30, j * 30, gBitmap3); break; 3: if ((i == a2.x/30) && (j == a2.y/30)) {break;} Form1- > Canvas-> Draw (i * 30, j * 30, gBitmap5); break; 7: if ((i == a2.x/30) && (j == a2.y/30)) {break;} Form1-> Canvas-> Draw (i * 30, j * 30, gBitmap5); break; 4: if ((i == a2.x/30) && (j == a2 .y/30)) {break;} Form1-> Canvas-> Draw (i * 30, j * 30, gBitmap6); break; 8: if ((i == a2.x/30) && ; (j == a2.y/30)) {break;} Form1-> Canvas-> Draw (i * 30, j * 30, gBitmap6); break; 5: Form1-> Canvas-> Draw (i * 30, j * 30, gBitmap4); break;
}
}
}
if (level == 2) a [7] [1] == 7;
// уникнути патових ситуацій
if (level == 1) {((a [2] [1] == 1) && (a [2] [2] == 1) && ( a [2] [3] == 1) && (a [1] [3] == 1)) {a [1] [3] = 0; ShowMessage (В«1В»);} ((a [2] [1] == 1) && (a [2] [2] == 1) && (a [2] [3] == 1) && (a [1 ] [3] == 4)) {a [1] [4] = 0; ShowMessage (В«2В»);} ((a [2] [1] == 1) && (a [2] [2] == 1) && (a [2] [3] == 1) && (a [2] [4] == 1) && (a [2] [5 ] == 1) && (a [1] [5] == 1)) {a [2] [4] = 0; ShowMessage (В«3В»);} ((a [2] [1] == 1) && (a [2] [2] == 1) && (a [2] [3] == 1) && (a [1] [4] == 1)) {a [2] [2] = 0; ShowMessage (В«4В»);} ((a [2] [1] == 1) && (a [2] [2] == 1 ) && (a [1] [3] == 1)) {a [2] [1] == 0; ShowMessage (В«5В»);}
////////////////////////////////////////// ///////////////////////((a [1] [3] == 1) && (a [1] [6] == 1) && (a [2] [3] == 1) && (a [2] [4]) && (a [2] [5] == 1) && ; (a [2] [6] == 1)) {a [2] [5] = 0; ShowMessage (В«6В»);} ((a [1] [4] == 1) && (a [2] [4] == 1) && (a [2] [5] == 1) && (a [2] [6] == 1) && (a [1] [6] == 1)) {a [1] [6] = 0; ShowMessage (В«7В»);} ((a [1] [3] == 1) && (a [ 2] [3] == 1) && (a [1] [5] == 1) && (a [2] [5] == 1) && (a [2] [4] == 1)) {a [1] [3] = 0; ShowMessage (В«8В»);}
}
}
map: finish (TImage * Image4, gg p, TTimer * Timer1, TTimer * Timer5, TTimer * Timer666, TImage * Image7, TCheckBox * CheckBox1, TTimer * Timer2, TTimer * Timer4, TTimer * Timer3 , TImage * Image1, TLabel * Label3h, TLabel * Label4h, TLabel * Label5h, class EnemyB a3, key * k, liv * l)
{
if (level == 1) {[1] [0] = 'f'; [8] [4] = 1; [4] [4] = 1;
// a [2] [4] = 1; -> Left = 0; Image4-> Top = 30; Image4-> Visible = true; ((px/30 == 0) && (py/30 == 1)) fin = 1;
}
(level == 2) {[5] [6] = 'f'; -> Left = 180; Image4-> Top = 150; Image4-> Visible = true; ( (px/30 == 6) && (py/30 == 5)) fin = 1;
}
(level == 3) {[1] [5] = 'f'; -> Left = 150; Image4-> Top = 30; Image4-> Visible = true; ( (px/30 == 5) && (py/30 == 1)) fin = 1;
} (level == 4) {a [1] [5] = 'f'; -> Left = 150; Image4->...