真·c++小游戏

1.俄罗斯方块(一般)

#include <iostream>
#include <string>
#include <ctime>
#include <cstdlib>
#include <windows.h>
#include <conio.h>

using namespace std;

int block00[4][4] = { { 10,0,0,0 },{ 1,1,1,1 },{ 0,0,0,0 },{ 0,0,0,0 } };
int block01[4][4] = { { 11,0,1,0 },{ 0,0,1,0 },{ 0,0,1,0 },{ 0,0,1,0 } };
int block02[4][4] = { { 12,0,0,0 },{ 0,0,0,0 },{ 1,1,1,0 },{ 0,1,0,0 } };
int block03[4][4] = { { 13,0,0,0 },{ 0,1,0,0 },{ 1,1,0,0 },{ 0,1,0,0 } };
int block04[4][4] = { { 14,0,0,0 },{ 0,0,0,0 },{ 0,1,0,0 },{ 1,1,1,0 } };
int block05[4][4] = { { 15,0,0,0 },{ 0,1,0,0 },{ 0,1,1,0 },{ 0,1,0,0 } };
int block06[4][4] = { { 16,0,0,0 },{ 0,0,0,0 },{ 1,1,1,0 },{ 1,0,0,0 } };
int block07[4][4] = { { 17,0,0,0 },{ 1,1,0,0 },{ 0,1,0,0 },{ 0,1,0,0 } };
int block08[4][4] = { { 18,0,0,0 },{ 0,0,0,0 },{ 0,0,1,0 },{ 1,1,1,0 } };
int block09[4][4] = { { 19,0,0,0 },{ 0,1,0,0 },{ 0,1,0,0 },{ 0,1,1,0 } };
int block10[4][4] = { { 20,0,0,0 },{ 0,0,0,0 },{ 1,1,1,0 },{ 0,0,1,0 } };
int block11[4][4] = { { 21,0,0,0 },{ 0,1,0,0 },{ 0,1,0,0 },{ 1,1,0,0 } };
int block12[4][4] = { { 22,0,0,0 },{ 0,0,0,0 },{ 1,0,0,0 },{ 1,1,1,0 } };
int block13[4][4] = { { 23,0,0,0 },{ 0,1,1,0 },{ 0,1,0,0 },{ 0,1,0,0 } };
int block14[4][4] = { { 24,0,0,0 },{ 0,0,0,0 },{ 0,1,1,0 },{ 1,1,0,0 } };
int block15[4][4] = { { 25,0,0,0 },{ 1,0,0,0 },{ 1,1,0,0 },{ 0,1,0,0 } };
int block16[4][4] = { { 26,0,0,0 },{ 0,0,0,0 },{ 1,1,0,0 },{ 0,1,1,0 } };
int block17[4][4] = { { 27,0,0,0 },{ 0,0,1,0 },{ 0,1,1,0 },{ 0,1,0,0 } };
int block18[4][4] = { { 28,0,0,0 },{ 0,0,0,0 },{ 1,1,0,0 },{ 1,1,0,0 } };

void initialWindow(HANDLE hOut);//初始化窗口
void initialPrint(HANDLE hOut);//初始化界面
void gotoXY(HANDLE hOut, int x, int y);//移动光标
void roundBlock(HANDLE hOut, int block[4][4]);//随机生成方块并打印到下一个方块位置
bool collisionDetection(int block[4][4], int map[21][12], int x, int y);//检测碰撞
void printBlock(HANDLE hOut, int block[4][4], int x, int y);//打印方块
void clearBlock(HANDLE hOut, int block[4][4], int x, int y);//消除方块
void myLeft(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//左移
void myRight(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//右移
void myUp(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//顺时针旋转90度
int myDown(HANDLE hOut, int block[4][4], int map[21][12], int &x, int y);//加速下落
void myStop(HANDLE hOut, int block[4][4]);//游戏暂停
void gameOver(HANDLE hOut, int block[4][4], int map[21][12]);//游戏结束
void eliminateRow(HANDLE hOut, int map[21][12], int &val, int &fraction, int &checkpoint);//判断是否能消行并更新分值
int main()
{
int map[21][12];
int blockA[4][4];//候选区的方块
int blockB[4][4];//下落中的方块
int positionX, positionY;//方块左上角的坐标
bool check;//检查方块还能不能下落
char key;//用来存储按键
int val;//用来控制下落速度
int fraction;//用来存储得分
int checkpoint;//用来存储关卡
int times;
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);//获取标准输出设备句柄
initialWindow(hOut);
initial:
gotoXY(hOut, 0, 0);
initialPrint(hOut);
check = true;
val = 50;
fraction = 0;
checkpoint = 1;
times = val;
for (int i = 0; i < 20; ++i)
{
for (int j = 1; j < 11; ++j)
{
map[i][j] = 0;
}
}
for (int i = 0; i < 20; ++i)
{
map[i][0] = map[i][11] = 1;
}
for (int i = 0; i < 12; ++i)
{
map[20][i] = 1;
}

srand((unsigned)time(NULL));
roundBlock(hOut, blockA);
while (true)
{
if (check)
{
eliminateRow(hOut, map, val, fraction, checkpoint);
check = false;
positionX = -3;
positionY = 4;
if (collisionDetection(blockA, map, positionX, positionY))
{
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
blockB[i][j] = blockA[i][j];
}
}
roundBlock(hOut, blockA);
}
else
{
gameOver(hOut, blockA, map);
goto initial;
}
}
printBlock(hOut, blockB, positionX, positionY);
if (_kbhit())
{
key = _getch();
switch (key)
{
case 72:
myUp(hOut, blockB, map, positionX, positionY);
break;
case 75:
myLeft(hOut, blockB, map, positionX, positionY);
break;
case 77:
myRight(hOut, blockB, map, positionX, positionY);
break;
case 80:
switch (myDown(hOut, blockB, map, positionX, positionY))
{
case 0:
check = false;
break;
case 1:
check = true;
break;
case 2:
gameOver(hOut, blockB, map);
goto initial;
default:
break;
}
break;
case 32:
myStop(hOut, blockA);
break;
case 27:
exit(0);
default:
break;
}
}
Sleep(20);
if (0 == --times)
{
switch (myDown(hOut, blockB, map, positionX, positionY))
{
case 0:
check = false;
break;
case 1:
check = true;
break;
case 2:
gameOver(hOut, blockB, map);
goto initial;
default:
break;
}
times = val;
}
}
cin.get();
return 0;
}

void initialWindow(HANDLE hOut)
{
SetConsoleTitle("俄罗斯方块");
COORD size = { 80, 25 };
SetConsoleScreenBufferSize(hOut, size);
SMALL_RECT rc = { 0, 0, 79, 24 };
SetConsoleWindowInfo(hOut, true, &rc);
CONSOLE_CURSOR_INFO cursor_info = { 1, 0 };
SetConsoleCursorInfo(hOut, &cursor_info);
}

void initialPrint(HANDLE hOut)
{
SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
for (int i = 0; i < 20; ++i)
{
cout << "■ ■☆ ☆" << endl;
}
gotoXY(hOut, 26, 0);
cout << "☆☆☆☆☆☆☆☆☆☆☆";
gotoXY(hOut, 0, 20);
cout << "■■■■■■■■■■■■☆☆☆☆☆☆☆☆☆☆☆☆☆";
gotoXY(hOut, 26, 1);
cout << "分 数: ";
gotoXY(hOut, 26, 2);
cout << "关 卡: ";
gotoXY(hOut, 26, 4);
cout << "下一方块:";
gotoXY(hOut, 26, 9);
cout << "操作方法:";
gotoXY(hOut, 30, 11);
cout << "↑:旋转 ↓:速降";
gotoXY(hOut, 30, 12);
cout << "→:右移 ←:左移";
gotoXY(hOut, 30, 13);
cout << "空格键:开始/暂停";
gotoXY(hOut, 30, 14);
cout << "Esc 键:退出";
gotoXY(hOut, 26, 16);
cout << "关 于:";
gotoXY(hOut, 30, 18);
cout << "俄罗斯方块V1.0";
gotoXY(hOut, 35, 19);
cout << "6666666666666";
}

void gotoXY(HANDLE hOut, int x, int y)
{
COORD pos;
pos.X = x;
pos.Y = y;
SetConsoleCursorPosition(hOut, pos);
}

void roundBlock(HANDLE hOut, int block[4][4])
{
clearBlock(hOut, block, 5, 15);
switch (rand() % 19)
{
case 0:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block00[i][j];
}
}
break;
case 1:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block01[i][j];
}
}
break;
case 2:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block02[i][j];
}
}
break;
case 3:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block03[i][j];
}
}
break;
case 4:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block04[i][j];
}
}
break;
case 5:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block05[i][j];
}
}
break;
case 6:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block06[i][j];
}
}
break;
case 7:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block07[i][j];
}
}
break;
case 8:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block08[i][j];
}
}
break;
case 9:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block09[i][j];
}
}
break;
case 10:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block10[i][j];
}
}
break;
case 11:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block11[i][j];
}
}
break;
case 12:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block12[i][j];
}
}
break;
case 13:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block13[i][j];
}
}
break;
case 14:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block14[i][j];
}
}
break;
case 15:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block15[i][j];
}
}
break;
case 16:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block16[i][j];
}
}
break;
case 17:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block17[i][j];
}
}
break;
case 18:
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block18[i][j];
}
}
break;
default:
break;
}
printBlock(hOut, block, 5, 15);
}

bool collisionDetection(int block[4][4], int map[21][12], int x, int y)
{
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
if (x + i >= 0 && y + j >= 0 && map[x + i][y + j] == 1 && block[i][j] == 1)
{
return false;
}
}
}
return true;
}

void printBlock(HANDLE hOut, int block[4][4], int x, int y)
{
switch (block[0][0])
{
case 10:
case 11:
SetConsoleTextAttribute(hOut, FOREGROUND_GREEN);
break;
case 12:
case 13:
case 14:
case 15:
SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
break;
case 16:
case 17:
case 18:
case 19:
SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
break;
case 20:
case 21:
case 22:
case 23:
SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_BLUE | FOREGROUND_INTENSITY);
break;
case 24:
case 25:
SetConsoleTextAttribute(hOut, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
break;
case 26:
case 27:
SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_INTENSITY);
break;
case 28:
SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
break;
default:
break;
}
for (int i = 0; i < 4; ++i)
{
if (i + x >= 0)
{
for (int j = 0; j < 4; ++j)
{
if (block[i][j] == 1)
{

gotoXY(hOut, 2 * (y + j), x + i);
cout << "";
}
}
}
}
}

void clearBlock(HANDLE hOut, int block[4][4], int x, int y)
{
for (int i = 0; i < 4; ++i)
{
if (i + x >= 0)
{
for (int j = 0; j < 4; ++j)
{
if (block[i][j] == 1)
{
gotoXY(hOut, 2 * (y + j), x + i);
cout << " ";
}
}
}
}
}

void gameOver(HANDLE hOut, int block[4][4], int map[21][12])
{
SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
gotoXY(hOut, 9, 8);
cout << "GAME OVER";
gotoXY(hOut, 8, 9);
cout << "空格键:重来";
gotoXY(hOut, 8, 10);
cout << "ESC键:退出";
char key;
while (true)
{
key = _getch();
if (key == 32)
{
return;
}
if (key == 27)
{
exit(0);
}
}
}

int myDown(HANDLE hOut, int block[4][4], int map[21][12], int &x, int y)
{
if (collisionDetection(block, map, x + 1, y))
{
clearBlock(hOut, block, x, y);
++x;
return 0;
}
if (x < 0)
{
return 2;
}
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
if (block[i][j] == 1)
{
map[x + i][y + j] = 1;
SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY);
gotoXY(hOut, 2 * (y + j), x + i);
cout << "";
}
}
}
return 1;
}

void myLeft(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y)
{
if (collisionDetection(block, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
--y;
}
}

void myRight(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y)
{
if (collisionDetection(block, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
++y;
}
}

void myUp(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y)
{
switch (block[0][0])
{
case 10:
if (collisionDetection(block01, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block01[i][j];
}
}
}
break;
case 11:
if (collisionDetection(block00, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block00[i][j];
}
}
}
else if (collisionDetection(block00, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block00[i][j];
}
}
--y;
}
else if (collisionDetection(block00, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block00[i][j];
}
}
++y;
}
else if (collisionDetection(block00, map, x, y - 2))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block00[i][j];
}
}
y = y - 2;
}
else if (collisionDetection(block00, map, x, y + 2))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block00[i][j];
}
}
y = y + 2;
}
break;
case 12:
if (collisionDetection(block03, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block03[i][j];
}
}
}
else if (collisionDetection(block03, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block03[i][j];
}
}
--y;
}
else if (collisionDetection(block03, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block03[i][j];
}
}
++y;
}
break;
case 13:
if (collisionDetection(block04, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block04[i][j];
}
}
}
else if (collisionDetection(block04, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block04[i][j];
}
}
--y;
}
else if (collisionDetection(block04, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block04[i][j];
}
}
++y;
}
break;
case 14:
if (collisionDetection(block05, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block05[i][j];
}
}
}
else if (collisionDetection(block05, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block05[i][j];
}
}
--y;
}
else if (collisionDetection(block05, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block05[i][j];
}
}
++y;
}
break;
case 15:
if (collisionDetection(block02, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block02[i][j];
}
}
}
else if (collisionDetection(block02, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block02[i][j];
}
}
--y;
}
else if (collisionDetection(block02, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block02[i][j];
}
}
++y;
}
break;

case 16:
if (collisionDetection(block07, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block07[i][j];
}
}
}
else if (collisionDetection(block07, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block07[i][j];
}
}
--y;
}
else if (collisionDetection(block07, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block07[i][j];
}
}
++y;
}
break;
case 17:
if (collisionDetection(block08, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block08[i][j];
}
}
}
else if (collisionDetection(block08, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block08[i][j];
}
}
--y;
}
else if (collisionDetection(block08, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block08[i][j];
}
}
++y;
}
break;
case 18:
if (collisionDetection(block09, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block09[i][j];
}
}
}
else if (collisionDetection(block09, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block09[i][j];
}
}
--y;
}
else if (collisionDetection(block09, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block09[i][j];
}
}
++y;
}
break;
case 19:
if (collisionDetection(block06, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block06[i][j];
}
}
}
else if (collisionDetection(block06, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block06[i][j];
}
}
--y;
}
else if (collisionDetection(block06, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block06[i][j];
}
}
++y;
}
break;
case 20:
if (collisionDetection(block11, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block11[i][j];
}
}
}
else if (collisionDetection(block11, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block11[i][j];
}
}
--y;
}
else if (collisionDetection(block11, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block11[i][j];
}
}
++y;
}
break;
case 21:
if (collisionDetection(block12, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block12[i][j];
}
}
}
else if (collisionDetection(block12, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block12[i][j];
}
}
--y;
}
else if (collisionDetection(block12, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block12[i][j];
}
}
++y;
}
break;
case 22:
if (collisionDetection(block13, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block13[i][j];
}
}
}
else if (collisionDetection(block13, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block13[i][j];
}
}
--y;
}
else if (collisionDetection(block13, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block13[i][j];
}
}
++y;
}
break;
case 23:
if (collisionDetection(block10, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block10[i][j];
}
}
}
else if (collisionDetection(block10, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block10[i][j];
}
}
--y;
}
else if (collisionDetection(block10, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block10[i][j];
}
}
++y;
}
break;
case 24:
if (collisionDetection(block15, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block15[i][j];
}
}
}
else if (collisionDetection(block15, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block15[i][j];
}
}
--y;
}
else if (collisionDetection(block15, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block15[i][j];
}
}
++y;
}
break;
case 25:
if (collisionDetection(block14, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block14[i][j];
}
}
}
else if (collisionDetection(block14, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block14[i][j];
}
}
--y;
}
else if (collisionDetection(block14, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block14[i][j];
}
}
++y;
}
break;
case 26:
if (collisionDetection(block17, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block17[i][j];
}
}
}
else if (collisionDetection(block17, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block17[i][j];
}
}
--y;
}
else if (collisionDetection(block17, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block17[i][j];
}
}
++y;
}
break;
case 27:
if (collisionDetection(block16, map, x, y))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block16[i][j];
}
}
}
else if (collisionDetection(block16, map, x, y - 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block16[i][j];
}
}
--y;
}
else if (collisionDetection(block16, map, x, y + 1))
{
clearBlock(hOut, block, x, y);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
block[i][j] = block16[i][j];
}
}
++y;
}
break;
default:
break;
}
}

void myStop(HANDLE hOut, int block[4][4])
{
clearBlock(hOut, block, 5, 15);
SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
gotoXY(hOut, 30, 7);
cout << "游戏暂停";
char key;
while (true)
{
key = _getch();
if (key == 32)
{
gotoXY(hOut, 30, 7);
cout << " ";
printBlock(hOut, block, 5, 15);
return;
}
if (key == 27)
{
exit(0);
}
}
}

void eliminateRow(HANDLE hOut, int map[21][12], int &val, int &fraction, int &checkpoint)
{
SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY);
for (int i = 19; i >= 0; --i)
{
int x = 0;
for (int j = 1; j < 11; ++j)
{
x += map[i][j];
}
if (x == 10)
{
fraction += 100;
if (val > 1 && fraction / 1000 + 1 != checkpoint)
{
checkpoint = fraction / 1000 + 1;
val -= 5;
}
for (int m = i; m > 0; --m)
{
for (int n = 1; n < 11; ++n)
{
map[m][n] = map[m - 1][n];
gotoXY(hOut, 2 * n, m);
if (map[m][n] == 1)
{
cout << "";
}
else
{
cout << " ";
}
}
}
++i;
}
}
gotoXY(hOut, 36, 1);
cout << fraction;
gotoXY(hOut, 36, 2);
cout << checkpoint;
}
俄罗斯方块

2.打飞机(非常一般)

#include<iostream>
#include<windows.h>
#include<conio.h>
#include<time.h>
#include<string>
using namespace std;

/*=============== all the structures ===============*/

typedef struct Frame
{
COORD position[2];
int flag;
}Frame;

/*=============== all the functions ===============*/

void SetPos(COORD a)// set cursor 
{
HANDLE out=GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(out, a);
}

void SetPos(int i, int j)// set cursor
{
COORD pos={i, j};
SetPos(pos);
}

void HideCursor()
{
CONSOLE_CURSOR_INFO cursor_info = {1, 0}; 
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}

//把第y行,[x1, x2) 之间的坐标填充为 ch
void drawRow(int y, int x1, int x2, char ch)
{
SetPos(x1,y);
for(int i = 0; i <= (x2-x1); i++)
cout<<ch;
}

//在a, b 纵坐标相同的前提下,把坐标 [a, b] 之间填充为 ch
void drawRow(COORD a, COORD b, char ch)
{
if(a.Y == b.Y)
drawRow(a.Y, a.X, b.X, ch);
else
{
SetPos(0, 25);
cout<<"error code 01:无法填充行,因为两个坐标的纵坐标(x)不相等";
system("pause");
}
}

//把第x列,[y1, y2] 之间的坐标填充为 ch
void drawCol(int x, int y1, int y2, char ch)
{
int y=y1;
while(y!=y2+1)
{
SetPos(x, y);
cout<<ch;
y++;
}
}

//在a, b 横坐标相同的前提下,把坐标 [a, b] 之间填充为 ch
void drawCol(COORD a, COORD b, char ch)
{
if(a.X == b.X)
drawCol(a.X, a.Y, b.Y, ch);
else
{
SetPos(0, 25);
cout<<"error code 02:无法填充列,因为两个坐标的横坐标(y)不相等";
system("pause");
}
}

//左上角坐标、右下角坐标、用row填充行、用col填充列
void drawFrame(COORD a, COORD b, char row, char col)
{
drawRow(a.Y, a.X+1, b.X-1, row);
drawRow(b.Y, a.X+1, b.X-1, row);
drawCol(a.X, a.Y+1, b.Y-1, col);
drawCol(b.X, a.Y+1, b.Y-1, col);
}

void drawFrame(int x1, int y1, int x2, int y2, char row, char col)
{
COORD a={x1, y1};
COORD b={x2, y2};
drawFrame(a, b, row, col);
}

void drawFrame(Frame frame, char row, char col)
{
COORD a = frame.position[0];
COORD b = frame.position[1];
drawFrame(a, b, row, col);
}

void drawPlaying()
{
drawFrame(0, 0, 48, 24, '=', '|');//    draw map frame;
drawFrame(49, 0, 79, 4, '-', '|');//    draw output frame
drawFrame(49, 4, 79, 9, '-', '|');//    draw score frame
drawFrame(49, 9, 79, 20, '-', '|');//   draw operate frame
drawFrame(49, 20, 79, 24, '-', '|');//  draw other message frame
SetPos(52, 6);
cout<<"得分:";
SetPos(52, 7);
cout<<"称号:";
SetPos(52,10);
cout<<"操作方式:";
SetPos(52,12);
cout<<" a,s,d,w 控制战机移动。k攻击。";
SetPos(52,14);
cout<<" p 暂停游戏。";
SetPos(52,16);
cout<<" e 退出游戏。";
}

//在[a, b)之间产生一个随机整数
int random(int a, int b)
{
int c=(rand() % (a-b))+ a;
return c;
}

//在两个坐标包括的矩形框内随机产生一个坐标
COORD random(COORD a, COORD b)
{
int x=random(a.X, b.X);
int y=random(a.Y, b.Y);
COORD c={x, y};
return c;
}

bool judgeCoordInFrame(Frame frame, COORD spot)
{
if(spot.X>=frame.position[0].X)
if(spot.X<=frame.position[1].X)
if(spot.Y>=frame.position[0].Y)
if(spot.Y<=frame.position[0].Y)
return true;
return false;
}

void printCoord(COORD a)
{
cout    <<"( "<<a.X<<" , "<<a.Y<<" )";
}

void printFrameCoord(Frame a)
{
printCoord(a.position[0]);
cout    <<" - ";
printCoord(a.position[1]);
}

int drawMenu()
{
SetPos(30, 1);
cout<<"P l a n e W a r";
drawRow(3, 0, 79, '-');
drawRow(5, 0, 79, '-');
SetPos(28, 4);
cout<<"w 和 s 选择, k 确定";
SetPos(15, 11);
cout<<"1. 简单的敌人";
SetPos(15, 13);
cout<<"2. 冷酷的敌人";
drawRow(20, 0, 79, '-');
drawRow(22, 0, 79, '-');
SetPos(47, 11);
cout<<"简单的敌人:";
SetPos(51, 13);
cout<<"简单敌人有着较慢的移动速度。";
SetPos(24, 21);
cout<<"制作:一┳═┻︻▄Leo.Blue(If you are a dog...┌╬═ ▄︻┻┳═一┎─╦╧═╤── ┌╦╤═──) ";
int j=11;
SetPos(12, j);
cout<<">>";

//drawFrame(45, 9, 79, 17, '=', '|');

while(1)
{   if( _kbhit() )
{   
char x=_getch();
switch (x)
{
case 'w' :
{   
if( j == 13)
{
SetPos(12, j);
cout<<" ";
j = 11;
SetPos(12, j);
cout<<">>";
SetPos(51, 13);
cout<<"            ";
SetPos(47, 11);
cout<<"简单的敌人:";
SetPos(51, 13);
cout<<"简单敌人有着较慢的移动速度,比较容易对付";
}
break;
}
case 's' :
{   
if( j == 11 )
{
SetPos(12, j);
cout<<" ";  
j = 13;
SetPos(12, j);
cout<<">>";
SetPos(51, 13);
cout<<"              ";
SetPos(47, 11);
cout<<"冷酷的敌人:";
SetPos(51, 13);
cout<<"冷酷的敌人移动速度较快,难对付哟。";
}
break;
}
case 'k' :
{   
if (j == 8) return 1;
else return 2;
}
}
}
}
}

/* 
DWORD WINAPI MusicFun(LPVOID lpParamte)
{
//DWORD OBJ;
sndPlaySound(TEXT("bgm.wav"), SND_FILENAME|SND_ASYNC);
return 0;
}
*/

/*================== the Game Class ==================*/

class Game
{
public:
COORD position[10];
COORD bullet[10];
Frame enemy[8];
int score;
int rank;
int rankf;
string title;
int flag_rank;

Game ();

//初始化所有
void initPlane();
void initBullet();
void initEnemy();

//初始化其中一个
//void initThisBullet( COORD );
//void initThisEnemy( Frame );

void planeMove(char);
void bulletMove();
void enemyMove();

//填充所有
void drawPlane();
void drawPlaneToNull();
void drawBullet();
void drawBulletToNull();
void drawEnemy();
void drawEnemyToNull();

//填充其中一个
void drawThisBulletToNull( COORD );
void drawThisEnemyToNull( Frame );

void Pause();
void Playing();
void judgePlane();
void judgeEnemy();

void Shoot();

void GameOver();
void printScore();
};

Game::Game()
{
initPlane();
initBullet();
initEnemy();
score = 0;
rank = 25;
rankf = 0;
flag_rank = 0;
}

void Game::initPlane()
{
COORD centren={39, 22};
position[0].X=position[5].X=position[7].X=position[9].X=centren.X;
position[1].X=centren.X-2;  
position[2].X=position[6].X=centren.X-1;
position[3].X=position[8].X=centren.X+1;
position[4].X=centren.X+2;
for(int i=0; i<=4; i++)
position[i].Y=centren.Y;
for(int i=6; i<=8; i++)
position[i].Y=centren.Y+1;
position[5].Y=centren.Y-1;
position[9].Y=centren.Y-2;
}

void Game::drawPlane()
{
for(int i=0; i<9; i++)
{
SetPos(position[i]);
if(i!=5)
cout<<"O";
else if(i==5)
cout<<"|";  
}
}

void Game::drawPlaneToNull()
{
for(int i=0; i<9; i++)
{
SetPos(position[i]);
cout<<" ";
}   
}

void Game::initBullet()
{
for(int i=0; i<10; i++)
bullet[i].Y = 30;
}

void Game::drawBullet()
{
for(int i=0; i<10; i++)
{
if( bullet[i].Y != 30)
{
SetPos(bullet[i]);
cout<<"*";  
}
}
}

void Game::drawBulletToNull()
{
for(int i=0; i<10; i++)
if( bullet[i].Y != 30 )
{
COORD pos={bullet[i].X, bullet[i].Y+1};
SetPos(pos);
cout<<" ";
}   
}

void Game::initEnemy()
{
COORD a={1, 1};
COORD b={45, 15};
for(int i=0; i<8; i++)
{
enemy[i].position[0] = random(a, b);
enemy[i].position[1].X = enemy[i].position[0].X + 3;
enemy[i].position[1].Y = enemy[i].position[0].Y + 2;
}
}

void Game::drawEnemy()
{
for(int i=0; i<8; i++)
drawFrame(enemy[i].position[0], enemy[i].position[1], '-', '|');
}

void Game::drawEnemyToNull()
{
for(int i=0; i<8; i++)
{
drawFrame(enemy[i].position[0], enemy[i].position[1], ' ', ' ');
}   
}

void Game::Pause()
{
SetPos(61,2);
cout<<" ";
SetPos(61,2);
cout<<"暂停中...";
char c=_getch();
while(c!='p')
c=_getch();
SetPos(61,2);
cout<<" ";
}

void Game::planeMove(char x)
{
if(x == 'a')
if(position[1].X != 1)
for(int i=0; i<=9; i++)
position[i].X -= 2;

if(x == 's')
if(position[7].Y != 23)
for(int i=0; i<=9; i++)
position[i].Y += 1;

if(x == 'd')
if(position[4].X != 47)
for(int i=0; i<=9; i++)
position[i].X += 2;

if(x == 'w')
if(position[5].Y != 3)
for(int i=0; i<=9; i++)
position[i].Y -= 1;
}

void Game::bulletMove()
{
for(int i=0; i<10; i++)
{
if( bullet[i].Y != 30)
{
bullet[i].Y -= 1;
if( bullet[i].Y == 1 )
{
COORD pos={bullet[i].X, bullet[i].Y+1};
drawThisBulletToNull( pos );
bullet[i].Y=30;
}

}
}
}

void Game::enemyMove()
{
for(int i=0; i<8; i++)
{
for(int j=0; j<2; j++)
enemy[i].position[j].Y++;

if(24 == enemy[i].position[1].Y)
{
COORD a={1, 1};
COORD b={45, 3};
enemy[i].position[0] = random(a, b);
enemy[i].position[1].X = enemy[i].position[0].X + 3;
enemy[i].position[1].Y = enemy[i].position[0].Y + 2;
}
}
}

void Game::judgePlane()
{
for(int i = 0; i < 8; i++)
for(int j=0; j<9; j++)
if(judgeCoordInFrame(enemy[i], position[j]))
{
SetPos(62, 1);
cout<<"坠毁";
drawFrame(enemy[i], '+', '+');
Sleep(1000);
GameOver();
break;
}
}

void Game::drawThisBulletToNull( COORD c)
{
SetPos(c);
cout<<" ";
}

void Game::drawThisEnemyToNull( Frame f )
{
drawFrame(f, ' ', ' ');
}

void Game::judgeEnemy()
{
for(int i = 0; i < 8; i++)
for(int j = 0; j < 10; j++)
if( judgeCoordInFrame(enemy[i], bullet[j]) )
{
score += 5;
drawThisEnemyToNull( enemy[i] );
COORD a={1, 1};
COORD b={45, 3};
enemy[i].position[0] = random(a, b);
enemy[i].position[1].X = enemy[i].position[0].X + 3;
enemy[i].position[1].Y = enemy[i].position[0].Y + 2;    
drawThisBulletToNull( bullet[j] );
bullet[j].Y = 30;
}
}

void Game::Shoot()
{
for(int i=0; i<10; i++)
if(bullet[i].Y == 30)
{
bullet[i].X = position[5].X;
bullet[i].Y = position[5].Y-1;
break;
}
}

void Game::printScore()
{
if(score == 120 && flag_rank == 0)
{
rank -= 3;
flag_rank = 1;
}

else if( score == 360 && flag_rank == 1)
{
rank -= 5;
flag_rank = 2;
}
else if( score == 480 && flag_rank == 2)
{
rank -= 5;
flag_rank = 3;
}
int x=rank/5;
SetPos(60, 6);
cout<<score;

if( rank!=rankf )
{
SetPos(60, 7);
if( x == 5)
title="初级飞行员";
else if( x == 4)
title="中级飞行员";
else if( x == 3)
title="高级飞行员";
else if( x == 2 )
title="王牌飞行员";
cout<<title;
}
rankf = rank;
}

void Game::Playing()
{
//HANDLE MFUN;
//MFUN= CreateThread(NULL, 0, MusicFun, NULL, 0, NULL); 

drawEnemy();
drawPlane();

int flag_bullet = 0;
int flag_enemy = 0;

while(1)
{
Sleep(8);
if(_kbhit())
{
char x = _getch();
if ('a' == x || 's' == x || 'd' == x || 'w' == x)
{
drawPlaneToNull();
planeMove(x);
drawPlane();
judgePlane();
}   
else if ('p' == x)
Pause();
else if( 'k' == x)
Shoot();
else if( 'e' == x)
{
//CloseHandle(MFUN);
GameOver();
break;
}

}
/* 处理子弹 */
if( 0 == flag_bullet )
{
bulletMove();
drawBulletToNull();
drawBullet();
judgeEnemy();
}   
flag_bullet++;
if( 5 == flag_bullet )
flag_bullet = 0;

/* 处理敌人 */
if( 0 == flag_enemy )
{
drawEnemyToNull();
enemyMove();    
drawEnemy();
judgePlane();
}
flag_enemy++;
if( flag_enemy >= rank )
flag_enemy = 0;

/* 输出得分 */
printScore();
}
}

void Game::GameOver()
{
system("cls");  
COORD p1={28,9};
COORD p2={53,15};
drawFrame(p1, p2, '=', '|');
SetPos(36,12);
string str="Game Over!";
for(int i=0; i<str.size(); i++)
{
Sleep(80);
cout<<str[i];
}
Sleep(1000);
system("cls");
drawFrame(p1, p2, '=', '|');
SetPos(31, 11);
cout<<"击落敌机:"<<score/5<<"";
SetPos(31, 12);
cout<<"得  分:"<<score;
SetPos(31, 13);
cout<<"获得称号:"<<title;
SetPos(30, 16);
Sleep(1000);
cout<<"继续? 是(y)| 否(n)制作:最牛的一┳═┻︻▄Leo.Blue(If you are a dog...┌╬═ ▄︻┻┳═一┎─╦╧═╤── ┌╦╤═──)";
as:
char x=_getch();
if (x == 'n')
exit(0);
else if (x == 'y')
{
system("cls");
Game game;
int a = drawMenu();
if(a == 2)
game.rank = 20;
system("cls");
drawPlaying();
game.Playing();
}
else goto as;
}

/*================== the main function ==================*/
int main()
{
//游戏准备
srand((int)time(0));    //随机种子
HideCursor();   //隐藏光标

Game game;
int a = drawMenu();
if(a == 2)
game.rank = 20;
system("cls");
drawPlaying();
game.Playing();
}
打飞机

3.球球大作战(一般)

#include<bits/stdc++.h>
#include<windows.h>
#include<conio.h>
using namespace std;
void pass() {
CONSOLE_CURSOR_INFO cursor_info = {1, 0};
SetConsoleCursorInfo(
GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);
}
int jjda;
void ys()
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),(++jjda)%15+1);
} 
void gotoxy(int x,int y) 
{
COORD c= {y-1,x-1};
SetConsoleCursorPosition(
GetStdHandle(STD_OUTPUT_HANDLE),c);
}
void ys(int yyin)
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),yyin);
}
int oop,ool;
int ooj,oof;
int a[1000][1000]=
{
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},};
int i=4,j=4,k,l,o,p;
int kl=20,ow=20,fs;
int main(void)
{
system("mode con cols=111");
pass();
SetConsoleTitle("球球大作战");
for(k=0;k<100;k++)
{
for(l=0;l<100;l++)
{
if(a[k][l]==0)
{
ys(); 
printf("."); 
} 
} 
}
for(;;) 
{
gotoxy(1,1);
ys(10);
printf("1P的大小:%dkg\n\n",o);
gotoxy(2,1);
ys(11);
printf("2P的大小:%dkg\n\n",fs);
gotoxy(i,j);
ys(10);
printf("");
gotoxy(kl,ow);
ys(11);
printf("");
if(i==kl&&j==ow)
{
if(o>fs)
{
system("cls"); 
printf("1P Win!");
Sleep(1000);
break; 
}
else
if(o<fs)
{
system("cls"); 
printf("2P Win!");
Sleep(1000);
break; 
}
else
if(o==fs)
{
system("cls"); 
printf("平局!");
Sleep(1000);
break; 
}
}
p=getch();
Sleep((o+fs)/20);
if(p==119)
{
i--;
gotoxy(i+1,j);
printf(" ");
if(a[i][j]==0)
{
o++;
a[i+1][j]=1; 
}
else
if(a[i][j]!=0)
{
o+0; 
} 
}
if(p==115)
{
i++;
gotoxy(i-1,j);
printf(" ");
if(a[i][j]==0)
{
o++;
a[i-1][j]=1; 
}
else
if(a[i][j]!=0)
{
o+0; 
} 
}
if(p==97)
{
j--;
if(a[i][j]==0)
{
o++;
a[i][j+1]=1; 
}
else
if(a[i][j]!=0)
{
o+0; 
} 
}
if(p==100)
{
j++;
if(a[i][j]==0)
{
o++;
a[i][j-1]=1; 
}
else
if(a[i][j]!=0)
{
o+0; 
} 
}
if(p==72)
{
kl--;
gotoxy(kl+1,ow);
printf(" ");
if(a[kl][ow]==0)
{
fs++;
a[kl+1][ow]=1; 
}
else
if(a[kl][ow]!=0)
{
fs+0; 
} 
}
if(p==80)
{
kl++;
gotoxy(kl-1,ow);
printf(" ");
if(a[kl][ow]==0)
{
fs++;
a[kl-1][ow]=1; 
}
else
if(a[kl][ow]!=0)
{
fs+0; 
} 
}
if(p==75)
{
ow--;
if(a[kl][ow]==0)
{
fs++;
a[kl][ow+1]=1; 
}
else
if(a[kl][ow]!=0)
{
fs+0; 
} 
}
if(p==77)
{
ow++;
if(a[kl][ow]==0)
{
fs++;
a[kl][ow-1]=1; 
}
else
if(a[kl][ow]!=0)
{
fs+0; 
} 
}
if(p==27)
{
break; 
}
srand(time(NULL));
oop=rand()%20+1;
srand(time(NULL));
ool=rand()%20+1;
gotoxy(oop,ool);
} 
}
球球大作战

4.双人对打(好像有bug)

#include<iomanip>
#include<iostream>
#include<conio.h>
#include<windows.h>
#include<cstdio>
#include<vector>
#include<cstring>
#include<string>

#define bottom 40
#define jumph 6
#define skills 6
#define skilled 2
#define Setcolor(NAME) if(NAME)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED | FOREGROUND_INTENSITY | BACKGROUND_INTENSITY | BACKGROUND_GREEN | BACKGROUND_BLUE);else SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_INTENSITY | BACKGROUND_INTENSITY | BACKGROUND_GREEN | BACKGROUND_BLUE)
#define Backcolor(NAME) if(NAME)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_INTENSITY | BACKGROUND_INTENSITY | BACKGROUND_GREEN | BACKGROUND_BLUE)
#define Choosecolor(NAME) if(NAME==2)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED| FOREGROUND_GREEN|FOREGROUND_BLUE | FOREGROUND_INTENSITY|BACKGROUND_BLUE );else if(!NAME)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_RED| BACKGROUND_INTENSITY| BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE );else if(NAME==1)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_INTENSITY | BACKGROUND_INTENSITY| BACKGROUND_GREEN|BACKGROUND_RED)

using namespace std;

void HideCursor();
void go(int x, int y);
void movewindow();
void GetContain();
void start1();
void start2();
void _skillprint(int, int);
void skillprint(int,int);
void mapprint();
void Getmove();
void winprint(bool);
void BoomGet();
class bullet;
class player;

bool dj1, dj2, s11, s12, s21, s22;
int da1, da2,skill1[2] = { 4,3 }, skill2[2] = {2,4}, boom1, boom2, cost[10] = {0,3,3,5,15},place[11][2][2],explace[11][2];//[???üêy×?][ê?óú][x,y×?±ê]
float cool[2][2];
char hit[2]; 
string name1, name2,contain[11],excontain[11];
vector<bullet>bu;
class player {
public:
int x, y, j, jh, life,loving,flying,gaying;
char a, b[2];
bool dir, fly, myself,fdir;
//dir£o0?a×ó£?1?aóò
void clear() {
go(x, y);
printf(" ");
go(x, y + 1);
printf(" ");
}
void print() {
Setcolor(myself);
if (gaying)SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE|FOREGROUND_RED | BACKGROUND_INTENSITY | BACKGROUND_GREEN | BACKGROUND_BLUE);
go(x, y);
if (loving) {
Setcolor(!myself);
cout << (char)3;
Setcolor(myself);
}
else if (gaying)cout << "";
else cout << a;
go(x, y + 1);
cout << b[dir];
Backcolor(myself);
}
void lifedown(int l) {
if (!myself) {
go(life - l+1, 2);
for (int i = 1; i <= l; ++i)
cout << " ";
}
else {
go(188 - life, 2);
for (int i = 1; i <= l; ++i)
cout << " ";
}
life -= l;
}
void jump() {
++j;
if (j <= jh) {
clear();
--y;
print();
}
else fly = 1;
}
void flown() {
++flying;
clear();
if (flying <= jumph-1)--y;
else if (flying <= 2 * jumph-2)++y;
else flying = 0;
if (!fdir)x-=2;
else x+=2;
if (x < 1)x = 1;
else if (x > 188)x = 188;
print();
}
void skill(int,bool);
void attack();
void move(int);
} p1, p2;
class bullet {
public:
int x, y, boom,length,soap;
bool own, dir, love;
inline void clear() {
go(x, y);
cout << " ";
}
void print() {
Setcolor(own);
go(x, y);
if (boom)cout << (char)15;
else if (love)cout << (char)3;
else if (soap) cout << "¨|";
else cout << hit[own];
Backcolor(own);
}
void start(int p, int q, bool d, bool o) {
y = q;
dir = d;
own = o;
if (!d)x = p - 1;
else x = p + 1;
boom = 0;
love = 0;
length = 0;
soap = 0;
}
void boomstart(int p, int q, bool d, bool o,int l) {
y = q + 1;
dir = d;
own = o;
if (!d)x = p - 1;
else x = p + 1;
boom = 1;
length = l;
love = 0;
}
bool fly() {
if (boom >= 800) {
if (boom == 805) {
for (int i = -4; i <= 4; i += 2)
for (int j = -2; j <= 2; ++j) {
if (x + i < 1 || x + i>188 || y + j > bottom + 1)continue;
go(x + i, y + j);
cout << " ";
}
p1.print();
p2.print();
return 1;

}++boom;
return 0;
}
if(soap!=-1)clear();
if (!dir)--x;
else ++x;
if (boom) {
if (!dir)x-=length;
else x+=length;
}
if (boom) {
++boom;
char _sign = 4;
if (x < 1 || x>188) {
Setcolor(own);
for (int i = -4; i <= 4; i += 2)
for (int j = -2; j <= 2; ++j) {
if (x + i < 1 || x + i>188 || y + j > bottom + 1)continue;
go(x + i, y + j);
cout <<_sign ;
}
Backcolor(own);
if (!own)
{
if (x >= p2.x - 4 && x <= p2.x + 4 && y+2 >= p2.y&&y-2 <= p2.y + 1) {
p2.lifedown(10);
if (x > p2.x)p2.fdir = 0;
else p2.fdir = 1;
p2.flown();
}
}
else {
if (x >= p1.x - 4 && x <= p1.x + 4 && y + 2 >= p1.y&&y - 2 <= p1.y + 1) {
p1.lifedown(10);
if (x >= p1.x)p1.fdir = 0;
else p1.fdir = 1;
p1.flown();
}
}
boom = 800;
return 0;
}
if (boom <= 2 * jumph+length)--y;
else if (boom > 2 * jumph + 2+length) {
if (y <= bottom)++y;
else {
Setcolor(own);
for (int i = -4; i <= 4; i += 2)
for (int j = -2; j <= 2; ++j) {
if (x + i < 1 || x + i>188 || y + j > bottom + 1)continue;
go(x + i, y + j);
cout << _sign;
}
Backcolor(own);
if (!own) {
if (x >= p2.x - 4 && x <= p2.x + 4 && y +2>= p2.y&&y-2 <= p2.y + 1) {
p2.lifedown(10);
if (x > p2.x)p2.fdir = 0;
else p2.fdir = 1;
p2.flown();
}
}
else {
if (x >= p1.x - 4 && x <= p1.x + 4 && y + 2 >= p1.y&&y - 2 <= p1.y + 1) {
p1.lifedown(10);
if (x >= p1.x)p1.fdir = 0;
else p1.fdir = 1;
p1.flown();
}
}
boom = 800;
return 0;
}
}
print();
if (!own) {
if (x == p2.x&&y >= p2.y&&y <= p2.y + 1) {
for (int i = -4; i <= 4; i += 2)
for (int j = -2; j <= 2; ++j) {
if (x + i < 1 || x + i>188 || y + j > bottom + 1)continue;
go(x + i, y + j);
cout << _sign;
}
p2.lifedown(10);
p2.fdir = 1;
p2.flown();
boom = 800;
}
}
else {
if (x == p1.x&&y >= p1.y&&y <= p1.y + 1) {
Setcolor(own);
for (int i = -4; i <= 4; i += 2)
for (int j = -2; j <= 2; ++j) {
if (x + i < 1 || x + i>188 || y + j > bottom + 1)continue;
go(x + i, y + j);
cout << _sign;
}
Backcolor(own);
p1.lifedown(10);
p1.fdir = 0;
p1.flown();
boom = 800;
}
}
return 0;
}
if (soap) {
if (soap!=-1&&soap <= 2) {
++soap;
--y;
}
else if (soap != -1 && y <= bottom+1) {
++y;
if (y == bottom + 1) 
soap = -1; 
}
else {
if (!dir)++x;
else --x;
}
if (x < 1)x = 1;
if (x > 188)x = 188;
if (soap != -1) {
int s = bu.size();
for (register int i = 0; i < s; ++i) {
if (bu[i].soap&&bu[i].length!=length) {
if (x+1>=bu[i].x&&x<=bu[i].x+1&&y ==bu[i].y-1 ) { 
soap = -1;
break;
}
}
}
} 
if (!own) {
if (x+1 >= p2.x&&x<=p2.x&&y >= p2.y&&y <= p2.y + 1) {
p2.lifedown(8);
p2.gaying += 100;
p2.print();
return 1;
}
}
else {
if (x +1>= p1.x&&x<=p1.x&&y >= p1.y&&y <= p1.y + 1) {
p1.lifedown(8);
p1.gaying += 100;
p1.print();
return 1;
}
}
print();
return 0;
}
if (x < 1 || x>188) {
if (!love) {
if (!own) {
if ((skill1[0] == -2 || skill1[1] == -2) && !length) {
if (!dir)
++x;
else --x;
dir = !dir;
++length;
return 0;
}
}
else {
if ((skill2[0] == -2 || skill2[1] == -2) && !length) {
if (!dir)++x;
else --x;
dir = !dir;
++length;
return 0;
}
}
}
return 1;
}
if (!own) {
if (x == p1.x&&y >= p1.y&&y <= p1.y + 1)p1.print();
if (x == p2.x&&y >= p2.y&&y <= p2.y + 1) {
if (love) {
p2.lifedown(3);
p2.loving = 75;
p2.print();
}
else p2.lifedown(1);
return 1;
}
}
else {
if (x == p2.x&&y >= p2.y&&y <= p2.y + 1)p2.print();
if (x == p1.x&&y >= p1.y&&y <= p1.y + 1) {
if (love) {
p1.lifedown(3);
p1.loving = 75;
p1.print();
}
else p1.lifedown(2);
return 1;
}
}
print();
return 0;

}
}temp;
void player::attack() {
temp.start(x, y, dir, myself);
bu.push_back(temp);
}
void player::move(int k) {
clear();
if (gaying)k = 3 - k;
if (k == 1) {
--x;
dir = 0;
}
else if (k == 2) {
++x;
dir = 1;
}
int strb = bu.size();
for (register int i = 0; i < strb; ++i) {
if (bu[i].boom == 0 && bu[i].own != myself && bu[i].x == x && bu[i].y >= y && bu[i].y <= y + 1) {
bu.erase(bu.begin() + i);
if (bu[i].soap) {
gaying += 100;
lifedown(5);
}
else if (bu[i].love) {
lifedown(2);
loving =75;
}
else lifedown(1);
--i;
--strb;
}
}
print();
}
void player::skill(int l,bool which) {
if (l <= 0)return;
if (cool[myself][which] > 0)return;
cool[myself][which] += cost[l];
skillprint(myself, which);
/*£?éá??£?*/
if (l == 1) {
int sign = 0;
bool sign2 = 0;
if (!dir) {
for (register int i = 1; x > 1 && i <= 12; ++i) {
x -= 2;
if (x < 1) {
x = 1;
sign2 = 1;
}
print();
++sign;
}
for (register int i = 2 - sign2; i <= 2 - sign2 + 2 * sign; i += 2) {
go(x + i, y);
cout << " ";
go(x + i, y + 1);
cout << " ";
Sleep(1);
}
}
else {
for (register int i = 1; x < 188 && i <= 12; ++i) {
x += 2;
if (x > 188) {
x = 188;
sign2 = 1;
}
print();
++sign;
}
for (register int i = 2 - sign2; i <= 2 - sign2 + 2 * sign; i += 2) {
go(x - i, y);
cout << " ";
go(x - i, y + 1);
cout << " ";
Sleep(1);
}
}
}
else if (l == 2) {
if(!myself)temp.boomstart(x, y, dir, myself,boom1/6);
else temp.boomstart(x, y, dir, myself, boom2 /6);
bu.push_back(temp);
}
else if (l == 3) {
temp.start(x, y, dir, myself);
temp.love = 1;
bu.push_back(temp);
}
else if (l == 4) {
temp.start(x, y, dir, myself);
temp.soap = 1;
temp.length = rand();
bu.push_back(temp);
}
}

void go(int x, int y) {
COORD p;
p.X = x - 1;
p.Y = y - 1;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), p);
}
void movewindow() {
RECT rect;
HWND hwnd = GetForegroundWindow();
GetWindowRect(hwnd, &rect);
MoveWindow(hwnd, 0, 0, 0, 0, TRUE);
}
void HideCursor() {
CONSOLE_CURSOR_INFO cursor_info = { 1, 0 };
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
}
void start1() {
go(20, 20);
printf("玩家一的名字:");
getline(cin, name1);
go(20, 23);
printf("玩家二的名字");
getline(cin, name2);
Sleep(500);
system("cls");
}
inline void GetContain() {
contain[1] = "| 闪现 |";
contain[2] = "| 手雷 |";
contain[3] = "| 魅惑 |";
contain[4] = "| 捡肥皂 |";
contain[5] = "| 三段跳 |";
contain[6] = "| 弹射 |";
excontain[1] = "向前瞬移一段距离 冷却 3 s";
excontain[2] = "长摁后扔出一枚手雷,造成伤害并炸飞对手。蓄力时间越长,飞行距离越远 冷却 3 s";
excontain[3] = "发出一颗爱心,造成伤害并使对手无法控制地走向自己 冷却 5 s";
excontain[4] = "扔出一个肥皂,对手捡到时造成伤害并干扰对手的移动 冷却 15 s";
excontain[5] = "(被动)可以连续跳跃三次";
excontain[6] = "(被动)普通攻击第一次碰到墙壁时会反弹回来";
place[1][0][0] = 25;
place[1][0][1] = 10;
place[1][1][0] = place[1][0][0]+85;
place[1][1][1] = 10;
for (int k = 0; k <= 1; ++k) {
for (int i = 2; i <= skills; ++i) {
place[i][k][0] = place[i - 1][k][0];
place[i][k][1] = place[i - 1][k][1] + 3;
}
}
for (int k = 0; k <= 1; ++k)
for (int i = 1; i <= skills; ++i)
explace[i][k] = place[1][k][0]+18 - excontain[i].size()/2;
}
void start2() {
GetContain();
const int exy = place[skills][0][1]+5;
int wh[2] = {1,1};
int ch[2][11] = { {0,1,0,0,0,0,0,0,0,0,0},{0,1,0,0,0,0,0,0,0,0,0,}};
int count[2] = { 0,0 };
char sign = 16;
go(82, 2);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), BACKGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_INTENSITY);
cout << "选择你的技能";
go(54, 45);
cout << "游戏规则:玩家一 A、D键移动,W键跳跃,J键攻击,K、L键释放技能";
go(64, 46);
cout << "玩家二 方向键跳跃和移动,1 键攻击,2、3 键释放技能";
Setcolor(0);
go(44 - name1.size()/2, 5);
cout<<name1;
go(44, 7);
printf("%c", p1.a);
go(44, 8);
printf("%c", p1.b[0]);
Setcolor(1);
go(130-name2.size()/2,5);
cout<< name2;
go(130, 7);
printf("%c", p2.a);
go(130, 8);
printf("%c", p2.b[0]);
for(int i=0;i<=1;++i)
for (int j = 1; j <= skills; ++j) {
go(place[j][i][0], place[j][i][1]);
Setcolor(i);
cout << " ";
Choosecolor(ch[i][j]);
cout << contain[j];
}
Choosecolor(1);
for (int i = 0; i <= 1; ++i) {
go(place[1][i][0], place[1][i][1]);
Setcolor(i);
cout<<sign;
go(explace[1][i], exy);
cout << excontain[1];
}
bool able[2][3] = { {0,0,0},{0,0,0} };//[0×ó 1óò][0é? 1?? 2??]
go(30, 40);
Setcolor(0);
cout << "玩家一:W、S键移动,J键选择";
go(112, 40);
Setcolor(1);
cout << "玩家二:I、K键移动,L键选择";
while (count[0]<2||count[1]<2) {
bool f = 0;
if (GetKeyState('W') >= 0)able[0][0]=1;
if (GetKeyState('S') >= 0)able[0][1] = 1;
if (GetKeyState('J') >= 0)able[0][2] = 1;
if (GetKeyState('I') >= 0)able[1][0] = 1;
if (GetKeyState('K') >= 0)able[1][1] = 1;
if (GetKeyState('L') >= 0)able[1][2] = 1;
Sleep(5);
if (GetKeyState('W') < 0&&able[f][0]) {
if(ch[f][wh[f]]!=2)--ch[f][wh[f]];
able[f][0] = 0;
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << " ";
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
Setcolor(f);
go(explace[wh[f]][f], exy);
for (unsigned int i = 0; i < excontain[wh[f]].size()/2+1; ++i)
cout << " ";
--wh[f];
if (wh[f] < 1)wh[f] = skills;
go(explace[wh[f]][f], exy);
cout << excontain[wh[f]];
if(ch[f][wh[f]]!=2)++ch[f][wh[f]];
go(place[wh[f]][f][0], place[wh[f]][f][1]);
cout << sign;
Choosecolor(ch[f][wh[f]]); 
cout << contain[wh[f]];
}
if(GetKeyState('S')<0&&able[f][1]) {
if(ch[f][wh[f]]!=2)--ch[f][wh[f]];
able[f][1] = 0;
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << " ";
Choosecolor(ch[f][wh[f]]);
cout<< contain[wh[f]];
Setcolor(f);
go(explace[wh[f]][f], exy);
for (unsigned int i = 0; i < excontain[wh[f]].size()/2+1; ++i)
cout << " ";
++wh[f];
if (wh[f] > skills)wh[f] = 1;
go(explace[wh[f]][f], exy);
cout << excontain[wh[f]];
if (ch[f][wh[f]] != 2)++ch[f][wh[f]];
go(place[wh[f]][f][0], place[wh[f]][f][1]);
cout << sign;
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
}
if (GetKeyState('J') < 0 && able[f][2]) {
able[f][2] = 0;
if (ch[f][wh[f]] != 2 && count[f] < 2){
++ch[f][wh[f]];
++count[f];
}
else if(ch[f][wh[f]]==2){
--ch[f][wh[f]];
--count[f];
}
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << sign;
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
}
f = 1;
if (GetKeyState('I') < 0 && able[f][0]) {
if (ch[f][wh[f]] != 2)--ch[f][wh[f]];
able[f][0] = 0;
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << " ";
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
Setcolor(f);
go(explace[wh[f]][f], exy);
for (unsigned int i = 0; i < excontain[wh[f]].size()/2+1; ++i)
cout << " ";
--wh[f];
if (wh[f] < 1)wh[f] = skills;
go(explace[wh[f]][f], exy);
cout << excontain[wh[f]];
if (ch[f][wh[f]] != 2)++ch[f][wh[f]];
go(place[wh[f]][f][0], place[wh[f]][f][1]);
cout << sign;
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
}
if (GetKeyState('K') < 0 && able[f][1]) {
if (ch[f][wh[f]] != 2)--ch[f][wh[f]];
able[f][1] = 0;
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << " ";
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
Setcolor(f);
go(explace[wh[f]][f], exy);
for (unsigned int i = 0; i < excontain[wh[f]].size()/2+1; ++i)
cout << " ";
++wh[f];
if (wh[f] > skills)wh[f] = 1;
go(explace[wh[f]][f], exy);
cout << excontain[wh[f]];
if (ch[f][wh[f]] != 2)++ch[f][wh[f]];
go(place[wh[f]][f][0], place[wh[f]][f][1]);
cout << sign;
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
}
if (GetKeyState('L')<0 && able[f][2]) {
able[f][2] = 0;
if (ch[f][wh[f]] != 2 && count[f] < 2) {
++ch[f][wh[f]];
++count[f];
}
else if (ch[f][wh[f]] == 2) {
--ch[f][wh[f]];
--count[f];
}
go(place[wh[f]][f][0], place[wh[f]][f][1]);
Setcolor(f);
cout << sign;
Choosecolor(ch[f][wh[f]]);
cout << contain[wh[f]];
}
}
Backcolor(1);
int _s=0;
for (int i = 1; i <= skills; ++i) {
if (ch[0][i] == 2) {
if (i > skills - skilled)skill1[_s] = skills - i - 2;
else skill1[_s] = i;
++_s;
}
}
_s = 0;
for (int i = 1; i <= skills; ++i) {
if (ch[1][i] == 2) {
if (i > skills - skilled)skill2[_s] = skills - i - 2;
else skill2[_s] = i;
++_s;
}
}
Sleep(1000);
}
void Getmove() {
BoomGet();
if (GetKeyState('W') >= 0)dj1 = 0;
if (GetKeyState(VK_UP) >= 0)dj2 = 0;
if (GetKeyState('K') >= 0)s11 = 0;
if (GetKeyState('L') >= 0)s12 = 0;
if (GetKeyState('2') >= 0)s21 = 0;
if (GetKeyState('3') >= 0)s22 = 0;
if (skill1[0] == 2)s11 = 1;
if (skill1[1] == 2)s12 = 1;
if (skill2[0] == 2)s21 = 1;
if (skill2[1] == 2)s22 = 1;
if ((!p1.flying)&&(!p1.loving)) {
if (dj1 == 0 && GetKeyState('W') < 0 && (p1.jh <= jumph || ((skill1[0] == -1 || skill1[1] == -1) && p1.jh <= 2 * jumph))) {
dj1 = 1;
if ((skill1[0] == -1 || skill1[1] == -1) && p1.jh >= 2 * jumph && !p1.fly)p1.jh = 3 * jumph;
else if (p1.jh >= jumph && !p1.fly)p1.jh = 2 * jumph;
else p1.jh = p1.j + jumph;
p1.fly = 0;
p1.jump();
}
if (GetKeyState('A') < 0 && p1.x > 1) {
p1.move(1);
}
if (GetKeyState('D') < 0 && p1.x < 188) {
p1.move(2);
}
if (!p1.gaying) {
if (GetKeyState('J') < 0 && da1 == 0) {
da1 = 6;
p1.attack();
}
if (GetKeyState('K') < 0 && s11 == 0) {
s11 = 1;
p1.skill(skill1[0], 0);
}
if (GetKeyState('L') < 0 && s12 == 0) {
s12 = 1;
p1.skill(skill1[1], 1);
}
}
}
if ((!p2.flying)&&(!p2.loving)) {
if (!p2.gaying) {
if (GetKeyState('1') < 0 && da2 == 0) {
da2 = 6;
p2.attack();
}
if (GetKeyState('2') < 0 && s21 == 0) {
s21 = 1;
p2.skill(skill2[0], 0);
}
if (GetKeyState('3') < 0 && s22 == 0) {
s22 = 1;
p2.skill(skill2[1], 1);
}
}
if (dj2 == 0 && GetKeyState(VK_UP) < 0 && (p2.jh <= jumph || ((skill2[0] == -1 || skill2[1] == -1) && p2.jh <= 2 * jumph))) {
dj2 = 1;
if ((skill2[0] == -1 || skill2[1] == -1) && p2.jh >= 2 * jumph && !p2.fly)p2.jh = 3 * jumph;
else if (p2.jh >= jumph && !p2.fly)p2.jh = 2 * jumph;
else p2.jh = p2.j + jumph;
p2.fly = 0;
p2.jump();
}
if (GetKeyState(VK_LEFT) < 0 && p2.x > 1) {
p2.move(1);
}
if (GetKeyState(VK_RIGHT) < 0 && p2.x < 188) {
p2.move(2);
}
}
}
void BoomGet() {
if ((!p1.flying)&&(!p1.loving)&&(!p1.gaying)) {
if (skill1[0] == 2 && cool[0][0] <= 0) {
if (GetKeyState('K') < 0)++boom1;
if (boom1 > 30 || (GetKeyState('K') >= 0 && boom1)) {
p1.skill(2, 0);
boom1 = 0;
}
}
if (skill1[1] == 2 && cool[0][1] <= 0) {
if (GetKeyState('L') < 0)++boom1;
if (boom1 > 30 || (GetKeyState('L') >= 0 && boom1)) {
p1.skill(2, 1);
boom1 = 0;
}
}
}
if (p2.flying||p2.loving||p2.gaying)return;
if (skill2[0] == 2&&cool[1][0]<=0) {
if (GetKeyState('2') < 0)++boom2;
if (boom2 > 30 || (GetKeyState('2') >= 0 && boom2)) {
p2.skill(2,0);
boom2 = 0;
}
}
if (skill2[1] == 2&&cool[1][1]<=0) {
if (GetKeyState('3') < 0)++boom2;
if (boom2 > 30 || (GetKeyState('3') >= 0 && boom2)) {
p2.skill(2,1);
boom2 = 0;
}
}
}
void mapprint() {
for (int i = 1; i <= 188; ++i)
cout << " ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), BACKGROUND_BLUE | BACKGROUND_INTENSITY);
for (int i = 1; i <= 80; ++i)
cout << " ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_INTENSITY | BACKGROUND_INTENSITY | BACKGROUND_GREEN | BACKGROUND_BLUE);
cout << " player1 ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), BACKGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_INTENSITY);
cout << "";
Setcolor(1);
cout << " player2 ";
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), BACKGROUND_RED | BACKGROUND_INTENSITY);
for (int i = 1; i <= 80; ++i)
cout << " ";
go(1, 42);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), BACKGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_INTENSITY);
for (int i = 1; i <= 188; ++i)
cout << (char)22;
Backcolor(1);
go(20-name1.size()/2, 44);
cout << name1;
go(8, 46);
cout << "技能一: ";
_skillprint(0, 0);
go(8, 48);
cout << "技能二: ";
_skillprint(0, 1);
Setcolor(1);
go(160-name2.size()/2, 44);
cout << name2;
go(145, 46);
cout << "技能一: ";
_skillprint(1, 0);
go(145, 48);
cout << "技能二: ";
_skillprint(1, 1);
Backcolor(1);
}
void _skillprint(int a,int b) {
if (!a) {
if (!b) {
if (skill1[0] == 1)cout << "闪现 0.0 s";
else if (skill1[0] == 2)cout << "手雷 0.0 s";
else if (skill1[0] == 3)cout << "魅惑 0.0 s";
else if (skill1[0] == 4)cout << "捡肥皂 0.0 s";
else if (skill1[0] == -1)cout << "三段跳 -";
else if (skill1[0] == -2)cout << "弹射 -";

}
else {
if (skill1[1] == 1)cout << "闪现 0.0 s";
else if (skill1[1] == 2)cout << "手雷 0.0 s";
else if (skill1[1] == 3)cout << "魅惑 0.0 s";
else if (skill1[1] == 4)cout << "捡肥皂 0.0 s";
else if (skill1[1] == -1)cout << "三段跳 -";
else if (skill1[1] == -2)cout << "弹射 -";
}
}
else {
if (!b) {
if (skill2[0] == 1)cout << "闪现 0.0 s";
else if (skill2[0] == 2)cout << "手雷 0.0 s";
else if (skill2[0] == 3)cout << "魅惑 0.0 s";
else if (skill2[0] == 4)cout << "捡肥皂 0.0 s";
else if (skill2[0] == -1)cout << "三段跳 -";
else if (skill2[0] == -2)cout << "弹射 -";
}
else {
if (skill2[1] == 1)cout << "闪现 0.0 s";
else if (skill2[1] == 2)cout << "手雷 0.0 s";
else if (skill2[1] == 3)cout << "魅惑 0.0 s";
else if (skill2[1] == 4)cout << "捡肥皂 0.0 s";
else if (skill2[1] == -1)cout << "三段跳 -";
else if (skill2[1] == -2)cout << "弹射 -";
}
}
}
void skillprint(int a, int b) {
if (!a) {
if (!b)go(27, 46);
else go(27, 48);
}
else {
if (!b)go(164, 46);
else go(164, 48);
}
Setcolor(a);
printf("%.1f", cool[a][b]);
if (cool[a][b] < 9.9)cout << " ";
Backcolor(a);
}
void winprint(bool f) {
Sleep(1000);
system("cls");
string winner;
if (!f)winner = name1;
else winner = name2;
go(91 - winner.size() / 2, 20);
Setcolor(f);
cout << winner << " Win !";
Sleep(3000);
}
int main() {
system("color B9");
movewindow();
system("mode con lines=60 cols=188");
start1();
HideCursor();
gamestart:
system("cls");
p1.a = 1;
p2.a = 2;
p1.b[0] = 17;
p1.b[1] = 16;
p2.b[0] = 17;
p2.b[1] = 16;
hit[0] = 14;
hit[1] = 36;
p1.x = 10;
p1.y = bottom-28;
p2.x = 160;
p2.y = bottom-28;
p1.j = 0;
p2.j = 0;
p1.life = 80;
p2.life = 80;
p1.fly = 1;
p2.fly = 1;
p1.flying = 0;
p2.flying = 0;
p1.gaying = 0;
p2.gaying = 0;
p1.myself = 0;
p2.myself = 1;
p1.dir = 1;
start2();
system("cls");
mapprint();
p1.print();
p2.print();
bool flag = 0;
float count=0;
int num = 0;
Sleep(500);
bool flying = 0;
while (p1.life > -1 && p2.life > -1) {
++count;
++num;
if (num >= 1000)num = 0;
if (da1)--da1;
if (da2)--da2;
if (p1.loving) {
--p1.loving;
if (num% 5 == 0) {
if (p1.x > p2.x)p1.move(1);
else p1.move(2);
}
if (!p1.loving)p1.print();
}
if (p2.loving){
--p2.loving;
if (num % 5 == 0) {
if (p2.x > p1.x)p2.move(1);
else p2.move(2);
}
if (!p2.loving)p2.print();
}
if (p1.gaying)--p1.gaying;
if (p2.gaying)--p2.gaying;
if (p1.fly&& p1.y < bottom) {
p1.clear();
++p1.y;
p1.print();
}
if (p2.fly&& p2.y < bottom) {
p2.clear();
++p2.y;
p2.print();
}
if (p1.y == bottom) {
p1.jh = 0;
p1.fly = 0;
p1.j = 0;
flying = 1;
}
if (p2.y == bottom) {
p2.jh = 0;
p2.fly = 0;
p2.j = 0;
}
if (p1.j) {
if (!p1.fly)p1.jump();
else --p1.j;
}
if (p2.j) {
if (!p2.fly)p2.jump();
else --p2.j;
}
if (p1.flying)p1.flown();
if (p2.flying)p2.flown();
if(flying)Getmove();
if (count >= 2.5) {
count -= 2.5;
for (register int i = 0; i <= 1; ++i)
for (register int j = 0; j <= 1; ++j) {
if (cool[i][j] > 0) {
cool[i][j] -= 0.1;
if (cool[i][j] < 0)cool[i][j] = 0;
skillprint(i, j);
}
}
}
if (!flag&&p1.x == p2.x)flag = 1;
if (flag && (p1.x != p2.x || p1.y != p2.y)) {
flag = 0;
p1.print();
p2.print();
}
int strb = bu.size();
for (int i = 0; i < strb; ++i) {
if (bu[i].soap) {
if (bu[i].fly()) {
bu.erase(bu.begin() + i);
--i;
--strb;
break;
}
}
else if (bu[i].boom || bu[i].love)
{
if (bu[i].fly() || bu[i].fly()) {
bu.erase(bu.begin() + i);
--i;
--strb;
break;
}
}
else if (bu[i].fly() || bu[i].fly()||bu[i].fly()) {
bu.erase(bu.begin() + i);
--i;
--strb;
break;
}
}
Sleep(40 - strb / 5);
}
winprint(p1.life < p2.life);
goto gamestart;
}
双人对打

5.坦克对战(确实经典)

#include <stdio.h>
#include <windows.h>
#include <time.h> 
                           //里规格:长39*2=78 (真坐标)(假坐标宽为39)  高39
                           //外规格:长41*2=82 (真坐标)(假坐标宽为41)  高41
#define UP    1
#define DOWN  2
#define LEFT  3
#define RIGHT 4
#define MAX_LEVEL 8
#define BULLET_NUM 20
#define MAX_LIFE 4

//程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level   

/*
      此程序中涉及的x,y类的坐标值,分为以下两种:                                 

假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标)                             

真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值)                                 

  区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标    

          coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位,                    

          可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2                                    

*/
typedef struct             //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量
{                          //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1
    int fast_tank_order;   //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次
    int firm_tank_order;   //firm_tank出现的次序,同上
} LevInfo;                 //关卡信息(准确说是该关出现的坦克信息)
LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}};   //初始化,-1代表没有该类型坦克

typedef struct      //子弹结构体
{
    int x,y;        //子弹坐标,假坐标
    int direction;  //子弹方向变量
    bool exist;     //子弹存在与否的变量,1为存在,0不存在
    bool initial;   //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态
    bool my;        //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹
} Bullet;
Bullet bullet [BULLET_NUM];  //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个

typedef struct      //坦克结构体
{
    int x,y;        //坦克中心坐标
    int direction;  //坦克方向
    int color;      //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明
    int model;      //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用
    int stop;       //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动
    int revive;     //坦克复活次数
    int num;        //AI坦克编号(固定值,为常量,初始化函数中定下)0~3
    int CD;         //发射子弹冷却计时
    bool my;        //是否敌方坦克参数,我的坦克此参数为1,为常量
    bool alive;     //存活为1,不存活为0
}  Tank;
Tank AI_tank[4] , my_tank;  //my_tank为我的坦克,Ai_tank 代表AI坦克

//∵所有的函数都有可能对全局变量map进行读写(改变),
//∴函数中不另说明是否会对全局变量map读写
//基本操作与游戏辅助函数
void GoToxy(int x,int y);    //光标移动
void HideCursor();           //隐藏光标
void keyboard ();            //接受键盘输入
void Initialize();           //初始化(含有对多个数据的读写)
void Stop();                 //暂停
void Getmap();               //地图数据存放与获取
void Frame ();               //打印游戏主体框架
void PrintMap();             //打印地图(地图既地图障碍物)(含对level的读取)
void SideScreen ();          //副屏幕打印
void GameCheak();            //检测游戏输赢
void GameOver( bool home );  //游戏结束
void ClearMainScreen();      //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数
void ColorChoose(int color); //颜色选择函数
void NextLevel();            //下一关(含有对level全局变量的读写)

//子弹部分
void BuildAIBullet(Tank *tank);                //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标)
void BuildBullet  (Tank tank);                 //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用
void BulletFly    (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用),
void BulletHit    (Bullet* bullet);            //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
void PrintBullet  (int x,int y,int T);         //打印子弹(人机共用)
void ClearBullet  (int x,int y,int T);         //清除子弹(人机共用)
int  BulletCheak  (int x,int y);               //判断子弹前方情况(人机共用)

//坦克部分
void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克
void BuildMyTank (Tank* my_tank);                //建立我的坦克
void MoveAITank  (Tank* AI_tank);                //AI坦克移动
void MoveMyTank  (int turn);                     //我的坦克移动,只通过keyboard函数调用,既键盘控制
void ClearTank   (int x,int y);                  //清除坦克(人机共用)
void PrintTank   (Tank tank);                    //打印坦克(人机共用)
bool TankCheak   (Tank tank,int direction);      //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通
int  AIPositionCheak (int position);           //检测AI坦克建立位置是否有障碍物AIPositionCheak

//DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间

//注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后)
//map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)
//map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克,

//全局变量
int map[41][41];  //地图二维数组
int key_x;        // X键是否被“读入”的变量,也是子弹是否可以发射的变,
int bul_num;      //子弹编号
int position;     //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
int speed=7;      //游戏速度,调整用
int level=1;      //游戏关卡数
int score=0;      //游戏分数
int remain_enemy; //剩余敌人(未出现的敌人)

char* tank_figure[4][3][4]=
{
  {
    {"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"},
    {"┣●┫", "┣●┫", "━●┃", "┃●━"},
    {"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"}
  }, 
  {
    {"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},
    {"┣●┫", "┣●┫", "━●┫", "┣●━"},
    {"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}
  }, 
  {
    {"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},
    {"┣●┫", "┣●┫", "━●┃", "┃●━"},
    {"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}
  },
  {
    {"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},
    {"╠█╣", "╠█╣", "━█╣", "╠█━"},
    {"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}
  }
};

int main ()                               //主函数
{
    int i;
    unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ;  //间隔计数器数组,用于控制速度
    srand(time(NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3
    HideCursor();                         //隐藏光标
    system("mode con cols=112 lines=42"); //控制窗口大小
    Frame ();                             //打印游戏主体框架
    Initialize();                         //初始化,全局变量level初值便是1 
//  HANDLE h1 , h2 ;                      //定义句柄变量
    for(;;)
    {
        if(interval[0]++%speed==0)        //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1; 
        {
            GameCheak();                  //游戏胜负检测
            BulletFly ( bullet );
            for(i=0 ; i<=3 ; i++)         //AI坦克移动循环
            {
                if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四个坦克中的快速坦克单独使用计数器1,2,3,4
                    MoveAITank( & AI_tank[i]);
                if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8
                    MoveAITank( & AI_tank[i]);
            }
            for(i=0;i<=3;i++)                                   //建立AI坦克部分
                if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0)  //一个敌方坦克每局只有4条命
                {                                               //如果坦克不存活。计时,每次建立有间隔  1750 ms
                    BuildAITank( &position, & AI_tank[i] );     //建立AI坦克(复活)
                    break;                                      //每次循环只建立一个坦克
                }
            for(i=0;i<=3;i++)
                if(AI_tank[i].alive)
                    BuildAIBullet(&AI_tank[i]);                 //AIshoot自带int自增计数CD,不使用main中的CD interval
            if(my_tank.alive && interval[10]++%2==0 )
                keyboard ();
            if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)
                BuildMyTank( &my_tank );
        }
        Sleep(5);
    }
    return 0;
}

/*//这里的多线程暂时不用                   //x键用于子弹发射,x键的冷却时间不能和上下左右一同设置,那样就太快了
DWORD WINAPI InputX(LPVOID lpParameter)    //如果不用多线程运行,那么在x键冷却时间内程序会因Sleep将会挂起,暂停运行
{                                          //因为只有一个变量改变,而且变量改变先后顺序是显而易见的,所以不必设置缓冲区
    for(;;)                              
    {                                    
        if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态
        {
            key_x=1;                       // X键是否允许被“读入”的变量,也是子弹是否可以发射的变量
            Sleep(600);                    // 子线程Sleep中,x就不能被"读入",主线程每操作完一次子弹发射,key_x会归零
        }
        Sleep(10);
    }
    return 0;
}*/

void keyboard ()
{               // kbhit()   getch()  用法可用但是不好用            
/* 
   函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后,
   是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过,
   否则表示该键没被按过.
   这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅.   GetAsyncKeyState的返回值表示两个内容,
   一个是最高位bit的值,代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后,这个键是否被按下。
   &为与操作,&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态,否则是弹起状态,为0
*/
    int count=0;
    if (GetAsyncKeyState(VK_UP)& 0x8000)  
        MoveMyTank( UP );
    else if (GetAsyncKeyState(VK_DOWN)& 0x8000)  
        MoveMyTank( DOWN );
    else if (GetAsyncKeyState(VK_LEFT)& 0x8000)
        MoveMyTank( LEFT );
    else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)  
        MoveMyTank( RIGHT );
    else if (GetAsyncKeyState( 0x1B )& 0x8000)  // Esc键
        exit(0);                                //退出程序函数
    else if (GetAsyncKeyState( 0x20 )& 0x8000)  //空格
        Stop();
    else if (count++%7==0)            //这里添加计数器是为了防止按键粘连不能达到微调效果
    {
        if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000)   // +键
        {
            speed--;
            GoToxy(102,11);           //在副屏幕打印出当前速度
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
            printf("%d ",21-speed);   //副屏幕显示的速度为1~10
        }
        else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000)  // - 键
        {
            speed++;
            GoToxy(102,11);           //在副屏幕打印出当前速度
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
            printf("%d ",21-speed);   //副屏幕显示的速度为1~10
        }
    }
    if(my_tank.CD==7)
    {
        if(GetAsyncKeyState( 88 )& 0x8000)
        {
            BuildBullet(my_tank);
            my_tank.CD=0;
        }
    }
    else
        my_tank.CD++;
}

void BuildAIBullet(Tank *tank)   //AI子弹发射(建立)含有对my_tank的读取
{
    if(tank->CD==15)
    {
        if(!(rand()%11))     //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹
        {
            BuildBullet(*tank);
            tank->CD=0;
        }
    }
    else
        tank->CD++;
    if(tank->CD >= 14)       //AI强化部分,在冷却到达一定范围即可使用
    {
        if(tank->y==38 )     //如果坦克在底部(这个最优先)
        {
            if(tank->x < 20) //在老家左边
            {
                if(tank->direction==RIGHT)  //坦克方向朝左
                {
                    BuildBullet(*tank);     //发射子弹
                    tank->CD=0;
                }
            }
            else             //在老家右边
                if(tank->direction==LEFT)   //坦克方向朝右
                {
                    BuildBullet(*tank);     //发射子弹
                    tank->CD=0;
                }
        }
        else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1)  //AI坦克在纵向上"炮口"对准我的坦克
        {
            if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y)
            {                               //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方
                int big=my_tank.y , smal=tank->y , i; 
                if(my_tank.y < tank->y)
                {
                    big=tank->y;
                    smal=my_tank.y;
                }
                for(i=smal+2;i<=big-2;i++)  //判断AI炮口的直线上两坦克间有无障碍
                    if(map[i][tank->x]!=0 || map[i][tank->x]!=5)      //若有障碍
                        break;
                if(i==big-1)                //若i走到big-1说明无障碍
                {
                    BuildBullet(*tank);     //则发射子弹
                    tank->CD=0;
                }
            }
        }
        else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在横向上"炮口"对准我的坦克
        {
            if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x)
            {                  //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方
                int big=my_tank.y , smal=tank->y , i;
                if(my_tank.x < tank->x)
                {
                    big=tank->x;
                    smal=my_tank.x;
                }
                for(i=smal+2;i<=big-2;i++)  //判断AI炮口的直线上两坦克间有无障碍
                    if(map[tank->y][i]!=0 || map[tank->y][i]!=5)      //若有障碍
                        break;
                if(i==big-1)   //若i走到big-1说明无障碍
                {
                    BuildBullet(*tank);     //则发射子弹
                    tank->CD=0;
                }
            }
        }
    }
}

void BuildBullet(Tank tank)  //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet
{                            //∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同
    switch(tank.direction)   //∴为了方便,不将bullet放入参数,bullet作为全局变量使用
    {
        case UP    :
                bullet [bul_num].x = tank.x;
                bullet [bul_num].y = tank.y-2;
                bullet [bul_num].direction=1;
                break;
        case DOWN  :
                bullet [bul_num].x = tank.x;
                bullet [bul_num].y = tank.y+2;
                bullet [bul_num].direction=2;
                break;
        case LEFT  :
                bullet [bul_num].x = tank.x-2;
                bullet [bul_num].y = tank.y;
                bullet [bul_num].direction=3;
                break;
        case RIGHT :
                bullet [bul_num].x = tank.x+2;                                    
                bullet [bul_num].y = tank.y; 
                bullet [bul_num].direction=4;
                break; 
    }     
    bullet [bul_num].exist = 1;    //子弹被建立,此值为1则此子弹存在
    bullet [bul_num].initial = 1;  //子弹处于初建立状态
    bullet [bul_num].my=tank.my;   //如果是我的坦克发射的子弹bullet.my=1,否则为0
    bul_num++;
    if(bul_num==BULLET_NUM)        //如果子弹编号增长到20号,那么重头开始编号
        bul_num=0;                 //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个
}

void BulletFly(Bullet bullet[BULLET_NUM]) //子弹移动和打击
{                                         //含有全局变量Bullet的改变
    for(int i =0; i<BULLET_NUM;i++)
    {
        if(bullet [i].exist)              //如果子弹存在
        {   
            if(bullet [i].initial==0)     //如果子弹不是初建立的
            {                           
                if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5)   //如果子弹坐标当前位置无障碍
                    ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y ));     //抹除子弹图形
                switch(bullet [i].direction)                                      //然后子弹坐标变化(子弹变到下一个坐标)
                {
                    case UP    :(bullet [i].y)--;break;
                    case DOWN  :(bullet [i].y)++;break;
                    case LEFT  :(bullet [i].x)--;break;
                    case RIGHT :(bullet [i].x)++;break;
                }
            }
            int collide = BulletCheak ( bullet [i].x , bullet [i].y );   //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
            if( collide )                                                //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上)
                PrintBullet( bullet[i].x , bullet[i].y , collide);       //则打印子弹,若有碰撞则不打印
            else
                BulletHit( & bullet [i] );     //若有碰撞则执行子弹碰撞函数                  
            if(bullet [i].initial)             //若子弹初建立,则把初建立标记去除
                bullet [i].initial = 0;
            for(int j=0; j< BULLET_NUM ; j++)  //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视
                if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)
                {                              //同样的两颗我方子弹不可能产生碰撞
                    bullet [j].exist=0;
                    bullet [i].exist=0;
                    ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y ));  //抹除j子弹图形,子弹i图形已被抹除
                    break;
                }
        }
    }
}

void BulletHit(Bullet* bullet)  //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
{                               //∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中
    int x=bullet->x;            //∴这里的Tank使用全局变量
    int y=bullet->y;            //这里传入的值是子弹坐标,这两个值不需要改变
    int i;
    if(map[y][x]==1 || map[y][x]==2)  //子弹碰到砖块
    {
        if(bullet->direction==UP || bullet->direction==DOWN)   //如果子弹是纵向的
            for(i = -1 ; i<=1 ; i++)
                if(map[y][x+i]==1 || map[y][x+i]==2)  //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略
                {
                    map[y][x+i]=0;    //砖块碎
                    GoToxy(2*x+2*i,y);
                    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
                    printf("  ");
                }
        if(bullet->direction==LEFT || bullet->direction==RIGHT)     //若子弹是横向的  (与子弹纵向实现同理)
            for(i = -1 ; i<=1 ; i++)
                if(map[y+i][x]==1 || map[y+i][x]==2)
                {
                    map[y+i][x]=0;
                    GoToxy(2*x,y+i);
                    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
                    printf("  "); 
                }
        bullet->exist=0;           //这颗子弹已经不存在了
    }
    else if(map[y][x]==4 || map[y][x]==6 )  //子弹碰到边框或者不可摧毁方块
        bullet->exist=0;
    else if(bullet->my && map[y][x]>=100 && map[y][x]<104 )  //若我的子弹碰到了敌方坦克
    {
        int num = map[y][x]%100;   //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息
        if(AI_tank[num].model==3 && AI_tank[num].color==2)   //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害
                AI_tank[num].color=3;                        //则变成黄色,color=3为黄色
        else if (AI_tank[num].model==3 && AI_tank[num].color==3)
                AI_tank[num].color=4;                        //4为红色
        else                       //其他类型的坦克或者firm tank为红色的情况
        {
            AI_tank[num].alive=0;
            ClearTank(AI_tank[num].x , AI_tank[num].y);      //清除该坦克
        }
        bullet->exist=0;
        score+=100;
        GoToxy(102,5);             //在副屏幕上打印出分数
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
        printf("%d ",score);
    }
    else if(map[y][x]==200 && bullet->my==0 )   //若敌方子弹击中我的坦克
    {
        my_tank.alive=0;
        ClearTank(my_tank.x , my_tank.y);
        bullet->exist=0;
        my_tank.revive++;      //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)
        score-=100;            //分数减少
        GoToxy(102,5);         //在副屏幕上打印出分数
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
        printf("%d   ",score);
        GoToxy(102,7);         //在副屏幕打印出我的剩余生命值
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
        printf("%d   ", MAX_LIFE-my_tank.revive);
    }
//  else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用
//      bullet->exist=0;
    else if(map[y][x]==9)      //子弹碰到家(无论是谁的子弹)
    {
        bullet->exist=0;
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
        GoToxy(38,37);   printf("      ");
        GoToxy(38,38);   printf("◢◣  ");
        GoToxy(38,39);   printf("███");
        GameOver(1);           //游戏结束,传入1代表老家被毁
    }
}

int BulletCheak (int x,int y)  //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
{                              //有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2
    if(map[y][x]==0)
        return 1;
    else if(map[y][x]==5)
        return 2;
    else
        return 0;
}

void PrintBullet (int x,int y,int T)   //当前坐标BulletCheak 的值做参量 T
{
    if(T==1)          //  T==1 表示子弹当前坐标在陆地上
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);
    else if(T==2)     //  T==2 表示子弹当前坐标在水面上
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);
    GoToxy(2*x,y);
    printf("");
}

void ClearBullet(int x,int y,int T)   //当前坐标BulletCheak 的值做参量 T
{
    GoToxy(2*x,y);
    if(T==2)        //  T==2 表示子弹当前坐标在水面上
    {
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
        printf("");
    }
    else if(T==1)   //  T==1 表示子弹当前坐标在陆地上
    {
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);
        printf("  ");
    }
}

//position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
void BuildAITank(int* position, Tank* AI_tank)   //执行一次该函数只建立一个坦克
{                                         //rand函数公式:0<=rand()%(a+1)<=a  0+m<=rand()%(n-m+1)+m<=n  
                                          //rand函数实现1到n:1<=rand()%(n)+1<=n
    if(AIPositionCheak(*position))        //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义
    {
        AI_tank->x= 20 + 18*(*position);  //20 + 18 * position 对应三个生成位置的x假坐标
        AI_tank->y=2;
        if(AI_tank->revive==level_info[level-1].firm_tank_order)  //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序
        {
            AI_tank->model = 3;           //3为firm tank的模型(外观)
            AI_tank->color = 2;           //颜色参数2为绿色,具体详见函数ColorChoose
        }
        else if(AI_tank->revive==level_info[level-1].fast_tank_order)  //同上if,这里是fast_tank的
        {
            AI_tank->model = 2;
            AI_tank->color = rand()%6+1;  //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose
        }
        else      //普通坦克
        {
            AI_tank->model = 1;
            AI_tank->color = rand()%6+1;  //若不是firm tank则随机颜色
        }
        AI_tank->alive = 1;       //坦克变为存在
        AI_tank->direction = 2 ;  //方向朝下
        AI_tank->revive++;        //复活次数+1
        PrintTank(*AI_tank);
        (*position)++; 
        remain_enemy--;
        GoToxy(102,9);            //在副屏幕上打印剩余坦克数
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
        printf("%d ",remain_enemy);
        if(*position==2)          //position只能为0,1,-1,这里position循环重置
            *position = -1;
        return ;                  //若生成了一辆坦克,则结束该函数
    }
}

int AIPositionCheak( int position )    //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位
{
    int x,y;
    if(position==2)                    //2为我的坦克位置,现在暂时用不到
        x=15,y=38;
    else
        y=2 , x= 20 + 18 * position ;  //20 + 18 * position 对应三个生成位置的x假坐标
    for(int i=0;i<3;i++)
        for(int j=0;j<3;j++)
            if( map[y+j-1][x+i-1]!=0)  //如果遍历的九宫格里有障碍物
                return 0;              //则返回0,表示此生成位置有阻碍
    return 1;                          //否则生成1,表示此生成位置无阻碍
}

void MoveAITank(Tank* AI_tank) //AI专用函数,该函数主要为AI加强
{
    if(AI_tank->alive)         //如果坦克活着
    {
        if(AI_tank->stop!=0)   //坦克是否停止运动的判断,若stop参数不为0
        {
            AI_tank->stop--;   //则此坦克本回合停止运动
            return;
        }
        if( !(rand()%23) )     //22分之1的概率执行方向重置
        {
            AI_tank->direction = rand()%4+1;
            if( rand()%3 )     //在方向重置后有2分之1的概率停止走动3步的时间
            {
                AI_tank->stop=2;
                return;
            }
        }
        ClearTank (AI_tank->x , AI_tank->y);
        if(TankCheak ( *AI_tank , AI_tank->direction))   //如果前方无障碍
            switch ( AI_tank->direction )
            {
                case UP   : AI_tank->y--; break;  //上前进一格
                case DOWN : AI_tank->y++; break;  //下前进一格
                case LEFT : AI_tank->x--; break;  //左前进一格
                case RIGHT: AI_tank->x++; break;  //右前进一格
            }
        else                     //前方有障碍
        {
            if(!(rand()%4))      //3分之1的概率乱转
            {
                AI_tank->direction=rand()%4+1;
                AI_tank->stop=2; //乱转之后停止走动3步的时间
                PrintTank(*AI_tank);
                return;          //∵continue会跳过下面的打印函数,∴这里先打印
            }
            else                 //另外3分之2的几率选择正确的方向
            {
                int j;
                for(j=1;j<=4;j++)
                    if(TankCheak ( *AI_tank , j ))  //循环判断坦克四周有无障碍,此函数返值1为可通过
                        break;
                if(j==5)         //j==5说明此坦克四周都有障碍物,无法通行
                {
                    PrintTank(*AI_tank);
                    return;      //则跳过下面的while循环以防程序卡死
                }
                while(TankCheak ( *AI_tank , AI_tank->direction) == 0)  //如果前方仍有障碍
                    AI_tank->direction=(rand()%4+1);                    //则换个随机方向检测
            }
        }
        PrintTank(*AI_tank);     //打印AI坦克
    }
}

void BuildMyTank (Tank* my_tank) //建立我的坦克
{
    my_tank->x=15;
    my_tank->y=38;
    my_tank->stop=NULL;
    my_tank->direction=1;
    my_tank->model=0;
    my_tank->color=1;
    my_tank->alive=1;
    my_tank->my=1;
    my_tank->CD=7;
    PrintTank (*my_tank) ;   //打印我的坦克
}

void MoveMyTank(int turn )   //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值
{
    ClearTank(my_tank.x , my_tank.y);        //map 数组中“我的坦克”参数清除工作已在此函数中完成
    my_tank.direction=turn;                  //将键盘输入的方向值传入我的坦克方向值
    if(TankCheak ( my_tank , my_tank.direction ))  //若此时我的坦克当前方向上无障碍
        switch (turn)
        {
            case UP   : my_tank.y--; break;  //上前进一格
            case DOWN : my_tank.y++; break;  //下前进一格
            case LEFT : my_tank.x--; break;  //左前进一格
            case RIGHT: my_tank.x++; break;  //右前进一格
    }                                        //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克
    PrintTank (my_tank);
}

bool TankCheak(Tank tank,int direction)  //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)
{
    switch(direction)                    //direction变量   1上,2下,3左,4右
    {
        case UP:
            if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)
                return 1;
            else
                return 0;
        case DOWN:
            if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)
                return 1;
            else
                return 0;
        case LEFT:
            if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)
                return 1;
            else
                return 0;
        case RIGHT:
            if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)
                return 1;
            else
                return 0;
        default:
            printf("错误!!");
            Sleep(5000);
            return 0;
    }
}

void ClearTank(int x,int y)   //清除坦克函数(人机共用)
{
    for(int i=0;i<3;i++)
        for(int j=0;j<3;j++)
        {                     //将坦克占用的地图上的九格去掉
            map[y+j-1][x+i-1]=0;
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
            GoToxy(2*x+2*j-2,y+i-1);
            printf("  ");
        }
}

void PrintTank(Tank tank)     //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了
{                             // tank.color参数对应不同的颜色,范围 1 ~ 6
    ColorChoose(tank.color);  //颜色选择函数   定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)
    char *(*tankF)[4] = tank_figure[tank.model];  //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推
    for(int i = 0; i < 3; i++)   
    {
        GoToxy((tank.x-1)*2 , tank.y-1+i);        //在坦克中心坐标的左边,上中下三行打印
        printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串
        for(int j=0;j<3;j++)
            if(tank.my)       //若为我的坦克
                map[tank.y+j-1][tank.x+i-1]=200;  //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200
            else
                map[tank.y+j-1][tank.x+i-1]=100+tank.num;  //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数
    }
}

void HideCursor()  //隐藏光标
{                  //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见
    CONSOLE_CURSOR_INFO cursor_info={1,0};
    SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。
}

void GoToxy(int x,int y)  //光标移动函数,X表示横坐标,Y表示纵坐标。
{
    COORD  coord;         //使用头文件自带的坐标结构
    coord.X=x;            //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围
    coord.Y=y;
    HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE);  //获得标准输出句柄
    SetConsoleCursorPosition(a,coord);         //以标准输出的句柄为参数设置控制台光标坐标
}

void ColorChoose(int color)   //颜色选择函数
{
    switch(color)
    {
        case 1:               //天蓝色(我的坦克颜色)
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
            break;
        case 2:               //绿色
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN); 
            break;
        case 3:               //黄色
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
            break;
        case 4:               //红色
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
            break;
        case 5:               //紫色
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
            break;
        case 6:               //白色
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);
            break;
        case 7:               //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
            break;
    }
}

void Stop()    //暂停
{
    int color=1,timing=0;
    while(1)
    {
        if(timing++%30==0)
        {
            ColorChoose(color);   //颜色选择
            GoToxy(100,13);       //副屏幕打印
            printf("游戏暂停");
            GoToxy(88,17);
            printf("按回车键回到游戏");
            GoToxy(88,18);
            printf("或按 Esc键退出游戏");
            if(++color==8)
                color=1;
        }
        if (GetAsyncKeyState( 0xD )& 0x8000)      //回车键
        {
            GoToxy(100,13);       //副屏幕打印
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
            printf("正在进行");   //覆盖掉原来的提示
            GoToxy(88,17);
            printf("                     ");
            GoToxy(88,18);
            printf("                     ");
            break;
        }
        else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出  
            exit(0);
        Sleep(20);
    }
}

void ClearMainScreen()  //主屏幕清屏函数,因使用system("cls");再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数
{
    for(int i=1;i<40;i++)
    {
        GoToxy(2,i);
        printf("                                                                              ");
    }
}

void Frame ()     //打印游戏主体框架
{                 //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);
    printf("  ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁  ");
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
    printf("  ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");
    for(int i=0;i<14;i++)
    {
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
        printf("▕                                                                              ▏");
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
        printf(" |                          |\n");
    }
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
    printf("▕                                                                              ▏");
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
    printf(" |═════════════|\n");
    for(int i=0;i<24;i++)
    {
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
        printf("▕                                                                              ▏");
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
        printf(" |                          |\n");
    }
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
    printf("  ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔  ");
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE); 
    printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");
    SideScreen ();  //打印副屏幕
}

void PrintMap()     // 打印地图(地图既地图障碍物)
{
    for(int j=0;j<41;j++)
        for(int i=0;i<41;i++)
            if(map[i][j]==6)
            {
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN
                    |FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);
                GoToxy(2*j,i);
                printf("");
            }
            else if(map[i][j]==2)
            {
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
                GoToxy(2*j,i);
                printf("");
            }
            else if(map[i][j]==1)
            {
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
                GoToxy(2*j,i);
                printf("");
            }
            else if(map[i][j]==5)
            {                      
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
                GoToxy(2*j,i);
                printf("");
            }
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
    GoToxy(38,37);   printf("◣★◢");
    GoToxy(38,38);   printf("███");    //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印
    GoToxy(38,39);   printf("◢█◣");    //∴直接打印(且家的map值与符号无关)
}

void GetMap()      //地图存放函数
{                  //map里的值: 个位数的值为地图方块部分,百位数的值为坦克
    int i ,j;      //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克,
    int Map[8][41][41]=
    {
        {
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
            {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4}, 
            {4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
        },
        {
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
            {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
            {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
            {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
            {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
            {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
            {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
            {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
            {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
            {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
            {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
            {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
            {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
            {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
            {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
        },
        {
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
            {4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
            {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
            {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},
            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},
            {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},    
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
        },
        {
            {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
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            {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
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            {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},
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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},
            {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");
}
坦克对战

6.贪吃蛇(AI恩比)

#include<cstdio>
#include<windows.h>
#define UP 1
#define LEFT 2
#define DOWN 3
#define RIGHT 4
#define HEAD 5
#define WALL 22
struct botton{
int x;
int y;
int length;
}; 
struct Snake{
Snake(int a,bool b,int c);
bool life;
int Flag ;
int Length ;
int Sum ;
int color;
int speed;
POINT Head ;
POINT End ;
void Smarter() ;
void Move() ;
void Go(bool iiSmart,bool iiSmarter,bool iiMove,int up,int left,int down,int right) ;
};
void GradeIn() ;
void LevelChoose() ;
void MenuPrint() ;
void Menu() ;
void GradePrint() ;
void Setting() ;
void Prepare() ;
void Walk(int ,long&,long&) ;
void Dead() ;
void Foods() ;
void GradeOut(int) ;
void Check() ;
void Pedge(int,int,int,bool) ; 
int Pposition(int,int) ;
int Pcolor(int,int) ;
char *Psame(int,char);
char *Pempty(int) ;
POINT Food ;
Snake Person(10,true,1) ;
Snake Computer(1,false,1) ;
Snake Another(14,false,1) ;
int Map[WALL][WALL] ={} ;
int Level = 0 ;
int Score[4] ={} ;
bool iBegin = true ;
bool iMenu = false ;
bool iDead = true ;
bool iFor = false ;
bool iSmart = false ;
bool iCheck = false ;
char wLevel[4][5] ={"简单","普通","困难","炼狱"} ;
Snake::Snake(int a,bool b,int c)
{
color=a;
life=b;
speed=c;
}
/* 数据导入 */ 
void GradeIn()
{
if ( fopen("score.txt","rb")){
fscanf(fopen("score.txt","rb"),"%d%d%d%d",&Score[0],&Score[1],&Score[2]),&Score[3] ;
}
}
/* 选择菜单 */
void Menu()
{
int one=0 ;
POINT edge[5]={{16,7},{13,10},{13,13},{23,13},{16,16}} ;
int length[5]={12,18,10,8,12} ;
Print:
system("cls") ;
printf("\n\n\n%s贪%s吃%s蛇\n\n\n\n",Pempty(17),Pempty(2),Pempty(2),Pcolor( 15, 3)) ;
printf("\n%s开始游戏\n\n",Pempty(18)) ;
printf("\n%s游戏难度 :%s\n\n",Pempty(15),wLevel[Level]) ;
printf("\n%s排行榜%s设置\n\n",Pempty(15),Pempty(4)) ;
printf("\n%s退出游戏",Pempty(18)) ;
Pedge(edge[one].x,edge[one].y,length[one],true);
Scan:
Sleep(125) ;
if ( GetAsyncKeyState(' ')||GetAsyncKeyState(VK_RETURN)){
void (*name[])()={Prepare,LevelChoose,GradePrint,Setting} ;
if(one<4){
name[one]() ;
}
if(one==0||one==4){
iBegin=(one==4)?false:true ;
return ;
}
one=0 ;
}
else if ((GetAsyncKeyState('S')||GetAsyncKeyState(VK_DOWN))&& one!=4){
one+=(one==2)?2:1 ; 
}
else if ((GetAsyncKeyState('W')||GetAsyncKeyState(VK_UP))&& one!=0){
one-=(one==3)?2:1 ;
}
else if ((GetAsyncKeyState('D')||GetAsyncKeyState(VK_RIGHT))&& one==2){
one++ ;
}
else if ((GetAsyncKeyState('A')||GetAsyncKeyState(VK_LEFT))&& one==3){
one-- ;
}
else{
goto Scan ;
}
for(int i=0;i<5;i++){
Pedge(edge[i].x,edge[i].y,length[i],false);
}
goto Print ;
}
/* 难度选择 */
void LevelChoose()
{
Print :
system("cls") ;
printf("\n\n\n%s困 难 度 选 择\n\n\n\n",Pempty(20)) ;
for(int i=0 ;i<4 ;i++){
printf("%s%s\n\n\n",Pempty(27),wLevel[i]) ;
}
for(int i=0 ;i<2 ;i++){
printf("--------",Pposition(25,(Level+2)*3+i*2) ) ;
printf("#",Pposition(25+i*7,(Level+2)*3+1)) ;
}
Scan:
Sleep(125) ;
if ((GetAsyncKeyState('S')||GetAsyncKeyState(VK_DOWN))&& Level != 3){
Level++ ;
}
else if ((GetAsyncKeyState('W')||GetAsyncKeyState(VK_UP))&& Level != 0){
Level-- ;
}
else if ( GetAsyncKeyState(' ')||GetAsyncKeyState(VK_RETURN)){
return ;
}
else{
goto Scan ;
}
goto Print ;
}
/* 排行数据 */
void GradePrint()
{
system("cls") ;
printf("\n\n\n%s排 行 榜\n\n",Pempty(18)) ;
for(int i=0 ;i<3 ;i++){
printf("%s第%d名: %d\n\n",Pempty(17) ,i+1,Score[i]) ;
}
printf("\n\n\n%s知道了\n\n",Pempty(19)) ;
Pedge(17,13,10,true);
for(Sleep(125) ; (GetAsyncKeyState(' ') ||GetAsyncKeyState(VK_RETURN))== false ;Sleep(125)) ; 
}
/* 系统设置 */ 
void Setting()
{
bool iScore=false ;
bool iOut=false ; 
bool *str[8]={&iDead,&iFor,&iSmart,&Computer.life,&Another.life,&iScore,&iCheck,&iOut} ;
char Name[8][9]={"死亡限制","循环地图","智能辅助","人机模式","双人模式","缓存清理","检查模式","退出设置"} ;
int one=0 ;
Print:
system("cls") ;
printf("\n\n%s设%s置\n\n",Pempty(25),Pempty(4)) ;
for(int i=0 ;i<8 ;i++){
printf("%s%s%s",Pempty(20),Name[i],Pempty(8)) ;
printf("%s\n\n",(*str[i])?"":"",Pcolor((*str[i])?3:15,(*str[i])?15:3)) ;
Pcolor(15,3) ;
}
for(int i=0 ;i<2 ;i++){
printf("--------",Pposition(34,one*2+3+i*2)) ;
printf("#",Pposition(34+i*7,one*2+4) ) ;
}
Scan:
Sleep(125) ;
if((GetAsyncKeyState('S')||GetAsyncKeyState(VK_DOWN))&& one < 7){
one++ ;
}
else if((GetAsyncKeyState('W')||GetAsyncKeyState(VK_UP))&& one > 0){
one-- ;
}
else if( GetAsyncKeyState(' ')||GetAsyncKeyState(VK_RETURN)){
*str[one]=(*str[one])?false:true ;
}
else{
goto Scan ;
}
if(iScore){; 
Score[0] = Score[1] = Score[2] = Score[3]= 0 ;
GradeOut(0); 
}
if(iOut){
return ;
}
goto Print ;
}
/* 检查文件 */ 
void Check()
{
for(int i=0 ;i<WALL ;i++){
for(int j=0 ;j<WALL ;j++){
fprintf(fopen("check.txt","a"),"%c",Map[i][j]+32) ;
}
fprintf(fopen("check.txt","a"),"\n") ;
}
}
/* 主函数 */
int main()
{
system("color 3f&mode con cols=44 lines=24&title 贪吃蛇") ;
GradeIn() ;
Menu:
Menu() ;
while( iBegin){
if(Another.life==false){
Person.Go(iSmart,false,false,VK_UP,VK_LEFT,VK_DOWN,VK_RIGHT) ;
}
Person.Go(iSmart,false,true,'W','A','S','D') ;
Computer.Go(true,true,true,0,0,0,0) ;
Another.Go(iSmart,false,true,VK_UP,VK_LEFT,VK_DOWN,VK_RIGHT) ;
if ( iDead&&(Map[Person.Head.y][Person.Head.x] != HEAD || ( Computer.life&& Map[Computer.Head.y][Computer.Head.x] != HEAD) || ( Another.life&& Map[Another.Head.y][Another.Head.x] != HEAD))){
Dead() ;
}
if ( iMenu){
goto Menu ;
}
Sleep(( Level < 3) ? ( 150 - ( Level * 50)) : ( rand() % 80)) ;
if(iCheck){
Check() ;
}
} 
return 0 ;
}
/* 玩家方向 */
void Snake::Go(bool iiSmart,bool iiSmarter,bool iiMove,int up,int left,int down,int right)
{
if(life){
Flag =((GetAsyncKeyState(left))&& Flag!=RIGHT)?LEFT:Flag ;
Flag = ((GetAsyncKeyState(right))&& Flag!=LEFT)?RIGHT:Flag ;
Flag = ((GetAsyncKeyState(up))&& Flag!=DOWN)?UP:Flag ;
Flag = ((GetAsyncKeyState(down))&& Flag!=UP)?DOWN:Flag ;
iMenu = (GetAsyncKeyState('R'))?true:false ;
if(iiSmarter){
Smarter() ;
}
if(iiSmart){
for(int i=0 ;i<16 ;i++){
if((Flag==LEFT&&Map[Head.y][Head.x-1])||(Flag==DOWN&&Map[Head.y+1][Head.x])||(Flag==RIGHT&&Map[Head.y][Head.x+1])||(Flag==UP&&Map[Head.y-1][Head.x])){
Flag=rand()%4+1 ;
}
}
}
if(iiMove){
Move() ;
}
}
}
/* 智能方向 */
void Snake::Smarter()
{
Map[Food.y][Food.x]=-2 ;
for(int nem=0 ;nem<50&&Map[Head.y-1][Head.x]!=-2&&Map[Head.y+1][Head.x]!=-2&&Map[Head.y][Head.x-1]!=-2&&Map[Head.y][Head.x+1]!=-2 ;nem++){
for(int i=1 ;i<WALL-1 ;i++){
for(int j=1 ;j<WALL-1 ;j++){
if(Map[i][j]==-2){
if(Map[i-1][j]==0){
Map[i-1][j]=-1 ;
}
if(Map[i+1][j]==0){
Map[i+1][j]=-1 ;
}
if(Map[i][j-1]==0){
Map[i][j-1]=-1 ;
}
if(Map[i][j+1]==0){
Map[i][j+1]=-1 ;
}
}
}
}
if(iFor){
for(int i=0 ;i<WALL ;i++){
for(int j=0 ;j<WALL ;j+=(i==0||i==WALL-1)?1:WALL-1){
if(Map[i][j]==-1){
Map[(i==0||i==WALL-1)?abs(i-WALL+1):i][(j==0||j==WALL-1)?abs(j-WALL+1):j] = (Map[(i==0||i==WALL-1)?abs(i-WALL+1):i][(j==0||j==WALL-1)?abs(j-WALL+1):j]==0)?-2:Map[(i==0||i==WALL-1)?abs(i-WALL+1):i][(j==0||j==WALL-1)?abs(j-WALL+1):j] ;
Map[(i==0||i==WALL-1)?abs(i-WALL+2):i][(j==0||j==WALL-1)?abs(j-WALL+2):j] = (Map[(i==0||i==WALL-1)?abs(i-WALL+2):i][(j==0||j==WALL-1)?abs(j-WALL+2):j]==0)?-2:Map[(i==0||i==WALL-1)?abs(i-WALL+2):i][(j==0||j==WALL-1)?abs(j-WALL+2):j] ;   
}
}
}
}
for(int i=0 ;i<WALL ;i++){
for(int j=0 ;j<WALL ;j++){
Map[i][j]=(Map[i][j]==-1)?-2:Map[i][j] ;
}
}
}
if(Map[Head.y-1][Head.x]==-2){
Flag=UP ;
}
else if(Map[Head.y+1][Head.x]==-2){
Flag=DOWN ;
}
else if(Map[Head.y][Head.x-1]==-2){
Flag=LEFT ;
}
else if(Map[Head.y][Head.x+1]==-2){
Flag=RIGHT ;
}
for(int i=0 ;i<WALL ;i++){
for(int j=0 ;j<WALL ;j++){
if(Map[i][j]==-2){
Map[i][j]=0 ;
}
}
}
}
/* 定位打印 */
int Pposition ( int x ,int y)
{
COORD Pos ={ x,y } ;
HANDLE Handle = GetStdHandle(STD_OUTPUT_HANDLE) ;
SetConsoleCursorPosition(Handle, Pos) ;
CONSOLE_CURSOR_INFO CurSor ;
GetConsoleCursorInfo(Handle,&CurSor) ;
CurSor.bVisible = false ;
SetConsoleCursorInfo(Handle,&CurSor) ;
return 0 ;
}
/* 颜色字体 */
int Pcolor( int a ,int b)
{
HANDLE Handle=GetStdHandle(STD_OUTPUT_HANDLE) ;
SetConsoleTextAttribute(Handle, a + b * 0x10) ;
return 0 ;
}
/* 批量打印 */ 
char * Psame (int n,char word)
{
char * sentence=new char [n+2] ;
for(int i=0 ;i<n ;i++){
sentence[i]=word ;
}
sentence[n]=0 ;
return sentence ;
}
/* 空格打印 */ 
char * Pempty(int n)
{
return Psame(n,' '); 
}
/* 边框打印 */
void Pedge(int x,int y,int length,bool saw)
{
for(int i=0;i<2;i++){
printf("%s",Psame(length,'-'),Pposition(x,y+i*2),Pcolor(saw?15:3,3));
printf("#",Pposition(x+i*(length-1),y+1)); 
}
}
/* 运行准备 */
void Prepare()
{
Person.Flag = RIGHT ;
Person.End.x = Person.Head.x = 3 ;
Person.End.y = Person.Head.y = 10 ;
Person.Sum = -3 ;
Person.Length = 0 ;
Computer.Flag = LEFT ;
Computer.End.x = Computer.Head.x = 18 ;
Computer.End.y = Computer.Head.y = 10 ;
Computer.Sum = -3 ;
Computer.Length = 0 ;
Another.Flag =(Computer.life)?DOWN : LEFT ;
Another.End.x = Another.Head.x =(Computer.life)? 11:18 ;
Another.End.y = Another.Head.y =(Computer.life)? 3:10 ;
Another.Sum = -3 ;
Another.Length = 0 ;
iMenu = false ;
system("cls") ;
for( int i = 0 ; i < WALL ; i++){
for( int j = 0 ; j < WALL ; ++j){
if( i == 0 || i == WALL -1 || j == 0 || j == WALL -1){
Map[i][j] = (iFor)?0:WALL ;
Pcolor( 15,3) ;
}
else{
Map[i][j] = 0 ;
Pcolor( 3 , 3) ;
}
printf("") ;
}
}
Foods() ;
}
/* 蛇皮走位 */
void Walk(int Flag,long&x,long&y)
{
switch(Flag){
case LEFT:{
x-=(iFor&&x==1)?-19:1 ;
}return ;
case RIGHT:{
x+=(iFor&&x==20)?-19:1 ;
}return ;
case UP:{
y-=(iFor&&y==1)?-19:1 ;
}return ;
case DOWN:{
y+=(iFor&&y==20)?-19:1 ;
}return ;
}
}
/* 蛇的移动 */ 
void Snake::Move()
{
printf("",Pcolor(color,3) ,Pposition(End.x*2,End.y) ) ;
Map[Head.y][Head.x] = Flag ;
Walk(Flag,Head.x,Head.y) ;
printf("",Pcolor( color ,3),Pposition( Head.x * 2 ,Head.y)) ;
Map[Head.y][Head.x] += HEAD ;
if( Head.y==Food.y&& Head.x==Food.x){
Length++ ;
Foods() ;
}
if( Sum==Length){
int Temp = Map[End.y][End.x] ;
Map[End.y][End.x] = 0 ;
printf("",Pcolor( 3 ,3), Pposition( End.x * 2 ,End.y) ) ;
Walk(Temp,End.x,End.y) ;
}
else{
Sum++ ;
}
}
/* 判断死亡 */
void Dead()
{
GradeOut(Person.Length+Another.Length) ;
printf(" Game Over !",Pcolor( 15, 3) ,Pposition( 16 , 9)) ;
Sleep(1500) ;
char wDead[3][9] ={"重新开始","返回菜单","退出游戏"} ;
int one = iBegin = false ;
Print:
system("cls") ;
printf("\n\n\n\n%s游 戏 结 束\n",Pempty(20)) ;
if(Another.life&&Person.Length>Another.Length){
printf("%s左 边 赢 了",Pempty(20)) ;
}
else if(Another.life&&Person.Length<Another.Length){
printf("%s右 边 赢 了",Pempty(20)) ;
}
printf("\n%s分数 : %d\n\n\n\n" ,Pempty(22),Person.Length+Another.Length) ;
for( int i = 0 ; i < 3 ; i++){
printf("%s%s\n\n\n",Pempty(23),wDead[i]) ;
}
for(int i=0 ;i<2 ;i++){
printf("------------",Pposition(21,one*3+9+i*2)) ;
printf("#",Pposition(21+i*11,one*3+10) ) ;
}
Scan:
Sleep(125) ;
if((GetAsyncKeyState('W')||GetAsyncKeyState(VK_UP))&& one != 0){
one-- ;
}
else if((GetAsyncKeyState('S')||GetAsyncKeyState(VK_DOWN))&& one != 2){
one++ ;
}
else if( GetAsyncKeyState(' ')||GetAsyncKeyState(VK_RETURN)){
switch(one){
case 0:{
iBegin = true ;
Prepare() ;
}break ;
case 1:{
iBegin = iMenu = true ;
}break ;
}
return ;
}
else{
goto Scan ;
}
goto Print ;
}
/* 随机果实 */
void Foods()
{
do{
Food.x = rand() % ( WALL - 2) +1 ;
Food.y = rand() % ( WALL - 2) +1 ;
}while( Map[Food.y][Food.x]!=0) ;
printf("",Pcolor( 4 , 3),Pposition( Food.x * 2 ,Food.y)) ;
}
/* 分数保存 */
void GradeOut(int grade)
{
for(int i=2 ;i>=0 ;i--){
if(Score[i]<grade){
Score[i+1] = Score[i] ;
Score[i] = grade ;
}
}
fprintf(fopen("score.txt","w+"),"%d\n%d\n%d",Score[0],Score[1],Score[2]) ;
}
贪吃蛇

7.拯救公主(lsy和sgdsm力推)

#include<stdlib.h>
#include<stdio.h>
#include<time.h> //suiji 
#include<string.h>
#include<windows.h> //SLEEP函数
struct Player //玩家结构体,并初始化player
{
    char name[21];
    int attack;
    int defense;
    int health;
    long int max_health;
    int level;
    int exp;
    int range_exp;
    long int max_exp;
} player= {"勇者",50,40,100,100,1,0,0,100};
struct Enemy //怪的结构体,并初始化各种怪
{
    char name[20];
    char wupin[12];
    int attack;
    int defense;
    int health;
    int money;
    long int exp;
    int wupin_sign;
    int wupinpro;
    int double_attack;
    int miss;
} strongman= {"森林巨人","黄金圣衣",40,50,350,200,100,1,2,1,0},
  witch= {"森林女巫","银甲",25,15,100,50,50,2,2,1,1},
  xiyi= {"森林蜥蜴","铁甲",18,10,50,30,35,3,3,2,2},
  big_strongman= {"森林巨人王","巨人之臂",40*5,50*5,350*5,200*5,100*5,4,4,2,0},
  lion= {"草原雄狮","绝世好剑",60,30,280,200,100,5,2,1,0},
  horse= {"草原野马","碧血剑",28,12,90,50,50,6,2,1,1},
  bee= {"草原黄蜂","长剑",17,11,60,30,35,7,3,2,2},
  shitu= {"使徒","\0",60*8,30*8,280*8,200*8,100*8,9,1,1,0},
  guai= {"\0","\0",0,0,0,0,0,0,0,0,0};
struct Place
{
    int bar,hotel,forest1,forest2,forest3,grass1,grass2,grass3;
} place= {1,2,3,4,5,6,7,8};
int max_exp=0;
int choose_number=0,s=0,strongman_arm=0,battle=0,money=500,place_sign=9;
int cao=3,jijiubao=2,baiyao=2,superbaiyao=1,boom=3,dubiao=2,atom_boom=1;
int fang=0,fang1=10,fang1n=0,fang2=20,fang2n=0,fang3=40,fang3n=0,fang4=100,fang4n=0;
int gong=0,gong1=8,gong1n=0,gong2=15,gong2n=0,gong3=25,gong3n=0,gong4=60,gong4n=0;
char gongname[20]="",fangname[20]="";
char proof;
void AddWupin(int);
int AttackResult();
void BattleAct();
void ChooseWupin();
void DisplayState();
void OrdinaryAct();
int SuiJi();
int SuiJi100();
void WhetherLevelUp();
void SlowDisplay(char *);
int main()
{
    int i=0,j=0,k=0;
    char player_name[21];
    SlowDisplay("这是一个勇者的世界! 雅莉萨斯国的罗茜公主被陌生人绑架了!\n\n 伟大的勇者啊~拿起你们的武器,营救公主!\n\n\n输入你的名字: (20个字符)\n\n\n");
// sndPlaySound("res\\F005.wav",SND_LOOP);
    scanf("%s",player_name);
    strncpy(player.name,player_name,20);
    if(strcmp(player.name,"王永涵")==0)
    {
        SlowDisplay("封印多年的 王永涵 啊!你终于可以重见天日了!\n\n\n 王永涵 重新启动... 随即... 暴走!!!\n\n\n");
        player.attack=999;
        player.defense=999;
        player.health=9999;
        player.max_health=9999;
    }
    getchar();
    OrdinaryAct();
    return 0;
}
int SuiJi()
{
    srand((unsigned)time(NULL));
    return rand()%10;
}
int SuiJi100()
{
    srand((unsigned)time(NULL));
    return rand()%100;
}
void ChooseWupin() //选择物品 并使用
{
    printf("物品: 1,止血草%d个 2,急救包%d个 3,云南白药%d个 4,超级云南白药%d个 5,手雷%d个 6,毒标%d个 7,手抛式原子弹%d个 0,返回\n\n\n",cao,jijiubao,baiyao,superbaiyao,boom,dubiao,atom_boom);
    switch(scanf("%d",&choose_number),choose_number)
    {
        case 1:
            if(cao>0)
            {
                SlowDisplay("使用止血草,HP增加60\n\n\n");
                cao--;
                if(player.health+60>player.max_health)player.health=player.max_health;
                else player.health+=60;
            }
            else SlowDisplay("没有止血草了\n\n\n");
            break;
        case 2:
            if(jijiubao>0)
            {
                SlowDisplay("使用急救包,HP增加80\n\n\n");
                jijiubao--;
                if(player.health+80>player.max_health)player.health=player.max_health;
                else player.health+=80;
            }
            else SlowDisplay("没有急救包了\n\n\n");
            break;
        case 3:
            if(baiyao>0)
            {
                SlowDisplay("使用云南白药,HP增加120\n\n\n");
                baiyao--;
                if(player.health+120>player.max_health)player.health=player.max_health;
                else player.health+=120;
            }
            else SlowDisplay("没有云南白药了\n\n\n");
            break;
        case 4:
            if(superbaiyao>0)
            {
                SlowDisplay("使用超级云南白药,HP增加200\n\n\n");
                superbaiyao--;
                if(player.health+200>player.max_health)player.health=player.max_health;
                else player.health+=200;
            }
            else SlowDisplay("没有超级云南白药了\n\n\n");
            break;
        case 5:
            if(battle) //在战斗中(battle=1),否则(battle=0)不能使用攻击性物品
            {
                if(boom>0)
                {
                    SlowDisplay("使用手雷,敌人HP减少100\n\n\n");
                    boom--;
                    guai.health-=100;
                    AttackResult();
                }
            }
            else SlowDisplay("非战斗状态,不能使用手雷!\n\n\n");
            break;
        case 6:
            if(battle) //在战斗中(battle=1),否则(battle=0)不能使用攻击性物品
            {
                if(dubiao>0)
                {
                    SlowDisplay("使用毒标,敌人HP减少200\n\n\n");
                    dubiao--;
                    guai.health-=200;
                    AttackResult();
                }
            }
            else SlowDisplay("非战斗状态,不能使用毒标!\n\n\n");
            break;
        case 7:
            if(battle) //在战斗中(battle=1),否则(battle=0)不能使用攻击性物品
            {
                if(atom_boom>0)
                {
                    SlowDisplay("使用手抛式原子弹,敌人HP减少500\n\n\n");
                    atom_boom--;
                    guai.health-=500;
                    AttackResult();
                }
            }
            else SlowDisplay("非战斗状态,不能使用手抛式原子弹!\n\n\n");
            break;
        case 0:
            break;
default:

            printf("ChooseWupin error!\n\n\n");
    }
}
int AttackResult() //攻击结果:判断是否获胜 是否获得物品 和 是否升级
{
    if(guai.health<=0)
    {
        battle=0;
        printf("战斗胜利!获得金币%d,经验%d\n\n\n",guai.money,guai.exp);
        player.exp+=guai.exp;
        player.range_exp+=guai.exp;
        money+=guai.money;
        s=SuiJi();
        if(s<guai.wupinpro)
        {
            SlowDisplay("从敌人尸骸中发现");
            printf("%s\n\n\n",guai.wupin);
            AddWupin(guai.wupin_sign);
        }
        WhetherLevelUp();
        if(strcmp(guai.name,"使徒")==0)
        {
            puts("战斗胜利,救出公主!!!");
            getchar();
            getchar();
            exit(0);
        }
        return 1; //攻击有结果了返回1,否则返回0,用于判断是否继续做战斗行为
    }
    else
    {
        int s=SuiJi();
        if((guai.attack+s-player.defense/3)<0)
        {
            player.health-=1;
            printf("%s反击,你的HP减少了 1\n\n",guai.name);
        }
        else
        {
            player.health-=guai.attack+s-player.defense/3;
            printf("%s反击,你的HP减少了%d\n\n",guai.name,guai.attack+s-player.defense/3);
        }
        if(player.health<0)
        {
            battle=0;
            printf("%s战死!金币掉落%d\n\n\n",player.name,player.level*500);
            money-=player.level*500;
            player.health=player.max_health/5;
            OrdinaryAct();//////////
            return 1;
        }
    }
    return 0;
}
void AddWupin(int wupin_sign)
{
    switch(wupin_sign)
    {
        case 1:
            fang4n++;
            break;
        case 2:
            fang3n++;
            break;
        case 3:
            fang2n++;
            break;
        case 4:
            strongman_arm=1;
            break;
        case 5:
            gong4n++;
            break;
        case 6:
            gong3n++;
            break;
        case 7:
            gong2n++;
            break;
default:

            printf("AddWupin error\n\n\n");
    }
}
void WhetherLevelUp()
{
    int i=0,j=0;
    int l1=player.range_exp/100;
    int l2=player.range_exp/300;
    int l3=player.range_exp/600;
    if(player.level<=15&&l1>0) //15级以下,经验足够 都满足则升级
    {
        if(l1==1)
        {
            printf("%s",player.name);
            SlowDisplay(" 升级!\n\n\n攻击力+3, 防御力+2, HP上限+20\n\n\n");
            player.exp=player.exp+guai.exp-(player.exp+guai.exp)%100;
            player.attack+=3;
            player.defense+=2;
            player.max_health+=20;
            player.health=player.max_health;
            player.level++;
            player.range_exp=0;
            player.exp=player.max_exp;
            player.max_exp+=100;
        }
        else
        {
            printf("好厉害!连升%d级!",l1);
            printf("攻击力+%d, 防御力+%d, HP上限+%d\n\n\n",3*l1,2*l1,20*l1);
            player.exp=player.exp+guai.exp-(player.exp+guai.exp)%100;
            player.attack+=3*l1;
            player.defense+=2*l1;
            player.max_health+=20*l1;
            player.health=player.max_health;
            player.level+=l1;
            player.range_exp=0;
            player.exp=player.max_exp;
            player.max_exp+=100*l1;
        }
    }
    else if(player.level<=40&&l2>0)
    {
        if(l2==1)
        {
            printf("%s",player.name);
            SlowDisplay(" 升级!\n\n\n攻击力+3, 防御力+2, HP上限+20\n\n\n");
            player.exp=player.exp+guai.exp-(player.exp+guai.exp)%100;
            player.attack+=3;
            player.defense+=2;
            player.max_health+=20;
            player.health=player.max_health;
            player.level++;
            player.range_exp=0;
            player.exp=player.max_exp;
            player.max_exp+=300;
        }
        else
        {
            printf("好厉害!连升%d级!",l1);
            printf("攻击力+%d, 防御力+%d, HP上限+%d\n\n\n",3*l2,2*l2,20*l2);
            player.exp=player.exp+guai.exp-(player.exp+guai.exp)%100;
            player.attack+=3*l2;
            player.defense+=2*l2;
            player.max_health+=20*l2;
            player.health=player.max_health;
            player.level+=l2;
            player.range_exp=0;
            player.exp=player.max_exp;
            player.max_exp+=300*l2;
        }
    }
    else if(l3>0)
    {
        if(l3==1)
        {
            printf("%s",player.name);
            SlowDisplay(" 升级!\n\n\n攻击力+3, 防御力+2, HP上限+20\n\n\n");
            player.exp=player.exp+guai.exp-(player.exp+guai.exp)%100;
            player.attack+=3;
            player.defense+=2;
            player.max_health+=20;
            player.health=player.max_health;
            player.level++;
            player.range_exp=0;
            player.exp=player.max_exp;
            player.max_exp+=600;
        }
        else
        {
            printf("好厉害!连升%d级!",l1);
            printf("攻击力+%d, 防御力+%d, HP上限+%d\n\n\n",3*l3,2*l3,20*l3);
            player.exp=player.exp+guai.exp-(player.exp+guai.exp)%100;
            player.attack+=3*l3;
            player.defense+=2*l3;
            player.max_health+=20*l3;
            player.health=player.max_health;
            player.level+=l3;
            player.range_exp=0;
            player.exp=player.max_exp;
            player.max_exp+=600*l3;
        }
    }
}
void OrdinaryAct() //正常行为菜单(移动,物品,对话,查看状态,装备,退出游戏)
{
    while(1)
    {
// \(1000);
// system("cls");
        puts("=============================================================================");
        printf("要做什么?\n\n\n 1,移动 2,道具 3,对话 4,查看状态 5,装备 0,退出游戏\n\n\n");
        puts("=============================================================================");
        switch(scanf("%d",&choose_number),choose_number)
        {
            case 1: //显示移动菜单
                SlowDisplay("要去哪里?\n\n\n");
                printf("1,酒吧 2,旅馆 3,森林一层 4,森林二层 5,森林三层 6,草原一层 7,草原二层 8,草原三层\n\n\n");
                switch(scanf("%d",&choose_number),choose_number)
                {
                    case 1:
                        place_sign=place.bar; //记录目前位置-酒吧
// OrdinaryAct();
                        break;
                    case 2:
                        place_sign=place.hotel; //进入旅店
                        SlowDisplay("要住店吗? 200个金币 1,是 0,否\n\n\n");
                        choose_number=1;
                        switch(scanf("%d",&choose_number),choose_number)
                        {
                            case 1:
                                if(money-200<0) //判断钱是否够
                                {
                                    SlowDisplay("Sorry,你的钱不够~\n\n\n");
                                }
                                else
                                {
                                    SlowDisplay("好好休息\n\tHP满\n\t\t第二天了\n\n");
                                    money-=200; //花费200住店费
                                    player.health=player.max_health; //体力满
                                }
                                break;
                            case 0:
                                SlowDisplay("下次再来!\n\n\n");
                                break;
default: printf("hotel talk error!\n\n\n");

                        }
                        place_sign=0;
                        break;
                    case 3:
                        place_sign=place.forest1;
                        s=SuiJi();
                        if(s<7)
                        {
                            battle=1;
                            guai=xiyi;
                            printf("%s扑了过来!\n\n\n",guai.name);
                            BattleAct();
                        }
                        else if(s<9)
                        {
                            battle=1;
                            guai=witch;
                            printf("%s扑了过来!\n\n\n",guai.name);
                            BattleAct();
                        }
                        else
                        {
                            SlowDisplay("这里安全\n\n\n");
//不用调用OAct函数,会自动执行OAct函数;
                        }
                        break;
                    case 4:
                        place_sign=place.forest2;
                        s=SuiJi();
                        if(s<7)
                        {
                            battle=1;
                            guai=witch;
                            printf("%s扑了过来!\n\n\n",guai.name);
                            BattleAct();
                        }
                        else if(s<9)
                        {
                            battle=1;
                            guai=strongman;
                            printf("%s扑了过来!\n\n\n",guai.name);
                            BattleAct();
                        }
                        else
                        {
                            SlowDisplay("这里安全\n\n\n");
                        }
                        break;
                    case 5:
                        place_sign=place.forest3;
                        s=SuiJi();
                        if(s<7)
                        {
                            battle=1;
                            guai=strongman;
                            printf("%s扑了过来!\n\n\n",guai.name);
                            BattleAct();
                        }
                        else if(s<9)
                        {
                            battle=1;
                            guai=big_strongman;
                            printf("%s扑了过来!\n\n\n",guai.name);
                            BattleAct();
                        }
                        else
                        {
                            SlowDisplay("这里安全\n\n\n");
                        }
                        break;
                    case 6:
                        place_sign=place.grass1;
                        s=SuiJi();
                        if(s<7)
                        {
                            battle=1;
                            guai=bee;
                            printf("%s扑了过来!\n\n\n",guai.name);
                            BattleAct();
                        }
                        else if(s<9)
                        {
                            battle=1;
                            guai=horse;
                            printf("%s扑了过来!\n\n\n",guai.name);
                            BattleAct();
                        }
                        else
                        {
                            SlowDisplay("这里安全\n\n\n");
                        }
                        break;
                    case 7:
                        place_sign=place.grass2;
                        s=SuiJi();
                        if(s<7)
                        {
                            battle=1;
                            guai=horse;
                            printf("%s扑了过来!\n\n\n",guai.name);
                            BattleAct();
                        }
                        else if(s<9)
                        {
                            battle=1;
                            guai=lion;
                            printf("%s扑了过来!\n\n\n",guai.name);
                            BattleAct();
                        }
                        else
                        {
                            SlowDisplay("这里安全\n\n\n");
                        }
                        break;
                    case 8:
                        place_sign=place.grass3;
                        s=SuiJi();
                        if(s<7)
                        {
                            battle=1;
                            guai=lion;
                            printf("%s扑了过来!\n\n\n",guai.name);
                            BattleAct();
                        }
                        else if(s<9)
                        {
                            battle=1;
                            if(strongman_arm)
                            {
                                SlowDisplay("神秘老人:\n\n\n 哈哈,年轻人,做的不错,不过...嘿嘿,你上当啦!巨人之臂我要了,公主你也别想带走!\n\n\n");
                                guai=shitu;
                                printf("%s扑了过来!\n\n\n",guai.name);
                                BattleAct();
                            }
                            else SlowDisplay("神秘老人:\n\n\n 年轻人,你好啊.如果你有巨人之臂,我可以告诉你公主的下落哦~\n\n\n");
                        }
                        else
                        {
                            SlowDisplay("这里安全\n\n\n");
                        }
                        break;
default:

                        printf("choose map error!\n\n\n");
                }
                break;
            case 2:
                ChooseWupin();
                break; //显示道具,并可以使用.
            case 3: //对话选项
                if(place_sign==place.bar)
                {
                    SlowDisplay("要和谁说话?\n\n\n1,红发女郎 2,赏金猎人 3,酒吧老板\n\n\n"); //显示对话人物
                    switch(scanf("%d",&choose_number),choose_number)
                    {
                        case 1:
                            SlowDisplay("红发女郎:\n\n\n 吧台边那个Hunter好帅啊!(~脸红~)\n\n\n听说他经常外出打猎,外面的路他应该很熟悉的!\n\n\n");
                            break;
                        case 2:
                            if(fang1n<1&&gong1n<1)
                            {
                                SlowDisplay("赏金猎人:\n\n\n 你要救公主啊!好胆量!\n\n\n 不过外面的丛林和草原很险恶,而且越深越危险,这是匕首和布衣,对你会有些帮助的,拿去吧!\n\n\n");
                                printf("%s心想:(哇,这位大叔人真好啊!\n\n\n)",player.name);
                                gong1n++;
                                fang1n++;
                            }
                            else SlowDisplay("赏金猎人:\n\n\n 加油吧,年轻人!\n\n\n 不要被外面丛林和草原所吓倒!\n\n\n");
                            break;
                        case 3:
                            printf("要喝点什么?\n\n\n 1,二锅头25金币 HP+20 2,XO酒80金币 HP+50 3,人头马面150金币 HP+100 0,返回\n\n\n");
                            choose_number=1;
                            while(choose_number)
                            {
                                switch(scanf("%d",&choose_number),choose_number)
                                {
                                    case 1:
                                        if(money<25)
                                        {
                                            SlowDisplay("钱不够!");
                                        }
                                        else
                                        {
                                            if(player.health+20<=player.max_health)
                                            {
                                                SlowDisplay("HP+20.");
                                                money-=25;
                                                player.health+=20;
                                            }
                                            else
                                            {
                                                SlowDisplay("HP满了");
                                                player.health=player.max_health;
                                            }
                                        }
                                        break;
                                    case 2:
                                        if(money<80)
                                        {
                                            SlowDisplay("钱不够!");
                                        }
                                        else
                                        {
                                            if(player.health+50<=player.max_health)
                                            {
                                                SlowDisplay("HP+50.");
                                                money-=80;
                                                player.health+=50;
                                            }
                                            else
                                            {
                                                SlowDisplay("HP满了");
                                                player.health=player.max_health;
                                            }
                                        }
                                        break;
                                    case 3:
                                        if(money<150)
                                        {
                                            SlowDisplay("钱不够!");
                                        }
                                        else
                                        {
                                            if(player.health+100<=player.max_health)
                                            {
                                                SlowDisplay("HP+100.");
                                                money-=150;
                                                player.health+=100;
                                            }
                                            else
                                            {
                                                SlowDisplay("HP满了");
                                                player.health=player.max_health;
                                            }
                                        }
                                        break;
                                    case 0:
                                        SlowDisplay("下次再来!\n");
                                        break;
default: SlowDisplay("输入错误\n\n\n");

                                }
                            }
                    }
                }
                else if(place_sign==place.hotel)
                    SlowDisplay("“老板娘!我...”\n\n\n“我忙着呢,没空理你~”\n\n\n");
                else SlowDisplay("这里好像没人可以聊天\n\n\n");
                break;
            case 4:
                DisplayState();
                break; //显示状态
            case 5: //装备
                printf("攻装: 1,匕首:%d个 2,长剑:%d个 3,碧血剑:%d个 4,绝世好剑:%d个\n\n\n",gong1n,gong2n,gong3n,gong4n);
                printf("防装: 5,布衣:%d个 6,铁甲:%d个 7,银甲:%d个 8,黄金圣衣:%d个\t\t0,返回\n\n\n",fang1n,fang2n,fang3n,fang4n);
                SlowDisplay("选择要装备的武器或防具:\n\n\n");
                switch(scanf("%d",&choose_number),choose_number)
                {
                    case 1:
                        if(gong1n>=1)
                        {
                            SlowDisplay("拿起了匕首\n\n\n");
                            gong=gong1;
                            strcpy(gongname,"匕首");
                        }
                        else SlowDisplay("你没有匕首可以装备\n\n\n");
                        break;
                    case 2:
                        if(gong2n>=1)
                        {
                            SlowDisplay("拿起了长剑\n\n\n");
                            gong=gong2;
                            strcpy(gongname,"长剑");
                        }
                        else SlowDisplay("你没有长剑可以装备\n\n\n");
                        break;
                    case 3:
                        if(gong3n>=1)
                        {
                            SlowDisplay("拿起了碧血剑\n\n\n");
                            gong=gong3;
                            strcpy(gongname,"碧血剑");
                        }
                        else SlowDisplay("你没有碧血剑可以装备\n\n\n");
                        break;
                    case 4:
                        if(gong4n>=1)
                        {
                            SlowDisplay("拿起了绝世好剑\n\n\n");
                            gong=gong4;
                            strcpy(gongname,"绝世好剑");
                        }
                        else SlowDisplay("你没有绝世好剑可以装备\n\n\n");
                        break;
                    case 5:
                        if(fang1n>=1)
                        {
                            SlowDisplay("穿上了布衣\n\n\n");
                            fang=fang1;
                            strcpy(fangname,"布衣");
                        }
                        else SlowDisplay("你没有布衣可以装备\n\n\n");
                        break;
                    case 6:
                        if(fang2>=1)
                        {
                            SlowDisplay("穿上了铁甲\n\n\n");
                            fang=fang2;
                            strcpy(fangname,"铁甲");
                        }
                        else SlowDisplay("你没有铁甲可以装备\n\n\n");
                        break;
                    case 7:
                        if(fang3n>=1)
                        {
                            SlowDisplay("穿上了银甲\n\n\n");
                            fang=fang3;
                            strcpy(fangname,"银甲");
                        }
                        else SlowDisplay("你没有银甲可以装备\n\n\n");
                        break;
                    case 8:
                        if(fang4n>=1)
                        {
                            SlowDisplay("穿上了黄金圣衣\n\n\n");
                            fang=fang4;
                            strcpy(fangname,"黄金圣衣");
                        }
                        else SlowDisplay("你没有黄金圣衣可以装备\n\n\n");
                        break;
                    case 0:
                        SlowDisplay("未更换装备\n\n\n");
                        break;
default:

                        printf("change error!");
                }
                break;
            case 0:
                SlowDisplay("确定退出游戏?(Y/N)\n\n\n");
                getchar();
                proof=getchar();
                if(proof=='y'||proof=='Y')
                {
                    SlowDisplay("数据存储中...");
//向文件中更新数据;
                    getchar();
                    SlowDisplay("按回车退出");
                    getchar();
                    return;
                }
                else if(proof=='n'||proof=='N')printf("继续游戏!\n\n\n");
                else SlowDisplay("继续!\n\n\n");
                break;
default:

                SlowDisplay("输入错误!\n\n\n");
        }
    }
}
void DisplayState()
{
    printf("%s 攻击力:%d+%d=%d 防御力:%d+%d=%d HP:%d/%d \n\n\n",player.name,player.attack,gong,player.attack+gong,player.defense,fang,player.defense+fang,player.health,player.max_health);
    printf("武器: %s 防具: %s \n\n\n",gongname,fangname);
    printf("等级:%d 经验:%d/%d 还需要%d经验升级 金币:%d \n\n\n",player.level,player.exp,player.max_exp,player.max_exp-player.exp,money);
}
void BattleAct()
{
    while(1)
    {
        puts("=============================================================================");
        printf("要怎么办?\n\n\n 1,攻击 2,物品 3,查看状态 4,逃跑\n\n\n");
        switch(scanf("%d",&choose_number),choose_number)
        {
            case 1:
                s=SuiJi();
                printf("%s攻击! %sHP减少%d\n\n\n",player.name,guai.name,player.attack+s+gong-guai.defense/3);
                guai.health-=player.attack+s+gong-guai.defense/3;
                if(AttackResult())return; //如果攻击有结果(敌人或玩家战死)退出函数
                else continue;
            case 2:
                ChooseWupin();
                break; //选择物品,可以使用,战斗中允许使用攻击性物品
            case 3:
                DisplayState();
                break; //显示状态
            case 4:
                s=SuiJi();
                if(s<4) //40%的概率可以逃跑
                {
                    printf("%s逃跑了~\n\n\n",player.name);
                    battle=0;
                    return;
                }
                else printf("%s逃跑失败!\n\n\n",player.name);
                break;
default: SlowDisplay("输入错误,重新输入!\n\n\n");

        }
    }
}
void SlowDisplay(char *p)
{
    while(1)
    {
        if(*p!=0)
            printf("%c",*p++);
        else
            break;
        Sleep(100);
    }
}
拯救公主

 

posted @ 2022-10-06 21:17  为么要取名字  阅读(95)  评论(0编辑  收藏  举报