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…...
接口测试中缓存处理策略
在接口测试中,缓存处理策略是一个关键环节,直接影响测试结果的准确性和可靠性。合理的缓存处理策略能够确保测试环境的一致性,避免因缓存数据导致的测试偏差。以下是接口测试中常见的缓存处理策略及其详细说明: 一、缓存处理的核…...
vscode里如何用git
打开vs终端执行如下: 1 初始化 Git 仓库(如果尚未初始化) git init 2 添加文件到 Git 仓库 git add . 3 使用 git commit 命令来提交你的更改。确保在提交时加上一个有用的消息。 git commit -m "备注信息" 4 …...
PHP和Node.js哪个更爽?
先说结论,rust完胜。 php:laravel,swoole,webman,最开始在苏宁的时候写了几年php,当时觉得php真的是世界上最好的语言,因为当初活在舒适圈里,不愿意跳出来,就好比当初活在…...
基于服务器使用 apt 安装、配置 Nginx
🧾 一、查看可安装的 Nginx 版本 首先,你可以运行以下命令查看可用版本: apt-cache madison nginx-core输出示例: nginx-core | 1.18.0-6ubuntu14.6 | http://archive.ubuntu.com/ubuntu focal-updates/main amd64 Packages ng…...
vue3 字体颜色设置的多种方式
在Vue 3中设置字体颜色可以通过多种方式实现,这取决于你是想在组件内部直接设置,还是在CSS/SCSS/LESS等样式文件中定义。以下是几种常见的方法: 1. 内联样式 你可以直接在模板中使用style绑定来设置字体颜色。 <template><div :s…...
什么?连接服务器也能可视化显示界面?:基于X11 Forwarding + CentOS + MobaXterm实战指南
文章目录 什么是X11?环境准备实战步骤1️⃣ 服务器端配置(CentOS)2️⃣ 客户端配置(MobaXterm)3️⃣ 验证X11 Forwarding4️⃣ 运行自定义GUI程序(Python示例)5️⃣ 成功效果近代医学转型期(17 世纪 - 19 世纪末)现代医学成熟期(20世纪至今) 中医的源远流长和一脉相承远古至…...
七、数据库的完整性
七、数据库的完整性 主要内容 7.1 数据库的完整性概述 7.2 实体完整性 7.3 参照完整性 7.4 用户定义的完整性 7.5 触发器 7.6 SQL Server中数据库完整性的实现 7.7 小结 7.1 数据库的完整性概述 数据库完整性的含义 正确性 指数据的合法性 有效性 指数据是否属于所定…...
STM32---外部32.768K晶振(LSE)无法起振问题
晶振是否起振主要就检查两个1、晶振与MCU是否兼容;2、晶振的负载电容是否匹配 目录 一、判断晶振与MCU是否兼容 二、判断负载电容是否匹配 1. 晶振负载电容(CL)与匹配电容(CL1、CL2)的关系 2. 如何选择 CL1 和 CL…...
