小坦克游戏(C++) 

申明:

此程序为搬运。


#include <stdio.h>

#include <windows.h>

#include <time.h>

#define UP    1

#define DOWN  2

#define LEFT  3

#define RIGHT 4

#define MAX_LEVEL 8

#define BULLET_NUM 20

#define MAX_LIFE 4

//删除444-457:透明坦克

//删除460-468:无敌老家

//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},

{

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