static char[,] FrogUpdate(Container container, char[,] mappos, Frog frog)
        {
            int y = frog.y;
            int x = frog.x;

            frog.jumpduring = DateTime.Now;//跳跃时间计算
            if (frog.jump == true)
            {
                if (frog.Be_Brick(frog.x, frog.y - 1, container) || frog.y - 1 <= 1)//在空中撞到砖块或者边界,马上下降
                {
                    frog.jump = false;
                }
                else
                {
                    if (frog.y >= frog.starty - 4)                          //如果在跳跃高度内,往上跳
                    {
                        double c = TimeGo(frog.jumpduring, frog.jumpstart); //与起跳时间的秒数差
                        frog.y -= (int)Math.Round(-0.444 * c * c + 2.666 * c + 1);
                        Clear(mappos);
                        mappos[frog.y, frog.x] = 'm';
                    }
                    else if (frog.y < frog.starty - 3)//超越跳跃最高点了
                    {
                        frog.jump = false;
                    }
                }
            }//跳跃
            if (frog.Be_Reporter(frog.x, frog.y, container) || frog.Be_Water(frog.x, frog.y + 1, container))
            {
                frog.hp = 0;
            }//青蛙碰怪或者碰到水
            if (!frog.Be_Brick(frog.x, frog.y + 1, container) && frog.jump == false)
            {
                frog.y++;
                Clear(mappos);
                mappos[frog.y, frog.x] = 'm';
            }//青蛙脚下没有砖块
            if (mappos[frog.y + 1, frog.x] == '@')
            {
                mappos[frog.y + 1, frog.x] = ' ';
                container.re.Remove((frog.y + 1) * 100 + frog.x);
            }//青蛙脚下是怪
            if (container.bu.Count > 0)
            {
                List <Bullet> disappear = new List <Bullet>();
                BulletClear(mappos);
                foreach (var bullet in container.bu)
                {
                    if (bullet.x - bullet.startx > 10 || bullet.Be_Brick(bullet.x + 1, bullet.y, container) || bullet.Be_Reporter(bullet.x, bullet.y, container))
                    {
                        disappear.Add(bullet);
                    }
                    else
                    {
                        bullet.x++;
                        mappos[bullet.y, bullet.x] = '>';
                    }
                }
                foreach (var bullet in disappear)
                {
                    container.bu.Remove(bullet);
                }
            } //子弹判定(如果子弹超过射程或者子弹碰墙或者子弹碰到怪便消失)
            return(mappos);
        }     //青蛙的更新
        static char[,] FrogMove(Container container, char[,] mappos, Frog frog)//判断青蛙运动
        {
            ConsoleKeyInfo keyInfo = Console.ReadKey(true);
            int            y       = frog.y;
            int            x       = frog.x;

            if (keyInfo.Key == ConsoleKey.RightArrow || keyInfo.Key == ConsoleKey.LeftArrow)//如果往左或者往右运动,就计算按键时差
            {
                float oversecond = 0, startsecond = 0;
                startsecond = DateTime.Now.Millisecond;
                if (System.Math.Abs(startsecond - oversecond) < 100)
                {
                    return(mappos);
                }
                else
                {
                    if (!frog.Be_Brick(frog.x, frog.y + 1, container) && frog.airmove <= 0)
                    {
                        return(mappos);
                    }
                    else
                    {
                        frog.airmove--;
                        oversecond = startsecond;
                        if (keyInfo.Key == ConsoleKey.RightArrow)
                        {
                            if (frog.Be_Brick(frog.x + 1, frog.y, container))
                            {
                                return(mappos);
                            }                                                                   //往左撞墙
                            else
                            {
                                frog.x++;
                                Clear(mappos);
                                mappos[frog.y, frog.x] = 'm';
                            }
                        }
                        else if (keyInfo.Key == ConsoleKey.LeftArrow)
                        {
                            if (frog.Be_Brick(frog.x - 1, frog.y, container))
                            {
                                return(mappos);
                            }                                                                   //往右撞墙
                            else if (frog.x - 1 < 0)
                            {
                                frog.x++; return(mappos);
                            }
                            else
                            {
                                frog.x--;
                                Clear(mappos);
                                mappos[frog.y, frog.x] = 'm';
                            }
                        }
                    }
                }
            }
            if (keyInfo.Key == ConsoleKey.UpArrow && frog.Be_Brick(frog.x, frog.y + 1, container))//如果按键跳跃就计算是否站在地面上,是则跳跃,否则不跳跃
            {
                frog.jump      = true;
                frog.starty    = frog.y;
                frog.airmove   = 5;
                frog.jumpstart = DateTime.Now;
            }
            if (frog.Be_Glasses(frog.x, frog.y, container))//如果碰到眼镜,则捡到武器
            {
                frog.arm = true;
            }
            if (keyInfo.Key == ConsoleKey.Spacebar && frog.arm == true)//如果持有武器且按键,则射击
            {
                frog.attack = true;
                Bullet bullet = new Bullet();
                container.bu.Add(bullet);
                bullet.x      = frog.x;
                bullet.y      = frog.y;
                bullet.startx = frog.x;
            }
            if (frog.Be_Timecoin(frog.x, frog.y, container))//碰到硬币
            {
                container.ti.Remove((y + 1) * 100 + x);
                frog.timecoin++;
            }
            if (frog.Be_Brick(frog.x, frog.y + 1, container))
            {
                frog.airmove = 5;
            }
            return(mappos);
        }