C++控制台编程“坦克大战”

新手C++ 坦克大战

本人新手写的比较杂乱,不喜勿喷,

1、首先,先用图片介绍下代码运行逻辑,

C++控制台编程“坦克大战”_第1张图片

2、这是控制台的界面,展示一下各个功能的界面

开始界面
C++控制台编程“坦克大战”_第2张图片
单人模式界面
C++控制台编程“坦克大战”_第3张图片
双人模式界面
C++控制台编程“坦克大战”_第4张图片
自定义地图
C++控制台编程“坦克大战”_第5张图片

3、以下是代码展示

这是菜单类

#include "Menu.h"
#include 
#include "Game.h"
//显示欢迎界面
void Menu::Show_Welcome()
{
	Map::Colors(白色);
	Map::WriteChar(2,8,"I -         2600              HI -             20000");
	Map::Colors(紫色);
	Map::WriteChar(5, 10,   "▓▓▓▓▓        ▓       ▓▓▓▓▓  ▓▓▓▓▓  ▓        ▓▓▓▓▓");
	Sleep(100);
	Map::WriteChar(6, 10,   "▓       ▓     ▓  ▓         ▓          ▓      ▓        ▓        ");
	Sleep(100);
	Map::WriteChar(7, 10,   "▓       ▓    ▓    ▓        ▓          ▓      ▓        ▓        ");
	Sleep(100);
	Map::WriteChar(8, 10,   "▓▓▓▓▓    ▓      ▓       ▓          ▓      ▓        ▓▓▓▓▓");
	Sleep(100);
	Map::WriteChar(9, 10,   "▓       ▓  ▓▓▓▓▓▓      ▓          ▓      ▓        ▓        ");
	Sleep(100);
	Map::WriteChar(10, 10,  "▓       ▓  ▓        ▓      ▓          ▓      ▓        ▓        ");
	Sleep(100);
	Map::WriteChar(11, 10,  "▓▓▓▓▓   ▓        ▓      ▓          ▓      ▓▓▓▓  ▓▓▓▓▓");
	Sleep(100);
	Map::WriteChar(13, 14,  "    ▓▓▓▓       ▓▓▓▓▓   ▓▓▓▓▓    ▓      ▓ ");
	Sleep(100);
	Map::WriteChar(14, 14,  "  ▓▓      ▓         ▓           ▓        ▓      ▓ ");
	Sleep(100);
	Map::WriteChar(15, 14,  " ▓▓                  ▓           ▓         ▓    ▓  ");
	Sleep(100);
	Map::WriteChar(16, 14,  "▓                     ▓           ▓          ▓▓▓   ");
	Sleep(100);
	Map::WriteChar(17, 14,  " ▓▓                  ▓           ▓            ▓     ");
	Sleep(100);
	Map::WriteChar(18, 14,  "  ▓▓      ▓         ▓           ▓            ▓     ");
	Sleep(100);
	Map::WriteChar(19, 14,  "    ▓▓▓▓       ▓▓▓▓▓       ▓            ▓     ");
	Sleep(200);
}
//静态菜单信息
void Menu::Show_Menu()
{
	Map::Colors(白色);	
	Map::WriteChar(38,22, "@  1990  1980  NAMCO  LTD.");
	Map::WriteChar(39,24, "ALL RIGHTS  RESERVED");
}
//自定义地图赋值及打印
int tool::Init_Map[41][41];
void tool::Init_Info()
{
    int i,j;
    for (i = 0; i < HIGHT; i++)
    {
        for (j = 0; j < WIDTH; j++)
        {
            Init_Map[41][41];


            //初始化边框
            if (Init_Map[i][j] == 边框)
            {
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN
					| FOREGROUND_RED | FOREGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_RED | BACKGROUND_BLUE);
                Map::WriteChar(i, j, "■");
            }
            
            if (Init_Map[i][j] == 黄土墙)//被击中变成红土墙
            {
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED);
                Map::WriteChar(i, j, "▓");
            }
            if (Init_Map[i][j] == 红土墙)
            {
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED);
                Map::WriteChar(i, j, "▓");
            }
            if (Init_Map[i][j] == 水流)
            {
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | BACKGROUND_BLUE | FOREGROUND_BLUE | FOREGROUND_GREEN);
                Map::WriteChar(i, j, "~");
            }
            if (Init_Map[i][j] == 钢墙)
            {
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_GREEN
                    | FOREGROUND_RED | FOREGROUND_BLUE | BACKGROUND_GREEN | BACKGROUND_RED | BACKGROUND_BLUE);
                Map::WriteChar(i, j, "■");
            }
            if (Init_Map[i][j] == 老家)
            {
                SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE | FOREGROUND_RED | FOREGROUND_GREEN);
                Map::Map::WriteChar(37, 19, "◣★◢");
                Map::WriteChar(38, 19, "███");
                Map::WriteChar(39, 19, "◢█◣");

            }
            Map::Colors(黑色);
        }
    }
}
void tool::menu()
{
	COORD Coord[3];
	const char mu[3][16] =
	{
		"               ",
		 "1  PLAYER",
		 "2  PLAYERS",
	};
	for (int i = 0; i < 3; i++)
	{
		Coord[i].Y = 24;
	}
	Coord[0].X = 23;
	Coord[1].X = 25;
	Coord[2].X = 27;

	for (int i = 0; i < 3; i++)
	{
		Map::WriteChar(Coord[i].X, Coord[i].Y, mu[i]);
	}
	Map::Colors(绿色);
	Map::WriteChar(Coord[1].X, Coord[1].Y, mu[1]);
	int Select = 1;
	while (1)
	{
		if (GetAsyncKeyState('W') & 0x8001)
		{
			Map::Colors(白色);
			Map::WriteChar(Coord[Select].X, Coord[Select].Y, mu[Select]);
			if (Select == 1)
				Select = 2;
			else
				Select--;
			Map::Colors(绿色);
			Map::WriteChar(Coord[Select].X, Coord[Select].Y, mu[Select]);
		}
		else if (GetAsyncKeyState('S') & 0x8001)
		{
			Map::Colors(白色);
			Map::WriteChar(Coord[Select].X, Coord[Select].Y, mu[Select]);
			if (Select == 2)
				Select = 1;
			else
				Select++;
			Map::Colors(绿色);
			Map::WriteChar(Coord[Select].X, Coord[Select].Y, mu[Select]);
		}
		else if (GetAsyncKeyState(0xD) & 0x8001)//回车键
		{
			switch (Select)
			{
			case 1:Game::play = 1; break;
			case 2:Game::play = 2; break;
			default:
				break;
			}
			return;
		}
		Sleep(200);
	}
}

坦克类

#include "Tank.h"
#include "Map.h"
#pragma comment(lib,"winmm.lib")
//坦克mode模型的三维数组
const char* tank_figure[6][3][4] =
{
	{
	{"█┃ █", "█┳ █", "███", "███"},
	{"█●█", "█●█", "━ ●┫", "┣ ●━"},
	{"█┻ █", "█┃ █", "███", "███"}
  },
  {
	{"◢┃ ◣", "◢━ ◣", "◢┳ ◣", "◢┳ ◣"},
	{"┣ ●┫", "┣ ●┫", "━ ●┃", "┃ ●━"},
	{"◥━ ◤", "◥┃ ◤", "◥┻ ◤", "◥┻ ◤"}
  },
  {
	{"┏ ┃ ┓", "┏ ┳ ┓", "┏ ┳ ┓", "┏ ┳ ┓"},
	{"┣ ●┫", "┣ ●┫", "━ ●┫", "┣ ●━"},
	{"┗ ┻ ┛", "┗ ┃ ┛", "┗ ┻ ┛", "┗ ┻ ┛"}
  },
  {
	{"┏ ┃ ┓", "◢━ ◣", "┏ ┳ ◣", "◢┳ ┓"},
	{"┣ ●┫", "┣ ●┫", "━ ●┃", "┃ ●━"},
	{"◥━ ◤", "┗ ┃ ┛", "┗ ┻ ◤", "◥┻ ┛"}
  },
  {
	{"╔ ┃ ╗", "╔ ╦ ╗", "╔ ╦ ╗", "╔ ╦ ╗"},
	{"╠ █╣", "╠ █╣", "━ █╣", "╠ █━"},
	{"╚ ╩ ╝", "╚ ┃ ╝", "╚ ╩ ╝", "╚ ╩ ╝"}
  },
 {
	{"  ■  ", "■  ■", "  ■■", "■■  "},
	{"■●■", "■●■", "■●  ", "  ●■"},
	{"■  ■", "  ▉  ", "  ■■", "■■  "}
 }
};
//坦克构造
Tank::Tank(COORD pos, DIR dir,int mode,int team)
{
	//坐标
	this->pos = pos;
	//方向
	this->dir = dir;
	//图案模型
	this->mode = mode;
	//阵营
	this->team = team;
	//时间坦克移动
	this->CD = 150;
	this->end_time = clock();
	this->music = clock();
	//坦克分数
	this->score = 0;
	//打印坦克
	Show_Tank();
}
//打印坦克
void Tank::Show_Tank()
{
	const char* (*tankModel)[4] = tank_figure[mode];
	for (int i = 0; i < 3; i++)
	{
		//敌方坦克需要彩色,来区别
		if (team == 3)
		{
			Map::Colors(rand()%7+2);
		}
		else
		{
			Map::Colors(紫色);
		}
		Map::WriteChar(pos.X-1+i,pos.Y-1,tankModel[i][dir]);
		Map::dynamic[pos.X - 1 + i][pos.Y - 1] = 坦克;
		Map::dynamic[pos.X - 1 + i][pos.Y ] = 坦克;
		Map::dynamic[pos.X - 1 + i][pos.Y+1] = 坦克;

	}
}
//清理坦克
void Tank::Clear_Tank()
{
	for (int i = 0; i < 3; i++)
	{		
		Map::WriteChar(pos.X - 1 + i, pos.Y - 1, "      ");
		Map::dynamic[pos.X - 1 + i][pos.Y - 1] = 空地;
		Map::dynamic[pos.X - 1 + i][pos.Y] = 空地;
		Map::dynamic[pos.X - 1 + i][pos.Y + 1] = 空地;
	}
}
//坦克移动
void Tank::Move_Tank(DIR dir)
{
	//移动坦克之前检查CD是否冷却
	if (Check_End_Time())
	{
		//清理坦克
		Clear_Tank();
		//检查方向是否一致
		if (this->dir != dir)
		{
			this->dir = dir;
			Show_Tank();
			return;
		}
		else
		{
			//检查是否可以移动
			if (if_Move_Tank())
			{
				switch (dir)
				{
				case:pos.X--;
					break;
				case:pos.X++;
					break;
				case:pos.Y--;
					break;
				case:pos.Y++;
					break;
				default:
					break;
				}
			}
		}
		Show_Tank();
	}
}
//坦克移动判断
bool Tank::if_Move_Tank()
{
	if (dir ==)
	{
		return Collide_Check({ pos.X - 2,pos.Y - 1 }) && Collide_Check({ pos.X - 2,pos.Y }) && Collide_Check({pos.X-2,pos.Y+1});
	}
	if (dir ==)
	{
		return Collide_Check({ pos.X + 2,pos.Y - 1 }) && Collide_Check({ pos.X + 2,pos.Y }) && Collide_Check({ pos.X + 2,pos.Y + 1 });
	}
	if (dir ==)
	{
		return Collide_Check({ pos.X -1,pos.Y - 2 }) && Collide_Check({ pos.X  ,pos.Y -2}) && Collide_Check({ pos.X + 1,pos.Y - 2 });
	}
	if (dir ==)
	{
		return Collide_Check({ pos.X + 1,pos.Y + 2 }) && Collide_Check({ pos.X,pos.Y + 2}) && Collide_Check({ pos.X - 1,pos.Y + 2 });
	}
	return false;
}
//辅助坦克移动判断检测
bool Tank::Collide_Check(COORD pos)
{
	if (Map::static_Map[pos.X][pos.Y] == 空地 && Map::dynamic[pos.X][pos.Y] != 坦克)
	{
		return true;
	}

	return false;
}
//CD检测
bool Tank::Check_End_Time()
{
	if (clock() - end_time > this->CD)
	{
		end_time = clock();
		return true;
	}
	return false;
}
//坦克开火
void Tank::Play_Bullet(std::vector<Bullet*>& bull)
{
	/*if (pos.X == 2)
	{
		return;
	}*/
	Sleep(100);
	//播放发子弹音乐D:\Project\TEST_ONE\Music
	Bullet* bullet = new Bullet(this->pos,this-> dir,this->team);
	bull.push_back(bullet);
		//PlaySoundA("D:\\Project\\TEST_ONE\\Music\\boom.wav", NULL, SND_ASYNC | SND_FILENAME);
}

子弹类

#include "Bullet.h"
#include "Game.h"
#include 
#pragma comment(lib,"winmm.lib")
//如果子弹遇到水流后loc=1,
int loc;
//子弹类构造函数
Bullet::Bullet(COORD pos,DIR dir,int team)
{
	//子弹坐标初始化
	this->pos = pos;
	//子弹方向初始化
	this->dir = dir;
	//子弹存活
	this->alive = true;

	//子弹阵营
	this->team = team;

	//检查子弹赋值前的地方是否为边框

		if (dir ==)
		{
			if (Map::static_Map[this->pos.X - 2][this->pos.Y] == 边框)
			{

				alive = false;
			}
		}
		else if (dir ==)
		{
			if (Map::static_Map[this->pos.X + 2][this->pos.Y] == 边框)
			{

				alive = false;
			}
		}
		else if (dir ==)
		{
			if (Map::static_Map[this->pos.X][this->pos.Y - 2] == 边框)
			{

				alive = false;

			}
		}
		else if (dir ==)
		{
			if (Map::static_Map[this->pos.X][this->pos.Y + 2] == 边框)
			{

				alive = false;
			}
		}
		if (alive == true)
		{
			if (Gps_Bullet_1())
			{
				switch (dir)
				{
				case:this->pos.X -= 2;
					break;
				case:this->pos.X += 2;
					break;
				case:this->pos.Y -= 2;
					break;
				case:this->pos.Y += 2;
					break;
				default:
					break;
				}
				//Show_bullet();
			}

		}
	
}
//子弹移动
void Bullet::Move()
{	//清理子弹
		Clear_Bullet();
		//检测能否移动
		if (Gps_Bullet())
		{//如果经过水流
			if (loc >= 1)
			{
				for (int x = 0; x < 41; x++)
				{
					for (size_t i = 0; i < 41; i++)
					{
						if (Map::static_Map[x][i] == 水流)
						{
							SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | BACKGROUND_BLUE | FOREGROUND_BLUE | FOREGROUND_GREEN);
							Map::WriteChar(x, i, "~");
						}
					}
				}
				loc--;
			}
			switch (dir)
			{
			case:this->pos.X -= 1;
				break;
			case:this->pos.X += 1;
				break;
			case:this->pos.Y -= 1;
				break;
			case:this->pos.Y += 1;
				break;
			default:
				break;
			}
			Show_bullet();
		}
		else
		{
			alive = false;
		}
}
//子弹坐标设置
bool Bullet::Gps_Bullet_1()
{
	if (dir ==)
	{
		return check({ this->pos.X - 2,this->pos.Y });
	}
	if (dir ==)
	{
		return check({ this->pos.X + 2,this->pos.Y });
	}
	if (dir ==)
	{
		return check({ this->pos.X ,this->pos.Y - 2 });
	}
	if (dir ==)
	{
		return check({ this->pos.X ,this->pos.Y + 2 });
	}
	return false;
}
bool Bullet::Gps_Bullet()
{
	if (dir ==)
	{
		return check({ this->pos.X - 1,this->pos.Y });
	}
	if (dir ==)
	{
		return check({ this->pos.X + 1,this->pos.Y });
	}
	if (dir ==)
	{
		return check({ this->pos.X ,this->pos.Y - 1 });
	}
	if (dir ==)
	{
		return check({ this->pos.X ,this->pos.Y + 1 });
	}
	return false;
}
//碰撞检测
bool Bullet::check(COORD pos)
{
	播放发子弹音乐D:\Project\TEST_ONE\Music
	//PlaySoundA("D:\\Project\\TEST_ONE\\Music\\hit.wav", NULL, SND_ASYNC |SND_NODEFAULT);
	if (Map::static_Map[pos.X][pos.Y] == 老家)
	{
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE),FOREGROUND_INTENSITY|FOREGROUND_INTENSITY);
		Map::WriteChar(37, 19, "◢  ◣");
		Map::WriteChar(38, 19, "  █  ");
		Map::WriteChar(39, 19, "◥  ◤");
		Sleep(1000);
		//清理地图
		Map::Clear_Map();
		//改变标记
		this->Home = false;
		//将标记传入输赢检测
		vin(this->Home);
		//输出老家被毁
		Map::Clear_Map();
		Map::Colors(红色);
		Map::WriteChar(20, 20, "老家被毁");
		Sleep(1000);
		return false;
	}
	if (Map::static_Map[pos.X][pos.Y] == 边框)
	{
		return false;
	}
	if (Map::dynamic[pos.X][pos.Y] == 坦克)
	{	
		//由于判断体较长,所以封装陈函数
		Over_Tank({pos.X,pos.Y});
		//检测输入,看哪一方先死全
		vin();
		return false;
	}
	if (Map::dynamic[pos.X][pos.Y] == 子弹)
	{
		for (int x = 0; x < Game::bull.size(); x++)
		{
			if (Game::bull[x]->pos.X == pos.X && Game::bull[x]->pos.Y == pos.Y)
			{
				Game::bull[x]->Clear_Bullet();
				Game::bull[x]->alive = false;
			}
		}
		return false;
	}
	if (Map::static_Map[pos.X][pos.Y] == 空地 && Map::dynamic[pos.X][pos.Y] == 空地)
	{
		return true;
	}
	else if (Map::static_Map[pos.X][pos.Y] == 黄土墙)
	{
		Map::static_Map[pos.X][pos.Y] = 红土墙;
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | BACKGROUND_GREEN | BACKGROUND_RED);
		Map:: WriteChar(pos.X, pos.Y, "▓");
		return false;
	}
	else if (Map::static_Map[pos.X][pos.Y] == 水流)
	{
		loc = 2;
		return true;
	}
	else if (Map::static_Map[pos.X][pos.Y] == 红土墙)
	{
		if (dir ==|| dir ==)
		{
			if (Map::static_Map[pos.X - 1][pos.Y] == 红土墙)
			{
				Map::static_Map[pos.X - 1][pos.Y] = 空地;
				Map::WriteChar(pos.X - 1, pos.Y, "  ");
			}
			if (Map::static_Map[pos.X + 1][pos.Y] == 红土墙)
			{
				Map::static_Map[pos.X + 1][pos.Y] = 空地;
				Map::WriteChar(pos.X + 1, pos.Y, "  ");
			}
			Map::static_Map[pos.X][pos.Y] = 空地;
			Map::WriteChar(pos.X, pos.Y, "  ");
		}
		if (dir ==|| dir ==)
		{
			if (Map::static_Map[pos.X][pos.Y - 1] == 红土墙)
			{
				Map::static_Map[pos.X][pos.Y - 1] = 空地;
				Map::WriteChar(pos.X, pos.Y - 1, "  ");
			}
			if (Map::static_Map[pos.X][pos.Y + 1] == 红土墙) {
				Map::static_Map[pos.X][pos.Y + 1] = 空地;
				Map::WriteChar(pos.X, pos.Y + 1, "  ");
			}
			Map::static_Map[pos.X][pos.Y] = 空地;
			Map::WriteChar(pos.X, pos.Y, "  ");
		}		
		return false;
	}
	return false;
}
//打印子弹
void Bullet::Show_bullet()
{
	Map::Colors(绿色);
	Map::WriteChar(pos.X, pos.Y, "⊙");
	Map::dynamic[pos.X][pos.Y] = 子弹;
}
//清理子弹
void Bullet::Clear_Bullet()
{
	Sleep(30);
	Map::WriteChar(pos.X,pos.Y,"  ");
	Map::dynamic[pos.X][pos.Y] = 空地;
}
//清理坦克(死亡)
void Bullet::Clear_Tank(COORD pos)
{
	for (int i = 0; i < 3; i++)
	{
		Map::WriteChar(pos.X - 1 + i, pos.Y - 1, "  ");
		Map::WriteChar(pos.X - 1 + i, pos.Y , "  ");
		Map::WriteChar(pos.X - 1 + i, pos.Y + 1, "  ");

		Map::dynamic[pos.X - 1 + i][pos.Y - 1] = 空地;
		Map::dynamic[pos.X - 1 + i][pos.Y] = 空地;
		Map::dynamic[pos.X - 1 + i][pos.Y + 1] = 空地;
	}
}
//坦克得分
void Bullet::Show_Score(int n1,int n2)
{
	if (n1 == 0 && n1 ==0)
	{
		if (team == 1)
		{
			Game::user1->score += 100;
			Map::WriteInt(7, 52, Game::user1->score);
		}
		if (team == 2)
		{
			Game::user2->score += 100;
			Map::WriteInt(10, 52, Game::user2->score);
		}
	}
	if(n1 != 0||n2 !=0)
	{
		system("cls");
		if (Game::play == 1)
		{		
			Map::WriteChar(20, 22, "1P 总得分:");
			Map::WriteInt(20, 28, n1);
			system("pause");
		}
		if (Game::play==2)
		{
			Map::WriteChar(20,22,"1P 总得分:");
			Map::WriteChar(22, 22, "2P 总得分:");
			Map::WriteInt(20, 28, n1);
			Map::WriteInt(22, 28,n2);
			system("pause");
		}
	}
}
//剩余坦克复活次数
void Bullet::Show_Revive()
{
	if (Game::play == 1)
	{
		Map::WriteInt(8, 52, Game::Revive_User1);
	}
	else if (Game::play == 2)
	{
		Map::WriteInt(8, 52, Game::Revive_User1);
		Map::WriteInt(11, 52, Game::Revive_User2);
	}
}
//坦克死亡
bool Bullet::Over_Tank(COORD pos)
{	
	//判断子弹碰到的坦克是AI1,AI2,AI3,user1,user2
	for (int i = 0; i < 3; i++)
	{
		//判断克能AI剩余数为0,对象是否被销毁
		if (Game::AI1 != nullptr)
		{
			if (//如果是AI1
				pos.X == Game::AI1->pos.X - 1 + i && pos.Y == Game::AI1->pos.Y - 1 ||
				pos.X == Game::AI1->pos.X - 1 + i && pos.Y == Game::AI1->pos.Y ||
				pos.X == Game::AI1->pos.X - 1 + i && pos.Y == Game::AI1->pos.Y + 1
				)
			{		//判断击中AI1的子弹是不是同一个阵营
				if (team == Game::AI1->team)
				{//如果是,则直接返回
					return false;
				}
				else
				{//如果不是就在屏幕上擦除
					Clear_Tank({ Game::AI1->pos.X, Game::AI1->pos.Y });

					//让AI1回到起始位置
					if (Game::AI_Tank_Num > 0)
					{
						Show_Score();
						Game::AI1->mode = rand() % 4 + 2;
						Game::AI1->pos = { 2,2 };
						Game::AI_Tank_Num--;
						Map::WriteChar(5, 51, "    ");
						Map::WriteInt(5, 52, Game::AI_Tank_Num);
					}
					else
					{
						Show_Score();
						delete Game::AI1;
						Game::AI1 = nullptr;
					}
				}
			}
		}
		//判断克能AI剩余数为0,对象是否被销毁
		if (Game::AI2 != nullptr)
		{
			if (
				pos.X == Game::AI2->pos.X - 1 + i && pos.Y == Game::AI2->pos.Y - 1 ||
				pos.X == Game::AI2->pos.X - 1 + i && pos.Y == Game::AI2->pos.Y ||
				pos.X == Game::AI2->pos.X - 1 + i && pos.Y == Game::AI2->pos.Y + 1
				)
			{
				if (team == Game::AI2->team)
				{
					return false;
				}
				else
				{
					Clear_Tank({ Game::AI2->pos.X, Game::AI2->pos.Y });

					if (Game::AI_Tank_Num > 0)
					{
						Show_Score();
						Game::AI2->mode = rand() % 4 + 2;
						Game::AI2->pos.X = 2;
						Game::AI2->pos.Y = 20;
						Game::AI_Tank_Num--;
						Map::WriteChar(5, 52, "    ");
						Map::WriteInt(5, 52, Game::AI_Tank_Num);
					}
					else
					{
						Show_Score();
						delete Game::AI2;
						Game::AI2 = nullptr;
					}
				}
			}
		}
		//判断克能AI剩余数为0,对象是否被销毁
		if (Game::AI3 != nullptr)
		{
			if (
				pos.X == Game::AI3->pos.X - 1 + i && pos.Y == Game::AI3->pos.Y - 1 ||
				pos.X == Game::AI3->pos.X - 1 + i && pos.Y == Game::AI3->pos.Y ||
				pos.X == Game::AI3->pos.X - 1 + i && pos.Y == Game::AI3->pos.Y + 1
				)
			{
				if (team == Game::AI3->team)
				{
					return false;
				}
				else
				{
					Clear_Tank({ Game::AI3->pos.X, Game::AI3->pos.Y });

					if (Game::AI_Tank_Num > 0)
					{
						Show_Score();
						Game::AI2->mode = rand() % 4 + 2;
						Game::AI3->pos.X = 2;
						Game::AI3->pos.Y = 38;
						Game::AI_Tank_Num--;
						Map::WriteChar(5, 52, "         ");
						Map::WriteInt(50, 52, Game::AI_Tank_Num);
					}
					else
					{
						Show_Score();
						delete Game::AI3;
						Game::AI3 = nullptr;
					}
				}
			}
		}
		if (Game::user1 != nullptr)
		{
			if (//如果是user1
				pos.X == Game::user1->pos.X - 1 + i && pos.Y == Game::user1->pos.Y - 1 ||
				pos.X == Game::user1->pos.X - 1 + i && pos.Y == Game::user1->pos.Y ||
				pos.X == Game::user1->pos.X - 1 + i && pos.Y == Game::user1->pos.Y + 1
				)
			{		//判断击中AI1的子弹是不是同一个阵营
				if (team == Game::user1->team)
				{//如果是,则直接返回
					return false;
				}
				else
				{//如果是就在屏幕上擦除
					Clear_Tank({ Game::user1->pos.X, Game::user1->pos.Y });
					if (Game::Revive_User1 == 0)
					{
						//Show_Score(Game::user1->score);
						delete Game::user1;
						Game::user1 = nullptr;
					}
					else
					{
						Show_Revive();
						//玩家1复活次数减1
						Game::Revive_User1--;
						Show_Revive();
						//让user1回到起始位置
						Game::user1->pos = { 38,14 };
						for (int i = 0; i < 3; i++)
						{
							Map::Colors(紫色);
							Map::WriteChar(37 + i, 13, Map::tank_user1[i]);
						}
					}

				}

		}
}
		if (Game::play == 2)
		{
			if (Game::user2 != nullptr)
			{
				if (//如果是user2
					pos.X == Game::user2->pos.X - 1 + i && pos.Y == Game::user2->pos.Y - 1 ||
					pos.X == Game::user2->pos.X - 1 + i && pos.Y == Game::user2->pos.Y ||
					pos.X == Game::user2->pos.X - 1 + i && pos.Y == Game::user2->pos.Y + 1
					)
				{		//判断击中user2的子弹是不是同一个阵营
					//由于可能出现玩家死亡,所以不能使用空指针,直接使用值1
					if (team == Game::user2->team || team==1)
					{//如果是,则直接返回
						return false;
					}
					else
					{
						//如果是就在屏幕上擦除
						Clear_Tank({ Game::user2->pos.X, Game::user2->pos.Y });
						if (Game::Revive_User2 == 0)
						{
							delete Game::user2;
							Game::user2 = nullptr;
						}
						else
						{
							//玩家2复活次数减1
							Game::Revive_User2--;
							Show_Revive();
							//让user2回到起始位置
							Game::user2->pos = { 38,26 };
							for (int i = 0; i < 3; i++)
							{
								Map::Colors(紫色);
								Map::WriteChar(37 + i, 25, Map::tank_user2[i]);
							}
						}
					}
				}
			}			
		}
	}
	
}
//检测输赢
void Bullet::vin(bool Home)
{
	if (Game::AI1 == nullptr && Game::AI2 == nullptr && Game::AI3 == nullptr)
	{
		Map::Clear_Map();
		//说明全部通关
		if (Map::Level == 8)
		{
			Map::WriteChar(20, 15, "恭喜,全部通关\n");
			Sleep(3000);
		}
		else
		{
			Map::WriteChar(20, 15, "玩家胜利,即将进入下一关卡\n");
			Map::dynamic[41][41] = { 0 };
			Game::Level_Loc = true;
			if (Game::play == 1)
			{
				Clear_Tank({ Game::user1->pos.X, Game::user1->pos.Y });
			}
			else
			{
				Clear_Tank({ Game::user1->pos.X, Game::user1->pos.Y });
				Clear_Tank({ Game::user2->pos.X, Game::user2->pos.Y });
			}
			Sleep(1500);
		}
		
	}
	if (Game::play == 2)
	{			//如果都等于空,说明玩家死亡,游戏结束		
		if (Game::user1 == nullptr && Game::user2 == nullptr|| Home==false)
		{
			//所有数据清空,并返回主菜单
			//需要重新进入欢迎界面标记
			Game::Over = true;
			//如果有AI没死,我们就让他死掉重新初始化
			if (Game::AI1 != nullptr)
			{
				delete Game::AI1;
				Game::AI1 = nullptr;
			}
			if (Game::AI2 != nullptr)
			{
				delete Game::AI2;
				Game::AI2 = nullptr;
			}
			if (Game::AI3 != nullptr)
			{
				delete Game::AI3;
				Game::AI3 = nullptr;
			}
			//把动态地图清空
			for (int x = 0; x < 41; x++)
			{
				for (int i = 0; i < 41; i++)
				{
					Map::dynamic[x][i] = 0;
				}
			}
		}
	}
	else if (Game::play == 1)
	{
		if (Game::user1 == nullptr || Home == false)
		{
			//所有数据清空,并返回主菜单
			Game::Over = true;
			if (Game::AI1 != nullptr)
			{
				delete Game::AI1;
				Game::AI1 = nullptr;
			}
			if (Game::AI2 != nullptr)
			{
				delete Game::AI2;
				Game::AI2 = nullptr;
			}
			if (Game::AI3 != nullptr)
			{
				delete Game::AI3;
				Game::AI3 = nullptr;
			}
			for (int x = 0; x < 41; x++)
			{
				for (int i = 0; i < 41; i++)
				{
					Map::dynamic[x][i] = 0;
				}
			}
		}
	}
}

地图类(略长)

#include "Map.h"
#include "Game.h"
int Map::static_Map[HIGHT][HIGHT] = {};
int Map::dynamic[HIGHT][WIDTH] = {};
char Map::Type;
//关卡地图初始化
int Map::Level = 1;
//用于副屏幕模型显示
const char* Map::tank_user1[3] =
{
     { "█┃ █"},
     { "█●█"},
     { "█┻ █"}
};
const char* Map::tank_user2[3]{
    {"◢┃ ◣" },
    {"┣ ●┫"},
    {"◥━ ◤" }
};
void Map::Init_Map()
{
    int i, j;
    int Map[9][41][41] =
    {
         {//钢墙白色■值为6,,土墙黄色▓值为2   ,土墙红▓值为1,海蓝色~值为5 ,普通白(老家)值为9
    {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {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}
    },
    {//钢墙白色■值为6,,土墙黄色▓值为2   ,土墙红▓值为1,海蓝色~值为5 ,普通白(老家)值为9
    {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
    {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},
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    {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},
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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}
    },
    {
    {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
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    {4,1,1,1,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,6,6,6,0,0,0,4},
    {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}
    },
    {
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    {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},
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    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,4},
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    {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,6,6,6,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
    {4,6,6,6,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,4},
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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},
    {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,1,1,1,5,5,5,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
    {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
    {4,1,1,1,0,0,0,1,1,1,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,6,6,6,6,6,6,4},
    {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,1,1,1,4},
    {4,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,6,6,6,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
    {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
    {4,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,1,1,1,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,1,1,1,0,0,0,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},

    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
    },
    {
    {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,6,6,6,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,4},
    {4,6,6,6,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
    {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
    {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
    {4,5,5,5,0,0,0,0,1,1,1,0,0,0,6,0,0,0,0,0,6,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
    {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
    {4,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,5,5,5,4},
    {4,0,0,0,0,0,0,1,1,1,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
    {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
    {4,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
    {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
    {4,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,4},
    {4,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,4},
    {4,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
    {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
    {4,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,4},
    {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}
    },
    {
    {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
    {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
    {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
    {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,4},
    {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
    {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
    {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,4},
    {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,6,6,6,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
    {4,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,4},
    {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
    {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
    {4,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
    {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
    {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
    {4,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,1,1,1,0,0,0,5,5,5,4},
    {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
    {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
    {4,1,1,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,4},
    {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
    {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
    {4,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,0,0,0,5,5,5,1,1,1,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,4},
    {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
    {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
    {4,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,0,0,0,5,5,5,4},
    {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
    {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
    {4,0,0,0,5,5,5,5,5,5,5,5,5,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,5,5,5,0,0,0,5,5,5,5,5,5,4},
    {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,1,9,9,9,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
    {4,0,0,0,5,5,5,0,0,0,0,0,0,0,0,0,0,1,<

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