网上有关微乐捉鸡麻将开挂怎么下载安装有挂吗(详细开挂教程)

06-26 34阅读

网上有关“求简单短节的小游戏编程”话题很是火热,小编也是针对求简单短节的小游戏编程寻找了一些与之相关的一些信息进行分析,如果能碰巧解决你现在面临的问题,希望能够帮助到您。

您好:手机麻将有挂是真的吗这款游戏可以开挂,确实是有挂的,咨询加微信【】很多玩家在这款游戏中打牌都会发现很多用户的牌特别好,总是好牌,而且好像能看到其他人的牌一样。所以很多小伙伴就怀疑这款游戏是不是有挂,实际上这款游戏确实是有挂的
http://www.boyicom.net/sheng/1.jpg
1.手机麻将有挂是真的吗这款游戏可以开挂,确实是有挂的,通过添加客服微信 2.咨询软件加微信【】在"设置DD功能DD微信手麻工具"里.点击"开启". 3.打开工具.在"设置DD新消息提醒"里.前两个选项"设置"和"连接软件"均勾选"开启"(好多人就是这一步忘记做了) 4.打开某一个微信组.点击右上角.往下拉."消息免打扰"选项.勾选"关闭"(也就是要把"群消息的提示保持在开启"的状态.这样才能触系统发底层接口)

#include <graphics.h>

#include <stdlib.h>

#include <dos.h>

#include <conio.h>

#include <bios.h>

#define KEY_ESC 0x01

#define KEY_SPACE 0x39

#define KEY_UP 0x48

#define KEY_LEFT 0x4b

#define KEY_RIGHT 0x4d

#define KEY_DOWN 0x50

/*1石头,2砖块,3水,5老家,8玩家,9敌人*/

int map[20][20]={1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,

1,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,

1,0,2,2,2,2,0,0,2,2,2,2,0,0,0,0,0,0,0,1,

1,0,0,0,0,0,0,0,2,0,0,2,0,1,1,1,1,0,0,1,

1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,

1,2,2,2,2,2,2,2,0,0,0,0,0,0,0,2,2,0,0,1,

1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,1,

1,0,1,1,1,1,3,3,3,3,0,0,0,0,0,0,0,2,0,1,

1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,

1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,

1,0,0,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,1,

1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,3,3,3,0,1,

1,0,0,0,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,1,

1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,

1,0,0,0,0,3,3,3,1,1,1,1,1,1,1,0,0,0,0,1,

1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,

1,0,2,2,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,1,

1,0,2,2,0,0,0,0,2,2,2,0,0,0,2,2,0,0,0,1,

1,0,0,0,0,0,0,8,2,5,2,0,0,0,0,0,0,0,0,1,

1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1};

struct f

{

int x;

int y;

int direction;

};

struct play

{

int x;/*行坐标*/

int y;/*列坐标*/

int direction;/*方向*/

struct f fire[5];/*5颗子弹*/

int score;/*分数*/

}Playone;

struct a

{

int x;

int y;

int color;

int direction;

int directiontwo;/*用来判断走的路是否往返*/

int fireplay;/*是否攻击的变量,随机生成*/

struct f fire;

}amy[5];/*敌人的结构体,其实可以添加不同的颜色来表示不同种类的坦克*/

char key_state[128],key_pressed[128];

void Init();/*图象驱动开始*/

void End();/*图象驱动结束*/

void DrawMap();/*画地图*/

void DrawWater(int x,int y);/*画水*/

void DrawBrick(int x,int y);/*画砖*/

void DrawTone(int x,int y);/*画石头*/

void DrawHome(int x,int y);/*画老家*/

void DrawBlack(int x,int y);/*去除内容*/

void DrawPlay(int x,int y);/*画玩家*/

void DrawAmy(int x,int y,int i);/*画敌人*/

void Score();/*输出分数*/

void GamePlay();/*玩游戏过程*/

void GameOver();/*游戏失败*/

void TimeDelay(unsigned long microsec); /*延时函数 传入微秒数*/

int GetKey(int ScanCode);/*这里开始都是按键函数*/

void interrupt far (*OldInt9Handler)();

void far interrupt NewInt9();

void InstallKeyboard();

void ShutDownKeyboard();

void main(void)

{

Init();

DrawMap();

GamePlay();

End();

}

void TimeDelay(unsigned long microsec) /*延时函数 传入微秒数*/

{

union REGS r;

r.h.ah=0x86;

r.x.cx=microsec>>16;

r.x.dx=microsec;

int86(0x15,&r,&r);

}

void Init()/*图象驱动开始*/

{int gd=DETECT,gm;

initgraph(&gd,&gm,"d:\\tc\\tc");

cleardevice();

InstallKeyboard();

}

void End()/*图象驱动结束*/

{

ShutDownKeyboard();

closegraph();

}

void DrawTone(int x,int y)/*画石头*/

{

setfillstyle(SOLID_FILL,7);

bar(100+x*20-9,50+y*20-9,100+x*20+9,50+y*20+9);

}

void DrawWater(int x,int y)/*画水*/

{

setfillstyle(SOLID_FILL,BLUE);

bar(100+x*20-9,50+y*20-9,100+x*20+9,50+y*20+9);

}

void DrawBrick(int x,int y)/*画砖*/

{

setfillstyle(SOLID_FILL,6);

bar(100+x*20-9,50+y*20-9,100+x*20+9,50+y*20+9);

setcolor(15);

line(100+x*20-9,50+y*20-4,100+x*20+9,50+y*20-4);

line(100+x*20-9,50+y*20+4,100+x*20+9,50+y*20+4);

line(100+x*20-4,50+y*20-9,100+x*20-4,50+y*20+9);

line(100+x*20+4,50+y*20-9,100+x*20+4,50+y*20+9);

}

void DrawHome(int x,int y)/*画老家*/

{

setcolor(0);

setfillstyle(SOLID_FILL,GREEN);

fillellipse(100+x*20,50+y*20,9,9);

}

void DrawBlack(int x,int y)/*去除内容*/

{

setcolor(0);

setfillstyle(SOLID_FILL,0);

bar(100+x*20-9,50+y*20-9,100+x*20+9,50+y*20+9);

}

void DrawPlay(int x,int y)/*画玩家*/

{

setcolor(4);/*玩家为红色*/

circle(100+x*20,50+y*20,7);

switch(Playone.direction)/*判断玩家方向*/

{

case 1:line(100+x*20,50+y*20,100+x*20,50+y*20-9);break;/*上*/

case 2:line(100+x*20,50+y*20,100+x*20+9,50+y*20);break;/*右*/

case 3:line(100+x*20,50+y*20,100+x*20,50+y*20+9);break;/*下*/

case 4:line(100+x*20,50+y*20,100+x*20-9,50+y*20);break;/*左*/

}

}

void DrawAmy(int x,int y,int i)/*画敌人*/

{

if(amy.color==12)

setcolor(12);

else if(amy.color==13)

setcolor(13);

else/*这里是判断三种颜色的坦克*/

setcolor(14);

circle(100+x*20,50+y*20,7);

switch(amy.direction)/*判断玩家方向*/

{

case 1:line(100+x*20,50+y*20,100+x*20,50+y*20-9);break;/*上*/

case 2:line(100+x*20,50+y*20,100+x*20+9,50+y*20);break;/*右*/

case 3:line(100+x*20,50+y*20,100+x*20,50+y*20+9);break;/*下*/

case 4:line(100+x*20,50+y*20,100+x*20-9,50+y*20);break;/*左*/

}

}

void Score()/*输出分数*/

{

char s[10];

Playone.score+=10;

sprintf(s,"%d",Playone.score);

setfillstyle(SOLID_FILL,0);

bar(550,100,640,130);

settextstyle(0,0,2);

setcolor(YELLOW);

outtextxy(550,115,s);

}

void DrawMap()/*画地图*/

{int i,j,k;

for(i=0;i<20;i++)

{

for(j=0;j<20;j++)

if(map[j]==1)

DrawTone(j,i);

else if(map[j]==2)

DrawBrick(j,i);

else if(map[j]==3)

DrawWater(j,i);

else if(map[j]==5)

DrawHome(j,i);

else if(map[j]==8)

{

Playone.x=i;

Playone.y=j;

Playone.direction=1;

DrawPlay(j,i);

for(k=0;k<5;k++)

Playone.fire[k].direction=-1;/*5颗子弹的方向都为-1,表示不存在*/

}

else if(map[j]==9)

{

amy[0].x=1;amy[0].y=1;amy[0].direction=amy[0].directiontwo=3;/*第一个敌人*/

amy[0].color=12;

DrawAmy(j,i,0);

}

}

for(i=1;i<5;i++)/*敌人都没出现*/

amy.direction=amy.fire.direction=-1;

outtextxy(210,450,"2003.10.1 milo_zy");

settextstyle(0,0,2);/*首次输出得分*/

setcolor(9);

outtextxy(525,80,"Score");

setcolor(YELLOW);

outtextxy(550,115,"0");

}

void far interrupt NewInt9(void)

{

unsigned char ScanCode,temp;

ScanCode=inportb(0x60);

temp=inportb(0x61);

outportb(0x61,temp | 0x80);

outportb(0x61,temp & 0x7f);

if(ScanCode&0x80)

{

ScanCode&=0x7f;

key_state[ScanCode]=0;

}

else

{

key_state[ScanCode]=1;

key_pressed[ScanCode]=1;

}

outportb(0x20,0x20);

}

void InstallKeyboard(void)

{

int i;

for(i=0;i<128;i++)

key_state=key_pressed=0;

OldInt9Handler=getvect(9); /*中断向量值*/

setvect(9,NewInt9); /*中断程序NewInt9地址存入指定的中断向量表中INT 09H*/

}

void ShutDownKeyboard(void)

{

setvect(9,OldInt9Handler);

}

int GetKey(int ScanCode)

{

int res;

res=key_state[ScanCode]|key_pressed[ScanCode];

key_pressed[ScanCode]=0;

return res;

}

void GameOver()/*游戏失败*/

{

setcolor(0);

setfillstyle(SOLID_FILL,0);/*把老家给去除*/

fillellipse(100+9*20,50+18*20,9,9);

nosound();

setcolor(RED);

settextstyle(0,0,4);

outtextxy(150,5,"GAME OVER");

while(1)

{

if(GetKey(KEY_ESC))

break;

}

}

void GamePlay()/*玩游戏的过程*/

{

int i,j,lose=0;/*lose是1的时候表示失败*/

int t=0;

randomize();

while(1)

{

for(i=0;i<5;i++)/*画敌人的子弹*/

{

if(amy.fire.direction>0)

putpixel(100+amy.fire.y*20,50+amy.fire.x*20,11);

}

for(i=0;i<=4;i++)/*画玩家子弹*/

{

if(Playone.fire.direction>0)/*大于0表示玩家子弹存在*/

putpixel(100+Playone.fire.y*20,50+Playone.fire.x*20,11);

}

TimeDelay(500000);/*关键的时间改动*/

for(i=0;i<5;i++)/*去敌人的子弹*/

{

if(amy.fire.direction>0)

putpixel(100+amy.fire.y*20,50+amy.fire.x*20,0);

}

for(i=0;i<=4;i++)/*去玩家除子弹*/

{

if(Playone.fire.direction>0)

putpixel(100+Playone.fire.y*20,50+Playone.fire.x*20,0);

}

for(i=0;i<=4;i++)/*玩家子弹位置的变化*/

{

if(Playone.fire.direction<0)

continue;

if(Playone.fire.direction==1)

{Playone.fire.x--;Playone.fire.y=Playone.fire.y;}

else if(Playone.fire.direction==2)

{Playone.fire.y++;Playone.fire.y=Playone.fire.y;}

else if(Playone.fire.direction==3)

{Playone.fire.x++;Playone.fire.y=Playone.fire.y;}

else if(Playone.fire.direction==4)

{Playone.fire.y--;Playone.fire.y=Playone.fire.y;}

/*打到石头或者砖头的情况下减少子弹*/

if(map[Playone.fire.x][Playone.fire.y]==1)/*打到石头*/

Playone.fire.direction=-1;/*子弹消失*/

if(map[Playone.fire.x][Playone.fire.y]==2)/*打到砖头*/

{

Playone.fire.direction=-1;

DrawBlack(Playone.fire.y,Playone.fire.x);/*砖头打掉*/

map[Playone.fire.x][Playone.fire.y]=0;/*被打掉的地方变成可走的地方*/

}

if(map[Playone.fire.x][Playone.fire.y]==5)/*自己打到老家*/

{lose=1;break;}

for(j=0;j<5;j++)

{

if(amy[j].direction<0)/*不存在的不判断*/

continue;

if(amy[j].x==Playone.fire.x&&amy[j].y==Playone.fire.y)/*打中敌人*/

{

Playone.fire.direction=-1;

DrawBlack(Playone.fire.y,Playone.fire.x);

map[Playone.fire.x][Playone.fire.y]=0;/*被打掉的地方变成可走的地方*/

amy[j].fire.direction=amy[j].direction=-1;/*这个敌人消失*/

Score();/*输出得分*/

}

}

}

for(i=0;i<5;i++)/*敌人子弹位置的变化*/

{

if(amy.direction<0||amy.fire.direction<0)

continue;

if(amy.fire.direction==1)

{amy.fire.x--;amy.fire.y=amy.fire.y;}

else if(amy.fire.direction==2)

{amy.fire.y++;amy.fire.x=amy.fire.x;}

else if(amy.fire.direction==3)

{amy.fire.x++;amy.fire.y=amy.fire.y;}

else if(amy.fire.direction==4)

{amy.fire.y--;amy.fire.x=amy.fire.x;}

/*打到石头或者砖头的情况下减少子弹*/

if(map[amy.fire.x][amy.fire.y]==1)/*打到石头*/

amy.fire.direction=-1;/*子弹消失*/

if(map[amy.fire.x][amy.fire.y]==2)/*打到砖头*/

{

amy.fire.direction=-1;

DrawBlack(amy.fire.y,amy.fire.x);/*砖头打掉*/

map[amy.fire.x][amy.fire.y]=0;/*被打掉的地方变成可走的地方*/

}

if(map[amy.fire.x][amy.fire.y]==5)/*敌人打到老家*/

{lose=1;break;}

if(amy.fire.x==Playone.x&&amy.fire.y==Playone.y)/*打中玩家*/

{

for(j=0;j<5;j++)

Playone.fire[j].direction=-1;/*玩家子弹都消失*/

amy.fire.direction=-1;

DrawBlack(amy.fire.y,amy.fire.x);

map[amy.fire.x][amy.fire.y]=0;/*被打掉的地方变成可走的地方*/

lose=1;break;/*好人被打掉后就失败*/

}

}

nosound();

for(i=0;i<5;i++)/*敌人方向随机的改变*/

{

if(amy.direction<0)

continue;

while(1)

{

amy.directiontwo=random(4)+1;

if(amy.direction==1&&amy.directiontwo==3)

continue;

if(amy.direction==3&&amy.directiontwo==1)

continue;

if(amy.direction==2&&amy.directiontwo==4)

continue;

if(amy.direction==4&&amy.directiontwo==2)/*这里4个if是判断有没有往返走*/

continue;

if(amy.directiontwo==3&&(map[amy.x+1][amy.y]==3||map[amy.x+1][amy.y]==1||map[amy.x+1][amy.y]==2))

continue;

if(amy.directiontwo==1&&(map[amy.x-1][amy.y]==3||map[amy.x-1][amy.y]==1||map[amy.x-1][amy.y]==2))

continue;

if(amy.directiontwo==2&&(map[amy.x][amy.y+1]==3||map[amy.x][amy.y+1]==1||map[amy.x][amy.y+1]==2))

continue;

if(amy.directiontwo==4&&(map[amy.x][amy.y-1]==3||map[amy.x][amy.y-1]==1||map[amy.x][amy.y-1]==2))

continue;/*以上4个是是否碰到了墙壁或者水什么的*/

DrawBlack(amy.y,amy.x);/*把原来的地方擦掉*/

amy.direction=amy.directiontwo;

if(amy.direction==1)

{amy.x--;amy.y=amy.y;}

if(amy.direction==3)

{amy.x++;amy.y=amy.y;}

if(amy.direction==2)

{amy.y++;amy.x=amy.x;}

if(amy.direction==4)

{amy.y--;amy.x=amy.x;}

if(amy.x==Playone.x&&amy.y==Playone.y)/*相撞*/

lose=1;

if(map[amy.x][amy.y]==5)/*敌人撞到老家*/

lose=1;

DrawAmy(amy.y,amy.x,i);/*画敌人*/

if(amy.fire.direction<0)

amy.fireplay=random(4);

if(amy.fireplay==1&&amy.fire.direction<0)/*发射*/

{

amy.fire.direction=amy.direction;/*子弹方向与敌人方向一致*/

amy.fire.x=amy.x;

amy.fire.y=amy.y;

}

break;

}

}

if(lose)/*因为失败而跳出循环显示失败*/

{GameOver();break;}

if(GetKey(KEY_ESC))

break;

if(GetKey(KEY_UP))/*往上*/

{

if(Playone.direction==1&&map[Playone.x-1][Playone.y]!=1&&map[Playone.x-1][Playone.y]!=2)

{

if(map[Playone.x-1][Playone.y]==3)

continue;

DrawBlack(Playone.y,Playone.x);/*这个if是移动,前提是方向与按下的到向一致*/

Playone.x--;

Playone.direction=1;

DrawPlay(Playone.y,Playone.x);

}

else/*只调整炮头方向*/

{

DrawBlack(Playone.y,Playone.x);

Playone.direction=1;

DrawPlay(Playone.y,Playone.x);

}

}

else if(GetKey(KEY_DOWN))/*往下*/

{

if(Playone.direction==3&&map[Playone.x+1][Playone.y]!=1&&map[Playone.x+1][Playone.y]!=2)

{

if(map[Playone.x+1][Playone.y]==3)

continue;

DrawBlack(Playone.y,Playone.x);

Playone.x++;

Playone.direction=3;

DrawPlay(Playone.y,Playone.x);

}

else

{

DrawBlack(Playone.y,Playone.x);

Playone.direction=3;

DrawPlay(Playone.y,Playone.x);

}

}

if(GetKey(KEY_RIGHT))/*往右*/

{

if(Playone.direction==2&&map[Playone.x][Playone.y+1]!=1&&map[Playone.x][Playone.y+1]!=2)

{

if(map[Playone.x][Playone.y+1]==3)

continue;

DrawBlack(Playone.y,Playone.x);

Playone.y++;

Playone.direction=2;

DrawPlay(Playone.y,Playone.x);

}

else

{

DrawBlack(Playone.y,Playone.x);

Playone.direction=2;

DrawPlay(Playone.y,Playone.x);

}

}

if(GetKey(KEY_LEFT))/*往左*/

{

if(Playone.direction==4&&map[Playone.x][Playone.y-1]!=1&&map[Playone.x][Playone.y-1]!=2)

{

if(map[Playone.x][Playone.y-1]==3)

continue;

DrawBlack(Playone.y,Playone.x);

Playone.y--;

Playone.direction=4;

DrawPlay(Playone.y,Playone.x);

}

else

{

DrawBlack(Playone.y,Playone.x);

Playone.direction=4;

DrawPlay(Playone.y,Playone.x);

}

}

if(GetKey(KEY_SPACE))/*发射子弹*/

{

for(i=0;i<5;i++)/*用循环来找是否有子弹可以用*/

if(Playone.fire.direction<0)

{

sound(300);

Playone.fire.direction=Playone.direction;/*子弹方向与坦克方向一致*/

Playone.fire.x=Playone.x;

Playone.fire.y=Playone.y;

break;/*找到后就跳出循环*/

}

}

if(map[Playone.x][Playone.y]==5)/*玩家自己撞到老家*/

lose=1;

for(i=0;i<5;i++)/*判断是否因自己控制撞到敌人*/

{

if(amy.direction<0)

continue;

if(amy.x==Playone.x&&amy.y==Playone.y)/*相撞*/

lose=1;

}

if(lose)/*因为失败而跳出循环显示失败*/

{GameOver();break;}

t++;/*加到一定的程序就出现新的敌人*/

if(t==30) /*到了增加敌人的时候*/

{t=0;

for(i=0;i<5;i++)

if(amy.direction<0)

{

amy.direction=amy.directiontwo=3;

amy.x=1;

amy.y=random(3);/*方向随机*/

if(amy.y==0)

amy.y=1;

else if(amy.y==1)

amy.y=9;

else/*这里和上面的两个判断是判断敌人的初始位置*/

amy.y=18;

amy.color=random(3)+12;/*颜色随机*/

DrawAmy(amy.y,amy.x,i);

break;/*找到一个后就出循环*/

}

}

}

}

Shell读法英[?el]

Shell俗称壳,它提供了用户与内核进行交互操作的一种接口,它接收用户输入的命令并把它送入内核去执行

Shell实际上是一个命令解释器,它通过解释用户输入的命令并把它传输给系统内核去执行。

Shell有自己的编程语言,它允许用户编写由shell命令组成的程序。Shell编程语言具有普通编程语言的很多特点,比如它也有循环结构和分支控制结构等。

内部命令:在系统启动时就调入内存,是常驻内存的,所以执行效率高

外部命令:是系统软件的功能,用户需要时才从硬盘中读入内存

扩展资料

shell的近义词:bullet

词汇搭配:

1、behitbybullet中弹

2、ahailofbullets一阵弹雨

3、avolleyofbullets许多子弹一起发射

词义辨析:

bullet,shell这两个名词均与枪弹有关。

1、bullet含义广泛,指各种枪用的子弹。

2、shell指发射后会爆炸的炮弹。

示例:Abulletwhizzedpastmyear.一颗子弹嗖的一声从我耳边飞过。

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