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- 时间: 2026年03月21日 03:50
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重庆做商城网站建设,四川住房城乡和城乡建设厅网站首页,营销网站制作信ls15227,校园网站管理系统目录
狼人杀
走迷宫
炸弹人
贪吃蛇
飞翔的小鸟
跑酷
吃豆人
飞机大战
人生模拟器
坦克大战
修仙模拟器 搜集了一些小游戏#xff0c;名字下是个人是个人喜欢度#xff0c;可供参考~
狼人杀
❤❤❤❤
#includebits/stdc.h
#includecstdio
#incl…目录
狼人杀
走迷宫
炸弹人
贪吃蛇
飞翔的小鸟
跑酷
吃豆人
飞机大战
人生模拟器
坦克大战
修仙模拟器 搜集了一些小游戏名字下是个人是个人喜欢度可供参考~
狼人杀
❤❤❤❤
#includebits/stdc.h
#includecstdio
#includecstdlib
#includectime
#includewindows.h
using namespace std;
struct IDname
{int geshu;string NAME;
};
IDname jue_se[100];
struct ID
{int num;bool life;string name;int know;int how;
};
ID player[21];
int n,MY,kill1,kill2;
char a;
bool jieyao1,duyao1;
int lieren,shouwei0;
void init1()
{jue_se[1].NAME村民 ;jue_se[2].NAME狼人 ;jue_se[3].NAME女巫 ;jue_se[4].NAME预言家 ;jue_se[5].NAME猎人 ;jue_se[6].NAME守卫 ;
}
void init2(int nn)
{switch(nn){case 6:jue_se[1].geshu3;jue_se[2].geshu2;jue_se[3].geshu1;jue_se[4].geshu0;jue_se[5].geshu0;jue_se[6].geshu0;break;case 7:jue_se[1].geshu3;jue_se[2].geshu2;jue_se[3].geshu1;jue_se[4].geshu1;jue_se[5].geshu0;jue_se[6].geshu0;break;case 8:jue_se[1].geshu3;jue_se[2].geshu3;jue_se[3].geshu1;jue_se[4].geshu1;jue_se[5].geshu0;jue_se[6].geshu0;break;case 9:jue_se[1].geshu3;jue_se[2].geshu3;jue_se[3].geshu1;jue_se[4].geshu1;jue_se[5].geshu1;jue_se[6].geshu0;break;case 10:jue_se[1].geshu4;jue_se[2].geshu3;jue_se[3].geshu1;jue_se[4].geshu1;jue_se[5].geshu1;jue_se[6].geshu0;break;case 11:jue_se[1].geshu4;jue_se[2].geshu4;jue_se[3].geshu1;jue_se[4].geshu1;jue_se[5].geshu1;jue_se[6].geshu0;break;case 12:jue_se[1].geshu4;jue_se[2].geshu4;jue_se[3].geshu1;jue_se[4].geshu1;jue_se[5].geshu1;jue_se[6].geshu1;break;default:cout输入错误,再见endl;exit(0);break;}
}
int van[10] {7,4,6,43,35,1,2,8,20,19};
void init3(int nn)
{srand(time(0));Sleep(rand()%44);int x10000;int trand();srand(time(NULL));int yvan[(rand()%100*van[rand()%10]t)%10];if(nn6)xabs(x*6/y)%31;else if(nn8)xabs(x*7/y)%41;else if(nn11)xabs(x*8/y)%51;else if(nn14)xabs(x*9/y)%61;do{if(nn6)xx%31;else if(nn8)xx%41;else if(nn11)xx%51;else if(nn14)xx%61;if(jue_se[x].geshu0){player[nn].namejue_se[x].NAME;if(player[nn].name猎人 )lierennn;if(player[nn].name守卫 )shouweinn;player[nn].life1;player[nn].numnn;player[nn].know0;jue_se[x].geshu–;player[nn].how0;break;}}while(jue_se[x].geshu0);
}
void printhhh()
{int cm0;int sz0;for(int i1; in; i){if(player[i].life0)continue;else if(player[i].name村民 )cm;else if(player[i].name女巫 ||player[i].name预言家 ||player[i].name猎人 ||player[i].name守卫 )sz;}if(sz0||cm0)cout狼人阵营胜利endl;elsecout好人阵营胜利endl;for(int i1; in; i){coutleftsetw(3)player[i].num: player[i].name ;if(player[i].life0)cout死亡\t;elsecout存活\t;if(player[i].how0)cout最终存活 endl;else if(player[i].how1)cout最终被狼人杀死endl;else if(player[i].how2)cout最终被投票投死endl;else if(player[i].how3)cout最终被女巫毒死endl;else if(player[i].how4)cout最终被猎人射杀endl;}system(pause);system(pause);system(pause);
}
void print(int day,int ti)
{HANDLE handle GetStdHandle(STD_OUTPUT_HANDLE);if(ti0)SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY);elseSetConsoleTextAttribute(handle,FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);cout\t\t\t\t第day天 ;if(ti0)cout白天endl;elsecout夜晚endl;cout我的位置:MY号endl;for(int i1; i6; i)coutplayer[i].num号位 ;coutendl;for(int i1; i6; i){if(player[i].life1){if(ti0)SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY | FOREGROUND_GREEN);elseSetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | FOREGROUND_GREEN);cout存活 ;}else{if(ti0)SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY | FOREGROUND_RED);elseSetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | FOREGROUND_RED);cout已死亡 ;}}if(ti0)SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY);elseSetConsoleTextAttribute(handle,FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);coutendl;for(int i1; i6; i){if(player[i].know0)cout未知 ;else if(player[i].know1){if(player[i].name狼人 )cout狼人 ;elsecout好人 ;}else if(player[i].know2)coutplayer[i].name ;}coutendlendl;for(int i7; in; i){if(i10)coutplayer[i].num号位 ;elsecoutplayer[i].num号位 ;}coutendl;for(int i7; in; i){if(player[i].life1){if(ti0)SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY | FOREGROUND_GREEN);elseSetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | FOREGROUND_GREEN);cout存活 ;}else{if(ti0)SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY | FOREGROUND_RED);elseSetConsoleTextAttribute(handle, FOREGROUND_INTENSITY | FOREGROUND_RED);cout已死亡 ;}}if(ti0)SetConsoleTextAttribute(handle,BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE|FOREGROUND_INTENSITY);elseSetConsoleTextAttribute(handle,FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);coutendl;for(int i7; in; i){if(player[i].know0)cout未知 ;else if(player[i].know1){if(player[i].name狼人 )cout狼人 ;elsecout好人 ;}else if(player[i].know2)coutplayer[i].name ;}coutendlendl;
}
int shou0;
void shoushui(int hhh,int hhhh)
{int x;Sleep(3000);system(cls);print(hhh,hhhh);cout守~卫~请~睁~眼~endl;Sleep(3000);system(cls);print(hhh,hhhh);if(MYshouweiplayer[MY].life1){cout请问你要守护谁?endl输入:;cinx;while(xshou||x1||xn||player[x].life0){cout输入错误,请重新输入endl输入:;cinx;}shoux;}else if(player[shouwei].life1){cout请问你要守护谁?endl;Sleep(rand()%98);srand(time(0));xrand()%n1;while(xshou||player[x].life0){Sleep(rand()%98);srand(time(0));xrand()%n1;}shoux;}else{cout请问你要守护谁?endl;Sleep(3000);shou-1;}Sleep(3000);system(cls);print(hhh,hhhh);cout守~卫~请~闭~眼~endl;
}
struct tou
{int xxx;int num;int toupiaoquan;
};
tou TOU[13];
bool cmp(tou x,tou y)
{if(x.xxxy.xxx)return x.numy.num;return x.xxxy.xxx;
}
bool cmp1(tou x,tou y)
{return x.numy.num;
}
void toupiao(int ddd,int nnn)
{int x;Sleep(2000);system(cls);print(ddd,nnn);cout现在大家请投票;for(int i1; i3; i){cout.;Sleep(500);}coutendl;for(int i1; in; i){TOU[i].numi;TOU[i].toupiaoquan1;TOU[i].xxx0;}for(int i1; in; i){if(player[i].life1){Sleep(3000);if(iMY){cout请投票…(0弃权)endl;cinx;while(player[x].life0x!0)cinx;if(x0)coutMY号玩家弃权endl;elsecoutMY号玩家投给了x号玩家endl;}else{srand(time(0));if(player[i].name狼人 ){xrand()%(n1);while(x!0(player[x].life0||player[x].name狼人 ||xi)){Sleep(rand()%98);srand(time(0));xrand()%(n1);}if(x0)couti号玩家弃权endl;elsecouti号玩家投给了x号玩家endl;}else if(player[i].name预言家 ){xrand()%(n1);while(x!0(player[x].life0||player[x].name!狼人 ||xi)){Sleep(rand()%98);srand(time(0));xrand()%(n1);}if(x0)couti号玩家弃权endl;elsecouti号玩家投给了x号玩家endl;}else{xrand()%(n1);while(x!0(player[x].life0||xi)){Sleep(rand()%98);srand(time(0));xrand()%(n1);}if(x0)couti号玩家弃权endl;elsecouti号玩家投给了x号玩家endl;}}if(x!0)TOU[x].xxx;}}Sleep(3000);sort(TOU1,TOUn1,cmp);if(TOU[2].xxx!TOU[1].xxx){cout投票结束,TOU[1].num号投票出局endl;player[TOU[1].num].life0;player[TOU[1].num].how2;Sleep(3000);return;}else{TOU[1].toupiaoquan0;TOU[2].toupiaoquan0;system(cls);print(ddd,nnn);coutTOU[1].num号,TOU[2].num号;int i;for(i3; in; i){if(TOU[i].xxxTOU[1].xxx){TOU[i].toupiaoquan0;cout,TOU[i].num号;}elsebreak;}if(in1){for(int i1; in; i)TOU[i].toupiaoquan1;}cout平票endl;}sort(TOU1,TOUn1,cmp1);cout请再次投票;for(int i1; i3; i){cout.;Sleep(500);}coutendl;for(int i1; in; i){if(player[i].life1TOU[i].toupiaoquan1){Sleep(3000);if(iMY){cout请投票…(0弃权)endl;cinx;while((player[x].life0||TOU[x].toupiaoquan1)x!0)cinx;if(x0)coutMY号玩家弃权endl;elsecoutMY号玩家投给了x号玩家endl;}else{srand(time(0));if(player[i].name狼人 ){xrand()%(n1);while(x!0(player[x].life0||player[x].name狼人 ||xi||TOU[x].toupiaoquan1)){srand(time(0));xrand()%(n1);}if(x0)couti号玩家弃权endl;elsecouti号玩家投给了x号玩家endl;}else if(player[i].name预言家 ){xrand()%(n1);while(x!0(player[x].life0||player[x].name!狼人 ||xi||TOU[x].toupiaoquan1)){srand(time(0));xrand()%(n1);}if(x0)couti号玩家弃权endl;elsecouti号玩家投给了x号玩家endl;}else{xrand()%(n1);while(x!0(player[x].life0||xi||TOU[x].toupiaoquan1)){srand(time(0));xrand()%(n1);}if(x0)couti号玩家弃权endl;elsecouti号玩家投给了x号玩家endl;}}if(x!0TOU[i].toupiaoquan1)TOU[x].xxx;}}Sleep(3000);sort(TOU1,TOUn1,cmp);if(TOU[2].xxx!TOU[1].xxx){cout投票结束,很可惜TOU[1].num号投票出局endl;player[TOU[1].num].life0;player[TOU[1].num].how2;Sleep(3000);return;}else{TOU[1].toupiaoquan0;TOU[2].toupiaoquan0;system(cls);print(ddd,nnn);coutTOU[1].num号,TOU[2].num号;int i;for(i3; in; i){if(TOU[i].xxxTOU[1].xxx){TOU[i].toupiaoquan0;cout,TOU[i].num号;}elsebreak;}if(in1){for(int i1; in; i)TOU[i].toupiaoquan1;}cout平票endl;}sort(TOU1,TOUn1,cmp1);cout请再次投票;for(int i1; i3; i){cout.;Sleep(500);}coutendl;for(int i1; in; i){if(player[i].life1TOU[i].toupiaoquan1){Sleep(3000);if(iMY){cout请投票…(0弃权)endl;cinx;while((player[x].life0||TOU[x].toupiaoquan1)x!0)cinx;if(x0)coutMY号玩家弃权endl;elsecoutMY号玩家投给了x号玩家endl;}else{srand(time(0));if(player[i].name狼人 ){xrand()%(n1);while(x!0(player[x].life0||player[x].name狼人 ||xi||TOU[x].toupiaoquan1)){srand(time(0));xrand()%(n1);}if(x0)couti号玩家弃权endl;elsecouti号玩家投给了x号玩家endl;}else if(player[i].name预言家 ||player[i].name猎人 ){xrand()%(n1);while(x!0(player[x].life0||player[x].name!狼人 ||xi||TOU[x].toupiaoquan1)){srand(time(0));xrand()%(n1);}if(x0)couti号玩家弃权endl;elsecouti号玩家投给了x号玩家endl;}else{xrand()%(n1);while(x!0(player[x].life0||xi||TOU[x].toupiaoquan1)){srand(time(0));xrand()%(n1);}if(x0)couti号玩家弃权endl;elsecouti号玩家投给了x号玩家endl;}}if(x!0TOU[i].toupiaoquan1)TOU[x].xxx;}}Sleep(3000);sort(TOU1,TOUn1,cmp);if(TOU[2].xxx!TOU[1].xxx){cout投票结束,TOU[1].num号投票出局endl;player[TOU[1].num].life0;player[TOU[1].num].how2;}elsecout投票结束,在这三次的投票中无人出局endl;Sleep(5000);
}
bool game_over()
{int pingmin0;int langren0;int shenzhi0;for(int i1; in; i){if(player[i].life0)continue;if(player[i].name狼人 )langren;else if(player[i].name村民 )pingmin;else if(player[i].name女巫 ||player[i].name预言家 ||player[i].name猎人 )shenzhi;}if(shenzhi0||langren0||pingmin0)return 1;return 0;
}
void night()
{system(cls);system(color 0f);print(1,1);cout天~黑~请~闭~眼~endl;if(n12)shoushui(1,1);Sleep(3000);system(cls);print(1,1);cout狼~人~请~睁~眼~endl;if(player[MY].name狼人 ){Sleep(1000);cout你的同伴有:;for(int i1; in; i){if(iMY)continue;if(player[i].name狼人 ){coutplayer[i].num号 ;player[i].know2;}}Sleep(3000);coutendl请问你们要杀谁:endl输入:;cinkill1;Sleep(1500);system(cls);print(1,1);cout今晚你们要杀的是kill1号玩家endl;}else{Sleep(4000);system(cls);print(1,1);cout请问你们要杀谁?endl;do{Sleep(rand()%18);srand(time(0));int xrand()%n1;if(player[x].name!狼人 player[x].life1){kill1x;break;}}while(1);Sleep(5000);}Sleep(3000);system(cls);print(1,1);cout狼~人~请~闭~眼~endl;Sleep(2000);system(cls);print(1,1);cout女~巫~请~睁~眼~endl;Sleep(2000);system(cls);print(1,1);if(player[MY].name女巫 player[MY].life1){Sleep(1000);if(jieyao1){cout今晚kill1号玩家被杀endl;Sleep(500);cout请问你要救吗???endlA. 救 B.不救endl输入:;cina;if(aA){system(cls);print(1,1);cout请问你要毒吗???endl;Sleep(2000);system(cls);print(1,1);cout今晚kill1号玩家被你解救endl;jieyao0;if(shou!kill1)kill10;}else{if(shoukill1)kill10;Sleep(2000);system(cls);print(1,1);cout请问你要毒吗???endlA. 毒 B.不毒endl输入:;cina;if(aA){cout请问你要毒谁???endl输入:;cinkill2;while(player[kill2].life!1){cout输入错误,请重新输入:endl;cinkill2;}duyao0;}}}else{if(shoukill1)kill10;Sleep(2000);system(cls);print(1,1);cout请问你要毒吗???endlA. 毒 B.不毒endl输入:;cina;if(aA){cout请问你要毒谁???endl输入:;cinkill2;while(player[kill2].life!1){cout输入错误,请重新输入:endl;cinkill2;}duyao0;}}}else{bool b0;cout请问你是否要用解药???endl;int FFF0,kkkk;for(int i1; in; i){if(player[i].life1player[i].name村民 )FFF;if(player[i].name女巫 )kkkki;}if(jieyao1player[kkkk].life1){if(FFF1){if(shoukill1)jieyao1;elsejieyao0;kill10;b1;}elsefor(int i1; in; i){if(player[i].name女巫 kill1i){kill10;if(shoukill1)jieyao1;elsejieyao0;b1;break;}else if(player[i].name预言家 kill1i){kill10;if(shoukill1)jieyao1;elsejieyao0;b1;break;}}}Sleep(3000);if(b0duyao1player[kkkk].life1){system(cls);print(1,1);cout请问你是否要用毒药???endl;srand(time(0));int xrand()%2;Sleep(1500);cout请问你要毒谁???endl;if(x1){duyao0;int yrand()%n1;while((player[y].name女巫 ||player[y].name预言家 ||ykill1)||player[y].life0)yrand()%n1;kill2y;}}else{Sleep(3000);system(cls);print(1,1);cout请问你是否要用毒药???endl;Sleep(3000);cout请问你要毒谁???endl;Sleep(3000);}}Sleep(3000);system(cls);print(1,1);cout女~巫~请~闭~眼~endl;if(n6){Sleep(3000);system(cls);print(1,1);cout预~言~家~请~睁~眼~endl;if(player[MY].name预言家 ){Sleep(3000);cout请问你想查验谁???endl输入:;int x;cinx;player[x].know1;Sleep(2000);system(cls);print(1,1);cout他的身份是:;if(player[x].name狼人 )cout狼人endl;elsecout好人endl;Sleep(3000);}else{Sleep(3000);cout请问你想查验谁???endl;Sleep(3000);system(cls);print(1,1);cout他的身份是:……;Sleep(3000);}Sleep(3000);system(cls);print(1,1);cout预~言~家~请~闭~眼~endl;}Sleep(3000);if(kill1!0)player[kill1].life0;if(kill2!0)player[kill2].life0;player[kill1].how1;player[kill2].how3;system(cls);system(color F0);print(2,0);
}
void night2(int hhh,int hhhh)
{system(cls);system(color 0f);print(hhh,hhhh);cout天~黑~请~闭~眼~endl;if(n12)shoushui(hhh,hhhh);Sleep(3000);system(cls);print(hhh,hhhh);cout狼~人~请~睁~眼~endl;if(player[MY].name狼人 player[MY].life1){Sleep(3000);coutendl请问你们要杀谁:endl输入:;cinkill1;Sleep(1500);system(cls);print(hhh,hhhh);cout今晚你们要杀的是kill1号玩家endl;}else{Sleep(4000);system(cls);print(hhh,hhhh);cout请问你们要杀谁?endl;do{srand(time(0));int xrand()%n1;if(player[x].name!狼人 player[x].life1){kill1x;break;}}while(1);Sleep(5000);}Sleep(3000);system(cls);print(hhh,hhhh);cout狼~人~请~闭~眼~endl;Sleep(2000);system(cls);print(hhh,hhhh);cout女~巫~请~睁~眼~endl;Sleep(2000);system(cls);print(hhh,hhhh);if(player[MY].name女巫 player[MY].life1){Sleep(1000);if(jieyao1){cout今晚kill1号玩家被杀endl;Sleep(500);cout请问你要救吗???endlA. 救 B.不救endl输入:;cina;if(aA){system(cls);print(hhh,hhhh);cout请问你要毒吗???endl;Sleep(2000);system(cls);print(hhh,hhhh);cout今晚kill1号玩家被你解救endl;jieyao0;if(shou!kill1)kill10;}else{if(shoukill1)kill10;Sleep(2000);system(cls);print(hhh,hhhh);cout请问你要毒吗???endlA. 毒 B.不毒endl输入:;cina;if(aA){cout请问你要毒谁???endl输入:;cinkill2;while(player[kill2].life!1){cout输入错误,请重新输入:endl;cinkill2;}duyao0;}}}else if(duyao1){if(shoukill1)kill10;Sleep(2000);system(cls);print(hhh,hhhh);cout请问你要毒吗???endlA. 毒 B.不毒endl输入:;cina;if(aA){cout请问你要毒谁???endl输入:;cinkill2;while(player[kill2].life!1){cout输入错误,请重新输入:endl;cinkill2;}duyao0;}}else{Sleep(2000);system(cls);print(hhh,hhhh);cout请问你要毒吗???endl;}}else{bool b0;cout请问你是否要用解药???endl;int FFF0,kkkk;for(int i1; in; i){if(player[i].life1player[i].name村民 )FFF;if(player[i].name女巫 )kkkki;}if(jieyao1player[kkkk].life1){if(FFF1){if(shoukill1)jieyao1;elsejieyao0;kill10;b1;}elsefor(int i1; in; i){if(player[i].name女巫 kill1i){kill10;if(shoukill1)jieyao1;elsejieyao0;b1;break;}else if(player[i].name预言家 kill1i){kill10;if(shoukill1)jieyao1;elsejieyao0;b1;break;}}}Sleep(3000);if(b0duyao1player[kkkk].life1){system(cls);print(hhh,hhhh);cout请问你是否要用毒药???endl;srand(time(0));int xrand()%2;Sleep(1500);cout请问你要毒谁???endl;if(x1){duyao0;int yrand()%n1;while((player[y].name女巫 ||player[y].name预言家 ||ykill1)||player[y].life0)yrand()%n1;kill2y;}}else{Sleep(3000);system(cls);print(hhh,hhhh);cout请问你是否要用毒药???endl;Sleep(3000);cout请问你要毒谁???endl;Sleep(3000);}}Sleep(3000);system(cls);print(hhh,hhhh);cout女~巫~请~闭~眼~endl;if(n6){Sleep(3000);system(cls);print(hhh,hhhh);cout预~言~家~请~睁~眼~endl;if(player[MY].name预言家 player[MY].life1){Sleep(3000);cout请问你想查验谁???endl输入:;int x;cinx;player[x].know1;Sleep(2000);system(cls);print(hhh,hhhh);cout他的身份是:;if(player[x].name狼人 )cout狼人endl;elsecout村民endl;Sleep(3000);}else{Sleep(3000);cout请问你想查验谁???endl;Sleep(3000);system(cls);print(hhh,hhhh);cout他的身份是:……;Sleep(3000);}Sleep(3000);system(cls);print(hhh,hhhh);cout预~言~家~请~闭~眼endl;}Sleep(3000);if(kill1!0)player[kill1].life0;if(kill2!0)player[kill2].life0;player[kill1].how1;player[kill2].how3;system(cls);system(color F0);print(hhh1,0);
}
bool lr0;
void panduanlieren()
{if(lr1)return;if(MYlieren){cout请射杀一名玩家endl;int x;cinx;while(player[x].life!1){cout输入错误,请重新输入endl;cinx;}Sleep(1000);coutlieren号猎人发动技能,开枪带走了x号endl;player[x].life0;player[x].how4;}else if(n9){srand(time(0));int xrand()%n1;while(player[x].life!1)xrand()%n1;Sleep(1000);coutlieren号猎人发动技能,开枪带走了x号endl;player[x].life0;player[x].how4;}lr1;
}
void print1()
{cout天亮了,昨晚;if(kill1!0||kill2!0){coutkill1号;if(kill2!0){cout,kill2号;kill20;}cout被杀endl;}elsecout是平安夜endl;
}
int main()
{system(cls);cout 狼人杀onlineendl;cout请输入人数个数:endl;scanf(%d,n);init1();init2(n);int k1;do{srand(time(0));init3(k);cout.;Sleep(17);k;}while(kn);system(cls);system(color F0);cout游戏即将开始;for(int i1; i6; i){cout.;Sleep(500);}Sleep(1500);coutendlendl请大家查看身份牌……endl;Sleep(45);srand(time(0));MYrand()%n1;cout您的身份是:player[MY].nameendl;Sleep(500);cout在player[MY].num号位上endl;system(pause);system(cls);player[MY].know2;print(1,0);cout即将进入夜晚;for(int i1; i6; i){cout.;Sleep(500);}night();print1();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}if(player[lieren].life0lr0)panduanlieren();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}toupiao(2,0);system(cls);print(2,0);if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}else if(player[lieren].life0lr0)panduanlieren();cout即将进入夜晚;for(int i1; i6; i){cout.;Sleep(500);}night2(2,1);print1();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}if(player[lieren].life0lr0)panduanlieren();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}toupiao(3,0);system(cls);print(3,0);if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}else if(player[lieren].life0lr0)panduanlieren();cout即将进入夜晚;for(int i1; i6; i){cout.;Sleep(500);}night2(3,1);print1();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}if(player[lieren].life0)panduanlieren();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}toupiao(4,0);system(cls);print(4,0);if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}else if(player[lieren].life0lr0)panduanlieren();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}cout即将进入夜晚;for(int i1; i6; i){cout.;Sleep(500);}night2(4,1);print1();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}if(player[lieren].life0)panduanlieren();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}toupiao(5,0);system(cls);print(5,0);if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}else if(player[lieren].life0lr0)panduanlieren();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}cout即将进入夜晚;for(int i1; i6; i){cout.;Sleep(500);}night2(5,1);print1();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}if(player[lieren].life0)panduanlieren();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}toupiao(6,0);system(cls);print(6,0);if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}else if(player[lieren].life0lr0)panduanlieren();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}cout即将进入夜晚;for(int i1; i6; i){cout.;Sleep(500);}night2(6,1);print1();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}if(player[lieren].life0)panduanlieren();if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}toupiao(7,0);system(cls);print(7,0);if(game_over()){Sleep(1000);system(cls);cout游戏结束endl;printhhh();return 0;}else if(player[lieren].life0lr0)panduanlieren();if(game_over()){Sleep(1000);coutendl游戏结束;return 0;}while(1)system(pause);return 0;
}
走迷宫
❤❤
#include stdio.h
#include conio.h
#include windows.h
#include time.h
#define Height 25 //迷宫的高度必须为奇数
#define Width 25 //迷宫的宽度必须为奇数
#define Wall 1
#define Road 0
#define Start 2
#define End 3
#define Esc 5
#define Up 1
#define Down 2
#define Left 3
#define Right 4
int map[Height2][Width2];
void gotoxy(int x,int y) //移动坐标
{COORD coord;coord.Xx;coord.Yy;SetConsoleCursorPosition( GetStdHandle( STD_OUTPUT_HANDLE ), coord );
}
void hidden()//隐藏光标
{HANDLE hOut GetStdHandle(STD_OUTPUT_HANDLE);CONSOLE_CURSOR_INFO cci;GetConsoleCursorInfo(hOut,cci);cci.bVisible0;//赋1为显示赋0为隐藏SetConsoleCursorInfo(hOut,cci);
}
void create(int x,int y) //随机生成迷
{int c[4][2] {0,1,1,0,0,-1,-1,0};//四个方向int i,j,t;//将方向打乱for (i0;i4;i) {jrand()%4;tc[i][0];c[i][0]c[j][0];c[j][0]t;tc[i][1];c[i][1]c[j][1];c[j][1]t;}map[x][y]Road;for (i0;i4;i)if(map[x2*c[i][0]][y2*c[i][1]]Wall) {map[xc[i][0]][yc[i][1]]Road;create(x2*c[i][0],y2*c[i][1]);}
}
int get_key() //接收按键
{char c;while(cgetch()) {if(c27) return Esc;//Escif(c!-32)continue;cgetch();if(c72) return Up;//上if(c80) return Down;//下if(c75) return Left;//左if(c77) return Right;//右}return 0;
}
void paint(int x,int y) //画迷宫
{gotoxy(2*y-2,x-1);switch(map[x][y]) {case Start:printf(入);break;//画入口case End:printf(出);break;//画出口case Wall:printf(▇);break;//画墙case Road:printf( );break;//画路}
}
void game() {int x2,y1;//玩家当前位置刚开始在入口处int c;//用来接收按键while(1) {gotoxy(2y-2,x-1);printf(A);//画出玩家当前位置if(map[x][y]End) //判断是否到达出口 {gotoxy(30,24);printf(\n);//printf(到达终点按任意键结束);getch();break;}cget_key();if(cEsc) {gotoxy(0,24);break;}switch© {case Up: //向上走if(map[x-1][y]!Wall) {paint(x,y);x–;}break;case Down: //向下走if(map[x1][y]!Wall) {paint(x,y);x;}break;case Left: //向左走if(map[x][y-1]!Wall) {paint(x,y);y–;}break;case Right: //向右走if(map[x][y1]!Wall) {paint(x,y);y;}break;}}
}
int main() {int i,j;srand((unsigned)time(NULL));//初始化随即种子hidden();//隐藏光标for (i0;iHeight1;i)for (j0;jWidth1;j)if(i0||iHeight1||j0||jWidth1) //初始化迷宫map[i][j]Road; else map[i][j]Wall;create(2(rand()%(Height/2)1),2*(rand()%(Width/2)1));//从随机一个点开始生成迷宫该点行列都为偶数for (i0;iHeight1;i) //边界处理 {map[i][0]Wall;map[i][Width1]Wall;}for (j0;jWidth1;j) //边界处理 {map[0][j]Wall;map[Height1][j]Wall;}map[2][1]Start;//给定入口map[Height-1][Width]End;//给定出口for (i1;iHeight;i)for (j1;jWidth;j) //画出迷宫paint(i,j);game();//开始游戏getch();return 0;
}
炸弹人
❤❤❤
#includebits/stdc.h
#includewindows.h
#includestdio.h
#includeconio.h
#includetime.h
#define KEY_DOWN(VK_NONAME)((GetAsyncKeyState(VK_NONAME)0x8000)?1:0)
using namespace std;
int m[10001][21];
struct node {int xx,yy,Zhong,rr,mr;} B[100001];
int K,X,Y,tX,tY,tY2,tT,Er,T,Yb,Zb,Win,Blood,Score,Kb;
void Color(int a)
{if(a0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);if(a3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);if(a4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);if(a5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);if(a6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);if(a7) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN);if(a8) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a9) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|BACKGROUND_INTENSITY|BACKGROUND_RED);if(a10) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|BACKGROUND_INTENSITY|BACKGROUND_BLUE);
}
void SetPos(int x,int y)
{COORD pos; pos.Xy*2-1,pos.Yx1;SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
}
void Zha(int x,int y)
{Zb;int k1rand()%22,k2rand()%32,rrand()%6;if(r0) B[Zb].xxx-K,B[Zb].yyy,B[Zb].Zhong1,B[Zb].rr0,B[Zb].mrk1*2;if(r1) B[Zb].xxx-K,B[Zb].yyy,B[Zb].Zhong2;if(r2) B[Zb].xxx-K,B[Zb].yyy,B[Zb].Zhong3,B[Zb].rrk2,B[Zb].mrk1;if(r3) B[Zb].xxx-K,B[Zb].yyy,B[Zb].Zhong4;if(r4) B[Zb].xxx-K,B[Zb].yyy,B[Zb].Zhong5,B[Zb].rr1,B[Zb].mrk2*2;if(r5) B[Zb].xxx-K,B[Zb].yyy,B[Zb].Zhongrand()%26,B[Zb].rrk11,B[Zb].mrk23;
}
void Cout(int i,int j,int a)
{int Rrand()%500,jk0;if(i-K0i-K1j2j6) return;if(a!4){if(m[i][j]0(a0||a3)) SetPos(i-K,j),Color(7),cout■;if(m[i][j]1a5) SetPos(i-K,j),Color(0),cout ;//空气 if(m[i][j]2) SetPos(i-K,j),Color(8),cout■;if(m[i][j]3m[i][j]6) SetPos(i-K,j),Color(5),cout█,m[i][j];if(m[i][j]6a!5) SetPos(i-K,j),cout ,m[i][j]1;if(m[i][j]7) SetPos(i-K,j),Color(9),cout ;if(m[i][j]8) SetPos(i-K,j),Color(10),cout~ ;if(m[i][j]9) SetPos(i-K,j),Color(3),cout◆;if((m[i][j]1||m[i][j]8)m[i-1][j]10m[i-1][j]30a!5) {int Mm[i][j];m[i][j]m[i-1][j],m[i-1][j]M;if(M1) SetPos(i-K-1,j),cout ;}//炸弹下落 if(m[i][j]1m[i-1][j]9a!5) {m[i][j]9,m[i-1][j]1,SetPos(i-K-1,j),Color(0),cout ;jk1;}//宝石下落if(m[i][j]10m[i][j]30) {m[i][j];if(m[i][j]%30) Color(4);else Color(5);SetPos(i-K,j),cout●;}//炸弹计时if(m[i][j]1m[i-1][j]7a!5) {m[i][j]7,m[i-1][j]1,SetPos(i-K-1,j),Color(0),cout ;jk1;}//岩浆下落if(m[i][j]0m[i-1][j]7R2) m[i][j]m[i-1][j],m[i-1][j]1,SetPos(i-K-1,j),cout ;//岩浆融解 if(m[i][j]7R2R5) {int rrand()%3-1; if(m[i][jr]1) m[i][jr]m[i][j];if(m[i][jr]8) m[i][jr]2;}//岩浆扩散 if(R50R20m[i1][j1]1m[i1][j]8m[i][j]8) m[i1][j1]8,m[i][j]1,SetPos(i-K,j),Color(0),cout ;if(R80R50m[i1][j-1]1m[i1][j]8m[i][j]8) m[i1][j-1]8,m[i][j]1,SetPos(i-K,j),Color(0),cout ;//岩浆平面 if(m[i][j]1m[i-1][j]8a!5) {m[i][j]8,m[i-1][j]1,SetPos(i-K-1,j),Color(0),cout ;jk1;}//水下落if(m[i1][j1]1m[i1][j]8m[i][j]8) m[i1][j1]8,m[i][j]1,SetPos(i-K,j),Color(0),cout ;if(m[i1][j-1]1m[i1][j]8m[i][j]8) m[i1][j-1]8,m[i][j]1,SetPos(i-K,j),Color(0),cout ;//水平面 if((m[i1][j]8m[i][j]7)||(m[i1][j]7m[i][j]8)) m[i][j]2,m[i-1][j]1,SetPos(i-K-1,j),Color(0),cout ;//变石头if(m[i][j]0m[i-1][j]8R5R7) m[i][j]m[i-1][j],m[i-1][j]1,SetPos(i-K-1,j),cout ;//水融解 if(m[i][j]8R7R9) {int rrand()%3-1; if(m[i][jr]1) m[i][jr]m[i][j];if(m[i][jr]7) m[i][jr]2;}//水扩散 if(m[i][j]31) SetPos(i-K,j),cout ,Zha(i,j);}else if(a!5)//界外 {if(m[i][j]3m[i][j]6) m[i][j]; if(m[i][j]6) m[i][j]1;if((m[i][j]1||(m[i][j]3m[i][j]6))m[i-1][j]10m[i-1][j]30) m[i][j]m[i-1][j],m[i-1][j]1;//炸弹下落 if(m[i][j]10m[i][j]30) m[i][j];//炸弹计时if(m[i][j]1m[i-1][j]9) m[i][j]9,m[i-1][j]1;//宝石下落if(m[i][j]1m[i-1][j]7) m[i][j]7,m[i-1][j]1;//岩浆下落if(m[i][j]1m[i-1][j]8) m[i][j]8,m[i-1][j]1;//水下落}if(jk1) jk0,Cout(i,j,5);Color(0);
}
void Map(int a);
void Wo()
{SetPos(X-K,Y),cout ; //清除上一次残影if(m[X][Y]9) Blood,Score5,m[X][Y]1,system(color 2F),Sleep(50),system(color 0F),Map(3);if(tX!0(m[X-1][Y]1||m[X-1][Y]7||m[X-1][Y]8||m[X-1][Y]9||(m[X-1][Y]3m[X-1][Y]6))) tX–,X-2; //上跳 if(m[X1][Y]1||(m[X1][Y]3m[X1][Y]6)||m[X1][Y]7||m[X1][Y]8||m[X1][Y]9) X; //掉落 if(m[X1][Y]0||m[X1][Y]2||(m[X1][Y]3m[X1][Y]6)) tXEr0; //跳跃次数清零 if(m[X-1][Y]0||m[X-1][Y]2||(m[X-1][Y]10m[X-1][Y]31)) tXEr0; //跳跃次数清零 if(XK) tXEr0,XK; if(XK28) XK28,Kb1; //高度上下限if(m[X][Y]7) m[X-1][Y]m[X-2][Y]1,tX8;if(m[X][Y]!1m[X][Y]!8m[X][Y]!9) Blood–,m[X][Y]1,system(color 4F),Sleep(50),system(color 0F),Map(3);if(Blood0) Win-1;SetPos(X-K,Y),Color(1),cout●;
}
void Map(int a)
{SetPos(0,2);cout生命 Blood ;SetPos(1,2);cout得分 Score ;if(a3) system(cls);for(int iK28;iK;i–)for(int j1;j20;j) Cout(i,j,a);for(int iK33;iK28;i–)for(int j1;j20;j) Cout(i,j,4);if(a!3) Wo();
}
void CircleBomb(int x,int y,int s,int ms)
{if(sms) return;for(int ix-s;ixs;i)for(int jy-s;jys;j){float k(i-x)(i-x)(j-y)(j-y)-s*s;if(ksk-sj0j20m[iK][j]!2m[iK][j]!9) m[iK][j]3;}Zb;B[Zb].xxx,B[Zb].yyy,B[Zb].Zhong1,B[Zb].rrs1,B[Zb].mrms;Sleep(30);
}
void LineBomb(int i,int j)
{for(int k0;jk20;k) if(m[iK][jk]!2m[iK][jk]!9) m[iK][jk]3;for(int k0;jk20;k) if(m[iK1][jk]!2m[iK1][jk]!9) m[iK1][jk]3;for(int k0;j-k0;k) if(m[iK][j-k]!2m[iK][j-k]!9) m[iK][j-k]3;for(int k0;j-k0;k) if(m[iK1][j-k]!2m[iK1][j-k]!9) m[iK1][j-k]3;
}
void ZuanBomb(int i,int j)
{int k;for(k0;m[iKk][j]!2k7;k) if(m[iKk][j]!9) m[iKk][j]3;int k1rand()%22;Zb;B[Zb].xxik,B[Zb].yyj,B[Zb].Zhong1,B[Zb].rr0,B[Zb].mrk1*3⁄2;
}
void TrigleBomb(int i,int j,int r,int mr)
{if(rmr) return;if(r1) m[iK][j]3,i;for(int kmax(0,j-r);kmin(20,jr);k) if(m[iK][k]!2m[iK][k]!9) m[iK][k]3;Zb;B[Zb].xxi1,B[Zb].yyj,B[Zb].Zhong5,B[Zb].rrr1,B[Zb].mrmr;
}
void GunBomb(int i,int j,int r,int mr)
{if(mr0) return;Zb;B[Zb].xxi,B[Zb].yyj2,B[Zb].Zhong6,B[Zb].rrr,B[Zb].mrmr-1;Zb;B[Zb].xxi,B[Zb].yyj,B[Zb].Zhong1,B[Zb].rrr-1,B[Zb].mrr;
}
void GunBomb2(int i,int j,int r,int mr)
{if(mr0) return;Zb;B[Zb].xxi,B[Zb].yyj-2,B[Zb].Zhong7,B[Zb].rrr,B[Zb].mrmr-1;Zb;B[Zb].xxi,B[Zb].yyj,B[Zb].Zhong1,B[Zb].rrr-1,B[Zb].mrr;
}
void ThreeBomb(int x,int y,int s,int ms)
{for(int i1;i3;i){int Xxrand()%(2*s1)-s,Yyrand()%(2s1)-s; Zb;B[Zb].xxXxx,B[Zb].yyYyy,B[Zb].Zhong1,B[Zb].rr0,B[Zb].mrmsrand()%3-1;}
}
void Sheng(int a)
{K;for(int i1;i20;i){int Rrand()%max(80-(K/10),30);int Rrrand()%200;if(R3) m[K28][i]2;else if(R6) m[K28][i]7;else if(R9) m[K28][i]8;if(Rr0) m[K28][i]9;}if(a!1) system(cls),Map(0);
}
void Jiao()
{SetPos(0,2);Color(1),cout●,Color(7),cout ■ ,Color(8),cout ■ ,Color(4),cout ● ,Color(9),cout~ ,Color(0),cout ,Color(10),cout~ ,Color(3),cout ◆;SetPos(2,2);Color(0),cout你 泥土 石块 炸弹 岩浆 水 宝石;SetPos(4,1),cout ↑ 空格放炸弹…; SetPos(5,1),cout← →移动 ;SetPos(6,1),cout ↓ 可二段跳。;SetPos(8,1),cout炸弹种类随机计时3秒爆炸。;SetPos(10,1),cout(一共有7种炸弹有几率组合一起爆炸);SetPos(12,1),cout岩浆和水有几率向左右扩散…;SetPos(14,1),cout它们相融会产生石块。;SetPos(16,1),cout岩浆和爆炸波会使你减血…;SetPos(18,1),cout岩浆还会使你上跳宝石可以加血。;SetPos(20,1),cout画面每隔一段时间会下降…;SetPos(22,1),cout当你抵达画面底部时画面会随你一起下降…;SetPos(24,1),cout当你被抵在画面顶部时会持续减血。;SetPos(26,1),cout每隔一段时间分数会增加…,Color(5),cout200分即可通关;SetPos(28,1);Color(1);cout按 y 开始游戏!;char tt;while(tt!y) tt_getch();
}
void Start()
{Color(5);SetPos(2,3);Color(7),cout ■ ,Color(5),cout掘,Color(7),cout ■■■■ ;SetPos(3,3);Color(7),cout ■■ ,Color(5),cout ↓,Color(7),cout ■■■■ ;SetPos(4,3);Color(7),cout ■■■■ ,Color(5),cout ↓,Color(7),cout ■■■■■ ;SetPos(5,3);Color(7),cout ■■■■■,Color(5),cout↓,Color(7),cout ■■■■■ ;SetPos(6,3);Color(7),cout ■■■■■ ■■■,Color(5),cout地,Color(7),cout■■ ;SetPos(7,3);Color(7),cout ■■■■■■■■■■■■ ;Color(5);SetPos(22,2);Color(1);cout按 y 确定!;SetPos(22,10);Color(9);cout 开始游戏! ;SetPos(24,10);Color(0);cout 操作攻略! ;SetPos(27,1);Color(3);cout注意这里 绝对不能是拼音输入法!;SetPos(28,5);Color(3);cout↓;Color(0);char tt;int Ee0;while(tt!y){tt_getch();if(tt72Ee!0) Ee–;if(tt80Ee!2) Ee;SetPos(22,10);if(Ee0) Color(9);else Color(0);cout 开始游戏! ;SetPos(24,10);if(Ee1) Color(9);else Color(0);cout 操作攻略! ;}system(color 0F);system(cls);Color(0);if(Ee1) Jiao();
}
int main()
{system(mode con cols42 lines31);CONSOLE_CURSOR_INFO cursor_info{1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),cursor_info);srand((unsigned)time(NULL));Start();St:system(cls);K-5,TWinScore0;XY2;Blood20;memset(m,0,sizeof(m));memset(B,0,sizeof(B));for(int i5;i15;i) for(int j1;j20;j) m[i][j]1;for(int i1;i10;i) Sheng(1);Map(0);while(Win0){T;Kb0;if(Score200) Win1;if(GetAsyncKeyState(VK_UP)0x8000tT0Er2) tT,tX4,Er;if((GetAsyncKeyState(VK_UP)0x8000)?0:1) tT0;if(GetAsyncKeyState(VK_LEFT)0x8000Y1(m[X][Y-1]1||m[X][Y-1]7||m[X][Y-1]8||m[X][Y-1]9)(tY0||tY2)) SetPos(X-K,Y),cout ,Y–;if(GetAsyncKeyState(VK_RIGHT)0x8000Y20(m[X][Y1]1||m[X][Y1]7||m[X][Y1]8||m[X][Y1]9)(tY20||tY22)) SetPos(X-K,Y),cout ,Y;if((GetAsyncKeyState(VK_LEFT)0x8000)?0:1) tY0;if((GetAsyncKeyState(VK_RIGHT)0x8000)?0:1) tY20;if((GetAsyncKeyState(VK_LEFT)0x8000)?1:0) tY;if((GetAsyncKeyState(VK_RIGHT)0x8000)?1:0) tY2;if(kbhit()) {char e_getch();if(e m[X-1][Y]!0m[X-1][Y]!2(m[X1][Y]10||m[X1][Y]31)Kb0) m[X][Y]10,X–;}int zbZb;for(int izb-10;izb;i){if(B[i].Zhong1) CircleBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong0;if(B[i].Zhong2) LineBomb(B[i].xx,B[i].yy),B[i].Zhong0;if(B[i].Zhong3) ThreeBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong0;if(B[i].Zhong4) ZuanBomb(B[i].xx,B[i].yy),B[i].Zhong0;if(B[i].Zhong5) TrigleBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong0;if(B[i].Zhong6) GunBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong0;if(B[i].Zhong7) GunBomb2(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong0;}Map(1);Sleep(40);if(T%max(10,40-Score/16)0||Kb1) Sheng(0);if(T%200) Score;}if(Win!0){if(Win0) {system(color 6E),Color(3);SetPos(0,2);coutYou! Win!!!,Sleep(1000);}if(Win0) {system(color 7F),Color(4);SetPos(0,2);coutYou! Die!!!,Sleep(1000);}SetPos(1,2);cout请输入y重新开始游戏;A:char e_getch();if(e!y) goto A;goto St;}
}
贪吃蛇
❤❤
#include iostream
#include cstdio
#include cstdlib
#include ctime
#include conio.h
#include cmath
#include windows.h
using namespace std;/** 光标定位 /
HANDLE houtGetStdHandle(STD_OUTPUT_HANDLE);
COORD coord;void locate(int x,int y)
{coord.Xy;coord.Yx;SetConsoleCursorPosition(hout,coord);
};/ 隐藏光标 /
void hide()
{CONSOLE_CURSOR_INFO cursor_info{1,0};SetConsoleCursorInfo(hout, cursor_info);
}/ 生成随机数 */
double random(double start, double end)
{return start(end-start)*rand()/(RAND_MAX 1.0);
}/* 定义地图的长宽蛇的坐标长度方向食物的位置 /
int m,n;struct node
{int x,y;
}snake[1000];int snake_length,dir;
node food;
int direct[4][2]{{-1,0},{1,0},{0,-1},{0,1}};/ 输出墙 /
void print_wall()
{cout ;for (int i1;in;i)cout -;cout endl;for (int j0;jm-1;j){cout |;for (int i1;in;i) cout ;cout | endl;}cout ;for (int i1;in;i)cout -;
}/ 首次输出蛇其中snake[0]代表头 */
void print_snake()
{locate(snake[0].x,snake[0].y);cout ;for (int i1;isnake_length-1;i){locate(snake[i].x,snake[i].y);cout *;}
}/* 判断是否撞墙或者自撞 /
bool is_correct()
{if (snake[0].x0 || snake[0].y0 || snake[0].xm1 || snake[0].yn1) return false;for (int i1;isnake_length-1;i){if (snake[0].xsnake[i].x snake[0].ysnake[i].y) return false;}return true;
}/ 随机生成并输出食物位置 /
bool print_food()
{srand((unsigned)time(0));bool e;while (1){etrue;int i(int) random(0,m)1,j(int) random(0,n)1;food.xi;food.yj;for (int k0;ksnake_length-1;k){if (snake[k].xfood.x snake[k].yfood.y){efalse;break;}}if (e) break;}locate(food.x,food.y);cout $;return true;
}/ 蛇的前进 */
bool go_ahead()
{node temp;bool efalse;tempsnake[snake_length-1];for (int isnake_length-1;i1;i–)snake[i]snake[i-1];snake[0].xdirect[dir][0];snake[0].ydirect[dir][1];locate(snake[1].x,snake[1].y);cout *;/* 吃到了食物 /if (snake[0].xfood.x snake[0].yfood.y){snake_length;etrue;snake[snake_length-1]temp;}/ 输出此时蛇状态 /if (!e){locate(temp.x,temp.y);cout ;}elseprint_food();locate(snake[0].x,snake[0].y);cout ;/ 如果自撞 /if (!is_correct()){system(cls);cout You lose! endl Length: snake_length endl;return false;}return true;
}/ 主函数 /
int main()
{system(mode con cols80 lines30); //设置cmd窗口大小system(color 0); //设置字符颜色0 黑1 深蓝2 深绿3 深青4 深红5 深紫6 深褐 cout ——————–贪吃蛇——————— endl;cout 先选择难度.请在1-10中输入1个数,1最简单,10则最难 endl;cout 然后进入游戏画面,以方向键控制方向.祝你游戏愉快! endl;cout ———————————————– endl;cout作者Ikun小学生endl;cout 请输入难度级别 ; m25;n40; if (m10 || n10 || m25 || n40){cout ERROR endl;system(pause);return 0;}int hard;cin hard;if (hard0 || hard100){cout ERROR endl;system(pause);return 0;}/ 数据全部初始化包括蛇长位置方向 /snake_length5;clock_t a,b;char ch;double hard_len;for (int i0;i4;i){snake[i].x1;snake[i].y5-i;}dir3;/ 输出初始地图蛇与食物 /system(cls);hide();print_wall();print_food();print_snake();locate(m2,0);cout 现在长度是: ;/ 开始游戏 /while (1){/ 难度随长度增加而提高 */hard_len(double)snake_length/(double) (m*n);/* 调节时间单位是ms */aclock();while (1){bclock();if (b-a(int)(400-30hard)(1-sqrt(hard_len))) break;}/* 接受键盘输入的上下左右并以此改变方向 /if (kbhit()){chgetch();if (ch-32){chgetch();switch(ch){case 72:if (dir2 || dir3)dir0;break;case 80:if (dir2 || dir3)dir1;break;case 75:if (dir0 || dir1)dir2;break;case 77:if (dir0 || dir1)dir3;break;}}}/ 前进 /if (!go_ahead()) break;/ 在最后输出此时长度 */locate(m2,12);cout snake_length;}system(pause);return 0;
}
飞翔的小鸟
❤
//很卡
#includestdio.h
#includewindows.h
#includestdlib.h //包含system
#includeconio.h
#define WIDTH 70
#define HEIGHT 36
struct bird
{bool live;int x,y;int speed;int score;int step;
}bird;
struct hole
{int size;int yBegin;
}hole;
char map[HEIGHT - 1][WIDTH];
int scoreMax 0;
void GameInit()
{srand(GetTickCount());//窗口char cmd[128];sprintf(cmd, mode con cols%d lines%d, WIDTH, HEIGHT);system(cmd); //将cmd窗口设定为指定大小其中cols指定为列数lines指定为行数。system(title flappy bird); //标题//地图清零for (int i 0; i HEIGHT - 1; i){for (int j 0; j WIDTH; j){map[i][j] ;}}//鸟初始化bird.live true;bird.score 0;bird.step 0;bird.x 7, bird.y 7;bird.speed 1;map[bird.y][bird.x] *;//洞hole.size 7;//开始画面for (int i 0; i HEIGHT - 1; i){for (int j 0; j WIDTH; j){putchar(map[i][j]);}putchar(10);//换行}printf(\t你的分数%d\t最高分%d 按N键起飞按空格往上不按往下, bird.score, scoreMax);while (!GetAsyncKeyState(N));
}
void CreateWall()
{ if (bird.step % 20 0)//过一段距离创建墙{hole.yBegin rand() % 8 3;for (int i 0; i HEIGHT - 1; i){if (i hole.yBegin || i hole.yBegin hole.size)map[i][49] #;else map[i][49] ;}}
}
void WallMove()
{for (int j 0; j WIDTH; j){if (map[0][j] #)//有墙{if (j 0)//墙到头for (int k 0; k HEIGHT - 1; k)map[k][j] ;else//墙没到头{for (int k 0; k HEIGHT - 1; k){if (map[k][j] #){map[k][j - 1] #;map[k][j] ;}}//鸟穿过墙if (j bird.x)bird.score;}}}//更新最高分数scoreMax bird.score scoreMax ? bird.score : scoreMax;//增大难度if (bird.step % 100 0){hole.size–;if (hole.size 0)hole.size 1;}bird.step;//墙左移鸟级数1
}
void BirdMove()
{if (GetAsyncKeyState(VK_SPACE))//上升{bird.y - bird.speed;if (map[bird.y][bird.x] #){bird.live false; return;}//撞墙判断map[bird.y][bird.x] *;map[bird.y bird.speed][bird.x] ;}else//下降{bird.y bird.speed;if (map[bird.y][bird.x] #){bird.live false; return;}//撞墙判断map[bird.y][bird.x] *;map[bird.y - bird.speed][bird.x] ;}//越界判断if(bird.yHEIGHT|| bird.y 0)bird.live false;
}
void DrawGame()
{system(cls);//画面是一块一块输出的//输出字符for (int i 0; i HEIGHT - 1; i){for (int j 0; j WIDTH; j){putchar(map[i][j]);}putchar(10);//换行}printf(\t你的分数%d\t最高分%d , bird.score, scoreMax);
}
int main()
{while (1){GameInit();while (bird.live){DrawGame();BirdMove();CreateWall();WallMove();Sleep(100);}system(cls);printf(\n\n\t你鸟没了\n\n\t你的分数%d\t最高分%d\n\n, bird.score, scoreMax);printf(\t\t按B键重新开始);while (!GetAsyncKeyState(B));}system(pause);return 0;
}
跑酷
❤❤❤
#includeiostream
#includebits/stdc.h
#includewindows.h
#includestdio.h
#includeconio.h
#includetime.h
#define Nor if(B[b].x5) B[b].x5;
#define Out1 Bx1-Bvx16||Bx1-Bvx128||By1-Bvy17||By1-Bvy127
#define Out2 Bx2-Bvx26||Bx2-Bvx228||By2-Bvy27||By2-Bvy227
#define Chang1 {Bwhat10;Bvx1Bvy10;memset(Bgo1,0,sizeof(Bgo1));}
#define Chang2 {Bwhat20;Bvx2Bvy20;memset(Bgo2,0,sizeof(Bgo2));}
#define Chang3 {Bwhat30;Bvx3Bvy30;memset(Bgo3,0,sizeof(Bgo3));}
using namespace std;
int ti(float a) {return ((int)(a*105))/10;}
void Setpos(float x,float y){COORD pos;pos.Xti(y4)/2;pos.Yti(x);SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);}
void Color(int a){if(a0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);if(a3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);if(a4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);if(a5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);if(a6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);if(a7) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a8) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED);if(a9) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_GREEN|BACKGROUND_BLUE);if(a10) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_BLUE);if(a11) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_BLUE);if(a12) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN);if(a13) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);if(a14) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_BLUE);}
int Blomax,Ren,Exp,Expmax,Lv,Lvl,Ice,Drug,ar1,ar2,Tar1,Tar2,bl,br,Win,T,Tb,Sy,Up,Upt,Down,u1,u2,Kill,Killb,L,Ll[4],Li,D,Gd[10],Biao,Fire,Fir,Water,Thun,Wind,Magne,I[20][2],ib,Dis,Disb,Dis1,Disb1,Boss,Bblo,Bblomax,Bwhat1,Bwhat2,Bwhat3,Bgo1[10],Bgo2[10],Bgo3[10],Bbr,Bbl,Bl[4];
float X,Y,Vx,Vy,Ding,Blo,Hui,Bx1,By1,Bx2,By2,Bx3,By3,Bvx1,Bvy1,Bvx2,Bvy2,Bvx3,Bvy3,Bway[1001][2];
struct bullet{float x,y,vx,vy;int what;int a,t,How;int life;bool kill;}B[100001];
void Map(int a,int b);
void Pan(int a,float x,float y,int b){float Nox[4],Noy[4];Nox[0]X,Noy[0]Y;if(Down1X22) Nox[1]X1,Noy[1]Y-0.5,Nox[2]X-1,Noy[2]Y-0.5;else if(Down2) Nox[1]X1,Noy[1]Y-0.5,Nox[2]-10,Noy[2]-10;else if(Down1||X18) Nox[1]X-1,Noy[1]Y-0.5,Nox[2]-10,Noy[2]-10;else Nox[1]X1,Noy[1]Y-0.5,Nox[2]X-1,Noy[2]Y-0.5;for(int i0;i3;i){if(a-1){if(abs(x-Nox[i])abs(y-Noy[i])1.5) {if(B[b].what-10)Exp2;if(B[b].what-11)Exp1;B[b].life0;if(B[b].life0bbl) bl;Map(3,b);break;}}if(a-2){if(abs(x-Nox[i])abs(y-Noy[i])2.5) {if(B[b].what-2)Exp5,Biao5;if(B[b].what-3)Fire300,Ice0,Fir3;if(B[b].what-4)Water200;if(B[b].what-5){Wind70;Ding28.25;Ice0;if(YDing-1)Vy5;else Vy0;if(Up1) Vx-5;if(Down2) Vx5;}if(B[b].what-6){Thun200;system(color 1F);Sleep(20);system(color 6F);Sleep(10);system(color 0F);}if(B[b].what-7)Magne300;if(B[b].what-8)Ice0,Drug0,Blofmin((float)Blomax,Blo20);if(B[b].what-9)Expfmin((float)Expmax,Exp20);B[b].life0;if(B[b].life0bbl) bl;Map(3,b);break;}}}if(Wind0Thun0(B[b].kill!0||Killb15||Ren1Killb0)) return;for(int i0;i3;i){if((Wind1||Thun1)abs(x-Nox[i])abs(y-Noy[i])2.5) {if(B[b].what98)Exp2;B[b].life0;Map(3,b);break;}if(a1) {if(abs(x-Nox[i])0.5abs(y-Noy[i])1) {if(B[b].what99)Blo-10;if(B[b].what14)Blo-15,Ice100,B[b].life0;else if(B[b].what15)Blo-20,Ice0,B[b].life0;else if(B[b].what17)Blo-5,Drug100,B[b].life0;else if(B[b].what13B[b].what17)Blo-10,B[b].life0;else Blo-15;B[b].kill1,Killb20;Kill1;Map(3,b);break;}}if (a2||a6||a8||a9||a10||a11||a12) {if(abs(x-Nox[i])abs(y-Noy[i])1.5) {if(a2)Blo-20;else if(a8)Blo-10;else Blo-15;B[b].kill1,Killb20;Kill1;if(a!2){B[b].life0;if(B[b].life0bbl) bl;Map(3,b);break;}}}if(a4) {if((Wind1||Thun1)abs(x-Nox[i])1.5Noy[i]-y0Noy[i]-y-8) {if(B[b].what98)Exp2;B[b].life0;Map(3,b);break;}if(abs(x-Nox[i])1Noy[i]-y0Noy[i]-y-8) {Blo-25,B[b].kill1,Killb20;Kill1;Vy-1;Y-0.5;break;}}}
}
void Map(int a,int b){Color(0);if(a-1){if(Boss1||Boss6){if(Bwhat15){if(ti(Bx1)20)Setpos(Bx1,By1),cout;else Setpos(Bx1,By1),cout ;}else{Setpos(Bx1-1,By1-0.5),cout ;Setpos(Bx1,By1-1),cout ;Setpos(Bx11,By1-0.5),cout ;if(abs(ti(Bx1)-20)1)Setpos(20,By1-1),cout;}}if(Boss2||Boss6){Setpos(Bx2-1,By2-1);cout ;Setpos(Bx2,By2-1);cout ;Setpos(Bx21,By2-1),cout ;Color(0);if(abs(ti(Bx2)-20)1)Setpos(20,By2-1),cout;}if(Boss3||Boss6){Setpos(Bx3-1,By3-0.5);cout ;Setpos(Bx3,By3);cout ;Setpos(Bx31,By3-1),cout ;Color(0);if(abs(ti(Bx3)-20)1)Setpos(20,By3-1),cout;}if(X0)return;if(X17X19){Setpos(X-1,Y);cout ;Setpos(X,Y-1);cout ;Setpos(X1,Y-1),cout ;}else if(X23X21){Setpos(X1,Y);cout ;Setpos(X,Y-1);cout ;Setpos(X-1,Y-1),cout ;}else if(X23){Setpos(X,Y-1);cout ;Setpos(X-1,Y-0.5),cout ;}else if(X17Upt!0){Setpos(X,Y-1);cout ;Setpos(X1,Y-1.5),cout ;}else if(X17){Setpos(X,Y-1);cout ;Setpos(X1,Y-0.5),cout ;}if(Thun0){Setpos(X-2,Y-1),cout ;Setpos(X2,Y-1),cout ;Setpos(X,Y2),cout ;Setpos(X,Y-2.5),cout ;Setpos(X-1,Y1),cout ;Setpos(X1,Y1),cout ;Setpos(X-1,Y-2),cout ;Setpos(X1,Y-2),cout ;Setpos(20,Y-2.5),cout;}if(Wind!0){Setpos(X1,Y-5);cout ;Setpos(X,Y-5);cout ;Setpos(X-1,Y-5);cout ;Setpos(20,Y-5),cout;}if(Water!0){Setpos(X,Y-4);cout ;Setpos(X2,Y-3.5);cout ;Setpos(X-2,Y-3.5);cout ;Setpos(X1,Y-3.5);cout ;Setpos(X-1,Y-3.5);cout ;Setpos(20,Y-5),cout;}if(Fire!0){Setpos(X,Y1),cout ;Setpos(X1,Y),cout ;Setpos(X-1,Y-1),cout ;Setpos(20,Y-1);cout;}}if(a0){if(Boss1||Boss6){if(Bwhat15)Color(5),Setpos(Bx1,By1),cout█,Color(0);else if(Bwhat14Bgo1[1]6Bgo1[1]11)Color(4),Setpos(Bgo1[5]-1,Bgo1[6]),cout︻,Setpos(Bgo1[5],Bgo1[6]-1),cout【,Setpos(Bgo1[5],Bgo1[6]1),cout】,Setpos(Bgo1[5]1,Bgo1[6]),cout︼,Color(0);else{Setpos(Bx1-1,By1-0.5),Color(0),cout●●;Setpos(Bx1,By1-1);if(Bwhat12Bgo1[1]5)Color(1);else if(Bwhat13Bgo1[1]5)Color(5);else if(Bwhat16Bgo1[1]5)Color(8); else Color(4);if(Bwhat14) Setpos(Bx1,By1-0.5),cout██(;else cout)██(;Setpos(Bx11,By1-0.5),cout……;Color(0);}}if(Boss2||Boss6){Setpos(Bx2-1,By2-1);Color(0),cout\ ;Color(0);cout●;Setpos(Bx2,By2-1);Color(3);cout◥;Color(5),coutJJJ;Color(0),cout;Color(3);Setpos(Bx21,By2-1),cout◢█◣;Color(0);}if(Boss3||Boss6){Setpos(Bx3-1,By3-0.5);if(Bwhat33||Bwhat39) Color(1);else if(Bwhat34||Bwhat310) Color(4);else if(Bwhat35||Bwhat311) Color(5);if(Bwhat311)cout ;else if(Bwhat36) Color(3);else Color(2);cout●-;Setpos(Bx3,By3);if(Bwhat311)cout/;else cout┃;Color(0);Setpos(Bx31,By3-1),cout●●●;}if(X0)return;if(Ren2) Color(12);if(Ren3) Color(1);if(Ren4) Color(3);if(Ren5) Color(4);if(Ren6) Color(2);if(Drug!0T%5!0) Color(11);if(Drug!0T%50) Color(11);if(Ice!0) Color(6);if(b1) Color(8);if(Li!0) Color(5);if(Ren1Killb0T%42) Color(13);if(Wind0T%41) Color(1);if(Wind0T%42) Color(0);if(Thun0T%41) Color(1);if(Thun0T%42) Color(6);if(X17X19){Setpos(X-1,Y);cout●;Setpos(X,Y-1);cout━/;if(T%103) Setpos(X1,Y-1),cout┛╲;else if(T%106) Setpos(X1,Y-1),cout┦ ;else Setpos(X1,Y-1),cout╯;if(Wind0T%30) Setpos(X1,Y-1),cout┛╲;else if(Wind0T%31) Setpos(X1,Y-1),cout┦ ;else if(Wind0T%32)Setpos(X1,Y-1),cout╯;}else if(X23X21){Setpos(X1,Y);cout●;Setpos(X,Y-1);cout━\;if(T%103) Setpos(X-1,Y-1),cout┓╱;else if(T%106) Setpos(X-1,Y-1),cout┪ ;else Setpos(X-1,Y-1),cout╮;if(Wind0T%30) Setpos(X-1,Y-1),cout┓╱;else if(Wind0T%31) Setpos(X-1,Y-1),cout┪ ;else if(Wind0T%32)Setpos(X-1,Y-1),cout╮;}else if(X23){Setpos(X,Y-1);cout━ ●;Setpos(X-1,Y-0.5),cout│;}else if(X17Upt!0){Setpos(X,Y-1);cout━ ●;Setpos(X1,Y-1.5),cout╱ ;}else if(X17){Setpos(X,Y-1);cout━ ●;Setpos(X1,Y-0.5),cout│;}if(Thun0){Setpos(X-2,Y-1),cout▄▄;Setpos(X2,Y-1),cout▄▄;Setpos(X,Y2),cout▌;Setpos(X,Y-2.5),cout▌;Setpos(X-1,Y1),cout█;Setpos(X1,Y1),cout█;Setpos(X-1,Y-2),cout█;Setpos(X1,Y-2),cout█;}if(Magne0T%72)Setpos(X,Y),Color(5),cout★;if(Wind1){if(T%62)Color(1);else Color(0);if(T%81){Setpos(X1,Y-5);cout—- –;Setpos(X,Y-5);cout- — -;Setpos(X-1,Y-5);cout— - –;}else if(T%83){Setpos(X1,Y-5);cout—— ;Setpos(X,Y-5);cout – —;Setpos(X-1,Y-5);cout—– - ;}else if(T%85){Setpos(X1,Y-5);cout ——;Setpos(X,Y-5);cout– – -;Setpos(X-1,Y-5);cout- —– ;}else if(T%87){Setpos(X1,Y-5);cout– —-;Setpos(X,Y-5);cout — – ;Setpos(X-1,Y-5);cout- - —-;}}if(Water!0){Color(1);if(T%205){Setpos(X2,Y-3);cout■;Setpos(X1,Y-3.5);cout■;Setpos(X-1,Y-2.5);cout■;Setpos(X-2,Y-3);cout■;}else if(T%2010||T%2015){Setpos(X2,Y-3);cout■;Setpos(X,Y-4);cout■■;Setpos(X-2,Y-3); cout■;}else if(T%2015){Setpos(X2,Y-3.5);cout■;Setpos(X1,Y-3);cout■;Setpos(X-1,Y-3.5);cout■;Setpos(X-2,Y-3);cout■;}}if(Fire!0){if(T%63)Color(4);else Color(5);if(Fir1)Setpos(X,Y1),cout●;if(Fir2)Setpos(X1,Y),cout●;if(Fir3)Setpos(X-1,Y-1),cout●;}}if(a1||a3){if(B[b].what1){Nor;Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)20)cout;else cout ;if(B[b].life!0){B[b].y-B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].How1) Color(13);else Color(4);cout●;if(a1) Pan(1,B[b].x,B[b].y,b);}}if(B[b].what2){Nor;Setpos(B[b].x-1,B[b].y-1);if(ti(B[b].x-1)20)cout;else cout ;Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)20)cout;else cout ;Setpos(B[b].x1,B[b].y-1);if(ti(B[b].x1)20)cout;else cout ;if(B[b].life!0){B[b].y-B[b].vy;Setpos(B[b].x,B[b].y);Color(5);if(B[b].How0){Setpos(B[b].x-1,B[b].y),cout↑;Setpos(B[b].x,B[b].y-1),cout←┼ →;Setpos(B[b].x1,B[b].y),cout↓;}else if(B[b].How1){Setpos(B[b].x-1,B[b].y-1),cout↖ ↗;Setpos(B[b].x,B[b].y),cout╳;Setpos(B[b].x1,B[b].y-1),cout↙ ↘;} if(a1) Pan(2,B[b].x,B[b].y,b);}}if(B[b].what3||B[b].what5){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)20)cout;else cout ;if(B[b].life!0){B[b].y-B[b].vy;B[b].x-B[b].vx;Setpos(B[b].x,B[b].y);if(B[b].How1) Color(5);else Color(4);cout◎;}}if(B[b].what4){Nor;Setpos(B[b].x,fmax((float)0,B[b].y-8));if(ti(B[b].x)20){for(int imax(0,(int)B[b].y-8);iB[b].y;i)cout;}else {for(int imax(0,(int)B[b].y-8);iB[b].y;i)cout ;}if(B[b].life!0){B[b].y-B[b].vy;Setpos(B[b].x,fmax((float)0,B[b].y-8));Color(6); for(int imax(0,(int)B[b].y-8);iB[b].y;i)cout═; if(a1) Pan(4,B[b].x,B[b].y,b);}}if(B[b].what6||B[b].what8||B[b].what9){Nor;Setpos(B[b].x-1,B[b].y);if(ti(B[b].x)-120)cout;else cout ;Setpos(B[b].x1,B[b].y);if(ti(B[b].x)120)cout;else cout ;Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)20)cout;else cout ;if(B[b].life!0){B[b].y-B[b].vy;B[b].x-B[b].vx;Setpos(B[b].x,B[b].y-1);if(B[b].what6){if(B[b].How1) Color(1); else Color(6);}if(B[b].what9){if(B[b].How1) Color(4); else Color(8);}if(B[b].what8)Color(5);Setpos(B[b].x-1,B[b].y);cout︹;Setpos(B[b].x1,B[b].y);cout︺;Setpos(B[b].x,B[b].y-1);if(B[b].How%21) cout〔●〕; else cout﹝○﹞; if(a1) Pan(6,B[b].x,B[b].y,b);}}if(B[b].what7){Nor;Setpos(B[b].x,B[b].y);if(B[b].How0) for(int i19;i20B[b].How;i–) {Setpos(i,B[b].y);cout ;}if(B[b].How0) for(int i21;i20B[b].How;i) {Setpos(i,B[b].y);cout ;}if(B[b].life!0){B[b].y-B[b].vy;if(B[b].How0) for(int i19;i20B[b].How;i–) {Setpos(i,B[b].y);cout║; if(a1) Pan(7,i,B[b].y,b);}if(B[b].How0) for(int i21;i20B[b].How;i) {Setpos(i,B[b].y);cout║; if(a1) Pan(7,i,B[b].y,b);}}}if(B[b].what10||B[b].what11||B[b].what12){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)20)cout;else cout ;if(B[b].life!0){B[b].x-B[b].vx;B[b].y-B[b].vy;if(B[b].How1){B[b].vy-0.2;}else B[b].vx-0.35;if(B[b].x25) B[b].x25,B[b].vx-0.8;if(B[b].what11B[b].y1) B[b].y1,B[b].vy-1;if(B[b].what12B[b].y1) B[b].y1,B[b].vx0,B[b].vy-0.5,B[b].How1;Setpos(B[b].x,B[b].y);if(B[b].what11)Color(1);else if(B[b].what12)Color(5);else Color(0);if(B[b].t%42)cout▃;else cout▍;if(a1) Pan(B[b].what,B[b].x,B[b].y,b);}}if(B[b].what13B[b].what17){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)20)cout;else cout ;if(B[b].life!0){B[b].x-B[b].vx;B[b].y-B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].what14) Color(1);else if(B[b].what15) Color(4);else if(B[b].what16) Color(5);else if(B[b].what17) Color(3);else Color(2);cout●;if(B[b].what14)cout;if(B[b].what15)cout;if(B[b].what16)cout;if(B[b].what17)coutX;} if(a1) Pan(1,B[b].x,B[b].y,b);}if(B[b].what98B[b].life!0){B[b].y-B[b].vy;Setpos(B[b].x,B[b].y);if(ti(B[b].x20))cout;else cout ;if(B[b].y3)B[b].life0;}if(B[b].what99){if(B[b].y3)B[b].life0;if(B[b].life!0){B[b].y-B[b].vy;Setpos(B[b].x,B[b].y);Color(5);if(B[b].what99)cout█;if(B[b].what100B[b].what200){if(B[b].what%50)cout我;if(B[b].what%51)cout是;if(B[b].what%52)cout最;if(B[b].what%53)cout强;if(B[b].what%54)cout的;}if(B[b].what200B[b].what300){if(B[b].what%60)cout神;if(B[b].what%61)cout级;if(B[b].what%62)cout怪;if(B[b].what%63)cout物;if(B[b].what%64)cout之;if(B[b].what%65)cout光;}if(B[b].what300B[b].what400){if(B[b].what%80)cout颤;if(B[b].what%81)cout抖;if(B[b].what%82)cout吧;if(B[b].what%83)cout无;if(B[b].what%84)cout能;if(B[b].what%85)cout的;if(B[b].what%86)cout人;if(B[b].what%87)cout类;}if(B[b].what400B[b].what500){if(B[b].what%80)cout还;if(B[b].what%81)cout不;if(B[b].what%82)cout快;if(B[b].what%83)cout跪;if(B[b].what%84)cout倒;if(B[b].what%85)cout在;if(B[b].what%86)cout朕;if(B[b].what%87)cout前;}if(B[b].what500B[b].what600){if(B[b].what%80)cout看;if(B[b].what%81)cout懂;if(B[b].what%82)cout这;if(B[b].what%83)cout句;if(B[b].what%84)cout话;if(B[b].what%85)cout的;if(B[b].what%86)cout是;if(B[b].what%87)cout猪;} if(a1) Pan(1,B[b].x,B[b].y,b);}}if(B[b].what-1){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)20)cout;else cout ;if(Boss0) B[b].life0;else if(((Boss1abs(B[b].x-Bx1)abs(B[b].y-By1)1.5)||(Boss2abs(B[b].x-Bx2)abs(B[b].y-By2)1.5)||(Boss3abs(B[b].x-Bx3)abs(B[b].y-By3)1.5)||(B[b].t10))B[b].life1) Bblo-8Lv*2,B[b].life0;if(B[b].life!0){if(Boss1)B[b].xB[b].x(Bx1-B[b].x)/(10-B[b].t)*1.0,B[b].yB[b].y(By1-B[b].y)/(10-B[b].t)*1.0;if(Boss2)B[b].xB[b].x(Bx2-B[b].x)/(10-B[b].t)*1.0,B[b].yB[b].y(By2-B[b].y)/(10-B[b].t)*1.0;if(Boss3)B[b].xB[b].x(Bx3-B[b].x)/(10-B[b].t)*1.0,B[b].yB[b].y(By3-B[b].y)/(10-B[b].t)*1.0;Setpos(B[b].x,B[b].y);Color(7);if(B[b].t%20) cout;else cout×;}}if(B[b].what-2B[b].what-9){Nor;Setpos(B[b].x-1,B[b].y);if(ti(B[b].x)-120)cout;else cout ;Setpos(B[b].x1,B[b].y);if(ti(B[b].x)120)cout;else cout ;Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)20)cout;else cout ;if(B[b].life!0){B[b].y-B[b].vy;B[b].x-B[b].vx;if(B[b].what-3B[b].what-7){if(B[b].x7)B[b].x7;if(B[b].x28)B[b].x28;else if(B[b].xB[b].a1B[b].How1)B[b].How0;else if(B[b].xB[b].a-1B[b].How0)B[b].How1;if(B[b].How1B[b].vx-1)B[b].vx-0.2;if(B[b].How0B[b].vx1)B[b].vx0.2;}if(B[b].what-2) Color(3);if(B[b].what-3) Color(4);if(B[b].what-4) Color(1);if(B[b].what-5) Color(0);if(B[b].what-6) Color(6);if(B[b].what-7) Color(5);if(B[b].what-8) Color(2);if(B[b].what-9) Color(14);if(T%71B[b].what-5)Color(1);else if(T%71)Color(0);Setpos(B[b].x-1,B[b].y);cout︹;Setpos(B[b].x1,B[b].y);cout︺;Setpos(B[b].x,B[b].y-1);if(B[b].what-2) cout﹝镖﹞;if(B[b].what-3) cout﹝火﹞;if(B[b].what-4) cout﹝水﹞;if(B[b].what-5) cout﹝风﹞;if(B[b].what-6) cout﹝雷﹞;if(B[b].what-7) cout﹝磁﹞;if(B[b].what-8) cout﹝血﹞;if(B[b].what-9) cout﹝忍﹞; if(a1) Pan(-2,B[b].x,B[b].y,b);}}if(B[b].what-11||B[b].what-12){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)20)cout;else cout ;if(B[b].life!0){if(Magne0)B[b].How,B[b].xB[b].x(X-B[b].x)/(10-B[b].How)*1.0,B[b].yB[b].y(Y-B[b].y)/(10-B[b].How)*1.0;B[b].y-B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].what-10) Color(5);if(B[b].what-11) Color(7);if(T%71)Color(0);cout◆; if(a1) Pan(-1,B[b].x,B[b].y,b);}}if(B[b].what-13){Nor;Setpos(B[b].x,B[b].y-0.5);if(ti(B[b].x)20)cout;else cout ;if(B[b].life!0){if(B[b].a13880086){if(Boss0) B[b].life0;else if(((Boss1abs(B[b].x-Bx1)abs(B[b].y-By1)1.5)||(Boss2abs(B[b].x-Bx2)abs(B[b].y-By2)1.5)||(Boss3abs(B[b].x-Bx3)abs(B[b].y-By3)1.5)||(B[b].t5))B[b].life1) Bblo-8Lv*2,B[b].life0;if(B[b].life!0){if(Boss1)B[b].xB[b].x(Bx1-B[b].x)/(5-B[b].t)*1.0,B[b].yB[b].y(By1-B[b].y)/(5-B[b].t)*1.0;if(Boss2)B[b].xB[b].x(Bx2-B[b].x)/(5-B[b].t)*1.0,B[b].yB[b].y(By2-B[b].y)/(5-B[b].t)*1.0;if(Boss3)B[b].xB[b].x(Bx3-B[b].x)/(5-B[b].t)*1.0,B[b].yB[b].y(By3-B[b].y)/(5-B[b].t)*1.0;}}else{if(B[B[b].a].life0) B[b].life0;else if((abs(B[b].x-B[B[b].a].x)abs(B[b].y-B[B[b].a].y)1.5||(B[b].t5))B[b].life1) Exp2,B[B[b].a].lifeB[b].life0;if(B[b].life!0){B[b].xB[b].x(B[B[b].a].x-B[b].x)/(5-B[b].t)*1.0,B[b].yB[b].y(B[B[b].a].y-B[b].y)/(5-B[b].t)1.0;}}Setpos(B[b].x,B[b].y-0.5);if(T%63)Color(5);else Color(4);cout●;}}}if(brbl) {br-1,bl0;memset(B,0,sizeof(B));}Color(0);
}
void Move(){if(X3) X3;if(Y1) Y1,Vy0;if(Y29) Y29,Vy0;if(Ice!0){X-Vx/2.0;YVy/2.0;Vyfmax(Vy-0.025,(float)0);if(T%60Up0YDing) Y0.25;if(T%63Up0YDing) Y-0.25;if(Up0YDing-1.25) Vy0.25;if(Up0YDing1.25Wind0) Vy-0.25;if(Up0Down0Vx0X18) Up0,Down0,Vx0,Vy0,X18,Setpos(20,Y-2.5),cout;else if(Down2X22) Up0,Down1,Vx0,Vy0,X22,Setpos(20,Y-2.5),cout;else if(Up0Down1Vx0X22) Up0,Down1,Vx0,Vy0,X22,Setpos(20,Y-2.5),cout;else if(Up0Down0X18) Up0,Vx0,Vy0,X18,Setpos(20,Y-2.5),cout;else if(Down2) Vx0.175;else if(Up0Upt0) Vx-0.175;else if(Up0Upt0) {Vxfmax(Vx-0.125,(float)0);if(Upt1T%20)Map(-1,0);if(T%20)Upt–;}}else{X-Vx;YVy;Vyfmax(Vy-0.05,(float)0);if(Wind0){if(T%60Up0YDing) Y0.5;if(T%63Up0YDing) Y-0.5;}else{if(T%20Up0YDing) Y0.5;if(T%21Up0YDing) Y-0.5;}if(Up0YDing-1.25) Vy0.5;if(Up0YDing1.25Wind0) Vy-0.5;if(Up0Down0Vx0X18) Up0,Down0,Vx0,Vy0,X18,Setpos(20,Y-2.5),cout;else if(Down2X22) Up0,Down1,Vx0,Vy0,X22,Setpos(20,Y-2.5),cout;else if(Up0Down1Vx0X22) Up0,Down1,Vx0,Vy0,X22,Setpos(20,Y-2.5),cout;else if(Up0Down0X18) Up0,Vx0,Vy0,X18,Setpos(20,Y-2.5),cout;else if(Down2) Vx0.35;else if(Up0Upt0) Vx-0.35;else if(Up0Upt0) {Vxfmax(Vx-0.25,(float)0);if(Upt1)Map(-1,0); Upt–;}}for(int ibl;ibr;i){if(B[i].what98)if(B[i].x-B[i].vx5||B[i].x-B[i].vx30||B[i].y-B[i].vy0||B[i].y-B[i].vy30){B[i].life0;Map(1,i);}for(int j0;j20;j)if(B[i].what0B[i].life!0abs(B[i].x-I[j][0])2B[i].y-I[j][1]2){Setpos(I[j][0],I[j][1]);if(I[j][0]20) cout;else cout ;I[j][0]I[j][1]-1;B[i].life0;Exp2;}if(B[i].t100)B[i].life0;if(B[i].life0ibl) bl;Map(1,i);if(B[i].life0) continue;else{B[i].t;if(B[i].what1){if(B[i].y25B[i].How0) B[i].vy0,B[i].How1;if(B[i].t30) B[i].y1.5,B[i].How2;if(B[i].t35) B[i].vy1.5,B[i].How3;}if(B[i].what2){if(B[i].t%30) B[i].How!B[i].How;}if(B[i].what3||B[i].what5){if(B[i].what3B[i].y20) B[i].vy0;if(B[i].what5B[i].y21) B[i].vy0;if(B[i].t30B[i].t%20) B[i].How!B[i].How;if(B[i].what5B[i].t30B[i].xX) B[i].vx-0.2;else if(B[i].what5B[i].t70B[i].xX) B[i].vx0.2;else B[i].vx0;if(B[i].t45){B[i].life0;br;B[br].what4;B[br].xB[i].x;B[br].y32;B[br].vy3;B[br].life1;}}if(B[i].what6||B[i].what8||B[i].what9){if(B[i].vx0.25B[i].vy0.25B[i].t50){B[i].life0;if(B[i].life0ibl) bl;Map(1,i);break;}if(B[i].t%50) B[i].Howrand()%4;if(B[i].what9){if(B[i].t7){X9:float xx(rand()%41)/40.0,yy(rand()%41)/40.0;if(xx0.5yy0.5) goto X9;for(int j1;j4;j){br,B[br].what9;B[br].t11;B[br].xB[i].x,B[br].yB[i].y,B[br].vxxx,B[br].vyyy;if(j%20)swap(B[br].vx,B[br].vy),B[br].vy-1;if(j2)B[br].vx-1,B[br].vy-1;B[br].life1;}B[i].life0;}}if(B[i].what8){if(B[i].xXB[i].vx1.2) B[i].vxfmax((float)0,0.2-B[i].t/25);if(B[i].xXB[i].vx-1.2) B[i].vx-fmax((float)0,0.2-B[i].t/25);if(B[i].yYB[i].vy1.2) B[i].vyfmax((float)0,0.2-B[i].t/25);if(B[i].yYB[i].vy-1.2) B[i].vy-fmax((float)0,0.2-B[i].t/25);}}if(B[i].what13B[i].what15B[i].How!0){if(B[i].xB[i].How)B[i].vx0,B[i].How0;}if(B[i].what16){if(B[i].xXB[i].vx-1) B[i].vx-0.2;else if(B[i].xXB[i].vx1) B[i].vx0.2;}}if(B[i].life1B[i].a0B[i].what0){if(B[i].yYabs(B[i].x-X)3((B[i].x-X)(B[i].x-X)(B[i].y-Y)(B[i].y-Y))Dis) Dis(B[i].x-X)(B[i].x-X)(B[i].y-Y)(B[i].y-Y),Disbi;else if(((B[i].x-X)(B[i].x-X)(B[i].y-Y)(B[i].y-Y))Dis1) Dis1(B[i].x-X)(B[i].x-X)(B[i].y-Y)(B[i].y-Y),Disb1i;}}
}
void Guai(int R,int r){if(R-1){br;B[br].what-1;B[br].xXrand()%3-1;B[br].yYrand()%3-1;B[br].life1;}if(R-2R-11){br;B[br].whatR;B[br].xB[br].ar;B[br].y29;if(R-3R-7)B[br].vx-1;B[br].vy1;B[br].life1;}if(R0){br;B[br].what1;B[br].xr;B[br].y29;B[br].vy1;B[br].life1;}if(R1){br;B[br].what2;B[br].xr;B[br].y29;B[br].vy1;B[br].life1;}if(R2||R3){br;B[br].what2*R-1;B[br].xr;B[br].y29;B[br].vy1;B[br].life1;}if(R4){br;B[br].what6;if(r5)r5;if(r30)r30;B[br].xr;if(r11||r25) B[br].y29-(rand()%20);else B[br].y29;X4:B[br].vx(rand()%21-10)/30.0;B[br].vy(rand()%25)/30.0;if(B[br].vx0.8B[br].vy0.8)goto X4;int rxrand()%50;if(rx0) B[br].vx0;B[br].life1;}if(R5){br;B[br].Howr;B[br].what7;if(B[br].How0) B[br].x19;if(B[br].How0) B[br].x21;B[br].y29;B[br].vy1;B[br].life1;}
}
void CpGuai(int R,float x,float y,float xx,float yy){if(R4){br;B[br].what6;B[br].xx;B[br].yy;B[br].vxxx;B[br].vyyy;B[br].life1;}if(R6||R7||R8){br;B[br].what4R;B[br].xx;B[br].yy;B[br].vxxx;B[br].vyyy;B[br].life1;}
}
void MesGuai(int a,int rr){int Rrand()%rr,r-10086;if(R0){if(a1) r(5rand()%8)*2;if(a3a!1) r10rand()%16;if(a4) rrand()%75-20;if(a5) r2rand()%4;if(r!-10086) Guai(a,r);}
}
void NorGuai(int a,int b){if(a1) {if(b1||b41) Guai(0,15),Guai(0,17),Guai(0,19);if(b21||b61) Guai(0,21),Guai(0,23),Guai(0,25);if(b81) Guai(0,11),Guai(0,13),Guai(0,15),Guai(0,17),Guai(0,19);if(b101||b141) Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23),Guai(0,25);if(b121) Guai(0,15),Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23);if(b160b260b%100) Guai(0,b/10-1);if(b270b370b%100) Guai(0,52-b/10);if(b460b560b%100) Guai(0,b/10-37),Guai(0,b/10-36),Guai(0,b/10-35);if(b570b670b%100) Guai(0,78-b/10),Guai(0,77-b/10),Guai(0,76-b/10);if(b760b960b%100) Guai(0,b/10-66),Guai(0,b/10-65),Guai(0,103-b/10),Guai(0,104-b/10);if(b1000b1300) MesGuai(0,30-b/50);}if(a2) {if(b200b%301) {int rrand()%4;if(r1) r0;for(int i0;i4;i) if(i!r) Guai(1,i*49);}if(b200b220b%51) Guai(1,18);if(b220b300b%71) Guai(1,b/5-26);if(b350b370b%51) Guai(1,22);if(b370b450b%71) Guai(1,96-b/5);if(b461||b501||b541) Guai(1,13),Guai(1,17),Guai(1,21);if(b481||b521||b561) Guai(1,17),Guai(1,21),Guai(1,25);if(b561b861b%201) Guai(1,b/405);if(b561b861b%2011) Guai(1,35-b/40);if(b801b961b%151) Guai(1,20);if(b1000b1300) MesGuai(1,30-b/50);}if(a3) {if(b1||b61) Guai(3,15),Guai(2,17),Guai(2,19);if(b31||b91) Guai(2,21),Guai(2,23),Guai(3,25);if(b120b220b%100) Guai(2,b/103);if(b240b340b%100) Guai(2,49-b/10);if(b360b460b%200) Guai(2,b/10-21),Guai(2,61-b/10);if(b480b580b%200) Guai(3,b/10-33),Guai(3,73-b/10);if(b600b750b%300) {for(int i0;i5;i) Guai(3,i*310);}if(b750b830b%100) if(b200b%401) Guai(2,X);if(b830b910b%200) Guai(2,X);if(b910b980b%100) Guai(2,X);if(b1000b1300) MesGuai(rand()%22,40-b/50);}if(a4) {if(b1) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.65);if(b41) CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);if(b81) CpGuai(4,5,20,-0.4,0.35),CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,30,20,0.25,0.4),CpGuai(4,21,29,0,0.65);if(b121) CpGuai(4,5,20,-0.2,0.35),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,30,20,0.4,0.4),CpGuai(4,18,29,0,0.65);if(b161) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.6),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);if(b200b500b%401) {float r0,rr;for(int i1;i5;i){X5:rr0.7(rand()%5)/10.0;if(rrr)goto X5;rrr;CpGuai(4,i*37,29,0,0.5(rand()%50)/80.0);}}if(b540b565b%51) CpGuai(4,5,8,-2,0.2);if(b590b615b%51) CpGuai(4,30,8,1.5,0.2);if(b640b665b%51) CpGuai(4,5,8,-1.5,0.3);if(b690b715b%51) CpGuai(4,30,8,2,0.3);if(b750b950b%201) {float r0,rr;for(int i1;i3;i){X6:rr0.7(rand()%5)/10.0;if(rrr)goto X6;rrr;CpGuai(4,i*57(rand()%3),29,0,0.5(rand()%50)/200.0);}}if(b1000b1300) MesGuai(4,5);}
}
void RandGood(){if(Biao0){Biao–;Guai(-1,0);}if(Gd[1]0){Gd[1]rand()%10001;if(Win7)Gd[1]10086;Gd[3]rand()%168;}else if(Gd[1]5){Guai(-2-Gd[1],Gd[3]);memset(Gd,0,sizeof(Gd));}else if(Gd[1]20Gd[1]27){Guai(-8,Gd[3]);memset(Gd,0,sizeof(Gd));}else if(Gd[1]30Gd[1]37){Guai(-9,Gd[3]);memset(Gd,0,sizeof(Gd));}else if(Gd[1]40Gd[1]70){Gd[2];if(Gd[2]%21)Guai(-10,Gd[3]);if(Gd[2]9)memset(Gd,0,sizeof(Gd));}else if(Gd[1]70Gd[1]100){Gd[2];if(Gd[2]%21)Guai(-11,Gd[3]);if(Gd[2]9)memset(Gd,0,sizeof(Gd));}else if(Boss!0Gd[1]450Gd[1]500){Guai(-2,Gd[3]);memset(Gd,0,sizeof(Gd));}else Gd[1]0;for(int i0;i20;i){if(I[i][0]-1) continue;Setpos(I[i][0],I[i][1]);Color(0);if(I[i][0]20) cout;else cout ;I[i][1];if(I[i][0]28||I[i][0]0||I[i][1]29) I[i][0]I[i][1]-1;else Color(1),Setpos(I[i][0],I[i][1]),cout■;Color(0);}
}
void Panboss(int bx,int by){float Nox[4],Noy[4];Nox[0]X,Noy[0]Y;if(Down1X22) Nox[1]X1,Noy[1]Y-0.5,Nox[2]X-1,Noy[2]Y-0.5;else if(Down2) Nox[1]X1,Noy[1]Y-0.5,Nox[2]-10,Noy[2]-10;else if(Down1||X18) Nox[1]X-1,Noy[1]Y-0.5,Nox[2]-10,Noy[2]-10;else Nox[1]X1,Noy[1]Y-0.5,Nox[2]X-1,Noy[2]Y-0.5;for(int i0;i3;i){if((Boss1||Boss6)Wind0Thun0abs(Nox[i]-bx)1abs(Noy[i]-by)1Bgo1[4]0) Blo-20,Bgo1[4]1,Killb20,Kill1;if((Boss2||Boss6)Wind0Thun0abs(Nox[i]-bx)1abs(Noy[i]-by)1Bgo2[8]0) Blo-20,Bgo2[8]1,Killb20,Kill1;}
}
void Boss1(){for(int j0;j20;j)if(abs(Bx1-I[j][0])2By1-I[j][1]2){Setpos(I[j][0],I[j][1]);if(I[j][0]20) cout;else cout ;I[j][0]I[j][1]-1;Bblo-8Lv*2;Exp2;}if(BbrBblBbr!0) BbrBbl0;for(int i1;i3(Bbl-Bbr)/5;i)if(BbrBbl){Setpos(Bway[Bbr][0],Bway[Bbr][1]);if(Bway[Bbr][0]20) cout;else cout ;Bbr;}if(Bwhat15){int bx,by;Color(5);for(int i0;i10;i){bxBx1-i*Bvx1/10.0;byBy1-iBvy1/10.0;Setpos(bx,by),cout█;Bbl;Bway[Bbl][0]bx;Bway[Bbl][1]by;}Color(0);}Bx1-Bvx1;By1-Bvy1;if(Bwhat10){X2:Bwhat1rand()%7;if(Bwhat12||Bwhat13){if(By110||By125) goto X2;}if(Bwhat14){if(By115||Bx120) goto X2;Bgo1[2]Bx1;Bgo1[3]By1-1;}if(Bwhat15) {X0:Bgo1[3]rand()%41;Bvx1(rand()%101)/20.0;Bvy1(rand()%101)/20.0;if(Bgo1[3]2) Bvx1-1;if(Bgo1[3]%21) Bvy1-1;if(abs(Bvx1)abs(Bvy1)3||Out1)goto X0;}if(Bwhat16){if(By117||By125) goto X2;}}if(Bwhat11){Bgo1[1],Bgo1[2];int Rrand()%(5-Bgo1[1]),rrand()%(10-Bgo1[2]);if(Out1) R0;if(R0) {int vxBvx1,vyBvy1;Bgo1[1]0;Bvx1(rand()%101-20)/50.0;Bvy1(rand()%101-20)/50.0;if(Bgo1[3]2) Bvx1-1;if(Bgo1[3]%21) Bvy1*-1;if(Out1) r0;} if(r0) Chang1 }if(Bwhat12){Bgo1[1];if(Bgo1[1]6){Bvy1-0.3;br;B[br].xBx1,B[br].yBy1-1;B[br].what6;X3:B[br].vx(rand()%21-10)/40.0;B[br].vy(rand()%25)/30.0;if(B[br].vx0.8B[br].vy0.8)goto X3;int rxrand()%50;if(rx0) B[br].vx0;B[br].life1;}if(Bgo1[1]8) Chang1}if(Bwhat13){Bgo1[1];if(Bgo1[1]6Bgo1[1]%30){Bvy1-0.3;br;B[br].xBx1,B[br].yBy1-1;B[br].what8;B[br].life1;}if(Bgo1[1]15) Chang1}if(Bwhat14){Bgo1[1];if(Bgo1[1]8){Setpos(Bgo1[2],Bgo1[3]);if(Bgo1[1]1)cout ;else if(Bgo1[1]1Bgo1[2]20) cout;else cout ;Bgo1[2]–;Setpos(Bgo1[2],Bgo1[3]);int rrand()%4;if(r%20) Color(6);else Color(9);if(r2) cout) ;else cout】;Color(0);}if(Bgo1[1]6) Bgo1[5]X,Bgo1[6]Y;if(Bgo1[1]11){Map(0,(bool)Kill);Setpos(Bgo1[5],Bgo1[6]1),cout ;Setpos(Bgo1[5],Bgo1[6]-1),cout ;Setpos(Bgo1[5]1,Bgo1[6]),cout ;Setpos(Bgo1[5]-1,Bgo1[6]),cout ;int bx,by,bvxBgo1[2]-Bgo1[5],bvyBgo1[3]-Bgo1[6];Color(6);int i0;while(1){bxBgo1[2]-i*bvx/30.0;byBgo1[3]-ibvy/30.0;if(bx5||bx30||by0||by29) break;Panboss(bx,by);Setpos(bx,by),cout█;Bbl;Bway[Bbl][0]bx;Bway[Bbl][1]by;i;}Color(0);Map(-1,0);Chang1}}if(Bwhat15){Bgo1[1],Bgo1[2];int Rrand()%(5-Bgo1[1]),rrand()%(10-Bgo1[2]);if(Out1) R0;if(R0) {int vxBvx1,vyBvy1;Bgo1[1]0;X1:Bvx1(rand()%101-20)/20.0;Bvy1(rand()%101-20)/20.0;if(Bgo1[3]2) Bvx1-1;if(Bgo1[3]%21) Bvy1*-1;if(abs(Bvx1)abs(Bvy1)3||abs(Bvx1-vx)1||abs(Bvy1-vy)1)goto X1;if(Out1) r0;} if(r0) Chang1 }if(Bwhat16){Bgo1[1];if(Bgo1[1]6Bgo1[1]%100){By1-1;br;B[br].xBx1,B[br].yBy1-1;B[br].what9;X30:B[br].vy1;B[br].life1;}if(Bgo1[1]31) Chang1}
}
void Boss2(){for(int j0;j20;j)if(abs(Bx2-I[j][0])2By2-I[j][1]2){Setpos(I[j][0],I[j][1]);if(I[j][0]20) cout;else cout ;I[j][0]I[j][1]-1;Bblo-8Lv*2;Exp2;}if(BbrBblBbr!0) BbrBbl0;for(int i1;i3(Bbl-Bbr)/5;i)if(BbrBbl){Setpos(Bway[Bbr][0],Bway[Bbr][1]);if(Bway[Bbr][0]20) cout;else cout ;Bbr;}Bx2-Bvx2;By2-Bvy2;if(Bwhat20){X21:Bwhat2rand()%7;if(Bwhat22){X31:for(int i1;i3;i){Bgo2[i*21]rand()%281,Bgo2[i*2]rand()%255;if((abs(Bgo2[i*2]-Bx2)2abs(Bgo2[i*21]-By2)2)||(abs(Bgo2[i*2]-X)2abs(Bgo2[i21]-Y)2))goto X31;}if(Bgo2[2]Bgo2[4]||Bgo2[2]Bgo2[6]||Bgo2[6]Bgo2[4]||Bgo2[5]Bgo2[3]||Bgo2[3]Bgo2[7]||Bgo2[5]Bgo2[7]) goto X31;}if(Bwhat23){Bgo2[2]rand()%2;}if(Bwhat24||Bwhat25||Bwhat26){Bvy2-1.5;Bvx2-0.5;}}if(Bwhat21){Bgo2[1],Bgo2[2];int Rrand()%(5-Bgo2[1]),rrand()%(30-Bgo2[2]);if(Out2) R0;if(R0) {int vxBvx2,vyBvy2;Bgo2[1]0;Bvx2(rand()%101-20)/50.0;Bvy2(rand()%101-20)/50.0;if(Bgo2[3]2) Bvx2-1;if(Bgo2[3]%21) Bvy2*-1;if(Out2) r0;} if(r0) Chang2 }if(Bwhat22){Bgo2[1];float bx,by,bvx,bvy;if(Bgo2[1]21){for(int i1;i3;i){bvxBgo2[i*2]-Bx2,bvyBgo2[i*21]-By2;if(Bgo2[1]10){Setpos(Bx2(Bgo2[1]-1)*bvx/10.0,By2(Bgo2[1]-1)*bvy/10.0);if(abs(Bx2(Bgo2[1]-1)*bvx/10.0-20)0.5)cout;else cout ;bxBx2Bgo2[1]*bvx/10.0;byBy2Bgo2[1]*bvy/10.0;Setpos(bx,by);}else Setpos(Bgo2[i*2],Bgo2[i*21]);int rrand()%4;if(r%20) Color(3);else Color(10);if(r1) cout×;else cout;Color(0);}}if(Bgo2[1]21){Map(0,(bool)Kill);Color(3);int j0;for(int j0;j30;j)for(int i1;i3;i)for(int k1;k4;k){if(k1) bvxj,bvy0;if(k2) bvx-j,bvy0;if(k3) bvx0,bvyj;if(k4) bvx0,bvy-j;bxBgo2[i*2]bvx,byBgo2[i*21]bvy;if(bx5||bx30||by0||by30) {continue;}Panboss(bx,by);Setpos(bx,by),cout█;Bbl;Bway[Bbl][0]bx;Bway[Bbl][1]by;}Color(0);Map(-1,0);Chang2}}if(Bwhat23){Bgo2[1];if(Bgo2[1]18){if(Bgo2[3]0) Setpos(Bgo2[4]-3,Bgo2[5]),cout ,Setpos(Bgo2[4]3,Bgo2[5]),cout ,Color(0),Setpos(20,Bgo2[5]),cout;if(Bgo2[3]1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout ,Setpos(Bgo2[4],Bgo2[5]2.5),cout ,Color(0),Setpos(20,Bgo2[5]2.5),cout,Setpos(20,Bgo2[5]-3.5),cout;if(Bgo2[1]%40)Bgo2[3]!Bgo2[3];if(Bgo2[1]%63)Color(3);else Color(5);if(Bgo2[3]0) Setpos(X-3,Y),cout▼,Setpos(X3,Y),cout▲,Bgo24(X0.5),Bgo25(Y0.5);if(Bgo2[3]1) Setpos(X,Y-3),cout ,Setpos(X,Y3),cout ,Bgo24(X0.5),Bgo25(Y0.5);Color(0);}if(Bgo2[1]18){if(Bgo2[3]0) Setpos(Bgo2[4]-3,Bgo2[5]),cout ,Setpos(Bgo2[4]3,Bgo2[5]),cout ,Color(0),Setpos(20,Bgo2[5]),cout;if(Bgo2[3]1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout ,Setpos(Bgo2[4],Bgo2[5]2.5),cout ,Color(0),Setpos(20,Bgo2[5]2.5),cout,Setpos(20,Bgo2[5]-3.5),cout;}if(Bgo2[1]18Bgo2[1]25){Bgo2[3]Bgo2[2];if(Bgo2[3]0) Setpos(Bgo2[4]-3,Bgo2[5]),cout ,Setpos(Bgo2[4]3,Bgo2[5]),cout ,Color(0),Setpos(20,Bgo2[5]),cout;if(Bgo2[3]1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout ,Setpos(Bgo2[4],Bgo2[5]2.5),cout ,Color(0),Setpos(20,Bgo2[5]2.5),cout,Setpos(20,Bgo2[5]-3.5),cout;if(Bgo2[1]%42)Color(3);else Color(5);if(Bgo2[3]0) Setpos(Bgo2[4]-3,Bgo2[5]),cout▼,Setpos(Bgo2[4]3,Bgo2[5]),cout▲;if(Bgo2[3]1) Setpos(Bgo2[4],Bgo2[5]-3),cout ,Setpos(Bgo2[4],Bgo2[5]3),cout ;Color(0);}if(Bgo2[1]25){if(Bgo2[2]0){Color(3);for(int i4;i29;i){Setpos(i,Bgo2[5]),cout█;Bbl;Panboss(i,Bgo2[5]);Bway[Bbl][0]i;Bway[Bbl][1]Bgo2[5];}}if(Bgo2[2]1){Color(3);for(int i0;i28;i){Setpos(Bgo2[4],i),cout█;Bbl;Panboss(Bgo2[4],i);Bway[Bbl][0]Bgo2[4];Bway[Bbl][1]i;}}Chang2}}if(Bwhat24||Bwhat25||Bwhat26){Bgo2[1];if(By227)Bvy20;if(Bx223)Bvx20;if(Bgo2[1]13Bgo2[1]%30){float tBy2-Y,g0.35;if(Boss6) t/2.0;CpGuai(Bwhat22,Bx2,By2,(Bx2-X)/t*1.0(t-1)*g/2.0,1);}if(Bgo2[1]20) Chang2}
}
void Boss3(){#define Bean br;B[br].what13;B[br].xBx3-1,B[br].yBy3-1;B[br].vy1;B[br].life1;for(int j0;j20;j)if(abs(Bx3-I[j][0])2By3-I[j][1]2){Setpos(I[j][0],I[j][1]);if(I[j][0]20) cout;else cout ;I[j][0]I[j][1]-1;Bblo-8Lv*2;Exp2;}Bx3-Bvx3;By3-Bvy3;if(Bwhat38){if(Bx3XBvx31.5) Bvx30.3;if(Bx3XBvx3-1.5) Bvx3-0.3;}if(Bwhat30){X22:Bwhat3rand()%12;if(Bwhat311abs(Bx3-20)1)goto X22;if(Bwhat311)Bgo3[2]rand()%5;}if(Bwhat31){Bgo3[1];if(Bgo3[1]6){br;B[br].what13;B[br].x(int)Bx3-1,B[br].yBy3-1;B[br].vy1;B[br].vx1;B[br].How(int)Bx3-4;B[br].life1;br;B[br].what13;B[br].x(int)Bx3-1,B[br].yBy3-1;B[br].vy1;B[br].vx-1;B[br].How(int)Bx32;B[br].life1;br;B[br].what13;B[br].x(int)Bx3-1,B[br].yBy3-1;B[br].vy1;B[br].life1;Chang3}}if(Bwhat32Bwhat36){Bgo3[1];if(Bgo3[1]6){br;B[br].x(int)Bx3-1,B[br].yBy3-1;B[br].what11Bwhat3;B[br].vy0.5(rand()%100)/80.0;if(Bwhat35)B[br].vyB[br].vy*3⁄4.0;B[br].life1;Chang3}}if(Bwhat37){Bgo3[1];if(Bgo3[1]6){br;B[br].what14;B[br].x(int)Bx3-1,B[br].yBy3-1;B[br].vy1;B[br].vx1;B[br].How(int)Bx3-4;B[br].life1;br;B[br].what14;B[br].x(int)Bx3-1,B[br].yBy3-1;B[br].vy1;B[br].vx-1;B[br].How(int)Bx32;B[br].life1;br;B[br].what14;B[br].x(int)Bx3-1,B[br].yBy3-1;B[br].vy1;B[br].life1;Chang3}}if(Bwhat38){Bgo3[1];if(Bgo3[1]6){br;B[br].what15;B[br].x(int)Bx3-1,B[br].yBy3-1;B[br].vy1;B[br].vx1;B[br].How(int)Bx3-4;B[br].life1;br;B[br].what15;B[br].x(int)Bx3-1,B[br].yBy3-1;B[br].vy1;B[br].vx-1;B[br].How(int)Bx32;B[br].life1;br;B[br].what15;B[br].x(int)Bx3-1,B[br].yBy3-1;B[br].vy1;B[br].life1;Chang3}}if(Bwhat39){Bvx30;Bgo3[1];if(Bgo3[1]6||Bgo3[1]8){Bean}if(Bgo3[1]8)Chang3}if(Bwhat310){Bvx30;Bgo3[1];if(Bgo3[1]6||Bgo3[1]8||Bgo3[1]10||Bgo3[1]12){Bean}if(Bgo3[1]12)Chang3}if(Bwhat311){Bvx30;Bgo3[1];if(Bgo3[1]8)for(int i1;i4;i){br;B[br].what80100*Bgo3[2]Bgo3[1]*4i;B[br].xBx3-1,B[br].yBy3-1i;B[br].vy4;B[br].life1;br;B[br].what99;B[br].xBx3,B[br].yBy3-1i;B[br].vy4;B[br].life1;br;B[br].what99;B[br].xBx3-2,B[br].yBy3-1i;B[br].vy4;B[br].life1;}if(Bgo3[1]20){for(int i1;i4;i){br;B[br].what98;B[br].xBx3-1,B[br].yBy3-1i;B[br].vy4;B[br].life1;br;B[br].what98;B[br].xBx3,B[br].yBy3-1i;B[br].vy4;B[br].life1;br;B[br].what98;B[br].xBx3-2,B[br].yBy3-1i;B[br].vy4;B[br].life1;}Chang3}}
}
void Ball(int ball){if(ball1){if(Fir3T%80) Fir;if(Fir0){br;B[br].what-13;B[br].xX;B[br].yYrand()%3-1;B[br].life1;if(Dis30) B[br].aDisb,B[Disb].a1,Fir–;else if(Boss!0) B[br].a13880086,Fir–;else if(Dis!13880087) B[br].aDisb,B[Disb].a1,Fir–;else if(Dis1!13880087) B[br].aDisb1,B[Disb1].a1,Fir–;else B[br].life0;DisDis113880087;}}if(ball2){if(T%40)ib(ib1)%20,I[ib][1]Y-2;if(T%160)I[ib][0]X;if(T%164)I[ib][0]X-1;if(T%168)I[ib][0]X1;if(T%1612)I[ib][0]X-2;if(T%129)I[ib][0]X2;if(Water1){for(int iX-6;iX6;i)ib(ib1)%20,I[ib][0]i,I[ib][1]Y-2-0.5*abs(i-X);}}if(ball3){if(Wind5){if(YDing-1)Vy5;else Vy0;if(Up1) Vx-5;if(Down2) Vx5;}if(Wind5){if(YDing-1)Vy-5;else Vy0;if(Up1) Vx-5;if(Down2) Vx5;}if(Wind5){if(Boss2) Ding12.25;else Ding6.25;if(Boss!0) Bblo-16Lv*4;if(Boss1) Chang1 if(Boss2) Chang2 if(Boss3) Chang3 system(color 3F);Sleep(20);system(color 6F);Sleep(10);system(color 0F);system(cls);for(int ibl;ibr;i)if(B[i].what0)B[i].life0;Setpos(20,0);for(int i1;i60;i) printf();}}if(ball4){if(Thun1){if(Boss!0) Bblo-16Lv*4;if(Boss1) Chang1 if(Boss2) Chang2 if(Boss3) Chang3 system(color 9F);Sleep(20);system(color 6F);Sleep(10);system(color 0F);system(cls);for(int ibl;ibr;i)if(B[i].what0)B[i].life0;Setpos(20,0);for(int i1;i60;i) printf();}}if(ball5){system(cls); Color(5);Setpos(10,10);cout新天赋;Y:int rrrand()%42;Setpos(12,10);if(rrRen) goto Y;if(rr2)cout水火四重奏极稀有;if(rr3)cout空之舞;if(rr4)cout三段跳;if(rr5)cout瞬跳;;if(rr6)cout反重力跳跃;Setpos(14,10);cout当前天赋;if(Ren1)cout小无敌;if(Ren2)cout瞬跳;if(Ren3)cout空之舞;if(Ren4)cout三段跳;if(Ren5)cout水火四重奏极稀有;Setpos(16,10);cout换否y/n;G:char g_getch();if(gy)Renrr;else if(g!n)goto G;system(cls);Setpos(20,0);Color(0);for(int i1;i60;i) printf();}if(ball6){Color(4);for(float i1;iBblo;iBblomax/20.0)cout▄;Color(0);cout Bblo ;Color(0);}if(ball7){Color(1);if(Win7T%63)Color(3);for(float i1;iBlo;iBlomax/20.0)cout▄;Color(0);if(Win7T%63)Color(3);printf( %0.1f ,Blo);}
}
int main(){cout地铁跑酷即将开始endl;system(color 4);Sleep(700);system(color 2);Sleep(800);system(color 6);Sleep(800);system(color 9);Sleep(3000);system(mode con cols60 lines37);CONSOLE_CURSOR_INFO cursor_info{1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),cursor_info);srand((unsigned)time(NULL));Win0;Ren1;Lv1;BloBlomax100;Expmax300;Hui15;X18,Y6;ReStart:system(cls);memset(B,0,sizeof(B));memset(I,-1,sizeof(I));T0;bl0;br-1;Upt0;Start:BloBlomax * 100;Ding6.25;memset(Bgo1,0,sizeof(Bgo1));memset(Bgo2,0,sizeof(Bgo2));memset(Bgo3,0,sizeof(Bgo3));if(Win%20) T0;if(Win%20D0){if(Win0)Ball(5);Boss0;lL:Lrand()%41;for(int i0;iWin/2-1;i)if(LLl[i]) goto lL;Ll[Win/2]L;}if(Win%21D0){if(Win7)Boss6,T0,Blomax100;else{bl:Bossrand()%31;for(int i0;i3;i)if(BossBl[i]) goto bl;}Bl[Win/2]Boss;Bwhat1Bwhat2Bwhat30,Bx110,By120,Bx215,By220,Bx321,By320;system(color 4C);Sleep(20);system(color 0F);Map(0,1);Sleep(1000);}if(Win%21){Bblomax500(Win/2)*500;BbloBblomax;if(Boss2) Ding12.25;}while(1){T;if(Wind0){if(GetAsyncKeyState(VK_LEFT)0x8000) Vy-(10-abs(Ding-Y)*1.5)/20.0;if(GetAsyncKeyState(VK_RIGHT)0x8000) Vy(10-abs(Ding-Y)*1.5)/20.0;}if(GetAsyncKeyState(VK_UP)0x8000u10) {u1;if(Down1){Down0;Up0;if(Ren2)Map(-1,0),Vx0,X18,Li5;else Vx7,Vy0.3;}else if(Up0Wind0) {Down0;Up1;if(Ren2)Map(-1,0),Vx1,X10,Map(0,3),Li5;else Vx2,Vy0.1;}else if(Up1Wind0) {Down0;Up2;if(Ren2)Map(-1,0),Vx1,X-6,Map(0,3),Li5;else Vx1.5,Vy0.1;}else if(Ren3Up2Wind0) {Down0;Up3;Vx1;Vy0.5;Upt30;}else if(Ren4Up2Wind0) {Down0;Up3;Vx1.8;Vy0.1;}}if(GetAsyncKeyState(VK_DOWN)0x8000u20) {u2;if(Down1Ren5){Down2;Up0;Vx-1.7;}else {Down1;Up0;if(Ren2)Map(-1,0),Vx0,X22,Map(0,3),Li5;else {if(Upt!0) Map(-1,0),Upt0;Vx-7;}}}if((GetAsyncKeyState(VK_UP)0x8000) ?0:1) u10;if((GetAsyncKeyState(VK_DOWN)0x8000) ?0:1) u20;if(kbhit()){char g_getch();if(g ) Sleep(100),Setpos(4,1),Sy,system(pause);}if(Sy1) Setpos(4,1),printf( ),Sy–;if(Drug0) Blofmin((float)Blomax,BloHui/100.0);else if(T%100)Blo–;if(T%200) {if(Kill!0) Kill0;if(Lvl!0) Lvl0;}if(Killb0) Killb–;if(Li0) Li–;if(Ice0) Ice–;if(Drug0) Drug–;if(Magne0) Magne–;if(Fire0) Ball(1),Fire–;if(Water0) Ball(2),Water–;if(Wind0) Ball(3),Wind–;if(Thun0) Ball(4),Thun–;if(Boss0) NorGuai(L,T%1500);RandGood();if(T%201)Exp;if(T%501){Exp;system(cls);Setpos(20,0);Color(0);for(int i1;i60;i) printf();if(Win0T300){Setpos(4,6);cout↑/↓ 跳跃/下翻←→ 些微移动松手即返回; Setpos(8,6);cout球可以开启特殊效果经验积满300可提升级别。;Setpos(8,6);cout打败 7 波即胜利打败 BOSS 有新天赋。;Setpos(10,15);cout空格可以暂停。;}}Map(-1,0);if(Boss1) Boss1();if(Boss2) Boss2();if(Boss3) Boss3();if(Boss6) Boss1(),Boss2(),Boss3();Move();Map(0,(bool)Kill);Color(0);Setpos(1,1);Blofmin(Blo,(float)Blomax);if(Boss0)cout血量: (int)Blo ;Color(0);Setpos(1,9),cout死亡次数: D ;Setpos(2,1);Expmin(Exp,Expmax);if(ExpExpmax)Exp0,Lv,Lvl,Hui,Blomax5;if(Lvl0)Color(5);cout级别: Lv;Color(0);Setpos(2,9);cout经验: Exp ;if(Boss0) Setpos(3,1),cout血量 : ,Ball(7);if(Boss0Boss!6) Setpos(4,1),cout怪物血量: ,Ball(6);if(Boss6) Setpos(1,9),printf(时间: %0.1f s ,T/15.0);if(Win0) Sleep(55);if(Win1) Sleep(50);if(Win2) Sleep(35);if(Win3) Sleep(40);if(Win4) Sleep(25);if(Win5) Sleep(30);if(Win6) Sleep(20);if(Win7) Sleep(17);if(Boss3Bblo0){for(int i1;i4;i){br;B[br].what98;B[br].xBx3-1,B[br].yBy3-1i;B[br].vy4;B[br].life1;br;B[br].what98;B[br].xBx3,B[br].yBy3-1i;B[br].vy4;B[br].life1;br;B[br].what98;B[br].xBx3-2,B[br].yBy3-1i;B[br].vy4;B[br].life1;}}if((Win%20T1400)||(Win%21Bblo0)||(Win7T450)||Blo0) {Map(-1,0);break;}}if(Blo0){Sleep(1000);D;system(color 7F);Setpos(15,11);Color(4);coutGAME OVER…;Sleep(2000);goto ReStart;}else if(Win7){Sleep(1000);system(color 6E);Setpos(15,11);Color(5);coutYOU WIN !;Sleep(3000);Setpos(30,0);return 0;}else Sleep(1000),Win,D0;goto Start;
}
吃豆人
❤❤❤❤
#include stdio.h
#include iostream
#include time.h
#include conio.h
#include windows.h
#include stdlib.h
#include string.husing namespace std;const int n 809;struct Point {int x, y;
};int dali;int fx[4] {-1, 27, 1, -27};
int fxfx[4][2] {{0, -1}, {1, 0}, {0, 1}, {-1, 0}};
int dis[1000][1000]; //0:墙 1:有分的路 2:没分的路 3:怪物的家
int changdi[30][27] {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},{0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},{0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},{0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},{0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0},{0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1 ,0},{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 3, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 3, 3, 3, 3, 3, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},{2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 0, 3, 3, 3, 3, 3, 0, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2},{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 3, 3, 3, 3, 3, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},{0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},{0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},{0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},{0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0},{0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0},{0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0},{0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0},{0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},{0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};int x, x1, x2, x3, x4, y, y1, y2, y3, y4;
int now, now1, now2, now3, now4;
int g1, g2, g3, g4;
int fangx, nextfx, last1, last2, last3, last4;
int fenshu, guozi, guaitimer;
int T1, T2, t1, t2, stopped; //T:计时 t1:玩家速度 t2:怪物速度
int f; //f:{0:继续 1:被吃 2:赢了 3:输了}
int beichi;void color (int a) {//颜色函数SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE), a);
}void gotoxy(int x, int y) {//位置函数(行为x 列为y)COORD pos;pos.X2*y;pos.Yx;SetConsoleCursorPosition (GetStdHandle (STD_OUTPUT_HANDLE),pos);
}void begin () {system (cls);color (11); printf ( ★); color (10); printf (吃豆人); color (11); printf (★\n\n); color(7);printf ( 正在初始化请耐心等待); for (int i 0; i n; i) {for (int j 1; j n; j) {dis[i][j] 900;}} for (int i 0; i n; i) {for (int j 0; j 3; j) {if (i fx[j] 0 i fx[j] n) {int k i fx[j], xx k/27, yy k % 27, kk;if (changdi[i / 27][i % 27] changdi[xx][yy]) {dis[i][k] kk 1;}}}}for (int k 0; k n; k) {if (changdi[k]) {for (int i 0; i n; i) {if (changdi[i]) {for (int j 0; j n; j) {if (changdi[j]) {if (dis[i][j] dis[i][k] dis[k][j]) {dis[i][j] dis[i][k] dis[k][j];}}}}}if (k % 80 0) { color (13); gotoxy (3, 12); printf(│);} else if (k % 80 20) {color (13); gotoxy (3, 12); printf (╱);} else if (k % 80 40) {color (13); gotoxy (3, 12); printf (─);} else if (k % 80 60) {color(13); gotoxy (3, 12); printf (╲);}if (k % 600) {color (11); gotoxy (5, k / 60); printf(●);}}}
}void shuru () {char ch getch ();if (ch 75) {if (changdi[x fxfx[0][0]][y fxfx[0][1]] 1 | changdi[x fxfx[0][0]][y fxfx[0][1]] 2) {fangx nextfx 0;} else {nextfx 0;}} else if (ch 80) {if (changdi[x fxfx[1][0]][y fxfx[1][1]] 1 | changdi[x fxfx[1][0]][y fxfx[1][1]] 2) {fangx nextfx 1;} else {nextfx 1;} } else if (ch 77) {if (changdi[x fxfx[2][0]][y fxfx[2][1]] 1 | changdi[x fxfx[2][0]][y fxfx[2][1]] 2) {fangx nextfx 2;} else {nextfx 2;}} else if (ch 72) {if (changdi[x fxfx[3][0]][y fxfx[3][1]] 1 | changdi[x fxfx[3][0]][y fxfx[3][1]] 2) {fangx nextfx 3;} else {nextfx 3;}} else if (ch ) {stopped (stopped 1) % 2;} else if (ch -) {t1;} else if ((ch ) t1 - 1 0) {t1–;} else if (ch \() {dali (dali 1) % 2;}
}void reset () {system (cls); color (7);x 22; y 13; x1 x2 x3 x4 14; y1 11; y2 12; y3 14; y4 15;now 607; now1 389; now2 390; now3 392; now4 393;for (int k 0; k n; k) {int i k / 27, j k % 27;gotoxy (i, j);if (changdi[i][j] 1) { color (7); printf(·);} else if (!changdi[i][j]) {color (1); printf (■);}if (j26) {gotoxy (i, 27); color (7); printf (%d, i);}}gotoxy (0, 0);gotoxy (x, y); color (14); printf (●);gotoxy (x1, y1); color (4); printf (◆);gotoxy (x2, y2); color (5); printf (◆);gotoxy (x3, y3); color (3); printf (◆);gotoxy (x4, y4); color (2); printf (◆);fangx 0; T1 T2 guaitimer 0; t1 75; t2 100;stopped 0; fenshu 0; guozi 237; g1 g2 g3 g4 0; dali 0;gotoxy (14, 30); printf ( );
}void move1 () {int xx, yy;xx x fxfx[nextfx][0]; yy y fxfx[nextfx][1];if (changdi[xx][yy]) {if (changdi[xx][yy] 1) {fenshu; changdi[xx][yy] 2;}color (14);gotoxy (x, y); printf ( );gotoxy (xx, yy); if (!dali) {printf (♀);} else {printf (☆);}now x * 27 y; x xx; y yy;fangx nextfx;} else {if (x 13 y 0 fangx 0) {xx x; yy 26;} else if (x 13 y 26 fangx 2) {xx x; yy 0;} else {xx x fxfx[fangx][0]; yy y fxfx[fangx][1];}if (changdi[xx][yy]) {if (changdi[xx][yy] 1) {fenshu; changdi[xx][yy] 2;}color (14);gotoxy (x, y); printf ( );gotoxy (xx, yy); if (!dali) {printf (♀);} else {printf (☆);}now x * 27 y; x xx; y yy;}}color (7);
}void move2 () {int haha, minhaha, xx, yy, chi 0;if (g1) {minhaha 2147483647; //相当于INT_MAX if (now1 % 27 0 | now1 % 27 26) {haha last1;} else if (!dali) {for (int i 0; i 3; i) {if (changdi[(now1 fx[i]) / 27][(now1 fx[i]) % 27] i ! last1 minhaha dis[now1 fx[i]][now]) {minhaha dis[now1 fx[i]][now]; haha i;}}} else {minhaha -minhaha;for (int i 0; i 3; i) {if (changdi[(now1 fx[i]) / 27][(now1 fx[i]) % 27] i ! last1 minhaha dis[now1 fx[i]][now]) {minhaha dis[now1 fx[i]][now]; haha i;} }}xx now1 / 27; yy now1 % 27; gotoxy (xx, yy); if (changdi[xx][yy] 1) {printf (·);} else {printf ( ); }now1 fx[haha]; last1 (haha 2) % 4;xx now1 / 27; yy now1 % 27; gotoxy (xx, yy); color (4); printf (◆); color (7);if (xx x yy y) {if (!dali) {chi;} else {guozi 50;fenshu 50;last1 0;gotoxy (now1 / 27, now1 % 27); if (changdi[now1 / 27][now1 % 27] 1) {printf (·);} else {printf ( );}now1 389;}}}if (g2) {int k;minhaha 2147483647;if (fangx 0 | fangx 2) {k y (fxfx[fangx][1]) * 3;while (k 25 | !changdi[x][k]) {k--; }while (k 1 | !changdi[x][k]) {k;}} else {k x (fxfx[fangx][0]) * 3;while (k 28 | !changdi[k][y]) {k--;}while (k 1 | !changdi[k][y]) {k; }} if (fangx 0 | fangx 2) {k x * 27;} else {k k * 27 y;}if (now2 % 27 0 | now2 % 27 26) {haha last2;}else if (!dali) {for (int i 0; i 3; i) {if (changdi[(now2 fx[i]) / 27][(now2 fx[i]) % 27] i ! last2 minhaha dis[now2 fx[i]][k]) {minhaha dis[now2 fx[i]][k]; haha i;}} } else {minhaha -minhaha;for (int i 0; i 3; i) { if (changdi[(now2 fx[i]) / 27][(now2 fx[i]) % 27] i ! last2 minhaha dis[now2 fx[i]][k]) {minhaha dis[now2 fx[i]][k]; haha i;}} }xx now2 / 27; yy now2 % 27; gotoxy (xx, yy); if (changdi[xx][yy] 1) {printf (·);} else {printf ( ); }now2 fx[haha]; last2 (haha 2) % 4; gotoxy (18, 30);xx now2 / 27; yy now2 % 27; gotoxy (xx, yy); color (5); printf (◆); color (7);if (xx x yy y) {if (!dali) {chi;} else {guozi 50;fenshu 50;last2 0;gotoxy (now2 / 27, now2 % 27); if (changdi[now2 / 27][now2 % 27] 1) {printf (·);} else {printf ( );}now2 390;}}}if (g3) {int k;minhaha 2147483647;if (fangx 0 | fangx 2) {k y (fxfx[(fangx 1) % 4][1]) * 3;while (k 25 | !changdi[x][k]) {k--; }while (k 1 | !changdi[x][k]) {k;}} else {k x (fxfx[(fangx 1) % 4][0]) * 3;while (k 28 | !changdi[k][y]) {k--; }while (k 1 | !changdi[k][y]) {k;} } if (fangx 0 | fangx 2) {k x * 27;} else {k k * 27 y;}if (now3 % 27 0 | now3 % 27 26) {haha last3;} else if (!dali) {for (int i 0; i 3; i) {if (changdi[(now3 fx[i]) / 27][(now3 fx[i]) % 27] i ! last3 minhaha dis[now3 fx[i]][k]) {minhaha dis[now3 fx[i]][k]; haha i;}}} else {minhaha -minhaha;for (int i 0; i 3; i) {if (changdi[(now3 fx[i]) / 27][(now3 fx[i]) % 27] i ! last3 minhaha dis[now3 fx[i]][k]) {minhaha dis[now3 fx[i]][k]; haha i;}} } xx now3 / 27; yy now3 % 27; gotoxy (xx, yy); if (changdi[xx][yy] 1) {printf (·);} else {printf ( );} now3 fx[haha]; last3 (haha 2) % 4; gotoxy (18, 30);xx now3 / 27; yy now3 % 27; gotoxy (xx, yy); color (3); printf (◆); color (7);if (xx x yy y) {if (!dali) {chi; } else {guozi 50;fenshu 50;last3 0;gotoxy (now3 / 27, now3 % 27); if (changdi[now3 / 27][now3 % 27] 1) {printf (·);} else {printf ( ); }now3 341;}}}if (chi) {beichi;}
}int main () {MessageBox (NULL, 欢迎来到吃豆人游戏, 温馨提示, MB_OK);begin ();int jixu 1;reset ();string bb[4] {●, ①, ② ,③}; color (7);gotoxy (12, 12); printf (倒计时); color (12);for (int i 3; i 0; i--) {if (i0) {color (11); }gotoxy (13, 13); cout bb[i]; Sleep (1000);}gotoxy (12, 12); printf ( ); gotoxy (13, 13); printf ( ); while (!f) {Sleep (1);gotoxy (7, 30); color (3);printf (得分%d , fenshu);gotoxy (3, 30); printf (怪物速度%d , 300 - t2);gotoxy (5, 30); printf (你的速度%d , 300 - t1);gotoxy (9, 30); printf (被吃次数%d , beichi);gotoxy (11, 30);printf (控制小人行走方向键);gotoxy (13, 30);printf (复活次数无限次);gotoxy (15, 30);printf (小人加速/减速/-);gotoxy (17, 30);printf (大力丸\)键); gotoxy (20, 10);color (4);if (kbhit ()) {shuru ();} if (stopped) {continue;} T1 (T1 1) % t1; T2 (T2 1) % t2;if (T1 % t1 0 now fx[fangx] 0 now fx[fangx] n) {move1 ();} if (T2 % t2 0) {if (guaitimer 8) {if (guaitimer0) {g1 1;} if (guaitimer 8) {g2 1; } guaitimer;}if (!g3 fenshu 30) {g3 1; }move2 (); }if (fenshu guozi) {f2;}}if (f 2) {Sleep (3000);system (cls);gotoxy (10, 20);color (3);string str 恭喜您吃完了所有豆子;for (int i 0; i str.size (); i) {Sleep (80);cout str[i];}Sleep (2000);gotoxy (12, 20);str 您一共被怪物吃掉了;for (int i 0; i str.size (); i) {Sleep (80);cout str[i];}Sleep (80); cout beichi; Sleep (80);cout 次;Sleep (80);cout ;gotoxy (14, 20);Sleep (2000);}
}
飞机大战
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#includeiostream
#includewindows.h
#includeconio.h
#includetime.h
#includestring
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 outGetStdHandle(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)coutch;
}//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);couterror 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 yy1;while(y!y21){SetPos(x, y);coutch;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);couterror 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.X1, b.X-1, row);drawRow(b.Y, a.X1, b.X-1, row);drawCol(a.X, a.Y1, b.Y-1, col);drawCol(b.X, a.Y1, 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 framedrawFrame(49, 4, 79, 9, -, |);// draw score framedrawFrame(49, 9, 79, 20, -, |);// draw operate framedrawFrame(49, 20, 79, 24, -, |);// draw other message frameSetPos(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 xrandom(a.X, b.X);int yrandom(a.Y, b.Y);COORD c{x, y};return c;
}bool judgeCoordInFrame(Frame frame, COORD spot)
{if(spot.Xframe.position[0].X)if(spot.Xframe.position[1].X)if(spot.Yframe.position[0].Y)if(spot.Yframe.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);coutP l a n e W a r;drawRow(3, 0, 79, -);drawRow(5, 0, 79, -);SetPos(28, 4);coutw 和 s 选择 k 确定;SetPos(15, 11);cout1. 简单的敌人;SetPos(15, 13);cout2. 冷酷的敌人;drawRow(20, 0, 79, -);drawRow(22, 0, 79, -);SetPos(47, 11);cout简单的敌人;SetPos(51, 13);cout简单敌人有着较慢的移动速度。;SetPos(24, 21);cout祝你玩的愉快;int j11;SetPos(12, j);cout;//drawFrame(45, 9, 79, 17, , |);while(1){ if( _kbhit() ){ char x_getch();switch (x){case w :{ if( j 13){SetPos(12, j);cout ;j 11;SetPos(12, j);cout;SetPos(51, 13);cout ;SetPos(47, 11);cout简单的敌人;SetPos(51, 13);cout简单敌人有着较慢的移动速度容易对付。;}break;}case s :{ if( j 11 ){SetPos(12, j);cout ; j 13;SetPos(12, j);cout;SetPos(51, 13);cout ;SetPos(47, 11);cout冷酷的敌人;SetPos(51, 13);cout冷酷的敌人移动速度较快难对付哟;}break;}case k :{ if (j 8) return 1;else return 2;}}}}
}/
DWORD WINAPI MusicFun(LPVOID lpParamte)
{//DWORD OBJ;sndPlaySound(TEXT(bgm.wav), SND_FILENAME|SND_ASYNC);return 0;
}
// the Game Class /class Game
{
public:COORD position[10];COORD bullet[10];Frame enemy[8];int score;int rank;int rankf;string title;int flag_rank;Game ();//初始化所有void initPlane();void initBullet();void initEnemy();//初始化其中一个//void initThisBullet( COORD );//void initThisEnemy( Frame );void planeMove(char);void bulletMove();void enemyMove();//填充所有void drawPlane();void drawPlaneToNull();void drawBullet();void drawBulletToNull();void drawEnemy();void drawEnemyToNull();//填充其中一个void drawThisBulletToNull( COORD );void drawThisEnemyToNull( Frame );void Pause();void Playing();void judgePlane();void judgeEnemy();void Shoot();void GameOver();void printScore();
};Game::Game()
{initPlane();initBullet();initEnemy();score 0;rank 25;rankf 0;flag_rank 0;
}void Game::initPlane()
{COORD centren{39, 22};position[0].Xposition[5].Xposition[7].Xposition[9].Xcentren.X;position[1].Xcentren.X-2; position[2].Xposition[6].Xcentren.X-1;position[3].Xposition[8].Xcentren.X1;position[4].Xcentren.X2;for(int i0; i4; i)position[i].Ycentren.Y;for(int i6; i8; i)position[i].Ycentren.Y1;position[5].Ycentren.Y-1;position[9].Ycentren.Y-2;
}void Game::drawPlane()
{for(int i0; i9; i){SetPos(position[i]);if(i!5)coutO;else if(i5)cout|; }
}void Game::drawPlaneToNull()
{for(int i0; i9; i){SetPos(position[i]);cout ;}
}void Game::initBullet()
{for(int i0; i10; i)bullet[i].Y 30;
}void Game::drawBullet()
{for(int i0; i10; i){if( bullet[i].Y ! 30){SetPos(bullet[i]);cout^; }}
}void Game::drawBulletToNull()
{for(int i0; i10; i)if( bullet[i].Y ! 30 ){COORD pos{bullet[i].X, bullet[i].Y1};SetPos(pos);cout ;}
}void Game::initEnemy()
{COORD a{1, 1};COORD b{45, 15};for(int i0; i8; 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 i0; i8; i)drawFrame(enemy[i].position[0], enemy[i].position[1], -, |);
}void Game::drawEnemyToNull()
{for(int i0; i8; 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 i0; i9; i)position[i].X - 2;if(x s)if(position[7].Y ! 23)for(int i0; i9; i)position[i].Y 1;if(x d)if(position[4].X ! 47)for(int i0; i9; i)position[i].X 2;if(x w)if(position[5].Y ! 3)for(int i0; i9; i)position[i].Y - 1;
}void Game::bulletMove()
{for(int i0; i10; i){if( bullet[i].Y ! 30){bullet[i].Y - 1;if( bullet[i].Y 1 ){COORD pos{bullet[i].X, bullet[i].Y1};drawThisBulletToNull( pos );bullet[i].Y30;}}}
}void Game::enemyMove()
{for(int i0; i8; i){for(int j0; j2; 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 j0; j9; 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©;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 i0; i10; 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 xrank/5;SetPos(60, 6);coutscore;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;couttitle;}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 strGame Over!;for(int i0; istr.size(); i){Sleep(80);coutstr[i];}Sleep(1000);system(cls);drawFrame(p1, p2, , |);SetPos(31, 11);cout击落敌机score/5 架;SetPos(31, 12);cout得 分score;SetPos(31, 13);cout获得称号title;SetPos(30, 16);Sleep(1000);cout继续 是y| 否n;
as:char x_getch();if (x n)exit(0);else if (x y){system(cls);Game game;int a drawMenu();if(a 2)game.rank 20;system(cls);drawPlaying();game.Playing();}else goto as;
}/ the main function */
int main()
{//游戏准备srand((int)time(0)); //随机种子HideCursor(); //隐藏光标Game game;int a drawMenu();if(a 2)game.rank 20;system(cls);drawPlaying();game.Playing();
}
人生模拟器
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一点小建议试试把属性都加到同一点上
#includestdio.h
#includestdlib.h//void exit(int status)使程序正常终止。
#includeWindows.h//延迟函数Sleep();
#define M 10
#define N 100
#define time 444
void caiDan(){printf(人生模拟器\n);printf(1.开始游戏\n);printf(2.结束游戏\n);
}
void tianFu_shuXing(int xuanZe,char TianFu[M][N],int* zhiHui, int* tiZhi, int* jiaJing, int* meiLi,int z,int t,int j,int m){printf(你选择的天赋是:\n);printf(%s\n, TianFu[xuanZe - 1]);*zhiHui z;*tiZhi t;*jiaJing j;meiLi m;
}
void tianFu(int zhiHui, int* tiZhi, int* jiaJing, int* meiLi) {int xuanZe;char TianFu[M][N] { 1.万中无一(全属性999),2.绝世奇才(全属性999),3.气质选手(魅力999) ,4.蠢货一个(智力-111),5.天生残疾体质 - 2,6.幸运儿(所有属性 1),7.十死无生(体质 - 10,8.家运不顺(家境 - 2),9.头着地(智力 - 2),10.胎教(智力 1)};for (int i0;iM;i){printf(%s\n, TianFu[i]);}printf(请选择天赋:\n);scanf(%d, xuanZe);switch (xuanZe){case 1:tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 999, 999, 999, 999);break;case 2:tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 999, 999, 999, 999);break;case 3:tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 0, 0, 0, 999);break;case 4:tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, -111, 0, 0, 0);break;case 5:tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 0, -2, 0, 0);break;case 6:tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 1, 1, 1, 1);break;case 7:tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 0, -10, 0, 0);break;case 8:tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 0, 0, 0, -2);break;case 9:tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, -2, 0, 0, 0);break;case 10:tianFu_shuXing(xuanZe, TianFu,zhiHui,tiZhi,jiaJing,meiLi, 1, 0, 0, 0);break;default:break;}printf(智力:%d 体质:%d 家境:%d 魅力:%d\n,*zhiHui,*tiZhi,*jiaJing,meiLi);
}
void renSheng_liCheng(int zhiHui, int* tiZhi, int* jiaJing, int* meiLi) {system(cls);printf(0岁你出生了\n);if (*zhiHui 0 || *tiZhi 0 || *jiaJing0|| *meiLi0){printf(0岁,大聪明你死的很安详!\n);}else if (*zhiHui 999 || *tiZhi 999 || *jiaJing 999 || *meiLi 999){printf(0岁,天妒英才你受到了天谴!\n);printf(0岁,你理所当然的死了!\n);}else if (*zhiHui 0 *tiZhi 0 *jiaJing 0 *meiLi 0 *zhiHui 999 *tiZhi 999 *jiaJing 999*meiLi 999){//Sleep()为头文件#includewindows.h中的延迟函数;if (*zhiHui*tiZhi*jiaJing*meiLi50*meiLi20){printf(1岁,你很可爱!\n);Sleep(time);printf(………….\n);Sleep(time);printf(7岁,你有点小帅!\n隔壁丫头有点喜欢你!\n);Sleep(time);printf(………….\n);Sleep(time);printf(18岁,你的成绩不是很理想智慧-1\n);Sleep(time);*zhiHui - 1;printf(………….\n);Sleep(time);printf(20岁有富婆想要包养你!魅力20\n);Sleep(time);*meiLi 20;printf(………….\n);Sleep(time);printf(25岁,你向现实低了头魅力30\n);Sleep(time);*meiLi 30;printf(………….\n);Sleep(time);printf(80岁,你在忧郁中死去!\n);Sleep(time);}else if (*zhiHui *tiZhi *jiaJing *meiLi 50 *tiZhi20){printf(1岁,你很强壮!\n);Sleep(time);printf(………….\n);Sleep(time);printf(7岁,你有点小壮!\n隔壁丫头有点喜欢你!\n);Sleep(time);printf(………….\n);Sleep(time);printf(18岁,你的成绩不是很理想智慧-1\n);Sleep(time);*zhiHui - 1;printf(………….\n);Sleep(time);printf(20岁有漂亮富婆想要包养你!体质20\n);Sleep(time);*tiZhi 20;printf(………….\n);Sleep(time);printf(25岁,你向现实低了头魅力30\n);*meiLi 30;printf(………….\n);Sleep(time);printf(80岁,你在忧郁中死去!\n);Sleep(time);}else if (*zhiHui *tiZhi *jiaJing *meiLi 50 *jiaJing20){printf(1岁,你很富有!\n);Sleep(time);printf(………….\n);Sleep(time);printf(7岁,你每天从800米的大床上醒来\n隔壁丫头有点喜欢你!\n);Sleep(time);printf(………….\n);Sleep(time);printf(18岁,你的成绩不是很理想智慧-1\n);Sleep(time);*zhiHui - 1;printf(………….\n);Sleep(time);printf(20岁你低调时有漂亮富婆想要包养你!体质20\n);Sleep(time);*tiZhi 20;printf(21岁你摊牌了你包养了想要包养你的富婆!\n);Sleep(time);printf(………….\n);printf(25岁,现实向你低了头魅力100体质100\n);Sleep(time);*meiLi 100;*tiZhi 100;printf(………….\n);Sleep(time);printf(100岁,你在极乐中死去!\n);Sleep(time);}else if (*zhiHui *tiZhi *jiaJing *meiLi 50 *zhiHui20){printf(1岁,你很聪明!\n);Sleep(time);printf(………….\n);Sleep(time);printf(7岁,你刚从米开朗基罗大学博士毕业!智慧100\n隔壁丫头有点喜欢你!\n);Sleep(time);*zhiHui 100;printf(………….\n);Sleep(time);printf(18岁,你凭借智慧赚了100亿家境666\n);Sleep(time);*zhiHui 666;printf(………….\n);Sleep(time);printf(20岁你低调时有漂亮富婆想要包养你!体质20\n);Sleep(time);*tiZhi 20;printf(21岁你摊牌了你包养了想要包养你的富婆!\n);Sleep(time);printf(………….\n);Sleep(time);printf(25岁,现实向你低了头魅力100体质100\n);Sleep(time);*meiLi 100;*tiZhi 100;printf(………….\n);Sleep(time);printf(100岁,你在极乐中死去!\n);Sleep(time);}printf(1岁,你很普通!\n);Sleep(time);printf(………….\n);Sleep(time);printf(7岁,你有点普通!\n隔壁丫头有点讨厌你!\n);Sleep(time);printf(………….\n);Sleep(time);printf(18岁,你的成绩不是很理想智慧-1\n);*zhiHui - 1;Sleep(time);printf(………….\n);Sleep(time);printf(20岁没有富婆想要包养你!魅力-20,体质-20\n);Sleep(time);*meiLi - 20;*tiZhi - 20;printf(………….\n);Sleep(time);printf(25岁,你向现实低了头!魅力-30\n);Sleep(time);*meiLi - 30;printf(………….\n);Sleep(time);printf(77岁,你在不甘中死去!\n);Sleep(time);}printf(统计中——\n);Sleep(time);printf(智力:%d 体质:%d 家境:%d 魅力:%d\n, *zhiHui, *tiZhi, *jiaJing, *meiLi);Sleep(time);printf(你最后的得分为:%d, (*zhiHui *tiZhi *jiaJing *meiLi) / 20);
};
//游戏_过程
void youXi_guoCheng(int*zhiHui,int*tiZhi,int*jiaJing,int*meiLi)
{printf(\n———————–);printf(\n——-天赋列表——–\n);tianFu(zhiHui, tiZhi, jiaJing, meiLi);Sleep(time);renSheng_liCheng(zhiHui, tiZhi, jiaJing, meiLi);
}
int main(){int xuanze;while (1){int zhiHui 0,tiZhi 0,jiaJing 0,meiLi 0;caiDan();printf(请选择1或者2:\n);scanf(%d, xuanze);switch (xuanze){case 1:printf(现在你有20点可以随机分配的初始属性\n);printf(———————————–\n);printf(请按照顺序分配属性\n);printf(———————————–\n);printf(顺序为:智慧 体质 家境 魅力\n);scanf(%d%d%d%d,zhiHui,tiZhi,jiaJing,meiLi);if (zhiHui tiZhi jiaJing meiLi 20){printf(年轻人不要太贪婪!\n);printf(贪婪的人会受到智商降为0的惩罚!\n);zhiHui 0;printf(———————–\n);printf(你现在的智力:%d, zhiHui);}youXi_guoCheng(zhiHui,tiZhi,jiaJing,meiLi);break;case 2:printf(游戏结束);exit(0);break;default:printf(怎么输的重输);break;}printf(\n);printf(———————————\n);}
}
坦克大战
❤❤❤
#includeiostream
#include stdio.h
#include windows.h
#include time.h //里规格长39*278 真坐标(假坐标宽为39) 高39//外规格长41*282 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1int 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0~3int 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//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 speed7; //游戏速度,调整用int level1; //游戏关卡数int score0; //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1,2,3HideCursor(); //隐藏光标system(mode con cols112 lines42); //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]%speed0) //速度调整用,假设interval[0]为a, 语句意为 a % 20,aa1; {GameCheak(); //游戏胜负检测BulletFly ( bullet );for(i0 ; i3 ; i) //AI坦克移动循环{if(AI_tank[i].model2 interval[i1]%20) //四个坦克中的快速坦克单独使用计数器1,2,3,4MoveAITank( AI_tank[i]);if(AI_tank[i].model!2 interval[i5]%30) //四个坦克中的慢速坦克单独使用计数器5,6,7,8MoveAITank( AI_tank[i]);}for(i0;i3;i) //建立AI坦克部分if(AI_tank[i].alive0 AI_tank[i].revive4 interval[9]%900) //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 msBuildAITank( position, AI_tank[i] ); //建立AI坦克复活break; //每次循环只建立一个坦克}for(i0;i3;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 intervalif(my_tank.alive interval[10]%20 )keyboard ();if(my_tank.alive0 interval[11]%300 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_x1; // 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 count0;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%70) //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 (speed1 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 (speed20 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.CD7){if(GetAsyncKeyState( 88 ) 0x8000){BuildBullet(my_tank);my_tank.CD0;}}elsemy_tank.CD;}void BuildAIBullet(Tank *tank) //AI子弹发射(建立)含有对my_tank的读取{if(tank-CD15){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-CD0;}}elsetank-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-y38 ) //如果坦克在底部(这个最优先){if(tank-x 20) //在老家左边{if(tank-directionRIGHT) //坦克方向朝左{BuildBullet(*tank); //发射子弹tank-CD0;}}else //在老家右边if(tank-directionLEFT) //坦克方向朝右{BuildBullet(*tank); //发射子弹tank-CD0;}}else if(tank-xmy_tank.x1 || tank-xmy_tank.x || tank-xmy_tank.x-1) //AI坦克在纵向上炮口对准我的坦克{if(tank-directionDOWN my_tank.y tank-y || tank-directionUP 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 bigmy_tank.y , smaltank-y , i; if(my_tank.y tank-y){bigtank-y;smalmy_tank.y;}for(ismal2;ibig-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(ibig-1) //若i走到big-1说明无障碍{BuildBullet(*tank); //则发射子弹tank-CD0;}}}else if(tank-ymy_tank.y1 || tank-ymy_tank.y || tank-ymy_tank.y-1) //AI坦克在横向上炮口对准我的坦克{if(tank-directionRIGHT my_tank.x tank-x || tank-directionLEFT 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 bigmy_tank.y , smaltank-y , i;if(my_tank.x tank-x){bigtank-x;smalmy_tank.x;}for(ismal2;ibig-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(ibig-1) //若i走到big-1说明无障碍{BuildBullet(tank); //则发射子弹tank-CD0;}}}}}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].direction1;break;case DOWN :bullet [bul_num].x tank.x;bullet [bul_num].y tank.y2;bullet [bul_num].direction2;break;case LEFT :bullet [bul_num].x tank.x-2;bullet [bul_num].y tank.y;bullet [bul_num].direction3;break;case RIGHT :bullet [bul_num].x tank.x2; bullet [bul_num].y tank.y; bullet [bul_num].direction4;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].mytank.my; //如果是我的坦克发射的子弹bullet.my1否则为0bul_num;if(bul_numBULLET_NUM) //如果子弹编号增长到20号那么重头开始编号bul_num0; //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; iBULLET_NUM;i){if(bullet [i].exist) //如果子弹存在{ if(bullet [i].initial0) //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elseBulletHit( 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 j0; 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].xbullet[j].x bullet[i].ybullet[j].y){ //同样的两颗我方子弹不可能产生碰撞bullet [j].exist0;bullet [i].exist0;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 xbullet-x; //∴这里的Tank使用全局变量int ybullet-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-directionUP || bullet-directionDOWN) //如果子弹是纵向的for(i -1 ; i1 ; i)if(map[y][xi]1 || map[y][xi]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][xi]0; //砖块碎GoToxy(2*x2*i,y);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色printf( );}if(bullet-directionLEFT || bullet-directionRIGHT) //若子弹是横向的 (与子弹纵向实现同理)for(i -1 ; i1 ; i)if(map[yi][x]1 || map[yi][x]2){map[yi][x]0;GoToxy(2*x,yi);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色printf( ); }bullet-exist0; //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-exist0;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].model3 AI_tank[num].color2) //若为firm tank,且color2。该坦克为绿色,表明没有受到伤害AI_tank[num].color3; //则变成黄色color3为黄色else if (AI_tank[num].model3 AI_tank[num].color3)AI_tank[num].color4; //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].alive0;ClearTank(AI_tank[num].x , AI_tank[num].y); //清除该坦克}bullet-exist0;score100;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-my0 ) //若敌方子弹击中我的坦克{my_tank.alive0;ClearTank(my_tank.x , my_tank.y);bullet-exist0;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-my0 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-exist0;else if(map[y][x]9) //子弹碰到家(无论是谁的子弹){bullet-exist0;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2if(map[y][x]0)return 1;else if(map[y][x]5)return 2;elsereturn 0;}void PrintBullet (int x,int y,int T) //当前坐标BulletCheak 的值做参量 T{if(T1) // T1 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(T2) // T2 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(2x,y);if(T2) // T2 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(T1) // T1 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0rand()%(a1)a 0mrand()%(n-m1)mn //rand函数实现1到n1rand()%(n)1nif(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-y2;if(AI_tank-revivelevel_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-revivelevel_info[level-1].fast_tank_order) //同上if这里是fast_tank的{AI_tank-model 2;AI_tank-color rand()%61; //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()%61; //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1PrintTank(*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(*position2) //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(position2) //2为我的坦克位置现在暂时用不到x15,y38;elsey2 , x 20 18 * position ; //20 18 * position 对应三个生成位置的x假坐标for(int i0;i3;i)for(int j0;j3;j)if( map[yj-1][xi-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()%41;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-stop2;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-directionrand()%41;AI_tank-stop2; //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(j1;j4;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(j5) //j5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()%41); //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-x15;my_tank-y38;my_tank-stopNULL;my_tank-direction1;my_tank-model0;my_tank-color1;my_tank-alive1;my_tank-my1;my_tank-CD7;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.directionturn; //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.x1]0)return 1;elsereturn 0;case DOWN:if (map[tank.y2][tank.x]0 map[tank.y2][tank.x-1]0 map[tank.y2][tank.x1]0)return 1;elsereturn 0;case LEFT:if (map[tank.y][tank.x-2]0 map[tank.y-1][tank.x-2]0 map[tank.y1][tank.x-2]0)return 1;elsereturn 0;case RIGHT:if (map[tank.y][tank.x2]0 map[tank.y-1][tank.x2]0 map[tank.y1][tank.x2]0)return 1;elsereturn 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 i0;i3;i)for(int j0;j3;j){ //将坦克占用的地图上的九格去掉map[yj-1][xi-1]0;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);GoToxy(2*x2*j-2,yi-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 ~ 6ColorChoose(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 model0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-1i); //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 j0;j3;j)if(tank.my) //若为我的坦克map[tank.yj-1][tank.xi-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200elsemap[tank.yj-1][tank.xi-1]100tank.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.Xx; //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.Yy;HANDLE aGetStdHandle(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 color1,timing0;while(1){if(timing%300){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(color8)color1;}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 i1;i40;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 i0;i14;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 i0;i24;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 j0;j41;j)for(int i0;i41;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(2j,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}, 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,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(i0;i41;i)for(j0;j41;j)map[i][j]Map[level-1][i][j];PrintMap(); //打印地图}void GameOver(bool home){int timing0,color1;while(1){if(timing%300) //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(color8)color1;}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-500ClearMainScreen(); //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 timing0,color1;level;if(levelMAX_LEVEL)while(1){if(timing%100){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(color8) color1;}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 //level8 通关while(1){if(timing%50){ColorChoose(color);GoToxy(33,20); //主屏幕中心打印printf(恭喜通过全部关卡!);GoToxy(100,13); //副屏幕打印printf(已通全关);GoToxy(88,17);printf(恭喜通过全部关卡!);GoToxy(88,19);printf(按 Esc键退出游戏!);GoToxy(88,20);printf(作者刘俊民);if(color8) color1;}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_enemy0 !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.reviveMAX_LIFE) //我的生命值(复活次数)全部用完 MAX_LIFEGameOver(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 | | |\nGoToxy(93,2);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);printf(第 关);GoToxy(92,5);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);printf(分 数);GoToxy(92,7);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf(生 命);GoToxy(86,9);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);printf(剩余敌方坦克);GoToxy(86,11);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);printf(当前游戏速度 %d,21-speed);GoToxy(86,13);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);printf(当前游戏状态);GoToxy(94,19);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);GoToxy(94,24);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);printf(帮 助);GoToxy(86,27);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf(方向键 ←↑→↓ 移动);GoToxy(93,29);printf(x 键 射击);GoToxy(89,31);printf( - 调整游戏速度);GoToxy(90,33);printf(游戏速度范围1~20);GoToxy(90,35);printf(回车键 暂停游戏);GoToxy(90,37);printf(Esc键 退出游戏);GoToxy(90,39);printf(作者刘俊民);/ printf(帮 助); //这是第二种详细说明的样式GoToxy(86,21);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf(方向键 ←↑→↓ 移动);GoToxy(93,23);printf(x 键 射击);GoToxy(89,25);printf( - 调整游戏速度);GoToxy(90,27);printf(游戏速度范围1~20);GoToxy(90,29);printf(回车键 暂停游戏);GoToxy(90,31);printf(Esc键 退出游戏);GoToxy(86,33);printf(敌方坦克全部消灭则过关);GoToxy(87,34);printf(己方坦克生命值为0 或);GoToxy(86,35);printf(正下方的老家被毁则失败);GoToxy(86,36);printf(己坦克与敌坦克子弹碰撞);GoToxy(87,37);printf(则抵消敌坦克间子弹碰);GoToxy(86,38);printf(撞不抵消且可穿过敌坦克);*/}void Initialize() //初始化{remain_enemy16;my_tank.revive0; //我的坦克复活次数为0position0;bul_num0;GetMap();BuildMyTank( my_tank );for(int i0;i12;i) //子弹初始化{bullet [i].exist0;bullet [i].initial0;}for(int i0;i3;i) //AI坦克初始化{AI_tank [i].revive0;AI_tank [i].alive0; //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].stop0;AI_tank [i].numi;AI_tank [i].my0;AI_tank [i].CD0;}GoToxy(97,2); //在副屏幕上关卡数SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);printf(%d,level);GoToxy(102,5); //在副屏幕上打印分数SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);printf(%d ,score);GoToxy(102,7); //在副屏幕打印我的剩余生命值SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);printf(%d, MAX_LIFE-my_tank.revive);GoToxy(102,9); //在副屏幕上打印剩余坦克数SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);printf(%d ,remain_enemy);GoToxy(100,13); //在副屏幕上打印状态SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);printf(正在游戏);}
修仙模拟器
❤❤❤❤
#ifndef _GLIBCXX_NO_ASSERT
#include cassert
#endif
#include cctype
#include cerrno
#include cfloat
#include ciso646
#include climits
#include clocale
#include cmath
#include csetjmp
#include csignal
#include cstdarg
#include cstddef
#include cstdio
#include cstdlib
#include cstring
#include ctime
#if __cplusplus 201103L
#include ccomplex
#include cfenv
#include cinttypes
#include cstdalign
#include cstdbool
#include cstdint
#include ctgmath
#include cwchar
#include cwctype
#endif
#include algorithm
#include bitset
#include complex
#include deque
#include exception
#include fstream
#include functional
#include iomanip
#include ios
#include iosfwd
#include iostream
#include istream
#include iterator
#include limits
#include list
#include locale
#include map
#include memory
#include new
#include numeric
#include ostream
#include queue
#include set
#include sstream
#include stack
#include stdexcept
#include streambuf
#include string
#include typeinfo
#include utility
#include valarray
#include vector
#if __cplusplus 201103L
#include array
#include atomic
#include chrono
#include condition_variable
#include forward_list
#include future
#include initializer_list
#include mutex
#include random
#include ratio
#include regex
#include scoped_allocator
#include system_error
#include thread
#include tuple
#include typeindex
#include type_traits
#include unordered_map
#include unordered_set
#endif
#includestdio.h
#includewindows.h
#includeconio.h
#includestdlib.h
#includetime.h
#define LEN 30
#define WID 25
#includebits/stdc.h
#includeiostream
#includefstream
#includealgorithm
#includewindows.h
#includecstdlib
#includectime
#includeconio.h
#includeiostream
#includefstream
#includealgorithm
#include string
#include Windowsx.h
#include cmath
#include sstream
#include iomanip
#include vector
#include olectl.h
using namespace std;
int w[15],b[9999],u1,jk[99];
string sbsbtanyu;
void gotoxy(int x, int y){COORD pos {x,y};HANDLE hOut GetStdHandle(STD_OUTPUT_HANDLE);SetConsoleCursorPosition(hOut, pos);
}
int main(){gotoxy(26,25);Sleep(500);system(color 0f);gotoxy(34,1);cout注意事项;gotoxy(15,2);cout1.c人生重开模拟器修仙6.5版未经允许不得转载;gotoxy(25,3);cout2.本作品由谭羽工作室独自完成;gotoxy(34,5); cout使用说明endl;gotoxy(18,6);cout1.当需要输入时输入内容后请按回车键(Enter)\n;gotoxy(12,7);cout 看完后;system(pause);system(cls);Sleep(500);system(color 0f);for(int i1;i9;i) coutendl;cout 抵制不良游戏拒绝盗版游戏。endl;cout 注意自身保护谨防受骗上当。endl;cout 适度游戏益脑沉迷游戏伤身。endl;cout 合理安排时间享受健康生活。endl;Sleep(5000);system(cls);unsigned seed;srand(seed);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);gotoxy(41,7);for(int i1;i10;i){cout|;gotoxy(41,6i);}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED);for(int i1;i6;i){gotoxy(40-i1,i5);cout▊;}for(int i1;i5;i){gotoxy(35i,11i);cout▊;}system(cls);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED);for(int i1;i6;i){gotoxy(40-i1,i5);cout▊;}for(int i1;i5;i){gotoxy(35i,11i);cout▊;}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);gotoxy(41,7);for(int i1;i5;i){cout\\b;gotoxy(40i,6i);}gotoxy(45,11);cout|;gotoxy(45-1,12);for(int i1;i4;i){cout/;gotoxy(44-i,12i);}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);for(int i1;i14;i){gotoxy(44-i1,11);cout-;}gotoxy(30,11);cout; int qaz44;Sleep(2000);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);gotoxy(41,7);for(int i1;i10;i){cout|;gotoxy(41,6i);}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED);for(int i1;i6;i){gotoxy(40-i1,i5);cout▊;}for(int i1;i5;i){gotoxy(35i,11i);cout▊;}system(cls);for(int z1;z3;z){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);qazqaz-16;for(int i1;i14;i){gotoxy(qaz-i1,11);cout-;}gotoxy(qaz-14,11);cout;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED);for(int i1;i6;i){gotoxy(40-i1,i5);cout▊;}for(int i1;i5;i){gotoxy(35i,11i);cout▊;}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);gotoxy(41,7);for(int i1;i10;i){cout|;gotoxy(41,6i);}system(cls);}for(int i1;i10;i) coutendl;cout ;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);cout谭;Sleep(500);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);cout羽;Sleep(500); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);cout工;Sleep(500); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);cout作;Sleep(500);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout室;Sleep(2000);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);system(cls);srand(seed);int fd,po0,rt0;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN); int yu200,ui100,io100; cout人生重开模拟器修仙版6.5版进入游戏请输入:1 退出游戏请输入:0endl; int a0,s0,d0,f0,g0,h0,j0,k0,l0,qs0,sq0;//悟出大道数a金之大道s木之大道d水之大道f火之大道g土之大道h生命大道j毁灭大道k混沌大道l,107821:密码。int q;int as0;int zxc100;cinq;if(q1){system(cls);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);coutOk!我们来进入吧!endl;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);for(int i1;i20;i){if(i1i10||i17i20){Sleep(200);cout█;}else {Sleep(350);cout█;}}system(cls);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);coutok,请选择天赋点(天赋点40)endl;int da0;int z0,x0,c0,v0;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);cout颜值 ;cinz; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout智力 ;cinx;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);cout钱数 ;cinc;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);cout健康;cinv;coutendl;if(z12x12c6){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);cout你触发了时间大道endl;cout输入的时间越少速度更快输入1000 一秒endl;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);cout凡人时间 ;cinyu;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);coutendl仙人时间 ;cinui;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);coutendl神者时间 ;cinio;}if(zxcv40){for(;;){ SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);coutok,请选择天赋点(天赋点40)endl;cout请正常选择或总天赋点小于等于40。endl; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);cout颜值 ;cinz; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout智力 ;cinx;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);cout钱数 ;cinc;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);cout健康;cinv;coutendl;if(zxc30){break;}} }int asdf;srand(time(0));asdfrand()%31;if(asdf1){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);cout你出生了是男孩。endl; cc*1000;vv5;}if(asdf2){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE); cout你出生了是女孩。endl; cc*100;zz5;}if(asdf3){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE); cout你出生了是特殊的无性人endl; cc*200;xx5;}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);cout颜值:z ;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout智力:x ;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);cout钱数:c ;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);cout健康:v endlendl;Sleep(300); for(int i1;i100;i){int rt0;int arand()%1001;if(0v){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);cout第i年你因为突发病或事件死了.(注意身体和运气)endl;da1;break;}if(a1){cout第i年你捡到了养颜宝典颜值加3.endl;zz3;rt1;}if(a2){cout第i年你捡到0.2斤铁钱数加200.endl;cc200;rt1;}if(a3){cout第i年你被人诈骗了钱数减600.endl;cc-600;rt1;}if(a4){cout第i年你学了一本书智力加3.endl;xx3;rt1;}if(a5){cout第i年你捡到了一个钻戒钱数加2000.endl;cc2000;rt1;}if(a6jk[1]0){cout第i年【绝密消息】有一个人被车撞了。他死前大喊”不我可是10世转修者“endl;jk[1];rt1;}else if(a6jk[1]1){cout第i年平平无奇的一年.endl;rt1;}if(a7jk[2]0){cout第i年【绝密消息】陈忆轩一天刷10道难度三的题.endl;jk[2];rt1;}else if(a7jk[2]1){cout第i年平平无奇的一年.endl;rt1;}if(a8jk[3]0){cout第i年【绝密消息】阮烁恒天天看《无职转生到了异世界就拿出真本事》!!!endl;jk[3];rt1;}else if(a8jk[3]1){cout第i年平平无奇的一年.endl;rt1;}if(a9jk[4]0){cout第i年【绝密消息】作者于2021年12月20日与羽浩腾一起合作。endl;jk[4];rt1;}else if(a9jk[4]1){cout第i年平平无奇的一年.endl;rt1;}if(a10jk[5]0){cout第i年【绝密消息】阮烁恒习的欧啦神功后天天把作者打的**。endl;jk[5];rt1;}else if(a10jk[5]1){cout第i年平平无奇的一年.endl;rt1;}if(a11jk[6]0){cout第i年日本被和谐成月本.endl;jk[6];rt1;}else if(a11jk[6]1){cout第i年平平无奇的一年.endl;rt1;}if(a12jk[7]0){cout第i年中国GPS超过美国.endl;jk[7];rt1;}else if(a12jk[7]1){cout第i年平平无奇的一年.endl;rt1;}if(a18){cout第i年你被特别培训全方面提升3.endl;zz3;xx3;vv3;rt1;}if(a19){cout第i年你不小心用小刀划了脸颜值减5,健康减1.endl;zz-5;rt1;vv-1;}if(a20){cout第i年你不小心被车撞了脑袋智力减5,健康减5.endl;xx-5;rt1;vv-5;}if(a21){cout第i年你患上了感冒,健康减2.endl;vv-2;rt1;}if(a22){cout第i年你坚持锻炼,健康加2.endl;vv2;rt1;}if(a23){cout第i年因为你惹了一只狼狗,所以你每天被狗追着跑…健康加3.endl;vv3;rt1;}if(a24){cout第i年因为你勤奋工作,所以钱数加3000!endl;cc3000;rt1;}if(a25jk[8]0c100000){cout第i年你向乞丐买了一本《古仙图》.钱数减100000.endl;cc-100000;popo1;jk[8];rt1;}else if(a25jk[8]1c100000){cout第i年平平无奇的一年.endl;rt1;}if(a26){cout第i年你捡到了100元endl;cc100;rt1;}if(a27){cout第i年你突然病倒了健康减5endl;vv-5;}if(a28z20){cout第i年你迷到了一大堆人!endl;}if(a29jk[9]0){cout第i年【绝密消息】中国发现了外星文明endl;xx10;jk[9];}else if(a29jk[9]1){cout第i年平平无奇的一年.endl;rt1;}if(rt0){cout第i年平平无奇的一年.endl;}if(c0){cout你欠债了c元endl;}if(c50){cout你破产了全方面-2.endl;zz-2;xx-2;vv-2;}if(z1){cout你因为颜值太低了被人摁在地上摩擦健康减1endl;vv-1;}if(x20){cout你因为智力太高了参加比赛获得了1000元endl;cc1000;}zz0.1;xx0.1;cc1000;vv0.1;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);cout颜值:z ;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout智力:x ;if(c0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);cout钱数:c ;}else{SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);cout钱数:-c ; }SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);cout健康:v endlendl; Sleep(yu);}int ghj[9999]{0};if(da1){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);cout寿元终.;}else{system(cls);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);cout第100年你打开了小盒子发现了《修仙功》这本修仙功法开始修仙之路,寿元提升至150年。;if(po0){cout你发现当初买的《古仙图》比《修仙功》效果更好;}coutendl;int qw150;uu(z*0.01)(x*0.01)(v*0.1);for(int i101;iqw;i){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);if(250u){int rt0;fdrand()%501;if(fd1){cout第i年你找到灵气聚集之处修为大幅度上升。endl;uu1.5;rt1;}if(fd2){cout第i年你找到异果修为小幅度上升。endl;uu1;rt1;}if(fd3){cout第i年你走火入魔修为大幅度下降。endl;uu-2;rt1;}if(fd4){cout第i年你杀了一位筑基期修仙者修为大幅度上升。endl;uu1.5;rt1;}if(fd5ghj[1]2){cout第i年你获得渡劫失败的渡劫期修仙者传承修为提升X。endl;uu10;ghj[1];rt1;}if(fd6ghj[1]2){cout第i年修行…endl;uu0.2;rt1;}if(fd7){cout第i年你悟了一些《神仙图》的内容修为加快提升。endl;popo0.1;rt1;}if(rt0){cout第i年修行…endl;uu0.2;}}else{int gd;gdrand()%1001;if(gd1sq0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout第i年你悟透了伟大的马克思主义。endl;uu1;sq1;}else{if(gd1){cout第i年悟道…endl;uu0.2;}} if(gd2qs0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout第i年你悟出了空手道,好像并没有什么卵用。endl;uu1;qs1;}else{if(gd2){cout第i年悟道…endl;uu0.2;}} if(gd3s0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout第i年你悟出了金之大道。endl;uu4;s1;aa1;}else{if(gd3){cout第i年悟道…endl;uu0.2;}} if(gd4d0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout第i年你悟出了木之大道。endl;uu4;d1;aa1;}else{if(gd4){cout第i年悟道…endl;uu0.2;}}if(gd5f0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout第i年你悟出了水之大道。endl;uu4;f1;aa1;}else{if(gd5){cout第i年悟道…endl;uu0.2;}} if(gd6g0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout第i年你悟出了火之大道。endl;uu4;g1;aa1;}else{if(gd6){cout第i年悟道…endl;uu0.2;}}if(gd7h0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout第i年你悟出了土之大道。endl;uu4;h1;aa1;}else{if(gd7){cout第i年悟道…endl;uu0.2;}}if(gd8j0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout第i年你悟出了生命大道。endl;uu5;j1;aa1;}else{if(gd8){cout第i年悟道…endl;uu0.2;}}if(gd9k0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout第i年你悟出了毁灭大道。endl;uu5;k1;aa1;}else{if(gd9){cout第i年悟道…endl;uu0.2;}}if(gd10l0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout第i年你悟出了混沌大道。endl;uu5;l1;aa1;}else{if(gd10){cout第i年悟道…endl;uu0.2;}}if(gd!1gd!2gd!3gd!4gd!5gd!6gd!7gd!8gd!9gd!10){cout第i年悟道…endl;uu1;} }uupo; SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);cout灵力点uendl;SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);if(u2u4b[1]0){cout突破凝气初期1星,寿元提升至160年。endl;qw160;b[1]1;}if(u4u6b[2]0){cout突破凝气初期2星,寿元提升至170年。endl;qw170;b[2]1;}if(u6u8b[3]0){cout突破凝气初期3星,寿元提升至180年。endl;qw180;b[3]1;}if(u8u10b[4]0){cout突破凝气初期4星,寿元提升至185年。endl;qw185;b[4]1;}if(u10u12b[5]0){cout突破凝气初期5星,寿元提升至190年。endl;qw190;b[5]1;}if(u12u14b[6]0){cout突破凝气中期1星,寿元提升至200年。endl;qw200;b[6]1;}if(u14u16b[7]0){cout突破凝气中期2星,寿元提升至210年。endl;qw210;b[7]1;}if(u16u18b[8]0){cout突破凝气中期3星,寿元提升至220年。endl;qw220;b[8]1;}if(u18u20b[9]0){cout突破凝气中期4星,寿元提升至230年。endl;qw230;b[9]1;}if(u20u22b[10]0){cout突破凝气中期5星,寿元提升至240年。endl;qw240;b[10]1;}if(u22u24b[11]0){cout突破凝气高期1星,寿元提升至250年。endl;qw250;b[11]1;}if(u24u26b[12]0){cout突破凝气高期2星,寿元提升至260年。endl;qw260;b[12]1;}if(u26u28b[13]0){cout突破凝气高期3星,寿元提升至270年。endl;qw270;b[13]1;}if(u28u30b[14]0){cout突破凝气高期4星,寿元提升至280年。endl;qw280;b[14]1;}if(u30u35b[15]0){cout突破凝气高期5星,寿元提升至290年。endl;qw290;b[15]1;}if(u35u37b[16]0){cout突破筑基初期1星,寿元提升至300年。endl;qw300;b[16]1;}if(u37u39b[17]0){cout突破筑基初期2星,寿元提升至310年。endl;qw310;b[17]1;}if(u39u41b[18]0){cout突破筑基初期3星,寿元提升至320年。endl;qw320;b[18]1;}if(u41u43b[19]0){cout突破筑基初期4星,寿元提升至330年。endl;qw330;b[19]1;}if(u45u47b[20]0){cout突破筑基初期5星,寿元提升至340年。endl;qw340;b[20]1;}if(u47u49b[21]0){cout突破筑基中期1星,寿元提升至350年。endl;qw350;b[21]1;}if(u49u51b[22]0){cout突破筑基中期2星,寿元提升至360年。endl;qw360;b[22]1;}if(u51u53b[23]0){cout突破筑基中期3星,寿元提升至370年。endl;qw370;b[23]1;}if(u55u57b[24]0){cout突破筑基中期4星,寿元提升至380年。endl;qw380;b[24]1;}if(u57u59b[25]0){cout突破筑基中期5星,寿元提升至390年。endl;qw390;b[25]1;}if(u59u61b[26]0){cout突破筑基高期1星,寿元提升至400年。endl;qw400;b[26]1;}if(u61u63b[27]0){cout突破筑基高期2星,寿元提升至410年。endl;qw410;b[27]1;}if(u63u65b[28]0){cout突破筑基高期3星,寿元提升至420年。endl;qw420;b[28]1;}if(u65u67b[29]0){cout突破筑基高期4星,寿元提升至430年。endl;qw430;b[29]1;}if(u69u75b[30]0){cout突破筑基高期5星,寿元提升至440年。endl;qw440;b[30]1;}if(u75u78b[31]0){cout突破金丹初期1星,寿元提升至450年。endl;qw450;b[31]1;}if(u78u81b[32]0){cout突破金丹初期2星,寿元提升至460年。endl;qw460;b[32]1;}if(u81u84b[33]0){cout突破金丹初期3星,寿元提升至470年。endl;qw470;b[33]1;}if(u84u87b[34]0){cout突破金丹初期4星,寿元提升至480年。endl;qw480;b[34]1;}if(u87u90b[35]0){cout突破金丹初期5星,寿元提升至490年。endl;qw490;b[35]1;}if(u90u93b[36]0){cout突破金丹中期1星,寿元提升至500年。endl;qw500;b[36]1;}if(u93u96b[37]0){cout突破金丹中期2星,寿元提升至510年。endl;qw510;b[37]1;}if(u96u99b[38]0){cout突破金丹中期3星,寿元提升至520年。endl;qw520;b[38]1;}if(u99u102b[39]0){cout突破金丹中期4星,寿元提升至530年。endl;qw530;b[39]1;}if(u102u105b[40]0){cout突破金丹中期5星,寿元提升至540年。endl;qw540;b[40]1;}if(u108u111b[41]0){cout突破金丹高期1星,寿元提升至550年。endl;qw550;b[41]1;}if(u111u114b[42]0){cout突破金丹高期2星,寿元提升至560年。endl;qw560;b[42]1;}if(u114u117b[43]0){cout突破金丹高期3星,寿元提升至570年。endl;qw570;b[43]1;}if(u117u120b[44]0){cout突破金丹高期4星,寿元提升至580年。endl;qw580;b[44]1;}if(u120u125b[45]0){cout突破金丹高期5星,寿元提升至590年。endl;qw590;b[45]1;}if(u125u130b[46]0){cout突破元婴初期1星,寿元提升至600年。endl;qw600;b[46]1;}if(u130u135b[47]0){cout突破元婴初期2星,寿元提升至610年。endl;qw610;b[47]1;}if(u135u140b[48]0){cout突破元婴初期3星,寿元提升至620年。endl;qw620;b[48]1;}if(u140u145b[49]0){cout突破元婴初期4星,寿元提升至630年。endl;qw630;b[49]1;}if(u145u150b[50]0){cout突破元婴初期5星,寿元提升至640年。endl;qw640;b[50]1;} if(u150u155b[51]0){cout突破元婴中期1星,寿元提升至650年。endl;qw650;b[51]1;}if(u155u160b[52]0){cout突破元婴中期2星,寿元提升至660年。endl;qw660;b[52]1;}if(u160u165b[53]0){cout突破元婴中期3星,寿元提升至670年。endl;qw670;b[53]1;}if(u165u170b[54]0){cout突破元婴中期4星,寿元提升至680年。endl;qw680;b[54]1;}if(u170u175b[55]0){cout突破元婴中期5星,寿元提升至690年。endl;qw690;b[55]1;}if(u175u180b[56]0){cout突破元婴高期1星,寿元提升至700年。endl;qw700;b[56]1;}if(u180u185b[57]0){cout突破元婴高期2星,寿元提升至710年。endl;qw710;b[57]1;}if(u185u190b[58]0){cout突破元婴高期3星,寿元提升至720年。endl;qw720;b[58]1;}if(u190u195b[59]0){cout突破元婴高期4星,寿元提升至730年。endl;qw730;b[59]1;}if(u195u200b[60]0){cout突破元婴高期5星,寿元提升至740年。endl;qw740;b[60]1;}if(u200u205b[61]0){cout突破化神初期1星,寿元提升至750年。endl;qw750;b[61]1;}if(u205u210b[62]0){cout突破化神初期2星,寿元提升至760年。endl;qw760;b[62]1;}if(u210u215b[63]0){cout突破化神初期3星,寿元提升至770年。endl;qw770;b[63]1;}if(u215u220b[64]0){cout突破化神初期4星,寿元提升至780年。endl;qw780;b[64]1;}if(u220u225b[65]0){cout突破化神初期5星,寿元提升至790年。endl;qw790;b[65]1;}if(u225u230b[66]0){cout突破化神中期1星,寿元提升至800年。endl;qw800;b[66]1;}if(u230u235b[67]0){cout突破化神中期2星,寿元提升至810年。endl;qw810;b[67]1;}if(u235u240b[68]0){cout突破化神中期3星,寿元提升至820年。endl;qw820;b[68]1;}if(u240u245b[69]0){cout突破化神中期4星,寿元提升至830年。endl;qw830;b[69]1;}if(u245u250b[70]0){cout突破化神中期5星,寿元提升至840年。endl;qw840;b[70]1;}if(u250u255b[71]0){cout突破化神高期1星,寿元提升至850年。endl;qw850;b[71]1;}if(u255u260b[72]0){cout突破化神高期2星,寿元提升至860年。endl;qw860;b[72]1;}if(u260u265b[73]0){cout突破化神高期3星,寿元提升至870年。endl;qw870;b[73]1;}if(u265u270b[74]0){cout突破化神高期4星,寿元提升至880年。endl;qw880;b[74]1;}if(u270u300b[75]0){cout突破化神高期5星,寿元提升至890年。endl;qw890;b[75]1;}if(u300u310b[76]0){cout突破炼虚初期1星,寿元提升至900年。endl;qw900;b[76]1;}if(u310u320b[77]0){cout突破炼虚初期2星,寿元提升至910年。endl;qw910;b[77]1;}if(u320u330b[78]0){cout突破炼虚初期3星,寿元提升至920年。endl;qw920;b[78]1;}if(u330u340b[79]0){cout突破炼虚初期4星,寿元提升至930年。endl;qw930;b[79]1;}if(u340u350b[80]0){cout突破炼虚初期5星,寿元提升至940年。endl;qw940;b[80]1;}if(u350u360b[81]0){cout突破炼虚中期1星,寿元提升至950年。endl;qw950;b[81]1;}if(u360u370b[82]0){cout突破炼虚中期2星,寿元提升至960年。endl;qw960;b[82]1;}if(u370u380b[83]0){cout突破炼虚中期3星,寿元提升至970年。endl;qw970;b[83]1;}if(u380u390b[84]0){cout突破炼虚中期4星,寿元提升至980年。endl;qw980;b[84]1;}if(u390u400b[85]0){cout突破炼虚中期5星,寿元提升至990年。endl;qw990;b[85]1;}if(u400u410b[86]0){cout突破炼虚高期1星,寿元提升至1000年。endl;qw1000;b[86]1;}if(u410u420b[87]0){cout突破炼虚高期2星,寿元提升至1010年。endl;qw1010;b[87]1;}if(u420u430b[88]0){cout突破炼虚高期3星,寿元提升至1020年。endl;qw1020;b[88]1;}if(u430u440b[89]0){cout突破炼虚高期4星,寿元提升至1030年。endl;qw1030;b[89]1;}if(u440u450b[90]0){cout突破炼虚高期5星,寿元提升至1040年。endl;qw1040;b[90]1;}if(u450u450b[91]0){cout突破合体初期1星,寿元提升至1050年。endl;qw1050;b[91]1;}if(u460u460b[92]0){cout突破合体初期2星,寿元提升至1060年。endl;qw1060;b[92]1;}if(u470u470b[93]0){cout突破合体初期3星,寿元提升至1070年。endl;qw1070;b[93]1;}if(u480u480b[94]0){cout突破合体初期4星,寿元提升至1080年。endl;qw1080;b[94]1;}if(u490u490b[95]0){cout突破合体初期5星,寿元提升至1090年。endl;qw1090;b[95]1;}if(u500u500b[96]0){cout突破合体中期1星,寿元提升至1100年。endl;qw1100;b[96]1;}if(u510u510b[97]0){cout突破合体中期2星,寿元提升至1110年。endl;qw1110;b[97]1;}if(u520u520b[98]0){cout突破合体中期3星,寿元提升至1120年。endl;qw1120;b[98]1;}if(u530u530b[99]0){cout突破合体中期4星,寿元提升至1130年。endl;qw1130;b[99]1;}if(u540u540b[100]0){cout突破合体中期5星,寿元提升至1140年。endl;qw1140;b[100]1;}if(u550u550b[101]0){cout突破合体高期1星,寿元提升至1150年。endl;qw1150;b[101]1;}if(u560u560b[102]0){cout突破合体高期2星,寿元提升至1160年。endl;qw1160;b[102]1;}if(u570u570b[103]0){cout突破合体高期3星,寿元提升至1170年。endl;qw1170;b[103]1;}if(u580u580b[104]0){cout突破合体高期4星,寿元提升至1180年。endl;qw1180;b[104]1;}if(u590u590b[105]0){cout突破合体高期5星,寿元提升至1190年。endl;qw1190;b[105]1;}if(u600u999b[106]0){cout进入准备渡劫期,寿元提升至1200年。endl;qw1200;b[106]1;}coutendl;Sleep(ui);}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);cout寿元终。endl;Sleep(1000);}SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);int mn0;if(ui100u999){system(cls);cout你一直看过来一定很累吧悄悄告诉你颜值12智力12钱数6时可以触发时间大道endl; Sleep(300);}system(cls);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);cout开始度劫endl;Sleep(300);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);cout金元神劫落下endl;if(s1){cout你抗过了endl;aa-1;Sleep(600); SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);cout木元神劫落下endl;if(d1){cout你抗过了endl;aa-1;Sleep(600);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);cout水元神劫落下endl;if(f1){cout你抗过了endl;aa-1;Sleep(600);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);cout火元神劫落下endl;if(g1){cout你抗过了endl;aa-1;Sleep(600);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_RED|FOREGROUND_GREEN);cout土元神劫落下endl;if(h1){cout你抗过了endl;aa-1;Sleep(600);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);cout本源元神劫落下endl;if(a1){cout你抗过了endl;}else{mn1;} }else{mn1;}}else{mn1;}}else{mn1;}}else{mn1;}}else{mn1;}if(mn1){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);cout你没抗过被劈死了;} if(mn0u550){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);cout你度劫成功飞升为仙。你作为“人”的一生结束了endl;}else{if(mn0){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);cout但是你修为不够无法飞升被神用雷劫劈死了;}} int ad;cout结束请输入ok(小写)管理员测试请输入密码。endl;string sf;cinsf;if(sfok){cout圆满结束;}else if(sftanyu){ad1;}else{cout密码错误请重新输入endl;for(;;){string qwe;cout结束请输入ok(小写)管理员测试请输入密码。endl;cinqwe; if(qweok){cout圆满结束;break;}if(qwetanyu){ad1;break;}else {cout密码错误请重新输入endl;} } }if(ad1){SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);for(int i1;i15;i){w[i]0;}int j50; cout开启修神之路神寿提升至10千年.endl;int ss5;for(int i1;ij;i){int kk;kkrand()%251;if(kk1){cout第i千年闭关苦修中……endl;ssss1;} if(kk2){cout第i千年闭关苦修中……endl;ssss1;} if(kk3){cout第i千年闭关苦修中……endl;ssss1;} if(kk4){cout第i千年闭关苦修中……endl;ssss1;}if(kk5){cout第i千年闭关苦修中……endl;ssss1;}if(kk6){cout第i千年闭关苦修中……endl;ssss1;}if(kk7){cout第i千年闭关苦修中……endl;ssss1;}if(kk8){cout第i千年闭关苦修中……endl;ssss1;}if(kk9){cout第i千年闭关苦修中……endl;ssss1;} if(kk10){cout第i千年闭关苦修中……endl;ssss1;} if(kk11){cout第i千年闭关苦修中……endl;ssss1;} if(kk12){cout第i千年闭关苦修中……endl;ssss1;} if(kk13){cout第i千年闭关苦修中……endl;ssss1;} if(kk14){cout第i千年闭关苦修中……endl;ssss1;} if(kk15){cout第i千年闭关苦修中……endl;ssss1;} if(kk16){cout第i千年闭关苦修中……endl;ssss1;} if(kk17){cout第i千年你与人强行双修修为上涨X.endl;ssss2;}if(kk18){cout第i千年你与人强行双修修为上涨X.endl;ssss2;} if(kk19){cout第i千年你与人强行双修修为上涨X.endl;ssss2;} if(kk20){cout第i千年苦修顿悟修为增长。endl;ssss2;} if(kk21){cout第i千年苦修顿悟修为增长。endl;ssss2;}if(kk22){cout第i千年苦修顿悟修为增长。endl;ssss2;}if(kk23){cout第i千年苦修顿悟修为增长。endl;ssss2;}if(kk24){cout第i千年苦修顿悟修为增长。endl;ssss2;}if(kk25){cout第i千年听神讲课顿悟修为增长。endl;ssss5;}if(w[1]0ss10||ss10ss15w[1]0){cout你达到散仙上期神寿提升到15千年。endl;j15;w[1]1;}if(w[2]0ss15||ss15ss20w[2]0){cout你达到散仙中期神寿提升到20千年。endl;j20;w[2]1;}if(w[3]0ss20||ss20ss25w[3]0){cout你达到散仙下期神寿提升到25千年。endl;j25;w[3]1;}if(w[4]0ss25||ss25ss30w[4]0){cout你达到地仙上期神寿提升到30千年。endl;j30;w[4]1;}if(w[5]0ss30||ss30ss35w[5]0){cout你达到地仙中期神寿提升到35千年。endl;j35;w[5]1;}if(w[6]0ss35||ss35ss40w[6]0){cout你达到地仙下期神寿提升到40千年。endl;j40;w[6]1;}if(w[7]0ss40||ss40ss45w[7]0){cout你达到仙人上期神寿提升到45千年。endl;j45;w[7]1;}if(w[8]0ss45||ss45ss50w[8]0){cout你达到仙人中期神寿提升到50千年。endl;j50;w[8]1;}if(w[9]0ss50||ss50ss55w[9]0){cout你达到仙人下期神寿提升到55千年。endl;j55;w[9]1;}if(w[10]0ss65||ss55ss60w[10]0){cout你达到上仙上期神寿提升到60千年。endl;j60;w[10]1;}if(w[11]0ss60||ss60ss70w[11]0){cout你达到上仙中期神寿提升到65千年。endl;j65;w[11]1;}if(w[12]0ss70||ss70ss80w[12]0){cout你达到上仙下期神寿提升到70千年。endl;j70;w[12]1;}if(w[13]0ss80||ss80ss90w[13]0){cout你达到金仙上期神寿提升到75千年。endl;j75;w[13]1;}if(w[14]0ss90||ss90ss100w[14]0){cout你达到金仙中期神寿提升到80千年。endl;j80;w[14]1;}if(w[15]0ss100||ss100ss110w[15]0){cout你达到金仙下期神寿提升到85千年。endl;j85;w[15]1;}coutendl;Sleep(io);}cout寿元终!;}}else if(q0){system(cls);SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);cout已退出游戏endl;}return 0;
}
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