C++三体星战小游戏
物理小游戏,懒得 写注释。
游戏代码
#include<bits/stdc++.h>
#include<bits/stdc++.h>
#include<windows.h>
#include<conio.h>
using namespace std;
int toint(double a){return ((int)(a*10+5))/10;}
int rand(int a){return rand()%a;}
void SlowDisplay(int x,char *p){while(1){if(*p!=0) printf("%c",*p++);else break;Sleep(x);}}
void Setpos(double x,double y){COORD pos;pos.X=toint(y*2),pos.Y=toint(x);SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);}
void Color(int a){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_RED|FOREGROUND_GREEN);if(a==-3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);if(a==0) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);if(a==1) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_RED);if(a==2) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED);if(a==3) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN);if(a==4) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_INTENSITY|BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE);if(a==5) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_RED|BACKGROUND_BLUE);if(a==6) SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),BACKGROUND_BLUE);
}
struct node{int what;double x,y,vx,vy,r,m;bool life;int gun,master=-1;}Sun[1000001];
int b,T,m[41][41],n[41][41],m2[41][41],n2[41][41],dif[11],Speed=10,Ba,Hotguntime,Hotguntimemax=10,Blood,Score;
double Speedmax,Speedless,Speedmore=1,Balljump=-0.7,Fire=0.08;
void Push(int a,int b){if(Sun[a].master==b||Sun[b].master==a) return;if(Sun[a].life==0||Sun[b].life==0) return;if(Sun[a].what==3||Sun[b].what==3) return;if(Sun[a].what==4||Sun[b].what==4) return;double Ax=Sun[a].x-Sun[b].x,Ay=Sun[a].y-Sun[b].y,Dis=sqrt(Ax*Ax+Ay*Ay)*1.0,fDis=sqrt((Sun[a].vx-Sun[b].vx)*(Sun[a].vx-Sun[b].vx)+(Sun[a].vy-Sun[b].vy)*(Sun[a].vy-Sun[b].vy));if(Dis==0) return;if(abs(Ay)<=0.0001) Ay=0.0001;if(Sun[a].what==2||Sun[b].what==2) int c;else if(Dis<=Sun[a].r+Sun[b].r+fDis){double Vx=(Sun[a].vx+Sun[b].vx)/2.0,Vy=(Sun[a].vy+Sun[b].vy)/2.0,aX=(Sun[a].x+Sun[b].x+Sun[a].vx+Sun[b].vx)/2.0,aY=(Sun[a].y+Sun[b].y+Sun[a].vy+Sun[b].vy)/2.0;Sun[a].vx=Sun[b].vx=Vx,Sun[a].vy=Sun[b].vy=Vy;Sun[a].x=aX-(Ax/Dis)/2.0,Sun[b].x=aX+(Ax/Dis)/2.0;Sun[a].y=aY-(Ay/Dis)/2.0,Sun[b].y=aY+(Ay/Dis)/2.0;return;}double ac=Sun[a].m*Sun[b].m/(Dis*Dis)*1.0,afx=0,afy=0,d=abs(Ax/Ay*1.0);afy=sqrt(ac/(1+d*d))*1.0,afx=sqrt(ac/(1+d*d))*d*1.0;if(Ax>0) afx*=-1;if(Ay>0) afy*=-1;
#define A Sun[a].vx+=afx/Sun[a].m*Speedless,Sun[a].vx=max(-Speedmax,min(Speedmax,Sun[a].vx)),Sun[a].vy+=afy/Sun[a].m*Speedless,Sun[a].vy=max(-Speedmax,min(Speedmax,Sun[a].vy))
#define B Sun[b].vx-=afx/Sun[b].m*Speedless,Sun[b].vx=max(-Speedmax,min(Speedmax,Sun[b].vx)),Sun[b].vy-=afy/Sun[b].m*Speedless,Sun[b].vy=max(-Speedmax,min(Speedmax,Sun[b].vy))Speedmax=0.1,Speedless=0.01; if(Sun[a].what==2&&Sun[b].what==2) Speedmax=3.0;if(Sun[a].what==0) {Speedless=0.008;Speedmax=1.0; A;}else if(Sun[a].what==1) {A; if(Sun[b].what==1) B;}else if(Sun[a].what==2) {Speedless=0.8;B;if(Sun[b].what==2) A;}else {A;B;}
}
int Painting[41][41]={{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,0,0,1,0,0,1,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,0,0,1,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,9,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,1,1,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,1,0,0,1,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,1,0,0,1,0,0,0,0,0},{0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,1,0,1,0,0,0,0,0,0},{0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,1,1,0,0,0,0,0,0,0},{0,0,0,0,0,1,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,1,1,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,0,1,0,0,0,0,0},{0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,2,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,3,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,4,9,9,9,9,9,9,9,9,9,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},};
void Paint(int a);
void Move(int a){Blood=10000000;memset(m,0,sizeof(m));memset(m2,0,sizeof(m2));#define ix toint(Sun[i].x/1.0)#define iy toint(Sun[i].y/1.0)#define jx toint(Sun[j].x/1.0)#define jy toint(Sun[j].y/1.0)if(Sun[0].life==1){Sun[0].x+=Sun[0].vx/Speedmore;Sun[0].y+=Sun[0].vy/Speedmore;if(Sun[0].x>40) Sun[0].x=40,Sun[0].vx=0;if(Sun[0].x<0) Sun[0].x=0,Sun[0].vx=0;if(Sun[0].y>40) Sun[0].y=40,Sun[0].vy=0;if(Sun[0].y<0) Sun[0].y=0,Sun[0].vy=0;}for(int i=0;i<=b;i++) for(int j=i+1;j<=b;j++) Push(i,j);for(int i=0;i<=b;i++) for(int j=0;j<=b;j++){if(i==j||Sun[i].life==0||Sun[j].life==0) continue;if(Sun[i].what==4&&(Sun[j].what>=100&&Sun[j].what<200)) {if(abs(ix-jx)<1&&abs(iy-jy)<1) Ba--,Sun[i].life=Sun[j].life=0,Score+=10;}if(Sun[i].what==203&&Sun[i].master!=j&&Sun[j].what<200) if(abs(ix-jx)<2&&abs(iy-jy)<2) Sun[j].vx-=Sun[i].vx/10.0,Sun[j].vy-=Sun[i].vy/10.0,Sun[i].life=0;if(Sun[i].what==204&&Sun[i].master!=j&&Sun[j].what<200) if(abs(ix-jx)<2&&abs(iy-jy)<2) Sun[j].vx+=Sun[i].vx/10.0,Sun[j].vy+=Sun[i].vy/10.0,Sun[i].life=0;}int i=0;if(m[ix][iy]>0&&m[ix][iy]<100){if(m[ix][iy]<=1) Blood-=1;else if(m[ix][iy]<=4) Blood-=2;else if(m[ix][iy]<=10) Blood-=3;else if(m[ix][iy]>10&&m[ix][iy]<100) Blood-=4;}for(int i=1;i<=b;i++){if(Sun[i].life==0) continue;Sun[i].x+=Sun[i].vx/Speedmore;Sun[i].y+=Sun[i].vy/Speedmore;Balljump=-0.7;if(Sun[i].what==3) Balljump=-1;if(Sun[i].what==4) Balljump=-1;if(Sun[i].x>40) Sun[i].x=40,Sun[i].vx*=Balljump;if(Sun[i].x<0) Sun[i].x=0,Sun[i].vx*=Balljump;if(Sun[i].y>40) Sun[i].y=40,Sun[i].vy*=Balljump;if(Sun[i].y<0) Sun[i].y=0,Sun[i].vy*=Balljump;if(Sun[i].what==1) {m[ix][iy]+=2;int R;R=rand(3);if(R==0&&ix<40) m[ix+1][iy]++;R=rand(3);if(R==0&&ix>0) m[ix-1][iy]++;R=rand(3);if(R==0&&iy<40) m[ix][iy+1]++;R=rand(3);if(R==0&&iy>0) m[ix][iy-1]++;}if(Sun[i].what==2) {m[ix][iy]+=2;if(ix<40) m[ix+1][iy]+=10;if(ix>0) m[ix-1][iy]+=10;if(iy<40) m[ix][iy+1]+=10;if(iy>0) m[ix][iy-1]+=10;if(ix<40&&iy<40) m[ix+1][iy+1]+=4;if(ix<40&&iy>0) m[ix+1][iy-1]+=4;if(ix>0&&iy<40) m[ix-1][iy+1]+=4;if(ix>0&&iy>0) m[ix-1][iy-1]+=4;m[ix][iy]=10086;} if(Sun[i].what==3) {if(abs(ix-Sun[0].x)<1&&abs(iy-Sun[0].y)<1) Ba--,Sun[i].life=0;else m2[ix][iy]=2;}if(Sun[i].what==4) {m2[ix][iy]=2;}if(Sun[i].what>=100&&Sun[i].what<300){if(Sun[i].x==0||Sun[i].y==0||Sun[i].x==40||Sun[i].y==40||(abs(Sun[i].vx)<=0.5&&abs(Sun[i].vy)<=0.5)) Sun[i].life=0;if(Sun[i].what==203||Sun[i].what==204) {m[ix][iy]=Sun[i].what;if(ix<40) m[ix+1][iy]=Sun[i].what;if(ix>0) m[ix-1][iy]=Sun[i].what;if(iy<40) m[ix][iy+1]=Sun[i].what;if(iy>0) m[ix][iy-1]=Sun[i].what;}else m2[ix][iy]=Sun[i].what;} }if(Sun[0].life==1) m2[toint(Sun[0].x/1.0)][toint(Sun[0].y/1.0)]=1;Paint(a);
}
void Paint(int a){
for(int i=0;i<=40;i++) for(int j=0;j<=40;j++){if(a==0&&Painting[i][j]!=0) continue;if(m2[i][j]!=n2[i][j]){n2[i][j]=m2[i][j];n[i][j]=0;Setpos(i,j);if(m2[i][j]==0) Color(0),cout<<" ";else if(m2[i][j]==1) Color(-1),cout<<"●";else if(m2[i][j]==2) Color(-3),cout<<"◎";else if(m2[i][j]==101) Color(-1),cout<<"☉";else if(m2[i][j]==102) Color(3),cout<<" ";continue;}if(m[i][j]!=n[i][j]){n[i][j]=m[i][j];n2[i][j]=0;Setpos(i,j);if(m[i][j]>=10086) Color(4),cout<<"●";else if(m[i][j]==203) Color(5),cout<<" ";else if(m[i][j]==204) Color(6),cout<<" ";else if(m[i][j]==0) Color(0),cout<<" ";else if(m[i][j]<=1) Color(1),cout<<" ";else if(m[i][j]<=4) Color(2),cout<<" ";else if(m[i][j]<=10) Color(3),cout<<" ";else if(m[i][j]>10&&m[i][j]<100) Color(4),cout<<" ";else Color(0),cout<<"?!";}Color(0);}
}
void RandStart(int a) {for(int i=1;i<=a;i++) {b++;Sun[b].x=rand(41),Sun[b].y=rand(41);Sun[b].vx=(rand(41)-20)/10.0,Sun[b].vy=(rand(41)-20)/10.0,Sun[b].m=1,Sun[b].r=1,Sun[b].life=1,Sun[b].what=1;}}
void CornerStart(int a) {for(int i=1;i<=a;i++) {b++;int k=rand(4);if(k==0||k==2) Sun[b].x=rand(41);else Sun[b].y=rand(41);if(k==0) Sun[b].y=0;if(k==1) Sun[b].x=0;if(k==2) Sun[b].y=40;if(k==3) Sun[b].x=40;Sun[b].vx=(rand(41)-20)/10.0,Sun[b].vy=(rand(41)-20)/10.0,Sun[b].m=1,Sun[b].r=1,Sun[b].life=1,Sun[b].what=1;}}
void SunStart(int x,int y,int r,int vx,int vy) {
b++;Sun[b].x=x,Sun[b].y=y;Sun[b].vx=vx,Sun[b].vy=vy,Sun[b].m=1000,Sun[b].r=1,Sun[b].life=1,Sun[b].what=2;
for(int i=x-r;i<=x+r;i++) for(int j=y-r;j<=y+r;j++){b++;Sun[b].x=i,Sun[b].y=j;Sun[b].vx=(rand(41)-20)/100.0+vx,Sun[b].vy=(rand(41)-20)/100.0+vy,Sun[b].m=1,Sun[b].r=1,Sun[b].life=1,Sun[b].what=1;}
for(float i=(int)(x-r/2)-0.5;i<=(int)(x+r/2)+0.5;i++) for(float j=(int)(y-r/2)-0.5;j<=(int)(y+r/2)+0.5;j++){b++;Sun[b].x=i,Sun[b].y=j;Sun[b].vx=(rand(41)-20)/100.0+vx,Sun[b].vy=(rand(41)-20)/100.0+vy,Sun[b].m=1,Sun[b].r=1,Sun[b].life=1,Sun[b].what=1;}
}
void Shoot(int a,bool q)
{double Sunavx=Sun[a].vx,Sunavy=Sun[a].vy;if(Sun[a].vx==0&&Sun[a].vy==0) Sunavx=-1;if(Sun[a].vy==0) Sunavy=0.001;if(Sun[a].gun>=1&&Sun[a].gun<=4){b++;Sun[b].x=Sun[a].x,Sun[b].y=Sun[a].y;double ac;if(Sun[a].gun==1) ac=3.0; if(Sun[a].gun>=2&&Sun[a].gun<=4) ac=7.0;double d=abs(Sunavx/Sunavy*1.0);Sun[b].vy=sqrt(ac/(1+d*d))*1.0,Sun[b].vx=sqrt(ac/(1+d*d))*d*1.0;if(Sunavx>0) Sun[b].vx*=-1;if(Sunavy>0) Sun[b].vy*=-1;if(q==1) Sun[b].vx*=-1,Sun[b].vy*=-1;Sun[b].life=1;Sun[b].master=a;int bb=b;if(Sun[a].gun==1||Sun[a].gun==2) Sun[b].what=100+Sun[a].gun,Sun[b].m=1;if(Sun[a].gun==3||Sun[a].gun==4) Sun[b].what=200+Sun[a].gun,Sun[b].m=1;if(Sun[a].gun>=2&&Sun[a].gun<=4){double kx=Sun[bb].x,ky=Sun[bb].y;for(int j=1;j<=7;j++){kx-=Sun[bb].vx/3.5,ky-=Sun[bb].vy/3.5;if(kx<0||ky<0||kx>40||ky>40) continue;b++,Sun[b].x=kx,Sun[b].y=ky,Sun[b].vx=Sun[bb].vx,Sun[b].vy=Sun[bb].vy,Sun[b].what=Sun[bb].what,Sun[b].master=a,Sun[b].life=1;}}}
}
void Start(){for(int i=0;i<=40;i++) for(int j=0;j<=40;j++){if(Painting[i][j]==1) Setpos(i,j),Color(-2),cout<<"■";if(Painting[i][j]==2) Setpos(i,j),Color(-2),cout<<"作者:蒟蒻一枚";if(Painting[i][j]==3) Setpos(i,j),Color(-2),cout<<"按 y 开始游戏!";if(Painting[i][j]==4) Setpos(i,j),Color(-2),cout<<"不要搞错成拼音输入法!";if(Painting[i][j]==5) Setpos(i,j),Color(-2),cout<<"Three-Body STAR WARs!";}for(int i=1;i<=3;i++) SunStart(rand(31)+5,rand(31)+5,5,(rand(101)-50)/10.0,(rand(101)-50)/10.0);T=0;while(1){T++;if(T%50==0) CornerStart(1);if(kbhit()){char g=_getch();if(g=='y') break; }Move(0);Sleep(Speed);}Color(0);system("cls");Setpos(10,10);SlowDisplay(30,"你想要教程吗?(y/n)");char g=_getch();if(g!='y') return;Setpos(10,10);SlowDisplay(30,"那我们开始。。。 ");Sleep(500);system("cls");Setpos(30,10);system("cls");memset(Sun,0,sizeof(Sun));memset(m,0,sizeof(m));memset(m2,0,sizeof(m2));Sun[0].x=Sun[0].y=20;Sun[0].life=1;Sun[0].m=10;T=0;int step=0;while(1){T++;if(T==2){Setpos(10,10),SlowDisplay(30,"这是你的飞船,你可以用↑↓←→键来操纵它。");Sleep(500);Setpos(12,10),SlowDisplay(30,"在宇宙航行没有阻力,也就是说你的惯性会主导一切。");Sleep(500);Setpos(14,10),SlowDisplay(30,"当你撞到边界时,你的速度会减为零。");Sleep(1000); Setpos(16,10),SlowDisplay(30,"试试看。");}if(T==200){Setpos(10,10),SlowDisplay(30,"在宇宙航行时有两个小技巧: ");Setpos(12,10),SlowDisplay(30,"1、不要太快。 ");Setpos(14,10),SlowDisplay(30,"2、有时转向比调头更有用。 ");Sleep(1000);Setpos(16,10),SlowDisplay(30,"接下来我们稍稍提高点难度!请到达所有靶位点!");Sleep(500);b++;Sun[b].x=rand(40),Sun[b].y=rand(40);Sun[b].vx=(rand(101)-50)/30.0,Sun[b].vy=(rand(101)-50)/30.0,Sun[b].life=1,Sun[b].what=3;Ba++;Move(1);Sleep(1000); }if(Ba>0) Setpos(1,1),cout<<"剩余靶位点:"<<Ba<<' ';if(step>=1) Setpos(5,1),cout<<"Cooling time: "<<Hotguntime<<" ";if(T>200&&Ba==0&&step==0) T=201,step=1,Setpos(1,1),cout<<" ";if(T>300&&Ba==0&&step==1) T=201,step=2,Setpos(1,1),cout<<" ";if(T==202&&step==1){Setpos(10,10),SlowDisplay(30,"做的好!看来是时候给你装备初始武器了。");Setpos(12,10),SlowDisplay(50,"。。。 星际电磁轨道炮 已装备。");Setpos(14,10),SlowDisplay(30,"按下w/s发射子弹! ");Sun[0].gun=1;Hotguntime=0;}if(T==300&&step==1){Setpos(16,10),SlowDisplay(30,"来吧!请击毁所有靶位点!");Sleep(500);b++;Sun[b].x=rand(40),Sun[b].y=rand(40);Sun[b].vx=(rand(101)-50)/30.0,Sun[b].vy=(rand(101)-50)/30.0,Sun[b].life=1,Sun[b].what=4;Ba++;Move(1);Sleep(1000); Ba=1;}if(T==202&&step==2){Setpos(10,10),SlowDisplay(30,"太阳什么的你也看到过了。 ");Setpos(12,10),SlowDisplay(30,"其旁缠绕着的火会扣你的血。 ");Setpos(14,10),SlowDisplay(30,"打靶位点可以积10分,发射子弹-1分,分数达到20通关,简单吧!");Sleep(1000); Setpos(16,10),SlowDisplay(60,"让 我 们 开 始 吧!!!");Sleep(1000); system("cls");return; }double v=sqrt(Sun[0].vx*Sun[0].vx+Sun[0].vy*Sun[0].vy);if(GetAsyncKeyState(VK_UP)&0x8000) {if(Sun[0].vx>=0) Sun[0].vx-=2*Fire;else if(v<4) Sun[0].vx-=Fire;}else if(GetAsyncKeyState(VK_DOWN)&0x8000) {if(Sun[0].vx<=0) Sun[0].vx+=2*Fire;else if(v<4) Sun[0].vx+=Fire;}if(GetAsyncKeyState(VK_LEFT)&0x8000) {if(Sun[0].vy>=0) Sun[0].vy-=2*Fire;else if(v<4) Sun[0].vy-=Fire;}else if(GetAsyncKeyState(VK_RIGHT)&0x8000) {if(Sun[0].vy<=0) Sun[0].vy+=2*Fire;else if(v<4) Sun[0].vy+=Fire;}if(Hotguntime>0) Hotguntime--;if(kbhit()){char g=_getch();if(Hotguntime==0&&g=='s'){if(abs(Sun[0].vx)>=0.01) Sun[0].vx*=0.7;if(abs(Sun[0].vy)>=0.01) Sun[0].vy*=0.7;Shoot(0,0);Hotguntime=Hotguntimemax;}if(Hotguntime==0&&g=='w'){if(abs(Sun[0].vx)<=2) Sun[0].vx*=1.2;if(abs(Sun[0].vy)<=2) Sun[0].vy*=1.2;Shoot(0,1);Hotguntime=Hotguntimemax;}}Move(1);Sleep(Speed);}
}
int main()
{system("mode con cols=82 lines=43");CONSOLE_CURSOR_INFO cursor_info={1,0};SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info);srand((unsigned)time(NULL));Y:Start();memset(Sun,0,sizeof(Sun));memset(m,0,sizeof(m));memset(m2,0,sizeof(m2));YY:system("cls");Setpos(10,10),SlowDisplay(30,"选难度吧,几个太阳?(0~10,回车确定)");int i=10;while(dif[i]!=1&&i>=0){i--;}Setpos(12,10);if(i==-1) printf("推荐难度:0个太阳。");else if(i<10) printf("加油,推荐难度:%d个太阳。",i+1);else if(i==10) printf("你通关了!随便选吧!",i);Setpos(15,10);int p;cin>>p;if(p<0||p>10) {SlowDisplay(150,"输入错误!"),Sleep(1000);goto YY;}for(int i=1;i<=p;i++) SunStart(rand(31)+5,rand(31)+5,5,(rand(101)-50)/10.0,(rand(101)-50)/10.0);Sun[0].x=Sun[0].y=5;Sun[0].vx=0.1;Sun[0].life=1;Sun[0].m=10;T=0;Sun[0].gun=1;Blood=100;Score=0;Ba=0;for(int i=1;i<=10;i++) {b++;Sun[b].x=rand(40),Sun[b].y=rand(40);Sun[b].vx=(rand(101)-50)/30.0,Sun[b].vy=(rand(101)-50)/30.0,Sun[b].life=1,Sun[b].what=4;Ba++;}while(Blood>0&&Score<100){Setpos(1,1),cout<<"Blood: "<<Blood<<" ";Setpos(3,1),cout<<"Score: "<<Score<<" ";Setpos(5,1),cout<<"Cooling time: "<<Hotguntime<<" ";T++;if(T==1) Sleep(1000);if(T%50==0) CornerStart(1);if(T%30==0&&Ba<5) {b++;Sun[b].x=rand(40),Sun[b].y=rand(40);Sun[b].vx=(rand(101)-50)/30.0,Sun[b].vy=(rand(101)-50)/30.0,Sun[b].life=1,Sun[b].what=4;Ba++;}if(T%40==0&&Blood<100) Blood++;double v=sqrt(Sun[0].vx*Sun[0].vx+Sun[0].vy*Sun[0].vy);if(GetAsyncKeyState(VK_UP)&0x8000) {if(Sun[0].vx>=0) Sun[0].vx-=2*Fire;else if(v<4) Sun[0].vx-=Fire;}else if(GetAsyncKeyState(VK_DOWN)&0x8000) {if(Sun[0].vx<=0) Sun[0].vx+=2*Fire;else if(v<4) Sun[0].vx+=Fire;}if(GetAsyncKeyState(VK_LEFT)&0x8000) {if(Sun[0].vy>=0) Sun[0].vy-=2*Fire;else if(v<4) Sun[0].vy-=Fire;}else if(GetAsyncKeyState(VK_RIGHT)&0x8000) {if(Sun[0].vy<=0) Sun[0].vy+=2*Fire;else if(v<4) Sun[0].vy+=Fire;}if(Hotguntime>0) Hotguntime--;if(kbhit()){char g=_getch();if(Hotguntime==0&&g=='s'){if(abs(Sun[0].vx)>=0.01) Sun[0].vx*=0.7;if(abs(Sun[0].vy)>=0.01) Sun[0].vy*=0.7;Shoot(0,0);Score=max(Score-1,0);Hotguntime=Hotguntimemax;}if(Hotguntime==0&&g=='w'){if(abs(Sun[0].vx)<=2) Sun[0].vx*=1.2;if(abs(Sun[0].vy)<=2) Sun[0].vy*=1.2;Shoot(0,1);Score=max(Score-1,0);Hotguntime=Hotguntimemax;}}Move(1);Sleep(Speed);}system("cls");if(Score<20) Setpos(10,10),SlowDisplay(150,"Sorry,你死了。"); else Setpos(10,10),SlowDisplay(10,"赢了!快去挑战下一个难度吧!"),dif[p]=1; Sleep(1000); goto Y;return 0;
}
相关文章:
C++三体星战小游戏
物理小游戏,懒得 写注释。 游戏代码 #include<bits/stdc.h> #include<bits/stdc.h> #include<windows.h> #include<conio.h> using namespace std; int toint(double a){return ((int)(a*105))/10;} int rand(int a){return rand()%a;} vo…...

【zip密码】修改zip压缩包密码
Zip压缩包设置了密码,想要修改密码,我们该如何操作?今天分享两个修改zip压缩包密码的方法。 方法一: 输入密码,将zip压缩包里面的文件解压出来。 然后找到解压出来的文件,将文件重新压缩,并且…...
小小讲一下Linux基本命令
Linux是一套类Unix的操作系统,这套系统最大的优点就是安全便捷,快速高效。这就为它赢得了广大的市场空间。但是呢,Linux系统虽然广为流行,它也不是那么容易就可以学会的。比如说,如果我们不懂得Linux系统的基本操作命令…...
Python数据容器(列表list、元组tuple、字符串str、字典dict、集合set)详解
一、数据容器概念 相关介绍: 一种可以容纳多份数据的数据类型,容纳的每一份数据称之为一个元素。每一个元素,可以是任意类型的数据分为五类:列表[list]、元组(tuple)、字符串(str)、集合{set}、字典{dict} 相应区别:…...

2023高教社杯数学建模思路 - 复盘:人力资源安排的最优化模型
文章目录 0 赛题思路1 描述2 问题概括3 建模过程3.1 边界说明3.2 符号约定3.3 分析3.4 模型建立3.5 模型求解 4 模型评价与推广5 实现代码 建模资料 0 赛题思路 (赛题出来以后第一时间在CSDN分享) https://blog.csdn.net/dc_sinor?typeblog 1 描述 …...

Linux 计算机网络基础概论
一、网络基本概念 1、网络 网络是由若干节点和连接这些结点的链路组成,网络中的结点可以是计算机、交换机、路由器等设备。通俗地说就是把不同的主机连接起来就构成了一个网络,构成网路的目的是为了信息交互、资源共享。 网络设备有:交换机…...

深入理解 C++ 中的 std::cref、std::ref 和 std::reference_wrapper
深入理解 C 中的 std::cref、std::ref 和 std::reference_wrapper 在 C 编程中,有时候我们需要在不进行拷贝的情况下传递引用,或者在需要引用的地方使用常量对象。为了解决这些问题,C 标准库提供了三个有用的工具:std::cref、std:…...

在其他python环境中使用jupyter notebook
1、切换到目标python环境 activate 目标python环境 2、安装notebook内核包 pip install ipykernel 3、加环境加入到notebook中 python -m ipykernel install 目标python环境 4、切换到base环境 activate base 5、打开目标项目的对应盘 如果,项目在c盘&…...

计算机网络-笔记-第二章-计算机网络概述
目录 二、第二章——物理层 1、物理层的基本概念 2、物理层下面的传输媒体 (1)光纤、同轴电缆、双绞线、电力线【导引型】 (2)无线电波、微波、红外线、可见光【非导引型】 (3)无线电【频谱的使用】 …...
Hive字符串数组json类型取某字段再列转行
一、原始数据 acctcontent1232313[{"name":"张三","code":"上海浦东新区89492jfkdaj\r\n福建的卡"...},{"name":"狂徒","code":"select * from table where aa1\r\n and a12"...},{...}]...…...

ElementUI Table 翻页缓存数据
Element UI Table 翻页保存之前的数据,网上找了一些,大部分都是用**:row-key** 和 reserve-selection,但是我觉得有bug,我明明翻页了…但是全选的的个框还是勾着的(可能是使用方法不对,要是有好使的…请cute我一下…感谢) 所以自己写了一个… 思路: 手动勾选的时候,将数据保存…...
使用 AutoGPTQ 和 transformers 让大语言模型更轻量化
大语言模型在理解和生成人类水平的文字方面所展现出的非凡能力,正在许多领域带来应用上的革新。然而,在消费级硬件上训练和部署大语言模型的需求也变得越来越难以满足。 🤗 Hugging Face 的核心使命是 让优秀的机器学习普惠化 ,而…...
AUTOSAR规范与ECU软件开发(实践篇)6.5 BswM模块概念与配置方法介绍
目录 1、BswM模块概念与配置方法介绍 (1) BswMModeRequestPort配置 (2) ModeCondition与LogicalExpression配置...

1.1 VMware Workstation与Kali的安装和配置1
资源见专栏第一篇文章https://blog.csdn.net/algorithmyyds/article/details/132457258 安装VMware 不多加赘述,直接按顺序安装即可。 有以下需注意的地方: 1.建议选择增强型服务; 2.不要加入体验改进计划。是否开启提示更新看你的想法&…...

DDR与PCIe:高性能SoC的双引擎
SoC芯片无处不在,小到家电控制的MCU,大到手机芯片,我们都会接触到。如今大部分芯片设计公司都在开发SoC芯片,一颗SoC芯片可以集成越来越多的功能,俨然它已成为IC设计业界的焦点。 高性能、高速、高带宽的互联和存储的…...

C#_特性反射详解
特性是什么? 为程序元素额外添加声明信息的一种方式。 字面理解:相当于把额外信息写在干胶标签上,然后将其贴在程序集上。 反射是什么? 反射是一种能力,运行时获取程序集中的元数据。 字面理解:程序运行…...
【跟小嘉学 Rust 编程】十三、函数式语言特性:迭代器和闭包
系列文章目录 【跟小嘉学 Rust 编程】一、Rust 编程基础 【跟小嘉学 Rust 编程】二、Rust 包管理工具使用 【跟小嘉学 Rust 编程】三、Rust 的基本程序概念 【跟小嘉学 Rust 编程】四、理解 Rust 的所有权概念 【跟小嘉学 Rust 编程】五、使用结构体关联结构化数据 【跟小嘉学…...

时间复杂度和空间复杂度
全文目录 算法的复杂度时间复杂度大O渐进表示法空间复杂度常见算法复杂度对比 算法的复杂度 算法在编写成可执行程序后,运行时需要耗费时间资源和空间(内存)资源 。因此衡量一个算法的好坏,一般是从时间和空间两个维度来衡量的,即时间复杂度…...
mac docker 卡住解决
文章目录 1、问题简述2、重新安装docker3、docker守护进程4、问题解决方案 1、问题简述 在docker desktop上更改了daemon.json的文件内容,应该是参数写的有问题,修改完配置再启动docker desktop就失败了,然后想着卸载docker desktop…...

linux/centos zookeeper 使用记录
配置cfg 下载zookeeper-3.4.14.tar.gz负责到centos服务器解压 /xxx/zookeeper-3.4.14/conf/下创建zoo.cfg文件并配置以下属性,/bsoft/zookeeperdata/目录先预先创建 tickTime2000 initLimit10 syncLimit5 dataDir/bsoft/zookeeperdata/ clientPort2181zk启动/重启/关…...
React Native 开发环境搭建(全平台详解)
React Native 开发环境搭建(全平台详解) 在开始使用 React Native 开发移动应用之前,正确设置开发环境是至关重要的一步。本文将为你提供一份全面的指南,涵盖 macOS 和 Windows 平台的配置步骤,如何在 Android 和 iOS…...

定时器任务——若依源码分析
分析util包下面的工具类schedule utils: ScheduleUtils 是若依中用于与 Quartz 框架交互的工具类,封装了定时任务的 创建、更新、暂停、删除等核心逻辑。 createScheduleJob createScheduleJob 用于将任务注册到 Quartz,先构建任务的 JobD…...

微服务商城-商品微服务
数据表 CREATE TABLE product (id bigint(20) UNSIGNED NOT NULL AUTO_INCREMENT COMMENT 商品id,cateid smallint(6) UNSIGNED NOT NULL DEFAULT 0 COMMENT 类别Id,name varchar(100) NOT NULL DEFAULT COMMENT 商品名称,subtitle varchar(200) NOT NULL DEFAULT COMMENT 商…...
【碎碎念】宝可梦 Mesh GO : 基于MESH网络的口袋妖怪 宝可梦GO游戏自组网系统
目录 游戏说明《宝可梦 Mesh GO》 —— 局域宝可梦探索Pokmon GO 类游戏核心理念应用场景Mesh 特性 宝可梦玩法融合设计游戏构想要素1. 地图探索(基于物理空间 广播范围)2. 野生宝可梦生成与广播3. 对战系统4. 道具与通信5. 延伸玩法 安全性设计 技术选…...
GitHub 趋势日报 (2025年06月06日)
📊 由 TrendForge 系统生成 | 🌐 https://trendforge.devlive.org/ 🌐 本日报中的项目描述已自动翻译为中文 📈 今日获星趋势图 今日获星趋势图 590 cognee 551 onlook 399 project-based-learning 348 build-your-own-x 320 ne…...
快刀集(1): 一刀斩断视频片头广告
一刀流:用一个简单脚本,秒杀视频片头广告,还你清爽观影体验。 1. 引子 作为一个爱生活、爱学习、爱收藏高清资源的老码农,平时写代码之余看看电影、补补片,是再正常不过的事。 电影嘛,要沉浸,…...
jmeter聚合报告中参数详解
sample、average、min、max、90%line、95%line,99%line、Error错误率、吞吐量Thoughput、KB/sec每秒传输的数据量 sample(样本数) 表示测试中发送的请求数量,即测试执行了多少次请求。 单位,以个或者次数表示。 示例:…...

基于Java+VUE+MariaDB实现(Web)仿小米商城
仿小米商城 环境安装 nodejs maven JDK11 运行 mvn clean install -DskipTestscd adminmvn spring-boot:runcd ../webmvn spring-boot:runcd ../xiaomi-store-admin-vuenpm installnpm run servecd ../xiaomi-store-vuenpm installnpm run serve 注意:运行前…...

Golang——7、包与接口详解
包与接口详解 1、Golang包详解1.1、Golang中包的定义和介绍1.2、Golang包管理工具go mod1.3、Golang中自定义包1.4、Golang中使用第三包1.5、init函数 2、接口详解2.1、接口的定义2.2、空接口2.3、类型断言2.4、结构体值接收者和指针接收者实现接口的区别2.5、一个结构体实现多…...
API网关Kong的鉴权与限流:高并发场景下的核心实践
🔥「炎码工坊」技术弹药已装填! 点击关注 → 解锁工业级干货【工具实测|项目避坑|源码燃烧指南】 引言 在微服务架构中,API网关承担着流量调度、安全防护和协议转换的核心职责。作为云原生时代的代表性网关,Kong凭借其插件化架构…...