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    #include<bits/stdc++.h>	
    #include<windows.h>
    #include<stdio.h>
    #include<conio.h>
    #include<time.h>
    #define Nor if(B[b].x<5) B[b].x=5;
    #define Out1 Bx1-Bvx1<=6||Bx1-Bvx1>=28||By1-Bvy1<=7||By1-Bvy1>=27
    #define Out2 Bx2-Bvx2<=6||Bx2-Bvx2>=28||By2-Bvy2<=7||By2-Bvy2>=27
    #define Chang1 {Bwhat1=0;Bvx1=Bvy1=0;memset(Bgo1,0,sizeof(Bgo1));}
    #define Chang2 {Bwhat2=0;Bvx2=Bvy2=0;memset(Bgo2,0,sizeof(Bgo2));}
    #define Chang3 {Bwhat3=0;Bvx3=Bvy3=0;memset(Bgo3,0,sizeof(Bgo3));}
    using namespace std;
    int ti(float a) {return ((int)(a*10+5))/10;}
    void Setpos(float x,float y){COORD pos;pos.X=ti(y*4)/2;pos.Y=ti(x);SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);}
    void Color(int a){if(a==0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);if(a==3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);if(a==4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);if(a==5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);if(a==6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);if(a==7) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==8) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED);if(a==9) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_GREEN|BACKGROUND_BLUE);if(a==10) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_BLUE);if(a==11) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_BLUE);if(a==12) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN);if(a==13) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY);if(a==14) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_BLUE);}
    int Blomax,Ren,Exp,Expmax,Lv,Lvl,Ice,Drug,ar1,ar2,Tar1,Tar2,bl,br,Win,T,Tb,Sy,Up,Upt,Down,u1,u2,Kill,Killb,L,Ll[4],Li,D,Gd[10],Biao,Fire,Fir,Water,Thun,Wind,Magne,I[20][2],ib,Dis,Disb,Dis1,Disb1,Boss,Bblo,Bblomax,Bwhat1,Bwhat2,Bwhat3,Bgo1[10],Bgo2[10],Bgo3[10],Bbr,Bbl,Bl[4];
    float X,Y,Vx,Vy,Ding,Blo,Hui,Bx1,By1,Bx2,By2,Bx3,By3,Bvx1,Bvy1,Bvx2,Bvy2,Bvx3,Bvy3,Bway[1001][2];
    struct bullet{float x,y,vx,vy;int what;int a,t,How;int life;bool kill;}B[100001];
    void Map(int a,int b);
    void Pan(int a,float x,float y,int b){
        float Nox[4],Noy[4];Nox[0]=X,Noy[0]=Y;
        if(Down==1&&X==22) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;else if(Down==2) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;else if(Down==1||X<18) Nox[1]=X-1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;else Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
        for(int i=0;i<3;i++){
            if(a==-1){if(abs(x-Nox[i])+abs(y-Noy[i])<1.5) {if(B[b].what==-10)Exp+=2;if(B[b].what==-11)Exp+=1;B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}}
            if(a==-2){if(abs(x-Nox[i])+abs(y-Noy[i])<2.5) {if(B[b].what==-2)Exp+=5,Biao+=5;if(B[b].what==-3)Fire=300,Ice=0,Fir=3;if(B[b].what==-4)Water=200;if(B[b].what==-5){Wind=70;Ding=28.25;Ice=0;if(Y<Ding-1)Vy=5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(B[b].what==-6){Thun=200;system("color 1F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");}if(B[b].what==-7)Magne=300;if(B[b].what==-8)Ice=0,Drug=0,Blo=fmin((float)Blomax,Blo+20);if(B[b].what==-9)Exp=fmin((float)Expmax,Exp+20);B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}}
        }if(Wind==0&&Thun==0&&(B[b].kill!=0||Killb>=15||Ren==1&&Killb>0)) return;
        for(int i=0;i<3;i++){
            if((Wind>=1||Thun>=1)&&abs(x-Nox[i])+abs(y-Noy[i])<2.5) {if(B[b].what<98)Exp+=2;B[b].life=0;Map(3,b);break;}
            if(a==1) {if(abs(x-Nox[i])<0.5&&abs(y-Noy[i])<1) {if(B[b].what>=99)Blo-=10;if(B[b].what==14)Blo-=15,Ice=100,B[b].life=0;else if(B[b].what==15)Blo-=20,Ice=0,B[b].life=0;else if(B[b].what==17)Blo-=5,Drug=100,B[b].life=0;else if(B[b].what>=13&&B[b].what<=17)Blo-=10,B[b].life=0;else Blo-=15;B[b].kill=1,Killb=20;Kill=1;Map(3,b);break;}}
            if (a==2||a==6||a==8||a==9||a==10||a==11||a==12) {
    			if(abs(x-Nox[i])+abs(y-Noy[i])<1.5) {
    				if(a==2)Blo-=20;
    				else if(a==8)Blo-=10;
    				else Blo-=15;B[b].kill=1,Killb=20;Kill=1;if(a!=2){B[b].life=0;if(B[b].life==0&&b==bl) bl++;Map(3,b);break;}}}
            if(a==4) {if((Wind>=1||Thun>=1)&&abs(x-Nox[i])<1.5&&Noy[i]-y<=0&&Noy[i]-y>=-8) {if(B[b].what<98)Exp+=2;B[b].life=0;Map(3,b);break;}if(abs(x-Nox[i])<1&&Noy[i]-y<=0&&Noy[i]-y>=-8) {Blo-=25,B[b].kill=1,Killb=20;Kill=1;Vy=-1;Y-=0.5;break;}}
        }
    }
    void Map(int a,int b){
        Color(0);
        if(a==-1){
            if(Boss==1||Boss==6){if(Bwhat1==5){if(ti(Bx1)==20)Setpos(Bx1,By1),cout<<"==";else Setpos(Bx1,By1),cout<<"  ";}else{Setpos(Bx1-1,By1-0.5),cout<<"    ";Setpos(Bx1,By1-1),cout<<"      ";Setpos(Bx1+1,By1-0.5),cout<<"    ";if(abs(ti(Bx1)-20)<=1)Setpos(20,By1-1),cout<<"======";}}
            if(Boss==2||Boss==6){Setpos(Bx2-1,By2-1);cout<<"    ";Setpos(Bx2,By2-1);cout<<"      ";Setpos(Bx2+1,By2-1),cout<<"      ";Color(0);if(abs(ti(Bx2)-20)<=1)Setpos(20,By2-1),cout<<"======";}
            if(Boss==3||Boss==6){Setpos(Bx3-1,By3-0.5);cout<<"     ";Setpos(Bx3,By3);cout<<"  ";Setpos(Bx3+1,By3-1),cout<<"      ";Color(0);if(abs(ti(Bx3)-20)<=1)Setpos(20,By3-1),cout<<"=======";}
            if(X<0)return;if(X>=17&&X<=19){Setpos(X-1,Y);cout<<"  ";Setpos(X,Y-1);cout<<"   ";Setpos(X+1,Y-1),cout<<"   ";}else if(X<=23&&X>=21){Setpos(X+1,Y);cout<<"  ";Setpos(X,Y-1);cout<<"   ";Setpos(X-1,Y-1),cout<<"    ";}else if(X>23){Setpos(X,Y-1);cout<<"    ";Setpos(X-1,Y-0.5),cout<<"   ";}else if(X<17&&Upt!=0){Setpos(X,Y-1);cout<<"    ";Setpos(X+1,Y-1.5),cout<<"    ";}else if(X<17){Setpos(X,Y-1);cout<<"    ";Setpos(X+1,Y-0.5),cout<<"   ";}if(Thun>0){Setpos(X-2,Y-1),cout<<"    ";Setpos(X+2,Y-1),cout<<"    ";Setpos(X,Y+2),cout<<"  ";Setpos(X,Y-2.5),cout<<"  ";Setpos(X-1,Y+1),cout<<"  ";Setpos(X+1,Y+1),cout<<"  ";Setpos(X-1,Y-2),cout<<"  ";Setpos(X+1,Y-2),cout<<"  ";Setpos(20,Y-2.5),cout<<"============";}if(Wind!=0){Setpos(X+1,Y-5);cout<<"        ";Setpos(X,Y-5);cout<<"        ";Setpos(X-1,Y-5);cout<<"        ";Setpos(20,Y-5),cout<<"========";}if(Water!=0){Setpos(X,Y-4);cout<<"       ";Setpos(X+2,Y-3.5);cout<<"     ";Setpos(X-2,Y-3.5);cout<<"     ";Setpos(X+1,Y-3.5);cout<<"     ";Setpos(X-1,Y-3.5);cout<<"     ";Setpos(20,Y-5),cout<<"========";}if(Fire!=0){Setpos(X,Y+1),cout<<"  ";Setpos(X+1,Y),cout<<"  ";Setpos(X-1,Y-1),cout<<"  ";Setpos(20,Y-1);cout<<"======";}
        }
        if(a==0){
            if(Boss==1||Boss==6){if(Bwhat1==5)Color(5),Setpos(Bx1,By1),cout<<"█",Color(0);else if(Bwhat1==4&&Bgo1[1]>6&&Bgo1[1]<11)Color(4),Setpos(Bgo1[5]-1,Bgo1[6]),cout<<"︻",Setpos(Bgo1[5],Bgo1[6]-1),cout<<"【",Setpos(Bgo1[5],Bgo1[6]+1),cout<<"】",Setpos(Bgo1[5]+1,Bgo1[6]),cout<<"︼",Color(0);else{Setpos(Bx1-1,By1-0.5),Color(0),cout<<"●●";Setpos(Bx1,By1-1);if(Bwhat1==2&&Bgo1[1]<=5)Color(1);else if(Bwhat1==3&&Bgo1[1]<=5)Color(5);else if(Bwhat1==6&&Bgo1[1]<=5)Color(8); else Color(4);if(Bwhat1==4) Setpos(Bx1,By1-0.5),cout<<"██(";else cout<<")██(";Setpos(Bx1+1,By1-0.5),cout<<"……";Color(0);}}
            if(Boss==2||Boss==6){Setpos(Bx2-1,By2-1);Color(0),cout<<"\\ ";Color(0);cout<<"●";Setpos(Bx2,By2-1);Color(3);cout<<"◥";Color(5),cout<<"JJJ";Color(0),cout<<">";Color(3);Setpos(Bx2+1,By2-1),cout<<"◢█◣";Color(0);}
            if(Boss==3||Boss==6){Setpos(Bx3-1,By3-0.5);if(Bwhat3==3||Bwhat3==9) Color(1);else if(Bwhat3==4||Bwhat3==10) Color(4);else if(Bwhat3==5||Bwhat3==11) Color(5);if(Bwhat3==11)cout<<' ';else if(Bwhat3==6) Color(3);else Color(2);cout<<"●-";Setpos(Bx3,By3);if(Bwhat3==11)cout<<"/";else cout<<"┃";Color(0);Setpos(Bx3+1,By3-1),cout<<"●●●";}
            if(X<0)return;if(Ren==2) Color(12);if(Ren==3) Color(1);if(Ren==4) Color(3);if(Ren==5) Color(4);if(Ren==6) Color(2);if(Drug!=0&&T%5!=0) Color(11);if(Drug!=0&&T%5==0) Color(11);if(Ice!=0) Color(6);if(b==1) Color(8);if(Li!=0) Color(5);if(Ren==1&&Killb>0&&T%4<2) Color(13);if(Wind>0&&T%4<=1) Color(1);if(Wind>0&&T%4>=2) Color(0);if(Thun>0&&T%4<=1) Color(1);if(Thun>0&&T%4>=2) Color(6);
            if(X>=17&&X<=19){Setpos(X-1,Y);cout<<"●";Setpos(X,Y-1);cout<<"━/";if(T%10<3) Setpos(X+1,Y-1),cout<<"┛╲";else if(T%10<6) Setpos(X+1,Y-1),cout<<"┦ ";else Setpos(X+1,Y-1),cout<<"╯>";if(Wind>0&&T%3==0) Setpos(X+1,Y-1),cout<<"┛╲";else if(Wind>0&&T%3==1) Setpos(X+1,Y-1),cout<<"┦ ";else if(Wind>0&&T%3==2)Setpos(X+1,Y-1),cout<<"╯>";}else if(X<=23&&X>=21){Setpos(X+1,Y);cout<<"●";Setpos(X,Y-1);cout<<"━\\";if(T%10<3) Setpos(X-1,Y-1),cout<<"┓╱";else if(T%10<6) Setpos(X-1,Y-1),cout<<"┪ ";else Setpos(X-1,Y-1),cout<<"╮>";if(Wind>0&&T%3==0) Setpos(X-1,Y-1),cout<<"┓╱";else if(Wind>0&&T%3==1) Setpos(X-1,Y-1),cout<<"┪ ";else if(Wind>0&&T%3==2)Setpos(X-1,Y-1),cout<<"╮>";}else if(X>23){Setpos(X,Y-1);cout<<"━ ●";Setpos(X-1,Y-0.5),cout<<"│>";}else if(X<17&&Upt!=0){Setpos(X,Y-1);cout<<"━ ●";Setpos(X+1,Y-1.5),cout<<"╱ >";}else if(X<17){Setpos(X,Y-1);cout<<"━ ●";Setpos(X+1,Y-0.5),cout<<"│>";}if(Thun>0){Setpos(X-2,Y-1),cout<<"▄▄";Setpos(X+2,Y-1),cout<<"▄▄";Setpos(X,Y+2),cout<<"▌";Setpos(X,Y-2.5),cout<<"▌";Setpos(X-1,Y+1),cout<<"█";Setpos(X+1,Y+1),cout<<"█";Setpos(X-1,Y-2),cout<<"█";Setpos(X+1,Y-2),cout<<"█";}if(Magne>0&&T%7<2)Setpos(X,Y),Color(5),cout<<"★";if(Wind>1){if(T%6<2)Color(1);else Color(0);if(T%8<=1){Setpos(X+1,Y-5);cout<<"----  --";Setpos(X,Y-5);cout<<"-  --- -";Setpos(X-1,Y-5);cout<<"--- - --";}else if(T%8<=3){Setpos(X+1,Y-5);cout<<"------  ";Setpos(X,Y-5);cout<<" --  ---";Setpos(X-1,Y-5);cout<<"----- - ";}else if(T%8<=5){Setpos(X+1,Y-5);cout<<"  ------";Setpos(X,Y-5);cout<<"-- --  -";Setpos(X-1,Y-5);cout<<"- ----- ";}else if(T%8<=7){Setpos(X+1,Y-5);cout<<"--  ----";Setpos(X,Y-5);cout<<" --- -- ";Setpos(X-1,Y-5);cout<<"- - ----";}}if(Water!=0){Color(1);if(T%20<5){Setpos(X+2,Y-3);cout<<"■";Setpos(X+1,Y-3.5);cout<<"■";Setpos(X-1,Y-2.5);cout<<"■";Setpos(X-2,Y-3);cout<<"■";}else if(T%20<10||T%20>=15){Setpos(X+2,Y-3);cout<<"■";Setpos(X,Y-4);cout<<"■■";Setpos(X-2,Y-3);  cout<<"■";}else if(T%20<15){Setpos(X+2,Y-3.5);cout<<"■";Setpos(X+1,Y-3);cout<<"■";Setpos(X-1,Y-3.5);cout<<"■";Setpos(X-2,Y-3);cout<<"■";}}if(Fire!=0){if(T%6<3)Color(4);else Color(5);if(Fir>=1)Setpos(X,Y+1),cout<<"●";if(Fir>=2)Setpos(X+1,Y),cout<<"●";if(Fir>=3)Setpos(X-1,Y-1),cout<<"●";}
        }
        if(a==1||a==3){
            if(B[b].what==1){Nor;Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<"      ";if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].How<=1) Color(13);else Color(4);cout<<"●";if(a==1) Pan(1,B[b].x,B[b].y,b);}}
            if(B[b].what==2){Nor;Setpos(B[b].x-1,B[b].y-1);if(ti(B[b].x-1)==20)cout<<"======";else cout<<"      ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<"      ";Setpos(B[b].x+1,B[b].y-1);if(ti(B[b].x+1)==20)cout<<"======";else cout<<"      ";if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);Color(5);if(B[b].How==0){Setpos(B[b].x-1,B[b].y),cout<<"↑";Setpos(B[b].x,B[b].y-1),cout<<"←┼ →";Setpos(B[b].x+1,B[b].y),cout<<"↓";}else if(B[b].How==1){Setpos(B[b].x-1,B[b].y-1),cout<<"↖  ↗";Setpos(B[b].x,B[b].y),cout<<"╳";Setpos(B[b].x+1,B[b].y-1),cout<<"↙  ↘";} if(a==1) Pan(2,B[b].x,B[b].y,b);}}
            if(B[b].what==3||B[b].what==5){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<"  ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;Setpos(B[b].x,B[b].y);if(B[b].How==1) Color(5);else Color(4);cout<<"◎";}}
            if(B[b].what==4){Nor;Setpos(B[b].x,fmax((float)0,B[b].y-8));if(ti(B[b].x)==20){for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<"==";}else {for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<"  ";}if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,fmax((float)0,B[b].y-8));Color(6); for(int i=max(0,(int)B[b].y-8);i<=B[b].y;i++)cout<<"═"; if(a==1) Pan(4,B[b].x,B[b].y,b);}}
            if(B[b].what==6||B[b].what==8||B[b].what==9){Nor;Setpos(B[b].x-1,B[b].y);if(ti(B[b].x)-1==20)cout<<"==";else cout<<"  ";Setpos(B[b].x+1,B[b].y);if(ti(B[b].x)+1==20)cout<<"==";else cout<<"  ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<"      ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;Setpos(B[b].x,B[b].y-1);if(B[b].what==6){if(B[b].How<=1) Color(1); else Color(6);}if(B[b].what==9){if(B[b].How<=1) Color(4); else Color(8);}if(B[b].what==8)Color(5);Setpos(B[b].x-1,B[b].y);cout<<"︹";Setpos(B[b].x+1,B[b].y);cout<<"︺";Setpos(B[b].x,B[b].y-1);if(B[b].How%2==1) cout<<"〔●〕"; else cout<<"﹝○﹞"; if(a==1) Pan(6,B[b].x,B[b].y,b);}}
            if(B[b].what==7){Nor;Setpos(B[b].x,B[b].y);if(B[b].How<0) for(int i=19;i>=20+B[b].How;i--) {Setpos(i,B[b].y);cout<<"  ";}if(B[b].How>0) for(int i=21;i<=20+B[b].How;i++) {Setpos(i,B[b].y);cout<<"  ";}if(B[b].life!=0){B[b].y-=B[b].vy;if(B[b].How<0) for(int i=19;i>=20+B[b].How;i--) {Setpos(i,B[b].y);cout<<"║"; if(a==1) Pan(7,i,B[b].y,b);}if(B[b].How>0) for(int i=21;i<=20+B[b].How;i++) {Setpos(i,B[b].y);cout<<"║"; if(a==1) Pan(7,i,B[b].y,b);}}}
            if(B[b].what==10||B[b].what==11||B[b].what==12){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<"  ";if(B[b].life!=0){B[b].x-=B[b].vx;B[b].y-=B[b].vy;if(B[b].How==1){B[b].vy-=0.2;}else B[b].vx-=0.35;if(B[b].x>=25) B[b].x=25,B[b].vx*=-0.8;if(B[b].what==11&&B[b].y<=1) B[b].y=1,B[b].vy*=-1;if(B[b].what==12&&B[b].y<=1) B[b].y=1,B[b].vx=0,B[b].vy=-0.5,B[b].How=1;Setpos(B[b].x,B[b].y);if(B[b].what==11)Color(1);else if(B[b].what==12)Color(5);else Color(0);if(B[b].t%4<2)cout<<"▃";else cout<<"▍";if(a==1) Pan(B[b].what,B[b].x,B[b].y,b);}}
            if(B[b].what>=13&&B[b].what<=17){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"====";else cout<<"    ";if(B[b].life!=0){B[b].x-=B[b].vx;B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].what==14) Color(1);else if(B[b].what==15) Color(4);else if(B[b].what==16) Color(5);else if(B[b].what==17) Color(3);else Color(2);cout<<"●";if(B[b].what==14)cout<<"*";if(B[b].what==15)cout<<"";if(B[b].what==16)cout<<"<";if(B[b].what==17)cout<<"X";} if(a==1) Pan(1,B[b].x,B[b].y,b);}
            if(B[b].what==98&&B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(ti(B[b].x==20))cout<<"==";else cout<<"  ";if(B[b].y<=3)B[b].life=0;} 
            if(B[b].what>=99){if(B[b].y<=3)B[b].life=0;if(B[b].life!=0){B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);Color(5);if(B[b].what==99)cout<<"█";if(B[b].what>=100&&B[b].what<200){if(B[b].what%5==0)cout<<"我";if(B[b].what%5==1)cout<<"是";if(B[b].what%5==2)cout<<"最";if(B[b].what%5==3)cout<<"强";if(B[b].what%5==4)cout<<"的";}if(B[b].what>=200&&B[b].what<300){if(B[b].what%6==0)cout<<"神";if(B[b].what%6==1)cout<<"级";if(B[b].what%6==2)cout<<"怪";if(B[b].what%6==3)cout<<"物";if(B[b].what%6==4)cout<<"之";if(B[b].what%6==5)cout<<"光";}if(B[b].what>=300&&B[b].what<400){if(B[b].what%8==0)cout<<"颤";if(B[b].what%8==1)cout<<"抖";if(B[b].what%8==2)cout<<"吧";if(B[b].what%8==3)cout<<"无";if(B[b].what%8==4)cout<<"能";if(B[b].what%8==5)cout<<"的";if(B[b].what%8==6)cout<<"人";if(B[b].what%8==7)cout<<"类";}if(B[b].what>=400&&B[b].what<500){if(B[b].what%8==0)cout<<"还";if(B[b].what%8==1)cout<<"不";if(B[b].what%8==2)cout<<"快";if(B[b].what%8==3)cout<<"跪";if(B[b].what%8==4)cout<<"倒";if(B[b].what%8==5)cout<<"在";if(B[b].what%8==6)cout<<"朕";if(B[b].what%8==7)cout<<"前";}if(B[b].what>=500&&B[b].what<600){if(B[b].what%8==0)cout<<"看";if(B[b].what%8==1)cout<<"懂";if(B[b].what%8==2)cout<<"这";if(B[b].what%8==3)cout<<"句";if(B[b].what%8==4)cout<<"话";if(B[b].what%8==5)cout<<"的";if(B[b].what%8==6)cout<<"是";if(B[b].what%8==7)cout<<"猪";} if(a==1) Pan(1,B[b].x,B[b].y,b);}}
            if(B[b].what==-1){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<"  ";if(Boss==0) B[b].life=0;else if(((Boss==1&&abs(B[b].x-Bx1)+abs(B[b].y-By1)<1.5)||(Boss==2&&abs(B[b].x-Bx2)+abs(B[b].y-By2)<1.5)||(Boss==3&&abs(B[b].x-Bx3)+abs(B[b].y-By3)<1.5)||(B[b].t==10))&&B[b].life==1) Bblo-=8+Lv*2,B[b].life=0;if(B[b].life!=0){if(Boss==1)B[b].x=B[b].x+(Bx1-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By1-B[b].y)/(10-B[b].t)*1.0;if(Boss==2)B[b].x=B[b].x+(Bx2-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By2-B[b].y)/(10-B[b].t)*1.0;if(Boss==3)B[b].x=B[b].x+(Bx3-B[b].x)/(10-B[b].t)*1.0,B[b].y=B[b].y+(By3-B[b].y)/(10-B[b].t)*1.0;Setpos(B[b].x,B[b].y);Color(7);if(B[b].t%2==0) cout<<"+";else cout<<"×";}}
            if(B[b].what<=-2&&B[b].what>=-9){Nor;Setpos(B[b].x-1,B[b].y);if(ti(B[b].x)-1==20)cout<<"==";else cout<<"  ";Setpos(B[b].x+1,B[b].y);if(ti(B[b].x)+1==20)cout<<"==";else cout<<"  ";Setpos(B[b].x,B[b].y-1);if(ti(B[b].x)==20)cout<<"======";else cout<<"      ";if(B[b].life!=0){B[b].y-=B[b].vy;B[b].x-=B[b].vx;if(B[b].what<=-3&&B[b].what>=-7){if(B[b].x<=7)B[b].x=7;if(B[b].x>=28)B[b].x=28;else if(B[b].x>=B[b].a+1&&B[b].How==1)B[b].How=0;else if(B[b].x<=B[b].a-1&&B[b].How==0)B[b].How=1;if(B[b].How==1&&B[b].vx>=-1)B[b].vx-=0.2;if(B[b].How==0&&B[b].vx<=1)B[b].vx+=0.2;}if(B[b].what==-2) Color(3);if(B[b].what==-3) Color(4);if(B[b].what==-4) Color(1);if(B[b].what==-5) Color(0);if(B[b].what==-6) Color(6);if(B[b].what==-7) Color(5);if(B[b].what==-8) Color(2);if(B[b].what==-9) Color(14);if(T%7<=1&&B[b].what==-5)Color(1);else if(T%7<=1)Color(0);Setpos(B[b].x-1,B[b].y);cout<<"︹";Setpos(B[b].x+1,B[b].y);cout<<"︺";Setpos(B[b].x,B[b].y-1);if(B[b].what==-2) cout<<"﹝镖﹞";if(B[b].what==-3) cout<<"﹝火﹞";if(B[b].what==-4) cout<<"﹝水﹞";if(B[b].what==-5) cout<<"﹝风﹞";if(B[b].what==-6) cout<<"﹝雷﹞";if(B[b].what==-7) cout<<"﹝磁﹞";if(B[b].what==-8) cout<<"﹝血﹞";if(B[b].what==-9) cout<<"﹝忍﹞"; if(a==1) Pan(-2,B[b].x,B[b].y,b);}}
            if(B[b].what==-11||B[b].what==-12){Nor;Setpos(B[b].x,B[b].y);if(ti(B[b].x)==20)cout<<"==";else cout<<"  ";if(B[b].life!=0){if(Magne>0)B[b].How++,B[b].x=B[b].x+(X-B[b].x)/(10-B[b].How)*1.0,B[b].y=B[b].y+(Y-B[b].y)/(10-B[b].How)*1.0;B[b].y-=B[b].vy;Setpos(B[b].x,B[b].y);if(B[b].what==-10) Color(5);if(B[b].what==-11) Color(7);if(T%7<=1)Color(0);cout<<"◆"; if(a==1) Pan(-1,B[b].x,B[b].y,b);}}
            if(B[b].what==-13){Nor;Setpos(B[b].x,B[b].y-0.5);if(ti(B[b].x)==20)cout<<"===";else cout<<"   ";if(B[b].life!=0){if(B[b].a==13880086){if(Boss==0) B[b].life=0;else if(((Boss==1&&abs(B[b].x-Bx1)+abs(B[b].y-By1)<1.5)||(Boss==2&&abs(B[b].x-Bx2)+abs(B[b].y-By2)<1.5)||(Boss==3&&abs(B[b].x-Bx3)+abs(B[b].y-By3)<1.5)||(B[b].t==5))&&B[b].life==1) Bblo-=8+Lv*2,B[b].life=0;if(B[b].life!=0){if(Boss==1)B[b].x=B[b].x+(Bx1-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By1-B[b].y)/(5-B[b].t)*1.0;if(Boss==2)B[b].x=B[b].x+(Bx2-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By2-B[b].y)/(5-B[b].t)*1.0;if(Boss==3)B[b].x=B[b].x+(Bx3-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(By3-B[b].y)/(5-B[b].t)*1.0;}}else{if(B[B[b].a].life==0) B[b].life=0;else if((abs(B[b].x-B[B[b].a].x)+abs(B[b].y-B[B[b].a].y)<1.5||(B[b].t==5))&&B[b].life==1) Exp+=2,B[B[b].a].life=B[b].life=0;if(B[b].life!=0){B[b].x=B[b].x+(B[B[b].a].x-B[b].x)/(5-B[b].t)*1.0,B[b].y=B[b].y+(B[B[b].a].y-B[b].y)/(5-B[b].t)*1.0;}}Setpos(B[b].x,B[b].y-0.5);if(T%6<3)Color(5);else Color(4);cout<<"●";}}
        }if(br<bl) {br=-1,bl=0;memset(B,0,sizeof(B));}Color(0);
    }
    void Move(){
        if(X<3) X=3;if(Y<1) Y=1,Vy=0;if(Y>29) Y=29,Vy=0;
        if(Ice!=0){X-=Vx/2.0;Y+=Vy/2.0;Vy=fmax(Vy-0.025,(float)0);if(T%6==0&&Up==0&&Y<Ding) Y+=0.25;if(T%6==3&&Up==0&&Y>=Ding) Y-=0.25;if(Up==0&&Y<=Ding-1.25) Vy=0.25;if(Up==0&&Y>=Ding+1.25&&Wind==0) Vy=-0.25;if(Up==0&&Down==0&&Vx>0&&X<=18) Up=0,Down=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2&&X<=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up==0&&Down==1&&Vx<0&&X>=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up>0&&Down==0&&X>18) Up=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2) Vx+=0.175;else if(Up>0&&Upt==0) Vx-=0.175;else if(Up>0&&Upt>0) {Vx=fmax(Vx-0.125,(float)0);if(Upt==1&&T%2==0)Map(-1,0);if(T%2==0)Upt--;}}
        else{X-=Vx;Y+=Vy;Vy=fmax(Vy-0.05,(float)0);if(Wind==0){if(T%6==0&&Up==0&&Y<Ding) Y+=0.5;if(T%6==3&&Up==0&&Y>=Ding) Y-=0.5;}else{if(T%2==0&&Up==0&&Y<Ding) Y+=0.5;if(T%2==1&&Up==0&&Y>=Ding) Y-=0.5;}if(Up==0&&Y<=Ding-1.25) Vy=0.5;if(Up==0&&Y>=Ding+1.25&&Wind==0) Vy=-0.5;if(Up==0&&Down==0&&Vx>0&&X<=18) Up=0,Down=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2&&X<=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up==0&&Down==1&&Vx<0&&X>=22) Up=0,Down=1,Vx=0,Vy=0,X=22,Setpos(20,Y-2.5),cout<<"==========";else if(Up>0&&Down==0&&X>18) Up=0,Vx=0,Vy=0,X=18,Setpos(20,Y-2.5),cout<<"==========";else if(Down==2) Vx+=0.35;else if(Up>0&&Upt==0) Vx-=0.35;else if(Up>0&&Upt>0) {Vx=fmax(Vx-0.25,(float)0);if(Upt==1)Map(-1,0); Upt--;}}
        for(int i=bl;i<=br;i++){
            if(B[i].what<98)if(B[i].x-B[i].vx<=5||B[i].x-B[i].vx>=30||B[i].y-B[i].vy<=0||B[i].y-B[i].vy>=30){B[i].life=0;Map(1,i);}
            for(int j=0;j<20;j++)if(B[i].what>0&&B[i].life!=0&&abs(B[i].x-I[j][0])<2&&B[i].y-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<"   ";I[j][0]=I[j][1]=-1;B[i].life=0;Exp+=2;}
            if(B[i].t>=100)B[i].life=0;if(B[i].life==0&&i==bl) bl++;
            Map(1,i);if(B[i].life==0) continue;
            else{B[i].t++;
                if(B[i].what==1){if(B[i].y<=25&&B[i].How==0) B[i].vy=0,B[i].How=1;if(B[i].t==30) B[i].y+=1.5,B[i].How=2;if(B[i].t==35) B[i].vy=1.5,B[i].How=3;}
                if(B[i].what==2){if(B[i].t%3==0) B[i].How=!B[i].How;} 
                if(B[i].what==3||B[i].what==5){if(B[i].what==3&&B[i].y<=20) B[i].vy=0;if(B[i].what==5&&B[i].y<=21) B[i].vy=0;if(B[i].t>30&&B[i].t%2==0) B[i].How=!B[i].How;if(B[i].what==5&&B[i].t<=30&&B[i].x<X) B[i].vx=-0.2;else if(B[i].what==5&&B[i].t<=70&&B[i].x>X) B[i].vx=0.2;else B[i].vx=0;if(B[i].t==45){B[i].life=0;br++;B[br].what=4;B[br].x=B[i].x;B[br].y=32;B[br].vy=3;B[br].life=1;}}
                if(B[i].what==6||B[i].what==8||B[i].what==9){if(B[i].vx<0.25&&B[i].vy<0.25&&B[i].t>=50){B[i].life=0;if(B[i].life==0&&i==bl) bl++;Map(1,i);break;}if(B[i].t%5==0) B[i].How=rand()%4;if(B[i].what==9){if(B[i].t==7){X9:float xx=(rand()%41)/40.0,yy=(rand()%41)/40.0;if(xx<=0.5&&yy<=0.5) goto X9;for(int j=1;j<=4;j++){br++,B[br].what=9;B[br].t=11;B[br].x=B[i].x,B[br].y=B[i].y,B[br].vx=xx,B[br].vy=yy;if(j%2==0)swap(B[br].vx,B[br].vy),B[br].vy*=-1;if(j<=2)B[br].vx*=-1,B[br].vy*=-1;B[br].life=1;}B[i].life=0;}}if(B[i].what==8){if(B[i].x>X&&B[i].vx<1.2) B[i].vx+=fmax((float)0,0.2-B[i].t/25);if(B[i].x<X&&B[i].vx>-1.2) B[i].vx-=fmax((float)0,0.2-B[i].t/25);if(B[i].y>Y&&B[i].vy<1.2) B[i].vy+=fmax((float)0,0.2-B[i].t/25);if(B[i].y<Y&&B[i].vy>-1.2) B[i].vy-=fmax((float)0,0.2-B[i].t/25);}}
                if(B[i].what>=13&&B[i].what<=15&&B[i].How!=0){if(B[i].x==B[i].How)B[i].vx=0,B[i].How=0;}
                if(B[i].what==16){if(B[i].x<X&&B[i].vx>=-1) B[i].vx-=0.2;else if(B[i].x>X&&B[i].vx<=1) B[i].vx+=0.2;}
            }
            if(B[i].life==1&&B[i].a==0&&B[i].what>0){if(B[i].y>Y&&abs(B[i].x-X)<=3&&((B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y))<Dis) Dis=(B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y),Disb=i;else if(((B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y))<Dis1) Dis1=(B[i].x-X)*(B[i].x-X)+(B[i].y-Y)*(B[i].y-Y),Disb1=i;}
        }
    }
    void Guai(int R,int r){
        if(R==-1){br++;B[br].what=-1;B[br].x=X+rand()%3-1;B[br].y=Y+rand()%3-1;B[br].life=1;}
        if(R<=-2&&R>=-11){br++;B[br].what=R;B[br].x=B[br].a=r;B[br].y=29;if(R<=-3&&R>=-7)B[br].vx=-1;B[br].vy=1;B[br].life=1;}
        if(R==0){br++;B[br].what=1;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;}
        if(R==1){br++;B[br].what=2;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;}
        if(R==2||R==3){br++;B[br].what=2*R-1;B[br].x=r;B[br].y=29;B[br].vy=1;B[br].life=1;}
        if(R==4){br++;B[br].what=6;if(r<5)r=5;if(r>30)r=30;B[br].x=r;if(r==11||r==25) B[br].y=29-(rand()%20);else B[br].y=29;X4:B[br].vx=(rand()%21-10)/30.0;B[br].vy=(rand()%25)/30.0;if(B[br].vx<=0.8&&B[br].vy<=0.8)goto X4;int rx=rand()%50;if(rx==0) B[br].vx=0;B[br].life=1;}
        if(R==5){br++;B[br].How=r;B[br].what=7;if(B[br].How<0) B[br].x=19;if(B[br].How>0) B[br].x=21;B[br].y=29;B[br].vy=1;B[br].life=1;}
    }
    void CpGuai(int R,float x,float y,float xx,float yy){
        if(R==4){br++;B[br].what=6;B[br].x=x;B[br].y=y;B[br].vx=xx;B[br].vy=yy;B[br].life=1;}
        if(R==6||R==7||R==8){br++;B[br].what=4+R;B[br].x=x;B[br].y=y;B[br].vx=xx;B[br].vy=yy;B[br].life=1;}
    }
    void MesGuai(int a,int rr){
        int R=rand()%rr,r=-10086;
        if(R==0){if(a==1) r=(5+rand()%8)*2;if(a<=3&&a!=1) r=10+rand()%16;if(a==4) r=rand()%75-20;if(a==5) r=2+rand()%4;if(r!=-10086) Guai(a,r);}
    }
    void NorGuai(int a,int b){	
        if(a==1) {if(b==1||b==41) Guai(0,15),Guai(0,17),Guai(0,19);if(b==21||b==61) Guai(0,21),Guai(0,23),Guai(0,25);if(b==81) Guai(0,11),Guai(0,13),Guai(0,15),Guai(0,17),Guai(0,19);if(b==101||b==141) Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23),Guai(0,25);if(b==121) Guai(0,15),Guai(0,17),Guai(0,19),Guai(0,21),Guai(0,23);if(b>=160&&b<=260&&b%10==0) Guai(0,b/10-1);if(b>=270&&b<=370&&b%10==0) Guai(0,52-b/10);if(b>=460&&b<=560&&b%10==0) Guai(0,b/10-37),Guai(0,b/10-36),Guai(0,b/10-35);if(b>=570&&b<=670&&b%10==0) Guai(0,78-b/10),Guai(0,77-b/10),Guai(0,76-b/10);if(b>=760&&b<=960&&b%10==0) Guai(0,b/10-66),Guai(0,b/10-65),Guai(0,103-b/10),Guai(0,104-b/10);if(b>=1000&&b<=1300) MesGuai(0,30-b/50);}
        if(a==2) {if(b<=200&&b%30==1) {int r=rand()%4;if(r==1) r=0;for(int i=0;i<4;i++) if(i!=r) Guai(1,i*4+9);}if(b>200&&b<=220&&b%5==1) Guai(1,18);if(b>220&&b<=300&&b%7==1) Guai(1,b/5-26);if(b>350&&b<=370&&b%5==1) Guai(1,22);if(b>370&&b<=450&&b%7==1) Guai(1,96-b/5);if(b==461||b==501||b==541) Guai(1,13),Guai(1,17),Guai(1,21);if(b==481||b==521||b==561) Guai(1,17),Guai(1,21),Guai(1,25);if(b>=561&&b<=861&&b%20==1) Guai(1,b/40+5);if(b>=561&&b<=861&&b%20==11) Guai(1,35-b/40);if(b>=801&&b<=961&&b%15==1) Guai(1,20);if(b>=1000&&b<=1300) MesGuai(1,30-b/50);}
        if(a==3) {if(b==1||b==61) Guai(3,15),Guai(2,17),Guai(2,19);if(b==31||b==91) Guai(2,21),Guai(2,23),Guai(3,25);if(b>=120&&b<=220&&b%10==0) Guai(2,b/10+3);if(b>=240&&b<=340&&b%10==0) Guai(2,49-b/10);if(b>=360&&b<=460&&b%20==0) Guai(2,b/10-21),Guai(2,61-b/10);if(b>=480&&b<=580&&b%20==0) Guai(3,b/10-33),Guai(3,73-b/10);if(b>=600&&b<750&&b%30==0) {for(int i=0;i<5;i++) Guai(3,i*3+10);}if(b>=750&&b<830&&b%10==0) if(b<=200&&b%40==1) Guai(2,X);if(b>=830&&b<910&&b%20==0) Guai(2,X);if(b>=910&&b<980&&b%10==0) Guai(2,X);if(b>=1000&&b<=1300) MesGuai(rand()%2+2,40-b/50);}
        if(a==4) {if(b==1) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.65);if(b==41) CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);if(b==81) CpGuai(4,5,20,-0.4,0.35),CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,30,20,0.25,0.4),CpGuai(4,21,29,0,0.65);if(b==121) CpGuai(4,5,20,-0.2,0.35),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,30,20,0.4,0.4),CpGuai(4,18,29,0,0.65);if(b==161) CpGuai(4,10,29,-0.4,0.7),CpGuai(4,14,29,-0.2,0.7),CpGuai(4,21,29,0,0.6),CpGuai(4,10,29,-0.2,0.7),CpGuai(4,14,29,-0.1,0.7),CpGuai(4,18,29,0,0.65);if(b>=200&&b<=500&&b%40==1) {float r=0,rr;for(int i=1;i<=5;i++){X5:rr=0.7+(rand()%5)/10.0;if(rr==r)goto X5;r=rr;CpGuai(4,i*3+7,29,0,0.5+(rand()%50)/80.0);}}if(b>540&&b<=565&&b%5==1) CpGuai(4,5,8,-2,0.2);if(b>590&&b<=615&&b%5==1) CpGuai(4,30,8,1.5,0.2);if(b>640&&b<=665&&b%5==1) CpGuai(4,5,8,-1.5,0.3);if(b>690&&b<=715&&b%5==1) CpGuai(4,30,8,2,0.3);if(b>=750&&b<=950&&b%20==1) {float r=0,rr;for(int i=1;i<=3;i++){X6:rr=0.7+(rand()%5)/10.0;if(rr==r)goto X6;r=rr;CpGuai(4,i*5+7+(rand()%3),29,0,0.5+(rand()%50)/200.0);}}if(b>=1000&&b<=1300) MesGuai(4,5);}
    }
    void RandGood(){
        if(Biao>0){Biao--;Guai(-1,0);}
        if(Gd[1]==0){Gd[1]=rand()%1000+1;if(Win==7)Gd[1]=10086;Gd[3]=rand()%16+8;}
        else if(Gd[1]<=5){Guai(-2-Gd[1],Gd[3]);memset(Gd,0,sizeof(Gd));}
        else if(Gd[1]>=20&&Gd[1]<27){Guai(-8,Gd[3]);memset(Gd,0,sizeof(Gd));}
        else if(Gd[1]>=30&&Gd[1]<37){Guai(-9,Gd[3]);memset(Gd,0,sizeof(Gd));}
        else if(Gd[1]>=40&&Gd[1]<70){Gd[2]++;if(Gd[2]%2==1)Guai(-10,Gd[3]);if(Gd[2]>=9)memset(Gd,0,sizeof(Gd));}
        else if(Gd[1]>=70&&Gd[1]<100){Gd[2]++;if(Gd[2]%2==1)Guai(-11,Gd[3]);if(Gd[2]>=9)memset(Gd,0,sizeof(Gd));}
        else if(Boss!=0&&Gd[1]>=450&&Gd[1]<=500){Guai(-2,Gd[3]);memset(Gd,0,sizeof(Gd));}
        else Gd[1]=0;
        for(int i=0;i<20;i++){if(I[i][0]==-1) continue;Setpos(I[i][0],I[i][1]);Color(0);if(I[i][0]==20) cout<<"===";else cout<<"   ";I[i][1]++;if(I[i][0]>=28||I[i][0]<=0||I[i][1]>=29) I[i][0]=I[i][1]=-1;else Color(1),Setpos(I[i][0],I[i][1]),cout<<"■";Color(0);}
    }
    void Panboss(int bx,int by){
        float Nox[4],Noy[4];Nox[0]=X,Noy[0]=Y;
        if(Down==1&&X==22) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
        else if(Down==2) Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;
        else if(Down==1||X<18) Nox[1]=X-1,Noy[1]=Y-0.5,Nox[2]=-10,Noy[2]=-10;
        else Nox[1]=X+1,Noy[1]=Y-0.5,Nox[2]=X-1,Noy[2]=Y-0.5;
        for(int i=0;i<3;i++){if((Boss==1||Boss==6)&&Wind==0&&Thun==0&&abs(Nox[i]-bx)<1&&abs(Noy[i]-by)<1&&Bgo1[4]==0) Blo-=20,Bgo1[4]=1,Killb=20,Kill=1;if((Boss==2||Boss==6)&&Wind==0&&Thun==0&&abs(Nox[i]-bx)<1&&abs(Noy[i]-by)<1&&Bgo2[8]==0) Blo-=20,Bgo2[8]=1,Killb=20,Kill=1;}
    }
    void Boss1(){
        for(int j=0;j<20;j++)if(abs(Bx1-I[j][0])<2&&By1-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<"   ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;}
        if(Bbr==Bbl&&Bbr!=0) Bbr=Bbl=0;
        for(int i=1;i<=3+(Bbl-Bbr)/5;i++)if(Bbr<Bbl){Setpos(Bway[Bbr][0],Bway[Bbr][1]);if(Bway[Bbr][0]==20) cout<<"==";else cout<<"  ";Bbr++;}
        if(Bwhat1==5){int bx,by;Color(5);for(int i=0;i<10;i++){bx=Bx1-i*Bvx1/10.0;by=By1-i*Bvy1/10.0;Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;}Color(0);}
        Bx1-=Bvx1;By1-=Bvy1;
        if(Bwhat1==0){X2:Bwhat1=rand()%7;if(Bwhat1==2||Bwhat1==3){if(By1<=10||By1>25) goto X2;}if(Bwhat1==4){if(By1<=15||Bx1<20) goto X2;Bgo1[2]=Bx1;Bgo1[3]=By1-1;}if(Bwhat1==5) {X0:Bgo1[3]=rand()%4+1;Bvx1=(rand()%101)/20.0;Bvy1=(rand()%101)/20.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(abs(Bvx1)+abs(Bvy1)<=3||Out1)goto X0;}if(Bwhat1==6){if(By1<=17||By1>25) goto X2;}}
        if(Bwhat1==1){Bgo1[1]++,Bgo1[2]++;int R=rand()%(5-Bgo1[1]),r=rand()%(10-Bgo1[2]);if(Out1) R=0;if(R==0) {int vx=Bvx1,vy=Bvy1;Bgo1[1]=0;Bvx1=(rand()%101-20)/50.0;Bvy1=(rand()%101-20)/50.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(Out1) r=0;} if(r==0) Chang1 }
        if(Bwhat1==2){Bgo1[1]++;if(Bgo1[1]>6){Bvy1=-0.3;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=6;X3:B[br].vx=(rand()%21-10)/40.0;B[br].vy=(rand()%25)/30.0;if(B[br].vx<=0.8&&B[br].vy<=0.8)goto X3;int rx=rand()%50;if(rx==0) B[br].vx=0;B[br].life=1;}if(Bgo1[1]>8) Chang1}
        if(Bwhat1==3){Bgo1[1]++;if(Bgo1[1]>6&&Bgo1[1]%3==0){Bvy1=-0.3;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=8;B[br].life=1;}if(Bgo1[1]>15) Chang1}
        if(Bwhat1==4){Bgo1[1]++;if(Bgo1[1]<=8){Setpos(Bgo1[2],Bgo1[3]);if(Bgo1[1]==1)cout<<" ";else if(Bgo1[1]>1&&Bgo1[2]==20) cout<<"==";else cout<<"  ";Bgo1[2]--;Setpos(Bgo1[2],Bgo1[3]);int r=rand()%4;if(r%2==0) Color(6);else Color(9);if(r<2) cout<<") ";else cout<<"】";Color(0);}if(Bgo1[1]==6) Bgo1[5]=X,Bgo1[6]=Y;if(Bgo1[1]==11){Map(0,(bool)Kill);Setpos(Bgo1[5],Bgo1[6]+1),cout<<"  ";Setpos(Bgo1[5],Bgo1[6]-1),cout<<"  ";Setpos(Bgo1[5]+1,Bgo1[6]),cout<<"  ";Setpos(Bgo1[5]-1,Bgo1[6]),cout<<"  ";int bx,by,bvx=Bgo1[2]-Bgo1[5],bvy=Bgo1[3]-Bgo1[6];Color(6);int i=0;while(1){bx=Bgo1[2]-i*bvx/30.0;by=Bgo1[3]-i*bvy/30.0;if(bx<=5||bx>=30||by<0||by>=29) break;Panboss(bx,by);Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;i++;}Color(0);Map(-1,0);Chang1}}
        if(Bwhat1==5){Bgo1[1]++,Bgo1[2]++;int R=rand()%(5-Bgo1[1]),r=rand()%(10-Bgo1[2]);if(Out1) R=0;if(R==0) {int vx=Bvx1,vy=Bvy1;Bgo1[1]=0;X1:Bvx1=(rand()%101-20)/20.0;Bvy1=(rand()%101-20)/20.0;if(Bgo1[3]<=2) Bvx1*=-1;if(Bgo1[3]%2==1) Bvy1*=-1;if(abs(Bvx1)+abs(Bvy1)<=3||abs(Bvx1-vx)<=1||abs(Bvy1-vy)<=1)goto X1;if(Out1) r=0;} if(r==0) Chang1 }
        if(Bwhat1==6){Bgo1[1]++;if(Bgo1[1]>6&&Bgo1[1]%10==0){By1-=1;br++;B[br].x=Bx1,B[br].y=By1-1;B[br].what=9;X30:B[br].vy=1;B[br].life=1;}if(Bgo1[1]>31) Chang1}
    }
    void Boss2(){
        for(int j=0;j<20;j++)if(abs(Bx2-I[j][0])<2&&By2-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<"   ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;}
        if(Bbr==Bbl&&Bbr!=0) Bbr=Bbl=0;
        for(int i=1;i<=3+(Bbl-Bbr)/5;i++)if(Bbr<Bbl){Setpos(Bway[Bbr][0],Bway[Bbr][1]);if(Bway[Bbr][0]==20) cout<<"==";else cout<<"  ";Bbr++;}
        Bx2-=Bvx2;By2-=Bvy2;
        if(Bwhat2==0){X21:Bwhat2=rand()%7;if(Bwhat2==2){X31:for(int i=1;i<=3;i++){Bgo2[i*2+1]=rand()%28+1,Bgo2[i*2]=rand()%25+5;if((abs(Bgo2[i*2]-Bx2)<=2&&abs(Bgo2[i*2+1]-By2)<=2)||(abs(Bgo2[i*2]-X)<=2&&abs(Bgo2[i*2+1]-Y)<=2))goto X31;}if(Bgo2[2]==Bgo2[4]||Bgo2[2]==Bgo2[6]||Bgo2[6]==Bgo2[4]||Bgo2[5]==Bgo2[3]||Bgo2[3]==Bgo2[7]||Bgo2[5]==Bgo2[7]) goto X31;}if(Bwhat2==3){Bgo2[2]=rand()%2;}if(Bwhat2==4||Bwhat2==5||Bwhat2==6){Bvy2=-1.5;Bvx2=-0.5;}}
        if(Bwhat2==1){Bgo2[1]++,Bgo2[2]++;int R=rand()%(5-Bgo2[1]),r=rand()%(30-Bgo2[2]);if(Out2) R=0;if(R==0) {int vx=Bvx2,vy=Bvy2;Bgo2[1]=0;Bvx2=(rand()%101-20)/50.0;Bvy2=(rand()%101-20)/50.0;if(Bgo2[3]<=2) Bvx2*=-1;if(Bgo2[3]%2==1) Bvy2*=-1;if(Out2) r=0;} if(r==0) Chang2 }
        if(Bwhat2==2){Bgo2[1]++;float bx,by,bvx,bvy;if(Bgo2[1]<21){for(int i=1;i<=3;i++){bvx=Bgo2[i*2]-Bx2,bvy=Bgo2[i*2+1]-By2;if(Bgo2[1]<=10){Setpos(Bx2+(Bgo2[1]-1)*bvx/10.0,By2+(Bgo2[1]-1)*bvy/10.0);if(abs(Bx2+(Bgo2[1]-1)*bvx/10.0-20)<0.5)cout<<"==";else cout<<"  ";bx=Bx2+Bgo2[1]*bvx/10.0;by=By2+Bgo2[1]*bvy/10.0;Setpos(bx,by);}else Setpos(Bgo2[i*2],Bgo2[i*2+1]);int r=rand()%4;if(r%2==0) Color(3);else Color(10);if(r<=1) cout<<"×";else cout<<"+";Color(0);}}if(Bgo2[1]==21){Map(0,(bool)Kill);Color(3);int j=0;for(int j=0;j<=30;j++)for(int i=1;i<=3;i++)for(int k=1;k<=4;k++){if(k==1) bvx=j,bvy=0;if(k==2) bvx=-j,bvy=0;if(k==3) bvx=0,bvy=j;if(k==4) bvx=0,bvy=-j;bx=Bgo2[i*2]+bvx,by=Bgo2[i*2+1]+bvy;if(bx<=5||bx>=30||by<0||by>=30) {continue;}Panboss(bx,by);Setpos(bx,by),cout<<"█";Bbl++;Bway[Bbl][0]=bx;Bway[Bbl][1]=by;}Color(0);Map(-1,0);Chang2}}
        if(Bwhat2==3){Bgo2[1]++;if(Bgo2[1]<=18){if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"  ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"  ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<"    ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<"    ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";if(Bgo2[1]%4==0)Bgo2[3]=!Bgo2[3];if(Bgo2[1]%6<3)Color(3);else Color(5);if(Bgo2[3]==0) Setpos(X-3,Y),cout<<"▼",Setpos(X+3,Y),cout<<"▲",Bgo2[4]=(int)(X+0.5),Bgo2[5]=(int)(Y+0.5);if(Bgo2[3]==1) Setpos(X,Y-3),cout<<" ",Setpos(X,Y+3),cout<<" ",Bgo2[4]=(int)(X+0.5),Bgo2[5]=(int)(Y+0.5);Color(0);}if(Bgo2[1]==18){if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"  ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"  ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<"    ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<"    ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";}if(Bgo2[1]>18&&Bgo2[1]<=25){Bgo2[3]=Bgo2[2];if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"  ",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"  ",Color(0),Setpos(20,Bgo2[5]),cout<<"==";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3.5),cout<<"    ",Setpos(Bgo2[4],Bgo2[5]+2.5),cout<<"    ",Color(0),Setpos(20,Bgo2[5]+2.5),cout<<"====",Setpos(20,Bgo2[5]-3.5),cout<<"====";if(Bgo2[1]%4<2)Color(3);else Color(5);if(Bgo2[3]==0) Setpos(Bgo2[4]-3,Bgo2[5]),cout<<"▼",Setpos(Bgo2[4]+3,Bgo2[5]),cout<<"▲";if(Bgo2[3]==1) Setpos(Bgo2[4],Bgo2[5]-3),cout<<" ",Setpos(Bgo2[4],Bgo2[5]+3),cout<<" ";Color(0);}if(Bgo2[1]==25){if(Bgo2[2]==0){Color(3);for(int i=4;i<=29;i++){Setpos(i,Bgo2[5]),cout<<"█";Bbl++;Panboss(i,Bgo2[5]);Bway[Bbl][0]=i;Bway[Bbl][1]=Bgo2[5];}}if(Bgo2[2]==1){Color(3);for(int i=0;i<=28;i++){Setpos(Bgo2[4],i),cout<<"█";Bbl++;Panboss(Bgo2[4],i);Bway[Bbl][0]=Bgo2[4];Bway[Bbl][1]=i;}}Chang2}}
        if(Bwhat2==4||Bwhat2==5||Bwhat2==6){Bgo2[1]++;if(By2>27)Bvy2=0;if(Bx2>23)Bvx2=0;if(Bgo2[1]>13&&Bgo2[1]%3==0){float t=By2-Y,g=0.35;if(Boss==6) t/=2.0;CpGuai(Bwhat2+2,Bx2,By2,(Bx2-X)/t*1.0+(t-1)*g/2.0,1);}if(Bgo2[1]>20) Chang2}
    }
    void Boss3(){
        #define Bean br++;B[br].what=13;B[br].x=Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;
        for(int j=0;j<20;j++)if(abs(Bx3-I[j][0])<2&&By3-I[j][1]<=2){Setpos(I[j][0],I[j][1]);if(I[j][0]==20) cout<<"===";else cout<<"   ";I[j][0]=I[j][1]=-1;Bblo-=8+Lv*2;Exp+=2;}
        Bx3-=Bvx3;By3-=Bvy3;
        if(Bwhat3<=8){if(Bx3>X&&Bvx3<1.5) Bvx3+=0.3;if(Bx3<X&&Bvx3>-1.5) Bvx3-=0.3;}
        if(Bwhat3==0){X22:Bwhat3=rand()%12;if(Bwhat3==11&&abs(Bx3-20)<=1)goto X22;if(Bwhat3==11)Bgo3[2]=rand()%5;}
        if(Bwhat3==1){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=13;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}}
        if(Bwhat3>=2&&Bwhat3<=6){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].what=11+Bwhat3;B[br].vy=0.5+(rand()%100)/80.0;if(Bwhat3==5)B[br].vy=B[br].vy*3/4.0;B[br].life=1;Chang3}}
        if(Bwhat3==7){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=14;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}}
        if(Bwhat3==8){Bgo3[1]++;if(Bgo3[1]==6){br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=1;B[br].How=(int)Bx3-4;B[br].life=1;br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].vx=-1;B[br].How=(int)Bx3+2;B[br].life=1;br++;B[br].what=15;B[br].x=(int)Bx3-1,B[br].y=By3-1;B[br].vy=1;B[br].life=1;Chang3}}
        if(Bwhat3==9){Bvx3=0;Bgo3[1]++;if(Bgo3[1]==6||Bgo3[1]==8){Bean}if(Bgo3[1]>=8)Chang3}
        if(Bwhat3==10){Bvx3=0;Bgo3[1]++;if(Bgo3[1]==6||Bgo3[1]==8||Bgo3[1]==10||Bgo3[1]==12){Bean}if(Bgo3[1]>=12)Chang3}
        if(Bwhat3==11){Bvx3=0;Bgo3[1]++;if(Bgo3[1]>=8)for(int i=1;i<=4;i++){br++;B[br].what=80+100*Bgo3[2]+Bgo3[1]*4+i;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=99;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=99;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}if(Bgo3[1]>=20){for(int i=1;i<=4;i++){br++;B[br].what=98;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}Chang3}}
    }
    void Ball(int ball){
        if(ball==1){if(Fir<3&&T%8==0) Fir++;if(Fir>0){br++;B[br].what=-13;B[br].x=X;B[br].y=Y+rand()%3-1;B[br].life=1;if(Dis<=30) B[br].a=Disb,B[Disb].a=1,Fir--;else if(Boss!=0) B[br].a=13880086,Fir--;else if(Dis!=13880087) B[br].a=Disb,B[Disb].a=1,Fir--;else if(Dis1!=13880087) B[br].a=Disb1,B[Disb1].a=1,Fir--;else B[br].life=0;Dis=Dis1=13880087;}}
        if(ball==2){if(T%4==0)ib=(ib+1)%20,I[ib][1]=Y-2;if(T%16==0)I[ib][0]=X;if(T%16==4)I[ib][0]=X-1;if(T%16==8)I[ib][0]=X+1;if(T%16==12)I[ib][0]=X-2;if(T%12==9)I[ib][0]=X+2;if(Water==1){for(int i=X-6;i<=X+6;i++)ib=(ib+1)%20,I[ib][0]=i,I[ib][1]=Y-2-0.5*abs(i-X);}}
        if(ball==3){if(Wind>5){if(Y<Ding-1)Vy=5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(Wind<5){if(Y>Ding-1)Vy=-5;else Vy=0;if(Up>=1) Vx=-5;if(Down==2) Vx=5;}if(Wind==5){if(Boss==2) Ding=12.25;else Ding=6.25;if(Boss!=0) Bblo-=16+Lv*4;if(Boss==1) Chang1 if(Boss==2) Chang2 if(Boss==3) Chang3 system("color 3F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");system("cls");for(int i=bl;i<=br;i++)if(B[i].what>0)B[i].life=0;Setpos(20,0);for(int i=1;i<=60;i++) printf("=");}}
        if(ball==4){if(Thun==1){if(Boss!=0) Bblo-=16+Lv*4;if(Boss==1) Chang1 if(Boss==2) Chang2 if(Boss==3) Chang3 system("color 9F");Sleep(20);system("color 6F");Sleep(10);system("color 0F");system("cls");for(int i=bl;i<=br;i++)if(B[i].what>0)B[i].life=0;Setpos(20,0);for(int i=1;i<=60;i++) printf("=");}}
        if(ball==5){system("cls"); Color(5);Setpos(10,10);cout<<"新天赋!";Y:int rr=rand()%4+2;Setpos(12,10);if(rr==Ren) goto Y;if(rr==2)cout<<"瞬跳";if(rr==3)cout<<"空之舞";if(rr==4)cout<<"三段跳";if(rr==5)cout<<"反重力跳跃";Setpos(14,10);cout<<"当前天赋:";if(Ren==1)cout<<"小无敌";if(Ren==2)cout<<"瞬跳";if(Ren==3)cout<<"空之舞";if(Ren==4)cout<<"三段跳";if(Ren==5)cout<<"反重力跳跃";Setpos(16,10);cout<<"换否?(y/n)";G:char g=_getch();if(g=='y')Ren=rr;else if(g!='n')goto G;system("cls");Setpos(20,0);Color(0);for(int i=1;i<=60;i++) printf("=");}
        if(ball==6){Color(4);for(float i=1;i<=Bblo;i+=Bblomax/20.0)cout<<"▄";Color(0);cout<<' '<<Bblo<<"                              ";Color(0);}
        if(ball==7){Color(1);if(Win==7&&T%6<3)Color(3);for(float i=1;i<=Blo;i+=Blomax/20.0)cout<<"▄";Color(0);if(Win==7&&T%6<3)Color(3);printf(" %0.1f                              ",Blo);}
    }
    int main(){
        system("mode con cols=60 lines=37");CONSOLE_CURSOR_INFO cursor_info={1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);srand((unsigned)time(NULL));
        Win=0;Ren=1;Lv=1;Blo=Blomax=100;Expmax=300;Hui=15;X=18,Y=6;
        ReStart:system("cls");memset(B,0,sizeof(B));memset(I,-1,sizeof(I));T=0;bl=0;br=-1;Upt=0;
        Start:Blo=Blomax * 100;Ding=6.25;
        memset(Bgo1,0,sizeof(Bgo1));memset(Bgo2,0,sizeof(Bgo2));memset(Bgo3,0,sizeof(Bgo3));
        if(Win%2==0) T=0;if(Win%2==0&&D==0){if(Win>0)Ball(5);Boss=0;lL:L=rand()%4+1;for(int i=0;i<=Win/2-1;i++)if(L==Ll[i]) goto lL;Ll[Win/2]=L;}if(Win%2==1&&D==0){if(Win==7)Boss=6,T=0,Blomax+=100;else{bl:Boss=rand()%3+1;for(int i=0;i<=3;i++)if(Boss==Bl[i]) goto bl;}Bl[Win/2]=Boss;Bwhat1=Bwhat2=Bwhat3=0,Bx1=10,By1=20,Bx2=15,By2=20,Bx3=21,By3=20;system("color 4C");Sleep(20);system("color 0F");Map(0,1);Sleep(1000);}if(Win%2==1){Bblomax=500+(Win/2)*500;Bblo=Bblomax;if(Boss==2) Ding=12.25;}
        while(1){
            T++;
            if(Wind==0){if(GetAsyncKeyState(VK_LEFT)&0x8000) Vy=-(10-abs(Ding-Y)*1.5)/20.0;if(GetAsyncKeyState(VK_RIGHT)&0x8000) Vy=(10-abs(Ding-Y)*1.5)/20.0;}if(GetAsyncKeyState(VK_UP)&0x8000&&u1==0) {u1++;if(Down==1){Down=0;Up=0;if(Ren==2)Map(-1,0),Vx=0,X=18,Li=5;else Vx=7,Vy=0.3;}else if(Up==0&&Wind==0) {Down=0;Up=1;if(Ren==2)Map(-1,0),Vx=1,X=10,Map(0,3),Li=5;else Vx=2,Vy=0.1;}else if(Up==1&&Wind==0) {Down=0;Up=2;if(Ren==2)Map(-1,0),Vx=1,X-=6,Map(0,3),Li=5;else Vx=1.5,Vy=0.1;}else if(Ren==3&&Up==2&&Wind==0) {Down=0;Up=3;Vx=1;Vy=0.5;Upt=30;}else if(Ren==4&&Up==2&&Wind==0) {Down=0;Up=3;Vx=1.8;Vy=0.1;}}if(GetAsyncKeyState(VK_DOWN)&0x8000&&u2==0) {u2++;if(Down==1&&Ren==5){Down=2;Up=0;Vx=-1.7;}else {Down=1;Up=0;if(Ren==2)Map(-1,0),Vx=0,X=22,Map(0,3),Li=5;else {if(Upt!=0) Map(-1,0),Upt=0;Vx=-7;}}}if((GetAsyncKeyState(VK_UP)&0x8000) ?0:1) u1=0;if((GetAsyncKeyState(VK_DOWN)&0x8000) ?0:1) u2=0;if(kbhit()){char g=_getch();if(g==' ') Sleep(100),Setpos(4,1),Sy++,system("pause");}if(Sy==1) Setpos(4,1),printf("                           "),Sy--;
            if(Drug==0) Blo=fmin((float)Blomax,Blo+Hui/100.0);else if(T%10==0)Blo--;if(T%20==0) {if(Kill!=0) Kill=0;if(Lvl!=0) Lvl=0;}if(Killb>0) Killb--;if(Li>0) Li--;if(Ice>0) Ice--;if(Drug>0) Drug--;if(Magne>0) Magne--;
            if(Fire>0) Ball(1),Fire--;if(Water>0) Ball(2),Water--;if(Wind>0) Ball(3),Wind--;if(Thun>0) Ball(4),Thun--;
            if(Boss==0) NorGuai(L,T%1500);RandGood();if(T%20==1)Exp++;
            if(T%50==1){Exp++;system("cls");Setpos(20,0);Color(0);for(int i=1;i<=60;i++) printf("=");if(Win==0&&T<300){Setpos(4,6);cout<<"↑/↓ 跳跃/下翻,←→ 些微移动(松手即返回)"; Setpos(8,6);cout<<"球可以开启特殊效果,经验积满(300)可提升级别。";Setpos(8,6);cout<<"打败 7 波即胜利,打败 BOSS 有新天赋。";Setpos(10,15);cout<<"空格可以暂停。";}}
            Map(-1,0);
            if(Boss==1) Boss1();if(Boss==2) Boss2();if(Boss==3) Boss3();if(Boss==6) Boss1(),Boss2(),Boss3();
            Move();Map(0,(bool)Kill);Color(0);
            Setpos(1,1);Blo=fmin(Blo,(float)Blomax);if(Boss==0)cout<<"血量: "<<(int)Blo<<"  ";Color(0);Setpos(1,9),cout<<"死亡次数: "<<D<<"  ";Setpos(2,1);Exp=min(Exp,Expmax);if(Exp>=Expmax)Exp=0,Lv++,Lvl++,Hui++,Blomax+=5;if(Lvl>0)Color(5);cout<<"级别: "<<Lv;Color(0);Setpos(2,9);cout<<"经验: "<<Exp<<"  ";if(Boss>0) Setpos(3,1),cout<<"血量     : ",Ball(7);if(Boss>0&&Boss!=6) Setpos(4,1),cout<<"怪物血量: ",Ball(6);if(Boss==6) Setpos(1,9),printf("时间: %0.1f s  ",T/15.0);
            if(Win==0) Sleep(55);if(Win==1) Sleep(50);if(Win==2) Sleep(35);if(Win==3) Sleep(40);if(Win==4) Sleep(25);if(Win==5) Sleep(30);if(Win==6) Sleep(20);if(Win>=7) Sleep(17);
            if(Boss==3&&Bblo<=0){for(int i=1;i<=4;i++){br++;B[br].what=98;B[br].x=Bx3-1,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;br++;B[br].what=98;B[br].x=Bx3-2,B[br].y=By3-1+i;B[br].vy=4;B[br].life=1;}}
            if((Win%2==0&&T>=1400)||(Win%2==1&&Bblo<=0)||(Win==7&&T>=450)||Blo<=0) {Map(-1,0);break;}
        }
    	if(Blo<=0){
    		Sleep(1000);
    		D++;
    		system("color 7F");
    		Setpos(15,11);
    		Color(4);
    		cout<<"GAME OVER...";
    		Sleep(2000);
    		goto ReStart;
    	}
    	else if(Win==6){
    		system("color 7F");
    		Setpos(15,11);
    		Color(4);
    		cout<<"坚持30秒 !";
    		Sleep(2000);
    		Setpos(30,0);
    		Win++;
    		D=0;
    	}
    	else if(Win==7){
    		Sleep(1000);
    		system("color 6E");
    		Setpos(15,11);
    		Color(5);
    		cout<<"YOU WIN !";
    		Sleep(2000);
    		Setpos(30,0);
    		return 0;
    	}else Sleep(1000),Win++,D=0;
    	goto Start;
    }
    
    #include <iostream> 
    using namespace std; 
    double shengmingli=2000;//定义主角初始生命力 
    int gongjili=150;//定义主角初始攻击力 
    int fangyuli=200;//定义主角初始防御力 
    int money=20;//定义主角初始金钱数量 
    bool guoguan;//定义是否通关判定 
    void wuqidian();//定义武器店函数 
    void yaodian();//定义药店函数 
    void guaiwu1();//定义小怪物函数 
    void guaiwu2();//定义大怪物函数 
    int main() 
    { 
    cout<<"欢迎你开始玩打怪物小游戏!\n"; 
    cout<<"小镇\n"; 
    cout<<"一个1000年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl; 
    cout<<"和一家武器店。\n"; 
    int xiaozhen;//定义选择项目 
    cout<<"1.去武器店"<<endl; 
    cout<<"2.去药品店"<<endl; 
    cout<<"3.去打小怪物"<<endl; 
    cout<<"4.去打大怪物"<<endl; 
    cout<<"5.退出游戏"<<endl; 
    cout<<"6.显示你的状态"<<endl; 
    cin>>xiaozhen; 
    while(xiaozhen!=5)//输入5时退出游戏 
    { 
    if(shengmingli<=0)//主角生命力小于等于0时游戏结束 
    { 
    cout<<"你死啦!"<<endl; 
    break; 
    } 
    if(guoguan) 
    { 
    cout<<"恭喜通关!"<<endl; 
    break; 
    } 
    if(xiaozhen==6)//输入6可检测自己的状态 
    { 
    cout<<"你的生命力:"<<shengmingli<<endl; 
    cout<<"你的攻击力:"<<gongjili<<endl; 
    cout<<"你的防御力:"<<fangyuli<<endl; 
    cout<<"你拥有的钱:"<<money<<endl; 
    } 
    else 
    switch(xiaozhen) 
    { 
    case 1 : wuqidian();break; 
    case 2 : yaodian();break; 
    case 3 : guaiwu1();break; 
    case 4 : guaiwu2();break; 
    default : cout<<"请不要乱选!"<<endl;break; 
    } 
    cin>>xiaozhen; 
    } 
    if(xiaozhen==5) 
    { 
    cout<<"正在退出游戏……"<<endl; 
    } 
    cin.get(); 
    cin.get(); 
    return 0; 
    } 
    void wuqidian() 
    { 
    cout<<"欢迎来到武器店!"<<endl; 
    cout<<"1、买小刀(1M加2攻击力)"<<endl; 
    cout<<"2、买短剑(2M加20攻击力)"<<endl; 
    cout<<"3、买大砍刀(5M加40攻击力)"<<endl; 
    cout<<"4、买双节棍(7M加60攻击力)"<<endl; 
    cout<<"5、买盾牌(2M加30防御力)"<<endl; 
    cout<<"6、买铠甲(5M加60防御力)"<<endl; 
    cout<<"7、离开武器店"<<endl; 
    int wuqidian; 
    cin>>wuqidian; 
    while(wuqidian!=7)//输入7时结束函数 
    { 
    switch(wuqidian) 
    { 
    case 1 : if(money<10) 
    cout<<"你的钱不够"<<endl;//钱不够时返回Flase 
    else  
    cout<<"购买成功!"<<endl;//钱足够时返回True 
    gongjili+=2; 
    money-=1; 
    break; 
    case 2 : if(money<80) 
    cout<<"你的钱不够"<<endl; 
    else  
    cout<<"购买成功!"<<endl; 
    gongjili+=20; 
    money-=80; 
    break; 
    case 3 : if(money<140) 
    cout<<"你的钱不够"<<endl; 
        else  
    cout<<"购买成功!"<<endl; 
    gongjili+=40; 
    money-=140; 
    break; 
    case 4 : if(money<200) 
    cout<<"你的钱不够"<<endl; 
    else  
    cout<<"购买成功!"<<endl; 
    gongjili+=60; 
    money-=200; 
    break; 
    case 5 : if(money<60) 
    cout<<"你的钱不够"<<endl; 
    else  
    cout<<"购买成功!"<<endl; 
    fangyuli+=30; 
    money-=60; 
    break; 
    fangyuli+=60; 
    money-=100; 
    break; 
    default : cout<<"无"<<endl; 
        break; 
    }  
    cin>>wuqidian; 
    } 
    if(wuqidian==7) 
    {	  //返回main()主函数 
    cout<<"欢迎下次再来!"<<endl; 
    cout<<"欢迎你开始玩打怪物小游戏!\n"; 
    cout<<"小镇\n"; 
    cout<<"一个1000年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl; 
    cout<<"和一家武器店。\n"; 
    cout<<"1.去武器店"<<endl; 
    cout<<"2.去药品店"<<endl; 
    cout<<"3.去打小怪物"<<endl; 
    cout<<"4.去打大怪物"<<endl; 
    cout<<"5.退出游戏"<<endl; 
    cout<<"6.显示你的状态"<<endl; 
    } 
    } 
    /* 
    yaodian()的设置与wuqidian()相同,可参照阅读. 
    */ 
    void yaodian() 
    { 
    cout<<"欢迎来到药品店!"<<endl; 
    cout<<"1、买1号补血药(10M加200生命)"<<endl; 
    cout<<"2、买2号补血药(50M加1000生命力)"<<endl; 
    cout<<"3、买3号补血药(100M加2200生命力)"<<endl; 
    cout<<"4、离开武器店"<<endl; 
    int yaodian; 
    cin>>yaodian; 
    while(yaodian!=4) 
    { 
    switch(yaodian) 
    { 
    case 1 : if(money<10) 
    cout<<"你的钱不够"<<endl; 
    else  
    cout<<"购买成功!"<<endl; 
    shengmingli+=200; 
    money-=10; 
    break; 
    case 2 : if(money<50) 
    cout<<"你的钱不够"<<endl; 
    else  
    cout<<"购买成功!"<<endl; 
    shengmingli+=1000; 
    money-=50; 
    break; 
    case 3 : if(money<100) 
    cout<<"你的钱不够"<<endl; 
    else  
    cout<<"购买成功!"<<endl; 
    shengmingli+=2200; 
    money-=100; 
    break; 
    default : cout<<"无"<<endl; 
    break; 
    } 
    cin>>yaodian; 
    } 
    if(yaodian==4) 
    {	   
    cout<<"欢迎下次再来!"<<endl;	   
    cout<<"欢迎你开始玩打怪物小游戏!\n"; 
    cout<<"小镇\n"; 
    cout<<"一个1000年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl; 
    cout<<"和一家武器店。\n"; 
    cout<<"1.去武器店"<<endl; 
    cout<<"2.去药品店"<<endl; 
    cout<<"3.去打小怪物"<<endl; 
    cout<<"4.去打大怪物"<<endl; 
    cout<<"5.退出游戏"<<endl; 
    cout<<"6.显示你的状态"<<endl; 
    } 
    } 
    /*这里是两个战斗函数,使用指针来处理.避免造成内存崩溃.*/ 
    void guaiwu1() 
    { 
    cout<<"开始与小怪物战斗!!!"<<endl; 
    double* g_shengmingli=new double;//定义怪物生命 
    int* g_gongjili=new int;//定义怪物攻击力 
    int* g_fangyuli=new int;//定义怪物防御力 
        int* g_money=new int;//定义怪物金钱 
    *g_shengmingli=100; 
    *g_gongjili=5; 
    *g_fangyuli=3; 
    *g_money=5; 
    double* tongji1=new double;//用来计算主角对怪物的杀伤 
    double* tongji2=new double;//用来计算怪物对主角的杀伤 
    *tongji1=0; 
    *tongji2=0; 
    int* huihe=new int;//定义回合数 
    *huihe=1; 
    cout<<"你开始对小怪物进行攻击!"<<endl; 
    int* xuanze=new int; 
    /* 
    攻击计算公式 
    杀伤=攻击力*2-防御力 
    玩家每回合可以选择攻击与逃跑 
    */ 
    while((*g_shengmingli)>0 && shengmingli>0 && (*xuanze)!=2) 
    { 
    cout<<"现在是"<<"第"<<*huihe<<"回合!"<<endl; 
    cout<<"请选择你的动作:\n"; 
    cout<<"1、攻击\n2、逃跑\n"; 
    cin>>*xuanze; 
    switch((*xuanze)) 
    { 
    case 1 : cout<<"你对小怪物发动了攻击!"<<endl; 
    *g_shengmingli-=gongjili*2-(*g_fangyuli); 
    *tongji1=gongjili*2-(*g_fangyuli); 
    cout<<"你打掉了小怪物"<<*tongji1<<"的生命!"<<endl; 
    cout<<"小怪物还剩"<<(*g_shengmingli)-(*tongji1)<<"点生命"<<endl; 
    shengmingli-=(*g_gongjili)*2-fangyuli; 
    *tongji2=(*g_gongjili)*2-fangyuli; 
    cout<<"小怪物对你发动了攻击!"<<endl; 
    cout<<"小怪物打掉了你"<<*tongji2<<"的生命!"<<endl; 
    cout<<"你还剩"<<shengmingli-(*tongji2)<<"点生命"<<endl;break; 
    case 2 : cout<<"你决定逃跑!"<<endl; 
    cout<<"逃跑成功!"<<endl;continue; 
    default : cout<<"请不要乱选!"<<endl; 
    } 
    (*huihe)++; 
    } 
    if((*g_shengmingli)<=0) 
    {//杀死怪物后的返回 
    cout<<"小怪物被你杀死了!你真厉害!!!"<<endl; 
    money+=(*g_money); 
    cout<<"欢迎你开始玩打怪物小游戏!\n"; 
    cout<<"小镇\n"; 
    cout<<"一个1000年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl; 
    cout<<"和一家武器店。\n"; 
    cout<<"1.去武器店"<<endl; 
    cout<<"2.去药品店"<<endl; 
    cout<<"3.去打小怪物"<<endl; 
    cout<<"4.去打大怪物"<<endl; 
    cout<<"5.退出游戏"<<endl; 
    cout<<"6.显示你的状态"<<endl; 
    } 
    else 
    if(shengmingli<=0) 
    {//被怪物杀死后的返回 
    cout<<"你被小怪物杀死了!游戏结束!!!"<<endl; 
    } 
    else 
    if((*xuanze)==2) 
    {//逃跑的返回 
    cout<<"你逃回了小镇!"<<endl; 
    cout<<"欢迎你开始玩打怪物小游戏!\n"; 
    cout<<"小镇\n"; 
    cout<<"一个1000年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl; 
    cout<<"和一家武器店。\n"; 
    cout<<"1.去武器店"<<endl; 
    cout<<"2.去药品店"<<endl; 
    cout<<"3.去打小怪物"<<endl; 
    cout<<"4.去打大怪物"<<endl; 
    cout<<"5.退出游戏"<<endl; 
    cout<<"6.显示你的状态"<<endl; 
    } 
    delete g_shengmingli; 
    delete g_gongjili; 
    delete g_fangyuli; 
    delete g_money; 
    delete tongji1; 
    delete tongji2; 
    } 
    /* 
    设置均与void函数guaiwu1()相同,可参照上例阅读. 
    */ 
    void guaiwu2() 
    { 
    cout<<"开始与大怪物战斗!!!"<<endl; 
    double* g_shengmingli=new double; 
    int* g_gongjili=new int; 
    int* g_fangyuli=new int; 
    *g_shengmingli=3600; 
    *g_gongjili=500; 
    *g_fangyuli=500; 
    double* tongji1=new double; 
    double* tongji2=new double; 
    *tongji1=0; 
    *tongji2=0; 
    int* huihe=new int; 
    *huihe=1; 
    cout<<"你开始对大怪物进行攻击!"<<endl; 
    int* xuanze=new int; 
    while((*g_shengmingli)>0 && shengmingli>0 && (*xuanze)!=2) 
    { 
    cout<<"现在是"<<"第"<<*huihe<<"回合!"<<endl; 
    cout<<"请选择你的动作:\n"; 
    cout<<"1、攻击\n2、逃跑\n"; 
    cin>>*xuanze; 
    switch((*xuanze)) 
    { 
    case 1 : cout<<"你对大怪物发动了攻击!"<<endl; 
    *g_shengmingli-=gongjili*2-(*g_fangyuli); 
    *tongji1=gongjili*2-(*g_fangyuli); 
    cout<<"你打掉了大怪物"<<*tongji1<<"的生命!"<<endl; 
    cout<<"大怪物还剩"<<(*g_shengmingli)-(*tongji1)<<"点生命"<<endl; 
    shengmingli-=(*g_gongjili)*2-fangyuli; 
    *tongji2=(*g_gongjili)*2-fangyuli; 
    cout<<"大怪物对你发动了攻击!"<<endl; 
    cout<<"大怪物打掉了你"<<*tongji2<<"的生命!"<<endl; 
    cout<<"你还剩"<<shengmingli-(*tongji2)<<"点生命"<<endl;break; 
    case 2 : cout<<"你决定逃跑!"<<endl; 
    cout<<"逃跑成功!"<<endl;continue; 
    default : cout<<"请不要乱选!"<<endl; 
    } 
    (*huihe)++; 
    } 
    if((*g_shengmingli)<=0) 
    { 
        cout<<"大怪物被你杀死了!你真厉害!!!"<<endl; 
    guoguan=true; 
    cout<<"欢迎你开始玩打怪物小游戏!\n"; 
    cout<<"小镇\n"; 
    cout<<"一个1000年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl; 
    cout<<"和一家武器店。\n"; 
    cout<<"1.去武器店"<<endl; 
    cout<<"2.去药品店"<<endl; 
    cout<<"3.去打小怪物"<<endl; 
    cout<<"4.去打大怪物"<<endl; 
    cout<<"5.退出游戏"<<endl; 
    cout<<"6.显示你的状态"<<endl; 
    } 
    else 
    if(shengmingli<=0) 
    { 
    cout<<"你被大怪物杀死了!游戏结束!!!"<<endl; 
    } 
    else 
    if((*xuanze)==2) 
    { 
    cout<<"你逃回了小镇!"<<endl; 
    cout<<"欢迎你开始玩打怪物小游戏!\n"; 
    cout<<"小镇\n"; 
    cout<<"一个1000年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl; 
    cout<<"和一家武器店。\n"; 
    cout<<"1.去武器店"<<endl; 
    cout<<"2.去药品店"<<endl; 
    cout<<"3.去打小怪物"<<endl; 
    cout<<"4.去打大怪物"<<endl; 
    cout<<"5.退出游戏"<<endl; 
    cout<<"6.显示你的状态"<<endl; 
    } 
    delete g_shengmingli; 
    delete g_gongjili; 
    delete g_fangyuli; 
    delete tongji1; 
    delete tongji2; 
    }
    
    #include <iostream>
    #include <cstdio>
    #include <cstdlib>
    #include <ctime>
    #include <conio.h>
    #include <cmath>
    #include <windows.h>
    using namespace std;
     
    /*** 光标定位 ***/
    HANDLE hout=GetStdHandle(STD_OUTPUT_HANDLE);
    COORD coord;
     
    void locate(int x,int y)
    {
        coord.X=y;
        coord.Y=x;
        SetConsoleCursorPosition(hout,coord);
    };
     
    /*** 隐藏光标 ***/
    void hide()
    {
        CONSOLE_CURSOR_INFO cursor_info={1,0};
        SetConsoleCursorInfo(hout, &cursor_info);
    }
     
    /*** 生成随机数 ***/
    double random(double start, double end)
    {
        return start+(end-start)*rand()/(RAND_MAX + 1.0);
    }
     
    /*** 定义地图的长宽,蛇的坐标,长度,方向,食物的位置 ***/
    int m,n;
     
    struct node
    {
        int x,y;
    }snake[1000];
     
    int snake_length,dir;
    node food;
    int direct[4][2]={{-1,0},{1,0},{0,-1},{0,1}};
     
    /*** 输出墙 ***/
    void print_wall()
    {
        cout << " ";
        for (int i=1;i<=n;i++)
            cout << "-";
        cout << endl;
        for (int j=0;j<=m-1;j++)
        {
            cout << "|";
            for (int i=1;i<=n;i++) cout << " ";
            cout << "|" << endl;
        }
        cout << " ";
        for (int i=1;i<=n;i++)
            cout << "-";
    }
     
    /*** 首次输出蛇,其中snake[0]代表头 ***/
    void print_snake()
    {
        locate(snake[0].x,snake[0].y);
        cout << "@";
        for (int i=1;i<=snake_length-1;i++)
        {
            locate(snake[i].x,snake[i].y);
            cout << "*";
        }
    }
     
    /*** 判断是否撞墙或者自撞 ***/
    bool is_correct()
    {
        if (snake[0].x==0 || snake[0].y==0 || snake[0].x==m+1 || snake[0].y==n+1) return false;
        for (int i=1;i<=snake_length-1;i++)
        {
            if (snake[0].x==snake[i].x && snake[0].y==snake[i].y) return false;
        }
        return true;
    }
     
    /*** 随机生成并输出食物位置 ***/
    bool print_food()
    {
        srand((unsigned)time(0));
        bool e;
        while (1)
        {
            e=true;
            int i=(int) random(0,m)+1,j=(int) random(0,n)+1;
            food.x=i;food.y=j;
            for (int k=0;k<=snake_length-1;k++)
            {
                if (snake[k].x==food.x && snake[k].y==food.y)
                {
                    e=false;break;
                }
            }
            if (e) break;
        }
        locate(food.x,food.y);
        cout << "$";
        return true;
    }
     
    /*** 蛇的前进 ***/
    bool go_ahead()
    {
        node temp;
        bool e=false;
        temp=snake[snake_length-1];
        for (int i=snake_length-1;i>=1;i--)
            snake[i]=snake[i-1];
        snake[0].x+=direct[dir][0];
        snake[0].y+=direct[dir][1];
        locate(snake[1].x,snake[1].y);
        cout << "*";
        /*** 吃到了食物 ***/
        if (snake[0].x==food.x && snake[0].y==food.y)
        {
            snake_length++;
            e=true;
            snake[snake_length-1]=temp;
        }
        /*** 输出此时蛇状态 ***/
        if (!e)
        {
            locate(temp.x,temp.y);
            cout << " ";
        }
        else
            print_food();
        locate(snake[0].x,snake[0].y);
        cout << "@";
        /*** 如果自撞 ***/
        if (!is_correct())
        {
            system("cls");
            cout << "You lose!" << endl << "Length: " << snake_length << endl;
            return false;
        }
        return true;
    }
     
    /*** 主函数 ***/
    int main()
    {
    	system("mode con cols=80 lines=30"); //设置cmd窗口大小
    	system("color 0"); //设置字符颜色:0 黑;1 深蓝;2 深绿;3 深青;4 深红;5 深紫;6 深褐 
        cout << "--------------------贪吃蛇---------------------" << endl;
        cout << "先选择难度.请在1-10中输入1个数,1最简单,10则最难" << endl;
        cout << "然后进入游戏画面,以方向键控制方向.祝你游戏愉快!" << endl;
        cout << "-----------------------------------------------" << endl;
        cout<<"作者:Ikun小学生"<<endl;
        cout << "请输入难度级别:" ; 
        m=25;
        n=40; 
        if (m<10 || n<10 || m>25 || n>40)
        {
            cout << "ERROR" << endl;
            system("pause");
            return 0;
        }
        int hard;
        cin >> hard;
        if (hard<=0 || hard>100)
        {
            cout << "ERROR" << endl;
            system("pause");
            return 0;
        }
        /*** 数据全部初始化,包括蛇长,位置,方向 ***/
        snake_length=5;
        clock_t a,b;
        char ch;
        double hard_len;
        for (int i=0;i<=4;i++)
        {
            snake[i].x=1;
            snake[i].y=5-i;
        }
        dir=3;
        /*** 输出初始地图,蛇与食物 ***/
        system("cls");
        hide();
        print_wall();
        print_food();
        print_snake();
        locate(m+2,0);
        cout << "现在长度是: ";
        /*** 开始游戏 ***/
        while (1)
        {
            /*** 难度随长度增加而提高 ***/
            hard_len=(double)snake_length/(double) (m*n);
            /*** 调节时间,单位是ms ***/
            a=clock();
            while (1)
            {
                b=clock();
                if (b-a>=(int)(400-30*hard)*(1-sqrt(hard_len))) break;
            }
            /*** 接受键盘输入的上下左右,并以此改变方向 ***/
            if (kbhit())
            {
                ch=getch();
                if (ch==-32)
                {
                    ch=getch();
                    switch(ch)
                    {
                    case 72:
                        if (dir==2 || dir==3)
                            dir=0;
                        break;
                    case 80:
                        if (dir==2 || dir==3)
                            dir=1;
                        break;
                    case 75:
                        if (dir==0 || dir==1)
                            dir=2;
                        break;
                    case 77:
                        if (dir==0 || dir==1)
                            dir=3;
                        break;
                    }
                }
            }
            /*** 前进 ***/
            if (!go_ahead()) break;
            /*** 在最后输出此时长度 ***/
            locate(m+2,12);
            cout << snake_length;
        }
        system("pause");
        return 0;
    }
    
    #include<iostream>
    #include<windows.h>
    #include<conio.h>
    #include<time.h>
    #include<string>
    using namespace std;
     
    /*=============== all the structures ===============*/
     
    typedef struct Frame
    {
    	COORD position[2];
    	int flag;
    }Frame;
     
     
    /*=============== all the functions ===============*/
     
    void SetPos(COORD a)// set cursor 
    {
    	HANDLE out=GetStdHandle(STD_OUTPUT_HANDLE);
    	SetConsoleCursorPosition(out, a);
    }
     
    void SetPos(int i, int j)// set cursor
    {
    	COORD pos={i, j};
    	SetPos(pos);
    }
     
    void HideCursor()
    {
    	CONSOLE_CURSOR_INFO cursor_info = {1, 0}; 
    	SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE), &cursor_info);
    }
     
    //把第y行,[x1, x2) 之间的坐标填充为 ch
    void drawRow(int y, int x1, int x2, char ch)
    {
    	SetPos(x1,y);
    	for(int i = 0; i <= (x2-x1); i++)
    		cout<<ch;
    }
     
    //在a, b 纵坐标相同的前提下,把坐标 [a, b] 之间填充为 ch
    void drawRow(COORD a, COORD b, char ch)
    {
    	if(a.Y == b.Y)
    		drawRow(a.Y, a.X, b.X, ch);
    	else
    	{
    		SetPos(0, 25);
    		cout<<"error code 01:无法填充行,因为两个坐标的纵坐标(x)不相等";
    		system("pause");
    	}
    }
     
    //把第x列,[y1, y2] 之间的坐标填充为 ch
    void drawCol(int x, int y1, int y2, char ch)
    {
    	int y=y1;
    	while(y!=y2+1)
    	{
    		SetPos(x, y);
    		cout<<ch;
    		y++;
    	}
    }
     
    //在a, b 横坐标相同的前提下,把坐标 [a, b] 之间填充为 ch
    void drawCol(COORD a, COORD b, char ch)
    {
    	if(a.X == b.X)
    		drawCol(a.X, a.Y, b.Y, ch);
    	else
    	{
    		SetPos(0, 25);
    		cout<<"error code 02:无法填充列,因为两个坐标的横坐标(y)不相等";
    		system("pause");
    	}
    }
     
    //左上角坐标、右下角坐标、用row填充行、用col填充列
    void drawFrame(COORD a, COORD  b, char row, char col)
    {
    	drawRow(a.Y, a.X+1, b.X-1, row);
    	drawRow(b.Y, a.X+1, b.X-1, row);
    	drawCol(a.X, a.Y+1, b.Y-1, col);
    	drawCol(b.X, a.Y+1, b.Y-1, col);
    }
     
    void drawFrame(int x1, int y1, int x2, int y2, char row, char col)
    {
    	COORD a={x1, y1};
    	COORD b={x2, y2};
    	drawFrame(a, b, row, col);
    }
     
    void drawFrame(Frame frame, char row, char col)
    {
    	COORD a = frame.position[0];
    	COORD b = frame.position[1];
    	drawFrame(a, b, row, col);
    }
     
    void drawPlaying()
    {
    	drawFrame(0, 0, 48, 24, '=', '|');//	draw map frame;
    	drawFrame(49, 0, 79, 4, '-', '|');//		draw output frame
    	drawFrame(49, 4, 79, 9, '-', '|');//		draw score frame
    	drawFrame(49, 9, 79, 20, '-', '|');//	draw operate frame
    	drawFrame(49, 20, 79, 24, '-', '|');//	draw other message frame
    	SetPos(52, 6);
    	cout<<"得分:";
    	SetPos(52, 7);
    	cout<<"称号:";
    	SetPos(52,10);
    	cout<<"操作方式:";
    	SetPos(52,12);
    	cout<<" a,s,d,w 控制战机移动,k攻击";
    	SetPos(52,14);
    	cout<<"  p 暂停游戏。";
    	SetPos(52,16);
    	cout<<"  e 退出游戏。";
    }
     
    //在[a, b)之间产生一个随机整数
    int random(int a, int b)
    {
    	int c=(rand() % (a-b))+ a;
    	return c;
    }
     
    //在两个坐标包括的矩形框内随机产生一个坐标
    COORD random(COORD a, COORD b)
    {
    	int x=random(a.X, b.X);
    	int y=random(a.Y, b.Y);
    	COORD c={x, y};
    	return c;
    }
     
    bool  judgeCoordInFrame(Frame frame, COORD spot)
    {
    	if(spot.X>=frame.position[0].X)
    		if(spot.X<=frame.position[1].X)
    			if(spot.Y>=frame.position[0].Y)
    				if(spot.Y<=frame.position[0].Y)
    					return true;
    	return false;
    }
     
    void printCoord(COORD a)
    {
    	cout	<<"( "<<a.X<<" , "<<a.Y<<" )";
    }
     
    void printFrameCoord(Frame a)
    {
    	printCoord(a.position[0]);
    	cout	<<" - ";
    	printCoord(a.position[1]);
    }
     
    int drawMenu()
    {
    	SetPos(30, 1);
    	cout<<"P l a n e  W a r";
    	drawRow(3, 0, 79, '-');
    	drawRow(5, 0, 79, '-');
    	SetPos(28, 4);
    	cout<<"w 和 s 选择, k 确定";
    	SetPos(15, 11);
    	cout<<"1. 简单的敌人";
    	SetPos(15, 13);
    	cout<<"2. 冷酷的敌人";
    	drawRow(20, 0, 79, '-');
    	drawRow(22, 0, 79, '-');
    	SetPos(47, 11);
    	cout<<"简单的敌人:";
    	SetPos(51, 13);
    	cout<<"简单敌人有着较慢的移动速度。";
    	SetPos(24, 21);
    	cout<<"祝你玩的愉快";
    	int j=11;
    	SetPos(12, j);
    	cout<<">>";
     
    	//drawFrame(45, 9, 79, 17, '=', '|');
     
    	while(1)
    	{	if( _kbhit() )
    		{	
    			char x=_getch();
    			switch (x)
    			{
    			case 'w' :
    					{	
    						if( j == 13)
    						{
    							SetPos(12, j);
    							cout<<" ";
    							j = 11;
    							SetPos(12, j);
    							cout<<">>";
    							SetPos(51, 13);
    							cout<<"            ";
    							SetPos(47, 11);
    							cout<<"简单的敌人:";
    							SetPos(51, 13);
    							cout<<"简单敌人有着较慢的移动速度,容易对付。";
    						}
    						break;
    					}
    			case 's' :
    					{	
    						if( j == 11 )
    						{
    							SetPos(12, j);
    							cout<<" ";		
    							j = 13;
    							SetPos(12, j);
    							cout<<">>";
    							SetPos(51, 13);
    							cout<<"              ";
    							SetPos(47, 11);
    							cout<<"冷酷的敌人:";
    							SetPos(51, 13);
    							cout<<"冷酷的敌人移动速度较快,难对付哟!!!";
    						}
    						break;
    					}
    			case 'k' :
    					{	
    						if (j == 8)	return 1;
    						else return 2;
    					}
    			}
    		}
    	}
    }
     
    /* 
    DWORD WINAPI MusicFun(LPVOID lpParamte)
    {
    	//DWORD OBJ;
    	sndPlaySound(TEXT("bgm.wav"), SND_FILENAME|SND_ASYNC);
    	return 0;
    }
    */
     
     
    /*================== the Game Class ==================*/
     
    class Game
    {
    public:
    	COORD position[10];
    	COORD bullet[10];
    	Frame enemy[8];
    	int score;
    	int rank;
    	int rankf;
    	string title;
    	int flag_rank;
     
    	Game ();
    	
    	//初始化所有
    	void initPlane();
    	void initBullet();
    	void initEnemy();
     
    	//初始化其中一个
    	//void initThisBullet( COORD );
    	//void initThisEnemy( Frame );
     
    	void planeMove(char);
    	void bulletMove();
    	void enemyMove();
    	
    	//填充所有
    	void drawPlane();
    	void drawPlaneToNull();
    	void drawBullet();
    	void drawBulletToNull();
    	void drawEnemy();
    	void drawEnemyToNull();
     
    	//填充其中一个
    	void drawThisBulletToNull( COORD );
    	void drawThisEnemyToNull( Frame );
     
    	void Pause();
    	void Playing();
    	void judgePlane();
    	void judgeEnemy();
     
    	void Shoot();
     
    	void GameOver();
    	void printScore();
    };
     
    Game::Game()
    {
    	initPlane();
    	initBullet();
    	initEnemy();
    	score = 0;
    	rank = 25;
    	rankf = 0;
    	flag_rank = 0;
    }
     
    void Game::initPlane()
    {
    	COORD centren={39, 22};
    	position[0].X=position[5].X=position[7].X=position[9].X=centren.X;
    	position[1].X=centren.X-2;	
    	position[2].X=position[6].X=centren.X-1;
    	position[3].X=position[8].X=centren.X+1;
    	position[4].X=centren.X+2;
    	for(int i=0; i<=4; i++)
    		position[i].Y=centren.Y;
    	for(int i=6; i<=8; i++)
    		position[i].Y=centren.Y+1;
    	position[5].Y=centren.Y-1;
    	position[9].Y=centren.Y-2;
    }
     
    void Game::drawPlane()
    {
    	for(int i=0; i<9; i++)
    	{
    		SetPos(position[i]);
    		if(i!=5)
    			cout<<"O";
    		else if(i==5)
    			cout<<"|";		
    	}
    }
     
    void Game::drawPlaneToNull()
    {
    	for(int i=0; i<9; i++)
    	{
    		SetPos(position[i]);
    		cout<<" ";
    	}	
    }
     
    void Game::initBullet()
    {
    	for(int i=0; i<10; i++)
    		bullet[i].Y = 30;
    }
     
    void Game::drawBullet()
    {
    	for(int i=0; i<10; i++)
    	{
    		if( bullet[i].Y != 30)
    		{
    			SetPos(bullet[i]);
    			cout<<"^";	
    		}
    	}
    }
     
    void Game::drawBulletToNull()
    {
    	for(int i=0; i<10; i++)
    		if( bullet[i].Y != 30 )
    			{
    				COORD pos={bullet[i].X, bullet[i].Y+1};
    				SetPos(pos);
    				cout<<" ";
    			}	
    }
     
    void Game::initEnemy()
    {
    	COORD a={1, 1};
    	COORD b={45, 15};
    	for(int i=0; i<8; i++)
    	{
    		enemy[i].position[0] = random(a, b);
    		enemy[i].position[1].X = enemy[i].position[0].X + 3;
    		enemy[i].position[1].Y = enemy[i].position[0].Y + 2;
    	}
    }
     
    void Game::drawEnemy()
    {
    	for(int i=0; i<8; i++)
    		drawFrame(enemy[i].position[0], enemy[i].position[1], '-', '|');
    }
     
    void Game::drawEnemyToNull()
    {
    	for(int i=0; i<8; i++)
    	{
    		drawFrame(enemy[i].position[0], enemy[i].position[1], ' ', ' ');
    	}		
    }
     
    void Game::Pause()
    {
    	SetPos(61,2);
    	cout<<"               ";
    	SetPos(61,2);
    	cout<<"暂停中...";
    	char c=_getch();
    	while(c!='p')
    		c=_getch();
    	SetPos(61,2);
    	cout<<"         ";
    }
     
    void Game::planeMove(char x)
    {
    	if(x == 'a')
    		if(position[1].X != 1)
    			for(int i=0; i<=9; i++)
    				position[i].X -= 2;
    				
    	if(x == 's')
    		if(position[7].Y != 23)
    			for(int i=0; i<=9; i++)
    				position[i].Y += 1;
     
    	if(x == 'd')
    		if(position[4].X != 47)
    			for(int i=0; i<=9; i++)
    				position[i].X += 2;
     
    	if(x == 'w')
    		if(position[5].Y != 3)
    			for(int i=0; i<=9; i++)
    				position[i].Y -= 1;
    }
     
    void Game::bulletMove()
    {
    	for(int i=0; i<10; i++)
    	{
    		if( bullet[i].Y != 30)
    		{
    			bullet[i].Y -= 1;
    			if( bullet[i].Y == 1 )
    			{
    				COORD pos={bullet[i].X, bullet[i].Y+1};
    				drawThisBulletToNull( pos );
    				bullet[i].Y=30;
    			}
    				
    		}
    	}
    }
     
    void Game::enemyMove()
    {
    	for(int i=0; i<8; i++)
    	{
    		for(int j=0; j<2; j++)
    			enemy[i].position[j].Y++;
     
    		if(24 == enemy[i].position[1].Y)
    		{
    			COORD a={1, 1};
    			COORD b={45, 3};
    			enemy[i].position[0] = random(a, b);
    			enemy[i].position[1].X = enemy[i].position[0].X + 3;
    			enemy[i].position[1].Y = enemy[i].position[0].Y + 2;
    		}
    	}
    }
     
    void Game::judgePlane()
    {
    	for(int i = 0; i < 8; i++)
    		for(int j=0; j<9; j++)
    			if(judgeCoordInFrame(enemy[i], position[j]))
    			{
    				SetPos(62, 1);
    				cout<<"坠毁";
    				drawFrame(enemy[i], '+', '+');
    				Sleep(1000);
    				GameOver();
    				break;
    			}
    }
     
    void Game::drawThisBulletToNull( COORD c)
    {
    	SetPos(c);
    	cout<<" ";
    }
     
    void Game::drawThisEnemyToNull( Frame f )
    {
    	drawFrame(f, ' ', ' ');
    }
     
    void Game::judgeEnemy()
    {
    	for(int i = 0; i < 8; i++)
    		for(int j = 0; j < 10; j++)
    			if( judgeCoordInFrame(enemy[i], bullet[j]) )
    			{
    				score += 5;
    				drawThisEnemyToNull( enemy[i] );
    				COORD a={1, 1};
    				COORD b={45, 3};
    				enemy[i].position[0] = random(a, b);
    				enemy[i].position[1].X = enemy[i].position[0].X + 3;
    				enemy[i].position[1].Y = enemy[i].position[0].Y + 2;					
    				drawThisBulletToNull( bullet[j] );
    				bullet[j].Y = 30;
    			}
    }
     
    void Game::Shoot()
    {
    	for(int i=0; i<10; i++)
    		if(bullet[i].Y == 30)
    		{
    			bullet[i].X = position[5].X;
    			bullet[i].Y = position[5].Y-1;
    			break;
    		}
    }
     
    void Game::printScore()
    {
    	if(score == 120 && flag_rank == 0)
    	{
    		rank -= 3;
    		flag_rank = 1;
    	}
     
    	else if( score == 360 && flag_rank == 1)
    	{
    		rank -= 5;
    		flag_rank = 2;
    	}
    	else if( score == 480 && flag_rank == 2)
    	{
    		rank -= 5;
    		flag_rank = 3;
    	}
    	int x=rank/5;
    	SetPos(60, 6);
    	cout<<score;
     
    	if( rank!=rankf )
    	{
    		SetPos(60, 7);
    		if( x == 5)
    			title="初级飞行员";
    		else if( x == 4)
    			title="中级飞行员";
    		else if( x == 3)
    			title="高级飞行员";
    		else if( x == 2 )
    			title="王牌飞行员";
    		cout<<title;
    	}
    	rankf = rank;
    }
     
    void Game::Playing()
    {
    	//HANDLE MFUN;
    	//MFUN= CreateThread(NULL, 0, MusicFun, NULL, 0, NULL); 
     
    	drawEnemy();
    	drawPlane();
     
    	int flag_bullet = 0;
    	int flag_enemy = 0;
     
    	while(1)
    	{
    		Sleep(8);
    		if(_kbhit())
    		{
    			char x = _getch();
    			if ('a' == x || 's' == x || 'd' == x || 'w' == x)
    			{
    				drawPlaneToNull();
    				planeMove(x);
    				drawPlane();
    				judgePlane();
    			}			
    			else if ('p' == x)
    				Pause();
    			else if( 'k' == x)
    				Shoot();
    			else if( 'e' == x)
    			{
    				//CloseHandle(MFUN);
    				GameOver();
    				break;
    			}
    				
    		}
    		/* 处理子弹 */
    		if( 0 == flag_bullet )
    		{
    			bulletMove();
    			drawBulletToNull();
    			drawBullet();
    			judgeEnemy();
    		}			
    		flag_bullet++;
    		if( 5 == flag_bullet )
    			flag_bullet = 0;
     
    		/* 处理敌人 */
    		if( 0 == flag_enemy )
    		{
    			drawEnemyToNull();
    			enemyMove();			
    			drawEnemy();
    			judgePlane();
    		}
    		flag_enemy++;
    		if( flag_enemy >= rank )
    			flag_enemy = 0;
     
    		/* 输出得分 */
    		printScore();
    	}
    }
     
    void Game::GameOver()
    {
    	system("cls");				
    	COORD p1={28,9};
    	COORD p2={53,15};
    	drawFrame(p1, p2, '=', '|');
    	SetPos(36,12);
    	string str="Game Over!";
    	for(int i=0; i<str.size(); i++)
    	{
    		Sleep(80);
    		cout<<str[i];
    	}
    	Sleep(1000);
    	system("cls");
    	drawFrame(p1, p2, '=', '|');
    	SetPos(31, 11);
    	cout<<"击落敌机:"<<score/5<<" 架";
    	SetPos(31, 12);
    	cout<<"得  分:"<<score;
    	SetPos(31, 13);
    	cout<<"获得称号:"<<title;
    	SetPos(30, 16);
    	Sleep(1000);
    	cout<<"继续? 是(y)| 否(n)";
    as:
    	char x=_getch();
    	if (x == 'n')
    		exit(0);
    	else if (x == 'y')
    	{
    		system("cls");
    		Game game;
    		int a = drawMenu();
    		if(a == 2)
    			game.rank = 20;
    		system("cls");
    		drawPlaying();
    		game.Playing();
    	}
    	else goto as;
    }
     
    /*================== the main function ==================*/
    int main()
    {
    	//游戏准备
    	srand((int)time(0));	//随机种子
    	HideCursor();	//隐藏光标
    	
    	Game game;
    	int a = drawMenu();
    	if(a == 2)
    		game.rank = 20;
    	system("cls");
    	drawPlaying();
    	game.Playing();
    }
    
    #include <stdio.h>
    #include <iostream>
    #include <time.h>
    #include <conio.h>
    #include <windows.h>      
    #include <stdlib.h>         
    #include <string.h>
     
    using namespace std;
     
    const int n = 809;
     
    struct Point {
    	int x, y;
    };
     
    int dali;
     
    int fx[4] = {-1, 27, 1, -27};
    int fxfx[4][2] = {{0, -1}, {1, 0}, {0, 1}, {-1, 0}};
    int dis[1000][1000]; //0:墙 1:有分的路 2:没分的路 3:怪物的家 
    int changdi[30][27] = {
        {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
        {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
        {0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
        {0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
        {0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
        {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
        {0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0},
        {0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1 ,0},
        {0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
        {0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
        {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
        {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 3, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
        {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 3, 3, 3, 3, 3, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
        {2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 0, 3, 3, 3, 3, 3, 0, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2},
        {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 3, 3, 3, 3, 3, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
        {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
        {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
        {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
        {0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0},
        {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
        {0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
        {0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0},
        {0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0},
        {0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0},
        {0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0},
        {0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0},
        {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
        {0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
        {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
        {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
    };
     
    int x, x1, x2, x3, x4, y, y1, y2, y3, y4;
    int now, now1, now2, now3, now4;
    int g1, g2, g3, g4;
    int fangx, nextfx, last1, last2, last3, last4;
    int fenshu, guozi, guaitimer;
    int T1, T2, t1, t2, stopped; //T:计时 t1:玩家速度 t2:怪物速度 
    int f; //f:{0:继续 1:被吃 2:赢了 3:输了}
    int beichi;
     
    void color (int a) {//颜色函数
    	SetConsoleTextAttribute (GetStdHandle (STD_OUTPUT_HANDLE), a);
    }
     
    void gotoxy(int x, int y) {//位置函数(行为x 列为y)
    	COORD pos;
    	pos.X=2*y;
    	pos.Y=x;
    	SetConsoleCursorPosition (GetStdHandle (STD_OUTPUT_HANDLE),pos);
    }
     
    void begin () {
        system ("cls");
        color (11); 
    	printf ("       ★"); 
    	color (10); 
    	printf ("吃豆人"); 
    	color (11); 
    	printf ("★\n\n"); 
    	color(7);
        printf ("  正在初始化,请耐心等待"); 
        for (int i = 0; i <= n; i++) {
        	for (int j = 1; j <= n; j++) {
        		dis[i][j] = 900;
    		}
    	}  
        for (int i = 0; i <= n; i++) {
            for (int j = 0; j <= 3; j++) {
                if (i + fx[j] >= 0 && i + fx[j] <= n) {
                    int k = i + fx[j], xx = k/27, yy = k % 27, kk;
                    if (changdi[i / 27][i % 27] && changdi[xx][yy]) {
                    	dis[i][k] = kk = 1;
    				}
                }
            }
        }
        for (int k = 0; k <= n; k++) {
        	if (changdi[k]) {
    			for (int i = 0; i <= n; i++) {
    				if (changdi[i]) {
    					for (int j = 0; j <= n; j++) {
    						if (changdi[j]) {
    							if (dis[i][j] > dis[i][k] + dis[k][j]) {
    								dis[i][j] = dis[i][k] + dis[k][j];
    							}
    						}
    					}
    				}
    			}
                if (k % 80 == 0) {	
    				color (13); 
    				gotoxy (3, 12); 
    				printf("│");
    			} else if (k % 80 == 20) {
    					color (13); 
    					gotoxy (3, 12); 
    					printf ("╱");
    			} else if (k % 80 == 40) {
    				color (13); 
    				gotoxy (3, 12); 
    				printf ("─");
    			} else if (k % 80 == 60) {
    				color(13); 
    				gotoxy (3, 12); 
    				printf ("╲");
    			}
        		if (k % 60==0) {
    				color (11); 
    				gotoxy (5, k / 60); 
    				printf("●");
    			}
    		}
        }
    }
     
    void shuru () {
        char ch = getch ();
        if (ch == 75) {
        	if (changdi[x + fxfx[0][0]][y + fxfx[0][1]] == 1 | changdi[x + fxfx[0][0]][y + fxfx[0][1]] == 2) {
        		fangx = nextfx = 0;
    		} else {
    			nextfx = 0;
    		}
    	} else if (ch == 80) {
    		if (changdi[x + fxfx[1][0]][y + fxfx[1][1]] == 1 | changdi[x + fxfx[1][0]][y + fxfx[1][1]] == 2) {
    			fangx = nextfx = 1;
    		} else {
    			nextfx = 1;
    		} 
    	} else if (ch == 77) {
    		if (changdi[x + fxfx[2][0]][y + fxfx[2][1]] == 1 | changdi[x + fxfx[2][0]][y + fxfx[2][1]] == 2) {
    			fangx = nextfx = 2;
    		} else {
    			nextfx = 2;
    		}
    	} else if (ch == 72) {
    		if (changdi[x + fxfx[3][0]][y + fxfx[3][1]] == 1 | changdi[x + fxfx[3][0]][y + fxfx[3][1]] == 2) {
    			fangx = nextfx = 3;
    		} else {
    			nextfx = 3;
    		}
    	} else if (ch == ' ') {
    		stopped = (stopped + 1) % 2;
    	} else if (ch == '-') {
    		t1++;
    	} else if ((ch == '+') && t1 - 1 > 0) {
        	t1--;
    	}  
        else if (ch == '$') {
        	dali = (dali + 1) % 2;
    	}
    }
     
    void reset () {
        system ("cls"); 
    	color (7);
        x = 22; 
    	y = 13; 
        x1 = x2 = x3 = x4 = 14; 
    	y1 = 11; 
    	y2 = 12; 
    	y3 = 14; 
    	y4 = 15;
        now = 607; 
    	now1 = 389; 
    	now2 = 390; 
    	now3 = 392; 
    	now4 = 393;
        for (int k = 0; k <= n; k++) {
            int i = k / 27, j = k % 27;
            gotoxy (i, j);
            if (changdi[i][j] == 1) {	
    			color (7); 
    			printf("·");
    		} else if (!changdi[i][j]) {
    			color (1); 
    			printf ("■");
    		}
            if (j==26) {
    			gotoxy (i, 27); 
    			color (7); 
    			printf ("%d", i);
    		}
        }
        gotoxy (0, 0);
        gotoxy (x, y); 
    	color (14); 
    	printf ("●");
        gotoxy (x1, y1); 
    	color (4); 
    	printf ("◆");
        gotoxy (x2, y2); 
    	color (5); 
    	printf ("◆");
        gotoxy (x3, y3); 
    	color (3); 
    	printf ("◆");
        gotoxy (x4, y4); 
    	color (2); 
    	printf ("◆");
        fangx = 0; 
    	T1 = T2 = guaitimer = 0; 
    	t1 = 75; 
    	t2 = 100;
    	stopped = 0; 
    	fenshu = 0; 
    	guozi = 237; 
    	g1 = g2 = g3 = g4 = 0; 
    	dali = 0;
        gotoxy (14, 30); 
    	printf ("  ");
    }
     
    void move1 () {
        int xx, yy;
        xx = x + fxfx[nextfx][0]; 
    	yy = y + fxfx[nextfx][1];
        if (changdi[xx][yy]) {
            if (changdi[xx][yy] == 1) {
    			fenshu++; 
    			changdi[xx][yy] = 2;
    		}
            color (14);
            gotoxy (x, y); 
    		printf ("  ");
            gotoxy (xx, yy); 
    		if (!dali) {
    			printf ("♀");
    		} else {
    			printf ("☆");
    		}
            now = x * 27 + y; 
    		x = xx; 
    		y = yy;
            fangx = nextfx;
        } else {
            if (x == 13 && y == 0 && fangx == 0) {
    			xx = x; 
    			yy = 26;
    		} else if (x == 13 && y == 26 && fangx == 2) {
    			xx = x; 
    			yy = 0;
    		} else {
    			xx = x + fxfx[fangx][0]; 
    			yy = y + fxfx[fangx][1];
    		}
            if (changdi[xx][yy]) {
                if (changdi[xx][yy] == 1) {
    				fenshu++; 
    				changdi[xx][yy] = 2;
    			}
                color (14);
                gotoxy (x, y); 
    			printf ("  ");
                gotoxy (xx, yy); 
    			if (!dali) {
    				printf ("♀");
    			} else {
    				printf ("☆");
    			}
                now = x * 27 + y; 
    			x = xx; 
    			y = yy;
            }
        }
        color (7);
    }
     
    void move2 () {
        int haha, minhaha, xx, yy, chi = 0;
        if (g1) {
            minhaha = 2147483647; //相当于INT_MAX 
            if (now1 % 27 == 0 | now1 % 27 == 26) {
            	haha = last1;
    		} else if (!dali) {
                for (int i = 0; i <= 3; i++) {
                	if (changdi[(now1 + fx[i]) / 27][(now1 + fx[i]) % 27] && i != last1 && 
    				minhaha > dis[now1 + fx[i]][now]) {
    					minhaha = dis[now1 + fx[i]][now]; 
    					haha = i;
    				}
    			}
            } else {
                minhaha = -minhaha;
                for (int i = 0; i <= 3; i++) {
                	if (changdi[(now1 + fx[i]) / 27][(now1 + fx[i]) % 27] && i != last1 && 
    				minhaha < dis[now1 + fx[i]][now]) {
    					minhaha = dis[now1 + fx[i]][now]; 
    					haha = i;
    				} 
    			}
            }
            xx = now1 / 27; 
    		yy = now1 % 27; 
    		gotoxy (xx, yy); 
            if (changdi[xx][yy] == 1)  {
            	printf ("·");
    		} else {
    			printf ("  "); 
    		}
            now1 += fx[haha]; 
    		last1 = (haha + 2) % 4;
            xx = now1 / 27; 
    		yy = now1 % 27; 
    		gotoxy (xx, yy); 
    		color (4); 
    		printf ("◆"); 
    		color (7);
            if (xx == x && yy == y) {
                if (!dali) {
                	chi++;
    			} else {
                    guozi += 50;
                    fenshu += 50;
                    last1 = 0;
                    gotoxy (now1 / 27, now1 % 27); 
                    if (changdi[now1 / 27][now1 % 27] == 1) {
                    	printf ("·");
    				} else {
    					printf ("  ");
    				}
                    now1 = 389;
                }
            }
        }
        if (g2) {
            int k;
            minhaha = 2147483647;
            if (fangx == 0 | fangx == 2) {
                k = y + (fxfx[fangx][1]) * 3;
                while (k > 25 | !changdi[x][k]) {
                	k--;	
    			}
                while (k < 1 | !changdi[x][k]) {
                	k++;
    			}
            } else {
                k = x + (fxfx[fangx][0]) * 3;
                while (k > 28 | !changdi[k][y]) {
                	k--;
    			}
                while (k < 1 | !changdi[k][y]) {
                	k++; 	
    			}
            } 
            if (fangx == 0 | fangx == 2) {
            	k += x * 27;
    		} else {
    			k = k * 27 + y;
    		}
            if (now2 % 27 == 0 | now2 % 27 == 26)  {
            	haha = last2;
    		}
            else if (!dali) {
            	for (int i = 0; i <= 3; i++) {
                    if (changdi[(now2 + fx[i]) / 27][(now2 + fx[i]) % 27] && i != last2 && 
    				minhaha > dis[now2 + fx[i]][k]) {
    					minhaha = dis[now2 + fx[i]][k]; 
    					haha = i;
    				}
                }   
    		} else {
                minhaha = -minhaha;
                for (int i = 0; i <= 3; i++) { 
                    if (changdi[(now2 + fx[i]) / 27][(now2 + fx[i]) % 27] && i != last2 && 
    				minhaha < dis[now2 + fx[i]][k]) {
    					minhaha = dis[now2 + fx[i]][k]; 
    					haha = i;
    				}
                }   
            }
            xx = now2 / 27; 
    		yy = now2 % 27; 
    		gotoxy (xx, yy); 
            if (changdi[xx][yy] == 1) {
            	printf ("·");
    		} else {
    			printf ("  "); 
    		}
            now2 += fx[haha]; 
    		last2 = (haha + 2) % 4; 
    		gotoxy (18, 30);
            xx = now2 / 27; 
    		yy = now2 % 27; 
    		gotoxy (xx, yy); 
    		color (5); 
    		printf ("◆"); 
    		color (7);
            if (xx == x && yy == y) {
                if (!dali) {
                	chi++;
    			} else {
                    guozi += 50;
                    fenshu += 50;
                    last2 = 0;
                    gotoxy (now2 / 27, now2 % 27); 
                    if (changdi[now2 / 27][now2 % 27] == 1) {
                    	printf ("·");
    				} else {
    					printf ("  ");
    				}
                    now2 = 390;
                }
            }
        }
        if (g3) {
            int k;
            minhaha = 2147483647;
            if (fangx == 0 | fangx == 2) {
                k = y + (fxfx[(fangx + 1) % 4][1]) * 3;
                while (k > 25 | !changdi[x][k]) {
                	k--;	
    			}
                while (k < 1 | !changdi[x][k]) {
                	k++;
    			}
            } else {
                k = x + (fxfx[(fangx + 1) % 4][0]) * 3;
                while (k > 28 | !changdi[k][y]) {
                	k--;	
    			}
                while (k < 1 | !changdi[k][y]) {
                	k++;
    			} 
            } 
            if (fangx == 0 | fangx == 2) {
            	k += x * 27;
    		} else {
    			k = k * 27 + y;
    		}
            if (now3 % 27 == 0 | now3 % 27 == 26) {
            	haha = last3;
    		} else if (!dali) {
    			for (int i = 0; i <= 3; i++) {
    				if (changdi[(now3 + fx[i]) / 27][(now3 + fx[i]) % 27] && i != last3 &&
    				minhaha > dis[now3 + fx[i]][k]) {
    					minhaha = dis[now3 + fx[i]][k]; 
    					haha = i;
    				}
    			}
    		} else {
                minhaha = -minhaha;
                for (int i = 0; i <= 3; i++) {
                    if (changdi[(now3 + fx[i]) / 27][(now3 + fx[i]) % 27] && i != last3 && 
    				minhaha < dis[now3 + fx[i]][k]) {
    					minhaha = dis[now3 + fx[i]][k]; 
    					haha = i;
    				}
                }   
            }   
            xx = now3 / 27; 
    		yy = now3 % 27; 
    		gotoxy (xx, yy); 
            if (changdi[xx][yy] == 1) {
            	printf ("·");
    		} else {
    			printf ("  ");
    		} 
            now3 += fx[haha]; 
    		last3 = (haha + 2) % 4; 
    		gotoxy (18, 30);
            xx = now3 / 27; 
    		yy = now3 % 27;         
            gotoxy (xx, yy); 
    		color (3); 
    		printf ("◆"); 
    		color (7);
            if (xx == x && yy == y) {
                if (!dali) {
    				chi++;            	
    			} else {
                    guozi += 50;
                    fenshu += 50;
                    last3 = 0;
                    gotoxy (now3 / 27, now3 % 27); 
                    if (changdi[now3 / 27][now3 % 27] == 1) {
                    	printf ("·");
    				} else {
    					printf ("  ");	
    				}
                    now3 = 341;
                }
            }
        }
        if (chi) {
        	beichi++;
    	}
    }
     
    int main () {
    	MessageBox (NULL, "欢迎来到吃豆人游戏!", "温馨提示", MB_OK);
        begin ();
        int jixu = 1;
        reset ();
        string bb[4] = {"●", "①", "②" ,"③"}; 
    	color (7);
        gotoxy (12, 12); 
    	printf ("倒计时"); 
    	color (12);
        for (int i = 3; i >= 0; i--) {
    		if (i==0) {
    			color (11);	
    		}
    		gotoxy (13, 13); 
    		cout << bb[i]; 
    		Sleep (1000);
    	}
        gotoxy (12, 12); 
    	printf ("      "); 
    	gotoxy (13, 13); 
    	printf (" "); 
        while (!f) {
            Sleep (1);
            gotoxy (7, 30); 
    		color (3);
    		printf ("得分:%d   ", fenshu);
            gotoxy (3, 30); 
    		printf ("怪物速度:%d   ", 300 - t2);
            gotoxy (5, 30); 
    		printf ("你的速度:%d   ", 300 - t1);
            gotoxy (9, 30); 
    		printf ("被吃次数:%d ", beichi);
    		gotoxy (11, 30);
    		printf ("控制小人行走:方向键");
    		gotoxy (13, 30);
    		printf ("复活次数:无限次");
    		gotoxy (15, 30);
    		printf ("小人加速/减速:'+'/'-'");
    		gotoxy (17, 30);
    		printf ("大力丸:$键"); 
    		gotoxy (20, 10);
    		color (4);
            if (kbhit ()) {
            	shuru ();
    		} 
            if (stopped) {
            	continue;
    		} 
            T1 = (T1 + 1) % t1; 
    		T2 = (T2 + 1) % t2;
            if (T1 % t1 == 0 && now + fx[fangx] > 0 && now + fx[fangx] < n) {
            	move1 ();
    		} 
            if (T2 % t2 == 0) {
                if (guaitimer <= 8) {
                    if (guaitimer==0) {
                    	g1 = 1;
    				} 
                    if (guaitimer == 8) {
                    	g2 = 1;	
    				} 
                    guaitimer++;
                }
                if (!g3 && fenshu >= 30) {
                	g3 = 1;	
    			}
                move2 ();    
            }
            if (fenshu == guozi) {
            	f=2;
    		}
        }
        if (f == 2) {
            Sleep (3000);
            system ("cls");
            gotoxy (10, 20);
            color (3);
            string str = "恭喜您吃完了所有豆子!";
            for (int i = 0; i < str.size (); i++) {
            	Sleep (80);
            	cout << str[i];
    		}
    		Sleep (2000);
    		gotoxy (12, 20);
    		str = "您一共被怪物吃掉了";
    		for (int i = 0; i < str.size (); i++) {
    			Sleep (80);
    			cout << str[i];
    		}
    		Sleep (80); 
    		cout << beichi; 
    		Sleep (80);
    		cout << "次";
    		Sleep (80);
    		cout << "!";
    		gotoxy (14, 20);
            Sleep (2000);
        }
    }
    
    #include<bits/stdc++.h>
    #include<windows.h>
    #include<stdio.h>
    #include<conio.h>
    #include<time.h>
    #define KEY_DOWN(VK_NONAME)((GetAsyncKeyState(VK_NONAME)&0x8000)?1:0)
    using namespace std;
    int m[10001][21];
    struct node {int xx,yy,Zhong,rr,mr;} B[100001];
    int K,X,Y,tX,tY,tY2,tT,Er,T,Yb,Zb,Win,Blood,Score,Kb;
    void Color(int a)
    {
        if(a==0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
        if(a==1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
        if(a==2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
        if(a==3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
        if(a==4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
        if(a==5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
        if(a==6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
        if(a==7) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN);
        if(a==8) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
        if(a==9) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|BACKGROUND_INTENSITY|BACKGROUND_RED);
        if(a==10) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE|BACKGROUND_INTENSITY|BACKGROUND_BLUE);
    }
    void SetPos(int x,int y)
    {
        COORD pos; pos.X=y*2-1,pos.Y=x+1;
        SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
    }
    void Zha(int x,int y)
    {
        Zb++;
        int k1=rand()%2+2,k2=rand()%3+2,r=rand()%6;
        if(r==0) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=1,B[Zb].rr=0,B[Zb].mr=k1*2;
        if(r==1) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=2;
        if(r==2) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=3,B[Zb].rr=k2,B[Zb].mr=k1;
        if(r==3) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=4;
        if(r==4) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=5,B[Zb].rr=1,B[Zb].mr=k2*2;
        if(r==5) B[Zb].xx=x-K,B[Zb].yy=y,B[Zb].Zhong=rand()%2+6,B[Zb].rr=k1+1,B[Zb].mr=k2+3;
    }
    void Cout(int i,int j,int a)
    {
        int R=rand()%500,jk=0;
        if(i-K>=0&&i-K<=1&&j>=2&&j<=6) return;
        if(a!=4)
        {
        if(m[i][j]==0&&(a==0||a==3)) SetPos(i-K,j),Color(7),cout<<"■";
        if(m[i][j]==1&&a==5) SetPos(i-K,j),Color(0),cout<<"  ";//空气 
        if(m[i][j]==2) SetPos(i-K,j),Color(8),cout<<"■";
        if(m[i][j]>=3&&m[i][j]<6) SetPos(i-K,j),Color(5),cout<<"█",m[i][j]++;
        if(m[i][j]==6&&a!=5) SetPos(i-K,j),cout<<"  ",m[i][j]=1;
        if(m[i][j]==7) SetPos(i-K,j),Color(9),cout<<"~ ";
        if(m[i][j]==8) SetPos(i-K,j),Color(10),cout<<"~ ";
        if(m[i][j]==9) SetPos(i-K,j),Color(3),cout<<"◆";
        if((m[i][j]==1||m[i][j]==8)&&m[i-1][j]>=10&&m[i-1][j]<=30&&a!=5) {int M=m[i][j];m[i][j]=m[i-1][j],m[i-1][j]=M;if(M==1) SetPos(i-K-1,j),cout<<"  ";}//炸弹下落 
        if(m[i][j]==1&&m[i-1][j]==9&&a!=5) {m[i][j]=9,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<"  ";jk=1;}//宝石下落
        if(m[i][j]>=10&&m[i][j]<=30) {m[i][j]++;if(m[i][j]%3==0) Color(4);else Color(5);SetPos(i-K,j),cout<<"●";}//炸弹计时
        if(m[i][j]==1&&m[i-1][j]==7&&a!=5) {m[i][j]=7,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<"  ";jk=1;}//岩浆下落
        if(m[i][j]==0&&m[i-1][j]==7&&R<=2) m[i][j]=m[i-1][j],m[i-1][j]=1,SetPos(i-K-1,j),cout<<"  ";//岩浆融解 
        if(m[i][j]==7&&R>2&&R<=5) {int r=rand()%3-1; if(m[i][j+r]==1) m[i][j+r]=m[i][j];if(m[i][j+r]==8) m[i][j+r]=2;}//岩浆扩散  
        if(R<50&&R>=20&&m[i+1][j+1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j+1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<"  ";
        if(R<80&&R>=50&&m[i+1][j-1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j-1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<"  ";//岩浆平面 
        if(m[i][j]==1&&m[i-1][j]==8&&a!=5) {m[i][j]=8,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<"  ";jk=1;}//水下落
        if(m[i+1][j+1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j+1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<"  ";
        if(m[i+1][j-1]==1&&m[i+1][j]==8&&m[i][j]==8) m[i+1][j-1]=8,m[i][j]=1,SetPos(i-K,j),Color(0),cout<<"  ";//水平面 
        if((m[i+1][j]==8&&m[i][j]==7)||(m[i+1][j]==7&&m[i][j]==8)) m[i][j]=2,m[i-1][j]=1,SetPos(i-K-1,j),Color(0),cout<<"  ";//变石头
        if(m[i][j]==0&&m[i-1][j]==8&&R>5&&R<=7) m[i][j]=m[i-1][j],m[i-1][j]=1,SetPos(i-K-1,j),cout<<"  ";//水融解 
        if(m[i][j]==8&&R>7&&R<=9) {int r=rand()%3-1; if(m[i][j+r]==1) m[i][j+r]=m[i][j];if(m[i][j+r]==7) m[i][j+r]=2;}//水扩散  
        if(m[i][j]==31) SetPos(i-K,j),cout<<"  ",Zha(i,j);
        }
        else if(a!=5)//界外 
        {
            if(m[i][j]>=3&&m[i][j]<6) m[i][j]++; if(m[i][j]==6) m[i][j]=1;
            if((m[i][j]==1||(m[i][j]>=3&&m[i][j]<=6))&&m[i-1][j]>=10&&m[i-1][j]<=30) m[i][j]=m[i-1][j],m[i-1][j]=1;//炸弹下落 
            if(m[i][j]>=10&&m[i][j]<=30) m[i][j]++;//炸弹计时
            if(m[i][j]==1&&m[i-1][j]==9) m[i][j]=9,m[i-1][j]=1;//宝石下落
            if(m[i][j]==1&&m[i-1][j]==7) m[i][j]=7,m[i-1][j]=1;//岩浆下落
            if(m[i][j]==1&&m[i-1][j]==8) m[i][j]=8,m[i-1][j]=1;//水下落
        }if(jk==1) jk=0,Cout(i,j,5);
        Color(0);
    }
    void Map(int a);
    void Wo()
    {
        SetPos(X-K,Y),cout<<"  "; //清除上一次残影
        if(m[X][Y]==9) Blood++,Score+=5,m[X][Y]=1,system("color 2F"),Sleep(50),system("color 0F"),Map(3);
        if(tX!=0&&(m[X-1][Y]==1||m[X-1][Y]==7||m[X-1][Y]==8||m[X-1][Y]==9||(m[X-1][Y]>=3&&m[X-1][Y]<=6))) tX--,X-=2;  //上跳 
        if(m[X+1][Y]==1||(m[X+1][Y]>=3&&m[X+1][Y]<=6)||m[X+1][Y]==7||m[X+1][Y]==8||m[X+1][Y]==9) X++; //掉落 
        if(m[X+1][Y]==0||m[X+1][Y]==2||(m[X+1][Y]>=3&&m[X+1][Y]<=6)) tX=Er=0; //跳跃次数清零 
        if(m[X-1][Y]==0||m[X-1][Y]==2||(m[X-1][Y]>=10&&m[X-1][Y]<=31)) tX=Er=0; //跳跃次数清零 
        if(X<=K) tX=Er=0,X=K; if(X>=K+28) X=K+28,Kb=1; //高度上下限
        if(m[X][Y]==7) m[X-1][Y]=m[X-2][Y]=1,tX+=8;
        if(m[X][Y]!=1&&m[X][Y]!=8&&m[X][Y]!=9) Blood--,m[X][Y]=1,system("color 4F"),Sleep(50),system("color 0F"),Map(3);
        if(Blood<=0) Win=-1;
        SetPos(X-K,Y),Color(1),cout<<"●";
    }
    void Map(int a)
    {
        SetPos(0,2);cout<<"生命 :"<<Blood<<"  ";
        SetPos(1,2);cout<<"得分 :"<<Score<<"  ";
        if(a==3) system("cls");
        for(int i=K+28;i>=K;i--)for(int j=1;j<=20;j++) Cout(i,j,a);
        for(int i=K+33;i>K+28;i--)for(int j=1;j<=20;j++) Cout(i,j,4);
        if(a!=3) Wo();
    }
    void CircleBomb(int x,int y,int s,int ms)
    {
        if(s==ms) return;
        for(int i=x-s;i<=x+s;i++)
        for(int j=y-s;j<=y+s;j++)
        {
            float k=(i-x)*(i-x)+(j-y)*(j-y)-s*s;
            if(k<=s&&k>=-s&&j>0&&j<=20&&m[i+K][j]!=2&&m[i+K][j]!=9) m[i+K][j]=3;
        }Zb++;
        B[Zb].xx=x,B[Zb].yy=y,B[Zb].Zhong=1,B[Zb].rr=s+1,B[Zb].mr=ms;
        Sleep(30);
    }
    void LineBomb(int i,int j)
    {
        for(int k=0;j+k<=20;k++) if(m[i+K][j+k]!=2&&m[i+K][j+k]!=9) m[i+K][j+k]=3;
        for(int k=0;j+k<=20;k++) if(m[i+K+1][j+k]!=2&&m[i+K+1][j+k]!=9) m[i+K+1][j+k]=3;
        for(int k=0;j-k>0;k++) if(m[i+K][j-k]!=2&&m[i+K][j-k]!=9) m[i+K][j-k]=3;
        for(int k=0;j-k>0;k++) if(m[i+K+1][j-k]!=2&&m[i+K+1][j-k]!=9) m[i+K+1][j-k]=3;
    }
    void ZuanBomb(int i,int j)
    {
        int k;
        for(k=0;m[i+K+k][j]!=2&&k<=7;k++) if(m[i+K+k][j]!=9) m[i+K+k][j]=3;
        int k1=rand()%2+2;Zb++;
        B[Zb].xx=i+k,B[Zb].yy=j,B[Zb].Zhong=1,B[Zb].rr=0,B[Zb].mr=k1*3/2;
    }
    void TrigleBomb(int i,int j,int r,int mr)
    {
        if(r==mr) return;
        if(r==1) m[i+K][j]=3,i++;
        for(int k=max(0,j-r);k<=min(20,j+r);k++) if(m[i+K][k]!=2&&m[i+K][k]!=9) m[i+K][k]=3;
        Zb++;B[Zb].xx=i+1,B[Zb].yy=j,B[Zb].Zhong=5,B[Zb].rr=r+1,B[Zb].mr=mr;
    }
    void GunBomb(int i,int j,int r,int mr)
    {
        if(mr<=0) return;Zb++;
        B[Zb].xx=i,B[Zb].yy=j+2,B[Zb].Zhong=6,B[Zb].rr=r,B[Zb].mr=mr-1;Zb++;
        B[Zb].xx=i,B[Zb].yy=j,B[Zb].Zhong=1,B[Zb].rr=r-1,B[Zb].mr=r;
    }
    void GunBomb2(int i,int j,int r,int mr)
    {
        if(mr<=0) return;Zb++;
        B[Zb].xx=i,B[Zb].yy=j-2,B[Zb].Zhong=7,B[Zb].rr=r,B[Zb].mr=mr-1;Zb++;
        B[Zb].xx=i,B[Zb].yy=j,B[Zb].Zhong=1,B[Zb].rr=r-1,B[Zb].mr=r;
    }
    void ThreeBomb(int x,int y,int s,int ms)
    {
        for(int i=1;i<=3;i++)
        {
            int Xx=rand()%(2*s+1)-s,Yy=rand()%(2*s+1)-s; Zb++;
            B[Zb].xx=Xx+x,B[Zb].yy=Yy+y,B[Zb].Zhong=1,B[Zb].rr=0,B[Zb].mr=ms+rand()%3-1;
        }
    }
    void Sheng(int a)
    {
        K++;
        for(int i=1;i<=20;i++)
        {
            int R=rand()%max(80-(K/10),30);int Rr=rand()%200;
            if(R<=3) m[K+28][i]=2;
            else if(R<=6) m[K+28][i]=7;
            else if(R<=9) m[K+28][i]=8;
            if(Rr==0) m[K+28][i]=9;
        }
        if(a!=1) system("cls"),Map(0);
    }
    void Jiao()
    {
        SetPos(0,2);Color(1),cout<<"●",Color(7),cout<<"   ■ ",Color(8),cout<<"   ■ ",Color(4),cout<<"   ●    ",Color(9),cout<<"~ ",Color(0),cout<<"   ",Color(10),cout<<"~ ",Color(3),cout<<"   ◆";
        SetPos(2,2);Color(0),cout<<"你  泥土  石块  炸弹  岩浆  水  宝石";
        SetPos(4,1),cout<<"  ↑           空格放炸弹..."; 
        SetPos(5,1),cout<<"←  →移动 ";
        SetPos(6,1),cout<<"  ↓           可二段跳。";
        SetPos(8,1),cout<<"炸弹种类随机,计时3秒爆炸。";
        SetPos(10,1),cout<<"(一共有7种炸弹,有几率组合一起爆炸)";
        SetPos(12,1),cout<<"岩浆和水有几率向左右扩散...";
        SetPos(14,1),cout<<"它们相融会产生石块。";
        SetPos(16,1),cout<<"岩浆和爆炸波会使你减血...";
        SetPos(18,1),cout<<"岩浆还会使你上跳,宝石可以加血。";
        SetPos(20,1),cout<<"画面每隔一段时间会下降...";
        SetPos(22,1),cout<<"当你抵达画面底部时,画面会随你一起下降...";
        SetPos(24,1),cout<<"当你被抵在画面顶部时,会持续减血。";
        SetPos(26,1),cout<<"每隔一段时间分数会增加...",Color(5),cout<<"200分即可通关!";
        SetPos(28,1);Color(1);cout<<"按 y 开始游戏!";
        char tt;while(tt!='y') tt=_getch();
    }
    void Start()
    {
        Color(5);
        SetPos(2,3);Color(7),cout<<" ■        ",Color(5),cout<<"掘",Color(7),cout<<"    ■■■■ ";
        SetPos(3,3);Color(7),cout<<" ■■     ",Color(5),cout<<" ↓",Color(7),cout<<"    ■■■■ ";
        SetPos(4,3);Color(7),cout<<" ■■■■ ",Color(5),cout<<" ↓",Color(7),cout<<"  ■■■■■ ";
        SetPos(5,3);Color(7),cout<<" ■■■■■",Color(5),cout<<"↓",Color(7),cout<<"  ■■■■■ ";
        SetPos(6,3);Color(7),cout<<" ■■■■■  ■■■",Color(5),cout<<"地",Color(7),cout<<"■■ ";
        SetPos(7,3);Color(7),cout<<" ■■■■■■■■■■■■ ";Color(5);
        SetPos(22,2);Color(1);cout<<"按 y 确定!";
        SetPos(22,10);Color(9);cout<<"    开始游戏!    ";
        SetPos(24,10);Color(0);cout<<"    操作攻略!    ";
        SetPos(27,1);Color(3);cout<<"注意!这里 绝对不能是拼音输入法!";
        SetPos(28,5);Color(3);cout<<"↓";Color(0);
        char tt;int Ee=0;
        while(tt!='y')
        {
            tt=_getch();
            if(tt==72&&Ee!=0) Ee--;
            if(tt==80&&Ee!=2) Ee++;
            SetPos(22,10);if(Ee==0) Color(9);else Color(0);cout<<"    开始游戏!    ";
            SetPos(24,10);if(Ee==1) Color(9);else Color(0);cout<<"    操作攻略!    ";
        }system("color 0F");system("cls");Color(0);
        if(Ee==1) Jiao();
    }
    int main()
    {
        system("mode con cols=42 lines=31");
        CONSOLE_CURSOR_INFO cursor_info={1,0};
        SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);
        srand((unsigned)time(NULL));
        Start();
        St:system("cls");
        K=-5,T=Win=Score=0;X=Y=2;Blood=20;
        memset(m,0,sizeof(m));memset(B,0,sizeof(B));
        for(int i=5;i<=15;i++) for(int j=1;j<=20;j++) m[i][j]=1;
        for(int i=1;i<=10;i++) Sheng(1);
        Map(0);
        while(Win==0)
        {
            T++;Kb=0;if(Score>=200) Win=1;
            if(GetAsyncKeyState(VK_UP)&0x8000&&tT==0&&Er<2) tT++,tX+=4,Er++;
            if((GetAsyncKeyState(VK_UP)&0x8000)?0:1) tT=0;
            if(GetAsyncKeyState(VK_LEFT)&0x8000&&Y>1&&(m[X][Y-1]==1||m[X][Y-1]==7||m[X][Y-1]==8||m[X][Y-1]==9)&&(tY==0||tY>=2)) SetPos(X-K,Y),cout<<"  ",Y--;
            if(GetAsyncKeyState(VK_RIGHT)&0x8000&&Y<20&&(m[X][Y+1]==1||m[X][Y+1]==7||m[X][Y+1]==8||m[X][Y+1]==9)&&(tY2==0||tY2>=2)) SetPos(X-K,Y),cout<<"  ",Y++;
            if((GetAsyncKeyState(VK_LEFT)&0x8000)?0:1) tY=0;if((GetAsyncKeyState(VK_RIGHT)&0x8000)?0:1) tY2=0;
            if((GetAsyncKeyState(VK_LEFT)&0x8000)?1:0) tY++;if((GetAsyncKeyState(VK_RIGHT)&0x8000)?1:0) tY2++;
            if(kbhit()) {char e=_getch();if(e==' '&&m[X-1][Y]!=0&&m[X-1][Y]!=2&&(m[X+1][Y]<=10||m[X+1][Y]>=31)&&Kb==0) m[X][Y]=10,X--;}
            int zb=Zb;
            for(int i=zb-10;i<=zb;i++)
            {
                if(B[i].Zhong==1) CircleBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;
                if(B[i].Zhong==2) LineBomb(B[i].xx,B[i].yy),B[i].Zhong=0;
                if(B[i].Zhong==3) ThreeBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;
                if(B[i].Zhong==4) ZuanBomb(B[i].xx,B[i].yy),B[i].Zhong=0;
                if(B[i].Zhong==5) TrigleBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;
                if(B[i].Zhong==6) GunBomb(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;
                if(B[i].Zhong==7) GunBomb2(B[i].xx,B[i].yy,B[i].rr,B[i].mr),B[i].Zhong=0;
            }
            Map(1);Sleep(40);
            if(T%max(10,40-Score/16)==0||Kb>=1) Sheng(0);
            if(T%20==0) Score++;
        }
        if(Win!=0)
        {
            if(Win>0) {system("color 6E"),Color(3);SetPos(0,2);cout<<"You! Win!!!",Sleep(1000);}
            if(Win<0) {system("color 7F"),Color(4);SetPos(0,2);cout<<"You! Die!!!",Sleep(1000);}
            SetPos(1,2);cout<<"请输入y重新开始游戏";
            A:char e=_getch();if(e!='y') goto A;goto St;
        }
    }
    
    #include<iostream>
    #include <stdio.h>
    #include <windows.h>
    #include <time.h> 
     
                               //里规格:长39*2=78 (真坐标)(假坐标宽为39)  高39
     
                               //外规格:长41*2=82 (真坐标)(假坐标宽为41)  高41
     
    #define UP    1
     
    #define DOWN  2
     
    #define LEFT  3
     
    #define RIGHT 4
     
    #define MAX_LEVEL 8
     
    #define BULLET_NUM 20
     
    #define MAX_LIFE 4
     
     
     
    //程序中未写入函数参数表中且未说明的变量只有map二维数组,level_info数组和level   
     
     
     
    /*
          此程序中涉及的x,y类的坐标值,分为以下两种:                                 
                                                                                                      
    假坐标:这里的坐标指的是以一个■长度为单位的坐标,而不是真正的coord坐标 (用于map数组的坐标)                             
                                                                                                      
    真坐标:头文件自带的坐标结构coord中的坐标(也可以说是控制台里的真正坐标值)                                 
                                                                                                      
      区别:纵坐标y两值一致,假横坐标x值与真正coord横坐标(真坐标)关系是 x * 2 = coord 横坐标    
                                                                                                                
              coord横坐标既指GoTo函数中的x参数,因为本程序游戏界面以一个■长度为基本单位,                    
                                                                                                      
              可以说涉及的coord横坐标全是偶数。既假坐标要变真坐标(变真坐标才能发挥真正作用),横坐标须乘以2                                    
                                                               
    */
     
    typedef struct             //这里的出现次序指的是一个AI_tank变量中的次序,游戏共有四个AI_tank变量
     
    {                          //∵设定每个AI_tank每种特殊坦克只出现一次 ∴fast_tank & firm_tank 最多出现次数不超过1
     
        int fast_tank_order;   //fast_tank出现的次序(在第fast_tank_order次复活出现,从第0次开始),且每个AI_tank只出现一次
     
        int firm_tank_order;   //firm_tank出现的次序,同上
     
    } LevInfo;                 //关卡信息(准确说是该关出现的坦克信息)
     
    LevInfo level_info [MAX_LEVEL] = {{-1,-1},{3,-1},{-1,3},{2,3},{2,3},{2,3},{2,3},{2,3}};   //初始化,-1代表没有该类型坦克
     
     
     
     
     
    typedef struct      //子弹结构体
     
    {
     
        int x,y;        //子弹坐标,假坐标
     
        int direction;  //子弹方向变量
     
        bool exist;     //子弹存在与否的变量,1为存在,0不存在
     
        bool initial;   //子弹是否处于建立初状态的值,1为处于建立初状态,0为处于非建立初状态
     
        bool my;        //区分AI子弹与玩家子弹的标记,0为AI子弹,1为玩家(我的)子弹
     
    } Bullet;
     
    Bullet bullet [BULLET_NUM];  //考虑到地图上不太可能同时存在20颗子弹,所以数组元素设置20个
     
     
     
     
     
    typedef struct      //坦克结构体
     
    {
     
        int x,y;        //坦克中心坐标
     
        int direction;  //坦克方向
     
        int color;      //颜色参方向数,1到6分别代表不同颜色,具体在PrintTank函数定义有说明
     
        int model;      //坦克图案模型,值为1,2,3,分别代表不同的坦克图案,0为我的坦克图案,AI不能使用
     
        int stop;       //只能是AI坦克使用的参数,非0代表坦克停止走动,0为可以走动
     
        int revive;     //坦克复活次数
     
        int num;        //AI坦克编号(固定值,为常量,初始化函数中定下)0~3
     
        int CD;         //发射子弹冷却计时
     
        bool my;        //是否敌方坦克参数,我的坦克此参数为1,为常量
     
        bool alive;     //存活为1,不存活为0
     
    }  Tank;
     
    Tank AI_tank[4] , my_tank;  //my_tank为我的坦克,Ai_tank 代表AI坦克
     
     
     
    //∵所有的函数都有可能对全局变量map进行读写(改变),
     
    //∴函数中不另说明是否会对全局变量map读写
     
    //基本操作与游戏辅助函数
     
    void GoToxy(int x,int y);    //光标移动
     
    void HideCursor();           //隐藏光标
     
    void keyboard ();            //接受键盘输入
     
    void Initialize();           //初始化(含有对多个数据的读写)
     
    void Stop();                 //暂停
     
    void Getmap();               //地图数据存放与获取
     
    void Frame ();               //打印游戏主体框架
     
    void PrintMap();             //打印地图(地图既地图障碍物)(含对level的读取)
     
    void SideScreen ();          //副屏幕打印
     
    void GameCheak();            //检测游戏输赢
     
    void GameOver( bool home );  //游戏结束
     
    void ClearMainScreen();      //主屏幕清屏函数∵system("cls")后打印框架有一定几率造成框架上移一行的错误∴单独编写清屏函数
     
    void ColorChoose(int color); //颜色选择函数
     
    void NextLevel();            //下一关(含有对level全局变量的读写)
     
     
     
    //子弹部分
     
    void BuildAIBullet(Tank *tank);                //AI坦克发射子弹(含有对my_tank的读取,只读取了my_tank坐标)
     
    void BuildBullet  (Tank tank);                 //子弹发射(建立)(人机共用)(含全局变量bullet的修改)我的坦克发射子弹直接调用该函数,AI通过AIshoot间接调用
     
    void BulletFly    (Bullet bullet[BULLET_NUM]); //子弹移动和打击(人机共用),
     
    void BulletHit    (Bullet* bullet);            //子弹碰撞(人机共用)(含Tank全局变量的修改),只通过BulletFly调用,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
     
    void PrintBullet  (int x,int y,int T);         //打印子弹(人机共用)
     
    void ClearBullet  (int x,int y,int T);         //清除子弹(人机共用)
     
    int  BulletCheak  (int x,int y);               //判断子弹前方情况(人机共用)
     
     
     
    //坦克部分
     
    void BuildAITank (int* position, Tank* AI_tank); //建立AI坦克
     
    void BuildMyTank (Tank* my_tank);                //建立我的坦克
     
    void MoveAITank  (Tank* AI_tank);                //AI坦克移动
     
    void MoveMyTank  (int turn);                     //我的坦克移动,只通过keyboard函数调用,既键盘控制
     
    void ClearTank   (int x,int y);                  //清除坦克(人机共用)
     
    void PrintTank   (Tank tank);                    //打印坦克(人机共用)
     
    bool TankCheak   (Tank tank,int direction);      //检测坦克dirtection方向的障碍物,返值1阻碍,0 畅通
     
    int  AIPositionCheak (int position);           //检测AI坦克建立位置是否有障碍物AIPositionCheak
     
     
     
    //DWORD WINAPI InputX(LPVOID lpParameter); //声明线程函数,用于检查X键输入并设置X键的输入冷却时间
     
     
     
     
     
    //注意map数组应是纵坐标在前,横坐标在后,既map[y][x],(∵数组行长度在前,列长度在后)
     
    //map里的值: 个位数的值为地图方块部分,百位数的值为坦克,子弹在map上没有值(子弹仅仅是一个假坐标)
     
    //map里的值: 0为可通过陆地,1为红砖,2黄砖,5为水,100~103为敌方坦克,200为我的坦克,
     
     
     
    //全局变量
     
    int map[41][41];  //地图二维数组
     
    int key_x;        // X键是否被“读入”的变量,也是子弹是否可以发射的变,
     
    int bul_num;      //子弹编号
     
    int position;     //位置计数,对应AI坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
     
    int speed=7;      //游戏速度,调整用
     
    int level=1;      //游戏关卡数
     
    int score=0;      //游戏分数
     
    int remain_enemy; //剩余敌人(未出现的敌人)
     
     
     
    char* tank_figure[4][3][4]=
     
    {
     
      {
     
        {"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"},
     
        {"┣●┫", "┣●┫", "━●┃", "┃●━"},
     
        {"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"}
     
      }, 
     
      {
     
        {"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},
     
        {"┣●┫", "┣●┫", "━●┫", "┣●━"},
     
        {"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}
     
      }, 
     
      {
     
        {"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},
     
        {"┣●┫", "┣●┫", "━●┃", "┃●━"},
     
        {"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}
     
      },
     
      {
     
        {"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},
     
        {"╠█╣", "╠█╣", "━█╣", "╠█━"},
     
        {"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}
     
      }
     
    };
     
     
     
     
     
     
     
    int main ()                               //主函数
     
    {
     
        int i;
     
        unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ;  //间隔计数器数组,用于控制速度
     
        srand(time(NULL)); //设置随机数种子(若不设置种子而调用rand会使每次运行的随机数序列一致)随机数序列指:如首次调用rand得到1,第二次得2,第三次3,则此次随机数序列为1,2,3
     
        HideCursor();                         //隐藏光标
     
        system("mode con cols=112 lines=42"); //控制窗口大小
     
        Frame ();                             //打印游戏主体框架
     
        Initialize();                         //初始化,全局变量level初值便是1 
     
    //    HANDLE h1 , h2 ;                      //定义句柄变量
     
        for(;;)
     
        {
     
            if(interval[0]++%speed==0)        //速度调整用,假设interval[0]为a, 语句意为 a % 2==0,a=a+1; 
     
            {
     
                GameCheak();                  //游戏胜负检测
     
                BulletFly ( bullet );
     
                for(i=0 ; i<=3 ; i++)         //AI坦克移动循环
     
                {
     
                    if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四个坦克中的快速坦克单独使用计数器1,2,3,4
     
                        MoveAITank( & AI_tank[i]);
     
                    if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四个坦克中的慢速坦克单独使用计数器5,6,7,8
     
                        MoveAITank( & AI_tank[i]);
     
                }
     
                for(i=0;i<=3;i++)                                   //建立AI坦克部分
     
                         if(AI_tank[i].alive==0 && AI_tank[i].revive<4 && interval[9]++%90==0)  //一个敌方坦克每局只有4条命
     
                    {                                               //如果坦克不存活。计时,每次建立有间隔  1750 ms
     
                           BuildAITank( &position, & AI_tank[i] );     //建立AI坦克(复活)
     
                          break;                                      //每次循环只建立一个坦克
     
                      }
     
                for(i=0;i<=3;i++)
     
                    if(AI_tank[i].alive)
     
                        BuildAIBullet(&AI_tank[i]);                 //AIshoot自带int自增计数CD,不使用main中的CD interval
     
                if(my_tank.alive && interval[10]++%2==0 )
     
                     keyboard ();
     
                if(my_tank.alive==0 && interval[11]++%30==0 && my_tank.revive < MAX_LIFE)
     
                     BuildMyTank( &my_tank );
     
            }
     
            Sleep(5);
     
        }
     
        return 0;
     
    }
     
     
     
     
     
    /*//这里的多线程暂时不用                   //x键用于子弹发射,x键的冷却时间不能和上下左右一同设置,那样就太快了
    DWORD WINAPI InputX(LPVOID lpParameter)    //如果不用多线程运行,那么在x键冷却时间内程序会因Sleep将会挂起,暂停运行
    {                                          //因为只有一个变量改变,而且变量改变先后顺序是显而易见的,所以不必设置缓冲区
        for(;;)                              
        {                                    
            if(GetAsyncKeyState( 88 )& 0x8000) //88为x键键值,当摁下x并且x键处于可输入状态
            {
                key_x=1;                       // X键是否允许被“读入”的变量,也是子弹是否可以发射的变量
                Sleep(600);                    // 子线程Sleep中,x就不能被"读入",主线程每操作完一次子弹发射,key_x会归零
            }
            Sleep(10);
        }
        return 0;
    }*/
     
     
     
     
     
    void keyboard ()
     
    {               // kbhit()   getch()  用法可用但是不好用            
     
    /* 
       函数功能:该函数判断在此函数被调用时,某个键是处于UP状态还是处于DOWN状态,及前次调用GetAsyncKeyState函数后,
       是否按过此键.如果返回值的最高位被置位,那么该键处于DOWN状态;如果最低位被置位,那么在前一次调用此函数后,此键被按过,
       否则表示该键没被按过.
       这里GetAsyncKeyState比 kbhit() + getch() 好用,操作更顺畅.   GetAsyncKeyState的返回值表示两个内容,
       一个是最高位bit的值,代表这个键是否被按下。一个是最低位bit的值,代表上次调用GetAsyncKeyState后,这个键是否被按下。
       &为与操作,&0x8000就是判断这个返回值的高位字节。如果high-order bit是1,则是按下状态,否则是弹起状态,为0
    */
     
        int count=0;
     
        if (GetAsyncKeyState(VK_UP)& 0x8000)  
     
            MoveMyTank( UP );
     
        else if (GetAsyncKeyState(VK_DOWN)& 0x8000)  
     
            MoveMyTank( DOWN );
     
        else if (GetAsyncKeyState(VK_LEFT)& 0x8000)
     
            MoveMyTank( LEFT );
     
        else if (GetAsyncKeyState(VK_RIGHT)& 0x8000)  
     
            MoveMyTank( RIGHT );
     
        else if (GetAsyncKeyState( 0x1B )& 0x8000)  // Esc键
     
            exit(0);                                //退出程序函数
     
        else if (GetAsyncKeyState( 0x20 )& 0x8000)  //空格
     
            Stop();
     
        else if (count++%7==0)            //这里添加计数器是为了防止按键粘连不能达到微调效果
     
        {
     
            if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000)   // +键
     
            {
     
                speed--;
     
                GoToxy(102,11);           //在副屏幕打印出当前速度
     
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
     
                printf("%d ",21-speed);   //副屏幕显示的速度为1~10
     
            }
     
            else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000)  // - 键
     
            {
     
                speed++;
     
                GoToxy(102,11);           //在副屏幕打印出当前速度
     
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
     
                printf("%d ",21-speed);   //副屏幕显示的速度为1~10
     
            }
     
        }
     
        if(my_tank.CD==7)
     
        {
     
            if(GetAsyncKeyState( 88 )& 0x8000)
     
            {
     
                BuildBullet(my_tank);
     
                my_tank.CD=0;
     
            }
     
        }
     
        else
     
            my_tank.CD++;
     
    }
     
     
     
     
     
     
     
    void BuildAIBullet(Tank *tank)   //AI子弹发射(建立)含有对my_tank的读取
     
    {
     
        if(tank->CD==15)
     
        {
     
            if(!(rand()%11))     //冷却结束后在随后的每个游戏周期中有10分之一的可能发射子弹
     
            {
     
                BuildBullet(*tank);
     
                tank->CD=0;
     
            }
     
        }
     
        else
     
            tank->CD++;
     
        if(tank->CD >= 14)       //AI强化部分,在冷却到达一定范围即可使用
     
        {
     
            if(tank->y==38 )     //如果坦克在底部(这个最优先)
     
            {
     
                if(tank->x < 20) //在老家左边
     
                {
     
                    if(tank->direction==RIGHT)  //坦克方向朝左
     
                    {
     
                        BuildBullet(*tank);     //发射子弹
     
                        tank->CD=0;
     
                    }
     
                }
     
                else             //在老家右边
     
                    if(tank->direction==LEFT)   //坦克方向朝右
     
                    {
     
                        BuildBullet(*tank);     //发射子弹
     
                        tank->CD=0;
     
                    }
     
            }
     
            else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1)  //AI坦克在纵向上"炮口"对准我的坦克
     
            {
     
                if(tank->direction==DOWN && my_tank.y > tank->y || tank->direction==UP && my_tank.y < tank->y)
     
                {                               //若是AI朝下并且我的坦克在AI坦克下方(数值大的在下面)或者AI朝上我的坦克在AI上方
     
                    int big=my_tank.y , smal=tank->y , i; 
     
                    if(my_tank.y < tank->y)
     
                    {
     
                        big=tank->y;
     
                        smal=my_tank.y;
     
                    }
     
                    for(i=smal+2;i<=big-2;i++)  //判断AI炮口的直线上两坦克间有无障碍
     
                        if(map[i][tank->x]!=0 || map[i][tank->x]!=5)      //若有障碍
     
                            break;
     
                    if(i==big-1)                //若i走到big-1说明无障碍
     
                    {
     
                        BuildBullet(*tank);     //则发射子弹
     
                        tank->CD=0;
     
                    }
     
                }
     
            }
     
            else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在横向上"炮口"对准我的坦克
     
            {
     
                if(tank->direction==RIGHT && my_tank.x > tank->x || tank->direction==LEFT && my_tank.x < tank->x)
     
                {                  //若是AI朝右并且我的坦克在AI坦克右方(数值大的在下面)或者AI朝左我的坦克在AI左方
     
                    int big=my_tank.y , smal=tank->y , i;
     
                    if(my_tank.x < tank->x)
     
                    {
     
                        big=tank->x;
     
                        smal=my_tank.x;
     
                    }
     
                    for(i=smal+2;i<=big-2;i++)  //判断AI炮口的直线上两坦克间有无障碍
     
                        if(map[tank->y][i]!=0 || map[tank->y][i]!=5)      //若有障碍
     
                            break;
     
                    if(i==big-1)   //若i走到big-1说明无障碍
     
                    {
     
                        BuildBullet(*tank);     //则发射子弹
     
                        tank->CD=0;
     
                    }
     
                }
     
            }
     
        }
     
    }
     
     
     
     
     
     
     
    void BuildBullet(Tank tank)  //子弹发射(建立),传入结构体Tank,这里包含改变了全局变量结构体bullet
     
    {                            //∵实现方式为顺序循环建立子弹,每次调用改变的bullet数组元素都不同
     
        switch(tank.direction)   //∴为了方便,不将bullet放入参数,bullet作为全局变量使用
     
        {
     
            case UP    :
     
                    bullet [bul_num].x = tank.x;
     
                    bullet [bul_num].y = tank.y-2;
     
                    bullet [bul_num].direction=1;
     
                    break;
     
            case DOWN  :
     
                    bullet [bul_num].x = tank.x;
     
                    bullet [bul_num].y = tank.y+2;
     
                    bullet [bul_num].direction=2;
     
                    break;
     
            case LEFT  :
     
                    bullet [bul_num].x = tank.x-2;
     
                    bullet [bul_num].y = tank.y;
     
                    bullet [bul_num].direction=3;
     
                    break;
     
            case RIGHT :
     
                    bullet [bul_num].x = tank.x+2;                                     
     
                    bullet [bul_num].y = tank.y; 
     
                    bullet [bul_num].direction=4;
     
                    break; 
     
        }     
     
        bullet [bul_num].exist = 1;    //子弹被建立,此值为1则此子弹存在
     
        bullet [bul_num].initial = 1;  //子弹处于初建立状态
     
        bullet [bul_num].my=tank.my;   //如果是我的坦克发射的子弹bullet.my=1,否则为0
     
        bul_num++;
     
        if(bul_num==BULLET_NUM)        //如果子弹编号增长到20号,那么重头开始编号
     
            bul_num=0;                 //考虑到地图上不可能同时存在20颗子弹,所以数组元素设置20个
     
    }
     
     
     
     
     
    void BulletFly(Bullet bullet[BULLET_NUM]) //子弹移动和打击
     
    {                                         //含有全局变量Bullet的改变
     
        for(int i =0; i<BULLET_NUM;i++)
     
        {
     
            if(bullet [i].exist)              //如果子弹存在
     
            {   
     
                if(bullet [i].initial==0)     //如果子弹不是初建立的
     
                {                           
     
                    if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5)   //如果子弹坐标当前位置无障碍
     
                        ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y ));     //抹除子弹图形
     
                    switch(bullet [i].direction)                                      //然后子弹坐标变化(子弹变到下一个坐标)
     
                    {
     
                        case UP    :(bullet [i].y)--;break;
     
                        case DOWN  :(bullet [i].y)++;break;
     
                        case LEFT  :(bullet [i].x)--;break;
     
                        case RIGHT :(bullet [i].x)++;break;
     
                    }
     
                }
     
                int collide = BulletCheak ( bullet [i].x , bullet [i].y );   //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
     
                if( collide )                                                //如果检测到当前子弹坐标无障碍(无碰撞)(包括在地面上与在水面上)
     
                    PrintBullet( bullet[i].x , bullet[i].y , collide);       //则打印子弹,若有碰撞则不打印
     
                else
     
                    BulletHit( & bullet [i] );     //若有碰撞则执行子弹碰撞函数                  
     
                if(bullet [i].initial)             //若子弹初建立,则把初建立标记去除
     
                    bullet [i].initial = 0;
     
                for(int j=0; j< BULLET_NUM ; j++)  //子弹间的碰撞判断,若是我方子弹和敌方子弹碰撞则都删除,若为两敌方子弹则无视
     
                    if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)
     
                    {                              //同样的两颗我方子弹不可能产生碰撞
     
                        bullet [j].exist=0;
     
                        bullet [i].exist=0;
     
                        ClearBullet( bullet[j].x , bullet[j].y , BulletCheak(bullet[j].x , bullet[j].y ));  //抹除j子弹图形,子弹i图形已被抹除
     
                        break;
     
                    }
     
            }
     
        }
     
    }
     
     
     
     
     
    void BulletHit(Bullet* bullet)  //含有Tank全局变量的修改,子弹间的碰撞不在本函数,子弹间碰撞已在BulletShoot中检测并处理
     
    {                               //∵每次打中的坦克都不一样,不可能把所有坦克放在参数表中
     
        int x=bullet->x;            //∴这里的Tank使用全局变量
     
        int y=bullet->y;            //这里传入的值是子弹坐标,这两个值不需要改变
     
        int i;
     
        if(map[y][x]==1 || map[y][x]==2)  //子弹碰到砖块
     
        {
     
            if(bullet->direction==UP || bullet->direction==DOWN)   //如果子弹是纵向的
     
                for(i = -1 ; i<=1 ; i++)
     
                    if(map[y][x+i]==1 || map[y][x+i]==2)  //如果子弹打中砖块两旁为砖块,则删除砖,若不是(一旁为坦克或其他地形)则忽略
     
                    {
     
                        map[y][x+i]=0;    //砖块碎
     
                         GoToxy(2*x+2*i,y);
     
                        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
     
                         printf("  ");
     
                    }
     
            if(bullet->direction==LEFT || bullet->direction==RIGHT)     //若子弹是横向的  (与子弹纵向实现同理)
     
                for(i = -1 ; i<=1 ; i++)
     
                    if(map[y+i][x]==1 || map[y+i][x]==2)
     
                    {
     
                        map[y+i][x]=0;
     
                         GoToxy(2*x,y+i);
     
                        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED); //背景黑色
     
                         printf("  "); 
     
                    }
     
            bullet->exist=0;           //这颗子弹已经不存在了
     
        }
     
        else if(map[y][x]==4 || map[y][x]==6 )  //子弹碰到边框或者不可摧毁方块
     
            bullet->exist=0;
     
        else if(bullet->my && map[y][x]>=100 && map[y][x]<104 )  //若我的子弹碰到了敌方坦克
     
        {
     
            int num = map[y][x]%100;   //map[y][x]%100 等同于 tank.num ,可通过map值读取该坦克信息
     
            if(AI_tank[num].model==3 && AI_tank[num].color==2)   //若为firm tank,且color==2。该坦克为绿色,表明没有受到伤害
     
                    AI_tank[num].color=3;                        //则变成黄色,color=3为黄色
     
            else if (AI_tank[num].model==3 && AI_tank[num].color==3)
     
                    AI_tank[num].color=4;                        //4为红色
     
            else                       //其他类型的坦克或者firm tank为红色的情况
     
            {
     
                AI_tank[num].alive=0;
     
                ClearTank(AI_tank[num].x , AI_tank[num].y);      //清除该坦克
     
            }
     
            bullet->exist=0;
     
            score+=100;
     
            GoToxy(102,5);             //在副屏幕上打印出分数
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
     
            printf("%d ",score);
     
        }
     
        else if(map[y][x]==200 && bullet->my==0 )   //若敌方子弹击中我的坦克
     
        {
     
            my_tank.alive=0;
     
            ClearTank(my_tank.x , my_tank.y);
     
            bullet->exist=0;
     
            my_tank.revive++;      //我的坦克复活次数+1(∵我的坦克复活次数与生命值有关∴放在这里自减)
     
            score-=100;            //分数减少
     
            GoToxy(102,5);         //在副屏幕上打印出分数
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
     
            printf("%d   ",score);
     
            GoToxy(102,7);         //在副屏幕打印出我的剩余生命值
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
     
            printf("%d   ", MAX_LIFE-my_tank.revive);
     
        }
     
    //    else if(bullet->my==0 && map[y][x]>=100 && map[y][x]<104) //敌方子弹击中敌方坦克,可以设置两种子弹运行方式,这种暂时不用
     
    //        bullet->exist=0;
     
        else if(map[y][x]==9)      //子弹碰到家(无论是谁的子弹)
     
        {
     
            bullet->exist=0;
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
     
            GoToxy(38,37);     printf("      ");
     
            GoToxy(38,38);     printf("◢◣  ");
     
            GoToxy(38,39);     printf("███");
     
            GameOver(1);           //游戏结束,传入1代表老家被毁
     
        }
     
    }
     
     
     
     
     
    int BulletCheak (int x,int y)  //判断子弹当前位置情况,判断子弹是否碰撞,是否位于水面上。
     
    {                              //有障碍返回0,无障碍且子弹在地面返回1,子弹在水面上返回2
     
        if(map[y][x]==0)
     
            return 1;
     
        else if(map[y][x]==5)
     
            return 2;
     
        else
     
            return 0;
     
    }
     
     
     
     
     
    void PrintBullet (int x,int y,int T)   //当前坐标BulletCheak 的值做参量 T
     
    {
     
        if(T==1)          //  T==1 表示子弹当前坐标在陆地上
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);
     
        else if(T==2)     //  T==2 表示子弹当前坐标在水面上
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY|BACKGROUND_BLUE);
     
        GoToxy(2*x,y);
     
        printf("●");
     
    }
     
     
     
     
     
    void ClearBullet(int x,int y,int T)   //当前坐标BulletCheak 的值做参量 T
     
    {
     
        GoToxy(2*x,y);
     
        if(T==2)        //  T==2 表示子弹当前坐标在水面上
     
        {
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
     
            printf("~");
     
        }
     
        else if(T==1)   //  T==1 表示子弹当前坐标在陆地上
     
        {
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);
     
            printf("●");
     
        }
     
    }
     
     
     
     
     
    //position为坦克生成位置,-1为左位置,0为中间,1为右,2为我的坦克位置
     
    void BuildAITank(int* position, Tank* AI_tank)   //执行一次该函数只建立一个坦克
     
    {                                         //rand函数公式:0<=rand()%(a+1)<=a  0+m<=rand()%(n-m+1)+m<=n  
     
                                              //rand函数实现1到n:1<=rand()%(n)+1<=n
     
           if(AIPositionCheak(*position))        //若此位置无障碍,可生成。position参数详见AIPositionCheak函数定义
     
        {
     
            AI_tank->x= 20 + 18*(*position);  //20 + 18 * position 对应三个生成位置的x假坐标
     
            AI_tank->y=2;
     
            if(AI_tank->revive==level_info[level-1].firm_tank_order)  //坦克出现(复活)次序==关卡信息(level_info)中firm tank的出现次序
     
            {
     
                AI_tank->model = 3;           //3为firm tank的模型(外观)
     
                AI_tank->color = 2;           //颜色参数2为绿色,具体详见函数ColorChoose
     
            }
     
            else if(AI_tank->revive==level_info[level-1].fast_tank_order)  //同上if,这里是fast_tank的
     
            {
     
                AI_tank->model = 2;
     
                AI_tank->color = rand()%6+1;  //若不是firm tank则随机颜色,颜色参数为1~6,分别代表不同颜色,详见函数ColorChoose
     
            }
     
            else      //普通坦克
     
            {
     
                AI_tank->model = 1;
     
                   AI_tank->color = rand()%6+1;  //若不是firm tank则随机颜色
     
            }
     
            AI_tank->alive = 1;       //坦克变为存在
     
            AI_tank->direction = 2 ;  //方向朝下
     
            AI_tank->revive++;        //复活次数+1
     
            PrintTank(*AI_tank);
     
            (*position)++; 
     
            remain_enemy--;
     
            GoToxy(102,9);            //在副屏幕上打印剩余坦克数
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
     
            printf("%d ",remain_enemy);
     
            if(*position==2)          //position只能为0,1,-1,这里position循环重置
     
                *position = -1;
     
                 return ;                  //若生成了一辆坦克,则结束该函数
     
        }
     
    }
     
     
     
     
     
    int AIPositionCheak( int position )    //position为坦克生成位置2为我的坦克位置,其余为AI位,-1为左位,0为中间位置,1为右位
     
    {
     
        int    x,y;
     
        if(position==2)                    //2为我的坦克位置,现在暂时用不到
     
            x=15,y=38;
     
        else
     
            y=2 , x= 20 + 18 * position ;  //20 + 18 * position 对应三个生成位置的x假坐标
     
        for(int i=0;i<3;i++)
     
            for(int j=0;j<3;j++)
     
                if( map[y+j-1][x+i-1]!=0)  //如果遍历的九宫格里有障碍物
     
                    return 0;              //则返回0,表示此生成位置有阻碍
     
        return 1;                          //否则生成1,表示此生成位置无阻碍
     
    }
     
     
     
     
     
    void MoveAITank(Tank* AI_tank) //AI专用函数,该函数主要为AI加强
     
    {
     
           if(AI_tank->alive)         //如果坦克活着
     
        {
     
            if(AI_tank->stop!=0)   //坦克是否停止运动的判断,若stop参数不为0
     
            {
     
                AI_tank->stop--;   //则此坦克本回合停止运动
     
                return;
     
            }
     
            if( !(rand()%23) )     //22分之1的概率执行方向重置
     
            {
     
                AI_tank->direction = rand()%4+1;
     
                if( rand()%3 )     //在方向重置后有2分之1的概率停止走动3步的时间
     
                {
     
                    AI_tank->stop=2;
     
                    return;
     
                }
     
            }
     
            ClearTank (AI_tank->x , AI_tank->y);
     
            if(TankCheak ( *AI_tank , AI_tank->direction))   //如果前方无障碍
     
                switch ( AI_tank->direction )
     
                {
     
                       case UP   : AI_tank->y--; break;  //上前进一格
     
                    case DOWN : AI_tank->y++; break;  //下前进一格
     
                     case LEFT : AI_tank->x--; break;  //左前进一格
     
                    case RIGHT: AI_tank->x++; break;  //右前进一格
     
                }
     
            else                     //前方有障碍
     
            {
     
                if(!(rand()%4))      //3分之1的概率乱转
     
                {
     
                    AI_tank->direction=rand()%4+1;
     
                    AI_tank->stop=2; //乱转之后停止走动3步的时间
     
                    PrintTank(*AI_tank);
     
                    return;          //∵continue会跳过下面的打印函数,∴这里先打印
     
                }
     
                else                 //另外3分之2的几率选择正确的方向
     
                {
     
                    int j;
     
                    for(j=1;j<=4;j++)
     
                        if(TankCheak ( *AI_tank , j ))  //循环判断坦克四周有无障碍,此函数返值1为可通过
     
                            break;
     
                    if(j==5)         //j==5说明此坦克四周都有障碍物,无法通行
     
                    {
     
                        PrintTank(*AI_tank);
     
                        return;      //则跳过下面的while循环以防程序卡死
     
                    }
     
                    while(TankCheak ( *AI_tank , AI_tank->direction) == 0)  //如果前方仍有障碍
     
                        AI_tank->direction=(rand()%4+1);                    //则换个随机方向检测
     
                }
     
            }
     
            PrintTank(*AI_tank);     //打印AI坦克
     
        }
     
    }
     
     
     
     
     
    void BuildMyTank (Tank* my_tank) //建立我的坦克
     
    {
     
        my_tank->x=15;
     
           my_tank->y=38;
     
           my_tank->stop=NULL;
     
           my_tank->direction=1;
     
        my_tank->model=0;
     
        my_tank->color=1;
     
        my_tank->alive=1;
     
        my_tank->my=1;
     
        my_tank->CD=7;
     
        PrintTank (*my_tank) ;   //打印我的坦克
     
    }
     
     
     
     
     
    void MoveMyTank(int turn )   //玩家专用函数,turn为keyboard函数里因输入不同方向键而传入的不同的值
     
    {
     
        ClearTank(my_tank.x , my_tank.y);        //map 数组中“我的坦克”参数清除工作已在此函数中完成
     
        my_tank.direction=turn;                  //将键盘输入的方向值传入我的坦克方向值
     
        if(TankCheak ( my_tank , my_tank.direction ))  //若此时我的坦克当前方向上无障碍
     
            switch (turn)
     
            {
     
                case UP   : my_tank.y--; break;  //上前进一格
     
                case DOWN : my_tank.y++; break;  //下前进一格
     
                case LEFT : my_tank.x--; break;  //左前进一格
     
                case RIGHT: my_tank.x++; break;  //右前进一格
     
        }                                        //若坦克当前方向上有障碍则跳过坐标变化直接打印该转向的坦克
     
        PrintTank (my_tank);
     
    }
     
     
     
     
     
    bool TankCheak(Tank tank,int direction)  //检测坦克前方障碍函数,参量为假坐标。返值1为可通过,返值0为阻挡(人机共用)
     
    {
     
        switch(direction)                    //direction变量   1上,2下,3左,4右
     
        {
     
            case UP:
     
                if (map[tank.y-2][tank.x]==0 && map[tank.y-2][tank.x-1]==0 && map[tank.y-2][tank.x+1]==0)
     
                    return 1;
     
                else
     
                    return 0;
     
            case DOWN:
     
                if (map[tank.y+2][tank.x]==0 && map[tank.y+2][tank.x-1]==0 && map[tank.y+2][tank.x+1]==0)
     
                    return 1;
     
                else
     
                    return 0;
     
            case LEFT:
     
                if (map[tank.y][tank.x-2]==0 && map[tank.y-1][tank.x-2]==0 && map[tank.y+1][tank.x-2]==0)
     
                    return 1;
     
                else
     
                    return 0;
     
            case RIGHT:
     
                if (map[tank.y][tank.x+2]==0 && map[tank.y-1][tank.x+2]==0 && map[tank.y+1][tank.x+2]==0)
     
                    return 1;
     
                else
     
                    return 0;
     
            default:
     
                printf("错误!!");
     
                Sleep(5000);
     
                return 0;
     
        }
     
    }
     
     
     
     
     
    void ClearTank(int x,int y)   //清除坦克函数(人机共用)
     
    {
     
        for(int i=0;i<3;i++)
     
            for(int j=0;j<3;j++)
     
            {                     //将坦克占用的地图上的九格去掉
     
                 map[y+j-1][x+i-1]=0;
     
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN);
     
                GoToxy(2*x+2*j-2,y+i-1);
     
                printf("  ");
     
            }
     
    }
     
     
     
     
     
    void PrintTank(Tank tank)     //打印坦克(人机共用) 由于读取的Tank参数较多,故就不将参数一一传入了
     
    {                             // tank.color参数对应不同的颜色,范围 1 ~ 6
     
        ColorChoose(tank.color);  //颜色选择函数   定义一个数组里装着字符指针(既装字符串)的数组指针(指向一维数组首地址的指针)
     
        char *(*tankF)[4] = tank_figure[tank.model];  //将二维数组首址赋初值给数组指针 model==0为我的坦克,4为电脑1坦克,8为电脑2,类推
     
        for(int i = 0; i < 3; i++)   
     
        {
     
            GoToxy((tank.x-1)*2 , tank.y-1+i);        //在坦克中心坐标的左边,上中下三行打印
     
            printf("%s", tankF[i][tank.direction-1]); //打印的是地址,地址既字符串
     
             for(int j=0;j<3;j++)
     
                if(tank.my)       //若为我的坦克
     
                    map[tank.y+j-1][tank.x+i-1]=200;  //在map上把"坦克"九格填满代表敌我坦克的参数。敌方此值为100~103,我方为200
     
                else
     
                    map[tank.y+j-1][tank.x+i-1]=100+tank.num;  //这样可以通过map值读取坦克编号,读取操作在BulletHit 函数
     
        }
     
    }
     
     
     
     
     
    void HideCursor()  //隐藏光标
     
    {                  //CONSOLE_CURSOR_INFO结构体包含控制台光标的信息,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可见
     
        CONSOLE_CURSOR_INFO cursor_info={1,0};
     
        SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用来设置指定的控制台光标的大小和可见性。
     
    }
     
     
     
     
     
    void GoToxy(int x,int y)  //光标移动函数,X表示横坐标,Y表示纵坐标。
     
    {
     
        COORD  coord;         //使用头文件自带的坐标结构
     
        coord.X=x;            //这里将int类型值传给short,不过程序中涉及的坐标值均不会超过short范围
     
        coord.Y=y;
     
        HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE);  //获得标准输出句柄
     
        SetConsoleCursorPosition(a,coord);         //以标准输出的句柄为参数设置控制台光标坐标
     
    }
     
     
     
     
     
    void ColorChoose(int color)   //颜色选择函数
     
    {
     
        switch(color)
     
        {
     
               case 1:               //天蓝色(我的坦克颜色)
     
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
     
                break;
     
            case 2:               //绿色
     
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);    
     
                break;
     
            case 3:               //黄色
     
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
     
                break;
     
            case 4:               //红色
     
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
     
                break;
     
            case 5:               //紫色
     
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
     
                break;
     
            case 6:               //白色
     
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);
     
                break;
     
            case 7:               //深蓝色(∵颜色深难与黑色背景辨识度不高 ∴坦克颜色不选用此颜色),只用在字体颜色闪烁中
     
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
     
                break;
     
        }
     
    }
     
     
     
     
     
    void Stop()    //暂停
     
    {
     
        int color=1,timing=0;
     
        while(1)
     
        {
     
            if(timing++%30==0)
     
            {
     
                ColorChoose(color);   //颜色选择
     
                GoToxy(100,13);       //副屏幕打印
     
                printf("游戏暂停");
     
                GoToxy(88,17);
     
                printf("按回车键回到游戏");
     
                GoToxy(88,18);
     
                printf("或按 Esc键退出游戏");
     
                if(++color==8)
     
                    color=1;
     
            }
     
            if (GetAsyncKeyState( 0xD )& 0x8000)      //回车键
     
            {
     
                GoToxy(100,13);       //副屏幕打印
     
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
     
                printf("正在进行");   //覆盖掉原来的提示
     
                GoToxy(88,17);
     
                printf("                     ");
     
                GoToxy(88,18);
     
                printf("                     ");
     
                break;
     
            }
     
            else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc键退出    
     
                exit(0);
     
            Sleep(20);
     
        }
     
    }
     
     
     
     
     
    void ClearMainScreen()  //主屏幕清屏函数,因使用system("cls");再打印框架有一定几率造成框架上移一行的错误,所以单独编写清屏函数
     
    {
     
        for(int i=1;i<40;i++)
     
        {
     
            GoToxy(2,i);
     
            printf("                                                                              ");
     
        }
     
    }
     
     
     
     
     
    void Frame ()     //打印游戏主体框架
     
    {                 //SetConsoleTextAttribute为设置文本颜色和文本背景颜色函数
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_INTENSITY);
     
        printf("  ▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁  ");
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
     
        printf("  ▂▂▂▂▂▂▂▂▂▂▂▂▂ \n");
     
        for(int i=0;i<14;i++)
     
        {
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
     
            printf("▕                                                                              ▏");
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
     
            printf(" |                          |\n");
     
        }
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
     
        printf("▕                                                                              ▏");
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
     
        printf(" |═════════════|\n");
     
        for(int i=0;i<24;i++)
     
        {
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
     
            printf("▕                                                                              ▏");
     
            SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY|FOREGROUND_BLUE); 
     
            printf(" |                          |\n");
     
        }
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_GREEN|FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_INTENSITY);
     
        printf("  ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔  ");
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY| FOREGROUND_BLUE); 
     
        printf(" ﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊﹊\n");
     
        SideScreen ();  //打印副屏幕
     
    }
     
     
     
     
     
    void PrintMap()     // 打印地图(地图既地图障碍物)
     
    {
     
        for(int j=0;j<41;j++)
     
            for(int i=0;i<41;i++)
     
                if(map[i][j]==6)
     
                {
     
                    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN
     
                        |FOREGROUND_RED|FOREGROUND_BLUE|BACKGROUND_GREEN|BACKGROUND_RED|BACKGROUND_BLUE);
     
                    GoToxy(2*j,i);
     
                    printf("■");
     
                }
     
                else if(map[i][j]==2)
     
                {
     
                    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
     
                    GoToxy(2*j,i);
     
                    printf("▓");
     
                }
     
                else if(map[i][j]==1)
     
                {
     
                    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|BACKGROUND_GREEN|BACKGROUND_RED);
     
                    GoToxy(2*j,i);
     
                    printf("▓");
     
                }
     
                else if(map[i][j]==5)
     
                {                      
     
                    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
     
                    GoToxy(2*j,i);
     
                    printf("~");
     
                }
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE|FOREGROUND_RED|FOREGROUND_GREEN);
     
        GoToxy(38,37);     printf("◣◢");
     
        GoToxy(38,38);     printf("███");    //∵无论地图怎么变,家所在位置不变,且家的字符多种,不方便用上述方式打印
     
        GoToxy(38,39);     printf("◢█◣");    //∴直接打印(且家的map值与符号无关)
     
    }
     
     
     
     
     
    void GetMap()      //地图存放函数
     
    {                   //map里的值: 个位数的值为地图方块部分,百位数的值为坦克
     
        int i ,j;      //map里的值: 0为可通过陆地,1为红砖,2待定,5为水,100为敌方坦克,200为我的坦克,
     
        int Map[8][41][41]=
     
        {
     
            {
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,6,6,6,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4},
     
                {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,4}, 
     
                {4,6,6,6,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4}, 
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
     
            },
     
            {
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,4},
     
                {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
     
                {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
     
                {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,6,6,6,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,6,6,6,1,1,1,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,6,6,6,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,2,2,2,1,1,1,6,6,6,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,6,6,6,6,6,6,6,6,6,2,2,2,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
     
                {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
     
                {4,6,6,6,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,0,0,0,0,0,0,4},
     
                {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
     
                {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
     
                {4,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,4},
     
                {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
     
                {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
     
                {4,2,2,2,6,6,6,6,6,6,6,6,6,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,6,6,6,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,4},
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
     
            },
     
            {
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
     
                {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
     
                {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},
     
                {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},    
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
     
            },
     
            {
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},
     
                {4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,4},
     
                {4,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
     
                {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
     
                {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
     
            },
     
            {
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
     
                {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
     
                {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
     
                {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
     
                {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
     
                {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
     
                {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
     
                {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
     
                {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
     
                {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
     
                {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
     
                {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
     
                {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
     
                {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
     
                {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
     
                {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
     
                {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
     
                {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
     
            },
     
            {
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,2,2,2,2,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,4},
     
                {4,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,2,2,2,2,2,2,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,4},
     
                {4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,2,2,2,2,2,2,2,2,0,0,0,1,1,0,0,0,0,0,0,0,1,1,4},
     
                {4,0,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,2,2,2,2,2,2,2,2,0,0,1,1,1,0,0,0,0,0,0,0,1,1,4},
     
                {4,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
     
                {4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
     
                {4,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,1,1,4},
     
                {4,1,1,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,0,0,0,0,0,1,1,1,4},
     
                {4,1,1,0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,0,1,1,1,4},
     
                {4,1,1,0,0,0,0,0,0,0,1,1,1,1,1,2,2,2,2,6,6,6,6,6,6,2,2,2,2,1,1,1,1,0,0,0,1,1,1,1,4},
     
                {4,0,1,1,0,0,0,0,0,0,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,0,0,1,1,1,1,4},
     
                {4,0,1,1,1,0,0,0,0,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
     
                {4,0,0,1,1,1,1,1,1,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,1,1,1,1,1,1,1,1,1,4},
     
                {4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
     
                {4,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,4},
     
                {4,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,0,0,4},
     
                {4,0,0,0,0,0,1,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,1,1,1,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
     
                {4,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,4},
     
                {4,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,6,6,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,4},
     
                {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
     
                {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
     
                {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
     
                {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,4},
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
     
            },
     
            {
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
     
                {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
     
                {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,0,0,0,6,6,6,6,6,6,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,1,1,1,0,0,0,0,0,0,0,0,0,6,6,6,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,4},
     
                {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
     
                {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
     
                {4,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
     
                {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
     
                {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
     
                {4,0,0,0,6,6,6,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
     
                {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
     
                {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,1,1,1,6,6,6,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,4},
     
                {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
     
                {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
     
                {4,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,6,6,6,0,0,0,0,0,0,4},
     
                {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
     
                {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
     
                {4,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,4},
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
     
            },
     
            {
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
     
                {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
     
                {4,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,1,1,1,0,0,0,0,0,0,4},
     
                {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,6,6,6,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,5,5,5,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,6,6,6,4},
     
                {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
     
                {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
     
                {4,6,6,6,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
     
                {4,0,0,0,0,0,0,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
     
                {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
     
                {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
     
                {4,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,1,1,1,6,6,6,0,0,0,4},
     
                {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
     
            },
     
        };
     
            for(i=0;i<41;i++)
     
                for(j=0;j<41;j++)
     
                        map[i][j]=Map[level-1][i][j];
     
        PrintMap();         //打印地图
     
    }
     
     
     
     
     
    void GameOver(bool home)
     
    {
     
        int timing=0,color=1;
     
        while(1)
     
        {
     
            if(timing++%30==0)         //游戏结束原因为生命值为0
     
            {
     
                ColorChoose(color);    //颜色选择
     
                if(home)               //游戏结束原因为老家被毁,则多打印一行字以提示玩家
     
                {
     
                    GoToxy(37,19);     //主屏幕中心打印
     
                    printf("老家被毁!");
     
                }
     
                GoToxy(37,20);         //主屏幕中心打印
     
                printf("游戏结束!");
     
                GoToxy(100,13);        //副屏幕打印
     
                printf("游戏结束");
     
                GoToxy(88,17);
     
                printf("请按回车键重新开始!");
     
                GoToxy(88,18);
     
                printf("或按 Esc键退出游戏!");
     
                if(++color==8)
     
                    color=1;
     
            }
     
            if (GetAsyncKeyState( 0xD )& 0x8000)  //回车键
     
            {
     
    //            system("cls");       //清屏,这里清屏后再次打印框架有一定几率造成框架上移一行的bug,因此选用自建清屏函数
     
    //            Frame ();            //重新打印游戏框架
     
                score-=500;          //分数-500
     
                ClearMainScreen();   //主屏清屏函数,无需再次打印框架
     
                Initialize();        //从本关重新开始
     
                break;
     
            }
     
            else if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出    
     
                exit(0);
     
            Sleep(20);
     
        }
     
    }
     
     
     
     
     
    void NextLevel()
     
    {
     
        int timing=0,color=1;
     
        level++;
     
        if(level<=MAX_LEVEL)
     
            while(1)
     
            {
     
                if(timing++%10==0)
     
                {
     
                    ColorChoose(color);   //颜色选择   
     
                    GoToxy(37,20);        //主屏幕中心打印
     
                    printf("恭喜过关!");
     
                    GoToxy(100,13);       //副屏幕打印
     
                    printf("等待下关");
     
                    GoToxy(87,17);
     
                    printf("请按回车键进入下一关!");
     
                    GoToxy(88,18);
     
                    printf("或按 Esc键退出游戏!");
     
                    if(++color==8)    
     
                        color=1;
     
                }
     
                if (GetAsyncKeyState( 0xD )& 0x8000)  //回车键
     
                {
     
                    GoToxy(88,17);        //抹除副屏幕中的提示
     
                    printf("                     ");
     
                    GoToxy(88,18);
     
                    printf("                     ");
     
                    ClearMainScreen();   //主屏清屏函数,无需再次打印框架
     
                    Initialize();        //初始化从下一关开始,level已++
     
                    break;
     
                }
     
                else if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出    
     
                    exit(0);
     
                Sleep(20);
     
            }
     
        else   //level>8 通关
     
            while(1)
     
            {
     
                if(timing++%5==0)
     
                {
     
                    ColorChoose(color);
     
                    GoToxy(33,20);        //主屏幕中心打印
     
                    printf("恭喜通过全部关卡!");
     
                    GoToxy(100,13);       //副屏幕打印
     
                    printf("已通全关");
     
                    GoToxy(88,17);
     
                    printf("恭喜通过全部关卡!");
     
                    GoToxy(88,19);
     
                    printf("按 Esc键退出游戏!");
                    GoToxy(88,20);
                    printf("作者:刘俊民");
     
                    if(++color==8)    
     
                        color=1;
     
                }
     
                if(GetAsyncKeyState( 0x1B )& 0x8000)  //Esc键退出    
     
                    exit(0);
     
                Sleep(10);
     
            }
     
    }
     
     
     
     
     
    void GameCheak()
     
    {                           //剩余敌人为0且四坦克全部不存活
     
        if(remain_enemy<=0 && !AI_tank[0].alive && !AI_tank[1].alive && !AI_tank[2].alive && !AI_tank[3].alive )
     
            NextLevel();        //进入下一关
     
        if(my_tank.revive>=MAX_LIFE)   //我的生命值(复活次数)全部用完 MAX_LIFE
     
            GameOver(0);        //游戏结束,传入0代表我的复活次数用光(生命值为0)。游戏结束有两种判断,另一种是老家被毁
     
    }
     
     
     
     
     
    void SideScreen ()  //副屏幕 行(84起,110末,若双字符宽则在108打印最后一个字)列(11上屏末,13下屏初,39下屏末。为美观最好打在38)
     
    {                   // |         第  d  关         |   " |                          |\n"
     
        GoToxy(93,2);
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
     
        printf("第     关");
     
        GoToxy(92,5);
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
     
        printf("分  数:");
     
        GoToxy(92,7);
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
     
        printf("生  命:");
     
        GoToxy(86,9);
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
     
        printf("剩余敌方坦克:");
     
        GoToxy(86,11);
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
     
        printf("当前游戏速度:  %d",21-speed);
     
        GoToxy(86,13);
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
     
        printf("当前游戏状态:");
     
        GoToxy(94,19);
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
     
        GoToxy(94,24);
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
     
        printf("帮  助");
     
        GoToxy(86,27);
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
     
        printf("方向键  ←↑→↓  移动");
     
        GoToxy(93,29);
     
        printf("x 键 射击");
     
        GoToxy(89,31);
     
        printf("+ - 调整游戏速度");
     
        GoToxy(90,33);
     
        printf("游戏速度范围1~20");
     
        GoToxy(90,35);
     
        printf("回车键 暂停游戏");
     
        GoToxy(90,37);
     
        printf("Esc键  退出游戏");
        
        GoToxy(90,39);
        
         printf("作者:刘俊民");
     
    /*    printf("帮  助");     //这是第二种详细说明的样式
        GoToxy(86,21);
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
        printf("方向键  ←↑→↓  移动");
        GoToxy(93,23);
        printf("x 键 射击");
        GoToxy(89,25);
        printf("+ - 调整游戏速度");
        GoToxy(90,27);
        printf("游戏速度范围1~20");
        GoToxy(90,29);
        printf("回车键 暂停游戏");
        GoToxy(90,31);
        printf("Esc键  退出游戏");
        GoToxy(86,33);
        printf("敌方坦克全部消灭则过关");
        GoToxy(87,34);
        printf("己方坦克生命值为0 或");
        GoToxy(86,35);
        printf("正下方的老家被毁则失败");
        GoToxy(86,36);
        printf("己坦克与敌坦克子弹碰撞");
        GoToxy(87,37);
        printf("则抵消,敌坦克间子弹碰");
        GoToxy(86,38);
        printf("撞不抵消且可穿过敌坦克");*/
     
    }
     
     
     
     
     
    void Initialize()      //初始化
     
    {
     
        remain_enemy=16;
     
        my_tank.revive=0;  //我的坦克复活次数为0
     
        position=0;
     
        bul_num=0;
     
        GetMap();
     
        BuildMyTank( &my_tank );
     
        for(int i=0;i<12;i++)     //子弹初始化
     
        {
     
            bullet [i].exist=0;
     
            bullet [i].initial=0;
     
        }
     
        for(int i=0;i<=3;i++)         //AI坦克初始化
     
        {
     
            AI_tank [i].revive=0;
     
            AI_tank [i].alive=0;  //初始化坦克全是不存活的,BuildAITank()会建立重新建立不存活的坦克
     
            AI_tank [i].stop=0;
     
            AI_tank [i].num=i;
     
            AI_tank [i].my=0;
     
            AI_tank [i].CD=0;
     
        }
     
        GoToxy(97,2);                        //在副屏幕上关卡数
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
     
        printf("%d",level);
     
        GoToxy(102,5);                       //在副屏幕上打印分数
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
     
        printf("%d   ",score);
     
        GoToxy(102,7);                       //在副屏幕打印我的剩余生命值
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
     
        printf("%d", MAX_LIFE-my_tank.revive);
     
        GoToxy(102,9);                       //在副屏幕上打印剩余坦克数
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
     
        printf("%d ",remain_enemy);
     
        GoToxy(100,13);                      //在副屏幕上打印状态
     
        SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);
     
        printf("正在游戏");
     
    }
    
    #include <cstdio>
    #include <windows.h>
    #include <cstdlib>
    #include <conio.h>
    #include <iostream>
    #include <cstring>
    using namespace std;
    #define Forij(x) for(int i=1;i<=x;i++)for(int j=1;j<=x;j++)
    #define N 25
    typedef long long LL;
    LL fx[4][2]={{1,1},{1,0},{0,1},{1,-1}};
    LL Q,GG;
    string C[20]={"●","○","﹢","═","║","╔","╚","╗","╝","?"};//╋
    void color(LL a){//颜色函数
    SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),a);
    }
    void gotoxy(LL x,LL y){
    COORD pos;
    pos.X=2*x;
    pos.Y=y;
    SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
    }
    struct Gomoku{
    LL m[50][50],nx,ny;
    void reset(){
    system("cls");
    memset(m,-1,sizeof(m));
    color(7);
    for (LL i=1; i<=N; i++){
    gotoxy(0,i);cout<<C[4]; gotoxy(N+1,i);cout<<C[4];
    gotoxy(i,0);cout<<C[3]; gotoxy(i,N+1);cout<<C[3];
    }
    gotoxy(0,0);cout<<C[5]; gotoxy(0,N+1);cout<<C[6];
    gotoxy(N+1,0);cout<<C[7]; gotoxy(N+1,N+1);cout<<C[8];
    color(3);
    Forij(N){
    gotoxy(i,j); cout<<C[2];
    }
    nx=ny=N/2+1; gotoxy(nx,ny);
    }
    void _drop(LL x,LL i,LL j){
    m[i][j]=x;
    gotoxy(i,j);
    color(15); cout<<C[x];
    }
    LL check(){
    Forij(N){
    for (LL Fx=0,tmp,lst,xx,yy; Fx<4; Fx++) if(m[i][j]!=-1){
    xx=i,yy=j,tmp=0,lst=m[i][j];
    for (LL k=1; k<=5; k++){
    if (xx>N || yy>N) break;
    if (m[xx][yy]==(lst^1)){break;}
    if (m[xx][yy]==lst) tmp++;
    xx+=fx[Fx][0],yy+=fx[Fx][1];
    }
    if (tmp==5){
    return lst;
    }
    }
    }
    return -1;
    }
    LL arnd(LL x,LL y){
    LL cnt=0;
    for (LL i=x-1; i<=x+1; i++) if (i>0 && i<=N)
    for (LL j=y-1; j<=y+1; j++) if (j>0 && j<=N)
    if (m[i][j]>-1) cnt++;
    return cnt;
    }
    void get_val(LL x,LL y,LL &val){
    val=0;
    Forij(N){
    for (LL Fx=0,tmp,tk,xx,yy; Fx<4; Fx++){
    xx=i,yy=j,tmp=tk=0;
    for (LL k=1; k<=5; k++){
    if (xx>N || yy>N){tmp=0; break;}
    if (m[xx][yy]==(x^1)){tmp=0; break;}
    if (m[xx][yy]==x) tmp++,tk+=(1<<(k-1));
    xx+=fx[Fx][0],yy+=fx[Fx][1];
    }
    switch(tmp){
    case 5:
    val+=8000000000; break;
    case 4:
    val+=1000+350*y; break;
    case 3:
    val+=(tk==14)?(300+600*y):(300+200*y); break;
    case 2:
    val+=3+2*y; break;
    case 1:
    val+=1+y; break;
    }
    }
    }
    }
    void AI(LL x){
    LL best,brnd,bi,bj,v1,v2,kkk;
    best=-2147483647;
    brnd=-2147483647;
    Forij(N) if (m[i][j]==-1){
    m[i][j]=x;
    get_val(x,10,v1); //gotoxy(N+5,N/2);printf("%d ",v1);
    get_val(x^1,80,v2); //gotoxy(N+5,N/2+1);printf("%d ",v2);
    if (v1-v2>best) bi=i,bj=j,best=v1-v2;
    if (v1-v2==best)
    if ((kkk=arnd(i,j))>brnd)
    brnd=kkk,bi=i,bj=j;
    m[i][j]=-1;
    }
    _drop(x,bi,bj);
    }
    void HM(LL x){
    char ch=getch();
    for (;;ch=getch()){
    if (ch=='w') {if (ny>1) ny--;}
    else if (ch=='s') {if (ny<N) ny++;}
    else if (ch=='a') {if (nx>1) nx--;}
    else if (ch=='d') {if (nx<N)nx++;}
    else if (m[nx][ny]==-1){_drop(x,nx,ny); return;}
    gotoxy(nx,ny);
    }
    }
    } A;
    int main(){
    for (;;){
    A.reset();
    for (GG=-1;;){
    gotoxy(A.nx,A.ny);
    A.HM(0); GG=A.check(); if (GG>-1) break;
    A.AI(1); GG=A.check(); if (GG>-1) break;
    }
    gotoxy(5,N+3);
    if (GG==0) printf("AI_1 win!");
    if (GG==1) printf("AI_2 wins!");
    while (kbhit()) getch();
    Sleep(500);
    gotoxy(5,N+3);
    printf("Press anything to continue.");
    getch();
    }
    }
    
    #include<iostream>
    #include<string>
    #include<cstdlib>
    #include<windows.h>
    #include<ctime>
    #include<conio.h>
    #include<cstdio>
    using namespace std;
     
    class Tetris
    {
    private:
      int rank;        //游戏难度等级
      int score;        // 得分
      int id;          //图形ID
      int point[2];      //两基点
      int top;          //最高点高度
    public:
      Tetris();
      void Welocme();      //首界面
      void DrawMap();      //游戏界面
      void SetColor(int);    //控制颜色
      void Draw(int, int, int);    //画图形
      void Run();        //运行游戏
      void ReDraw(int, int, int);      //清除图形
      bool Judge(int, int, int);
      void Turn(int);        //旋转
      void Updata();        // 更新界面
      void Pause();        //游戏暂停
      void Input_score();
    };
     
    const int sharp[15][8] =          //组成图形的各个点的各个坐标,先纵后横
    {
    {0,0,1,0,2,0,3,0},{0,0,0,1,0,2,0,3},
    {0,0,1,0,0,1,1,1},
    {0,0,1,0,1,1,1,2},{0,1,1,1,2,0,2,1},{0,0,0,1,0,2,1,2},{0,0,0,1,1,0,2,0},
    {1,0,1,1,1,2,0,2},{0,0,0,1,1,1,2,1},{0,0,0,1,0,2,1,0},{0,0,1,0,2,0,2,1},
    {0,0,0,1,1,1,1,2},{0,1,1,0,1,1,2,0},
    {0,1,0,2,1,0,1,1},{0,0,1,0,1,1,2,1}
    };
     
    const int high[15] = { 4,1,2,2,3,2,3,2,3,2,3,2,3,2,3 };
    int map[28][16];
     
    #define a1  0      //条形
    #define a2  1
    #define b 2          // 方块
     
    #define c1 3          //L形
    #define c2 4
    #define c3 5
    #define c4 6
     
    #define d1 7          //T形
    #define d2 8 
    #define d3 9
    #define d4 10
     
    #define e1 11        //闪电1形
    #define e2 12
     
    #define f1 13        //闪电2形
    #define f2 14
     
    Tetris::Tetris()        //构造函数, 初始化各个值
    {
      point[0] = 0;
      point[1] = 5;
      score = 0;
      top = 25;
    }
     
    void Tetris::Turn(int num)        //旋转函数
    {
      switch (num)
      {
      case a1: id = a2; break;          //条形互换
      case a2: id = a1; break;
     
      case b: id = b; break;          //方块无法旋转
     
      case c1: id = c2; break;          //各种L形互换
      case c2: id = c3; break;
      case c3: id = c4; break;
      case c4: id = c1; break;
     
      case d1: id = d2; break;          //各种T形互换
      case d2: id = d3; break;
      case d3: id = d4; break;
      case d4: id = d1; break;
     
      case e1: id = e2; break;          //两种闪电形互换
      case e2: id = e1; break;
     
      case f1: id = f2; break;
      case f2: id = f1; break;
      }
    }
     
    void SetPos(int i, int j)      //控制光标位置, 列, 行
    {
      COORD pos = { i,j };
      SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), pos);
    }
     
    void Tetris::Pause()        // 暂停函数
    {
      SetPos(32, 10);
      cout << "游戏暂停!" << endl;
      SetPos(30, 11);
      cout << "你的分数为 " << score;
      char temp;
      while (1)
      {
        while (1)
        {
          if (_kbhit())
          {
            temp = _getch();
            break;
          }
        }
        if (temp == 32)
          break;
      }
      SetPos(32, 10);          // 清除暂停时显示的信息
      cout << "         ";
      SetPos(30, 11);
      cout << "              ";
    }
     
    void Tetris::Updata()          //更新函数
    {
      int i, flag;
      int nx, ny;
      for (i = 0; i < 4; i++)
      {
        nx = point[0] + sharp[id][i * 2];
        ny = point[1] + sharp[id][i * 2 + 1];
        SetPos((ny + 1) * 2, nx + 1);
        SetColor(0);
        cout << "■";
        map[nx][ny] = 1;          //界面各个点是否为空的更新
      }
     
      if (point[0] < top)
        top = point[0];          //最高点的更新
     
      for (i = point[0]; i < point[0] + high[id]; i++)      //消除行
      {
        flag = 1;
        for (int j = 0; j < 13; j++)          //判定某一行是否满, 用flag来标记
          if (map[i][j] == 0)
            flag = 0;
        if (flag == 1)
        {
          for (int k = i; k >= top; k--)
          {
            for (int p = 0; p < 13; p++)
            {
              map[k][p] = map[k - 1][p];
              SetPos((p + 1) * 2, k + 1);
              if (map[k][p] == 1)
                cout << "■";
              else cout << " ";
     
            }
          }
          score += 10;
          Input_score();
        }
      }
    }
     
    void Tetris::Input_score()
    {
      SetColor(3);
      SetPos(30, 19);
      cout << "得分: " << score;
    }
     
    void Tetris::Welocme()      //欢迎界面
    {
      SetColor(1);
      char x;
      while (1)
      {
        system("cls");
        cout << "■■■■■■■■■■■■■■■■■■■■■" << endl;
        cout << "    俄罗斯方块    " << endl;
        cout << "■■■■■■■■■■■■■■■■■■■■■" << endl;
        cout << "    操作方式:" << endl;
        cout << "    ↑ - 旋转" << endl;
        cout << "    ↓ - 加速下移" << endl;
        cout << "    ← - 左移" << endl;
        cout << "    → - 右移" << endl;
        cout << "    空格 - 暂停" << endl;
        cout << "■■■■■■■■■■■■■■■■■■■■■" << endl;
        cout << "■ 按1—3选择难度■" << endl;
        SetPos(20, 10);
        x = getchar();
        if (x <= '9' && x >= '0')
        {
          rank = x - '0';
          break;
        }
      }
    }
     
    void Tetris::SetColor(int color_num)      //设置颜色
    {
      int n;
      switch (color_num)
      {
      case 0: n = 0x08; break;
      case 1: n = 0x0C; break;
      case 2: n = 0x0D; break;
      case 3: n = 0x0E; break;
      case 4: n = 0x0A; break;
      }
      SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), n);
    }
     
    void Tetris::DrawMap()        //画游戏时界面
    {
      int i;
      SetColor(0);
     
      for (i = 0; i < 24; i++)    //宽24格
      {
        SetPos(i * 2, 0);
        cout << "■";
        SetPos(i * 2, 26);
        cout << "■";
      }
     
      for (i = 0; i < 26; i++)    //高26格
      {
        SetPos(0, i);
        cout << "■";
        SetPos(28, i);
        cout << "■";
        SetPos(46, i);
        cout << "■";
      }
     
      for (i = 14; i < 24; i++)
      {
        SetPos(i * 2, 16);
        cout << "■";
      }
     
      SetColor(3);
      Input_score();
      SetPos(30, 21);
      cout << "难度等级: " << rank;
      SetPos(32, 2);
      cout << "下一图形";
    }
     
    void Tetris::Draw(int x, int y, int num)        //画图形
    {
      int nx, ny;
     
      for (int i = 0; i < 4; i++)
      {
        nx = x + sharp[num][2 * i];
        ny = y + sharp[num][2 * i + 1];
        SetPos((ny + 1) * 2, nx + 1);
        SetColor(i + 1);
        cout << "■";
      }
    }
     
    void Tetris::ReDraw(int x, int y, int num)        //为更新图形的位置清除图形
    {
      int nx, ny;
      
      for (int i = 0; i < 4; i++)
      {
        nx = x + sharp[num][2 * i];
        ny = y + sharp[num][2 * i + 1];
        SetPos((ny + 1) * 2, nx + 1);
        cout << " ";
      }
    }
     
    bool Tetris::Judge(int x, int y, int num)        //判定在x, y 所指位置是否可画编号为
    {                          //num 的图形, 若不可画则反回true
      int nx, ny;
      for (int i = 0; i < 4; i++)
      {
        nx = x + sharp[num][2 * i];
        ny = y + sharp[num][2 * i + 1];
        if (!(nx < 25 && nx >= 0 && ny < 13 && ny >= 0 && !map[nx][ny]))
          return true;
      }
      return false;
    }
     
    void Tetris::Run()          //运行游戏
    {
      int next_id;
      srand((int)time(0));
     
      id = rand() % 15;
      next_id = rand() % 15;
     
      Draw(point[0], point[1], id);
      Draw(5, 16, next_id);
     
      int count;
      if (rank == 1)
        count = 150;
      else if (rank == 2)
        count = 100;
      else if (rank==3)
        count = 50;
      else
        count = 5;
      int i = 0;  //不同等级对应不同count
     
      while (1)
      {
        if (!(i < count))        //i 与 count 用于控制时间
        {
          i = 0;
          if (Judge(point[0] + 1, point[1], id))      //在某一位置不能下落的话
          {
            Updata();
            id = next_id;
     
            ReDraw(5, 16, next_id);
            next_id = rand() % 15;
     
            point[0] = 0; point[1] = 5;
            Draw(point[0], point[1], id);
            Draw(5, 16, next_id);
     
            if (Judge(point[0], point[1], id))
            {
              system("cls");
              SetPos(20, 10);
              cout << "游戏结束!" << endl;
              SetPos(20, 11);
              cout << "你的分数为 " << score << endl;
              system("pause");
              exit(1);
            }
          }
          else          //继续下落
          {
            ReDraw(point[0], point[1], id);
            point[0]++;
            Draw(point[0], point[1], id);
          }
        }
     
        if (_kbhit())        //键盘输入值时 
        {
          int key, key2;
          key = _getch();
          if (key == 224)
          {
            key2 = _getch();
     
            if (key2 == 72)      //按向上方向键时
            {
              int temp = id;
              Turn(id);
              if (Judge(point[0], point[1], id))
                id = temp;
              ReDraw(point[0], point[1], temp);
              Draw(point[0], point[1], id);
            }
            if (key2 == 80)        //按向下方向键时
            {
              if (!Judge(point[0] + 2, point[1], id))
              {
                ReDraw(point[0], point[1], id);
                point[0] += 2;
                Draw(point[0], point[1], id);
              }
            }
            else if (key2 == 75)        //按向左方向键时
            {
              if (!Judge(point[0], point[1] - 1, id))
              {
                ReDraw(point[0], point[1], id);
                point[1]--;
                Draw(point[0], point[1], id);
              }
            }
            else if (key2 == 77)          //按向右方向键时
            {
              if (!Judge(point[0], point[1] + 1, id))
              {
                ReDraw(point[0], point[1], id);
                point[1]++;
                Draw(point[0], point[1], id);
              }
            }
          }
          else if (key == 32)          // 按下空格暂停
            Pause();
        }
     
        Sleep(1);    //等待1毫秒
        i++;        //控制下落间隔
      }
    }
     
    int main()
    {
      Tetris game;
      game.Welocme();
      system("cls");        //清除欢迎界面
      game.DrawMap();
      game.Run();
    }
    
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