}
else
pos_x--;
key=0;
break;
case KEY_ESCAPE:
end=clock();
f=(end-begin)/CLK_TCK;
L2: cleardevice ();
User_Menu1 ();
switch(m.UserMenu())
{
case 0:
cleardevice ();
key=0;
begin=clock();
goto L1;
break;
case 1:
cleardevice ();
return 0;
break;
case 2:
cleardevice ();
this->ReadFileRank ();
goto L2;
break;
}
break;
}
for(int k=0; k<16; k++)
{
for (int j=0; j<16; j++)
{
if (k==pos_y&&j==pos_x)
{
if(lab[k][j]==3)
{
end=f;
cleardevice();
return 1;
}
}
}
}
ShowPlayer(x,y);
sleep(100);
}
}
int Labirint2 (void) //прорисовка 2-го лабиринта и игра в нем))
{
begin=f;
Time ();
int l=2;
int k1ey = 0;
int pos_x=0;
int pos_y=0;
xe=20;
ye=380;
int lab[11][16]={0,0,1,0,0,0,1,1,1,1,0,0,0,0,0,0,
1,0,1,0,1,0,1,0,0,0,0,1,0,1,1,1,
0,0,0,0,1,0,1,0,1,0,1,1,0,0,0,0,
1,1,1,0,1,0,0,0,1,0,0,0,0,1,1,0,
0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,
1,1,0,1,1,0,0,0,1,0,0,0,0,0,0,1,
0,0,0,0,0,0,1,1,1,0,1,0,1,1,0,1,
0,1,1,1,1,1,1,0,0,0,1,0,1,0,0,1,
1,1,0,0,0,0,0,0,1,1,1,0,0,0,1,1,
3,1,1,1,0,1,1,1,1,0,0,0,1,0,0,1,
0,0,0,0,0,1,0,0,0,0,1,1,1,1,0,1};
BadObject massB[4];
massB[0].xst = 140; massB[0].yst = 0;
massB[0].xk = 140; massB[0].yk = 180;
massB[0].napr = 4;
massB[0].xt = massB[0].xst; massB[0].yt = massB[0].yst;
massB[1].xst = 500; massB[1].yst = 0;
massB[1].xk = 500; massB[1].yk = 140;
massB[1].napr = 4;
massB[1].xt = massB[1].xst; massB[1].yt = massB[1].yst;
massB[2].xst = 380; massB[2].yst = 220;
massB[2].xk = 600; massB[2].yk = 220;
massB[2].napr = 1;
massB[2].xt = massB[2].xst; massB[2].yt = massB[2].yst;
massB[3].xst = 100; massB[3].yst = 340;
massB[3].xk = 320; massB[3].yk = 340;
massB[3].napr = 1;
massB[3].xt = massB[3].xst; massB[3].yt = massB[3].yst;
L1: cleardevice();
for (int k=0; k<16; k++)
{
for (int j=0; j<16; j++)
{
if (lab[k][j]==1)
{
ys=k*40;
xs=j*40;
Stenka (xs,ys);
}
}
}
srand(time(NULL));
x = pos_x*40+20;
y = pos_y*40+20;
while(true)
{
end=clock();
Time ();
Pole ();
Exit (xe,ye);
HidePlayer(x,y);
for(int i=0;i<4;i++)
{
Life (l);
massB[i].Paint(BLACK);
massB[i].Move();
massB[i].Paint(GREEN);
if (x==massB[i].xt && y==massB[i].yt)
{
l--;
if(Life (l)==0)
{
return 0;
}
}
}
x = pos_x*40+20;
y = pos_y*40+20;
if(kbhit())
key = getch();
switch (key)
{
case KEY_UP:
pos_y--;
if (pos_y<0)
pos_y++;
else
if(lab[pos_y][pos_x]!= 1)
{
y=(pos_y+1)*40+20;
x=pos_x*40+20;
}
else
pos_y++;
key=0;
break;
case KEY_DOWN:
pos_y++;
if(pos_y>10)
pos_y--;
else
if(lab[pos_y][pos_x]!= 1)
{
y=(pos_y-1)*40+20;
x=pos_x*40+20;
}
else
pos_y--;
key=0;
break;
case KEY_LEFT:
pos_x--;
if (pos_x<0)
pos_x++;
else
if(lab[pos_y][pos_x]!= 1)
{
y=pos_y*40+20;
x=(pos_x+1)*40+20;
}
else
pos_x++;
key=0;
break;
case KEY_RIGHT:
pos_x++;
if (pos_x>15)
pos_x--;
else
if(lab[pos_y][pos_x]!= 1)
{
y=pos_y*40+20;
x=(pos_x-1)*40+20;
}
else
pos_x--;
key=0;
break;
case KEY_ESCAPE:
end=clock();
f=(end-begin)/CLK_TCK;
L2: cleardevice ();
User_Menu1 ();
switch(m.UserMenu())
{
case 0:
cleardevice ();
key=0;
begin=clock();
goto L1;
break;
case 1:
cleardevice ();
return 0;
break;
case 2:
cleardevice ();
this->ReadFileRank ();
goto L2;
break;
}
break;
}
for(int k=0; k<16; k++)
{
for (int j=0; j<16; j++)
{
if (k==pos_y&&j==pos_x)
{
if(lab[k][j]==3)
{
end=f;
cleardevice();
return 1;
}
}
}
}
ShowPlayer(x,y);
sleep(100);
}
}
void Labirint3 (void) // прорисовка 3-го лабиринта и игра в нем))
{
begin=f;
int l=1;
int key = 0;
int pos_x=0;
int pos_y=0;
xe=260;
ye=180;
int lab[11][16]={0,0,0,0,0,0,1,0,0,0,0,0,1,1,1,0,
1,1,1,0,1,0,0,0,1,0,1,0,0,0,0,0,
0,0,0,0,1,1,1,1,1,0,1,1,1,1,1,0,
0,1,1,0,0,3,1,0,0,0,0,0,0,1,0,0,
0,0,1,1,1,1,3,1,1,0,1,1,1,1,1,0,
1,0,1,0,0,1,0,1,0,0,1,0,0,0,0,0,
1,0,1,1,0,1,0,1,1,1,1,0,1,1,0,1,
0,0,0,1,0,1,0,1,0,1,0,0,1,0,0,1,
1,1,0,0,0,1,0,0,0,1,1,0,0,0,1,1,
0,1,0,1,0,0,1,0,0,0,0,0,1,0,0,0,
0,0,0,1,1,1,1,1,0,1,1,0,1,0,1,1};
BadObject massB[8];
massB[0].xst = 100; massB[0].yst = 280;
massB[0].xk = 100; massB[0].yk = 420;
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