var
a, // элемент последовательности
// натуральных чисел (<=30000)
i, // порядковый номер элемента а
n, // количество элементов а (<=1000)
m: // минимальное четное двузначное число
// среди элементов а
integer;
begin
read(n);
m := 98;
for i := 1 to n do
read(a);
if (a >= 10) and (a <= 99) and (a mod 2 = 0) and (a < m) then
m := a;
end;
write(m);
end.
Объяснение:
Не форматированный код:
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody2D))]
public class Player2DControl : MonoBehaviour {
public enum ProjectAxis {onlyX = 0, xAndY = 1};
public ProjectAxis projectAxis = ProjectAxis.onlyX;
public float speed = 150;
public float addForce = 7;
public bool lookAtCursor;
public KeyCode leftButton = KeyCode.A;
public KeyCode rightButton = KeyCode.D;
public KeyCode upButton = KeyCode.W;
public KeyCode downButton = KeyCode.S;
public KeyCode addForceButton = KeyCode.Space;
public bool isFacingRight = true;
private Vector3 direction;
private float vertical;
private float horizontal;
private Rigidbody2D body;
private float rotationY;
private bool jump;
void Start ()
{
body = GetComponent<Rigidbody2D>();
body.fixedAngle = true;
if(projectAxis == ProjectAxis.xAndY)
body.gravityScale = 0;
body.drag = 10;
}
void OnCollisionStay2D(Collision2D coll)
if(coll.transform.tag == "Ground")
jump = true;
void OnCollisionExit2D(Collision2D coll)
body.drag = 0;
jump = false;
void FixedUpdate()
body.AddForce(direction * body.mass * speed);
if(Mathf.Abs(body.velocity.x) > speed/100f)
body.velocity = new Vector2(Mathf.Sign(body.velocity.x) * speed/100f, body.velocity.y);
if(Mathf.Abs(body.velocity.y) > speed/100f)
body.velocity = new Vector2(body.velocity.x, Mathf.Sign(body.velocity.y) * speed/100f);
else
if(Input.GetKey(addForceButton) && jump)
body.velocity = new Vector2(0, addForce);
void Flip()
if(projectAxis == ProjectAxis.onlyX)
isFacingRight = !isFacingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
void Update ()
if(lookAtCursor)
Vector3 lookPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.z));
lookPos = lookPos - transform.position;
float angle = Mathf.Atan2(lookPos.y, lookPos.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
if(Input.GetKey(upButton)) vertical = 1;
else if(Input.GetKey(downButton)) vertical = -1; else vertical = 0;
if(Input.GetKey(leftButton)) horizontal = -1;
else if(Input.GetKey(rightButton)) horizontal = 1; else horizontal = 0;
direction = new Vector2(horizontal, 0);
if(Input.GetKeyDown(addForceButton)) speed += addForce; else if(Input.GetKeyUp(addForceButton)) speed -= addForce;
direction = new Vector2(horizontal, vertical);
if(horizontal > 0 && !isFacingRight) Flip(); else if(horizontal < 0 && isFacingRight) Flip();
ИЛИ
public class Move : MonoBehaviour {
public GameObject player;
public int speedRotation = 3;
public int speed = 5;
public AnimationClip anima;
public int jumpSpeed = 50;
void Start () {
player = (GameObject)this.gameObject;
animation.AddClip(anima, "animCube");
void Update(){
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
player.transform.position += player.transform.forward * speed * Time.deltaTime;
animation.CrossFade("animCube");
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
player.transform.position -= player.transform.forward * speed * Time.deltaTime;
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
player.transform.Rotate(Vector3.down * speedRotation);
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
player.transform.Rotate(Vector3.up * speedRotation);
if (Input.GetKeyDown(KeyCode.Space))
player.transform.position += player.transform.up * jumpSpeed * Time.deltaTime;
var
a, // элемент последовательности
// натуральных чисел (<=30000)
i, // порядковый номер элемента а
n, // количество элементов а (<=1000)
m: // минимальное четное двузначное число
// среди элементов а
integer;
begin
read(n);
m := 98;
for i := 1 to n do
begin
read(a);
if (a >= 10) and (a <= 99) and (a mod 2 = 0) and (a < m) then
m := a;
end;
write(m);
end.
Объяснение:
Не форматированный код:
var
a, // элемент последовательности
// натуральных чисел (<=30000)
i, // порядковый номер элемента а
n, // количество элементов а (<=1000)
m: // минимальное четное двузначное число
// среди элементов а
integer;
begin
read(n);
m := 98;
for i := 1 to n do
begin
read(a);
if (a >= 10) and (a <= 99) and (a mod 2 = 0) and (a < m) then
m := a;
end;
write(m);
end.
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody2D))]
public class Player2DControl : MonoBehaviour {
public enum ProjectAxis {onlyX = 0, xAndY = 1};
public ProjectAxis projectAxis = ProjectAxis.onlyX;
public float speed = 150;
public float addForce = 7;
public bool lookAtCursor;
public KeyCode leftButton = KeyCode.A;
public KeyCode rightButton = KeyCode.D;
public KeyCode upButton = KeyCode.W;
public KeyCode downButton = KeyCode.S;
public KeyCode addForceButton = KeyCode.Space;
public bool isFacingRight = true;
private Vector3 direction;
private float vertical;
private float horizontal;
private Rigidbody2D body;
private float rotationY;
private bool jump;
void Start ()
{
body = GetComponent<Rigidbody2D>();
body.fixedAngle = true;
if(projectAxis == ProjectAxis.xAndY)
{
body.gravityScale = 0;
body.drag = 10;
}
}
void OnCollisionStay2D(Collision2D coll)
{
if(coll.transform.tag == "Ground")
{
body.drag = 10;
jump = true;
}
}
void OnCollisionExit2D(Collision2D coll)
{
if(coll.transform.tag == "Ground")
{
body.drag = 0;
jump = false;
}
}
void FixedUpdate()
{
body.AddForce(direction * body.mass * speed);
if(Mathf.Abs(body.velocity.x) > speed/100f)
{
body.velocity = new Vector2(Mathf.Sign(body.velocity.x) * speed/100f, body.velocity.y);
}
if(projectAxis == ProjectAxis.xAndY)
{
if(Mathf.Abs(body.velocity.y) > speed/100f)
{
body.velocity = new Vector2(body.velocity.x, Mathf.Sign(body.velocity.y) * speed/100f);
}
}
else
{
if(Input.GetKey(addForceButton) && jump)
{
body.velocity = new Vector2(0, addForce);
}
}
}
void Flip()
{
if(projectAxis == ProjectAxis.onlyX)
{
isFacingRight = !isFacingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
void Update ()
{
if(lookAtCursor)
{
Vector3 lookPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.z));
lookPos = lookPos - transform.position;
float angle = Mathf.Atan2(lookPos.y, lookPos.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
}
if(Input.GetKey(upButton)) vertical = 1;
else if(Input.GetKey(downButton)) vertical = -1; else vertical = 0;
if(Input.GetKey(leftButton)) horizontal = -1;
else if(Input.GetKey(rightButton)) horizontal = 1; else horizontal = 0;
if(projectAxis == ProjectAxis.onlyX)
{
direction = new Vector2(horizontal, 0);
}
else
{
if(Input.GetKeyDown(addForceButton)) speed += addForce; else if(Input.GetKeyUp(addForceButton)) speed -= addForce;
direction = new Vector2(horizontal, vertical);
}
if(horizontal > 0 && !isFacingRight) Flip(); else if(horizontal < 0 && isFacingRight) Flip();
}
ИЛИ
using UnityEngine;
using System.Collections;
public class Move : MonoBehaviour {
public GameObject player;
public int speedRotation = 3;
public int speed = 5;
public AnimationClip anima;
public int jumpSpeed = 50;
void Start () {
player = (GameObject)this.gameObject;
animation.AddClip(anima, "animCube");
}
void Update(){
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
player.transform.position += player.transform.forward * speed * Time.deltaTime;
animation.CrossFade("animCube");
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
player.transform.position -= player.transform.forward * speed * Time.deltaTime;
}
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
player.transform.Rotate(Vector3.down * speedRotation);
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
player.transform.Rotate(Vector3.up * speedRotation);
}
if (Input.GetKeyDown(KeyCode.Space))
{
player.transform.position += player.transform.up * jumpSpeed * Time.deltaTime;
}
}
}
Объяснение: