1.21张解析Tomcat运行原理与架构全貌💥通宵爆肝
2.怪兽大作战怎么转弯?怪兽大作战为什么有人会跳?
3.求大师分享,逃跑逃跑告诉我这个红绿背景主图是辅助辅助什么指标公式源码。那里可以下载?
4.跪求C++大神,源码源码只需要写一个小游戏源代码,下载下载事成有现金酬谢。安装
21张解析Tomcat运行原理与架构全貌💥通宵爆肝
早年间,逃跑逃跑网页开发系统源码小菜同学在Tomcat上通过继承HttpServlet进行CRUD操作,辅助辅助后来引入Spring MVC框架的源码源码DispatcherServlet,使操作更加便捷。下载下载现今,安装随着Spring Boot框架的逃跑逃跑内嵌,小菜能够更专注地进行CRUD操作,辅助辅助而无需过多关注服务器和框架的源码源码细节。保持专一原则,下载下载小菜对服务器和框架始终保持谨慎态度。安装 某日,小菜的程序突然无法运行,面对困境,小菜并未选择“逃跑”,而是决定深入研究中间件的运行原理,通过层层解析,逐步揭开了Tomcat等中间件的核心设计。架构解析
Tomcat作为Java实现的Web服务器,是Java Web开发中流行的选择之一。本文作为解析Tomcat系列的第一篇,将带你深入探索Tomcat的运行流程,揭示其高效设计的核心组件。 处理网络请求是css禅意花园 源码Web服务器的基础,Tomcat也不例外,从网络通信到业务处理,每个步骤都精心设计,以实现高效运行。连接器
处理网络通信的连接器是Tomcat的重要组成部分,它负责获取Socket、解析协议以及封装请求/响应等关键任务。具体实现包括EndPoint、Processor和ProtocolHandler。EndPoint
EndPoint负责点对点的通信,通过Socket处理网络通信。尽管在Tomcat 9中并未直接提供接口,而是通过抽象类实现,实际上提供了两种具体实现:用于不同IO模型的EndPoint。Processor
Processor组件负责解析协议,将网络流解析为Tomcat封装的请求和响应对象。通过不同的实现类,如AbstractProcessor、UpgradeProcessorBase,Tomcat能够支持HTTP、AJP等协议。ProtocolHandler
ProtocolHandler将动态变化的EndPoint和Processor组合起来,负责网络通信的Socket获取和流解析。虽然在设计上采用继承的方式,但实际应用中,只有四个组合实现。Adapter
Adapter组件作为适配器,java上传源码包将Processor解析得到的请求/响应转化为Servlet中定义的格式,便于后续容器的处理。虽然实现相对固定,但其作用至关重要。线程池
多路复用IO模型下,线程池用于管理监听任务和后续处理任务,确保高效执行。尽管EndPoint涉及线程池,但Tomcat实现的线程池并非JUC下的标准实现。多连接器
尽管Tomcat支持多个不同连接器的并行处理,但实际应用中通常使用默认配置,如HTTP、NIO和端口。增加连接器时,端口和协议将自动匹配处理。容器
容器层设计为多级父子结构,包括Engine、Host、Context和Wrapper,实现灵活扩展和高效管理。每个层次的容器通过标准实现和扩展实现,提供稳定的运行环境。Mapper
Mapper组件负责请求路由,解析HTTP请求并将其映射到相应的容器层。在多级容器中,Mapper组件通过map方法解析请求,简化了路由逻辑。rar源码打包ipaPipeLine-Valve
为了实现灵活扩展,Tomcat使用PipeLine和Valve组件构建职责链模式,每层容器从First开始,到Basic结束,实现高效且可扩展的请求处理流程。其他组件
除了核心组件,Tomcat还提供类加载器、session管理器等辅助组件,用于维护Web服务器的正常运行。每个组件都精心设计,确保系统的稳定性和高效性。 在Tomcat的设计中,从连接器到容器,再到其他辅助组件,都体现了面向对象设计原则和现代软件架构的最佳实践,如职责链模式、观察者模式等,使得系统在复杂环境中保持高效稳定。 本文仅概要介绍了Tomcat的核心架构和主要组件,未来将深入源码分析,全面解析Tomcat的运行原理。关注专栏,持续了解更多精彩内容。怪兽大作战怎么转弯?怪兽大作战为什么有人会跳?
怪兽大作战怎么转弯?目前还有非常多的玩家在怪兽大作战这一游戏之中在逃跑的过程之中不知道该怎么转弯,而且有不少的玩家对于游戏之中的会跳的玩家感到疑问。下面就让小编为玩家们带来怪兽大作战怎么转弯。
怪兽大作战怎么转弯?spring的ioc源码
玩家在玩怪兽大作战的时候,玩家不仅会遇到需要进行攻击的怪兽,同时玩家还需要防止自己被其他不怀好意的玩家攻击。当玩家的血量的不足的时候,玩家就需要去寻找血瓶来为自己补充血量。而玩家在遇到其他玩家的攻击时,玩家就需要进行逃跑先去寻找血瓶,而玩家进行逃跑就只要双击方向键不松手,玩家就能够进行逃跑了。而玩家在进行逃跑的过程之中,只要将方向键的方向进行转动,玩家就能够在游戏之中进行转弯了。
怪兽大作战为什么有人会跳?
在怪兽大作战这一游戏之中,玩家的等级达到级之后,玩家就能够将双锤这一武器的专属技能进行解锁,双锤这一武器的专属技能就具有跳跃的能力。玩家将这一武器的专属技能解锁之后,玩家就能够将武器切换到双锤,而玩家在对武器进行切换的时候,玩家就需要先得到双锤这一武器,这样玩家才能够对双锤这一武器进行切换,之后玩家就能够对双锤的跳跃的技能进行点击,这样玩家就能够在游戏之中进行跳跃了。
以上便是小编为玩家们带来的怪兽大作战的转弯的技巧以及在游戏之中怎么跳,要是玩家对于这一游戏的其他的方面想要了解的话,则玩家可以到moban5源码下载站进行了解。在MoBan5源码下载站还具有非常多的关于这一游戏的攻略,要是玩家有兴趣不妨看一看。
求大师分享,告诉我这个红绿背景主图是什么指标公式源码。那里可以下载?
NA:=STRCAT(CON2STR(YEAR,0),' 年 ');
YA:=STRCAT(CON2STR(MONTH,0),' 月 ');
RA:=STRCAT(CON2STR(DAY,0),' 日 ');
SJ:=STRCAT(STRCAT(NA,YA), RA);
DRAWTEXT_FIX(C>0,0.,0,0,SJ);
{ 布林+宝塔+蓝灰操盘}
{ 蓝灰底}
买线:=EMA(C,2);
卖线:=EMA(SLOPE(C,)*+C,);
STICKLINE(买线>=卖线,HHV(H,),LLV(L,),5,0),COLOR;
STICKLINE(买线<卖线,HHV(H,),LLV(L,),5,0),COLOR;
{ 红轨道}
红轨道:=MA(MA(CLOSE,3),1),LINETHICK1,COLORYELLOW;
轨道:MA(MA(CLOSE,3),3),COLORCD,LINETHICK2;
SHENG:=IF(红轨道>=轨道,轨道,DRAWNULL);
升:SHENG,COLORMAGENTA,LINETHICK2;
{ 变色K线}
N1:=;
M:=6;
TR1:=EXPMEMA(MAX(MAX(HIGH-LOW,ABS(HIGH-REF(CLOSE,1))),ABS(REF(CLOSE,1)-LOW)),N1);
HD :=HIGH-REF(HIGH,1);
LD :=REF(LOW,1)-LOW;
DMP:=EXPMEMA(IF(HD>0&&HD>LD,HD,0),N1);
DMM:=EXPMEMA(IF(LD>0&&LD>HD,LD,0),N1);
PDI:=DMP*/TR1,LINETHICK2;
MDI:=DMM*/TR1;
ADX:=EXPMEMA(ABS(MDI-PDI)/(MDI+PDI)*,M);
ADXR:=EXPMEMA(ADX,M);
VAR1:=CLOSE>REF(CLOSE,1) AND CLOSE>REF(CLOSE,2);
VAR2:=REF(VAR1,1) AND CLOSE<=REF(CLOSE,1) AND CLOSE>=REF(CLOSE,2);
VAR3:=REF(VAR2,1) AND CLOSE>=REF(CLOSE,1) AND CLOSE<=REF(CLOSE,2);
VAR4:=REF(VAR3,1) AND CLOSE<=REF(CLOSE,1) AND CLOSE>=REF(CLOSE,2);
VAR5:=REF(VAR4,1) AND CLOSE>=REF(CLOSE,1) AND CLOSE<=REF(CLOSE,2);
VAR6:=REF(VAR5,1) AND CLOSE<=REF(CLOSE,1) AND CLOSE>=REF(CLOSE,2);
VAR7:=REF(VAR6,1) AND CLOSE>=REF(CLOSE,1) AND CLOSE<=REF(CLOSE,2);
VAR8:=REF(VAR7,1) AND CLOSE<=REF(CLOSE,1) AND CLOSE>=REF(CLOSE,2);
VAR9:=REF(VAR8,1) AND CLOSE>=REF(CLOSE,1) AND CLOSE<=REF(CLOSE,2);
VARA:=REF(VAR9,1) AND CLOSE<=REF(CLOSE,1) AND CLOSE>=REF(CLOSE,2);
VARB:=REF(VARA,1) AND CLOSE>=REF(CLOSE,1) AND CLOSE<=REF(CLOSE,2);
VARC:=REF(VARB,1) AND CLOSE<=REF(CLOSE,1) AND CLOSE>=REF(CLOSE,2);
STICKLINE(VAR1 OR VAR2 OR VAR3 OR VAR4 OR VAR5 OR VAR6 OR VAR7 OR VAR8 OR VAR9 OR VARA OR VARB OR VARC,CLOSE,REF(CLOSE,1),3,1),COLORFF;
VARD:=CLOSE<REF(CLOSE,1) AND CLOSE<REF(CLOSE,2);
VARE:=REF(VARD,1) AND CLOSE>=REF(CLOSE,1) AND CLOSE<=REF(CLOSE,2);
VARF:=REF(VARE,1) AND CLOSE<=REF(CLOSE,1) AND CLOSE>=REF(CLOSE,2);
VAR:=REF(VARF,1) AND CLOSE>=REF(CLOSE,1) AND CLOSE<=REF(CLOSE,2);
VAR:=REF(VAR,1) AND CLOSE<=REF(CLOSE,1) AND CLOSE>=REF(CLOSE,2);
VAR:=REF(VAR,1) AND CLOSE>=REF(CLOSE,1) AND CLOSE<=REF(CLOSE,2);
VAR:=REF(VAR,1) AND CLOSE<=REF(CLOSE,1) AND CLOSE>=REF(CLOSE,2);
VAR:=REF(VAR,1) AND CLOSE>=REF(CLOSE,1) AND CLOSE<=REF(CLOSE,2);
VAR:=REF(VAR,1) AND CLOSE<=REF(CLOSE,1) AND CLOSE>=REF(CLOSE,2);
VAR:=REF(VAR,1) AND CLOSE>=REF(CLOSE,1) AND CLOSE<=REF(CLOSE,2);
VAR:=REF(VAR,1) AND CLOSE<=REF(CLOSE,1) AND CLOSE>=REF(CLOSE,2);
VAR:=REF(VAR,1) AND CLOSE>=REF(CLOSE,1) AND CLOSE<=REF(CLOSE,2);
STICKLINE(VARD OR VARE OR VARF OR VAR OR VAR OR VAR OR VAR OR VAR OR VAR OR VAR OR VAR OR VAR,CLOSE,REF(CLOSE,1),3,0),COLORC;
VAR:=REF(VARD OR VARE OR VARF OR VAR OR VAR OR VAR OR VAR OR VAR OR VAR OR VAR OR VAR OR VAR,1) AND VAR1;
STICKLINE(VAR,REF(CLOSE,1),REF(CLOSE,2),3,0),COLORMAGENTA ;
VAR1A:=REF(VAR1 OR VAR2 OR VAR3 OR VAR4 OR VAR5 OR VAR6 OR VAR7 OR VAR8 OR VAR9 OR VARA OR VARB OR VARC,1) AND VARD;
STICKLINE(VAR1A,REF(CLOSE,1),REF(CLOSE,2),3,0) ,COLORFF; }
{ 箱体线}
N:=7;
T1:=CONST(LLVBARS(LOW,N));
T1HIGH:=CONST(REF(HIGH,T1));
CC:=CONST(CURRBARSCOUNT);
T2:=CONST(BARSLAST((CURRBARSCOUNT >(CC+T1)) AND (HIGH>T1HIGH)));
T2HIGH:=CONST(REF(HIGH,T2));
T3:=CONST(BARSLAST((CURRBARSCOUNT >(CC+T2)) AND (HIGH>T2HIGH)));
T3HIGH:=CONST(REF(HIGH,T3));
突破杀入线:DRAWLINE(CURRBARSCOUNT=T3+1, T3HIGH, ISLASTBAR, T3HIGH, 1),LINETHICK1,COLORYELLOW;
DRAWTEXT(ISLASTBAR, T3HIGH, '杀入线!'),LINETHICK1,COLORYELLOW;
AB:=EMA(((2*C+H+L)/4-LLV(LOW,))/(HHV(HIGH,)-LLV(LOW,))*,8);
BA:=EMA(AB,5);
A1{ 高}:=REFDATE(REF(HHV(H,),5),DATE);
B1{ 低}:=REFDATE(REF(LLV(L,),5),DATE);
DY{ 中}:=((A1)+(B1))/2;
箱顶:IF(AB>0 AND AB-BA<=0,A1,A1),COLORGREEN,DOTLINE;
箱腰:IF(AB>0 AND AB-BA<=0,DY,DY),COLORYELLOW,DOTLINE;
箱低:IF(AB>0 AND AB-BA<=0,B1,B1),COLORRED,DOTLINE;
DRAWTEXT(ISLASTBAR,箱顶,'箱顶'),COLORYELLOW;
DRAWTEXT(ISLASTBAR,箱腰,'箱腰'),COLORYELLOW;
DRAWTEXT(ISLASTBAR,箱低,'箱低'),COLORYELLOW;
VARAA:=IF(CLOSE>,.3,0.);
{ 突破:INTPART(CLOSE/VARAA )*VARAA,POINTDOT,LINETHICK4,COLORRED;
再突破:突破+VARAA,POINTDOT,LINETHICK4,COLORFF ;
回踩:(突破+再突破)/2,POINTDOT,COLORWHITE,LINETHICK4;}
STICKLINE(CROSS(ZIG(3,5),REF(ZIG(3,5),1)),箱低,箱腰,0.1,-1),COLORRED;
STICKLINE(CROSS(REF(ZIG(3,5),1),ZIG(3,5)),箱顶,箱腰,0.1,-1),COLORGREEN;
DRAWICON(CROSS(ZIG(3,5),REF(ZIG(3,5),1)),箱腰,1);
DRAWICON(CROSS(REF(ZIG(3,5),1),ZIG(3,5)),箱腰,2);
DRAWTEXT_FIX(CURRBARSCOUNT=1,0.,0.,0,'K线底部出红色或粉色,可低吸建仓!'),COLORRED;
DRAWTEXT_FIX(CURRBARSCOUNT=1,0.,0.,0,'绿点表示长期的压力点!'),COLORGREEN;
DRAWTEXT_FIX(CURRBARSCOUNT=1,0.,0.,0,'白点表示中短期的压力和支撑点,'),COLORGREEN;
DRAWTEXT_FIX(CURRBARSCOUNT=1,0.,0.,0,'红点表示有效支撑或突破长中短期压力点!股价向下跌破,原则清仓!'),COLORGREEN;
EE:=(H+L+O+2*C)/5;
CRTP:=EE+(H-L);
CRZL:=2*EE-L;
CRZC:=2*EE-H;
CRFZ:=EE-(H-L);
高:CONST(CRTP),COLORRED;
阻:CONST(CRZL),COLORC7C9FF;
支:CONST(CRZC),COLOR7C9CFF;
反:CONST(CRFZ),COLORDDDD;
DRAWTEXT(ISLASTBAR, 反, '反转价'),LINETHICK1,COLORDDDD;
DRAWTEXT(ISLASTBAR, 支, '支撑'),LINETHICK1,COLOR7C9CFF;
DRAWTEXT(ISLASTBAR, 阻, '阻力'),LINETHICK1,COLORC7C9FF;
DRAWTEXT(ISLASTBAR, 高, ' 高破线'),LINETHICK1,COLORGREEN;
均线:=EXPMA(C,),COLORGRAY,LINETHICK2;
日:=;
昨前:=3;
高2:=REF(HHV(H,日),昨前);
低2:=REF(LLV(L,日),昨前);
H4:=高2-(高2-低2)*0.;
H5:=高2-(高2-低2)*0.;
支撑.9%:REFDATE(H5,DATE),COLORRED;
支撑.8%:REFDATE(H4,DATE),COLORGREEN,;
STICKLINE(CURRBARSCOUNT=1,支撑.9%,支撑.9%,,-1),COLORGREEN;
STICKLINE(CURRBARSCOUNT=1,支撑.8%,支撑.8%,,-1),COLORRED;
DRAWTEXT(CURRBARSCOUNT=1 AND 支撑.9%,支撑.9%,'备钱'),COLORGREEN;
DRAWTEXT(CURRBARSCOUNT=1 AND 支撑.8%,支撑.8%,'转运'),COLORRED;
WH1:=IF(L=LLV(L,9),L,0);
WH2:=CONST(BARSLAST(WH1!=0));
WH3:=CONST(IF(WH2=0,H,REF(H,WH2)));
WH4:=CONST(REF(BARSLAST(H>WH3),WH2+1)+WH2+1);
WH5:=CONST(IF(WH4=0,H,REF(H,WH4)));
WH6:=CONST(REF(BARSLAST(H>WH5),WH4+1)+WH4+1);
WH7:IF(CURRBARSCOUNT<=WH2+,CONST(IF(WH6=0,H,REF(H,WH6))),DRAWNULL),COLORRED,DOTLINE;
STICKLINE(CURRBARSCOUNT<=WH2+1 AND L=LLV(L,9),O,C,3,0),COLORRED;
DRAWTEXT(CURRBARSCOUNT=WH2+,WH7,'LINE'),COLORRED;
DRAWTEXT(ISLASTBAR,WH7,'进场'),COLORRED;
WH8:IF(CURRBARSCOUNT<=WH2+1,IF(L=LLV(L,9),L,DRAWNULL),DRAWNULL),CIRCLEDOT;
H:=IF(H=HHV(H,9),H,DRAWNULL);
H:=CONST(BARSLAST(H!=DRAWNULL));
H:=CONST(IF(H=0,L,REF(L,H)));
H:=CONST(REF(BARSLAST(L<H),H+1)+H+1);
H:=CONST(IF(H=0,L,REF(L,H)));
H:=CONST(REF(BARSLAST(L<H),H+1)+H+1);
H:=IF(CURRBARSCOUNT<=H+,CONST(IF(H=0,L,REF(L,H))),DRAWNULL),DOTLINE;
H:=IF(CURRBARSCOUNT<=H+1,IF(H=HHV(H,9),H,DRAWNULL),DRAWNULL),CIRCLEDOT;
DRAWTEXT(CURRBARSCOUNT=H+,H,'LINE'),COLORYELLOW;
DRAWTEXT(ISLASTBAR,H,'止损'),COLORYELLOW;
DIF:=EMA(DCLOSE,)-EMA(DCLOSE,);
DEA:=EMA(DIF,9);
AAA:=(DIF-DEA)*2*;
起爆:=CROSS(AAA-REF(AAA,1),);
DRAWTEXT(起爆,MA(L,3),'↖暴张'),COLORYELLOW,LINETHICK2;
LC:=REF((O+H+L+2*C)/5,1);
{ 短线擒黑码}
RSI:=SMA(MAX(C-LC,0),7,1)/SMA(ABS(C-LC),7,1)*;
TYP:=(HIGH+LOW+CLOSE)/3;
CCI:=(TYP-MA(TYP,))/(0.*AVEDEV(TYP,));
买:=CROSS(RSI,7.1) AND MA(V,5)>MA(V,),COLORRED;
DRAWTEXT(CROSS(RSI,7.1) AND MA(V,5)>MA(V,),MA(L,3),'↖◆短线擒黑码◆'),COLORWHITE;
DRAWICON(买,MA(L,3),);
卖:=CROSS(7.1,RSI) AND MA(V,)>MA(V,5),COLORGREEN;
DRAWTEXT(CROSS(7.1,RSI) AND MA(V,)>MA(V,5),箱顶,'■■逃跑■■'),COLORGREEN;
DRAWICON(卖,MA(H,3),);
{ 绝密买点}
A:=EMA(C,3),COLORWHITE;
A:=EMA(C,5),COLORYELLOW;
A:=EMA(C,7),COLORMAGENTA;
A:=EMA(C,),COLORGREEN;
A:=EMA(C,),COLORRED;
A:=EMA(C,),COLORBLUE,LINETHICK2;
SS8:=CROSS(A,A) AND C>O AND C>REF(C,1) AND C/REF(C,1)>=1. ;
SSS8:=CROSS(A,A) AND C>O AND C>REF(C,1) AND C/REF(C,1)>=1.;
DRAWICON(SS8 ,MA(L,3),5);
DRAWTEXT(SS8,MA(L,3),'↖绝密买点'),COLORYELLOW;
ZYX1:="DMI.PDI"(,6);
ZYX2:="DMI.MDI"(,6);
ZYX3:=ZYX1> AND ZYX1>REF(ZYX1,1);
ZYX4:=LLV(ZYX1,0);
ZYX5:=BARSLAST(ZYX4=ZYX1);
ZYX6:=(0-REF(ZYX2,4))/(ZYX4-REF(ZYX2,ZYX5))>2;
ZYX7:=ZYX1>REF(ZYX1,1);
ZYX8:=VOL>2*MA(VOL,);
ZYX9:="DMI.ADX"(,6);
ZYXA:="DMI.ADXR"(,6);
ZYXB:=CLOSE>MA(CLOSE,) AND CLOSE<MA(CLOSE,)*1.;
ZYXC:=MA(CLOSE,)>REF(MA(CLOSE,),1);
ZYXD:=BARSLAST(CROSS(MA(CLOSE,5),MA(CLOSE,)))<BARSLAST(CROSS(MA(CLOSE,),MA(CLOSE,5)));
{ ZYXE:=0-"MACD.DIFF"(7,,3);}
ZYXF:=TROUGHBARS(3,,1)<4;
ZYX:=EMA(CLOSE,)>REF(EMA(CLOSE,),2);
ZYX:=IF(ZYXF=1,,0);
ZYX:=CROSS(ZYX2,ZYX1) AND CROSS(ZYXA,ZYX9);
ZYX:=CROSS(ZYX2,ZYX1) AND CROSS(ZYX9,ZYXA);
ZYX:=ZYXB AND ZYXC AND ZYXD AND ZYX AND ZYX6 AND ZYX7 AND ZYX8*;
ZYX:=BARSLAST(CROSS(ZYX2,ZYX1)=1);
ZYX:=BARSLAST(CROSS(ZYX1,ZYX2)=1);
ZYX:=HHV(ZYX1,ZYX);
ZYX:=BARSLAST(ZYX1=ZYX);
{ STICKLINE(FILTER(ZYXF=1,5),,0,,0),COLORRED;}
ZYX:=ZYX3 OR ZYX OR ZYX*;
ZYX1A:=ZYX*;
DRAWICON(FILTER(ZYXF=1,3),MA(L,3),);
DRAWTEXT(FILTER(ZYXF=1,3),箱低,'■■铁底■■'),COLORGREEN;
{ 量能平台}
ND:=;
PTD:=CONST(LLVBARS(V,ND));
TDPX:IF(CURRBARSCOUNT<=ND,CONST(IF(PTD=0,O,REF(O,PTD))),DRAWNULL),COLORFF;
IF(CURRBARSCOUNT=PTD+1,TDPX,DRAWNULL),CIRCLEDOT,COLORFF,LINETHICK2;
DRAWTEXT(ISLASTBAR,TDPX,' 地平线'),COLORFF;
G:=;
T:=CONST(HHVBARS(V,G));
T:=IF(CURRBARSCOUNT<=G+7,CONST(IF(T=0,H,REF(H,T))),DRAWNULL);
TA:=IF(CURRBARSCOUNT=T+1,T,DRAWNULL),CIRCLEDOT,COLORWHITE;
DRAWTEXT(ISLASTBAR,T,'天量能平台'),COLORWHITE;
W:=;
TW1:=CONST(HHVBARS(V,W));
TW0:=IF(CURRBARSCOUNT<=W+7,CONST(IF(TW1=0,C,REF(C,TW1))),DRAWNULL);
TW0A:=IF(CURRBARSCOUNT=TW1+1,TW0,DRAWNULL),CIRCLEDOT,COLORWHITE;
DRAWTEXT(ISLASTBAR,TW0,'量能平台'),COLORWHITE;
W:=;
TW:=CONST(HHVBARS(V,W));
TW:=IF(CURRBARSCOUNT<=W+7,CONST(IF(TW=0,C,REF(C,TW))),DRAWNULL);
TWA:=IF(CURRBARSCOUNT=TW+1,TW,DRAWNULL),COLORWHITE;
DRAWTEXT(ISLASTBAR,TW,'量能平台'),COLORWHITE;
MW:=;
MW1:=CONST(LLVBARS(V,MW));
MW0:=IF(CURRBARSCOUNT<=MW+7,CONST(IF(MW1=0,O,REF(O,MW1))),DRAWNULL);
MW0A:=IF(CURRBARSCOUNT=MW1+1,MW0,DRAWNULL),CIRCLEDOT,COLORWHITE;
DRAWTEXT(ISLASTBAR,MW0,'地量反弹量能平台'),COLORWHITE;
{ N1:=;N2:=;N3:=;}
EM1:=EMA(C,),NODRAW;
EM2:=EMA(C,),COLORRED;
EM3:=EMA(C,),COLORGREEN;
TJ8:=BETWEEN(EM2,EM1,EM3);
{ DRAWICON(TJ8=0,L,);}
B:='<-----------------财富平台';
DRAWTEXT(VOL=HHV(VOL,),C ,B),COLORRED;
{ 超跌反弹}
RSV:=(CLOSE-LLV(LOW,))/(HHV(HIGH,)-LLV(LOW,))*;
短期底部:=LLV(OPEN,);
K:=SMA(RSV,3,1);
D:=SMA(K,3,1);
J:=(3*K-2*D),LINETHICK2;
D2:=SMA(J,3,1)*0.;
跪求C++大神,只需要写一个小游戏源代码,事成有现金酬谢。
#include <iostream>
using namespace std;
double shengmingli=;//定义主角初始生命力
int gongjili=;//定义主角初始攻击力
int fangyuli=;//定义主角初始防御力
int money=;//定义主角初始金钱数量
bool guoguan;//定义是否通关判定
void wuqidian();//定义武器店函数
void yaodian();//定义药店函数
void guaiwu1();//定义小怪物函数
void guaiwu2();//定义大怪物函数
int main()
{
cout<<"欢迎你开始玩打怪物小游戏!\n";
cout<<"小镇\n";
cout<<"一个年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl;
cout<<"和一家武器店。\n";
int xiaozhen;//定义选择项目
cout<<"1.去武器店"<<endl;
cout<<"2.去药品店"<<endl;
cout<<"3.去打小怪物"<<endl;
cout<<"4.去打大怪物"<<endl;
cout<<"5.退出游戏"<<endl;
cout<<"6.显示你的状态"<<endl;
cin>>xiaozhen;
while(xiaozhen!=5)//输入5时退出游戏
{
if(shengmingli<=0)//主角生命力小于等于0时游戏结束
{
cout<<"你死啦!"<<endl;
break;
}
if(guoguan)
{
cout<<"恭喜通关!"<<endl;
break;
}
if(xiaozhen==6)//输入6可检测自己的状态
{
cout<<"你的生命力:"<<shengmingli<<endl;
cout<<"你的攻击力:"<<gongjili<<endl;
cout<<"你的防御力:"<<fangyuli<<endl;
cout<<"你拥有的钱:"<<money<<endl;
}
else
switch(xiaozhen)
{
case 1 : wuqidian();break;
case 2 : yaodian();break;
case 3 : guaiwu1();break;
case 4 : guaiwu2();break;
default : cout<<"请不要乱选!"<<endl;break;
}
cin>>xiaozhen;
}
if(xiaozhen==5)
{
cout<<"正在退出游戏……"<<endl;
}
cin.get();
cin.get();
return 0;
}
void wuqidian()
{
cout<<"欢迎来到武器店!"<<endl;
cout<<"1、买小刀(1M加2攻击力)"<<endl;
cout<<"2、买短剑(2M加攻击力)"<<endl;
cout<<"3、买大砍刀(5M加攻击力)"<<endl;
cout<<"4、买双节棍(7M加攻击力)"<<endl;
cout<<"5、买盾牌(2M加防御力)"<<endl;
cout<<"6、买铠甲(5M加防御力)"<<endl;
cout<<"7、离开武器店"<<endl;
int wuqidian;
cin>>wuqidian;
while(wuqidian!=7)//输入7时结束函数
{
switch(wuqidian)
{
case 1 : if(money<)
cout<<"你的钱不够"<<endl;//钱不够时返回Flase
else
cout<<"购买成功!"<<endl;//钱足够时返回True
gongjili+=2;
money-=1;
break;
case 2 : if(money<)
cout<<"你的钱不够"<<endl;
else
cout<<"购买成功!"<<endl;
gongjili+=;
money-=;
break;
case 3 : if(money<)
cout<<"你的钱不够"<<endl;
else
cout<<"购买成功!"<<endl;
gongjili+=;
money-=;
break;
case 4 : if(money<)
cout<<"你的钱不够"<<endl;
else
cout<<"购买成功!"<<endl;
gongjili+=;
money-=;
break;
case 5 : if(money<)
cout<<"你的钱不够"<<endl;
else
cout<<"购买成功!"<<endl;
fangyuli+=;
money-=;
break;
fangyuli+=;
money-=;
break;
default : cout<<"无"<<endl;
break;
}
cin>>wuqidian;
}
if(wuqidian==7)
{ //返回main()主函数
cout<<"欢迎下次再来!"<<endl;
cout<<"欢迎你开始玩打怪物小游戏!\n";
cout<<"小镇\n";
cout<<"一个年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl;
cout<<"和一家武器店。\n";
cout<<"1.去武器店"<<endl;
cout<<"2.去药品店"<<endl;
cout<<"3.去打小怪物"<<endl;
cout<<"4.去打大怪物"<<endl;
cout<<"5.退出游戏"<<endl;
cout<<"6.显示你的状态"<<endl;
}
}
/*
yaodian()的设置与wuqidian()相同,可参照阅读.
*/
void yaodian()
{
cout<<"欢迎来到药品店!"<<endl;
cout<<"1、买1号补血药(M加生命)"<<endl;
cout<<"2、买2号补血药(M加生命力)"<<endl;
cout<<"3、买3号补血药(M加生命力)"<<endl;
cout<<"4、离开药品店"<<endl;
int yaodian;
cin>>yaodian;
while(yaodian!=4)
{
switch(yaodian)
{
case 1 : if(money<)
cout<<"你的钱不够"<<endl;
else
cout<<"购买成功!"<<endl;
shengmingli+=;
money-=;
break;
case 2 : if(money<)
cout<<"你的钱不够"<<endl;
else
cout<<"购买成功!"<<endl;
shengmingli+=;
money-=;
break;
case 3 : if(money<)
cout<<"你的钱不够"<<endl;
else
cout<<"购买成功!"<<endl;
shengmingli+=;
money-=;
break;
default : cout<<"无"<<endl;
break;
}
cin>>yaodian;
}
if(yaodian==4)
{
cout<<"欢迎下次再来!"<<endl;
cout<<"欢迎你开始玩打怪物小游戏!\n";
cout<<"小镇\n";
cout<<"一个年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl;
cout<<"和一家武器店。\n";
cout<<"1.去武器店"<<endl;
cout<<"2.去药品店"<<endl;
cout<<"3.去打小怪物"<<endl;
cout<<"4.去打大怪物"<<endl;
cout<<"5.退出游戏"<<endl;
cout<<"6.显示你的状态"<<endl;
}
}
/*这里是两个战斗函数,使用指针来处理.避免造成内存崩溃.*/
void guaiwu1()
{
cout<<"开始与小怪物战斗!!!"<<endl;
double* g_shengmingli=new double;//定义怪物生命
int* g_gongjili=new int;//定义怪物攻击力
int* g_fangyuli=new int;//定义怪物防御力
int* g_money=new int;//定义怪物金钱
*g_shengmingli=;
*g_gongjili=5;
*g_fangyuli=3;
*g_money=5;
double* tongji1=new double;//用来计算主角对怪物的杀伤
double* tongji2=new double;//用来计算怪物对主角的杀伤
*tongji1=0;
*tongji2=0;
int* huihe=new int;//定义回合数
*huihe=1;
cout<<"你开始对小怪物进行攻击!"<<endl;
int* xuanze=new int;
/*
攻击计算公式
杀伤=攻击力*2-防御力
玩家每回合可以选择攻击与逃跑
*/
while((*g_shengmingli)>0 && shengmingli>0 && (*xuanze)!=2)
{
cout<<"现在是"<<"第"<<*huihe<<"回合!"<<endl;
cout<<"请选择你的动作:\n";
cout<<"1、攻击\n2、逃跑\n";
cin>>*xuanze;
switch((*xuanze))
{
case 1 : cout<<"你对小怪物发动了攻击!"<<endl;
*g_shengmingli-=gongjili*2-(*g_fangyuli);
*tongji1=gongjili*2-(*g_fangyuli);
cout<<"你打掉了小怪物"<<*tongji1<<"的生命!"<<endl;
cout<<"小怪物还剩"<<(*g_shengmingli)-(*tongji1)<<"点生命"<<endl;
shengmingli-=(*g_gongjili)*2-fangyuli;
*tongji2=(*g_gongjili)*2-fangyuli;
cout<<"小怪物对你发动了攻击!"<<endl;
cout<<"小怪物打掉了你"<<*tongji2<<"的生命!"<<endl;
cout<<"你还剩"<<shengmingli-(*tongji2)<<"点生命"<<endl;break;
case 2 : cout<<"你决定逃跑!"<<endl;
cout<<"逃跑成功!"<<endl;continue;
default : cout<<"请不要乱选!"<<endl;
}
(*huihe)++;
}
if((*g_shengmingli)<=0)
{ //杀死怪物后的返回
cout<<"小怪物被你杀死了!你真厉害!!!"<<endl;
money+=(*g_money);
cout<<"欢迎你开始玩打怪物小游戏!\n";
cout<<"小镇\n";
cout<<"一个年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl;
cout<<"和一家武器店。\n";
cout<<"1.去武器店"<<endl;
cout<<"2.去药品店"<<endl;
cout<<"3.去打小怪物"<<endl;
cout<<"4.去打大怪物"<<endl;
cout<<"5.退出游戏"<<endl;
cout<<"6.显示你的状态"<<endl;
}
else
if(shengmingli<=0)
{ //被怪物杀死后的返回
cout<<"你被小怪物杀死了!游戏结束!!!"<<endl;
}
else
if((*xuanze)==2)
{ //逃跑的返回
cout<<"你逃回了小镇!"<<endl;
cout<<"欢迎你开始玩打怪物小游戏!\n";
cout<<"小镇\n";
cout<<"一个年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl;
cout<<"和一家武器店。\n";
cout<<"1.去武器店"<<endl;
cout<<"2.去药品店"<<endl;
cout<<"3.去打小怪物"<<endl;
cout<<"4.去打大怪物"<<endl;
cout<<"5.退出游戏"<<endl;
cout<<"6.显示你的状态"<<endl;
}
delete g_shengmingli;
delete g_gongjili;
delete g_fangyuli;
delete g_money;
delete tongji1;
delete tongji2;
}
/*
设置均与void函数guaiwu1()相同,可参照上例阅读.
*/
void guaiwu2()
{
cout<<"开始与大怪物战斗!!!"<<endl;
double* g_shengmingli=new double;
int* g_gongjili=new int;
int* g_fangyuli=new int;
*g_shengmingli=;
*g_gongjili=;
*g_fangyuli=;
double* tongji1=new double;
double* tongji2=new double;
*tongji1=0;
*tongji2=0;
int* huihe=new int;
*huihe=1;
cout<<"你开始对大怪物进行攻击!"<<endl;
int* xuanze=new int;
while((*g_shengmingli)>0 && shengmingli>0 && (*xuanze)!=2)
{
cout<<"现在是"<<"第"<<*huihe<<"回合!"<<endl;
cout<<"请选择你的动作:\n";
cout<<"1、攻击\n2、逃跑\n";
cin>>*xuanze;
switch((*xuanze))
{
case 1 : cout<<"你对大怪物发动了攻击!"<<endl;
*g_shengmingli-=gongjili*2-(*g_fangyuli);
*tongji1=gongjili*2-(*g_fangyuli);
cout<<"你打掉了大怪物"<<*tongji1<<"的生命!"<<endl;
cout<<"大怪物还剩"<<(*g_shengmingli)-(*tongji1)<<"点生命"<<endl;
shengmingli-=(*g_gongjili)*2-fangyuli;
*tongji2=(*g_gongjili)*2-fangyuli;
cout<<"大怪物对你发动了攻击!"<<endl;
cout<<"大怪物打掉了你"<<*tongji2<<"的生命!"<<endl;
cout<<"你还剩"<<shengmingli-(*tongji2)<<"点生命"<<endl;break;
case 2 : cout<<"你决定逃跑!"<<endl;
cout<<"逃跑成功!"<<endl;continue;
default : cout<<"请不要乱选!"<<endl;
}
(*huihe)++;
}
if((*g_shengmingli)<=0)
{
cout<<"大怪物被你杀死了!你真厉害!!!"<<endl;
guoguan=true;
cout<<"欢迎你开始玩打怪物小游戏!\n";
cout<<"小镇\n";
cout<<"一个年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl;
cout<<"和一家武器店。\n";
cout<<"1.去武器店"<<endl;
cout<<"2.去药品店"<<endl;
cout<<"3.去打小怪物"<<endl;
cout<<"4.去打大怪物"<<endl;
cout<<"5.退出游戏"<<endl;
cout<<"6.显示你的状态"<<endl;
}
else
if(shengmingli<=0)
{
cout<<"你被大怪物杀死了!游戏结束!!!"<<endl;
}
else
if((*xuanze)==2)
{
cout<<"你逃回了小镇!"<<endl;
cout<<"欢迎你开始玩打怪物小游戏!\n";
cout<<"小镇\n";
cout<<"一个年的小镇。周围有一条河,有一片树林,很多房子和很多人。\n有一家药店"<<endl;
cout<<"和一家武器店。\n";
cout<<"1.去武器店"<<endl;
cout<<"2.去药品店"<<endl;
cout<<"3.去打小怪物"<<endl;
cout<<"4.去打大怪物"<<endl;
cout<<"5.退出游戏"<<endl;
cout<<"6.显示你的状态"<<en;
}
delete g_shengmingli;
delete g_gongjili;
delete g_fangyuli;
delete tongji1;
delete tongji2;
}