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#include <graphics.h> #include <conio.h> #include <math.h> #include <stdio.h> #include <time.h> #pragma comment(lib,"Winmm.lib") #define High 600 // 游戏时画面尺寸 #define Width 800 #define Num 40

//全局变量

IMAGE img_bk1, img_bk2, img_help;//定义开始背景,帮助,游戏背景图片

IMAGE img_right, img_right_mask,img_left,img_left_mask;

IMAGE img_be_hit, img_be_hit_mask, img_big, img_big_mask, img_small, img_small_mask;

IMAGE img_left_hit1, img_left_hit1_mask, img_left_hit2, img_left_hit2_mask , img_left_jump ,img_left_jump_mask , img_left_jump_hit ,img_left_jump_hit_mask , img_left_ray ,img_left_ray_mask , img_left_squat ,img_left_squat_mask;

IMAGE img_right_hit1, img_right_hit1_mask, img_right_hit2, img_right_hit2_mask , img_right_jump ,img_right_jump_mask , img_right_jump_hit ,img_right_jump_hit_mask , img_right_ray ,img_right_ray_mask , img_right_squat ,img_right_squat_mask;

IMAGE img_zombie1,img_zombie1_mask,img_zombie2,img_zombie2_mask, img_zombie3,img_zombie3_mask,img_zombie4,img_zombie4_mask;

IMAGE img_coming ,img_coming_mask ,img_failure, img_failure_mask , img_inging ,img_inging_mask ,img_prepare ,img_prepare_mask , img_win ,img_win_mask ,img_sun,img_sun_mask;

IMAGE img_ing0, img_ing0_mask, img_ing1, img_ing1_mask, img_ing2, img_ing2_mask, img_ing3, img_ing3_mask, img_ing4, img_ing4_mask, img_ing5, img_ing5_mask, img_ing6, img_ing6_mask, img_ing7,
img_ing7_mask, img_ing8, img_ing8_mask, img_ing9, img_ing9_mask, img_ing10, img_ing10_mask;

IMAGE img_0, img_0_mask, img_1, img_1_mask, img_2, img_2_mask, img_3, img_3_mask, img_4, img_4_mask, img_5, img_5_mask,
img_6, img_6_mask, img_7, img_7_mask, img_8, img_8_mask, img_9, img_9_mask, img_sunwindow, img_sunwindow_mask ;

IMAGE img_manblood0, img_manblood0_mask, img_manblood1, img_manblood1_mask, img_manblood2, img_manblood2_mask, img_manblood3, img_manblood3_mask, img_manblood4, img_manblood4_mask, img_manblood5, img_manblood5_mask, img_manblood6, img_manblood6_mask, img_manblood7,
img_manblood7_mask, img_manblood8, img_manblood8_mask, img_manblood9, img_manblood9_mask,img_manblood10, img_manblood10_mask,img_zombiehead,img_zombiehead_mask;

int show_help=0; //是否显示帮助画面 int show_game=0; //是否显示帮助画面 int show_start=1; //是否显示开始画面

int man_x,man_y; //奥特曼的坐标

int right =1,left=0; //奥特曼方向

int man_i=0; //奥特曼行走时的图片格数

int is_hit1=0,is_hit2=0;//是否击打

int have_hit=0; //是否已经出拳

int is_playhelp=0; //是否播放帮助音乐 int is_playstart=0; //是否播放开始音乐 int is_playgame=0; //是否播放游戏时音乐

int had_playhelp=0; //是否已经播放帮助音乐 int had_playstart=0; //是否已经播放开始音乐 int had_playgame=0; //是否已经播放游戏时音乐 int had_playbehit=0; //是否已经播放被击打的音乐 int had_playprepare=0; //是否已经播放准备音乐 int had_playlast=0; //是否已经播放最后一波音乐

int is_playhit1music=0;//是否播放击打音效1 int is_playhit2music=0;//是否播放击打音效2

int have_playhit1=0;//是否已经播放击打音效1 int have_playhit2=0;//是否已经播放击打音效2

int zombie_startx[5][Num];//僵尸开始的位置

int zombie_x[5][Num],zombie_y[5][Num];//僵尸的位置

int zombie_j[5][Num]; //僵尸的图片位置

int is_zombie_dead[5][Num]; //僵尸是否死亡 1是死亡 0是未死亡

int zombieblood[5][Num];//僵尸血量 不同僵尸血量不同

int is_show_zombie[5][Num];//是否显示僵尸 1显示 0不显示

int zombie_type[5][Num];//僵尸的类型,1代表普通僵尸,2代表路障僵尸,3代表铁通僵尸,4代表铁门僵尸

int manblood;//奥特曼的血量

int be_hit; //奥特曼是否被击打

int behit1,behit2;//记录奥特曼被打

int i;//循环用到的变量 int j;

int bk_i,bk_j;//背景的位置

int starttime;//开始时间 int nowtime; //现在时间 int nowtime1[5][Num]; //记录僵尸的暂停时间 int nowtime2[5][Num];
int hadtime1[5][Num];//是否记录时间 int hadtime2[5][Num];//是否记录时间 int gonetime;//已经进行的时间 int behittime1,behittime2;//记录及被击打的时间 int hadhittime1,hadhittime2;//是否记录被击打的时间 int timenum;

int zombie_stop[5][Num];//僵尸是否移动

int man_hit; //奥特曼是否在击打僵尸

int is_man_dead;//奥特曼是否死亡

int sunNum;//阳光的数量

int show_sun[30];//是否显示阳光

int sun_x[30],sun_y[30];//阳光的坐标

int showray;//是否发射激光

int raytime1,raytime2;//记录激光的时间

int zombiehead_x;

int win ,failure;//胜利和失败; int win_i;//记录胜利的变量 int showprepare,showlast;//是否显示准备和最后一波

int stop=0;//是否停止

//播放开始音乐 void playstartmusic() { mciSendString("close startmusic", NULL, 0, NULL); //关闭开始音乐 mciSendString("close helpmusic", NULL, 0, NULL); //关闭帮助音乐 mciSendString("open .\start.mp3 alias startmusic",NULL,0,NULL);//背景音乐 mciSendString("play startmusic repeat",NULL,0,NULL);//循环播放 }

//播放帮助音乐 void playhelpmusic() { mciSendString("close helpmusic", NULL, 0, NULL); //关闭帮助音乐 mciSendString("close startmusic", NULL, 0, NULL); //关闭开始音乐 mciSendString("open .\help.mp3 alias helpmusic",NULL,0,NULL);//背景音乐 mciSendString("play helpmusic repeat",NULL,0,NULL);//循环播放 }

//播放游戏音乐 void playgamemusic() { mciSendString("close helpmusic", NULL, 0, NULL); //关闭帮助音乐 mciSendString("close startmusic", NULL, 0, NULL); //关闭开始音乐 mciSendString("open .\game.mp3 alias gamemusic",NULL,0,NULL);//背景音乐 mciSendString("play gamemusic repeat",NULL,0,NULL);//循环播放 }

//播放击打音效 void playhit1music() {

mciSendString("open .\\hit1.wav alias hit1music",NULL,0,NULL);
mciSendString("play hit1music repeat",NULL,0,NULL);

} void playhit2music() { mciSendString("open .\hit2.mp3 alias hit2music",NULL,0,NULL); mciSendString("play hit2music repeat",NULL,0,NULL);

}

void playbehitmusic() { mciSendString("close behitmusic",NULL,0,NULL);//关闭先前一次的音乐 mciSendString("open .\behit.mp3 alias behitmusic",NULL,0,NULL); mciSendString("play behitmusic ",NULL,0,NULL);

}

void startup() { initgraph(Width, High);//游戏时画面大小

loadimage(&img_bk1,".\\bk1.jpg");   //引入开始背景图片
loadimage(&img_bk2,".\\bk2.jpg");   //引入游戏背景图片
loadimage(&img_help,".\\help.jpg");   //引入帮助图片


loadimage(&img_be_hit,".\\be_hit.png");
loadimage(&img_be_hit_mask,".\\be_hit_mask.png");

loadimage(&img_left,".\\left.png");
loadimage(&img_left_mask,".\\left_mask.png");
loadimage(&img_left_hit1,".\\left_hit1.png");
loadimage(&img_left_hit1_mask,".\\left_hit1_mask.png");
loadimage(&img_left_hit2,".\\left_hit2.png");
loadimage(&img_left_hit2_mask,".\\left_hit2_mask.png");
loadimage(&img_left_jump,".\\left_left_jump.png");
loadimage(&img_left_jump_mask,".\\left_jump_mask.png");
loadimage(&img_left_jump_hit,".\\left_jump_hit.png");
loadimage(&img_left_jump_hit_mask,".\\left_jump_hit_mask.png");
loadimage(&img_left_ray,".\\left_ray.png");
loadimage(&img_left_ray_mask,".\\left_ray_mask.png");
loadimage(&img_left_squat,".\\left_squat.png");
loadimage(&img_left_squat_mask,".\\left_squat_mask.png");

loadimage(&img_right,".\\right.png");
loadimage(&img_right_mask,".\\right_mask.png");
loadimage(&img_right_hit1,".\\right_hit1.png");
loadimage(&img_right_hit1_mask,".\\right_hit1_mask.png");
loadimage(&img_right_hit2,".\\right_hit2.png");
loadimage(&img_right_hit2_mask,".\\right_hit2_mask.png");
loadimage(&img_right_jump,".\\right_right_jump.png");
loadimage(&img_right_jump_mask,".\\right_jump_mask.png");
loadimage(&img_right_jump_hit,".\\right_jump_hit.png");
loadimage(&img_right_jump_hit_mask,".\\right_jump_hit_mask.png");
loadimage(&img_right_ray,".\\right_ray.png");
loadimage(&img_right_ray_mask,".\\right_ray_mask.png");
loadimage(&img_right_squat,".\\right_squat.png");
loadimage(&img_right_squat_mask,".\\right_squat_mask.png");

loadimage(&img_zombie1,".\\zombie1.png");
loadimage(&img_zombie1_mask,".\\zombie1_mask.png");
loadimage(&img_zombie2,".\\zombie2.png");
loadimage(&img_zombie2_mask,".\\zombie2_mask.png");
loadimage(&img_zombie3,".\\zombie3.png");
loadimage(&img_zombie3_mask,".\\zombie3_mask.png");
loadimage(&img_zombie4,".\\zombie4.png");
loadimage(&img_zombie4_mask,".\\zombie4_mask.png");


loadimage(&img_coming,".\\coming.png");
loadimage(&img_coming_mask,".\\coming_mask.png");
loadimage(&img_failure,".\\failure.png");
loadimage(&img_failure_mask,".\\failure_mask.png");
loadimage(&img_inging,".\\inging.png");
loadimage(&img_inging_mask,".\\inging_mask.png");
loadimage(&img_prepare,".\\prepare.png");
loadimage(&img_prepare_mask,".\\prepare_mask.png");
loadimage(&img_win,".\\win.png");
loadimage(&img_win_mask,".\\win_mask.png");
loadimage(&img_zombiehead,".\\zombiehead.png");
loadimage(&img_zombiehead_mask,".\\zombiehead_mask.png");

loadimage(&img_ing0,".\\ing0.png");
loadimage(&img_ing0_mask,".\\ing0_mask.png");
loadimage(&img_ing1,".\\ing1.png");
loadimage(&img_ing1_mask,".\\ing1_mask.png");
loadimage(&img_ing2,".\\ing2.png");
loadimage(&img_ing2_mask,".\\ing2_mask.png");
loadimage(&img_ing3,".\\ing3.png");
loadimage(&img_ing3_mask,".\\ing3_mask.png");
loadimage(&img_ing4,".\\ing4.png");
loadimage(&img_ing4_mask,".\\ing4_mask.png");
loadimage(&img_ing5,".\\ing5.png");
loadimage(&img_ing5_mask,".\\ing5_mask.png");
loadimage(&img_ing6,".\\ing6.png");
loadimage(&img_ing6_mask,".\\ing6_mask.png");
loadimage(&img_ing7,".\\ing7.png");
loadimage(&img_ing7_mask,".\\ing7_mask.png");
loadimage(&img_ing8,".\\ing8.png");
loadimage(&img_ing8_mask,".\\ing8_mask.png");
loadimage(&img_ing9,".\\ing9.png");
loadimage(&img_ing9_mask,".\\ing9_mask.png");
loadimage(&img_ing10,".\\ing10.png");
loadimage(&img_ing10_mask,".\\ing10_mask.png");

loadimage(&img_0,".\\0.png");
loadimage(&img_0_mask,".\\0_mask.png");
loadimage(&img_1,".\\1.png");
loadimage(&img_1_mask,".\\1_mask.png");
loadimage(&img_2,".\\2.png");
loadimage(&img_2_mask,".\\2_mask.png");
loadimage(&img_3,".\\3.png");
loadimage(&img_3_mask,".\\3_mask.png");
loadimage(&img_4,".\\4.png");
loadimage(&img_4_mask,".\\4_mask.png");
loadimage(&img_5,".\\5.png");
loadimage(&img_5_mask,".\\5_mask.png");
loadimage(&img_6,".\\6.png");
loadimage(&img_6_mask,".\\6_mask.png");
loadimage(&img_7,".\\7.png");
loadimage(&img_7_mask,".\\7_mask.png");
loadimage(&img_8,".\\8.png");
loadimage(&img_8_mask,".\\8_mask.png");
loadimage(&img_9,".\\9.png");
loadimage(&img_9_mask,".\\9_mask.png");
loadimage(&img_sunwindow,".\\sunwindow.png");
loadimage(&img_sunwindow_mask,".\\sunwindow_mask.png");
loadimage(&img_sun,".\\sun.png");
loadimage(&img_sun_mask,".\\sun_mask.png");

loadimage(&img_manblood0,".\\manblood0.png");
loadimage(&img_manblood0_mask,".\\manblood0_mask.png");
loadimage(&img_manblood1,".\\manblood1.png");
loadimage(&img_manblood1_mask,".\\manblood1_mask.png");
loadimage(&img_manblood2,".\\manblood2.png");
loadimage(&img_manblood2_mask,".\\manblood2_mask.png");
loadimage(&img_manblood3,".\\manblood3.png");
loadimage(&img_manblood3_mask,".\\manblood3_mask.png");
loadimage(&img_manblood4,".\\manblood4.png");
loadimage(&img_manblood4_mask,".\\manblood4_mask.png");
loadimage(&img_manblood5,".\\manblood5.png");
loadimage(&img_manblood5_mask,".\\manblood5_mask.png");
loadimage(&img_manblood6,".\\manblood6.png");
loadimage(&img_manblood6_mask,".\\manblood6_mask.png");
loadimage(&img_manblood7,".\\manblood7.png");
loadimage(&img_manblood7_mask,".\\manblood7_mask.png");
loadimage(&img_manblood8,".\\manblood8.png");
loadimage(&img_manblood8_mask,".\\manblood8_mask.png");
loadimage(&img_manblood9,".\\manblood9.png");
loadimage(&img_manblood9_mask,".\\manblood9_mask.png");
loadimage(&img_manblood10,".\\manblood10.png");
loadimage(&img_manblood10_mask,".\\manblood10_mask.png");


man_x=0;
man_y=200;

manblood=20;//奥特曼的血量为十
behit1=0;
behit2=1;
timenum=0;//记录时间的变量

//游戏画面的位置的初始值 bk_i=0; bk_j=-1;

hadhittime1=0;
hadhittime2=0;

//奥特曼初始为未在攻击 man_hit=0;

//奥特曼初始未死亡 is_man_dead=0; //阳光的数量初始为零 sunNum=0; //开始不发射激光 showray=0;

//开始僵尸头的位置 zombiehead_x=732; //开始不显示失败不显示胜利不显示准备不显示最后一波 win=0; failure=0; showprepare=0; showlast=0; win_i=0;

//僵尸的类型,1是路障,2是铁通,3是铁门,4是橄榄球 //第1,2方格 for (i=0;i<5;i++) { for (j=0;j<10;j++) { zombie_type[i][j]=1;

    }
}
//第3方格
for (i=0;i<5;i++)
{
    for (j=10;j<15;j++)
    {
        zombie_type[i][j]=1+rand()%2;
        
    }
}
//第4方格
for (i=0;i<5;i++)
{
    for (j=15;j<20;j++)
    {
        zombie_type[i][j]=1+rand()%3;
        
    }
}
//第5方格
for (i=0;i<5;i++)
{
    for (j=20;j<25;j++)
    {
        zombie_type[i][j]=2+rand()%2;
        
    }
}
//第6方格
for (i=0;i<5;i++)
{
    for (j=25;j<30;j++)
    {
        zombie_type[i][j]=2+rand()%3;
        
    }
}
//第7方格
for (i=0;i<5;i++)
{
    for (j=30;j<35;j++)
    {
        zombie_type[i][j]=3+rand()%2;
        
    }
}
//第8方格
for (i=0;i<5;i++)
{
    for (j=35;j<40;j++)
    {
        zombie_type[i][j]=4;
        
    }
}


//第1方格每行显示2个

for (i=0;i<5;i++)
{
    for (j=0;j<5;j++)
    {
        is_show_zombie[i][j]=rand()%5+1;
        
    }
}
//第2方格每行显示3个

for (i=0;i<5;i++)
{
    for (j=5;j<10;j++)
    {
        is_show_zombie[i][j]=rand()%5+2;
        
    }
}
//第3方格每行显示4个

for (i=0;i<5;i++)
{
    for (j=10;j<15;j++)
    {
        is_show_zombie[i][j]=rand()%5+2;
        
    }
}

//第4方格每行显示4个

for (i=0;i<5;i++)
{
    for (j=15;j<20;j++)
    {
        is_show_zombie[i][j]=rand()%5+3;
        
    }
}
//第5方格每行显示4个

for (i=0;i<5;i++)
{
    for (j=20;j<25;j++)
    {
        is_show_zombie[i][j]=rand()%5+3;
        
    }
}
//第6方格每行显示4个

for (i=0;i<5;i++)
{
    for (j=25;j<30;j++)
    {
        is_show_zombie[i][j]=rand()%5+4;
        
    }
}
//第78方格僵尸全显示
for (i=0;i<5;i++)
{
    for (j=30;j<40;j++)
    {
        is_show_zombie[i][j]=5;
        
    }
}

//僵尸开始时为活,血量为相应值 for (i=0;i<5;i++) { for (j=0;j<40;j++) { is_zombie_dead[i][j]=0; zombieblood[i][j]=zombie_type[i][j]+3; nowtime1[i][j]=0; nowtime2[i][j]=0; // 僵尸在移动 zombie_stop[i][j]=0; } }

//僵尸的横纵坐标

for (i=0;i<5;i++)
{
    for (j=0;j<40;j++)
    {
        if (j>=35)
        {    
            zombie_startx[i][j]=1200+j*100;
            zombie_x[i][j]=1200+j*100;
        }
        else
        {
            zombie_startx[i][j]=900+j*100;
            zombie_x[i][j]=900+j*100;
        }
        
        if (i==0)
            zombie_y[i][j]=60;
        if (i==1)
            zombie_y[i][j]=150;
        if (i==2)
            zombie_y[i][j]=240;
        if (i==3)
            zombie_y[i][j]=325;
        if (i==4)
            zombie_y[i][j]=415;
    
    }
}

for (i=0;i<30;i++)
{
    show_sun[i]=0;
    sun_x[i]=100+rand()%500;
    sun_y[i]=80+rand()%300;
}



BeginBatchDraw();

}

void show() {

if(show_start)
{

    putimage(0,0,&img_bk1);//显示开始画面
    if (is_playstart==0)
    {
        is_playstart=1;
        is_playhelp=0;
        is_playgame=0;
    }

}

if(show_help)
{
    putimage(0,0,&img_help);   //显示帮助画面
    if (is_playhelp==0)
    {
        is_playstart=0;
        is_playhelp=1;
        is_playgame=0;
    }

}

if(show_game)
{
    putimage(bk_i,0,&img_bk2);   //显示游戏画面
    if (is_playgame==0)
    {
        is_playstart=0;
        is_playhelp=0;
        is_playgame=1;
    }

        // 显示僵尸

    for (i=0;i<5;i++)
    {
        for (j=0;j<40;j++)
        {
            if (is_show_zombie[i][j]>4&&is_zombie_dead[i][j]==0)
            {
                //显示僵尸类型1
                if (zombie_type[i][j]==1)
                {
                    putimage(zombie_x[i][j],zombie_y[i][j],80,120,&img_zombie1_mask,zombie_j[i][j]*80,0,NOTSRCERASE);
                    putimage(zombie_x[i][j],zombie_y[i][j],80,120,&img_zombie1,zombie_j[i][j]*80,0,SRCINVERT);
                }
                //显示僵尸类型2
                if (zombie_type[i][j]==2)
                {
                    putimage(zombie_x[i][j],zombie_y[i][j],120,120,&img_zombie2_mask,zombie_j[i][j]*120,0,NOTSRCERASE);
                    putimage(zombie_x[i][j],zombie_y[i][j],120,120,&img_zombie2,zombie_j[i][j]*120,0,SRCINVERT);
                }
                //显示僵尸类型3
                if (zombie_type[i][j]==3)
                {
                    putimage(zombie_x[i][j],zombie_y[i][j],120,120,&img_zombie3_mask,zombie_j[i][j]*120,0,NOTSRCERASE);
                    putimage(zombie_x[i][j],zombie_y[i][j],120,120,&img_zombie3,zombie_j[i][j]*120,0,SRCINVERT);
                }
                //显示僵尸类型4
                if (zombie_type[i][j]==4)
                {
                    putimage(zombie_x[i][j],zombie_y[i][j],125,125,&img_zombie4_mask,zombie_j[i][j]*125,0,NOTSRCERASE);
                    putimage(zombie_x[i][j],zombie_y[i][j],125,125,&img_zombie4,zombie_j[i][j]*125,0,SRCINVERT);
                }

            }
        }
    }




    if(right)
    {
        
        if(is_hit1)
        {
            putimage(man_x,man_y,140,140,&img_right_hit1_mask,0,0,NOTSRCERASE);
            putimage(man_x,man_y,140,140,&img_right_hit1,0,0,SRCINVERT);
            
            is_playhit1music=1;
        
            have_hit=1;
        }
        else if(is_hit2)
        {
            putimage(man_x,man_y,140,140,&img_right_hit2_mask,0,0,NOTSRCERASE);
            putimage(man_x,man_y,140,140,&img_right_hit2,0,0,SRCINVERT);

            is_playhit2music=1;

            have_hit=1;            
            
        }
        else if (be_hit)
        {
    
            if(  (nowtime-starttime)  - 1000  *  ( (nowtime-starttime)/1000)  >500 )
            {
                putimage(man_x,man_y,140,140,&img_be_hit_mask,0,0,NOTSRCERASE);
                putimage(man_x,man_y,140,140,&img_be_hit,0,0,SRCINVERT);
                behit1=1;
            }
            else
            {
                putimage(man_x,man_y,140,140,&img_right_mask,man_i*140,0,NOTSRCERASE);
                putimage(man_x,man_y,140,140,&img_right,man_i*140,0,SRCINVERT);    
                behit1=0;
                behit2=1;
            }
            if (manblood>-2&&behit1==behit2)
            {
                manblood=manblood-1;
                playbehitmusic();
                behit2=0;
            }


        }
        else
        {
            putimage(man_x,man_y,140,140,&img_right_mask,man_i*140,0,NOTSRCERASE);
            putimage(man_x,man_y,140,140,&img_right,man_i*140,0,SRCINVERT);
        
        }
        if (showray)
        {
            putimage(man_x+120,man_y+40,1200,60,&img_right_ray_mask,0,0,NOTSRCERASE);
            putimage(man_x+120,man_y+40,1200,60,&img_right_ray,0,0,SRCINVERT);
            raytime2=clock();
        }
        
    }
    if(left )
    {
        
        
        if(is_hit1)
        {
            putimage(man_x,man_y,140,140,&img_left_hit1_mask,0,0,NOTSRCERASE);
            putimage(man_x,man_y,140,140,&img_left_hit1,0,0,SRCINVERT);

            is_playhit1music=1;

            have_hit=1;
            
        }
        
        else if(is_hit2)
        {
            putimage(man_x,man_y,140,140,&img_left_hit2_mask,0,0,NOTSRCERASE);
            putimage(man_x,man_y,140,140,&img_left_hit2,0,0,SRCINVERT);

            is_playhit2music=1;

            have_hit=1;
        }
        else
        {
            putimage(man_x,man_y,140,140,&img_left_mask,man_i*140,0,NOTSRCERASE);
            putimage(man_x,man_y,140,140,&img_left,man_i*140,0,SRCINVERT);
            
        }
        if (showray)
        {
            putimage(man_x-1180,man_y+40,1200,60,&img_left_ray_mask,0,0,NOTSRCERASE);
            putimage(man_x-1180,man_y+40,1200,60,&img_left_ray,0,0,SRCINVERT);
            raytime2=clock();
        }
        
    }
//阳光框和数字
        putimage(0,0,78,87,&img_sunwindow_mask,0,0,NOTSRCERASE);
        putimage(0,0,78,87,&img_sunwindow,0,0,SRCINVERT);

        if (sunNum==0)
        {    
            putimage(30,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(30,62,14,20,&img_0,0,0,SRCINVERT);
        }
        if (sunNum==10)
        {
            putimage(25,62,14,20,&img_1_mask,0,0,NOTSRCERASE);
            putimage(25,62,14,20,&img_1,0,0,SRCINVERT);
            
            putimage(40,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(40,62,14,20,&img_0,0,0,SRCINVERT);
        }
        if (sunNum==20)
        {
            putimage(20,62,14,20,&img_2_mask,0,0,NOTSRCERASE);
            putimage(20,62,14,20,&img_2,0,0,SRCINVERT);
            
            putimage(40,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(40,62,14,20,&img_0,0,0,SRCINVERT);
        }
    
        if (sunNum==30)
        {
            putimage(20,62,14,20,&img_3_mask,0,0,NOTSRCERASE);
            putimage(20,62,14,20,&img_3,0,0,SRCINVERT);
            
            putimage(40,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(40,62,14,20,&img_0,0,0,SRCINVERT);
        }
    
        if (sunNum==40)
        {
            putimage(20,62,14,20,&img_4_mask,0,0,NOTSRCERASE);
            putimage(20,62,14,20,&img_4,0,0,SRCINVERT);
            
            putimage(40,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(40,62,14,20,&img_0,0,0,SRCINVERT);
        }
    
        if (sunNum==50)
        {
            putimage(20,62,14,20,&img_5_mask,0,0,NOTSRCERASE);
            putimage(20,62,14,20,&img_5,0,0,SRCINVERT);
            
            putimage(40,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(40,62,14,20,&img_0,0,0,SRCINVERT);
        }
    
        if (sunNum==60)
        {
            putimage(20,62,14,20,&img_6_mask,0,0,NOTSRCERASE);
            putimage(20,62,14,20,&img_6,0,0,SRCINVERT);
            
            putimage(40,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(40,62,14,20,&img_0,0,0,SRCINVERT);
        }
    
        if (sunNum==70)
        {
            putimage(20,62,14,20,&img_7_mask,0,0,NOTSRCERASE);
            putimage(20,62,14,20,&img_7,0,0,SRCINVERT);
            
            putimage(40,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(40,62,14,20,&img_0,0,0,SRCINVERT);
        }
    
        if (sunNum==80)
        {
            putimage(20,62,14,20,&img_8_mask,0,0,NOTSRCERASE);
            putimage(20,62,14,20,&img_8,0,0,SRCINVERT);
            
            putimage(40,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(40,62,14,20,&img_0,0,0,SRCINVERT);
        }
    
        if (sunNum==90)
        {
            putimage(20,62,14,20,&img_9_mask,0,0,NOTSRCERASE);
            putimage(20,62,14,20,&img_9,0,0,SRCINVERT);
            
            putimage(40,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(40,62,14,20,&img_0,0,0,SRCINVERT);
        }
    
        if (sunNum==100)
        {
            putimage(15,62,7,20,&img_1_mask,0,0,NOTSRCERASE);
            putimage(15,62,7,20,&img_1,0,0,SRCINVERT);

            putimage(27,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(27,62,14,20,&img_0,0,0,SRCINVERT);

            putimage(46,62,14,20,&img_0_mask,0,0,NOTSRCERASE);
            putimage(46,62,14,20,&img_0,0,0,SRCINVERT);
        }
    
    


        //奥特曼血条
        if (manblood==20)
        {
            putimage(120,-35,128,128,&img_manblood10_mask,0,0,NOTSRCERASE);
            putimage(120,-35,128,128,&img_manblood10,0,0,SRCINVERT);
        }
        if (manblood==18||manblood==19)
        {
            putimage(120,-35,128,128,&img_manblood9_mask,0,0,NOTSRCERASE);
            putimage(120,-35,128,128,&img_manblood9,0,0,SRCINVERT);
        }
        if (manblood==16||manblood==17)
        {
            putimage(120,-35,128,128,&img_manblood8_mask,0,0,NOTSRCERASE);
            putimage(120,-35,128,128,&img_manblood8,0,0,SRCINVERT);
        }
        if (manblood==14||manblood==15)
        {
            putimage(120,-35,128,128,&img_manblood7_mask,0,0,NOTSRCERASE);
            putimage(120,-35,128,128,&img_manblood7,0,0,SRCINVERT);
        }
        if (manblood==12||manblood==13)
        {
            putimage(120,-35,128,128,&img_manblood6_mask,0,0,NOTSRCERASE);
            putimage(120,-35,128,128,&img_manblood6,0,0,SRCINVERT);
        }
        if (manblood==10||manblood==11)
        {
            putimage(120,-35,128,128,&img_manblood5_mask,0,0,NOTSRCERASE);
            putimage(120,-35,128,128,&img_manblood5,0,0,SRCINVERT);
        }
        if (manblood==8||manblood==9)
        {
            putimage(120,-35,128,128,&img_manblood4_mask,0,0,NOTSRCERASE);
            putimage(120,-35,128,128,&img_manblood4,0,0,SRCINVERT);
        }
        if (manblood==6||manblood==7)
        {
            putimage(120,-35,128,128,&img_manblood3_mask,0,0,NOTSRCERASE);
            putimage(120,-35,128,128,&img_manblood3,0,0,SRCINVERT);
        }
        if (manblood==4||manblood==5)
        {
            putimage(120,-35,128,128,&img_manblood2_mask,0,0,NOTSRCERASE);
            putimage(120,-35,128,128,&img_manblood2,0,0,SRCINVERT);
        }
        if (manblood==2||manblood==3)
        {
            putimage(120,-35,128,128,&img_manblood1_mask,0,0,NOTSRCERASE);
            putimage(120,-35,128,128,&img_manblood1,0,0,SRCINVERT);
        }
        if (manblood<=1)
        {
            putimage(120,-35,128,128,&img_manblood0_mask,0,0,NOTSRCERASE);
            putimage(120,-35,128,128,&img_manblood0,0,0,SRCINVERT);
        }
        

        //进度条
        if (nowtime-starttime>0&&nowtime-starttime<=8000)
        {    
            putimage(600,570,157,21,&img_ing0_mask,0,0,NOTSRCERASE);
            putimage(600,570,157,21,&img_ing0,0,0,SRCINVERT);
        }

        if (nowtime-starttime>8000&&nowtime-starttime<=36000)
        {    
            putimage(600,570,157,21,&img_ing1_mask,0,0,NOTSRCERASE);
            putimage(600,570,157,21,&img_ing1,0,0,SRCINVERT);
        }

        if (nowtime-starttime>36000&&nowtime-starttime<=74000)
        {    
            putimage(600,570,157,21,&img_ing2_mask,0,0,NOTSRCERASE);
            putimage(600,570,157,21,&img_ing2,0,0,SRCINVERT);
        }

        if (nowtime-starttime>74000&&nowtime-starttime<=110000)
        {    
            putimage(600,570,157,21,&img_ing3_mask,0,0,NOTSRCERASE);
            putimage(600,570,157,21,&img_ing3,0,0,SRCINVERT);
        }

        if (nowtime-starttime>110000&&nowtime-starttime<=150000)
        {    
            putimage(600,570,157,21,&img_ing4_mask,0,0,NOTSRCERASE);
            putimage(600,570,157,21,&img_ing4,0,0,SRCINVERT);
        }

        if (nowtime-starttime>150000&&nowtime-starttime<=185000)
        {    
            putimage(600,570,157,21,&img_ing5_mask,0,0,NOTSRCERASE);
            putimage(600,570,157,21,&img_ing5,0,0,SRCINVERT);
        }

        if (nowtime-starttime>185000&&nowtime-starttime<=230000)
        {    
            putimage(600,570,157,21,&img_ing6_mask,0,0,NOTSRCERASE);
            putimage(600,570,157,21,&img_ing6,0,0,SRCINVERT);
        }

        if (nowtime-starttime>230000&&nowtime-starttime<=280000)
        {    
            putimage(600,570,157,21,&img_ing7_mask,0,0,NOTSRCERASE);
            putimage(600,570,157,21,&img_ing7,0,0,SRCINVERT);
        }

        if (nowtime-starttime>280000&&nowtime-starttime<=320000)
        {    
            putimage(600,570,157,21,&img_ing8_mask,0,0,NOTSRCERASE);
            putimage(600,570,157,21,&img_ing8,0,0,SRCINVERT);
        }

        if (nowtime-starttime>320000&&nowtime-starttime<=360000)
        {    
            putimage(600,570,157,21,&img_ing9_mask,0,0,NOTSRCERASE);
            putimage(600,570,157,21,&img_ing9,0,0,SRCINVERT);
        }

        if (nowtime-starttime>360000)
        {    
            putimage(600,570,157,21,&img_ing10_mask,0,0,NOTSRCERASE);
            putimage(600,570,157,21,&img_ing10,0,0,SRCINVERT);
        }
        
        
       // 中间的进程
        putimage(640,585,86,11,&img_inging_mask,0,0,NOTSRCERASE);
        putimage(640,585,86,11,&img_inging,0,0,SRCINVERT);
         //僵尸头
        putimage(zombiehead_x,570,22,23,&img_zombiehead_mask,0,0,NOTSRCERASE);
        putimage(zombiehead_x,570,22,23,&img_zombiehead,0,0,SRCINVERT);

        for (i=0;i<30;i++)
        {
            if (show_sun[i])
            {
                putimage(sun_x[i],sun_y[i],50,50,&img_sun_mask,0,0,NOTSRCERASE);
                putimage(sun_x[i],sun_y[i],50,50,&img_sun,0,0,SRCINVERT);
            }
        }
        if (showprepare)
        {
            if (had_playprepare==0)
            {
                mciSendString("open .\\prepare.mp3 alias preparemusic",NULL,0,NULL);//背景音乐
                mciSendString("play preparemusic",NULL,0,NULL);//循环播放
                had_playprepare=1;
            }
            putimage(200,300,300,127,&img_prepare_mask,0,0,NOTSRCERASE);
            putimage(200,300,300,127,&img_prepare,0,0,SRCINVERT);
        }
        if (showlast)
        {
            if (had_playlast==0)
            {
                mciSendString("open .\\last.mp3 alias lastmusic",NULL,0,NULL);//背景音乐
                mciSendString("play lastmusic",NULL,0,NULL);//循环播放
                had_playlast=1;
            }
            putimage(500,500,286,34,&img_coming_mask,0,0,NOTSRCERASE);
            putimage(500,500,286,34,&img_coming,0,0,SRCINVERT);
        }

        if (win)
        {
            
            //关闭所有音乐,画面暂停
            putimage(330,220,166,134,&img_win_mask,0,0,NOTSRCERASE);
            putimage(330,220,166,134,&img_win,0,0,SRCINVERT);

            mciSendString("close gamemusic", NULL, 0, NULL); //关闭游戏音乐
            mciSendString("open .\\win.mp3 alias winmusic",NULL,0,NULL);//背景音乐
            mciSendString("play winmusic",NULL,0,NULL);//循环播放
            
            stop=1;
        }
        if (failure)
        {
            
            //关闭所有音乐,画面暂停
            putimage(118,66,564,468,&img_failure_mask,0,0,NOTSRCERASE);
            putimage(118,66,564,468,&img_failure,0,0,SRCINVERT);
            
            mciSendString("close gamemusic", NULL, 0, NULL); //关闭游戏音乐
            mciSendString("open .\\failure.mp3 alias failuremusic",NULL,0,NULL);//背景音乐
            mciSendString("play failuremusic",NULL,0,NULL);//循环播放
            
            stop=1;
            
        }

        

}

// 延时
FlushBatchDraw();
Sleep(1);

}

void updateWithoutInput() {

if(is_playstart&&had_playstart==0)
{
    playstartmusic();   //播放开始音乐
    had_playgame=0;
    had_playstart=1;
    had_playhelp=0;
}
if(is_playhelp&&had_playhelp==0)
{
    playhelpmusic();   //播放帮助音乐
    had_playgame=0;
    had_playstart=0;
    had_playhelp=1;
}
if(is_playgame&&had_playgame==0)
{    
    playgamemusic();   //播放开始音乐
    had_playgame=1;
    had_playstart=0;
    had_playhelp=0;
}


nowtime=clock();

//在游戏游戏界面时的 if(show_game) {

    if (nowtime-starttime<5000)
    {
        bk_i=bk_i+bk_j;
    if (bk_i<=-400)
        bk_j=1;
    if(bk_j==1&&bk_i==-120)
        bk_j=0;
    }

    if (stop==0)
    {

        if (raytime2-raytime1>1500)
        {
            showray=0;
        }
        zombiehead_x=732-(nowtime-starttime)*11/30000;
        
        for (i=0;i<30;i++)
        {
            if (  nowtime -starttime<=12050*(i+1) && nowtime -starttime>=12000*(i+1)  )
            {
                show_sun[i]=1;
                
            }
            if (  nowtime -starttime<=22100*(i+1) && nowtime -starttime>=21800*(i+1)  )
            {
                show_sun[i]=0;
                
            }
        }
    
        //大僵尸的移动速度和步频
        
        for (i=0;i<5;i++)
        {
            for (j=0;j<40;j++)
            {
                if (is_show_zombie[i][j]>4&&is_zombie_dead[i][j]==0)
                {
                    
                    if ((man_x-zombie_x[i][j]>-120&&man_x-zombie_x[i][j]<0)&&(abs(man_y-zombie_y[i][j])<50) )
                    {
                        if (hadtime1[i][j]==0)
                        {
                            nowtime1[i][j]=clock();
                            hadtime1[i][j]=1;
                        }
                        
                        
                        zombie_stop[i][j]=1;//僵尸停止移动
                        
                        if (zombie_type[i][j]==1)
                        {    
                            zombie_j[i][j]=((nowtime-starttime)/150)%14;
                        }
                        if (zombie_type[i][j]==2)
                        {
                            zombie_j[i][j]=((nowtime-starttime)/150)%9;
                        }
                        if (zombie_type[i][j]==3)
                        {
                            zombie_j[i][j]=((nowtime-starttime)/150)%16;
                        }
                        if (zombie_type[i][j]==4)
                        {
                            zombie_j[i][j]=((nowtime-starttime)/150)%9;    
                        }
                        
                        
                        
                    }
                    else
                    {
                        if (hadtime2[i][j]==0&&hadtime1[i][j]==1)
                        {
                            nowtime2[i][j]=clock();
                            hadtime2[i][j]=1;    
                        }
                        
                        
                        zombie_stop[i][j]=0;//僵尸恢复移动
                        
                        if (zombie_type[i][j]==1)
                        {
                            zombie_x[i][j]=zombie_startx[i][j]-(nowtime-starttime-nowtime2[i][j]+nowtime1[i][j])/80;
                            zombie_j[i][j]=((nowtime-starttime)/150)%14;
                        }
                        
                        if (zombie_type[i][j]==2)
                        {
                            zombie_x[i][j]=zombie_startx[i][j]-(nowtime-starttime-nowtime2[i][j]+nowtime1[i][j])/80;
                            zombie_j[i][j]=((nowtime-starttime)/150)%9;
                        }
                        if (zombie_type[i][j]==3)
                        {
                            zombie_x[i][j]=zombie_startx[i][j]-(nowtime-starttime-nowtime2[i][j]+nowtime1[i][j])/80;
                            zombie_j[i][j]=((nowtime-starttime)/150)%16;
                        }
                        if (zombie_type[i][j]==4)
                        {
                            
                            zombie_x[i][j]=zombie_startx[i][j]-(nowtime-starttime-nowtime2[i][j]+nowtime1[i][j])/80;
                            zombie_j[i][j]=((nowtime-starttime)/150)%9;
                            
                        }
                        
                    }
                    
                    if (man_hit==0&&zombie_stop[i][j]==1)
                    {
                        be_hit=1;
                    }
                    
                    
                    //判断僵尸是否死亡
                    if (zombieblood[i][j]<=0)
                        is_zombie_dead[i][j]=1;
                    
                    //判断奥特曼是否死亡
                    if (manblood<=0)
                        is_man_dead=1;
                }
                
            }
            
        }

        //是否播放准备画面
        if (nowtime-starttime>4000&&nowtime-starttime<8000)
        {
            showprepare=1;
        }
        else
            showprepare=0;
        //是否播放最后一波画面
        if (nowtime-starttime>312000&&nowtime-starttime<315000)
        {
            showlast=1;
        }
        else
        showlast=0;
    }


    


    //失败的条件
    for (i=0;i<5;i++)
    {
        for (j=0;j<40;j++)
        {
            if (is_zombie_dead[i][j]==0)
            {
                if (zombie_x[i][j]<0)
                {
                    failure=1;
                }
            }
        }
    }
    if (manblood<0)
    {
        failure=1;
    }
    //胜利的条件
    win_i=0;
    if (nowtime-starttime>350000)
    {
        for (i=0;i<5;i++)
        {
            for (j=35;j<40;j++)
            {
                if (is_zombie_dead[i][j]==1)
                {
                    win_i++;
                }
            }
        }
        
    }
    if (win_i>=25&&failure==0)
    {
        win=1;
    }





    }

}

void updateWithInput() { MOUSEMSG m;//记录鼠标消息 while (MouseHit()) { m=GetMouseMsg();

    if (m.uMsg==WM_LBUTTONDOWN)        //当鼠标按下时
        
    {
    //在游戏开始界面时
        if(show_start)
        {
            //鼠标在开始游戏位置时按下鼠标左键时进入游戏
            if((m.x<520&&m.x>400&&m.y>288&&m.y<360)
                ||(m.x<680&&m.x>520&&m.y>264&&m.y<336))
            {
                show_game=1;
                show_start=0;
                show_help=0;
                starttime=clock();        
                mciSendString("open .\\start1.mp3 alias start1music",NULL,0,NULL);
                mciSendString("play start1music ",NULL,0,NULL);
                
                
            }
            
            //鼠标在游戏帮助位置时按下鼠标左键时进入游戏帮助页面
            else if ( (m.x<520&&m.x>400&&m.y>336&&m.y<408)
                ||(m.x<600&&m.x>520&&m.y>360&&m.y<432)
                ||(m.x<680&&m.x>600&&m.y>384&&m.y<432)  )
            {
                show_game=0;
                show_start=0;
                show_help=1;
            }
        }
    //在游戏帮助界面时
        else if(show_help)
        {    
            //鼠标在主菜单位置时按下鼠标左键时进入主菜单页面
            if ( (m.x<580&&m.x>240&&m.y>468&&m.y<552)  )
            {
                show_game=0;
                show_start=1;
                show_help=0;
            }

        }

        //在游戏画面时
        else if(show_game)
        {    
            //鼠标在阳光内
            for (i=0;i<30;i++)
            {

                if (show_sun[i])
                {

                    if (  (m.x<(sun_x[i]+50))  && (m.x>sun_x[i]) && (m.y>sun_y[i]) && (m.y<(sun_y[i]+50))  )
                    {
                        
                        show_sun[i]=0;

                        mciSendString("close sunmusic",NULL,0,NULL);//关闭先前一次的音乐
                        mciSendString("open .\\sun.mp3 alias sunmusic",NULL,0,NULL);
                        mciSendString("play sunmusic ",NULL,0,NULL);

                        if (sunNum< 100)
                        {
                            sunNum=sunNum+10;
                        }
                        if (manblood< 19)
                        {
                            manblood=manblood+2;
                        }
                        
                        
                    }
                }
            
            }    
        }
     
    }

}



if (nowtime-starttime>5000)
{
    char input;
if(kbhit())  // 判断是否有输入
{
    input = getch();  // 根据用户的不同输入来移动,不必输入回车
    if (input == 'a')   
    {    
        clearrectangle(man_x,man_y,man_x+140,man_y+140);
        man_i++;
        if (man_x>=0)
        {
            man_x=man_x-15;    
        }
    
        if(man_i==4)
            man_i=0;
        right=0;
        left=1;
        is_hit1=0;
        is_hit2=0;
        mciSendString("close runmusic",NULL,0,NULL);//关闭先前一次的音乐
        mciSendString("open .\\run.mp3 alias runmusic",NULL,0,NULL);
        mciSendString("play runmusic ",NULL,0,NULL);

            man_hit=0;
            be_hit=0;
        // 位置左移
        
    }
    if (input == 'd')
    {
        clearrectangle(man_x,man_y,man_x+140,man_y+140);
        man_i++;
        if (man_x<660)
        {
            man_x=man_x+15;
        }
    

        if(man_i==4)
            man_i=0;
        right=1;
        left=0;
        is_hit1=0;
        is_hit2=0;
        
        mciSendString("close runmusic",NULL,0,NULL);//关闭先前一次的音乐
        mciSendString("open .\\run.mp3 alias runmusic",NULL,0,NULL);
        mciSendString("play runmusic ",NULL,0,NULL);

            man_hit=0;
            be_hit=0;
        // 位置右移
        
    }
    if (input == 'w')
    {    
        clearrectangle(man_x,man_y,man_x+140,man_y+140);
        man_i++;

        if (man_y>50)
        {
            man_y=man_y-8;
        }
        
        if(man_i==4)
            man_i=0;
        is_hit1=0;
        is_hit2=0;
        mciSendString("close runmusic",NULL,0,NULL);//关闭先前一次的音乐
        mciSendString("open .\\run.mp3 alias runmusic",NULL,0,NULL);
        mciSendString("play runmusic ",NULL,0,NULL);

            man_hit=0;
            be_hit=0;
        // 位置上移
        
    }

    if (input == 's')
    {
        clearrectangle(man_x,man_y,man_x+140,man_y+140);
        man_i++;
        if (man_y<410)
        {
            man_y=man_y+8;
        }
    
        if(man_i==4)
            man_i=0;
        is_hit1=0;
        is_hit2=0;
        mciSendString("close runmusic",NULL,0,NULL);//关闭先前一次的音乐
        mciSendString("open .\\run.mp3 alias runmusic",NULL,0,NULL);
        mciSendString("play runmusic ",NULL,0,NULL);

            man_hit=0;
            be_hit=0;
        // 位置下移
        
    }
    if (input == 'j')
    {
        mciSendString("close hit1music",NULL,0,NULL);//关闭先前一次的音乐
        mciSendString("open .\\hit1.wav alias hit1music",NULL,0,NULL);
        mciSendString("play hit1music ",NULL,0,NULL);

        for (i=0;i<5;i++)
        {
            for (j=0;j<40;j++)
            {
                if((abs(man_x-zombie_x[i][j])<120)&&(abs(man_y-zombie_y[i][j])<50) )
                {
                    zombieblood[i][j]--;
                }
            }
        }

        clearrectangle(man_x,man_y,man_x+140,man_y+140);
        if(have_hit)
        {    
            is_hit1=0;
            have_hit=0;
            
        }
        else
            is_hit1=1;

        man_hit=1;
        be_hit=0;

    }
    if (input == 'k')
    {
        if (sunNum>0)
        {
            mciSendString("close raymusic",NULL,0,NULL);//关闭先前一次的音乐
            mciSendString("open .\\ray.mp3 alias raymusic",NULL,0,NULL);
            mciSendString("play raymusic ",NULL,0,NULL);
            
            for (i=0;i<5;i++)
            {
                for (j=0;j<40;j++)
                {
                    if (right)
                    {
                        if (zombie_x[i][j]<780&&zombie_x[i][j]>man_x&&(abs(man_y-zombie_y[i][j])<50) )
                        {
                            is_zombie_dead[i][j]=1;
                        }
                    }
                    if (left)
                    {
                        if (zombie_x[i][j]<man_x&&(abs(man_y-zombie_y[i][j])<50) )
                        {
                            is_zombie_dead[i][j]=1;
                        }
                    }
                    
                }
            }
            
            showray=1;
            raytime1=clock();
            sunNum=sunNum-10;
        }
    
    }


    if(input==27)
    {
        for(;;)
        {
            mciSendString("close helpmusic", NULL, 0, NULL); //关闭帮助音乐
            mciSendString("close startmusic", NULL, 0, NULL); //关闭开始音乐
            mciSendString("close gamemusic", NULL, 0, NULL); //关闭游戏音乐
            if(getch()==27)
            {
            
                mciSendString("open .\\game.mp3 alias gamemusic",NULL,0,NULL);//背景音乐
                mciSendString("play gamemusic repeat",NULL,0,NULL);//循环播放
                break;
            }
        }
        
    }
    
    }
}

}

void gameover() {

EndBatchDraw();
getch();
closegraph();

}

int main() {

startup();  // 数据初始化    
while (1)  //  游戏循环执行
{
    show();  // 显示画面
    updateWithoutInput();  // 与用户输入无关的更新
    updateWithInput();     // 与用户输入有关的更新
}
gameover();     // 游戏结束、后续处理
return 0;

}

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https://gitee.com/tranquilcgy/final_homework.git
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tranquilcgy
final_homework
期末大作业
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