我們直接看代碼吧,适于win XP和win 7,win 10 畫質有些毒瘤
#include <stdio.h>
#include <windows.h>
#include <time.h>
//裡規格:長39*2=78 (真坐标)(假坐标寬為39) 高39
//外規格:長41*2=82 (真坐标)(假坐标寬為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
//程式中未寫入函數參數表中且未說明的變量隻有map二維數組,level_info數組和level
/*
此程式中涉及的x,y類的坐标值,分為以下兩種:
假坐标:這裡的坐标指的是以一個■長度為機關的坐标,而不是真正的coord坐标 (用于map數組的坐标)
真坐标:頭檔案自帶的坐标結構coord中的坐标(也可以說是控制台裡的真正坐标值)
差別:縱坐标y兩值一緻,假橫坐标x值與真正coord橫坐标(真坐标)關系是 x * 2 = coord 橫坐标
coord橫坐标既指GoTo函數中的x參數,因為本程式遊戲界面以一個■長度為基本機關,
可以說涉及的coord橫坐标全是偶數。既假坐标要變真坐标(變真坐标才能發揮真正作用),橫坐标須乘以2
*/
typedef struct //這裡的出現次序指的是一個AI_tank變量中的次序,遊戲共有四個AI_tank變量
{ //∵設定每個AI_tank每種特殊坦克隻出現一次 ∴fast_tank & firm_tank 最多出現次數不超過1
int fast_tank_order; //fast_tank出現的次序(在第fast_tank_order次複活出現,從第0次開始),且每個AI_tank隻出現一次
int firm_tank_order; //firm_tank出現的次序,同上
} LevInfo; //關卡資訊(準确說是該關出現的坦克資訊)
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代表沒有該類型坦克
typedef struct //子彈結構體
{
int x,y; //子彈坐标,假坐标
int direction; //子彈方向變量
bool exist; //子彈存在與否的變量,1為存在,0不存在
bool initial; //子彈是否處于建立初狀态的值,1為處于建立初狀态,0為處于非建立初狀态
bool my; //區分AI子彈與玩家子彈的标記,0為AI子彈,1為玩家(我的)子彈
} Bullet;
Bullet bullet [BULLET_NUM]; //考慮到地圖上不太可能同時存在20顆子彈,是以數組元素設定20個
typedef struct //坦克結構體
{
int x,y; //坦克中心坐标
int direction; //坦克方向
int color; //顔色參方向數,1到6分别代表不同顔色,具體在PrintTank函數定義有說明
int model; //坦克圖案模型,值為1,2,3,分别代表不同的坦克圖案,0為我的坦克圖案,AI不能使用
int stop; //隻能是AI坦克使用的參數,非0代表坦克停止走動,0為可以走動
int revive; //坦克複活次數
int num; //AI坦克編号(固定值,為常量,初始化函數中定下)0~3
int CD; //發射子彈冷卻計時
bool my; //是否敵方坦克參數,我的坦克此參數為1,為常量
bool alive; //存活為1,不存活為0
} Tank;
Tank AI_tank[4] , my_tank; //my_tank為我的坦克,Ai_tank 代表AI坦克
//∵所有的函數都有可能對全局變量map進行讀寫(改變),
//∴函數中不另說明是否會對全局變量map讀寫
//基本操作與遊戲輔助函數
void GoToxy(int x,int y); //光标移動
void HideCursor(); //隐藏光标
void keyboard (); //接受鍵盤輸入
void Initialize(); //初始化(含有對多個資料的讀寫)
void Stop(); //暫停
void Getmap(); //地圖資料存放與擷取
void Frame (); //列印遊戲主體架構
void PrintMap(); //列印地圖(地圖既地圖障礙物)(含對level的讀取)
void SideScreen (); //副螢幕列印
void GameCheak(); //檢測遊戲輸赢
void GameOver( bool home ); //遊戲結束
void ClearMainScreen(); //主螢幕清屏函數∵system("cls")後列印架構有一定幾率造成架構上移一行的錯誤∴單獨編寫清屏函數
void ColorChoose(int color); //顔色選擇函數
void NextLevel(); //下一關(含有對level全局變量的讀寫)
//子彈部分
void BuildAIBullet(Tank *tank); //AI坦克發射子彈(含有對my_tank的讀取,隻讀取了my_tank坐标)
void BuildBullet (Tank tank); //子彈發射(建立)(人機共用)(含全局變量bullet的修改)我的坦克發射子彈直接調用該函數,AI通過AIshoot間接調用
void BulletFly (Bullet bullet[BULLET_NUM]); //子彈移動和打擊(人機共用),
void BulletHit (Bullet* bullet); //子彈碰撞(人機共用)(含Tank全局變量的修改),隻通過BulletFly調用,子彈間的碰撞不在本函數,子彈間碰撞已在BulletShoot中檢測并處理
void PrintBullet (int x,int y,int T); //列印子彈(人機共用)
void ClearBullet (int x,int y,int T); //清除子彈(人機共用)
int BulletCheak (int x,int y); //判斷子彈前方情況(人機共用)
//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坦克移動
void MoveMyTank (int turn); //我的坦克移動,隻通過keyboard函數調用,既鍵盤控制
void ClearTank (int x,int y); //清除坦克(人機共用)
void PrintTank (Tank tank); //列印坦克(人機共用)
bool TankCheak (Tank tank,int direction); //檢測坦克dirtection方向的障礙物,返值1阻礙,0 暢通
int AIPositionCheak (int position); //檢測AI坦克建立位置是否有障礙物AIPositionCheak
//DWORD WINAPI InputX(LPVOID lpParameter); //聲明線程函數,用于檢查X鍵輸入并設定X鍵的輸入冷卻時間
//注意map數組應是縱坐标在前,橫坐标在後,既map[y][x],(∵數組行長度在前,列長度在後)
//map裡的值: 個位數的值為地圖方塊部分,百位數的值為坦克,子彈在map上沒有值(子彈僅僅是一個假坐标)
//map裡的值: 0為可通過陸地,1為紅磚,2黃磚,5為水,100~103為敵方坦克,200為我的坦克,
//全局變量
int map[41][41]; //地圖二維數組
int key_x; // X鍵是否被“讀入”的變量,也是子彈是否可以發射的變,
int bul_num; //子彈編号
int position; //位置計數,對應AI坦克生成位置,-1為左位置,0為中間,1為右,2為我的坦克位置
int speed=7; //遊戲速度,調整用
int level=1; //遊戲關卡數
int score=0; //遊戲分數
int remain_enemy; //剩餘敵人(未出現的敵人)
char* tank_figure[4][3][4]=
{
{
{"◢┃◣", "◢━◣", "◢┳◣", "◢┳◣"},
{"┣●┫", "┣●┫", "━●┃", "┃●━"},
{"◥━◤", "◥┃◤", "◥┻◤", "◥┻◤"}
},
{
{"┏┃┓", "┏┳┓", "┏┳┓", "┏┳┓"},
{"┣●┫", "┣●┫", "━●┫", "┣●━"},
{"┗┻┛", "┗┃┛", "┗┻┛", "┗┻┛"}
},
{
{"┏┃┓", "◢━◣", "┏┳◣", "◢┳┓"},
{"┣●┫", "┣●┫", "━●┃", "┃●━"},
{"◥━◤", "┗┃┛", "┗┻◤", "◥┻┛"}
},
{
{"╔┃╗", "╔╦╗", "╔╦╗", "╔╦╗"},
{"╠█╣", "╠█╣", "━█╣", "╠█━"},
{"╚╩╝", "╚┃╝", "╚╩╝", "╚╩╝"}
}
};
int main () //主函數
{
int i;
unsigned int interval[12]={1,1,1,1,1,1,1,1,1,1,1,1} ; //間隔計數器數組,用于控制速度
srand(time(NULL)); //設定随機數種子(若不設定種子而調用rand會使每次運作的随機數序列一緻)随機數序列指:如首次調用rand得到1,第二次得2,第三次3,則此次随機數序列為1,2,3
HideCursor(); //隐藏光标
system("mode con cols=112 lines=42"); //控制視窗大小
Frame (); //列印遊戲主體架構
Initialize(); //初始化,全局變量level初值便是1
// HANDLE h1 , h2 ; //定義句柄變量
for(;;)
{
if(interval[0]++%speed==0) //速度調整用,假設interval[0]為a, 語句意為 a % 2==0,a=a+1;
{
GameCheak(); //遊戲勝負檢測
BulletFly ( bullet );
for(i=0 ; i<=3 ; i++) //AI坦克移動循環
{
if(AI_tank[i].model==2 && interval[i+1]++%2==0) //四個坦克中的快速坦克單獨使用計數器1,2,3,4
MoveAITank( & AI_tank[i]);
if(AI_tank[i].model!=2 && interval[i+5]++%3==0) //四個坦克中的慢速坦克單獨使用計數器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) //一個敵方坦克每局隻有4條命
{ //如果坦克不存活。計時,每次建立有間隔 1750 ms
BuildAITank( &position, & AI_tank[i] ); //建立AI坦克(複活)
break; //每次循環隻建立一個坦克
}
for(i=0;i<=3;i++)
if(AI_tank[i].alive)
BuildAIBullet(&AI_tank[i]); //AIshoot自帶int自增計數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;
}
/*//這裡的多線程暫時不用 //x鍵用于子彈發射,x鍵的冷卻時間不能和上下左右一同設定,那樣就太快了
DWORD WINAPI InputX(LPVOID lpParameter) //如果不用多線程運作,那麼在x鍵冷卻時間内程式會因Sleep将會挂起,暫停運作
{ //因為隻有一個變量改變,而且變量改變先後順序是顯而易見的,是以不必設定緩沖區
for(;;)
{
if(GetAsyncKeyState( 88 )& 0x8000) //88為x鍵鍵值,當摁下x并且x鍵處于可輸入狀态
{
key_x=1; // X鍵是否允許被“讀入”的變量,也是子彈是否可以發射的變量
Sleep(600); // 子線程Sleep中,x就不能被"讀入",主線程每操作完一次子彈發射,key_x會歸零
}
Sleep(10);
}
return 0;
}*/
void keyboard ()
{ // kbhit() getch() 用法可用但是不好用
/*
函數功能:該函數判斷在此函數被調用時,某個鍵是處于UP狀态還是處于DOWN狀态,及前次調用GetAsyncKeyState函數後,
是否按過此鍵.如果傳回值的最高位被置位,那麼該鍵處于DOWN狀态;如果最低位被置位,那麼在前一次調用此函數後,此鍵被按過,
否則表示該鍵沒被按過.
這裡GetAsyncKeyState比 kbhit() + getch() 好用,操作更順暢. GetAsyncKeyState的傳回值表示兩個内容,
一個是最高位bit的值,代表這個鍵是否被按下。一個是最低位bit的值,代表上次調用GetAsyncKeyState後,這個鍵是否被按下。
&為與操作,&0x8000就是判斷這個傳回值的高位位元組。如果high-order bit是1,則是按下狀态,否則是彈起狀态,為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鍵
exit(0); //退出程式函數
else if (GetAsyncKeyState( 0x20 )& 0x8000) //空格
Stop();
else if (count++%7==0) //這裡添加計數器是為了防止按鍵粘連不能達到微調效果
{
if (speed>1 && GetAsyncKeyState( 0x6B )& 0x8000) // +鍵
{
speed--;
GoToxy(102,11); //在副螢幕列印出目前速度
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
printf("%d ",21-speed); //副螢幕顯示的速度為1~10
}
else if (speed<20 && GetAsyncKeyState( 0x6D )& 0x8000) // - 鍵
{
speed++;
GoToxy(102,11); //在副螢幕列印出目前速度
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_RED);
printf("%d ",21-speed); //副螢幕顯示的速度為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子彈發射(建立)含有對my_tank的讀取
{
if(tank->CD==15)
{
if(!(rand()%11)) //冷卻結束後在随後的每個遊戲周期中有10分之一的可能發射子彈
{
BuildBullet(*tank);
tank->CD=0;
}
}
else
tank->CD++;
if(tank->CD >= 14) //AI強化部分,在冷卻到達一定範圍即可使用
{
if(tank->y==38 ) //如果坦克在底部(這個最優先)
{
if(tank->x < 20) //在老家左邊
{
if(tank->direction==RIGHT) //坦克方向朝左
{
BuildBullet(*tank); //發射子彈
tank->CD=0;
}
}
else //在老家右邊
if(tank->direction==LEFT) //坦克方向朝右
{
BuildBullet(*tank); //發射子彈
tank->CD=0;
}
}
else if(tank->x==my_tank.x+1 || tank->x==my_tank.x || tank->x==my_tank.x-1) //AI坦克在縱向上"炮口"對準我的坦克
{
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(數值大的在下面)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++) //判斷AI炮口的直線上兩坦克間有無障礙
if(map[i][tank->x]!=0 || map[i][tank->x]!=5) //若有障礙
break;
if(i==big-1) //若i走到big-1說明無障礙
{
BuildBullet(*tank); //則發射子彈
tank->CD=0;
}
}
}
else if(tank->y==my_tank.y+1 || tank->y==my_tank.y || tank->y==my_tank.y-1) //AI坦克在橫向上"炮口"對準我的坦克
{
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(數值大的在下面)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++) //判斷AI炮口的直線上兩坦克間有無障礙
if(map[tank->y][i]!=0 || map[tank->y][i]!=5) //若有障礙
break;
if(i==big-1) //若i走到big-1說明無障礙
{
BuildBullet(*tank); //則發射子彈
tank->CD=0;
}
}
}
}
}
void BuildBullet(Tank tank) //子彈發射(建立),傳入結構體Tank,這裡包含改變了全局變量結構體bullet
{ //∵實作方式為順序循環建立子彈,每次調用改變的bullet數組元素都不同
switch(tank.direction) //∴為了友善,不将bullet放入參數,bullet作為全局變量使用
{
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; //子彈被建立,此值為1則此子彈存在
bullet [bul_num].initial = 1; //子彈處于初建立狀态
bullet [bul_num].my=tank.my; //如果是我的坦克發射的子彈bullet.my=1,否則為0
bul_num++;
if(bul_num==BULLET_NUM) //如果子彈編号增長到20号,那麼重頭開始編号
bul_num=0; //考慮到地圖上不可能同時存在20顆子彈,是以數組元素設定20個
}
void BulletFly(Bullet bullet[BULLET_NUM]) //子彈移動和打擊
{ //含有全局變量Bullet的改變
for(int i =0; i<BULLET_NUM;i++)
{
if(bullet [i].exist) //如果子彈存在
{
if(bullet [i].initial==0) //如果子彈不是初建立的
{
if(map[bullet[i].y] [bullet[i].x]==0 || map[bullet[i].y] [bullet[i].x]==5) //如果子彈坐标目前位置無障礙
ClearBullet( bullet[i].x , bullet[i].y , BulletCheak(bullet[i].x , bullet[i].y )); //抹除子彈圖形
switch(bullet [i].direction) //然後子彈坐标變化(子彈變到下一個坐标)
{
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 ); //判斷子彈目前位置情況,判斷子彈是否碰撞,是否位于水面上。
if( collide ) //如果檢測到目前子彈坐标無障礙(無碰撞)(包括在地面上與在水面上)
PrintBullet( bullet[i].x , bullet[i].y , collide); //則列印子彈,若有碰撞則不列印
else
BulletHit( & bullet [i] ); //若有碰撞則執行子彈碰撞函數
if(bullet [i].initial) //若子彈初建立,則把初建立标記去除
bullet [i].initial = 0;
for(int j=0; j< BULLET_NUM ; j++) //子彈間的碰撞判斷,若是我方子彈和敵方子彈碰撞則都删除,若為兩敵方子彈則無視
if(bullet [j].exist && j!=i && (bullet[i].my || bullet[j].my) && bullet[i].x==bullet[j].x && bullet[i].y==bullet[j].y)
{ //同樣的兩顆我方子彈不可能産生碰撞
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子彈圖形,子彈i圖形已被抹除
break;
}
}
}
}
void BulletHit(Bullet* bullet) //含有Tank全局變量的修改,子彈間的碰撞不在本函數,子彈間碰撞已在BulletShoot中檢測并處理
{ //∵每次打中的坦克都不一樣,不可能把所有坦克放在參數表中
int x=bullet->x; //∴這裡的Tank使用全局變量
int y=bullet->y; //這裡傳入的值是子彈坐标,這兩個值不需要改變
int i;
if(map[y][x]==1 || map[y][x]==2) //子彈碰到磚塊
{
if(bullet->direction==UP || bullet->direction==DOWN) //如果子彈是縱向的
for(i = -1 ; i<=1 ; i++)
if(map[y][x+i]==1 || map[y][x+i]==2) //如果子彈打中磚塊兩旁為磚塊,則删除磚,若不是(一旁為坦克或其他地形)則忽略
{
map[y][x+i]=0; //磚塊碎
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) //若子彈是橫向的 (與子彈縱向實作同理)
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; //這顆子彈已經不存在了
}
else if(map[y][x]==4 || map[y][x]==6 ) //子彈碰到邊框或者不可摧毀方塊
bullet->exist=0;
else if(bullet->my && map[y][x]>=100 && map[y][x]<104 ) //若我的子彈碰到了敵方坦克
{
int num = map[y][x]%100; //map[y][x]%100 等同于 tank.num ,可通過map值讀取該坦克資訊
if(AI_tank[num].model==3 && AI_tank[num].color==2) //若為firm tank,且color==2。該坦克為綠色,表明沒有受到傷害
AI_tank[num].color=3; //則變成黃色,color=3為黃色
else if (AI_tank[num].model==3 && AI_tank[num].color==3)
AI_tank[num].color=4; //4為紅色
else //其他類型的坦克或者firm tank為紅色的情況
{
AI_tank[num].alive=0;
ClearTank(AI_tank[num].x , AI_tank[num].y); //清除該坦克
}
bullet->exist=0;
score+=100;
GoToxy(102,5); //在副螢幕上列印出分數
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 ) //若敵方子彈擊中我的坦克
{
my_tank.alive=0;
ClearTank(my_tank.x , my_tank.y);
bullet->exist=0;
my_tank.revive++; //我的坦克複活次數+1(∵我的坦克複活次數與生命值有關∴放在這裡自減)
score-=100; //分數減少
GoToxy(102,5); //在副螢幕上列印出分數
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("%d ",score);
GoToxy(102,7); //在副螢幕列印出我的剩餘生命值
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) //敵方子彈擊中敵方坦克,可以設定兩種子彈運作方式,這種暫時不用
// bullet->exist=0;
else if(map[y][x]==9) //子彈碰到家(無論是誰的子彈)
{
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); //遊戲結束,傳入1代表老家被毀
}
}
int BulletCheak (int x,int y) //判斷子彈目前位置情況,判斷子彈是否碰撞,是否位于水面上。
{ //有障礙傳回0,無障礙且子彈在地面傳回1,子彈在水面上傳回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) //目前坐标BulletCheak 的值做參量 T
{
if(T==1) // T==1 表示子彈目前坐标在陸地上
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FOREGROUND_INTENSITY);
else if(T==2) // T==2 表示子彈目前坐标在水面上
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) //目前坐标BulletCheak 的值做參量 T
{
GoToxy(2*x,y);
if(T==2) // T==2 表示子彈目前坐标在水面上
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|BACKGROUND_BLUE|FOREGROUND_BLUE|FOREGROUND_GREEN);
printf("~");
}
else if(T==1) // T==1 表示子彈目前坐标在陸地上
{
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_BLUE);
printf(" ");
}
}
//position為坦克生成位置,-1為左位置,0為中間,1為右,2為我的坦克位置
void BuildAITank(int* position, Tank* AI_tank) //執行一次該函數隻建立一個坦克
{ //rand函數公式:0<=rand()%(a+1)<=a 0+m<=rand()%(n-m+1)+m<=n
//rand函數實作1到n:1<=rand()%(n)+1<=n
if(AIPositionCheak(*position)) //若此位置無障礙,可生成。position參數詳見AIPositionCheak函數定義
{
AI_tank->x= 20 + 18*(*position); //20 + 18 * position 對應三個生成位置的x假坐标
AI_tank->y=2;
if(AI_tank->revive==level_info[level-1].firm_tank_order) //坦克出現(複活)次序==關卡資訊(level_info)中firm tank的出現次序
{
AI_tank->model = 3; //3為firm tank的模型(外觀)
AI_tank->color = 2; //顔色參數2為綠色,具體詳見函數ColorChoose
}
else if(AI_tank->revive==level_info[level-1].fast_tank_order) //同上if,這裡是fast_tank的
{
AI_tank->model = 2;
AI_tank->color = rand()%6+1; //若不是firm tank則随機顔色,顔色參數為1~6,分别代表不同顔色,詳見函數ColorChoose
}
else //普通坦克
{
AI_tank->model = 1;
AI_tank->color = rand()%6+1; //若不是firm tank則随機顔色
}
AI_tank->alive = 1; //坦克變為存在
AI_tank->direction = 2 ; //方向朝下
AI_tank->revive++; //複活次數+1
PrintTank(*AI_tank);
(*position)++;
remain_enemy--;
GoToxy(102,9); //在副螢幕上列印剩餘坦克數
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("%d ",remain_enemy);
if(*position==2) //position隻能為0,1,-1,這裡position循環重置
*position = -1;
return ; //若生成了一輛坦克,則結束該函數
}
}
int AIPositionCheak( int position ) //position為坦克生成位置2為我的坦克位置,其餘為AI位,-1為左位,0為中間位置,1為右位
{
int x,y;
if(position==2) //2為我的坦克位置,現在暫時用不到
x=15,y=38;
else
y=2 , x= 20 + 18 * position ; //20 + 18 * position 對應三個生成位置的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) //如果周遊的九宮格裡有障礙物
return 0; //則傳回0,表示此生成位置有阻礙
return 1; //否則生成1,表示此生成位置無阻礙
}
void MoveAITank(Tank* AI_tank) //AI專用函數,該函數主要為AI加強
{
if(AI_tank->alive) //如果坦克活着
{
if(AI_tank->stop!=0) //坦克是否停止運動的判斷,若stop參數不為0
{
AI_tank->stop--; //則此坦克本回合停止運動
return;
}
if( !(rand()%23) ) //22分之1的機率執行方向重置
{
AI_tank->direction = rand()%4+1;
if( rand()%3 ) //在方向重置後有2分之1的機率停止走動3步的時間
{
AI_tank->stop=2;
return;
}
}
ClearTank (AI_tank->x , AI_tank->y);
if(TankCheak ( *AI_tank , AI_tank->direction)) //如果前方無障礙
switch ( AI_tank->direction )
{
case UP : AI_tank->y--; break; //上前進一格
case DOWN : AI_tank->y++; break; //下前進一格
case LEFT : AI_tank->x--; break; //左前進一格
case RIGHT: AI_tank->x++; break; //右前進一格
}
else //前方有障礙
{
if(!(rand()%4)) //3分之1的機率亂轉
{
AI_tank->direction=rand()%4+1;
AI_tank->stop=2; //亂轉之後停止走動3步的時間
PrintTank(*AI_tank);
return; //∵continue會跳過下面的列印函數,∴這裡先列印
}
else //另外3分之2的幾率選擇正确的方向
{
int j;
for(j=1;j<=4;j++)
if(TankCheak ( *AI_tank , j )) //循環判斷坦克四周有無障礙,此函數返值1為可通過
break;
if(j==5) //j==5說明此坦克四周都有障礙物,無法通行
{
PrintTank(*AI_tank);
return; //則跳過下面的while循環以防程式卡死
}
while(TankCheak ( *AI_tank , AI_tank->direction) == 0) //如果前方仍有障礙
AI_tank->direction=(rand()%4+1); //則換個随機方向檢測
}
}
PrintTank(*AI_tank); //列印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) ; //列印我的坦克
}
void MoveMyTank(int turn ) //玩家專用函數,turn為keyboard函數裡因輸入不同方向鍵而傳入的不同的值
{
ClearTank(my_tank.x , my_tank.y); //map 數組中“我的坦克”參數清除工作已在此函數中完成
my_tank.direction=turn; //将鍵盤輸入的方向值傳入我的坦克方向值
if(TankCheak ( my_tank , my_tank.direction )) //若此時我的坦克目前方向上無障礙
switch (turn)
{
case UP : my_tank.y--; break; //上前進一格
case DOWN : my_tank.y++; break; //下前進一格
case LEFT : my_tank.x--; break; //左前進一格
case RIGHT: my_tank.x++; break; //右前進一格
} //若坦克目前方向上有障礙則跳過坐标變化直接列印該轉向的坦克
PrintTank (my_tank);
}
bool TankCheak(Tank tank,int direction) //檢測坦克前方障礙函數,參量為假坐标。返值1為可通過,返值0為阻擋(人機共用)
{
switch(direction) //direction變量 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("錯誤!!");
Sleep(5000);
return 0;
}
}
void ClearTank(int x,int y) //清除坦克函數(人機共用)
{
for(int i=0;i<3;i++)
for(int j=0;j<3;j++)
{ //将坦克占用的地圖上的九格去掉
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) //列印坦克(人機共用) 由于讀取的Tank參數較多,故就不将參數一一傳入了
{ // tank.color參數對應不同的顔色,範圍 1 ~ 6
ColorChoose(tank.color); //顔色選擇函數 定義一個數組裡裝着字元指針(既裝字元串)的數組指針(指向一維數組首位址的指針)
char *(*tankF)[4] = tank_figure[tank.model]; //将二維數組首址賦初值給數組指針 model==0為我的坦克,4為電腦1坦克,8為電腦2,類推
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邊,上中下三行列印
printf("%s", tankF[i][tank.direction-1]); //列印的是位址,位址既字元串
for(int j=0;j<3;j++)
if(tank.my) //若為我的坦克
map[tank.y+j-1][tank.x+i-1]=200; //在map上把"坦克"九格填滿代表敵我坦克的參數。敵方此值為100~103,我方為200
else
map[tank.y+j-1][tank.x+i-1]=100+tank.num; //這樣可以通過map值讀取坦克編号,讀取操作在BulletHit 函數
}
}
void HideCursor() //隐藏光标
{ //CONSOLE_CURSOR_INFO結構體包含控制台光标的資訊,DWORD dwSize光标百分比厚度(1~100)和BOOL bVisible光标是否可見
CONSOLE_CURSOR_INFO cursor_info={1,0};
SetConsoleCursorInfo(GetStdHandle(STD_OUTPUT_HANDLE),&cursor_info); //SetConsoleCursorInfo用來設定指定的控制台光标的大小和可見性。
}
void GoToxy(int x,int y) //光标移動函數,X表示橫坐标,Y表示縱坐标。
{
COORD coord; //使用頭檔案自帶的坐标結構
coord.X=x; //這裡将int類型值傳給short,不過程式中涉及的坐标值均不會超過short範圍
coord.Y=y;
HANDLE a=GetStdHandle(STD_OUTPUT_HANDLE); //獲得标準輸出句柄
SetConsoleCursorPosition(a,coord); //以标準輸出的句柄為參數設定控制台光标坐标
}
void ColorChoose(int color) //顔色選擇函數
{
switch(color)
{
case 1: //天藍色(我的坦克顔色)
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
break;
case 2: //綠色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
break;
case 3: //黃色
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
break;
case 4: //紅色
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: //深藍色(∵顔色深難與黑色背景辨識度不高 ∴坦克顔色不選用此顔色),隻用在字型顔色閃爍中
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE);
break;
}
}
void Stop() //暫停
{
int color=1,timing=0;
while(1)
{
if(timing++%30==0)
{
ColorChoose(color); //顔色選擇
GoToxy(100,13); //副螢幕列印
printf("遊戲暫停");
GoToxy(88,17);
printf("按Enter鍵回到遊戲");
GoToxy(88,18);
printf("或按 Esc鍵退出遊戲");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //Enter鍵
{
GoToxy(100,13); //副螢幕列印
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("正在進行"); //覆寫掉原來的提示
GoToxy(88,17);
printf(" ");
GoToxy(88,18);
printf(" ");
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc鍵退出
exit(0);
Sleep(20);
}
}
void ClearMainScreen() //主螢幕清屏函數,因使用system("cls");再列印架構有一定幾率造成架構上移一行的錯誤,是以單獨編寫清屏函數
{
for(int i=1;i<40;i++)
{
GoToxy(2,i);
printf(" ");
}
}
void Frame () //列印遊戲主體架構
{ //SetConsoleTextAttribute為設定文本顔色和文本背景顔色函數
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 (); //列印副螢幕
}
void PrintMap() // 列印地圖(地圖既地圖障礙物)
{
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("███"); //∵無論地圖怎麼變,家所在位置不變,且家的字元多種,不友善用上述方式列印
GoToxy(38,39); printf("◢█◣"); //∴直接列印(且家的map值與符号無關)
}
void GetMap() //地圖存放函數
{ //map裡的值: 個位數的值為地圖方塊部分,百位數的值為坦克
int i ,j; //map裡的值: 0為可通過陸地,1為紅磚,2待定,5為水,100為敵方坦克,200為我的坦克,
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},
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{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},
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{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},
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{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},
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{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},
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{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
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{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},
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{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}
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{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},
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{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(); //列印地圖
}
void GameOver(bool home)
{
int timing=0,color=1;
while(1)
{
if(timing++%30==0) //遊戲結束原因為生命值為0
{
ColorChoose(color); //顔色選擇
if(home) //遊戲結束原因為老家被毀,則多列印一行字以提示玩家
{
GoToxy(37,19); //主螢幕中心列印
printf("老家被毀!");
}
GoToxy(37,20); //主螢幕中心列印
printf("遊戲結束!");
GoToxy(100,13); //副螢幕列印
printf("遊戲結束");
GoToxy(88,17);
printf("請按Enter鍵重新開始!");
GoToxy(88,18);
printf("或按 Esc鍵退出遊戲!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //Enter鍵
{
// system("cls"); //清屏,這裡清屏後再次列印架構有一定幾率造成架構上移一行的bug,是以選用自建清屏函數
// Frame (); //重新列印遊戲架構
score-=500; //分數-500
ClearMainScreen(); //主屏清屏函數,無需再次列印架構
Initialize(); //從本關重新開始
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc鍵退出
exit(0);
Sleep(20);
}
}
void NextLevel()
{
int timing=0,color=1;
level++;
if(level<=MAX_LEVEL)
while(1)
{
if(timing++%10==0)
{
ColorChoose(color); //顔色選擇
GoToxy(37,20); //主螢幕中心列印
printf("恭喜過關!");
GoToxy(100,13); //副螢幕列印
printf("等待下關");
GoToxy(87,17);
printf("請按Enter鍵進入下一關!");
GoToxy(88,18);
printf("或按 Esc鍵退出遊戲!");
if(++color==8)
color=1;
}
if (GetAsyncKeyState( 0xD )& 0x8000) //Enter鍵
{
GoToxy(88,17); //抹除副螢幕中的提示
printf(" ");
GoToxy(88,18);
printf(" ");
ClearMainScreen(); //主屏清屏函數,無需再次列印架構
Initialize(); //初始化從下一關開始,level已++
break;
}
else if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc鍵退出
exit(0);
Sleep(20);
}
else //level>8 通關
while(1)
{
if(timing++%5==0)
{
ColorChoose(color);
GoToxy(33,20); //主螢幕中心列印
printf("恭喜通過全部關卡!");
GoToxy(100,13); //副螢幕列印
printf("已通全關");
GoToxy(88,17);
printf("恭喜通過全部關卡!");
GoToxy(88,19);
printf("按 Esc鍵退出遊戲!");
if(++color==8)
color=1;
}
if(GetAsyncKeyState( 0x1B )& 0x8000) //Esc鍵退出
exit(0);
Sleep(10);
}
}
void GameCheak()
{ //剩餘敵人為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(); //進入下一關
if(my_tank.revive>=MAX_LIFE) //我的生命值(複活次數)全部用完 MAX_LIFE
GameOver(0); //遊戲結束,傳入0代表我的複活次數用光(生命值為0)。遊戲結束有兩種判斷,另一種是老家被毀
}
void SideScreen () //副螢幕 行(84起,110末,若雙字元寬則在108列印最後一個字)列(11上屏末,13下屏初,39下屏末。為美觀最好打在38)
{ // | 第 d 關 | " | |\n"
GoToxy(93,2);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED);
printf("第 關");
GoToxy(92,5);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
printf("分 數:");
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("剩餘敵方坦克:");
GoToxy(86,11);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_BLUE);
printf("目前遊戲速度: %d",21-speed);
GoToxy(86,13);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_BLUE);
printf("目前遊戲狀态:");
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("幫 助");
GoToxy(86,27);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("方向鍵 ←↑→↓ 移動");
GoToxy(93,29);
printf("x 鍵 射擊");
GoToxy(89,31);
printf("+ - 調整遊戲速度");
GoToxy(90,33);
printf("遊戲速度範圍1~20");
GoToxy(90,35);
printf("Enter鍵 暫停遊戲");
GoToxy(90,37);
printf("Esc鍵 退出遊戲");
/* printf("幫 助"); //這是第二種詳細說明的樣式
GoToxy(86,21);
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("方向鍵 ←↑→↓ 移動");
GoToxy(93,23);
printf("x 鍵 射擊");
GoToxy(89,25);
printf("+ - 調整遊戲速度");
GoToxy(90,27);
printf("遊戲速度範圍1~20");
GoToxy(90,29);
printf("Enter鍵 暫停遊戲");
GoToxy(90,31);
printf("Esc鍵 退出遊戲");
GoToxy(86,33);
printf("敵方坦克全部消滅則過關");
GoToxy(87,34);
printf("己方坦克生命值為0 或");
GoToxy(86,35);
printf("正下方的老家被毀則失敗");
GoToxy(86,36);
printf("己坦克與敵坦克子彈碰撞");
GoToxy(87,37);
printf("則抵消,敵坦克間子彈碰");
GoToxy(86,38);
printf("撞不抵消且可穿過敵坦克");*/
}
void Initialize() //初始化
{
remain_enemy=16;
my_tank.revive=0; //我的坦克複活次數為0
position=0;
bul_num=0;
GetMap();
BuildMyTank( &my_tank );
for(int i=0;i<12;i++) //子彈初始化
{
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()會建立重建立立不存活的坦克
AI_tank [i].stop=0;
AI_tank [i].num=i;
AI_tank [i].my=0;
AI_tank [i].CD=0;
}
GoToxy(97,2); //在副螢幕上關卡數
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED|FOREGROUND_GREEN);
printf("%d",level);
GoToxy(102,5); //在副螢幕上列印分數
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN|FOREGROUND_RED|FOREGROUND_BLUE);
printf("%d ",score);
GoToxy(102,7); //在副螢幕列印我的剩餘生命值
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_GREEN);
printf("%d", MAX_LIFE-my_tank.revive);
GoToxy(102,9); //在副螢幕上列印剩餘坦克數
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_RED);
printf("%d ",remain_enemy);
GoToxy(100,13); //在副螢幕上列印狀态
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_BLUE|FOREGROUND_GREEN);
printf("正在遊戲");
}
很長,但是遊戲效果很好。在遊玩之餘,多看看代碼,不難學到許多windows.h的用途以及多函數程式設計,今天的分享也就到這裡了,我們下次見!