14&&n2==28 || m2==15&&n2==28)
gameover();
else if(m2>12 && n2>25 && m2<17 && n2<29)
if(home[n2-26][m2-13]==1)
{
home[n2-26][m2-13]=0;
screen_2("警报! 警报!",4);
gotoxy(2*m2,n2);
printf(" ");
m2=0,n2=0;
print_home();
refresh_map();
}
else if(home[n2-26][m2-13]==2)
{
home[n2-26][m2-13]=1;
screen_2("敌人威胁到了你的老家",4);
m2=0,n2=0; //子弹消失
print_home();
refresh_map();
}
else if(home[n2-26][m2-13]==3)
{
home[n2-26][m2-13]=2;
screen_2("敌人对你的防御开始了打击",4);
m2=0,n2=0; //子弹消失
print_home();
refresh_map();
}
if(m3==14&&n3==27 || m3==15&&n3==27 || m3==14&&n3==28 || m3==15&&n3==28)
gameover();
else if(m3>12 && n3>25 && m3<17 && n3<29)
if(home[n3-26][m3-13]==1)
{
home[n3-26][m3-13]=0;
screen_2("警报! 警报!",4);
gotoxy(2*m3,n3);
printf(" ");
m3=0,n3=0;
print_home();
refresh_map();
}
else if(home[n3-26][m3-13]==2)
{
home[n3-26][m3-13]=1;
screen_2("敌人威胁到了你的老家",4);
m3=0,n3=0; //子弹消失
print_home();
refresh_map();
}
else if(home[n3-26][m3-13]==3)
{
home[n3-26][m3-13]=2;
screen_2("敌人对你的防御开始了打击",4);
m3=0,n3=0; //子弹消失
print_home();
refresh_map();
}
}
void change_bullet()//当我的坦克子弹和敌人坦克子弹碰撞
{
if(m!=0 && m==m1 && n==n1)
{
clear_bullet(m,n);
m=0,n=0,
clear_bullet(m1,n1);
m1=0,n1=0;
}
if(m!=0 && m==m2 && n==n2)
{
clear_bullet(m,n);
m=0,n=0,
clear_bullet(m2,n2);
m2=0,n2=0;
}
if(m!=0 && m==m3 && n==n3)
{
clear_bullet(m,n);
m=0,n=0,
clear_bullet(m3,n3);
m3=0,n3=0;
}
}
void change_tank()
{
switch(state)
{
case 1 : //当我的坦克方向向上时
{
if(x==m1&&(y-1)==n1 || (x-1)==m1&&y==n1 || x==m1&&y==n1 || (x+1)==m1&&y==n1 || (x-1)==m1&&(y+1)==n1 || (x+1)==m1&&(y+1)==n1)//如果坦克1号子弹打到我的坦克
clear_my_tank(),screen_2("坦克1号击中了你 生命值减1",4),x=10,y=27,m1=0,n1=0,life--,check_game(),turn_up(my_tank);//我的坦克回到初始位置,坦克1号子弹消失,生命值减1,检查游戏是否结束,若没结束初始化方向
if(x==m2&&(y-1)==n2 || (x-1)==m2&&y==n2 || x==m2&&y==n2 || (x+1)==m2&&y==n2 || (x-1)==m2&&(y+1)==n2 || (x+1)==m2&&(y+1)==n2)//如果坦克2号子弹打到我的坦克
clear_my_tank(),screen_2("坦克2号击中了你 生命值减1",4),x=10,y=27,m2=0,n2=0,life--,check_game(),turn_up(my_tank);//我的坦克回到初始位置,坦克2号子弹消失,生命值减1,检查游戏是否结束,若没结束初始化方向
if(x==m3&&(y-1)==n3 || (x-1)==m3&&y==n3 || x==m3&&y==n3 || (x+1)==m3&&y==n3 || (x-1)==m3&&(y+1)==n3 || (x+1)==m3&&(y+1)==n3)//如果坦克3号子弹打到我的坦克
clear_my_tank(),screen_2("坦克3号击中了你 生命值减1",4),x=10,y=27,m3=0,n3=0,life--,check_game(),turn_up(my_tank);//我的坦克回到初始位置,坦克3号子弹消失,生命值减1,检查游戏是否结束,若没结束初始化方向
}break;
case 2 :
{
if(x==m1&&(y+1)==n1 || (x-1)==m1&&y==n1 || x==m1&&y==n1 || (x+1)==m1&&y==n1 || (x-1)==m1&&(y-1)==n1 || (x+1)==m1&&(y-1)==n1)
clear_my_tank(),screen_2("坦克1号击中了你 生命值减1",4),x=10,y=27,m1=0,n1=0,life--,check_game(),turn_up(my_tank);
if(x==m2&&(y+1)==n2 || (x-1)==m2&&y==n2 || x==m2&&y==n2 || (x+1)==m2&&y==n2 || (x-1)==m2&&(y-1)==n2 || (x+1)==m2&&(y-1)==n2)
clear_my_tank(),screen_2("坦克2号击中了你 生命值减1",4),x=10,y=27,m2=0,n2=0,life--,check_game(),turn_up(my_tank);
if(x==m3&&(y+1)==n3 || (x-1)==m3&&y==n3 || x==m3&&y==n3 || (x+1)==m3&&y==n3 || (x-1)==m3&&(y-1)==n3 || (x+1)==m3&&(y-1)==n3)
clear_my_tank(),screen_2("坦克3号击中了你 生命值减1",4),x=10,y=27,m3=0,n3=0,life--,check_game(),turn_up(my_tank);
}
case 3 :
{
if(x==m1&&(y-1)==n1 || (x-1)==m1&&y==n1 || x==m1&&y==n1 || (x+1)==m1&&(y-1)==n1 || x==m1&&(y+1)==n1 || (x+1)==m1&&(y+1)==n1)
clear_my_tank(),screen_2("坦克1号击中了你 生命值减1",4),x=10,y=27,m1=0,n1=0,life--,check_game(),turn_up(my_tank);
if(x==m2&&(y-1)==n2 || (x-1)==m2&&y==n2 || x==m2&&y==n2 || (x+1)==m2&&(y-1)==n2 || x==m2&&(y+1)==n2 || (x+1)==m2&&(y+1)==n2)
clear_my_tank(),screen_2("坦克2号击中了你 生命值减1",4),x=10,y=27,m2=0,n2=0,life--,check_game(),turn_up(my_tank);
if(x==m3&&(y-1)==n3 || (x-1)==m3&&y==n3 || x==m3&&y==n3 || (x+1)==m3&&(y-1)==n3 || x==m3&&(y+1)==n3 || (x+1)==m3&&(y+1)==n3)
clear_my_tank(),screen_2("坦克3号击中了你 生命值减1",4),x=10,y=27,m3=0,n3=0,life--,check_game(),turn_up(my_tank);
}
case 4 :
{
if(x==m1&&(y-1)==n1 || (x-1)==m1&&(y-1)==n1 || x==m1&&y==n1 || (x-1)==m1&&(y+1)==n1 || x==m1&&(y+1)==n1 || (x+1)==m1&&y==n1)
clear_my_tank(),screen_2("坦克1号击中了你 生命值减1",4),x=10,y=27,m1=0,n1=0,life--,check_game(),turn_up(my_tank);
if(x==m2&&(y-1)==n2 || (x-1)==m2&&(y-1)==n2 || x==m2&&y==n2 || (x-1)==m2&&(y+1)==n2 || x==m2&&(y+1)==n2 || (x+1)==m2&&y==n2)
clear_my_tank(),screen_2("坦克2号击中了你 生命值减1",4),x=10,y=27,m2=0,n2=0,life--,check_game(),turn_up(my_tank);
if(x==m3&&(y-1)==n3 || (x-1)==m3&&(y-1)==n3 || x==m3&&y==n3 || (x-1)==m3&&(y+1)==n3 || x==m3&&(y+1)==n3 || (x+1)==m3&&y==n3)
clear_my_tank(),screen_2("坦克3号击中了你 生命值减1",4),x=10,y=27,m3=0,n3=0,life--,check_game(),turn_up(my_tank);
}
}
}
void change_tank_1()
{
switch(state_1)
{
case 1 :
{
if(x1==m&&(y1-1)==n || (x1-1)==m&&y1==n || x1==m&&y1==n || (x1+1)==m&&y1==n || (x1-1)==m&&(y1+1)==n || (x1+1)==m&&(y1+1)==n)//如果我的坦克子弹打到坦克1号
clear_tank_1(),screen_2("你击中了坦克1号 +100分",3),x1=2,y1=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();//坦克1号回到初始位置,我的坦克号子弹消失,敌人数量值减1,分数加100,检查胜负
}break;
case 2 :
{
if(x1==m&&(y1+1)==n || (x1-1)==m&&y1==n || x1==m&&y1==n || (x1+1)==m&&y1==n || (x1-1)==m&&(y1-1)==n || (x1+1)==m&&(y1-1)==n)
clear_tank_1(),screen_2("你击中了坦克1号 +100分",3),x1=2,y1=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 3 :
{
if(x1==m&&(y1-1)==n || (x1-1)==m&&y1==n || x1==m&&y1==n || (x1+1)==m&&(y1-1)==n || x1==m&&(y1+1)==n || (x1+1)==m&&(y1+1)==n)
clear_tank_1(),screen_2("你击中了坦克1号 +100分",3),x1=2,y1=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 4 :
{
if(x1==m&&(y1-1)==n || (x1-1)==m&&(y1-1)==n || x1==m&&y1==n || (x1-1)==m&&(y1+1)==n || x1==m&&(y1+1)==n || (x1+1)==m&&y1==n)
clear_tank_1(),screen_2("你击中了坦克1号 +100分",3),x1=2,y1=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
}
}
void change_tank_2()
{
switch(state_2)
{
case 1 :
{
if(x2==m&&(y2-1)==n || (x2-1)==m&&y2==n || x2==m&&y2==n || (x2+1)==m&&y2==n || (x2-1)==m&&(y2+1)==n || (x2+1)==m&&(y2+1)==n)//如果我的坦克子弹打到坦克2号
clear_tank_2(),screen_2("你击中了坦克2号 +100分",3),x2=14,y2=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();//坦克2号回到初始位置,我的坦克号子弹消失,敌人数量值减1,分数加100,检查胜负
}break;
case 2 :
{
if(x2==m&&(y2+1)==n || (x2-1)==m&&y2==n || x2==m&&y2==n || (x2+1)==m&&y2==n || (x2-1)==m&&(y2-1)==n || (x2+1)==m&&(y2-1)==n)
clear_tank_2(),screen_2("你击中了坦克2号 +100分",3),x2=14,y2=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 3 :
{
if(x2==m&&(y2-1)==n || (x2-1)==m&&y2==n || x2==m&&y2==n || (x2+1)==m&&(y2-1)==n || x2==m&&(y2+1)==n || (x2+1)==m&&(y2+1)==n)
clear_tank_2(),screen_2("你击中了坦克2号 +100分",3),x2=14,y2=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 4 :
{
if(x2==m&&(y2-1)==n || (x2-1)==m&&(y2-1)==n || x2==m&&y2==n || (x2-1)==m&&(y2+1)==n || x2==m&&(y2+1)==n || (x2+1)==m&&y2==n)
clear_tank_2(),screen_2("你击中了坦克2号 +100分",3),x2=14,y2=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
}
}
void change_tank_3()
{
switch(state_3)
{
case 1 :
{
if(x3==m&&(y3-1)==n || (x3-1)==m&&y3==n || x3==m&&y3==n || (x3+1)==m&&y3==n || (x3-1)==m&&(y3+1)==n || (x3+1)==m&&(y3+1)==n)//如果我的坦克子弹打到坦克3号
clear_tank_3(),screen_2("你击中了坦克3号 +100分",3),x3=27,y3=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();//坦克3号回到初始位置,我的坦克号子弹消失,敌人数量值减1,分数加100,检查胜负
}break;
case 2 :
{
if(x3==m&&(y3+1)==n || (x3-1)==m&&y3==n || x3==m&&y3==n || (x3+1)==m&&y3==n || (x3-1)==m&&(y3-1)==n || (x3+1)==m&&(y3-1)==n)
clear_tank_3(),screen_2("你击中了坦克3号 +100分",3),x3=27,y3=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 3 :
{
if(x3==m&&(y3-1)==n || (x3-1)==m&&y3==n || x3==m&&y3==n || (x3+1)==m&&(y3-1)==n || x3==m&&(y3+1)==n || (x3+1)==m&&(y3+1)==n)
clear_tank_3(),screen_2("你击中了坦克3号 +100分",3),x3=27,y3=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 4 :
{
if(x3==m&&(y3-1)==n || (x3-1)==m&&(y3-1)==n || x3==m&&y3==n || (x3-1)==m&&(y3+1)==n || x3==m&&(y3+1)==n || (x3+1)==m&&y3==n)
clear_tank_3(),screen_2("你击中了坦克3号 +100分",3),x3=27,y3=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
}
}
void check_lv()
{
switch(score/1000)
{
case 0 :lv=1,speed=10;break;
case 1 :if(lv==1) screen_2("恭喜升到2级!",2);lv=2,speed=9;break;
case 2 :if(lv==2) screen_2("恭喜升到3级!",2);lv=3,speed=8;break;
case 3 :if(lv==3) screen_2("恭喜升到4级!",2);lv=4,speed=7;break;
case 4 :if(lv==4) screen_2("恭喜升到5级!",2);lv=5,speed=6;break;
case 5 :if(lv==5) screen_2("恭喜升到6级!",2);lv=6,speed=5;break;
case 6 :if(lv==6) screen_2("恭喜升到7级!",2);lv=7,speed=4;break;
case 7 :if(lv==7) screen_2("恭喜升到8级!",2);lv=8,speed=3;break;
case 8 :if(lv==8) screen_2("恭喜升到9级!",2);lv=9,speed=2;break;
case 9 :if(lv==9) screen_2("恭喜升到10级!,满级啦",2);lv=10,speed=1;break;
}
}
void get_map()
{
int map1[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{1,1,1,1,2,2,2,1,1,1,1,1,1,3,3,3,3,1,1,1,1,1,1,1,1,0,0,0},{1,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0},{1,1,1,1,2,2,2,1,1,1,1,1,1,3,3,3,3,1,1,1,1,1,1,1,1,0,0,0},{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},{0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{0,0,0,1,1,1,1,1,1,1,1,4,4,4,4,4,4,4,4,1,1,1,1,1,1,1,1,1},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0},{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},{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{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},{0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0},{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
int map2[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1},{1,1,1,1,1,1,0,0,1,3,3,3,3,3,3,3,3,3,3,3,1,0,0,1,1,1,1,1},{1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1},{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},{1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1},{1,1,1,1,1,1,0,0,1,4,4,4,4,4,4,4,4,4,4,4,1,0,0,1,1,1,1,1},{1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1},{4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4},{3,3,3,3,3,3,0,0,3,3,3,3,3,3,3,3,3,3,3,3,0,0,3,3,3,3,3,3},{1,1,1,1,3,3,0,0,3,3,1,1,1,1,1,1,1,1,3,3,0,0,3,3,1,1,1,1},{3,3,3,3,0,0,0,0,0,0,3,3,3,3,3,3,3,3,0,0,0,0,0,0,3,3,3,3},{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},{1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,1},{2,2,2,2,2,2,0,0,2,2,2,2,2,2,2,2,2,2,2,2,0,0,2,2,2,2,2,2},{3,3,3,3,3,3,0,0,3,3,3,3,3,3,3,3,3,3,3,3,0,0,3,3,3,3,3,3},{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},{3,3,3,3,3,3,0,0,3,3,3,3,3,3,3,3,3,3,3,3,0,0,3,3,3,3,3,3},{2,2,2,2,2,2,0,0,2,2,2,2,2,2,2,2,2,2,2,2,0,0,2,2,2,2,2,2},{1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,1},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
int map3[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0},{0,2,2,2,2,2,0,4,4,4,4,0,1,1,1,1,0,4,4,4,4,0,2,2,2,2,2,0},{0,0,2,2,2,0,4,4,4,4,4,4,0,1,1,0,4,4,4,4,4,4,0,2,2,2,0,0},{0,0,0,2,0,4,4,4,4,4,4,4,4,0,0,4,4,4,4,4,4,4,4,0,2,0,0,0},{0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0},{0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0},{0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0},{1,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,1},{1,1,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,1,1},{1,1,1,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,1,1,1},{1,1,1,4,0,0,0,0,0,0,4,4,4,4,4,4,4,4,0,0,0,0,0,0,1,1,1,1},{1,1,1,3,4,0,0,0,0,0,0,4,4,4,4,4,4,0,0,0,0,0,0,4,1,1,1,1},{1,1,1,1,3,4,0,0,0,0,0,0,4,4,4,4,0,0,0,0,0,0,4,3,1,1,1,1},{1,1,1,1,1,3,4,0,0,0,0,0,0,4,4,0,0,0,0,0,0,4,3,1,1,1,1,1},{1,1,1,1,1,1,3,4,0,0,0,0,0,0,0,0,0,0,1,0,4,3,1,1,1,1,1,1},{1,1,1,1,1,1,1,3,4,0,0,0,0,0,1,0,0,0,0,4,3,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,3,4,0,0,0,0,0,0,0,0,4,3,1,1,1,1,1,1,1,1},{3,3,3,3,3,3,3,3,4,0,0,0,0,0,0,0,0,0,0,4,3,3,3,3,3,3,3,3},{4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
int map4[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0},{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},{0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},{0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0},{1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1},{1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
int map5[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{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},{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},{3,3,4,4,3,3,3,3,3,3,3,3,3,3,4,4,3,3,3,3,4,4,3,3,3,3,3,3},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,4,4,1,1,4,4,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,4,4,4,4,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,4,4,4,4,4,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,4,4,4,4,4,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},{1,1,1,1,1,1,1,1,1,1,2,3,3,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,2,3,3,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,2,3,3,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,2,3,3,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,1,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,1,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
int map6[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{1,1,1,1,4,0,0,0,4,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0},{1,1,1,1,4,0,0,0,4,1,1,0,0,0,1,1,1,1,1,4,4,4,4,4,4,0,0,0},{1,1,0,1,4,0,0,0,4,1,1,0,0,0,1,1,1,1,1,4,0,0,0,0,0,0,0,0},{1,1,0,1,4,0,0,0,4,1,1,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0},{1,1,0,1,4,0,0,4,1,1,1,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0},{1,1,0,1,4,0,0,0,4,1,1,0,0,0,0,0,0,0,0,4,0,0,0,3,4,0,0,0},{1,1,0,1,4,0,0,0,4,4,4,4,4,4,4,4,0,0,0,4,0,0,0,3,4,0,0,0},{1,1,0,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,3,4,0,0,0},{1,1,0,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,3,4,0,0,0},{1,1,0,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,3,4,0,0,0},{4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4,4,4,4,0,0,0,3,4,0,0,0},{1,1,0,1,1,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,4,0,0,0},{1,1,0,1,1,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,4,0,0,0},{1,1,0,1,1,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,4,0,0,0},{1,1,0,1,1,1,4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,3,4,0,0,0},{1,1,0,1,1,1,4,0,0,0,1,2,1,3,3,3,3,3,3,3,3,3,3,3,4,0,0,0},{1,1,0,4,4,4,4,0,0,0,1,2,1,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0},{0,0,0,0,0,0,0,0,0,0,1,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,1,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,1,1,1,1,1,1,1,1,2,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{0,0,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
switch(level)//判断是第几关,然后载入相应地图
{
case 1 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map1[i][j];
}break;
case 2 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map2[i][j];
}break;
case 3 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map3[i][j];
}break;
case 4 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map4[i][j];
}break;
case 5 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map5[i][j];
}break;
case 6 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map6[i][j];
}break;
default :
{
for(int i=4;i<24;i++)
for(int j=0;j<28;j++)
thing[i][j]=rand()%5;
}
}
}
void stop()
{
int a=0;
char *poem[50]={" 壮哉神将陆伯言"," 丈八二桃把营连"," 一兵队友张文远"," 二兵袁术只等闲"," 己方残血放万箭"," 敌人弱势开桃园"," 转眼队友全托管"," 挂上闪电继续连"," 铁索全场遭天谴"," 一道闪电划过天"," 苦心经营几十年"," 一夜回到解放前"," 队友绝望人心散"," 濒死求桃无人怜"," 凡人闻之结叹惋"," 只见神将笑不言"," 我有牌堆很简单"," 神技自救不要钱"," 连完桃来再连酒"," 救完自己救队友"," 年轻任性谁能管"," 笑看三核被炸残"," 只是敌人太狡诈"," 各种刷牌各种卡"," 凡人皆畏二术禅"," 国太香香没得玩"," 手牌装备全都有"," 体力瞬间就回满"," 队友全问怎么办"," 怀疑陆神要崩盘"," 神将表示莫惊慌"," 掏出神器从裤裆"," 要问神器是什么"," 连弩44杀清全场"," 凡人表示瞎狗眼"," 不识神将在眼前"," 从此美名天下传"," 众神闻之皆跪舔"," 遍寻三国名将传"," 谁人不识陆伯言"," "," "," "," "," 你居然看完。。。 "," "," "," "," "," "};
char key;
screen_2("游戏暂停",4);
while(1)
{
for(int i=0;i<50;i++)
{
Sleep(2000);
if (kbhit()) //检测
{
key = getch();//捕获按键
if(key==32)
{
screen_2("准备开始",2);
a=1;
break;
}
}
screen_2(poem[i],2);
if(a)
break;
}
if(a)
break;
}
}
void help()
{
char key1,key2;
int a=1;
for(int i=15;i<29;i++)//先清屏
{
gotoxy(62,i);
printf(" ");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,15);
printf(" 帮助 ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,17);
printf("↑ ↓ ← → 控制方向");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,19);
printf(" 小写 w 切换武器");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,21);
printf(" 小写 s 切换皮肤");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,23);
printf(" 小写 h 帮助/退出");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,25);
printf(" 空格 暂停/开始");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_GREEN);
gotoxy(62,27);
printf("按0查看更多");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
gotoxy(62,28);
printf(" 版本:1.0");
while(1)
{
if (kbhit()) //检测,如果有按键就执行if里面的
{
key1 = getch();//捕获按键
if( 104 == key1 )
{
screen_2("看完帮助 继续游戏吧",2);
screen_3();
break;
}
else if( 48 == key1 )
{
while(1)
{
for(int i=17;i<29;i++)//先清屏
{
gotoxy(62,i);
printf(" ");
}
switch(a)
{
case 1 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,17);
printf("■ 绿色方块可承受一次打击");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
gotoxy(62,19);
printf("■ 黄色油块可承受两次打击");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(62,21);
printf("■ 白色冰块可承受三次打击");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
gotoxy(62,23);
printf("■ 蓝色石块无法被破环");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_GREEN);
gotoxy(62,27);
printf("按空格键继续");
}break;
case 2 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,17);
printf("⊕ 普通子弹攻击力为1 ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,19);
printf("∷ 散弹可对绿色方块造成大");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,21);
printf("范围破坏,但是无法对其它类");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,23);
printf("型的方块造成破坏 ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,25);
printf("◎ 气泡弹可以对一排的绿色");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,27);
printf("方块造成破坏");
}break;
case 3 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,17);
printf("※ 雪花弹对白色冰块无效,");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,19);
printf("但是可以将老家的围墙修成白");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,21);
printf("色冰块,从而保护老家");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,23);
printf("● 超级炮弹可以对除蓝色石");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,25);
printf("块外所有方块造成一次性的巨");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,27);
printf("大破坏");
}break;
case 4 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,17);
printf("每打掉一辆坦克加100 分,同");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,19);
printf("时有一定几率掉落星星,收集");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,21);
printf("星星可解锁武器和皮肤。每当");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,23);
printf("分数达到整千时,你将升级,");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,25);
printf("升级后,子弹速度将会变快,");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,27);
printf("同时敌人也将变强");
}break;
case 5 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,17);
printf("游戏内置六张地图,第六关往");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,19);
printf("后将会出现系统的随机地图");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,21);
printf("友情提示:你自己的子弹都");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,23);
printf("无法对老家的围墙造成破坏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,25);
printf(",但是可以对内部造成破坏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,27);
printf(",因此别总把枪口对着老家");
}break;
case 6 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_GREEN);
gotoxy(62,27);
printf("按空格键退出");
}break;
}
while(1)
{
if (32==getch()) a++;break;
}
if(a==7)break;
}
}
}
if(a==7)
{
screen_2("看完帮助 继续游戏吧",2);
screen_3();
break;
}
}
}
void check_game()
{
if(life==0)
gameover();
if(enemy==0)
next_level();
}
void next_level()
{
screen_1();
level++;
for(int i=15;i<29;i++)//先清屏
{
gotoxy(62,i);
printf(" ");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,17);
printf(" 恭喜过关 ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,23);
printf(" 按 空格键 继续游戏 ");
while(1)
{
if(32 == getch())
{
int home0[3][4]={{2,2,2,2},{2,1,1,2},{2,1,1,2}};//定义一个老家的初始化值
{
for(int i=0;i<5;i++)
info[i]=" ";//通知清零
}
{
for(int i=0;i<3;i++)//老家初始化
for(int j=0;j<4;j++)
home[i][j]=home0[i][j];
}
m=0 , n=0 ;//我的坦克子弹的坐标清零
m1=0 , n1=0;//坦克1号子弹的坐标清零
m2=0 , n2=0;//坦克2号子弹的坐标清零
m3=0 , n3=0;//坦克3号子弹的坐标清零
{
for(int i=1;i<29;i++)
for(int j=1;j<29;j++)
{
gotoxy(2*i,j);
printf(" ");
}
}
life=3;//生命初始化
enemy=13;//敌人数量初始化
s=0,t=0;//星星坐标
get_map();//获得地图
refresh_map();//刷新地图
print_home();//打印老家
print_thing();//打印物品
direction=0;//我的坦克子弹射向初始化
direction_1=0;//坦克1号子弹射向初始化
direction_2=0;//坦克2号子弹射向初始化
direction_3=0;//坦克3号子弹射向初始化
x=10;y=27;//我的坦克位置初始化
state=0;
turn_up(my_tank);//我的坦克方向初始化
x1=2;y1=2;//坦克1号位置初始化
state_1=0;
turn_down_1(tank_1);//坦克1号方向初始化
x2=14;y2=2;//坦克2号位置初始化
state_2=0;
turn_down_2(tank_2);//坦克2号方向初始化
x3=27;y3=2;//坦克3号位置初始化
state_3=0;
turn_down_3(tank_3);//坦克3号方向初始化
screen_1();
screen_2("游戏开始",4);
break;
}
}
}
void gameover()
{
for(int i=15;i<29;i++)//先清屏
{
gotoxy(62,i);
printf(" ");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,17);
printf(" 游戏结束 ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,23);
printf(" 按 空格键 重新开始 \n");
printf(" 按 “0”键 退出游戏 ");
while(1)
{
char _123456789=getch();
if(32==_123456789)
{
initial();
break;
}
else if(_123456789=='0')
exit(0);
}
}
void initial()
{
int home0[3][4]={{2,2,2,2},{2,1,1,2},{2,1,1,2}};//定义一个老家的初始化值
life=3;//生命初始化
enemy=13;//敌人数量初始化
level=1;//关卡初始化
weapons=1;//武器初始化
skin=1;//皮肤初始化
star=1;//星星初始化
s=0,t=0;//星星坐标
score=0;//分数初始化
lv=1;//等级初始化
speed=10;//速度初始化
{
for(int i=0;i<5;i++)
info[i]=" ";//通知清零
}
{
for(int i=0;i<3;i++)//老家初始化
for(int j=0;j<4;j++)
home[i][j]=home0[i][j];
}
m=0 , n=0 ;//我的坦克子弹的坐标清零
m1=0 , n1=0;//坦克1号子弹的坐标清零
m2=0 , n2=0;//坦克2号子弹的坐标清零
m3=0 , n3=0;//坦克3号子弹的坐标清零
{
for(int i=1;i<29;i++)
for(int j=1;j<29;j++)
{
gotoxy(2*i,j);
printf(" ");
}
}
get_map();//获得地图
refresh_map();//刷新地图
print_home();//打印老家
print_thing();//打印物品
direction=0;//我的坦克子弹射向初始化
direction_1=0;//坦克1号子弹射向初始化
direction_2=0;//坦克2号子弹射向初始化
direction_3=0;//坦克3号子弹射向初始化
x=10;y=27;//我的坦克位置初始化
state=0;
turn_up(my_tank);//我的坦克方向初始化
x1=2;y1=2;//坦克1号位置初始化
state_1=0;
turn_down_1(tank_1);//坦克1号方向初始化
x2=14;y2=2;//坦克2号位置初始化
state_2=0;
turn_down_2(tank_2);//坦克2号方向初始化
x3=27;y3=2;//坦克3号位置初始化
state_3=0;
turn_down_3(tank_3);//坦克3号方向初始化
screen_1();
screen_2("游戏开始",4);
screen_3();
}
初级天翼
我有两个代码:
#include <stdio.h>
#include <windows.h>
#include <time.h>
//里规格:长39*2=78 (真坐标)(假坐标宽为39) 高39
//外规格:长41*2=82 (真坐标)(假坐标宽为41) 高41
#define UP 1
#define DOWN 2
#define LEFT 3
#define RIGHT 4
#define MAX_LEVEL 8
#define BULLET_NUM 20
#define MAX_LIFE 4
//程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level
/*
此程序中涉及的x,y类的坐标值,分为以下两种:
假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标)
真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值)
区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标
coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位,
可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2
*/
typedef struct //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量
{ //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1
int fast_tank_order; //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次
int firm_tank_order; //firm_tank出现的次序,同上
} LevInfo; //关卡信息(准确说是该关出现的坦克信息)
LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}}; //初始化,-1代表没有该类型坦克
typedef struct //子弹结构体
{
int x,y; //子弹坐标,假坐标
int direction; //子弹方向变量
bool exist; //子弹存在与否的变量,1为存在,0不存在
bool initial; //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态
bool my; //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹
} Bullet;
Bullet bullet [BULLET_NUM]; //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个
typedef struct //坦克结构体
{
int x,y; //坦克中心坐标
int direction; //坦克方向
int color; //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明
int model; //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用
int stop; //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动
int revive; //坦克复活次数
int num; //AI坦克编号(固定值,为常量,初始化函数中定下)0~3
int CD; //发射子弹冷却计时
bool my; //是否敌方坦克参数,我的坦克此参数为1,为常量
bool alive; //存活为1,不存活为0
} Tank;
Tank AI_tank[4] , my_tank; //my_tank为我的坦克,Ai_tank 代表AI坦克
//∵所有的函数都有可能对全局变量map进行读写(改变),
//∴函数中不另说明是否会对全局变量map读写
//基本操作与游戏辅助函数
void GoToxy(int x,int y); //光标移动
void HideCursor(); //隐藏光标
void keyboard (); //接受键盘输入
void Initialize(); //初始化(含有对多个数据的读写)
void Stop(); //暂停
void Getmap(); //地图数据存放与获取
void Frame (); //打印游戏主体框架
void PrintMap(); //打印地图(地图既地图障碍物)(含对level的读取)
void SideScreen (); //副屏幕打印
void GameCheak(); //检测游戏输赢
void GameOver( bool home ); //游戏结束
void ClearMainScreen(); //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数
void ColorChoose(int color); //颜色选择函数
void NextLevel(); //下一关(含有对level全局变量的读写)
//子弹部分
void BuildAIBullet(Tank *tank); //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标)
void BuildBullet (Tank tank); //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用
void BulletFly (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用),
void BulletHit (Bullet* bullet); //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
void PrintBullet (int x,int y,int T); //打印子弹(人机共用)
void ClearBullet (int x,int y,int T); //清除子弹(人机共用)
int BulletCheak (int x,int y); //判断子弹前方情况(人机共用)
//坦克部分
void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克
void BuildMyTank (Tank* my_tank); //建立我的坦克
void MoveAITank (Tank* AI_tank); //AI坦克移动
void MoveMyTank (int turn); //我的坦克移动,只通过keyboard函数调用,既键盘控制
void ClearTank (int x,int y); //清除坦克(人机共用)
void PrintTank (Tank tank); //打印坦克(人机共用)
bool TankCheak (Tank tank,int direction); //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通
int AIPositionCheak (int position); //检测AI坦克建立位置是否有障碍物AIPositionCheak
//DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间
//注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后)
//map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)
//map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克,
//全局变量
int map[41][41]; //地图二维数组
int key_x; // X键是否被“读入”的变量,也是子弹是否可以发射的变量,
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]=
{
{
{"◢|◣", "◢-◣", " ◢-◣", "◢-◣"},
{"┣●H", "┣●H", "一●H", "┣●一"},
{"◥-◤", "◥|◤", " ◥-◤", "◥-◤"}
},
{
{"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},
{"┣●|", "┣●|", "━●|", "┣●━"},
{"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}
},
{
{"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},
{"┣●┫", "┣●┫", "━●┃", "┃●━"},
{"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}
},
{
{"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},
{"╠█╣", "╠█╣", "━█╣", "╠█━"},
{"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}
}
};
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=1;
}
}
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==14)
{
if(!(rand()%11)) //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹
{
BuildBullet(*tank);
tank->CD=0;
}
}
else
tank->CD++;
if(tank->CD >= 14) //AI强化部分,在冷却到达一定范围即可使用
{
if(tank->y==38 ) //如果坦克在底部(这个最优先)
{
if(tank->x < 20) //在老家左边
{
if(tank->direction==RIGHT) //坦克方向朝左
{
BuildBullet(*tank); //发射子弹
tank->CD=0;
}
}
else //在老家右边
if(tank->direction==LEFT) //坦克方向朝右
{
BuildBullet(*tank); //发射子弹
tank->CD=0;
}
}
else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1) //AI坦克在纵向上"炮口"对准我的坦克
{
if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y)
{ //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方
int big=my_tank.y , smal=tank->y , i;
if(my_tank.y < tank->y)
{
big=tank->y;
smal=my_tank.y;
}
for(i=smal+2;i<=big-2;i++) //判断AI炮口的直线上两坦克间有无障碍
if(map[i][tank->x]!=0 || map[i][tank->x]!=5) //若有障碍
break;
if(i==big-1) //若i走到big-1说明无障碍
{
BuildBullet(*tank); //则发射子弹
tank->CD=0;
}
}
}
else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在横向上"炮口"对准我的坦克
{
if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x)
{ //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方
int big=my_tank.y , smal=tank->y , i;
if(my_tank.x < tank->x)
{
big=tank->x;
smal=my_tank.x;
}
for(i=smal+2;i<=big-2;i++) //判断AI炮口的直线上两坦克间有无障碍
if(map[tank->y][i]!=0 || map[tank->y][i]!=5) //若有障碍
break;
if(i==big-1) //若i走到big-1说明无障碍
{
BuildBullet(*tank); //则发射子弹
tank->CD=0;
}
}
}
}
}
void BuildBullet(Tank tank) //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet
{ //∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同
switch(tank.direction) //∴为了方便,不将bullet放入参数,bullet作为全局变量使用
{
case UP :
bullet [bul_num].x = tank.x;
bullet [bul_num].y = tank.y-2;
bullet [bul_num].direction=1;
break;
case DOWN :
bullet [bul_num].x = tank.x;
bullet [bul_num].y = tank.y+2;
bullet [bul_num].direction=2;
break;
case LEFT :
bullet [bul_num].x = tank.x-2;
bullet [bul_num].y = tank.y;
bullet [bul_num].direction=3;
break;
case RIGHT :
bullet [bul_num].x = tank.x+2;
bullet [bul_num].y = tank.y;
bullet [bul_num].direction=4;
break;
}
bullet [bul_num].exist = 1; //子弹被建立,此值为1则此子弹存在
bullet [bul_num].initial = 1; //子弹处于初建立状态
bullet [bul_num].my=tank.my; //如果是我的坦克发射的子弹bullet.my=1,否则为0
bul_num++;
if(bul_num==BULLET_NUM) //如果子弹编号增长到20号,那么重头开始编号
bul_num=0; //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个
}
void BulletFly(Bullet bullet[BULLET_NUM]) //子弹移动和打击
{ //含有全局变量Bullet的改变
for(int i =0; i<BULLET_NUM;i++)
{
if(bullet [i].exist) //如果子弹存在
{
if(bullet [i].initial==0) //如果子弹不是初建立的
{
if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5) //如果子弹坐标当前位置无障碍
ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y )); //抹除子弹图形
switch(bullet [i].direction) //然后子弹坐标变化(子弹变到下一个坐标)
{
case UP :(bullet [i].y)--;break;
case DOWN :(bullet [i].y)++;break;
case LEFT :(bullet [i].x)--;break;
case RIGHT :(bullet [i].x)++;break;
}
}
int collide = BulletCheak ( bullet [i].x , bullet [i].y ); //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
if( collide ) //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上)
PrintBullet( bullet[i].x , bullet[i].y , collide); //则打印子弹,若有碰撞则不打印
else
BulletHit( & bullet [i] ); //若有碰撞则执行子弹碰撞函数
if(bullet [i].initial) //若子弹初建立,则把初建立标记去除
bullet [i].initial = 0;
for(int j=0; j< BULLET_NUM ; j++) //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视
if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)
{ //同样的两颗我方子弹不可能产生碰撞
bullet [j].exist=0;
bullet [i].exist=0;
ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y )); //抹除j子弹图形,子弹i图形已被抹除
break;
}
}
}
}
void BulletHit(Bullet* bullet) //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
{ //∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中
int x=bullet->x; //∴这里的Tank使用全局变量
int y=bullet->y; //这里传入的值是子弹坐标,这两个值不需要改变
int i;
if(map[y][x]==1 || map[y][x]==2) //子弹碰到砖块
{
if(bullet->direction==UP || bullet->direction==DOWN) //如果子弹是纵向的
for(i = -1 ; i<=1 ; i++)
if(map[y][x+i]==1 || map[y][x+i]==2) //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略
{
map[y][x+i]=0; //砖块碎
GoToxy(2*x+2*i,y);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
printf(" ");
}
if(bullet->direction==LEFT || bullet->direction==RIGHT) //若子弹是横向的 (与子弹纵向实现同理)
for(i = -1 ; i<=1 ; i++)
if(map[y+i][x]==1 || map[y+i][x]==2)
{
map[y+i][x]=0;
GoToxy(2*x,y+i);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
printf(" ");
}
bullet->exist=0; //这颗子弹已经不存在了
}
else if(map[y][x]==4 || map[y][x]==6 ) //子弹碰到边框或者不可摧毁方块
bullet->exist=0;
else if(bullet->my && map[y][x]>=100 && map[y][x]<104 ) //若我的子弹碰到了敌方坦克
{
int num = map[y][x]%100; //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息
if(AI_tank[num].model==3 && AI_tank[num].color==2) //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害
AI_tank[num].color=3; //则变成黄色,color=3为黄色
else if (AI_tank[num].model==3 && AI_tank[num].color==3)
AI_tank[num].color=4; //4为红色
else //其他类型的坦克或者firm tank为红色的情况
{
AI_tank[num].alive=0;
ClearTank(AI_tank[num].x , AI_tank[num].y); //清除该坦克
}
bullet->exist=0;
score+=100;
GoToxy(102,5); //在副屏幕上打印出分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("%d ",score);
}
else if(map[y][x]==200 && bullet->my==0 ) //若敌方子弹击中我的坦克
{
my_tank.alive=0;
ClearTank(my_tank.x , my_tank.y);
bullet->exist=0;
my_tank.revive++; //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)
score-=100; //分数减少
GoToxy(102,5); //在副屏幕上打印出分数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("%d ",score);
GoToxy(102,7); //在副屏幕打印出我的剩余生命值
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("%d ", MAX_LIFE-my_tank.revive);
}
// else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用
// bullet->exist=0;
else if(map[y][x]==9) //子弹碰到家(无论是谁的子弹)
{
bullet->exist=0;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
GoToxy(38,37); printf(" ");
GoToxy(38,38); printf("◢◣ ");
GoToxy(38,39); printf("███");
GameOver(1); //游戏结束,传入1代表老家被毁
}
}
int BulletCheak (int x,int y) //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
{ //有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2
if(map[y][x]==0)
return 1;
else if(map[y][x]==5)
return 2;
else
return 0;
}
void PrintBullet (int x,int y,int T) //当前坐标BulletCheak 的值做参量 T
{
if(T==1) // T==1 表示子弹当前坐标在陆地上
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);
else if(T==2) // T==2 表示子弹当前坐标在水面上
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);
GoToxy(2*x,y);
printf("*");
}
void ClearBullet(int x,int y,int T) //当前坐标BulletCheak 的值做参量 T
{
GoToxy(2*x,y);
if(T==2) // T==2 表示子弹当前坐标在水面上
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
printf("~");
}
else if(T==1) // T==1 表示子弹当前坐标在陆地上
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);
printf(" ");
}
}
//position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
void BuildAITank(int* position, Tank* AI_tank) //执行一次该函数只建立一个坦克
{ //rand函数公式:0<=rand()%(a+1)<=a 0+m<=rand()%(n-m+1)+m<=n
//rand函数实现1到n:1<=rand()%(n)+1<=n
if(AIPositionCheak(*position)) //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义
{
AI_tank->x= 20 + 18*(*position); //20 + 18 * position 对应三个生成位置的x假坐标
AI_tank->y=2;
if(AI_tank->revive==level_info[level-1].firm_tank_order) //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序
{
AI_tank->model = 3; //3为firm tank的模型(外观)
AI_tank->color = 2; //颜色参数2为绿色,具体详见函数ColorChoose
}
else if(AI_tank->revive==level_info[level-1].fast_tank_order) //同上if,这里是fast_tank的
{
AI_tank->model = 2;
AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose
}
else //普通坦克
{
AI_tank->model = 1;
AI_tank->color = rand()%6+1; //若不是firm tank则随机颜色
}
AI_tank->alive = 1; //坦克变为存在
AI_tank->direction = 2 ; //方向朝下
AI_tank->revive++; //复活次数+1
PrintTank(*AI_tank);
(*position)++;
remain_enemy--;
GoToxy(102,9); //在副屏幕上打印剩余坦克数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("%d ",remain_enemy);
if(*position==2) //position只能为0,1,-1,这里position循环重置
*position = -1;
return ; //若生成了一辆坦克,则结束该函数
}
}
int AIPositionCheak( int position ) //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位
{
int x,y;
if(position==2) //2为我的坦克位置,现在暂时用不到
x=15,y=38;
else
y=2 , x= 20 + 18 * position ; //20 + 18 * position 对应三个生成位置的x假坐标
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if( map[y+j-1][x+i-1]!=0) //如果遍历的九宫格里有障碍物
return 0; //则返回0,表示此生成位置有阻碍
return 1; //否则生成1,表示此生成位置无阻碍
}
void MoveAITank(Tank* AI_tank) //AI专用函数,该函数主要为AI加强
{
if(AI_tank->alive) //如果坦克活着
{
if(AI_tank->stop!=0) //坦克是否停止运动的判断,若stop参数不为0
{
AI_tank->stop--; //则此坦克本回合停止运动
return;
}
if( !(rand()%23) ) //22分之1的概率执行方向重置
{
AI_tank->direction = rand()%4+1;
if( rand()%3 ) //在方向重置后有2分之1的概率停止走动3步的时间
{
AI_tank->stop=2;
return;
}
}
ClearTank (AI_tank->x , AI_tank->y);
if(TankCheak ( *AI_tank , AI_tank->direction)) //如果前方无障碍
switch ( AI_tank->direction )
{
case UP : AI_tank->y--; break; //上前进一格
case DOWN : AI_tank->y++; break; //下前进一格
case LEFT : AI_tank->x--; break; //左前进一格
case RIGHT: AI_tank->x++; break; //右前进一格
}
else //前方有障碍
{
if(!(rand()%4)) //3分之1的概率乱转
{
AI_tank->direction=rand()%4+1;
AI_tank->stop=2; //乱转之后停止走动3步的时间
PrintTank(*AI_tank);
return; //∵continue会跳过下面的打印函数,∴这里先打印
}
else //另外3分之2的几率选择正确的方向
{
int j;
for(j=1;j<=4;j++)
if(TankCheak ( *AI_tank , j )) //循环判断坦克四周有无障碍,此函数返值1为可通过
break;
if(j==5) //j==5说明此坦克四周都有障碍物,无法通行
{
PrintTank(*AI_tank);
return; //则跳过下面的while循环以防程序卡死
}
while(TankCheak ( *AI_tank , AI_tank->direction) == 0) //如果前方仍有障碍
AI_tank->direction=(rand()%4+1); //则换个随机方向检测
}
}
PrintTank(*AI_tank); //打印AI坦克
}
}
void BuildMyTank (Tank* my_tank) //建立我的坦克
{
my_tank->x=15;
my_tank->y=38;
my_tank->stop=NULL;
my_tank->direction=1;
my_tank->model=0;
my_tank->color=1;
my_tank->alive=1;
my_tank->my=1;
my_tank->CD=7;
PrintTank (*my_tank) ; //打印我的坦克
}
void MoveMyTank(int turn ) //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值
{
ClearTank(my_tank.x , my_tank.y); //map 数组中“我的坦克”参数清除工作已在此函数中完成
my_tank.direction=turn; //将键盘输入的方向值传入我的坦克方向值
if(TankCheak ( my_tank , my_tank.direction )) //若此时我的坦克当前方向上无障碍
switch (turn)
{
case UP : my_tank.y--; break; //上前进一格
case DOWN : my_tank.y++; break; //下前进一格
case LEFT : my_tank.x--; break; //左前进一格
case RIGHT: my_tank.x++; break; //右前进一格
} //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克
PrintTank (my_tank);
}
bool TankCheak(Tank tank,int direction) //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)
{
switch(direction) //direction变量 1上,2下,3左,4右
{
case UP:
if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)
return 1;
else
return 0;
case DOWN:
if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)
return 1;
else
return 0;
case LEFT:
if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)
return 1;
else
return 0;
case RIGHT:
if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)
return 1;
else
return 0;
default:
printf("错误!!");
Sleep(5000);
return 0;
}
}
void ClearTank(int x,int y) //清除坦克函数(人机共用)
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{ //将坦克占用的地图上的九格去掉
map[y+j-1][x+i-1]=0;
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
GoToxy(2*x+2*j-2,y+i-1);
printf(" ");
}
}
void PrintTank(Tank tank) //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了
{ // tank.color参数对应不同的颜色,范围 1 ~ 6
ColorChoose(tank.color); //颜色选择函数 定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)
char *(*tankF)[4] = tank_figure[tank.model]; //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推
for(int i = 0; i < 3; i++)
{
GoToxy((tank.x-1)*2 , tank.y-1+i); //在坦克中心坐标的左边,上中下三行打印
printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串
for(int j=0;j<3;j++)
if(tank.my) //若为我的坦克
map[tank.y+j-1][tank.x+i-1]=200; //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200
else
map[tank.y+j-1][tank.x+i-1]=100+tank.num; //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数
}
}
void HideCursor() //隐藏光标
{ //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见
CONSOLE_CURSOR_INFO cursor_info={1,0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。
}
void GoToxy(int x,int y) //光标移动函数,X表示横坐标,Y表示纵坐标。
{
COORD coord; //使用头文件自带的坐标结构
coord.X=x; //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围
coord.Y=y;
HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE); //获得标准输出句柄
SetConsoleCursorPosition(a,coord); //以标准输出的句柄为参数设置控制台光标坐标
}
void ColorChoose(int color) //颜色选择函数
{
switch(color)
{
case 1: //天蓝色(我的坦克颜色)
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
break;
case 2: //绿色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
break;
case 3: //黄色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
break;
case 4: //红色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
break;
case 5: //紫色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
break;
case 6: //白色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);
break;
case 7: //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
break;
}
}
void Stop() //暂停
{
int color=1,timing=0;
while(1)
{
if(timing++%30==0)
{
ColorChoose(color); //颜色选择
GoToxy(100,13); //副屏幕打印
printf("游戏暂停");
GoToxy(88,17);
printf("按回车键回到游戏");
GoToxy(88,18);
printf("或按 Esc键退出游戏");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
GoToxy(100,13); //副屏幕打印
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("正在进行"); //覆盖掉原来的提示
GoToxy(88,17);
printf(" ");
GoToxy(88,18);
printf(" ");
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
}
void ClearMainScreen() //主屏幕清屏函数,因使用system("cls");再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数
{
for(int i=1;i<40;i++)
{
GoToxy(2,i);
printf(" ");
}
}
void Frame () //打印游戏主体框架
{ //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf(" ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁ ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");
for(int i=0;i<14;i++)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" | |\n");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" |═════════════════════════ |\n");
for(int i=0;i<24;i++)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf("▕ ▏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE);
printf(" | |\n");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
printf(" ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE);
printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");
SideScreen (); //打印副屏幕
}
void PrintMap() // 打印地图(地图既地图障碍物)
{
for(int j=0;j<41;j++)
for(int i=0;i<41;i++)
if(map[i][j]==6)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN
|FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);
GoToxy(2*j,i);
printf("■");
}
else if(map[i][j]==2)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
GoToxy(2*j,i);
printf("▓");
}
else if(map[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
GoToxy(2*j,i);
printf("▓");
}
else if(map[i][j]==5)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
GoToxy(2*j,i);
printf("~");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
GoToxy(38,37); printf(" ★ ");
GoToxy(38,38); printf("███"); //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印
GoToxy(38,39); printf("◢█◣"); //∴直接打印(且家的map值与符号无关)
}
void GetMap() //地图存放函数
{ //map里的值: 个位数的值为地图方块部分,百位数的值为坦克
int i ,j; //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克,
int Map[8][41][41]=
{
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
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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},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},
{4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
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{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},
{4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
{4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
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{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},
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{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},
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{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}
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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},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,4},
{4,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,2,2,2,2,2,2,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,4},
{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,2,2,2,2,2,2,2,2,0,0,0,1,1,0,0,0,0,0,0,0,1,1,4},
{4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,2,2,2,2,2,2,2,2,0,0,1,1,1,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,0,0,0,0,0,1,1,1,4},
{4,1,1,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,0,1,1,1,4},
{4,1,1,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,1,1,1,1,4},
{4,0,1,1,0,0,0,0,0,0,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,0,0,1,1,1,1,4},
{4,0,1,1,1,0,0,0,0,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
{4,0,0,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
{4,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,0,0,4},
{4,0,0,0,0,0,1,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
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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},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
{
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
},
};
for(i=0;i<41;i++)
for(j=0;j<41;j++)
map[i][j]=Map[level-1][i][j];
PrintMap(); //打印地图
}
void GameOver(bool home)
{
int timing=0,color=1;
while(1)
{
if(timing++%30==0) //游戏结束原因为生命值为0
{
ColorChoose(color); //颜色选择
if(home) //游戏结束原因为老家被毁,则多打印一行字以提示玩家
{
GoToxy(37,19); //主屏幕中心打印
printf("老家被毁!");
}
GoToxy(37,20); //主屏幕中心打印
printf("游戏结束!");
GoToxy(100,13); //副屏幕打印
printf("游戏结束");
GoToxy(88,17);
printf("请按回车键重新开始!");
GoToxy(88,18);
printf("或按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
// system("cls"); //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数
// Frame (); //重新打印游戏框架
score-=500; //分数-500
ClearMainScreen(); //主屏清屏函数,无需再次打印框架
Initialize(); //从本关重新开始
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
}
void NextLevel()
{
int timing=0,color=1;
level++;
if(level<=MAX_LEVEL)
while(1)
{
if(timing++%10==0)
{
ColorChoose(color); //颜色选择
GoToxy(37,20); //主屏幕中心打印
printf("恭喜过关!");
GoToxy(100,13); //副屏幕打印
printf("等待下关");
GoToxy(87,17);
printf("请按回车键进入下一关!");
GoToxy(88,18);
printf("或按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //回车键
{
GoToxy(88,17); //抹除副屏幕中的提示
printf(" ");
GoToxy(88,18);
printf(" ");
ClearMainScreen(); //主屏清屏函数,无需再次打印框架
Initialize(); //初始化从下一关开始,level已++
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(20);
}
else //level>8 通关
while(1)
{
if(timing++%5==0)
{
ColorChoose(color);
GoToxy(33,20); //主屏幕中心打印
printf("恭喜通过全部关卡!");
GoToxy(100,13); //副屏幕打印
printf("已通全关");
GoToxy(88,17);
printf("恭喜通过全部关卡!");
GoToxy(88,19);
printf("按 Esc键退出游戏!");
if(++color==8)
color=1;
}
if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出
exit(0);
Sleep(10);
}
}
void GameCheak()
{ //剩余敌人为0且四坦克全部不存活
if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )
NextLevel(); //进入下一关
if(my_tank.revive>=MAX_LIFE) //我的生命值(复活次数)全部用完 MAX_LIFE
GameOver(0); //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁
}
void SideScreen () //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38)
{ // | 第 d 关 | " | |\n"
GoToxy(93,2);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
printf("第 关");
GoToxy(92,5);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
printf("分 数:");
GoToxy(92,7);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("生 命:");
GoToxy(86,9);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("剩余敌方坦克:");
GoToxy(86,11);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
printf("当前游戏速度: %d",21-speed);
GoToxy(86,13);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("当前游戏状态:");
GoToxy(94,19);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
GoToxy(94,24);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
/* printf("帮 助");
GoToxy(86,27);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("方向键 ←↑→↓ 移动");
GoToxy(93,29);
printf("x 键 射击");
GoToxy(89,31);
printf("+ - 调整游戏速度");
GoToxy(90,33);
printf("游戏速度范围1~20");
GoToxy(90,35);
printf("空格键 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");
}
还有一个:
#include<stdio.h>
#include <windows.h>
#include<conio.h>
#include<time.h>
void gotoxy(int x,int y);//控制光标。X表示横坐标,Y表示纵坐标
void my_print();//设置界面
void print_thing();//打印物品
void print_home();//打印老家
void refresh_map();//刷新地图
void stop();//暂停
void print_my_tank();//打印我的坦克
void print_tank_1();//打印坦克1号
void print_tank_2();//打印坦克2号
void print_tank_3();//打印坦克3号
void clear_my_tank();//清除我的坦克,用于坦克移动后
void clear_tank_1();//清除坦克1号
void clear_tank_2();//清除坦克2号
void clear_tank_3();//清除坦克3号
void turn_up(int a[][3]);//我的坦克上转
void turn_down(int a[][3]);//我的坦克下转
void turn_left(int a[][3]);//我的坦克左转
void turn_right(int a[][3]);//我的坦克右转
void turn_up_1(int a[][3]);//坦克1号上转
void turn_down_1(int a[][3]);//坦克1号下转
void turn_left_1(int a[][3]);//坦克1号左转
void turn_right_1(int a[][3]);//坦克1号右转
void turn_up_2(int a[][3]);//坦克2号上转
void turn_down_2(int a[][3]);//坦克2号下转
void turn_left_2(int a[][3]);//坦克2号左转
void turn_right_2(int a[][3]);//坦克2号右转
void turn_up_3(int a[][3]);//坦克3号上转
void turn_down_3(int a[][3]);//坦克3号下转
void turn_left_3(int a[][3]);//坦克3号左转
void turn_right_3(int a[][3]);//坦克3号右转
void my_move();//我的坦克移动
void move_1();//坦克1号移动
void move_2();//坦克2号移动
void move_3();//坦克3号移动
void print_bullet(int x,int y);//打印敌方坦克的子弹
void print_my_bullet(int x,int y);//打印我的子弹
void clear_bullet(int x,int y);//清楚子弹
int check_bullet(int x,int y);//检查子弹是否碰撞,没碰返回1,碰到返回0
void shoot();//计算我的坦克子弹的坐标
void shoot_1();//计算坦克1号子弹的坐标
void shoot_2();//计算坦克2号子弹的坐标
void shoot_3();//计算坦克3号子弹的坐标
void change_thing();//记录物品的变化
void change_home();//记录老家的变化
void change_bullet();//纪录子弹的变化
void change_star();//记录星星的变化
void change_tank();//记录我的坦克的变化
void change_tank_1();//记录坦克1号的变化
void change_tank_2();//记录坦克2号的变化
void change_tank_3();//记录坦克3号的变化
void switch_weapons();//切换武器
void switch_skin();//切换皮肤
void help();//帮助
void check_game();//检查游戏胜负
void check_lv();//检查等级
void next_level();//下一关
void get_map();//获得每一关的地图
void initial();//将所有量初始化
void gameover();//游戏结束
void console();//控制窗口
void screen_1();//屏幕1
void screen_2(char *p,int color);//屏幕2
void screen_3();//屏幕3
void produce_star();//产生一个星星
void print_star();//打印星星
void check_star();//检查星星的数量
void clear_star();//清除星星
int my_abs(int x);//绝对值函数,用系统的会有问题
int judge(int x,int y,int state);//判断我的坦克能否前进
int judge2(int x,int y,int state);// 辅助电脑判断能否前进
int check1(int x,int y);//辅助电脑判断的函数
int check2(int x,int y);//辅助电脑判断的函数
int check3(int x,int y);//辅助电脑判断的函数
int life=3;//生命
int enemy=13;//敌人数量
int level=1;//关卡
int weapons=1;//武器
int skin=1;//皮肤
int star=1;//星星
int s=0,t=0;//星星坐标
int score=0;//分数
int lv=1;//等级
int speed=10;//速度
char *info[5]={" "," "," "," "," ",};//通知
int map[30][30]={0};//记录整个屏幕上的物体
int thing[28][28]={0};//障碍物,不包括边界
int home[3][4]={{2,2,2,2},{2,1,1,2},{2,1,1,2}};//老家,3行4列
int my_tank[3][3]={0};//我的坦克
int tank_1[3][3]={0};//敌人的坦克1号
int tank_2[3][3]={0};//敌人的坦克2号
int tank_3[3][3]={0};//敌人的坦克3号
int x , y ;//我的坦克中心坐标
int x1 , y1;//坦克1号中心坐标
int x2 , y2;//坦克2号中心坐标
int x3 , y3;//坦克3号中心坐标
int m=0 , n=0 ;//我的坦克子弹的坐标
int m1=0 , n1=0;//坦克1号子弹的坐标
int m2=0 , n2=0;//坦克2号子弹的坐标
int m3=0 , n3=0;//坦克3号子弹的坐标
int state=0; //我的坦克方向(1上,2下,3左,4右)
int state_1=0;//坦克1号方向
int state_2=0;//坦克2号方向
int state_3=0;//坦克3号方向
int direction=0;//我的坦克子弹射向
int direction_1=0;//坦克1号子弹射向
int direction_2=0;//坦克2号子弹射向
int direction_3=0;//坦克3号子弹射向
int cp1=2;//辅助电脑判断的变量
int cp2=2;//辅助电脑判断的变量
int cp3=2;//辅助电脑判断的变量
int main()//主函数
{
srand(time(NULL));//设置随机数种子
console();//设置窗口
my_print();//打印边框
initial();//所有量初始化
while(1)
{
int i1,i2,i3,i4,i5,i6,i7;
my_move();//控制我的坦克移动
if(i1++%30==0) //控制敌人坦克速度
move_1();
if(i2++%30==0)
move_2();
if(i3++%30==0)
move_3();
if(i4++%speed==0) //控制子弹速度
shoot();
if(i5++%speed==0)
shoot_1();
if(i6++%speed==0)
shoot_2();
if(i7++%speed==0)
shoot_3();
screen_1();//刷新屏幕
Sleep(0.1);
}
return 0;
}
//设置光标输出的位置函数
void gotoxy(int x,int y)//X表示横坐标,Y表示纵坐标。
{
HANDLE app;
COORD pos;
pos.X=x;
pos.Y=y;
app=GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(app,pos);
}
//控制窗口
void console()
{
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_SCREEN_BUFFER_INFO bInfo;
GetConsoleScreenBufferInfo(hOut, &bInfo );
SetConsoleTitle("坦克大战"); // 设置窗口的标题
COORD size = {90, 32};//设置窗口大小
SetConsoleScreenBufferSize(hOut,size);
SMALL_RECT rc = {0,0, 63, 31};
SetConsoleWindowInfo(hOut,true ,&rc);
}
//打印边界
void my_print()
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE |FOREGROUND_INTENSITY);//蓝色
printf("■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ |﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊|\n");
for(int i=0;i<13;i++)
printf("■ ■ | |\n");
printf("■ ■ |--------------------------|\n");
for(int j=14;j<28;j++)
printf("■ ■ | |\n");
printf("■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ |﹍﹍﹍﹍﹍﹍﹍﹍﹍﹍﹍﹍﹍|\n");
}
//打印与清除坦克
void print_my_tank()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if(my_tank[i][j]==1)
{
switch(skin)
{
case 1 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);//淡蓝色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 2 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);//绿色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 3 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);//黄色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 4 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);//白色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 5 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);//紫色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 6 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);//红色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
case 7 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);//蓝色
gotoxy(2*x+2*j-2,y+i-1);
printf("■");
}break;
}
}
}
void clear_my_tank()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{
gotoxy(2*x+2*j-2,y+i-1);
printf(" ");
}
}
void print_tank_1()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if(tank_1[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);// 紫色
gotoxy(2*x1+2*j-2,y1+i-1);
printf("■");
}
}
void clear_tank_1()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{
gotoxy(2*x1+2*j-2,y1+i-1);
printf(" ");
}
}
void print_tank_2()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if(tank_2[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);// 紫色
gotoxy(2*x2+2*j-2,y2+i-1);
printf("■");
}
}
void clear_tank_2()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{
gotoxy(2*x2+2*j-2,y2+i-1);
printf(" ");
}
}
void print_tank_3()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
if(tank_3[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);// 紫色
gotoxy(2*x3+2*j-2,y3+i-1);
printf("■");
}
}
void clear_tank_3()
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{
gotoxy(2*x3+2*j-2,y3+i-1);
printf(" ");
}
}
void print_thing() // 打印物品
{
for(int j=0;j<28;j++) // 从坐标(1,1)点开始打印
for(int i=0;i<28;i++)
if(thing[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(2+2*j,1+i);
printf("■");
}
else if(thing[i][j]==2)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
gotoxy(2+2*j,1+i);
printf("■");
}
else if(thing[i][j]==3)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(2+2*j,1+i);
printf("■");
}
else if(thing[i][j]==4)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
gotoxy(2+2*j,1+i);
printf("■");
}
}
void print_home() //打印老家
{
for(int i=0;i<3;i++) //打印老家外墙
for(int j=0;j<4;j++)
if(home[i][j]==1)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(26+2*j,26+i);
printf("■");
}
else if(home[i][j]==2)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
gotoxy(26+2*j,26+i);
printf("■");
}
else if(home[i][j]==3)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(26+2*j,26+i);
printf("■");
}
{
for(int i=1;i<3;i++) //打印老家内部
for(int j=1;j<3;j++)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(26+2*j,26+i);
printf("■");
}
}
}
void print_bullet(int x,int y) //打印敌方坦克的子弹子弹
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(2*x,y);
printf("⊕");
}
void print_my_bullet(int x,int y) //打印我的子弹
{
switch(weapons)
{
case 1 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(2*x,y);
printf("⊕");
}break;
case 2 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(2*x,y);
printf("∷");
}break;
case 3 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(2*x,y);
printf("◎");
}break;
case 4 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(2*x,y);
printf("※");
}break;
case 5 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(2*x,y);
printf("●");
}break;
}
}
void clear_bullet(int x,int y)
{
gotoxy(2*x,y);
printf(" ");
}
void screen_1()
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
gotoxy(62,2);
printf(" 第 %d 关 ",level);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,4);
printf("分数: %d",score);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(80,4);
printf("LV: %d ",lv);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(62,6);
printf("生命: 坦克×%d ",life-1);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,8);
printf("敌方: 坦克×%d ",enemy);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(62,11);
printf("当前武器: ");
switch(weapons)
{
case 1 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,13);
printf(" 普通子弹 ⊕ ");
}break;
case 2 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,13);
printf(" 散弹 ∷ ");
}break;
case 3 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,13);
printf(" 气泡弹 ◎ ");
}break;
case 4 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(62,13);
printf(" 雪花弹 ※ ");
}break;
case 5 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,13);
printf(" 超级炮弹 ● ");
}break;
}
}
void screen_2(char *p,int color)
{
for(int i=15;i<27;i++)//先清屏
{
gotoxy(62,i);
printf(" ");
}
info[0]=info[1];//内容上移
info[1]=info[2];
info[2]=info[3];
info[3]=info[4];
info[4]=p;
for(int j=15;j<22;j=j+2)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,j);
printf("%s",info[(j+1)/2-8]);
}
switch(color)
{
case 1 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);//绿
gotoxy(62,23);
printf("%s",info[4]);
}break;
case 2 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);//淡蓝
gotoxy(62,23);
printf("%s",info[4]);
}break;
case 3 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);//黄
gotoxy(62,23);
printf("%s",info[4]);
}break;
case 4 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);//红
gotoxy(62,23);
printf("%s",info[4]);
}break;
}
}
void screen_3()
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
gotoxy(62,27);
printf(" h键帮助 Esc退出");
gotoxy(62,28);
printf(" ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
if(star<=13)
for(int i=1;i<=star;i++)
{
gotoxy(60+2*i,28);
printf("★");
}
}
void produce_star()
{
int a=0;
for(int i=4;i<26;i++)
{
for(int j=1;j<29;j++)
if(map[i][j]==0 && rand()%300==0)
{
s=j,t=i;
print_star();
a=1;
break;
}
if(a)
break;
}
}
void print_star()
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(2*s,t);
printf("★");
}
void change_star()
{
if(s==x&&t==(y-1) || s==x&&t==(y+1) || s==(x-1)&&t==y || s==(x+1)&&t==y)
{
clear_star();
s=0,t=0;
star++;
screen_2("恭喜你获得一颗星星",2);
printf("\7");
check_star();
print_my_tank();
}
if(s==x1&&t==(y1-1) || s==x1&&t==(y1+1) || s==(x1-1)&&t==y1 || s==(x1+1)&&t==y1)
{
clear_star();
s=0,t=0;
screen_2("很遗憾星星被抢走了",4);
printf("\7");
print_tank_1();
}
if(s==x2&&t==(y2-1) || s==x2&&t==(y2+1) || s==(x2-1)&&t==y2 || s==(x2+1)&&t==y2)
{
clear_star();
s=0,t=0;
screen_2("很遗憾星星被抢走了",4);
printf("\7");
print_tank_2();
}
if(s==x3&&t==(y3-1) || s==x3&&t==(y3+1) || s==(x3-1)&&t==y3 || s==(x3+1)&&t==y3)
{
clear_star();
s=0,t=0;
screen_2("很遗憾星星被抢走了",4);
printf("\7");
print_tank_3();
}
}
void clear_star()
{
gotoxy(2*s,t);
printf(" ");
}
void check_star()
{
switch(star)
{
case 2 :screen_2("解锁新武器: 散弹",4),screen_3();break;
case 3 :screen_2("成功解锁 绿色皮肤",2),screen_3();break;
case 4 :screen_2("解锁新武器: 气泡弹",2),screen_3();break;
case 5 :screen_2("成功解锁 黄色皮肤",3),screen_3();break;
case 6 :screen_2("解锁新武器: 雪花弹",1),screen_3();break;
case 7 :screen_2("成功解锁 白色皮肤",1),screen_3();break;
case 8 :screen_2("解锁新武器: 超级炮弹",4),screen_3();break;
case 9 :screen_2("成功解锁 紫色皮肤",1),screen_3();break;
case 10 :screen_2("您已拥有10颗星啦",3),screen_3();break;
case 11 :screen_2("成功解锁 红色皮肤",4),screen_3();break;
case 12 :screen_2("您已拥有12颗星啦",3),screen_3();break;
case 13 :screen_2("成功解锁 蓝色皮肤",1),screen_3();break;
}
}
void switch_weapons()
{
weapons++;
if(weapons>star/2+1)
weapons=1;
if(star==1)
screen_2("当前星星数不足,赶快收集吧",1);
else
{
switch(weapons)
{
case 1 :screen_2("切换到普通子弹",1);break;
case 2 :screen_2("切换到散弹",1);break;
case 3 :screen_2("切换到气泡弹",1);break;
case 4 :screen_2("切换到雪花弹",1);break;
case 5 :screen_2("切换到超级炮弹弹",1);break;
}
}
}
void switch_skin()
{
skin++;
if(skin>(star-1)/2+1)
skin=1;
if(star==1 || star==2)
screen_2("当前星星数不足,赶快收集吧",1);
else
{
switch(skin)
{
case 1 :screen_2("切换到淡蓝色皮肤",1);break;
case 2 :screen_2("切换到绿色皮肤",1);break;
case 3 :screen_2("切换到黄色皮肤",1);break;
case 4 :screen_2("切换到白色皮肤",1);break;
case 5 :screen_2("切换到紫色皮肤",1);break;
case 6 :screen_2("切换到红色皮肤",1);break;
case 7 :screen_2("切换到蓝色皮肤",1);break;
}
}
}
void shoot()
{
if(m!=0 || n!=0)
if(map[n][m]==0)//如果子弹还留在地图上,就清除掉
clear_bullet(m,n);
if(m==0 && n==0)//代表现在场上没有我的坦克的子弹,则重新发射子弹
{
switch(state)
{
case 1 :
{
m=x;
n=y-2;
direction=1;
}break;
case 2 :
{
m=x;
n=y+2;
direction=2;
}break;
case 3 :
{
m=x-2;
n=y;
direction=3;
}break;
case 4 :
{
m=x+2;
n=y;
direction=4;
}break;
}
}
else
{
switch(direction)
{
case 1 :n--;break;
case 2 :n++;break;
case 3 :m--;break;
case 4 :m++;break;
}
}
change_thing();//检查是否击中障碍物
change_home();//检查是否击中老家
change_bullet();//检查是否击中子弹
change_tank_1();//检查是否击中坦克1号
change_tank_2();//检查是否击中坦克2号
change_tank_3();//检查是否击中坦克3号
if(check_bullet(m,n))
print_my_bullet(m,n);
else
m=0,n=0;
}
void shoot_1()
{
if(m1!=0 || n1!=0)
if(map[n1][m1]==0)//如果子弹还留在地图上,就清除掉
clear_bullet(m1,n1);
if(m1==0 && n1==0)//代表现在场上没有坦克1号的子弹,则重新发射子弹
{
switch(state_1)
{
case 1 :
{
m1=x1;
n1=y1-2;
direction_1=1;
}break;
case 2 :
{
m1=x1;
n1=y1+2;
direction_1=2;
}break;
case 3 :
{
m1=x1-2;
n1=y1;
direction_1=3;
}break;
case 4 :
{
m1=x1+2;
n1=y1;
direction_1=4;
}break;
}
}
else
{
switch(direction_1)
{
case 1 :n1--;break;
case 2 :n1++;break;
case 3 :m1--;break;
case 4 :m1++;break;
}
}
change_thing();//检查是否击中障碍物
change_home();//检查是否击中老家
change_bullet();//检查是否击中子弹
change_tank();//检查是否击中我的坦克
if(check_bullet(m1,n1))
print_bullet(m1,n1);
else
m1=0,n1=0;
}
void shoot_2()
{
if(m2!=0 || n2!=0)
if(map[n2][m2]==0)//如果子弹还留在地图上,就清除掉
clear_bullet(m2,n2);
if(m2==0 && n2==0)//代表现在场上没有坦克2号的子弹,则重新发射子弹
{
switch(state_2)
{
case 1 :
{
m2=x2;
n2=y2-2;
direction_2=1;
}break;
case 2 :
{
m2=x2;
n2=y2+2;
direction_2=2;
}break;
case 3 :
{
m2=x2-2;
n2=y2;
direction_2=3;
}break;
case 4 :
{
m2=x2+2;
n2=y2;
direction_2=4;
}break;
}
}
else
{
switch(direction_2)
{
case 1 :n2--;break;
case 2 :n2++;break;
case 3 :m2--;break;
case 4 :m2++;break;
}
}
change_thing();//检查是否击中障碍物
change_home();//检查是否击中老家
change_bullet();//检查是否击中子弹
change_tank();//检查是否击中我的坦克
if(check_bullet(m2,n2))
print_bullet(m2,n2);
else
m2=0,n2=0;
}
void shoot_3()
{
if(m3!=0 || n3!=0)
if(map[n3][m3]==0)//如果子弹还留在地图上,就清除掉
clear_bullet(m3,n3);
if(m3==0 && n3==0)//代表现在场上没有坦克3号的子弹,则重新发射子弹
{
switch(state_3)
{
case 1 :
{
m3=x3;
n3=y3-2;
direction_3=1;
}break;
case 2 :
{
m3=x3;
n3=y3+2;
direction_3=2;
}break;
case 3 :
{
m3=x3-2;
n3=y3;
direction_3=3;
}break;
case 4 :
{
m3=x3+2;
n3=y3;
direction_3=4;
}break;
}
}
else
{
switch(direction_3)
{
case 1 :n3--;break;
case 2 :n3++;break;
case 3 :m3--;break;
case 4 :m3++;break;
}
}
change_thing();//检查是否击中障碍物
change_home();//检查是否击中老家
change_bullet();//检查是否击中子弹
change_tank();//检查是否击中我的坦克
if(check_bullet(m3,n3))
print_bullet(m3,n3);
else
m3=0,n3=0;
}
void turn_up(int a[][3])
{
int tank_up[3][3]={{0,1,0},{1,1,1},{1,0,1}};
if(state==1)
{
if(judge(x,y,state))
{
clear_my_tank();
y--;
print_my_tank();
refresh_map();
}
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_up[i][j];
clear_my_tank();
print_my_tank();
state=1;
refresh_map();
}
change_star();
}
void turn_down(int a[][3])
{
int tank_down[3][3]={{1,0,1},{1,1,1},{0,1,0}};
if(state==2)
{
if(judge(x,y,state))
{
clear_my_tank();
y++;
print_my_tank();
refresh_map();
}
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_down[i][j];
clear_my_tank();
print_my_tank();
state=2;
refresh_map();
}
change_star();
}
void turn_left(int a[][3])
{
int tank_left[3][3]={{0,1,1},{1,1,0},{0,1,1}};
if(state==3)
{
if(judge(x,y,state))
{
clear_my_tank();
x--;
print_my_tank();
refresh_map();
}
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_left[i][j];
clear_my_tank();
print_my_tank();
state=3;
refresh_map();
}
change_star();
}
void turn_right(int a[][3])
{
int tank_right[3][3]={{1,1,0},{0,1,1},{1,1,0}};
if(state==4)
{
if(judge(x,y,state))
{
clear_my_tank();
x++;
print_my_tank();
refresh_map();
}
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_right[i][j];
clear_my_tank();
print_my_tank();
state=4;
refresh_map();
}
change_star();
}
void turn_up_1(int a[][3])
{
int tank_up[3][3]={{0,1,0},{1,1,1},{1,0,1}};
if(state_1==1)
{
clear_tank_1();
y1--;
print_tank_1();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_up[i][j];
clear_tank_1();
print_tank_1();
state_1=1;
refresh_map();
}
}
void turn_down_1(int a[][3])
{
int tank_down[3][3]={{1,0,1},{1,1,1},{0,1,0}};
if(state_1==2)
{
clear_tank_1();
y1++;
print_tank_1();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_down[i][j];
clear_tank_1();
print_tank_1();
state_1=2;
refresh_map();
}
}
void turn_left_1(int a[][3])
{
int tank_left[3][3]={{0,1,1},{1,1,0},{0,1,1}};
if(state_1==3)
{
clear_tank_1();
x1--;
print_tank_1();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_left[i][j];
clear_tank_1();
print_tank_1();
state_1=3;
refresh_map();
}
}
void turn_right_1(int a[][3])
{
int tank_right[3][3]={{1,1,0},{0,1,1},{1,1,0}};
if(state_1==4)
{
clear_tank_1();
x1++;
print_tank_1();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_right[i][j];
clear_tank_1();
print_tank_1();
state_1=4;
refresh_map();
}
}
void turn_up_2(int a[][3])
{
int tank_up[3][3]={{0,1,0},{1,1,1},{1,0,1}};
if(state_2==1)
{
clear_tank_2();
y2--;
print_tank_2();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_up[i][j];
clear_tank_2();
print_tank_2();
state_2=1;
refresh_map();
}
}
void turn_down_2(int a[][3])
{
int tank_down[3][3]={{1,0,1},{1,1,1},{0,1,0}};
if(state_2==2)
{
clear_tank_2();
y2++;
print_tank_2();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_down[i][j];
clear_tank_2();
print_tank_2();
state_2=2;
refresh_map();
}
}
void turn_left_2(int a[][3])
{
int tank_left[3][3]={{0,1,1},{1,1,0},{0,1,1}};
if(state_2==3)
{
clear_tank_2();
x2--;
print_tank_2();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_left[i][j];
clear_tank_2();
print_tank_2();
state_2=3;
refresh_map();
}
}
void turn_right_2(int a[][3])
{
int tank_right[3][3]={{1,1,0},{0,1,1},{1,1,0}};
if(state_2==4)
{
clear_tank_2();
x2++;
print_tank_2();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_right[i][j];
clear_tank_2();
print_tank_2();
state_2=4;
refresh_map();
}
}
void turn_up_3(int a[][3])
{
int tank_up[3][3]={{0,1,0},{1,1,1},{1,0,1}};
if(state_3==1)
{
clear_tank_3();
y3--;
print_tank_3();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_up[i][j];
clear_tank_3();
print_tank_3();
state_3=1;
refresh_map();
}
}
void turn_down_3(int a[][3])
{
int tank_down[3][3]={{1,0,1},{1,1,1},{0,1,0}};
if(state_3==2)
{
clear_tank_3();
y3++;
print_tank_3();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_down[i][j];
clear_tank_3();
print_tank_3();
state_3=2;
refresh_map();
}
}
void turn_left_3(int a[][3])
{
int tank_left[3][3]={{0,1,1},{1,1,0},{0,1,1}};
if(state_3==3)
{
clear_tank_3();
x3--;
print_tank_3();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_left[i][j];
clear_tank_3();
print_tank_3();
state_3=3;
refresh_map();
}
}
void turn_right_3(int a[][3])
{
int tank_right[3][3]={{1,1,0},{0,1,1},{1,1,0}};
if(state_3==4)
{
clear_tank_3();
x3++;
print_tank_3();
refresh_map();
}
else
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
a[i][j]=tank_right[i][j];
clear_tank_3();
print_tank_3();
state_3=4;
refresh_map();
}
}
int judge(int x,int y,int state)//x,y坦克当前坐标,state坦克当前方向
{
switch(state)
{
case 1 :if(map[y-2][x]==0 && map[y-1][x-1]==0 && map[y-1][x+1]==0 && map[y-2][x-1]==0 && map[y-2][x+1]==0)
return 1;
else
return 0;
case 2 :if(map[y+2][x]==0 && map[y+1][x-1]==0 && map[y+1][x+1]==0 && map[y+2][x-1]==0 && map[y+2][x+1]==0)
return 1;
else
return 0;
case 3 :if(map[y][x-2]==0 && map[y-1][x-1]==0 && map[y+1][x-1]==0 && map[y-1][x-2]==0 && map[y+1][x-2]==0)
return 1;
else
return 0;
case 4 :if(map[y][x+2]==0 && map[y-1][x+1]==0 && map[y+1][x+1]==0 && map[y-1][x+2]==0 && map[y+1][x+2]==0)
return 1;
else
return 0;
}
}
int judge2(int x,int y,int state)//x,y坦克当前坐标,state坦克当前方向
{
switch(state)
{
case 1 :if(map[y-2][x]==0 && map[y-2][x-1]==0 && map[y-2][x+1]==0)
return 1;
else
return 0;
case 2 :if(map[y+2][x]==0 && map[y+2][x-1]==0 && map[y+2][x+1]==0)
return 1;
else
return 0;
case 3 :if(map[y][x-2]==0 && map[y-1][x-2]==0 && map[y+1][x-2]==0)
return 1;
else
return 0;
case 4 :if(map[y][x+2]==0 && map[y-1][x+2]==0 && map[y+1][x+2]==0)
return 1;
else
return 0;
}
}
void refresh_map() //i代表行,即纵坐标;j代表列,即横坐标
{
{
for(int i=0;i<30;i++) //首先地图清零
for(int j=0;j<30;j++)
map[i][j]=0;
}
{
for(int i=0;i<30;i++) //地图第一部分:围墙(完全不动)
{
map[i][0]=1;
map[i][29]=1;
}
for(int j=0;j<30;j++)
{
map[0][j]=1;
map[29][j]=1;
}
}
{
for(int i=0;i<3;i++) //地图第二部分:老家(几乎不动)
for(int j=0;j<4;j++)
map[i+26][j+13]=home[i][j];
}
{
for(int i=0;i<28;i++) //地图第三部分:障碍物(有时改变)
for(int j=0;j<28;j++)
map[i+1][j+1]=thing[i][j];
}
{
switch(state) //地图第四部分:坦克(总是改变)
{
case 1 :
{
map[y-1][x-1]=0; map[y-1][x]=1; map[y-1][x+1]=0;
map[y][x-1]=1; map[y][x]=1; map[y][x+1]=1;
map[y+1][x-1]=1; map[y+1][x]=0; map[y+1][x+1]=1;
}break;
case 2 :
{
map[y-1][x-1]=1; map[y-1][x]=0; map[y-1][x+1]=1;
map[y][x-1]=1; map[y][x]=1; map[y][x+1]=1;
map[y+1][x-1]=0; map[y+1][x]=1; map[y+1][x+1]=0;
}break;
case 3 :
{
map[y-1][x-1]=0; map[y-1][x]=1; map[y-1][x+1]=1;
map[y][x-1]=1; map[y][x]=1; map[y][x+1]=0;
map[y+1][x-1]=0; map[y+1][x]=1; map[y+1][x+1]=1;
}break;
case 4 :
{
map[y-1][x-1]=1; map[y-1][x]=1; map[y-1][x+1]=0;
map[y][x-1]=0; map[y][x]=1; map[y][x+1]=1;
map[y+1][x-1]=1; map[y+1][x]=1; map[y+1][x+1]=0;
}break;
}
switch(state_1)
{
case 1 :
{
map[y1-1][x1-1]=0; map[y1-1][x1]=1; map[y1-1][x1+1]=0;
map[y1][x1-1]=1; map[y1][x1]=1; map[y1][x1+1]=1;
map[y1+1][x1-1]=1; map[y1+1][x1]=0; map[y1+1][x1+1]=1;
}break;
case 2 :
{
map[y1-1][x1-1]=1; map[y1-1][x1]=0; map[y1-1][x1+1]=1;
map[y1][x1-1]=1; map[y1][x1]=1; map[y1][x1+1]=1;
map[y1+1][x1-1]=0; map[y1+1][x1]=1; map[y1+1][x1+1]=0;
}break;
case 3 :
{
map[y1-1][x1-1]=0; map[y1-1][x1]=1; map[y1-1][x1+1]=1;
map[y1][x1-1]=1; map[y1][x1]=1; map[y1][x1+1]=0;
map[y1+1][x1-1]=0; map[y1+1][x1]=1; map[y1+1][x1+1]=1;
}break;
case 4 :
{
map[y1-1][x1-1]=1; map[y1-1][x1]=1; map[y1-1][x1+1]=0;
map[y1][x1-1]=0; map[y1][x1]=1; map[y1][x1+1]=1;
map[y1+1][x1-1]=1; map[y1+1][x1]=1; map[y1+1][x1+1]=0;
}break;
}
switch(state_2)
{
case 1 :
{
map[y2-1][x2-1]=0; map[y2-1][x2]=1; map[y2-1][x2+1]=0;
map[y2][x2-1]=1; map[y2][x2]=1; map[y2][x2+1]=1;
map[y2+1][x2-1]=1; map[y2+1][x2]=0; map[y2+1][x2+1]=1;
}break;
case 2 :
{
map[y2-1][x2-1]=1; map[y2-1][x2]=0; map[y2-1][x2+1]=1;
map[y2][x2-1]=1; map[y2][x2]=1; map[y2][x2+1]=1;
map[y2+1][x2-1]=0; map[y2+1][x2]=1; map[y2+1][x2+1]=0;
}break;
case 3 :
{
map[y2-1][x2-1]=0; map[y2-1][x2]=1; map[y2-1][x2+1]=1;
map[y2][x2-1]=1; map[y2][x2]=1; map[y2][x2+1]=0;
map[y2+1][x2-1]=0; map[y2+1][x2]=1; map[y2+1][x2+1]=1;
}break;
case 4 :
{
map[y2-1][x2-1]=1; map[y2-1][x2]=1; map[y2-1][x2+1]=0;
map[y2][x2-1]=0; map[y2][x2]=1; map[y2][x2+1]=1;
map[y2+1][x2-1]=1; map[y2+1][x2]=1; map[y2+1][x2+1]=0;
}break;
}
switch(state_3)
{
case 1 :
{
map[y3-1][x3-1]=0; map[y3-1][x3]=1; map[y3-1][x3+1]=0;
map[y3][x3-1]=1; map[y3][x3]=1; map[y3][x3+1]=1;
map[y3+1][x3-1]=1; map[y3+1][x3]=0; map[y3+1][x3+1]=1;
}break;
case 2 :
{
map[y3-1][x3-1]=1; map[y3-1][x3]=0; map[y3-1][x3+1]=1;
map[y3][x3-1]=1; map[y3][x3]=1; map[y3][x3+1]=1;
map[y3+1][x3-1]=0; map[y3+1][x3]=1; map[y3+1][x3+1]=0;
}break;
case 3 :
{
map[y3-1][x3-1]=0; map[y3-1][x3]=1; map[y3-1][x3+1]=1;
map[y3][x3-1]=1; map[y3][x3]=1; map[y3][x3+1]=0;
map[y3+1][x3-1]=0; map[y3+1][x3]=1; map[y3+1][x3+1]=1;
}break;
case 4 :
{
map[y3-1][x3-1]=1; map[y3-1][x3]=1; map[y3-1][x3+1]=0;
map[y3][x3-1]=0; map[y3][x3]=1; map[y3][x3+1]=1;
map[y3+1][x3-1]=1; map[y3+1][x3]=1; map[y3+1][x3+1]=0;
}break;
}
}
}
void my_move()
{
char key;
if (kbhit()) //检测,如果有按键就执行if里面的
{
key = getch();//捕获按键
switch( key )
{
case 72:turn_up(my_tank);//上
break;
case 75:turn_left(my_tank);//左
break;
case 77:turn_right(my_tank);//右
break;
case 80:turn_down(my_tank);//下
break;
case 32:stop();//空格 暂停或开始
break;
case 104:help();//小h切换到帮助菜单
break;
case 115:switch_skin(),print_my_tank();//小s键切换皮肤
break;
case 119:switch_weapons();//小w键切换武器
break;
case 27:exit(0);//Esc 退出
default: ;
}
}
}
int check1(int x,int y)//在正上面,用它检测
{
for(int j=y;j<27;j++)
if(map[j][x]==4)
return 0;
return 1;
}
int check2(int x,int y)//在正左面,用它检测
{
for(int i=x;i<14;i++)
if(map[y][i]==4)
return 0;
return 1;
}
int check3(int x,int y)//在正右面,用它检测
{
for(int i=x;i>15;i--)
if(map[y][i]==4)
return 0;
return 1;
}
void move_1()
{
if((x1==14 || x1==15) && check1(x1,y1))//在正上面
{
if(state_1!=2)
turn_down_1(tank_1);
}
else if(x1<14 && y1==27 && check2(x1,y1))//在正左面
{
if(state_1!=4)
turn_right_1(tank_1);
}
else if(x1>15 && y1==27 && check3(x1,y1))//在正右面
{
if(state_1!=3)
turn_left_1(tank_1);
}
else
{
if(judge2(x1,y1,cp1))
switch(cp1)
{
case 1 :turn_up_1(tank_1);break;
case 2 :turn_down_1(tank_1);break;
case 3 :turn_left_1(tank_1);break;
case 4 :turn_right_1(tank_1);break;
}
while(judge2(x1,y1,cp1) == 0)
{
cp1=(rand()%4+1);
}
}
}
void move_2()
{
if((x2==14 || x2==15) && check1(x2,y2))//在正上面
{
if(state_2!=2)
turn_down_2(tank_2);
}
else if(x2<14 && y2==27 && check2(x2,y2))//在正左面
{
if(state_2!=4)
turn_right_2(tank_2);
}
else if(x2>15 && y2==27 && check3(x2,y2))//在正右面
{
if(state_2!=3)
turn_left_2(tank_2);
}
else
{
if(judge2(x2,y2,cp2))
switch(cp2)
{
case 1 :turn_up_2(tank_2);break;
case 2 :turn_down_2(tank_2);break;
case 3 :turn_left_2(tank_2);break;
case 4 :turn_right_2(tank_2);break;
}
while(judge2(x2,y2,cp2) == 0)
{
cp2=(rand()%4+1);
}
}
}
void move_3()
{
if((x3==14 || x3==15) && check1(x3,y3))//在正上面
{
if(state_3!=2)
turn_down_3(tank_3);
}
else if(x3<14 && y3==27 && check2(x3,y3))//在正左面
{
if(state_3!=4)
turn_right_3(tank_3);
}
else if(x3>15 && y3==27 && check3(x3,y3))//在正右面
{
if(state_3!=3)
turn_left_3(tank_3);
}
else
{
if(judge2(x3,y3,cp3))
switch(cp3)
{
case 1 :turn_up_3(tank_3);break;
case 2 :turn_down_3(tank_3);break;
case 3 :turn_left_3(tank_3);break;
case 4 :turn_right_3(tank_3);break;
}
while(judge2(x3,y3,cp3) == 0)
{
cp3=(rand()%4+1);
}
}
}
int check_bullet(int x,int y)
{
if(map[y][x])
return 0;
return 1;
}
void change_thing()//物品被子弹击中会改变
{
if(m>0&&m<29 && n>0&&n<29)//被我的子弹击中
if(thing[n-1][m-1]==1)//打中第一种方块
{
if(weapons==2)
{
if(thing[n][m-1]==1)
thing[n][m-1]=0;
gotoxy(2*m,n+1);
printf(" ");//擦去方块
if(thing[n-2][m-1]==1)
thing[n-2][m-1]=0;
gotoxy(2*m,n-1);
printf(" ");//擦去方块
if(thing[n-1][m]==1)
thing[n-1][m]=0;
gotoxy(2*(m+1),n);
printf(" ");//擦去方块
if(thing[n-1][m-2]==1)
thing[n-1][m-2]=0;
gotoxy(2*(m-1),n);
printf(" ");//擦去方块
thing[n-1][m-1]=0;
gotoxy(2*m,n);
printf(" ");//擦去方块
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
else if(weapons==3)
{
thing[n-1][m-1]=0;
gotoxy(2*m,n);
printf(" ");//擦去方块
print_my_bullet(m,n);
print_thing();
refresh_map();
}
else
{
thing[n-1][m-1]=0;
gotoxy(2*m,n);
printf(" ");//擦去方块
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
}
else if(thing[n-1][m-1]==2)//打到第二种方块
{
if(weapons==5)
{
thing[n-1][m-1]=0;
gotoxy(2*m,n);
printf(" ");
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
else if(weapons==2)
{
m=0,n=0;
}
else
{
thing[n-1][m-1]=1;
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
}
else if(thing[n-1][m-1]==3)
{
if(weapons==4 || weapons==2)
m=0,n=0;
else if(weapons==5)
{
thing[n-1][m-1]=0;
gotoxy(2*m,n);
printf(" ");
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
else
{
thing[n-1][m-1]=2;
m=0,n=0;//子弹消失
print_thing();
refresh_map();
}
}
else if(thing[n-1][m-1]==4)//此方块不受子弹影响
{
m=0,n=0;//子弹消失
}
if(m1>0&&m1<29 && n1>0&&n1<29)//被坦克1号子弹击中
if(thing[n1-1][m1-1]==1)
{
thing[n1-1][m1-1]=0;
gotoxy(2*m1,n1);
printf(" ");
m1=0,n1=0;
print_thing();
refresh_map();
}
else if(thing[n1-1][m1-1]==2)
{
thing[n1-1][m1-1]=1;
m1=0,n1=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n1-1][m1-1]==3)
{
thing[n1-1][m1-1]=2;
m1=0,n1=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n-1][m-1]==4)//此方块不受子弹影响
{
m1=0,n1=0;//子弹消失
}
if(m2>0&&m2<29 && n2>0&&n2<29)
if(thing[n2-1][m2-1]==1)
{
thing[n2-1][m2-1]=0;
gotoxy(2*m2,n2);
printf(" ");
m2=0,n2=0;
print_thing();
refresh_map();
}
else if(thing[n2-1][m2-1]==2)
{
thing[n2-1][m2-1]=1;
m2=0,n2=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n2-1][m2-1]==3)
{
thing[n2-1][m2-1]=2;
m2=0,n2=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n2-1][m2-1]==4)//此方块不受子弹影响
{
m2=0,n2=0;//子弹消失
}
if(m3>0&&m3<29 && n3>0&&n3<29)
if(thing[n3-1][m3-1]==1)
{
thing[n3-1][m3-1]=0;
gotoxy(2*m3,n3);
printf(" ");
m3=0,n3=0;
print_thing();
refresh_map();
}
else if(thing[n3-1][m3-1]==2)
{
thing[n3-1][m3-1]=1;
m3=0,n3=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n3-1][m3-1]==3)
{
thing[n3-1][m3-1]=2;
m3=0,n3=0;//子弹消失
print_thing();
refresh_map();
}
else if(thing[n3-1][m3-1]==4)//此方块不受子弹影响
{
m3=0,n3=0;//子弹消失
}
}
void change_home()
{
if(m==14&&n==27 || m==15&&n==27 || m==14&&n==28 || m==15&&n==28)//如果子弹打到老家里,游戏结束
gameover();
else if(m>12 && n>25 && m<17 && n<29)
if(weapons==4)//只有4号子弹对老家的墙有效
{
home[n-26][m-13]=3;
screen_2("你修复了老家哦!",1);
m=0,n=0; //子弹消失
print_home();
refresh_map();
}
else
m=0,n=0;
if(m1==14&&n1==27 || m1==15&&n1==27 || m1==14&&n1==28 || m1==15&&n1==28)
gameover();
else if(m1>12 && n1>25 && m1<17 && n1<29)
if(home[n1-26][m1-13]==1)
{
home[n1-26][m1-13]=0;
screen_2("警报! 警报!",4);
gotoxy(2*m1,n1);
printf(" ");
m1=0,n1=0;
print_home();
refresh_map();
}
else if(home[n1-26][m1-13]==2)
{
home[n1-26][m1-13]=1;
screen_2("敌人威胁到了你的老家",4);
m1=0,n1=0; //子弹消失
print_home();
refresh_map();
}
else if(home[n1-26][m1-13]==3)
{
home[n1-26][m1-13]=2;
screen_2("敌人对你的防御开始了打击",4);
m1=0,n1=0; //子弹消失
print_home();
refresh_map();
}
if(m2==14&&n2==27 || m2==15&&n2==27 || m2==14&&n2==28 || m2==15&&n2==28)
gameover();
else if(m2>12 && n2>25 && m2<17 && n2<29)
if(home[n2-26][m2-13]==1)
{
home[n2-26][m2-13]=0;
screen_2("警报! 警报!",4);
gotoxy(2*m2,n2);
printf(" ");
m2=0,n2=0;
print_home();
refresh_map();
}
else if(home[n2-26][m2-13]==2)
{
home[n2-26][m2-13]=1;
screen_2("敌人威胁到了你的老家",4);
m2=0,n2=0; //子弹消失
print_home();
refresh_map();
}
else if(home[n2-26][m2-13]==3)
{
home[n2-26][m2-13]=2;
screen_2("敌人对你的防御开始了打击",4);
m2=0,n2=0; //子弹消失
print_home();
refresh_map();
}
if(m3==14&&n3==27 || m3==15&&n3==27 || m3==14&&n3==28 || m3==15&&n3==28)
gameover();
else if(m3>12 && n3>25 && m3<17 && n3<29)
if(home[n3-26][m3-13]==1)
{
home[n3-26][m3-13]=0;
screen_2("警报! 警报!",4);
gotoxy(2*m3,n3);
printf(" ");
m3=0,n3=0;
print_home();
refresh_map();
}
else if(home[n3-26][m3-13]==2)
{
home[n3-26][m3-13]=1;
screen_2("敌人威胁到了你的老家",4);
m3=0,n3=0; //子弹消失
print_home();
refresh_map();
}
else if(home[n3-26][m3-13]==3)
{
home[n3-26][m3-13]=2;
screen_2("敌人对你的防御开始了打击",4);
m3=0,n3=0; //子弹消失
print_home();
refresh_map();
}
}
void change_bullet()//当我的坦克子弹和敌人坦克子弹碰撞
{
if(m!=0 && m==m1 && n==n1)
{
clear_bullet(m,n);
m=0,n=0,
clear_bullet(m1,n1);
m1=0,n1=0;
}
if(m!=0 && m==m2 && n==n2)
{
clear_bullet(m,n);
m=0,n=0,
clear_bullet(m2,n2);
m2=0,n2=0;
}
if(m!=0 && m==m3 && n==n3)
{
clear_bullet(m,n);
m=0,n=0,
clear_bullet(m3,n3);
m3=0,n3=0;
}
}
void change_tank()
{
switch(state)
{
case 1 : //当我的坦克方向向上时
{
if(x==m1&&(y-1)==n1 || (x-1)==m1&&y==n1 || x==m1&&y==n1 || (x+1)==m1&&y==n1 || (x-1)==m1&&(y+1)==n1 || (x+1)==m1&&(y+1)==n1)//如果坦克1号子弹打到我的坦克
clear_my_tank(),screen_2("坦克1号击中了你 生命值减1",4),x=10,y=27,m1=0,n1=0,life--,check_game(),turn_up(my_tank);//我的坦克回到初始位置,坦克1号子弹消失,生命值减1,检查游戏是否结束,若没结束初始化方向
if(x==m2&&(y-1)==n2 || (x-1)==m2&&y==n2 || x==m2&&y==n2 || (x+1)==m2&&y==n2 || (x-1)==m2&&(y+1)==n2 || (x+1)==m2&&(y+1)==n2)//如果坦克2号子弹打到我的坦克
clear_my_tank(),screen_2("坦克2号击中了你 生命值减1",4),x=10,y=27,m2=0,n2=0,life--,check_game(),turn_up(my_tank);//我的坦克回到初始位置,坦克2号子弹消失,生命值减1,检查游戏是否结束,若没结束初始化方向
if(x==m3&&(y-1)==n3 || (x-1)==m3&&y==n3 || x==m3&&y==n3 || (x+1)==m3&&y==n3 || (x-1)==m3&&(y+1)==n3 || (x+1)==m3&&(y+1)==n3)//如果坦克3号子弹打到我的坦克
clear_my_tank(),screen_2("坦克3号击中了你 生命值减1",4),x=10,y=27,m3=0,n3=0,life--,check_game(),turn_up(my_tank);//我的坦克回到初始位置,坦克3号子弹消失,生命值减1,检查游戏是否结束,若没结束初始化方向
}break;
case 2 :
{
if(x==m1&&(y+1)==n1 || (x-1)==m1&&y==n1 || x==m1&&y==n1 || (x+1)==m1&&y==n1 || (x-1)==m1&&(y-1)==n1 || (x+1)==m1&&(y-1)==n1)
clear_my_tank(),screen_2("坦克1号击中了你 生命值减1",4),x=10,y=27,m1=0,n1=0,life--,check_game(),turn_up(my_tank);
if(x==m2&&(y+1)==n2 || (x-1)==m2&&y==n2 || x==m2&&y==n2 || (x+1)==m2&&y==n2 || (x-1)==m2&&(y-1)==n2 || (x+1)==m2&&(y-1)==n2)
clear_my_tank(),screen_2("坦克2号击中了你 生命值减1",4),x=10,y=27,m2=0,n2=0,life--,check_game(),turn_up(my_tank);
if(x==m3&&(y+1)==n3 || (x-1)==m3&&y==n3 || x==m3&&y==n3 || (x+1)==m3&&y==n3 || (x-1)==m3&&(y-1)==n3 || (x+1)==m3&&(y-1)==n3)
clear_my_tank(),screen_2("坦克3号击中了你 生命值减1",4),x=10,y=27,m3=0,n3=0,life--,check_game(),turn_up(my_tank);
}
case 3 :
{
if(x==m1&&(y-1)==n1 || (x-1)==m1&&y==n1 || x==m1&&y==n1 || (x+1)==m1&&(y-1)==n1 || x==m1&&(y+1)==n1 || (x+1)==m1&&(y+1)==n1)
clear_my_tank(),screen_2("坦克1号击中了你 生命值减1",4),x=10,y=27,m1=0,n1=0,life--,check_game(),turn_up(my_tank);
if(x==m2&&(y-1)==n2 || (x-1)==m2&&y==n2 || x==m2&&y==n2 || (x+1)==m2&&(y-1)==n2 || x==m2&&(y+1)==n2 || (x+1)==m2&&(y+1)==n2)
clear_my_tank(),screen_2("坦克2号击中了你 生命值减1",4),x=10,y=27,m2=0,n2=0,life--,check_game(),turn_up(my_tank);
if(x==m3&&(y-1)==n3 || (x-1)==m3&&y==n3 || x==m3&&y==n3 || (x+1)==m3&&(y-1)==n3 || x==m3&&(y+1)==n3 || (x+1)==m3&&(y+1)==n3)
clear_my_tank(),screen_2("坦克3号击中了你 生命值减1",4),x=10,y=27,m3=0,n3=0,life--,check_game(),turn_up(my_tank);
}
case 4 :
{
if(x==m1&&(y-1)==n1 || (x-1)==m1&&(y-1)==n1 || x==m1&&y==n1 || (x-1)==m1&&(y+1)==n1 || x==m1&&(y+1)==n1 || (x+1)==m1&&y==n1)
clear_my_tank(),screen_2("坦克1号击中了你 生命值减1",4),x=10,y=27,m1=0,n1=0,life--,check_game(),turn_up(my_tank);
if(x==m2&&(y-1)==n2 || (x-1)==m2&&(y-1)==n2 || x==m2&&y==n2 || (x-1)==m2&&(y+1)==n2 || x==m2&&(y+1)==n2 || (x+1)==m2&&y==n2)
clear_my_tank(),screen_2("坦克2号击中了你 生命值减1",4),x=10,y=27,m2=0,n2=0,life--,check_game(),turn_up(my_tank);
if(x==m3&&(y-1)==n3 || (x-1)==m3&&(y-1)==n3 || x==m3&&y==n3 || (x-1)==m3&&(y+1)==n3 || x==m3&&(y+1)==n3 || (x+1)==m3&&y==n3)
clear_my_tank(),screen_2("坦克3号击中了你 生命值减1",4),x=10,y=27,m3=0,n3=0,life--,check_game(),turn_up(my_tank);
}
}
}
void change_tank_1()
{
switch(state_1)
{
case 1 :
{
if(x1==m&&(y1-1)==n || (x1-1)==m&&y1==n || x1==m&&y1==n || (x1+1)==m&&y1==n || (x1-1)==m&&(y1+1)==n || (x1+1)==m&&(y1+1)==n)//如果我的坦克子弹打到坦克1号
clear_tank_1(),screen_2("你击中了坦克1号 +100分",3),x1=2,y1=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();//坦克1号回到初始位置,我的坦克号子弹消失,敌人数量值减1,分数加100,检查胜负
}break;
case 2 :
{
if(x1==m&&(y1+1)==n || (x1-1)==m&&y1==n || x1==m&&y1==n || (x1+1)==m&&y1==n || (x1-1)==m&&(y1-1)==n || (x1+1)==m&&(y1-1)==n)
clear_tank_1(),screen_2("你击中了坦克1号 +100分",3),x1=2,y1=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 3 :
{
if(x1==m&&(y1-1)==n || (x1-1)==m&&y1==n || x1==m&&y1==n || (x1+1)==m&&(y1-1)==n || x1==m&&(y1+1)==n || (x1+1)==m&&(y1+1)==n)
clear_tank_1(),screen_2("你击中了坦克1号 +100分",3),x1=2,y1=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 4 :
{
if(x1==m&&(y1-1)==n || (x1-1)==m&&(y1-1)==n || x1==m&&y1==n || (x1-1)==m&&(y1+1)==n || x1==m&&(y1+1)==n || (x1+1)==m&&y1==n)
clear_tank_1(),screen_2("你击中了坦克1号 +100分",3),x1=2,y1=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
}
}
void change_tank_2()
{
switch(state_2)
{
case 1 :
{
if(x2==m&&(y2-1)==n || (x2-1)==m&&y2==n || x2==m&&y2==n || (x2+1)==m&&y2==n || (x2-1)==m&&(y2+1)==n || (x2+1)==m&&(y2+1)==n)//如果我的坦克子弹打到坦克2号
clear_tank_2(),screen_2("你击中了坦克2号 +100分",3),x2=14,y2=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();//坦克2号回到初始位置,我的坦克号子弹消失,敌人数量值减1,分数加100,检查胜负
}break;
case 2 :
{
if(x2==m&&(y2+1)==n || (x2-1)==m&&y2==n || x2==m&&y2==n || (x2+1)==m&&y2==n || (x2-1)==m&&(y2-1)==n || (x2+1)==m&&(y2-1)==n)
clear_tank_2(),screen_2("你击中了坦克2号 +100分",3),x2=14,y2=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 3 :
{
if(x2==m&&(y2-1)==n || (x2-1)==m&&y2==n || x2==m&&y2==n || (x2+1)==m&&(y2-1)==n || x2==m&&(y2+1)==n || (x2+1)==m&&(y2+1)==n)
clear_tank_2(),screen_2("你击中了坦克2号 +100分",3),x2=14,y2=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 4 :
{
if(x2==m&&(y2-1)==n || (x2-1)==m&&(y2-1)==n || x2==m&&y2==n || (x2-1)==m&&(y2+1)==n || x2==m&&(y2+1)==n || (x2+1)==m&&y2==n)
clear_tank_2(),screen_2("你击中了坦克2号 +100分",3),x2=14,y2=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
}
}
void change_tank_3()
{
switch(state_3)
{
case 1 :
{
if(x3==m&&(y3-1)==n || (x3-1)==m&&y3==n || x3==m&&y3==n || (x3+1)==m&&y3==n || (x3-1)==m&&(y3+1)==n || (x3+1)==m&&(y3+1)==n)//如果我的坦克子弹打到坦克3号
clear_tank_3(),screen_2("你击中了坦克3号 +100分",3),x3=27,y3=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();//坦克3号回到初始位置,我的坦克号子弹消失,敌人数量值减1,分数加100,检查胜负
}break;
case 2 :
{
if(x3==m&&(y3+1)==n || (x3-1)==m&&y3==n || x3==m&&y3==n || (x3+1)==m&&y3==n || (x3-1)==m&&(y3-1)==n || (x3+1)==m&&(y3-1)==n)
clear_tank_3(),screen_2("你击中了坦克3号 +100分",3),x3=27,y3=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 3 :
{
if(x3==m&&(y3-1)==n || (x3-1)==m&&y3==n || x3==m&&y3==n || (x3+1)==m&&(y3-1)==n || x3==m&&(y3+1)==n || (x3+1)==m&&(y3+1)==n)
clear_tank_3(),screen_2("你击中了坦克3号 +100分",3),x3=27,y3=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
case 4 :
{
if(x3==m&&(y3-1)==n || (x3-1)==m&&(y3-1)==n || x3==m&&y3==n || (x3-1)==m&&(y3+1)==n || x3==m&&(y3+1)==n || (x3+1)==m&&y3==n)
clear_tank_3(),screen_2("你击中了坦克3号 +100分",3),x3=27,y3=2,m=0,n=0,enemy--,score=score+100,check_lv(),produce_star(),check_game();
}
}
}
void check_lv()
{
switch(score/1000)
{
case 0 :lv=1,speed=10;break;
case 1 :if(lv==1) screen_2("恭喜升到2级!",2);lv=2,speed=9;break;
case 2 :if(lv==2) screen_2("恭喜升到3级!",2);lv=3,speed=8;break;
case 3 :if(lv==3) screen_2("恭喜升到4级!",2);lv=4,speed=7;break;
case 4 :if(lv==4) screen_2("恭喜升到5级!",2);lv=5,speed=6;break;
case 5 :if(lv==5) screen_2("恭喜升到6级!",2);lv=6,speed=5;break;
case 6 :if(lv==6) screen_2("恭喜升到7级!",2);lv=7,speed=4;break;
case 7 :if(lv==7) screen_2("恭喜升到8级!",2);lv=8,speed=3;break;
case 8 :if(lv==8) screen_2("恭喜升到9级!",2);lv=9,speed=2;break;
case 9 :if(lv==9) screen_2("恭喜升到10级!,满级啦",2);lv=10,speed=1;break;
}
}
void get_map()
{
int map1[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{1,1,1,1,2,2,2,1,1,1,1,1,1,3,3,3,3,1,1,1,1,1,1,1,1,0,0,0},{1,1,1,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0},{1,1,1,1,2,2,2,1,1,1,1,1,1,3,3,3,3,1,1,1,1,1,1,1,1,0,0,0},{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},{0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{0,0,0,1,1,1,1,1,1,1,1,4,4,4,4,4,4,4,4,1,1,1,1,1,1,1,1,1},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0},{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},{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{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},{0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0},{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
int map2[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1},{1,1,1,1,1,1,0,0,1,3,3,3,3,3,3,3,3,3,3,3,1,0,0,1,1,1,1,1},{1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1},{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},{1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1},{1,1,1,1,1,1,0,0,1,4,4,4,4,4,4,4,4,4,4,4,1,0,0,1,1,1,1,1},{1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1},{4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4},{3,3,3,3,3,3,0,0,3,3,3,3,3,3,3,3,3,3,3,3,0,0,3,3,3,3,3,3},{1,1,1,1,3,3,0,0,3,3,1,1,1,1,1,1,1,1,3,3,0,0,3,3,1,1,1,1},{3,3,3,3,0,0,0,0,0,0,3,3,3,3,3,3,3,3,0,0,0,0,0,0,3,3,3,3},{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},{1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,1},{2,2,2,2,2,2,0,0,2,2,2,2,2,2,2,2,2,2,2,2,0,0,2,2,2,2,2,2},{3,3,3,3,3,3,0,0,3,3,3,3,3,3,3,3,3,3,3,3,0,0,3,3,3,3,3,3},{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},{3,3,3,3,3,3,0,0,3,3,3,3,3,3,3,3,3,3,3,3,0,0,3,3,3,3,3,3},{2,2,2,2,2,2,0,0,2,2,2,2,2,2,2,2,2,2,2,2,0,0,2,2,2,2,2,2},{1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,1},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
int map3[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0},{0,2,2,2,2,2,0,4,4,4,4,0,1,1,1,1,0,4,4,4,4,0,2,2,2,2,2,0},{0,0,2,2,2,0,4,4,4,4,4,4,0,1,1,0,4,4,4,4,4,4,0,2,2,2,0,0},{0,0,0,2,0,4,4,4,4,4,4,4,4,0,0,4,4,4,4,4,4,4,4,0,2,0,0,0},{0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0},{0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0},{0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0},{1,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,1},{1,1,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,1,1},{1,1,1,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,1,1,1},{1,1,1,4,0,0,0,0,0,0,4,4,4,4,4,4,4,4,0,0,0,0,0,0,1,1,1,1},{1,1,1,3,4,0,0,0,0,0,0,4,4,4,4,4,4,0,0,0,0,0,0,4,1,1,1,1},{1,1,1,1,3,4,0,0,0,0,0,0,4,4,4,4,0,0,0,0,0,0,4,3,1,1,1,1},{1,1,1,1,1,3,4,0,0,0,0,0,0,4,4,0,0,0,0,0,0,4,3,1,1,1,1,1},{1,1,1,1,1,1,3,4,0,0,0,0,0,0,0,0,0,0,1,0,4,3,1,1,1,1,1,1},{1,1,1,1,1,1,1,3,4,0,0,0,0,0,1,0,0,0,0,4,3,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,3,4,0,0,0,0,0,0,0,0,4,3,1,1,1,1,1,1,1,1},{3,3,3,3,3,3,3,3,4,0,0,0,0,0,0,0,0,0,0,4,3,3,3,3,3,3,3,3},{4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
int map4[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0},{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},{0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},{0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0},{1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1},{1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
int map5[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{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},{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},{3,3,4,4,3,3,3,3,3,3,3,3,3,3,4,4,3,3,3,3,4,4,3,3,3,3,3,3},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,4,4,1,1,4,4,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,4,4,4,4,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,1,1,1,1,1,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,4,4,4,4,4,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{1,1,4,4,4,4,4,4,4,1,1,3,3,1,1,1,1,4,4,1,1,1,1,1,1,1,1,1},{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},{1,1,1,1,1,1,1,1,1,1,2,3,3,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,2,3,3,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,2,3,3,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,2,3,3,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,1,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,1,1,1,1,1,1,1,1,1,1,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
int map6[28][28]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{1,1,1,1,4,0,0,0,4,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0},{1,1,1,1,4,0,0,0,4,1,1,0,0,0,1,1,1,1,1,4,4,4,4,4,4,0,0,0},{1,1,0,1,4,0,0,0,4,1,1,0,0,0,1,1,1,1,1,4,0,0,0,0,0,0,0,0},{1,1,0,1,4,0,0,0,4,1,1,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0},{1,1,0,1,4,0,0,4,1,1,1,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0},{1,1,0,1,4,0,0,0,4,1,1,0,0,0,0,0,0,0,0,4,0,0,0,3,4,0,0,0},{1,1,0,1,4,0,0,0,4,4,4,4,4,4,4,4,0,0,0,4,0,0,0,3,4,0,0,0},{1,1,0,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,3,4,0,0,0},{1,1,0,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,3,4,0,0,0},{1,1,0,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,3,4,0,0,0},{4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4,4,4,4,0,0,0,3,4,0,0,0},{1,1,0,1,1,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,4,0,0,0},{1,1,0,1,1,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,4,0,0,0},{1,1,0,1,1,1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,4,0,0,0},{1,1,0,1,1,1,4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,3,4,0,0,0},{1,1,0,1,1,1,4,0,0,0,1,2,1,3,3,3,3,3,3,3,3,3,3,3,4,0,0,0},{1,1,0,4,4,4,4,0,0,0,1,2,1,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0},{0,0,0,0,0,0,0,0,0,0,1,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,1,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,1,1,1,1,1,1,1,1,2,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{0,0,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{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},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}};
switch(level)//判断是第几关,然后载入相应地图
{
case 1 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map1[i][j];
}break;
case 2 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map2[i][j];
}break;
case 3 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map3[i][j];
}break;
case 4 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map4[i][j];
}break;
case 5 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map5[i][j];
}break;
case 6 :
{
for(int i=0;i<28;i++)
for(int j=0;j<28;j++)
thing[i][j]=map6[i][j];
}break;
default :
{
for(int i=4;i<24;i++)
for(int j=0;j<28;j++)
thing[i][j]=rand()%5;
}
}
}
void stop()
{
int a=0;
char *poem[50]={" 壮哉神将陆伯言"," 丈八二桃把营连"," 一兵队友张文远"," 二兵袁术只等闲"," 己方残血放万箭"," 敌人弱势开桃园"," 转眼队友全托管"," 挂上闪电继续连"," 铁索全场遭天谴"," 一道闪电划过天"," 苦心经营几十年"," 一夜回到解放前"," 队友绝望人心散"," 濒死求桃无人怜"," 凡人闻之结叹惋"," 只见神将笑不言"," 我有牌堆很简单"," 神技自救不要钱"," 连完桃来再连酒"," 救完自己救队友"," 年轻任性谁能管"," 笑看三核被炸残"," 只是敌人太狡诈"," 各种刷牌各种卡"," 凡人皆畏二术禅"," 国太香香没得玩"," 手牌装备全都有"," 体力瞬间就回满"," 队友全问怎么办"," 怀疑陆神要崩盘"," 神将表示莫惊慌"," 掏出神器从裤裆"," 要问神器是什么"," 连弩44杀清全场"," 凡人表示瞎狗眼"," 不识神将在眼前"," 从此美名天下传"," 众神闻之皆跪舔"," 遍寻三国名将传"," 谁人不识陆伯言"," "," "," "," "," 你居然看完。。。 "," "," "," "," "," "};
char key;
screen_2("游戏暂停",4);
while(1)
{
for(int i=0;i<50;i++)
{
Sleep(2000);
if (kbhit()) //检测
{
key = getch();//捕获按键
if(key==32)
{
screen_2("准备开始",2);
a=1;
break;
}
}
screen_2(poem[i],2);
if(a)
break;
}
if(a)
break;
}
}
void help()
{
char key1,key2;
int a=1;
for(int i=15;i<29;i++)//先清屏
{
gotoxy(62,i);
printf(" ");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,15);
printf(" 帮助 ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,17);
printf("↑ ↓ ← → 控制方向");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,19);
printf(" 小写 w 切换武器");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,21);
printf(" 小写 s 切换皮肤");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,23);
printf(" 小写 h 帮助/退出");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,25);
printf(" 空格 暂停/开始");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_GREEN);
gotoxy(62,27);
printf("按0查看更多");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
gotoxy(62,28);
printf(" 版本:1.0");
while(1)
{
if (kbhit()) //检测,如果有按键就执行if里面的
{
key1 = getch();//捕获按键
if( 104 == key1 )
{
screen_2("看完帮助 继续游戏吧",2);
screen_3();
break;
}
else if( 48 == key1 )
{
while(1)
{
for(int i=17;i<29;i++)//先清屏
{
gotoxy(62,i);
printf(" ");
}
switch(a)
{
case 1 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,17);
printf("■ 绿色方块可承受一次打击");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
gotoxy(62,19);
printf("■ 黄色油块可承受两次打击");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
gotoxy(62,21);
printf("■ 白色冰块可承受三次打击");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
gotoxy(62,23);
printf("■ 蓝色石块无法被破环");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_GREEN);
gotoxy(62,27);
printf("按空格键继续");
}break;
case 2 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,17);
printf("⊕ 普通子弹攻击力为1 ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,19);
printf("∷ 散弹可对绿色方块造成大");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,21);
printf("范围破坏,但是无法对其它类");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,23);
printf("型的方块造成破坏 ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,25);
printf("◎ 气泡弹可以对一排的绿色");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,27);
printf("方块造成破坏");
}break;
case 3 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,17);
printf("※ 雪花弹对白色冰块无效,");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,19);
printf("但是可以将老家的围墙修成白");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,21);
printf("色冰块,从而保护老家");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,23);
printf("● 超级炮弹可以对除蓝色石");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,25);
printf("块外所有方块造成一次性的巨");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,27);
printf("大破坏");
}break;
case 4 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,17);
printf("每打掉一辆坦克加100 分,同");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,19);
printf("时有一定几率掉落星星,收集");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,21);
printf("星星可解锁武器和皮肤。每当");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,23);
printf("分数达到整千时,你将升级,");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,25);
printf("升级后,子弹速度将会变快,");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,27);
printf("同时敌人也将变强");
}break;
case 5 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,17);
printf("游戏内置六张地图,第六关往");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,19);
printf("后将会出现系统的随机地图");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,21);
printf("友情提示:你自己的子弹都");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,23);
printf("无法对老家的围墙造成破坏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,25);
printf(",但是可以对内部造成破坏");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_RED);
gotoxy(62,27);
printf(",因此别总把枪口对着老家");
}break;
case 6 :
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_GREEN);
gotoxy(62,27);
printf("按空格键退出");
}break;
}
while(1)
{
if (32==getch()) a++;break;
}
if(a==7)break;
}
}
}
if(a==7)
{
screen_2("看完帮助 继续游戏吧",2);
screen_3();
break;
}
}
}
void check_game()
{
if(life==0)
gameover();
if(enemy==0)
next_level();
}
void next_level()
{
screen_1();
level++;
for(int i=15;i<29;i++)//先清屏
{
gotoxy(62,i);
printf(" ");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
gotoxy(62,17);
printf(" 恭喜过关 ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,23);
printf(" 按 空格键 继续游戏 ");
while(1)
{
if(32 == getch())
{
int home0[3][4]={{2,2,2,2},{2,1,1,2},{2,1,1,2}};//定义一个老家的初始化值
{
for(int i=0;i<5;i++)
info[i]=" ";//通知清零
}
{
for(int i=0;i<3;i++)//老家初始化
for(int j=0;j<4;j++)
home[i][j]=home0[i][j];
}
m=0 , n=0 ;//我的坦克子弹的坐标清零
m1=0 , n1=0;//坦克1号子弹的坐标清零
m2=0 , n2=0;//坦克2号子弹的坐标清零
m3=0 , n3=0;//坦克3号子弹的坐标清零
{
for(int i=1;i<29;i++)
for(int j=1;j<29;j++)
{
gotoxy(2*i,j);
printf(" ");
}
}
life=3;//生命初始化
enemy=13;//敌人数量初始化
s=0,t=0;//星星坐标
get_map();//获得地图
refresh_map();//刷新地图
print_home();//打印老家
print_thing();//打印物品
direction=0;//我的坦克子弹射向初始化
direction_1=0;//坦克1号子弹射向初始化
direction_2=0;//坦克2号子弹射向初始化
direction_3=0;//坦克3号子弹射向初始化
x=10;y=27;//我的坦克位置初始化
state=0;
turn_up(my_tank);//我的坦克方向初始化
x1=2;y1=2;//坦克1号位置初始化
state_1=0;
turn_down_1(tank_1);//坦克1号方向初始化
x2=14;y2=2;//坦克2号位置初始化
state_2=0;
turn_down_2(tank_2);//坦克2号方向初始化
x3=27;y3=2;//坦克3号位置初始化
state_3=0;
turn_down_3(tank_3);//坦克3号方向初始化
screen_1();
screen_2("游戏开始",4);
break;
}
}
}
void gameover()
{
for(int i=15;i<29;i++)//先清屏
{
gotoxy(62,i);
printf(" ");
}
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
gotoxy(62,17);
printf(" 游戏结束 ");
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
gotoxy(62,23);
printf(" 按 空格键 重新开始 ");
while(1)
{
if(32 == getch())
{
initial();
break;
}
}
}
void initial()
{
int home0[3][4]={{2,2,2,2},{2,1,1,2},{2,1,1,2}};//定义一个老家的初始化值
life=3;//生命初始化
enemy=13;//敌人数量初始化
level=1;//关卡初始化
weapons=1;//武器初始化
skin=1;//皮肤初始化
star=1;//星星初始化
s=0,t=0;//星星坐标
score=0;//分数初始化
lv=1;//等级初始化
speed=10;//速度初始化
{
for(int i=0;i<5;i++)
info[i]=" ";//通知清零
}
{
for(int i=0;i<3;i++)//老家初始化
for(int j=0;j<4;j++)
home[i][j]=home0[i][j];
}
m=0 , n=0 ;//我的坦克子弹的坐标清零
m1=0 , n1=0;//坦克1号子弹的坐标清零
m2=0 , n2=0;//坦克2号子弹的坐标清零
m3=0 , n3=0;//坦克3号子弹的坐标清零
{
for(int i=1;i<29;i++)
for(int j=1;j<29;j++)
{
gotoxy(2*i,j);
printf(" ");
}
}
get_map();//获得地图
refresh_map();//刷新地图
print_home();//打印老家
print_thing();//打印物品
direction=0;//我的坦克子弹射向初始化
direction_1=0;//坦克1号子弹射向初始化
direction_2=0;//坦克2号子弹射向初始化
direction_3=0;//坦克3号子弹射向初始化
x=10;y=27;//我的坦克位置初始化
state=0;
turn_up(my_tank);//我的坦克方向初始化
x1=2;y1=2;//坦克1号位置初始化
state_1=0;
turn_down_1(tank_1);//坦克1号方向初始化
x2=14;y2=2;//坦克2号位置初始化
state_2=0;
turn_down_2(tank_2);//坦克2号方向初始化
x3=27;y3=2;//坦克3号位置初始化
state_3=0;
turn_down_3(tank_3);//坦克3号方向初始化
screen_1();
screen_2("游戏开始",4);
screen_3();
}