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游戏效果
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一、准备工作

确保你安装了一个 C++ 编译器,如 Visual Studio 2019 等。安装了EasyX图形库。并且了解基本的 C++ 语法,包括变量声明、数据类型、控制结构(如循环和条件语句)等。

二、代码结构概述

整个代码实现了一个类似《植物大战僵尸》的游戏。
代码主要分为以下几个部分:
头文件(head.h):包含了游戏中所需的各种库的引用、宏定义、结构体、枚举类型、类的声明等。
源文件(PvZ.cpp):实现了游戏的各种功能函数和主函数。

三、头文件(head.h)详解

1、库引用和宏定义:

  • #include <iostream>等一系列库的引用为程序提供了输入输出、时间处理、图形绘制、声音播放等功能。

  • 宏定义了各种游戏元素的类型,例如不同的植物和僵尸类型、地图状态等,方便在程序中使用统一的标识符来表示这些元素。

#define GRASS 0
#define GRAVE1 1
//...
#define BUCKETHEADZOMBIE 16

这些宏定义使得在程序中可以使用诸如GRASS表示草地、BUCKETHEADZOMBIE表示铁桶僵尸等,提高了代码的可读性和可维护性。

2、结构体和枚举类型:

  • coordinate结构体定义了坐标,方便在程序中表示游戏元素的位置。
struct coordinate
{
    int x;
    int y;
};
  • CURSORFLAG枚举类型定义了鼠标光标的不同状态,用于确定玩家当前可以进行的操作。
enum CURSORFLAG
{
    Chammer, 
    CpotatoMine,
    Ciceshroom,
    Cgravebuster
};

3、类的声明:

  • Bang类表示爆炸效果,包含爆炸的位置和倒计时等成员变量,用于在游戏中显示爆炸效果并控制其持续时间。
class Bang
{
public:
    int No;
    int x;
    int y;
    int countDown;

    Bang(int x,int y)
    {
        No = bangNum;
        bangNum++;
        this->x = x;
        this->y = y;
        countDown = 20;
    }
};
  • Sun类表示太阳,包含太阳的位置、帧、编号等成员变量,用于在游戏中生成和管理太阳资源。
class Sun
{
public:
    int x;
    int y;
    int frame;
    int No;
    int changeFrameCountDown;
    int goToCount;
    int goToCountFrame;
    int tempX;
    int tempY;

    Sun(int x,int y)
    {
        frame = 0;
        No=sunNum;
        sunNum++;
        this->x = x;
        this->y = y;
        this->tempX = x;
        this->tempY = y;
        changeFrameCountDown = 5;
        goToCount = 0;
        goToCountFrame = 10;
    }
};
  • Plant类是植物的基类,包含植物的类型、生命值、帧编号等成员变量,为不同类型的植物提供了共同的属性和方法。
class Plant
{
public:
    int type;
    int HP;
    int frameNo;
    int No;
    int x;
    int y;
    int changeFrameCountDown;

    Plant()
    {
        No = plantNum;
        plantNum++;
        changeFrameCountDown = 5;
        HP = 6;
    }
    ~Plant(){}
};
  • PotatoMineGraveBusterIceShroom类分别是土豆雷、墓碑吞噬者、寒冰菇的具体类,继承自Plant类并添加了各自特有的成员变量,实现了不同植物的特定功能。
  • Zombie类是僵尸的基类,包含僵尸的生命值、行、位置、状态等成员变量,为不同类型的僵尸提供了共同的属性和方法。
class Zombie
{
public:
    int HP;
    int row;
    int location;
    int emerge1walk2eat3;
    int frameNo;
    int height;
    int No;
    int changeFrameCountDown;
    int isFrozen;
    int isSlowed;
    int type;

    Zombie()
    {
        No = zombieNum;
        zombieNum++;
        isFrozen = 0;
        isSlowed = 0;
        height = 115;
        frameNo = 19;
        emerge1walk2eat3 = 1;
        changeFrameCountDown = 10;
    }
};
  • NormalZombieConeheadZombieBucketheadZombie类分别是普通僵尸、路障僵尸、铁桶僵尸的具体类,继承自Zombie类并设置了不同的生命值和类型,实现了不同僵尸的特定行为。
  • Lawnmower类表示除草机,包含除草机的位置和状态等成员变量,用于在游戏中处理僵尸与除草机的交互。
class Lawnmower
{
public:
    int location = -20;
    int isActivated = 0;
    int isOut = 0;
};
  • NodeLinkList模板类用于实现链表结构,分别表示链表节点和链表,用于管理游戏中的各种对象,如太阳、植物、僵尸等。
template<class T>
class Node
{
public:
    T* content;
    Node* next = NULL;
    Node(T* t)
    {
        content = t;
    }
};

template<class T>
class LinkList
{
public:
    Node<T>* head;  
    Node<T>* tail;

    LinkList()
    {
        head = NULL;
        tail = NULL;
    };

    LinkList(Node<T> node)
    { 
        head = node; 
        tail = node; 
    };

    ~LinkList()
    { 
        DeleteAllNode();
    }     

    void InsertNode(T* t)
    //... (其他函数的实现)
};

四、源文件(PvZ.cpp)详解

1、函数声明和命名空间:

  • 使用各种编译指令和命名空间声明,为程序提供必要的设置和功能。
  • using namespace std;使得可以直接使用标准库中的名称而无需加上std::前缀,方便了代码的编写。

2、初始化函数(init):

void init()
{
    for (int i = 0; i < 5; i++)
    {
        for (int j = 0; j < 9; j++)
        {
            mapState[i][j] = GRASS;
        }
    }

    currentSunshine = 0;
    plants.DeleteAllNode();
    zombies.DeleteAllNode();
    suns.DeleteAllNode();
    bangs.DeleteAllNode();

    for (int i = 0; i < 5; i++)
    {
        lawnmowers[i] = new Lawnmower();
    }

    normalfrequency = 0.002;
    coneheadfrequency = 0.0025;
    bucketheadfrequency = 0.0028;
    SunsFrequency = 0.05;
    isNewGame = 1;
    isHitting = 0;
    hammerRadius = 0;
    drawingHint = 0;
    hintCountDown = 70;
    snowCountDown = 0;
    graveNum = 0;
    Win1Lose2 = 0;
}
  • 这个函数初始化了游戏的各种参数,包括地图状态、阳光数量、各种链表的清空、除草机的状态、生成僵尸和太阳的频率等。它为游戏的开始或重新开始提供了一个干净的状态。

3、 读取存档函数(readArchive)和写入存档函数(writeArchive):

  • readArchive函数从文件中读取游戏存档数据,包括地图状态、各种对象的状态等,并将其加载到游戏中。
void readArchive(char name[])
{
    init();
    char path[] = "./archives/", tmppath[200] = { 0 };
    strcat(strcat(tmppath, path), name);
    FILE* fp = fopen(tmppath, "rb");
    ::fread(&mapState, sizeof(mapState), 1, fp);

    for (int i = 0; i < 5; i++)
    {
        lawnmowers[i] = new Lawnmower();
        ::fread(&lawnmowers[i]->location, sizeof(int), 1, fp);
        ::fread(&lawnmowers[i]->isActivated, sizeof(int), 1, fp);
        ::fread(&lawnmowers[i]->isOut, sizeof(int), 1, fp);
    }

    fread(&currentSunshine, sizeof(int), 1, fp);
    //... (读取其他参数和对象的状态)

    while (fread(&separator,sizeof(int),1,fp))
    {
        Sun* tmpSun = new Sun(0, 0);
        fread(&tmpSun->x, sizeof(int), 1, fp);
        fread(&tmpSun->y, sizeof(int), 1, fp);
        fread(&tmpSun->frame, sizeof(int), 1, fp);
        fread(&tmpSun->No, sizeof(int), 1, fp);
        fread(&tmpSun->changeFrameCountDown, sizeof(int), 1, fp);
        fread(&tmpSun->goToCount, sizeof(int), 1, fp);
        fread(&tmpSun->goToCountFrame, sizeof(int), 1, fp);
        fread(&tmpSun->tempX, sizeof(int), 1, fp);
        fread(&tmpSun->tempY, sizeof(int), 1, fp);
        suns.InsertNode(tmpSun);
    }
    fclose(fp);
}
  • writeArchive函数将游戏当前状态写入文件以保存存档。

4、精确延时函数(HpSleep

void HpSleep(int ms)
{
    static clock_t oldclock = clock();

    oldclock += ms * CLOCKS_PER_SEC / 1000;

    if (clock() > oldclock)
        oldclock = clock();
    else
        while (clock() < oldclock)
            Sleep(1);
}
  • 这个函数通过计算时间差实现精确的延时功能,可以精确到 1ms。它用于控制游戏的帧率和动画效果的播放速度。

5、透明图像绘制函数(transparentImage)和添加冰效果函数(addIce):

  • transparentImage函数用于将一个图像以透明的方式绘制到另一个图像上指定的位置。
void transparentImage(IMAGE* dstimg, int x, int y, IMAGE* srcimg)
{
    HDC dstDC = GetImageHDC(dstimg);
    HDC srcDC = GetImageHDC(srcimg);
    int w = srcimg->getwidth();
    int h = srcimg->getheight();
    BLENDFUNCTION bf = { AC_SRC_OVER, 0, 255, AC_SRC_ALPHA };
    AlphaBlend(dstDC, x, y, w, h, srcDC, 0, 0, w, h, bf);
}
  • addIce函数用于给图像添加冰效果,通过调整图像的颜色值实现。
void addIce(IMAGE* targetImage, IMAGE* srcImage, int addRed = 0, int addGreen = 0, int addBlue = 50)
{
    int srcImgWidth = srcImage->getwidth(), srcImgHeight = srcImage->getheight();
    targetImage->Resize(srcImgWidth, srcImgHeight);
    DWORD* pTargetBuffer = GetImageBuffer(targetImage);
    DWORD* pSrcBuffer = GetImageBuffer(srcImage);
    int allPixel = srcImgHeight * srcImgWidth;

    for (int i = 0; i < allPixel; ++i)
    {
        UCHAR r = (UCHAR)GetRValue(pSrcBuffer[i]);
        UCHAR g = (UCHAR)GetGValue(pSrcBuffer[i]);
        UCHAR b = (UCHAR)GetBValue(pSrcBuffer[i]);
        r = r + addRed;
        r = r > 255? 255 : r;
        g = g + addGreen;
        g = g > 255? 255 : g;
        b = b + addBlue;
        b = b > 255? 255 : b;
        pTargetBuffer[i] = (DWORD)RGBA(r, g, b, pSrcBuffer[i] >> 24);
    }
}

6、绘制游戏元素的函数:

  • paintPlantsAndGraves函数绘制植物和墓碑。根据地图状态,在不同的位置绘制不同类型的植物和墓碑,并更新植物的状态。
void paintPlantsAndGraves()
{
    for (int i = 0; i < 5; i++)
    {
        for (int j = 0; j < 9; j++)
        {
            switch (mapState[i][j])
            {
            case GRASS:
                break;
            case GRAVE1:
            {
                transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[0]);
                break;
            }
            //... (处理其他地图状态)
            }
        }
    }
}
  • paintZombies函数绘制僵尸。根据僵尸的状态绘制不同的僵尸图像,并处理僵尸的移动、动画和状态变化。
void paintZombies()
{
    Node<Zombie> *cur = zombies.head, *next = NULL;
    while (cur!= NULL)
    {
        Zombie* zombieptr = cur->content;
        if (zombieptr->emerge1walk2eat3 == 1)
        {
            //... (绘制正在冒出来的僵尸)
        }
        else if (zombieptr->emerge1walk2eat3 == 2)
        {
            //... (绘制正在行走的僵尸)
        }
        else if (zombieptr->emerge1walk2eat3 == 3)
        {
            //... (绘制正在吃植物的僵尸)
        }
        // 判断是否冻住或减速
        if (zombieptr->isFrozen > 0)
        {
            //...
        }
        if (zombieptr->isSlowed > 0)
        {
            //...
        }
        // 如果僵尸走到最左边且此行有除草机
        if (zombieptr->location < -50 && lawnmowers[zombieptr->row]->isOut == 0)
        {
            //...
        }
        // 如果僵尸前面有植物
        //...
        // 如果僵尸前面有除草机
        if (lawnmowers[zombieptr->row]->isOut == 0 && zombieptr->location < lawnmowers[zombieptr->row]->location - 30)
        {
            //...
        }
         cur = cur->next;
    }
}
  • paintSuns函数绘制太阳。更新太阳的帧并处理太阳被收集的情况
void paintSuns()
{
    Node<Sun> *cur = suns.head, *next;
    while (cur!= NULL)
    {
        Sun* sun = cur->content;
        transparentImage(NULL, sun->x, sun->y, &sunPictures[sun->frame]);
        sun->changeFrameCountDown--;
        if (sun->changeFrameCountDown == 0)
        {
            sun->changeFrameCountDown = 5;
            sun->frame++;
            if (sun->frame == 22) sun->frame = 0;
            if (sun->goToCount == 1)
            {
                sun->x = sun->tempX / 10 * sun->goToCountFrame;
                sun->y = sun->tempY / 10 * sun->goToCountFrame;
                sun->goToCountFrame--;
                if (sun->goToCountFrame == 0)
                {
                    next = cur->next;
                    suns.DeleteNode(sun->No);
                    cur = next;
                    currentSunshine += 25;
                    continue;
                }
            }
        }
        cur = cur->next;
    }
}
  • 这个函数遍历太阳链表,绘制每个太阳的图像。通过更新太阳的帧编号和倒计时,实现太阳的动画效果。当太阳被点击 (goToCount为 1)时,太阳会逐渐移动到特定位置,然后被收集,增加阳光数量并从链表中删除。
  • paintBangs函数绘制爆炸效果。根据爆炸的倒计时绘制爆炸图像,并在倒计时结束时删除爆炸对象。
void paintBangs()
{
    Node<Bang>* cur = bangs.head,*pre;
    while (cur!= NULL)
    {
        if (cur->content->countDown > 0)
        {
            cur->content->countDown--;
            transparentImage(NULL, cur->content->x, cur->content->y, &bang);
        }
        pre = cur;
        cur = cur->next; 
        if(pre->content->countDown<=0)
            bangs.DeleteNode(pre->content->No);
    }
}
  • 该函数遍历爆炸效果链表,绘制每个爆炸的图像。随着倒计时的减少,不断更新爆炸的状态。当倒计时为 0 时,从链表中删除对应的爆炸对象。
  • paintCursor函数绘制鼠标光标。根据光标的状态绘制不同的图像。
void paintCursor()
{
    if (cursor == Chammer)
    {
        // 如果没锤,画正常角度锤子
        if (!isHitting)
            transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &hammer[0]);
        else
        {
            // 画旋转锤子
            transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &hammer[hammerRadius]);
            hammerRadius++;
            if (hammerRadius == 13)
            {
                hammerRadius = 0;
                isHitting = 0;
            }
        }
    }
    else if (cursor == CpotatoMine)
        transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &potaotoMinePictures[0]);
    else if (cursor == Ciceshroom)
        transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &iceshroomPictures[0]);
    else
        transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &gravebusterPictures[0]);
}
  • 根据鼠标光标的状态(锤子、土豆雷、寒冰菇、墓碑吞噬者),在鼠标位置绘制相应的图像。如果是锤子状态且正在锤击(isHitting为真),则绘制旋转的锤子图像。

7、随机生成游戏元素的函数:

  • generateSunshine函数在一定概率下生成阳光,并将其添加到游戏中。
void generateSunshine(int x, int y)
{
    // 一定概率产生 3 个阳光
    double p = rand() / (double)RAND_MAX;
    if (p < SunsFrequency)
    {
        Sun* sunshine[3];
        for (int i = 0; i < 3; i++)
        {
            sunshine[i] = new Sun(x + 80 + rand() % 100 - 50, y + 60 + rand() % 50 - 25);
            suns.InsertNode(sunshine[i]);
        }
    }
}
  • 这个函数根据给定的概率生成阳光对象,并将它们添加到太阳链表中。阳光的位置在一定范围内随机生成。
  • randomZombies函数随机生成僵尸。根据概率在地图上随机位置生成不同类型的僵尸,并播放相应的音效。
void randomZombies()
{
    // 随机产生僵尸
    for (int i = 0; i < 5; i++)
    {
        for (int j = 3; j < 9; j++)
        {
            if (1 <= mapState[i][j] && mapState[i][j] <= 8)
            {
                double p = rand() / (double)RAND_MAX;
                if (p < normalfrequency)
                {
                    NormalZombie* normalZombie = new NormalZombie();
                    normalZombie->row = i;
                    normalZombie->location = xys[i][j].x - 75;
                    zombies.InsertNode(normalZombie);
                    mciSendString("play./Music/dirt_rise.mp3 from 0", 0, 0, 0);
                }
                else if (normalfrequency <= p && p < coneheadfrequency)
                {
                    ConeheadZombie* coneheadZombie = new ConeheadZombie();
                    coneheadZombie->row = i;
                    coneheadZombie->location = xys[i][j].x - 75;
                    zombies.InsertNode(coneheadZombie);
                    mciSendString("play./Music/dirt_rise.mp3 from 0", 0, 0, 0);
                }
                else if (coneheadfrequency <= p && p < bucketheadfrequency)
                {
                    BucketheadZombie* bucketheadZombie = new BucketheadZombie();
                    bucketheadZombie->row = i;
                    bucketheadZombie->location = xys[i][j].x - 75;
                    zombies.InsertNode(bucketheadZombie);
                    mciSendString("play./Music/dirt_rise.mp3 from 0", 0, 0, 0);
                }
            }
        }
    }

    // 随机呻吟声
    double p = rand() / (double)RAND_MAX;
    if (p < groanFrequency)
    {
        int px = rand() % 6 + 1;
        switch (px)
        {
            case 1:
                mciSendString("play./Music/groan.mp3 from 0", 0, 0, 0);
                break;
            case 2:
                mciSendString("play./Music/groan2.mp3 from 0", 0, 0, 0);
                break;
            case 3:
                mciSendString("play./Music/groan3.mp3 from 0", 0, 0, 0);
                break;
            case 4:
                mciSendString("play./Music/groan4.mp3 from 0", 0, 0, 0);
                break;
            case 5:
                mciSendString("play./Music/groan5.mp3 from 0", 0, 0, 0);
                break;
            case 6:
                mciSendString("play./Music/groan6.mp3 from 0", 0, 0, 0);
                break;
        }
    }
}
  • 这个函数在游戏中随机生成僵尸。首先,根据给定的概率在地图上的特定位置生成普通僵尸、路障僵尸或铁桶僵尸,并播放相应的音效。然后,再次根据概率随机播放僵尸的呻吟声。
  • randomGraves函数随机生成墓碑。确保游戏中有一定数量的墓碑,并随机分布在地图上。
void randomGraves()
{
    // 随机产生墓碑
    while (graveNum < 6 || graveNum > 13)
    {
        graveNum = 0;
        for (int i = 0; i < 5; i++)
        {
            int num = rand() % 4;
            for (int j = 0; j < num; j++)
            {
                int column = rand() % 6 + 3;
                if (mapState[i][column] == 0)
                {
                    mapState[i][column] = rand() % 8 + 1;
                    graveNum++;
                }
                else j--;
            }
        }
    }
}
  • 该函数用于在游戏开始时随机生成一定数量的墓碑。通过不断调整墓碑的数量,确保游戏中有 6 到 13 个墓碑随机分布在地图上。

8、绘制存档名称函数(paintNames)和绘制提示函数(drawHint):

  • paintNames函数读取存档文件夹中的存档文件,并在游戏界面上绘制存档名称。如果存档过多或没有存档,会显示相应的提示信息。
void paintNames()
{
    // 画出存档名称
    getFiles("./archives");
    RECT rect;
    setbkmode(TRANSPARENT);
    settextcolor(RGB(222, 186, 97));
    if (files.size() > 5)
    {
        settextstyle(20, 0, "华文隶书");
        rect = { 268, 135, 538, 335 };
        drawtext("存档过多,请删除 archives", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
        rect = { 268, 175, 538, 375 };
        drawtext("文件夹下的存档并重启!", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    }
    else if (files.size() == 0)
    {
        settextstyle(40, 0, "华文隶书");
        rect = { 268, 159, 538, 360 };
        drawtext("没有存档!", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
    }
    else
    {
        int h = 189;
        settextstyle(35, 0, "华文隶书");
        for (int i = 0; i < files.size(); ++i)
        {
            rect = { 268, h, 538, h + 40 };
            drawtext(files[i].c_str(), &rect, DT_CENTER);
            h += 40;
        }
    }
}
  • 这个函数首先获取存档文件夹中的存档文件列表。然后,根据存档数量的不同情况,在游戏界面上绘制相应的提示信息或存档名称。如果存档过多,会提示玩家删除一些存档并重启游戏;如果没有存档,则显示 “没有存档!”;如果有存档,则逐个绘制存档名称。
  • drawHint函数根据游戏状态绘制提示信息,如 “此处不能种植物!” 或 “阳光不足!”。
void drawHint()
{
    if (drawingHint!= 0)
    {
        settextcolor(WHITE);
        settextstyle(40, 0, "隶书");
        if (drawingHint == 1)
        {
            drawtext("此处不能种植物!", &rect, DT_CENTER);
        }
        else if (drawingHint == 2)
            drawtext("阳光不足!", &rect, DT_CENTER);

        hintCountDown--;
        if (hintCountDown == 0)
        {
            hintCountDown = 70;
            drawingHint = 0;
        }
    }
}
  • 该函数根据游戏中的提示状态(drawingHint)绘制相应的提示信息在游戏界面上。如果提示状态为 1,则绘制 “此处不能种植物!”;如果提示状态为 2,则绘制 “阳光不足!”。提示会持续一段时间(由hintCountDown控制),然后消失。

五、完整代码&素材

head.h

#include <iostream>
#include <ctime>
#include <string>
#include <graphics.h>
#include <conio.h>
#include <Windows.h>
#include <io.h>
#include <vector>
#include <stdio.h>
#include <cmath>
#include <mmsystem.h>
using namespace std;

#define GRASS 0
#define GRAVE1 1
#define GRAVE2 2
#define GRAVE3 3
#define GRAVE4 4
#define GRAVE5 5
#define GRAVE6 6
#define GRAVE7 7
#define GRAVE8 8
#define POTATO 9
#define POTATOMINE 10
#define POTATOBOOM 11
#define GRAVEBUSTER_GRAVE1 12
#define GRAVEBUSTER_GRAVE2 13
#define GRAVEBUSTER_GRAVE3 14
#define GRAVEBUSTER_GRAVE4 15
#define GRAVEBUSTER_GRAVE5 16
#define GRAVEBUSTER_GRAVE6 17
#define GRAVEBUSTER_GRAVE7 18
#define GRAVEBUSTER_GRAVE8 19
#define ICESHROOM 20
#define NORMALZOMBIE 21
#define CONEHEADZOMBIE 22
#define BUCKETHEADZOMBIE 16

//非游戏参数
int zombieNum=0;
int plantNum=0;
int sunNum=0;
int bangNum=0;
double groanFrequency = 0.0005;
IMAGE potatoBoom;
IMAGE potato;
IMAGE grave[8];
IMAGE hammer[13];
IMAGE tmpImg;
IMAGE tmpImg2;
IMAGE potaotoMinePictures[8];
IMAGE iceshroomPictures[11];
IMAGE gravebusterPictures[28];
IMAGE sunPictures[22];
IMAGE normalZombieWalkPictures[47];
IMAGE normalZombieEmergePictures[20];
IMAGE normalZombieEatPictures[10];
IMAGE coneheadZombieWalkPictures[47];
IMAGE coneheadZombieEmergePictures[20];
IMAGE coneheadZombieEatPictures[10];
IMAGE bucketheadZombieWalkPictures[47];
IMAGE bucketheadZombieEmergePictures[20];
IMAGE bucketheadZombieEatPictures[10];
IMAGE plantsBar;
IMAGE menu;
IMAGE background;
IMAGE selectID;
IMAGE iceTrap;
IMAGE snow;
IMAGE lawnmower;
IMAGE loseGame;
IMAGE winGame;
IMAGE bang;
ExMessage mousemsg;

struct coordinate
{
	int x;
	int y;
};

enum CURSORFLAG
{
	Chammer, 
	CpotatoMine,
	Ciceshroom,
	Cgravebuster
};

coordinate xys[32][32];
CURSORFLAG cursor;
RECT rect = { 0, 500, 820, 600 };
char sunshineNum[10];
char username[200];
vector<string> files;

class Bang
{
public:
	int No;
	int x;
	int y;
	int countDown;

	Bang(int x,int y)
	{
		No = bangNum;
		bangNum++;
		this->x = x;
		this->y = y;
		countDown = 20;
	}
};

class Sun
{
public:
	int x;
	int y;
	int frame;
	int No;
	int changeFrameCountDown;
	int goToCount;
	int goToCountFrame;
	int tempX;
	int tempY;

	Sun(int x,int y)
	{
		frame = 0;
		No=sunNum;
		sunNum++;
		this->x = x;
		this->y = y;
		this->tempX = x;
		this->tempY = y;
		changeFrameCountDown = 5;
		goToCount = 0;
		goToCountFrame = 10;
	}
};

class Plant
{
public:
	int type;
	int HP;
	int frameNo;
	int No;
	int x;
	int y;
	int changeFrameCountDown;

	Plant()
	{
		No = plantNum;
		plantNum++;
		changeFrameCountDown = 5;
		HP = 6;
	}
	~Plant(){}
};

// 土豆雷
class PotatoMine : public Plant
{
public:
	int underCountDown = 400;
	int boomCountDown = 50;

	PotatoMine()
	{
		frameNo = 0;
		type = POTATOMINE;
	}
};

// 墓碑吞噬者
class GraveBuster : public Plant
{
public:
	GraveBuster()
	{
		frameNo = 1;
		type = GRAVEBUSTER_GRAVE1;
	}
};

// 寒冰菇
class IceShroom : public Plant
{
public:
	int frozenCountDown = 200;
	int slowingCountDown = 1000;

	IceShroom()
	{
		frameNo = 0;
		type = ICESHROOM;
	}
};


class Zombie
{
public:
	int HP;
	int row;
	int location;
	int emerge1walk2eat3;
	int frameNo;
	int height;
	int No;
	int changeFrameCountDown;
	int isFrozen;
	int isSlowed;
	int type;

	Zombie()
	{
		No = zombieNum;
		zombieNum++;
		isFrozen = 0;
		isSlowed = 0;
		height = 115;			// 僵尸图像高度
		frameNo = 19;			// 表示播放到第几帧
		emerge1walk2eat3 = 1;	// 正在冒出来用 1 表示,正在行走用 2 表示,正在吃植物用 3 表示
		changeFrameCountDown = 10;
	}
};
class NormalZombie : public Zombie
{
public:
	NormalZombie()
	{
		HP = 1;
		type = NORMALZOMBIE;
	}
};

class ConeheadZombie : public Zombie
{
public:
	ConeheadZombie()
	{
		HP = 2;
		type = CONEHEADZOMBIE;
	}
};

class BucketheadZombie : public Zombie
{
public:
	BucketheadZombie()
	{
		HP = 3;
		type = BUCKETHEADZOMBIE;
	}
};

class Lawnmower
{
public:
	int location = -20;
	int isActivated = 0;
	int isOut = 0;
};

template<class T>
class Node
{
public:
	T* content;
	Node* next = NULL;
	Node(T* t)
	{
		content = t;
	}
};

template<class T>
class LinkList
{
public:
	Node<T>* head;  
	Node<T>* tail;

	LinkList()
	{
		head = NULL;
		tail = NULL;
	};

	LinkList(Node<T> node)
	{ 
		head = node; 
		tail = node; 
	};

	~LinkList()
	{ 
		DeleteAllNode();
	}     

	void InsertNode(T* t)
	{
		Node<T>* node=new Node<T>(t);
		if (head == NULL)
		{
			head = node;
			tail = node;
		}
		else
		{
			tail->next = node;
			tail = node;
		}
	};

	void DeleteNode(int No)
	{
		Node<T>* cur = head,*pre=NULL;
		while (cur != NULL && cur->content->No != No)
		{
			pre = cur;
			cur = cur->next;
		}

		if (pre == NULL)
		{
			head = cur->next;
		}
		else if (cur == NULL)
		{
			cout << "没有找到符合条件的结点!" << endl;
			return;
		}
		else
		{
			pre->next = cur->next;
		}

		if (cur == tail)
		{
			tail = pre;
		}
		delete cur;
	};

	void DeleteAllNode()
	{
		Node<T>* cur = head,*pre=NULL;
		while (tail != NULL)
		{
			pre = cur;
			cur = cur->next;
			DeleteNode(pre->content->No);
		}
	};
};

PvZ.cpp

#include "head.h"
#pragma warning (disable:4996)
#pragma comment( lib, "MSIMG32.LIB")
#pragma comment( lib, "winmm.lib")

// 游戏参数
int mapState[32][32];		// 地图状态。0:空,1:墓碑,2:地雷(没出土),3:地雷(已出土),4:寒冰菇
int currentSunshine;
LinkList<Sun> suns;
LinkList<Plant> plants;
LinkList<Zombie> zombies;
LinkList<Bang> bangs;
Lawnmower* lawnmowers[5];
double normalfrequency;
double coneheadfrequency;
double bucketheadfrequency;
double SunsFrequency;
int isNewGame;
int isHitting;
int hammerRadius;
int drawingHint;
int hintCountDown;
int snowCountDown;
int graveNum;
int Win1Lose2;

void init()
{
	for (int i = 0; i < 5; i++)
	{
		for (int j = 0; j < 9; j++)
		{
			mapState[i][j] = GRASS;
		}
	}

	currentSunshine = 0;
	plants.DeleteAllNode();
	zombies.DeleteAllNode();
	suns.DeleteAllNode();
	bangs.DeleteAllNode();

	for (int i = 0; i < 5; i++)
	{
		lawnmowers[i] = new Lawnmower();
	}

	normalfrequency = 0.002;
	coneheadfrequency = 0.0025;
	bucketheadfrequency = 0.0028;
	SunsFrequency = 0.05;
	isNewGame = 1;
	isHitting = 0;
	hammerRadius = 0;
	drawingHint = 0;
	hintCountDown = 70;
	snowCountDown = 0;
	graveNum = 0;
	Win1Lose2 = 0;
}

void getFiles(string path)
{
	files.clear();
	//文件句柄  
	intptr_t hFile = 0;
	//文件信息  
	struct _finddata_t fileinfo;
	string p;
	if ((hFile = _findfirst(p.assign(path).append("\\*").c_str(), &fileinfo)) != -1)
	{
		do
		{
			files.push_back(fileinfo.name);
		} while (_findnext(hFile, &fileinfo) == 0);
		_findclose(hFile);
	}
	files.erase(files.begin());
	files.erase(files.begin());
}

void readArchive(char name[])
{
	init();
	char path[] = "./archives/", tmppath[200] = { 0 };
	strcat(strcat(tmppath, path), name);
	FILE* fp = fopen(tmppath, "rb");
	::fread(&mapState, sizeof(mapState), 1, fp);

	for (int i = 0; i < 5; i++)
	{
		lawnmowers[i] = new Lawnmower();
		::fread(&lawnmowers[i]->location, sizeof(int), 1, fp);
		::fread(&lawnmowers[i]->isActivated, sizeof(int), 1, fp);
		::fread(&lawnmowers[i]->isOut, sizeof(int), 1, fp);
	}

	fread(&currentSunshine,		sizeof(int),	1, fp);
	fread(&normalfrequency,		sizeof(double),	1, fp);
	fread(&coneheadfrequency,	sizeof(double),	1, fp);
	fread(&bucketheadfrequency,	sizeof(double),	1, fp);
	fread(&SunsFrequency,		sizeof(double),	1, fp);
	fread(&isNewGame,			sizeof(int),	1, fp);
	fread(&isHitting,			sizeof(int),	1, fp);
	fread(&hammerRadius,		sizeof(int),	1, fp);
	fread(&drawingHint,			sizeof(int),	1, fp);
	fread(&hintCountDown,		sizeof(int),	1, fp);
	fread(&snowCountDown,		sizeof(int),	1, fp);
	fread(&graveNum,			sizeof(int),	1, fp);
	fread(&Win1Lose2,			sizeof(int),	1, fp);

	int separator;
	while (1)
	{
		fread(&separator, sizeof(int), 1, fp);
		if (separator!=1234567)
		{
			Zombie* tmpZombie = new Zombie();
			fseek(fp, -(int)sizeof(int), SEEK_CUR);
			fread(&tmpZombie->HP,					sizeof(int), 1, fp);
			fread(&tmpZombie->row,					sizeof(int), 1, fp);
			fread(&tmpZombie->location,				sizeof(int), 1, fp);
			fread(&tmpZombie->emerge1walk2eat3,		sizeof(int), 1, fp);
			fread(&tmpZombie->frameNo,				sizeof(int), 1, fp);
			fread(&tmpZombie->height,				sizeof(int), 1, fp);
			fread(&tmpZombie->No,					sizeof(int), 1, fp);
			fread(&tmpZombie->changeFrameCountDown,	sizeof(int), 1, fp);
			fread(&tmpZombie->isFrozen,				sizeof(int), 1, fp);
			fread(&tmpZombie->isSlowed,				sizeof(int), 1, fp);
			fread(&tmpZombie->type,					sizeof(int), 1, fp);
			zombies.InsertNode(tmpZombie);
		}
		else break;
	}

	int tmpPlantType;
	while (1)
	{
		fread(&separator, sizeof(int), 1, fp);
		if (separator!=7654321)
		{
			fseek(fp, -(int)sizeof(int), SEEK_CUR);
			fread(&tmpPlantType, sizeof(int), 1, fp);
			switch (tmpPlantType)
			{
				case POTATOMINE:
				{
					PotatoMine* tmpPotatoMine = new PotatoMine();
					tmpPotatoMine->type = tmpPlantType;
					fread(&tmpPotatoMine->frameNo, sizeof(int), 1, fp);
					fread(&tmpPotatoMine->No, sizeof(int), 1, fp);
					fread(&tmpPotatoMine->x, sizeof(int), 1, fp);
					fread(&tmpPotatoMine->y, sizeof(int), 1, fp);
					fread(&tmpPotatoMine->changeFrameCountDown, sizeof(int), 1, fp);
					fread(&tmpPotatoMine->underCountDown, sizeof(int), 1, fp);
					fread(&tmpPotatoMine->boomCountDown, sizeof(int), 1, fp);
					plants.InsertNode(tmpPotatoMine);
					break;
				}
				case GRAVEBUSTER_GRAVE1:
				{
					GraveBuster* tmpGraveBuster = new GraveBuster();
					tmpGraveBuster->type = tmpPlantType;
					fread(&tmpGraveBuster->frameNo, sizeof(int), 1, fp);
					fread(&tmpGraveBuster->No, sizeof(int), 1, fp);
					fread(&tmpGraveBuster->x, sizeof(int), 1, fp);
					fread(&tmpGraveBuster->y, sizeof(int), 1, fp);
					fread(&tmpGraveBuster->changeFrameCountDown, sizeof(int), 1, fp);
					plants.InsertNode(tmpGraveBuster);
					break;
				}
				case ICESHROOM:
				{
					IceShroom* tmpIceShroom = new IceShroom();
					tmpIceShroom->type = tmpPlantType;
					fread(&tmpIceShroom->frameNo, sizeof(int), 1, fp);
					fread(&tmpIceShroom->No, sizeof(int), 1, fp);
					fread(&tmpIceShroom->x, sizeof(int), 1, fp);
					fread(&tmpIceShroom->y, sizeof(int), 1, fp);
					fread(&tmpIceShroom->changeFrameCountDown, sizeof(int), 1, fp);
					fread(&tmpIceShroom->frozenCountDown, sizeof(int), 1, fp);
					fread(&tmpIceShroom->slowingCountDown, sizeof(int), 1, fp);
					plants.InsertNode(tmpIceShroom);
					break;
				}
			}
		}
		else break;
	}

	while (1)
	{
		fread(&separator, sizeof(int), 1, fp);
		if (separator != 357421)
		{
			Bang* tmpBang = new Bang(0,0);
			fseek(fp, -(int)sizeof(int), SEEK_CUR);
			fread(&tmpBang->No, sizeof(int), 1, fp);
			fread(&tmpBang->x, sizeof(int), 1, fp);
			fread(&tmpBang->y, sizeof(int), 1, fp);
			fread(&tmpBang->countDown, sizeof(int), 1, fp);
			bangs.InsertNode(tmpBang);
		}
		else
			break;
	}

	while (fread(&separator,sizeof(int),1,fp))
	{
		Sun* tmpSun = new Sun(0, 0);
		fread(&tmpSun->x, sizeof(int), 1, fp);
		fread(&tmpSun->y, sizeof(int), 1, fp);
		fread(&tmpSun->frame, sizeof(int), 1, fp);
		fread(&tmpSun->No, sizeof(int), 1, fp);
		fread(&tmpSun->changeFrameCountDown, sizeof(int), 1, fp);
		fread(&tmpSun->goToCount, sizeof(int), 1, fp);
		fread(&tmpSun->goToCountFrame, sizeof(int), 1, fp);
		fread(&tmpSun->tempX, sizeof(int), 1, fp);
		fread(&tmpSun->tempY, sizeof(int), 1, fp);
		suns.InsertNode(tmpSun);
	}
	fclose(fp);
}

void writeArchive(char name[])
{
	char path[] = "./archives/", tmppath[200] = { 0 };
	strcat(strcat(tmppath, path), name);
	FILE* fp = fopen(tmppath, "wb");
	::fwrite(mapState, sizeof(mapState), 1, fp);

	for (int i = 0; i < 5; i++)
	{
		::fwrite(&lawnmowers[i]->location, sizeof(int), 1, fp);
		::fwrite(&lawnmowers[i]->isActivated, sizeof(int), 1, fp);
		::fwrite(&lawnmowers[i]->isOut, sizeof(int), 1, fp);
	}

	::fwrite(&currentSunshine, sizeof(int), 1, fp);
	::fwrite(&normalfrequency, sizeof(double), 1, fp);
	::fwrite(&coneheadfrequency, sizeof(double), 1, fp);
	::fwrite(&bucketheadfrequency, sizeof(double), 1, fp);
	::fwrite(&SunsFrequency, sizeof(double), 1, fp);
	::fwrite(&isNewGame, sizeof(int), 1, fp);
	::fwrite(&isHitting, sizeof(int), 1, fp);
	::fwrite(&hammerRadius, sizeof(int), 1, fp);
	::fwrite(&drawingHint, sizeof(int), 1, fp);
	::fwrite(&hintCountDown, sizeof(int), 1, fp);
	::fwrite(&snowCountDown, sizeof(int), 1, fp);
	::fwrite(&graveNum, sizeof(int), 1, fp);
	::fwrite(&Win1Lose2, sizeof(int), 1, fp);

	Node<Zombie>* curZombie = zombies.head;
	while (curZombie != NULL)
	{
		Zombie* zombie = curZombie->content;
		::fwrite(&zombie->HP, sizeof(int), 1, fp);
		::fwrite(&zombie->row, sizeof(int), 1, fp);
		::fwrite(&zombie->location, sizeof(int), 1, fp);
		::fwrite(&zombie->emerge1walk2eat3, sizeof(int), 1, fp);
		::fwrite(&zombie->frameNo, sizeof(int), 1, fp);
		::fwrite(&zombie->height, sizeof(int), 1, fp);
		::fwrite(&zombie->No, sizeof(int), 1, fp);
		::fwrite(&zombie->changeFrameCountDown, sizeof(int), 1, fp);
		::fwrite(&zombie->isFrozen, sizeof(int), 1, fp);
		::fwrite(&zombie->isSlowed, sizeof(int), 1, fp);
		::fwrite(&zombie->type, sizeof(int), 1, fp);
		curZombie = curZombie->next;
	}

	int separator1 = 1234567;
	::fwrite(&separator1, sizeof(int), 1, fp);
	Node<Plant>* curPlant = plants.head;
	while (curPlant != NULL)
	{
		switch (curPlant->content->type)
		{
			case POTATOMINE:
			{
				PotatoMine* potatoMine = static_cast<PotatoMine*>(curPlant->content);
				::fwrite(&potatoMine->type, sizeof(int), 1, fp);
				::fwrite(&potatoMine->frameNo, sizeof(int), 1, fp);
				::fwrite(&potatoMine->No, sizeof(int), 1, fp);
				::fwrite(&potatoMine->x, sizeof(int), 1, fp);
				::fwrite(&potatoMine->y, sizeof(int), 1, fp);
				::fwrite(&potatoMine->changeFrameCountDown, sizeof(int), 1, fp);
				::fwrite(&potatoMine->underCountDown, sizeof(int), 1, fp);
				::fwrite(&potatoMine->boomCountDown, sizeof(int), 1, fp);
				break;
			}
			case ICESHROOM:
			{
				IceShroom* iceShroom = static_cast<IceShroom*>(curPlant->content);
				::fwrite(&iceShroom->type, sizeof(int), 1, fp);
				::fwrite(&iceShroom->frameNo, sizeof(int), 1, fp);
				::fwrite(&iceShroom->No, sizeof(int), 1, fp);
				::fwrite(&iceShroom->x, sizeof(int), 1, fp);
				::fwrite(&iceShroom->y, sizeof(int), 1, fp);
				::fwrite(&iceShroom->changeFrameCountDown, sizeof(int), 1, fp);
				::fwrite(&iceShroom->frozenCountDown, sizeof(int), 1, fp);
				::fwrite(&iceShroom->slowingCountDown, sizeof(int), 1, fp);
				break;
			}
			case GRAVEBUSTER_GRAVE1:
			{
				GraveBuster* graveBuster = static_cast<GraveBuster*>(curPlant->content);
				::fwrite(&graveBuster->type, sizeof(int), 1, fp);
				::fwrite(&graveBuster->frameNo, sizeof(int), 1, fp);
				::fwrite(&graveBuster->No, sizeof(int), 1, fp);
				::fwrite(&graveBuster->x, sizeof(int), 1, fp);
				::fwrite(&graveBuster->y, sizeof(int), 1, fp);
				::fwrite(&graveBuster->changeFrameCountDown, sizeof(int), 1, fp);
				break;
			}
		}
		curPlant = curPlant->next;
	}

	int separator2 = 7654321;
	::fwrite(&separator2, sizeof(int), 1, fp);
	Node<Bang>* curBang = bangs.head;
	while (curBang!= NULL)
	{
		Bang* bang = curBang->content;
		::fwrite(&bang->No, sizeof(int), 1, fp);
		::fwrite(&bang->x, sizeof(int), 1, fp);
		::fwrite(&bang->y, sizeof(int), 1, fp);
		::fwrite(&bang->countDown, sizeof(int), 1, fp);
		curBang = curBang->next;
	}

	int separator3 = 357421;
	::fwrite(&separator3, sizeof(int), 1, fp);
	Node<Sun>* curSun = suns.head;
	while (curSun != NULL)
	{
		Sun* sun = curSun->content;
		::fwrite(&sun->x, sizeof(int), 1, fp);
		::fwrite(&sun->y, sizeof(int), 1, fp);
		::fwrite(&sun->frame, sizeof(int), 1, fp);
		::fwrite(&sun->No, sizeof(int), 1, fp);
		::fwrite(&sun->changeFrameCountDown, sizeof(int), 1, fp);
		::fwrite(&sun->goToCount, sizeof(int), 1, fp);
		::fwrite(&sun->goToCountFrame, sizeof(int), 1, fp);
		::fwrite(&sun->tempX, sizeof(int), 1, fp);
		::fwrite(&sun->tempY, sizeof(int), 1, fp);
		curSun = curSun->next;
	}

	fclose(fp);
}

// 精确延时函数(可以精确到 1ms,精度 ±1ms)
// by yangw80<yw80@qq.com>, 2011-5-4
void HpSleep(int ms)
{
	static clock_t oldclock = clock();		// 静态变量,记录上一次 tick

	oldclock += ms * CLOCKS_PER_SEC / 1000;	// 更新 tick

	if (clock() > oldclock)					// 如果已经超时,无需延时
		oldclock = clock();
	else
		while (clock() < oldclock)			// 延时
			Sleep(1);						// 释放 CPU 控制权,降低 CPU 占用率
//			Sleep(0);						// 更高精度、更高 CPU 占用率
}

void transparentImage(IMAGE* dstimg, int x, int y, IMAGE* srcimg)
{
	HDC dstDC = GetImageHDC(dstimg);
	HDC srcDC = GetImageHDC(srcimg);
	int w = srcimg->getwidth();
	int h = srcimg->getheight();
	BLENDFUNCTION bf = { AC_SRC_OVER, 0, 255, AC_SRC_ALPHA };
	AlphaBlend(dstDC, x, y, w, h, srcDC, 0, 0, w, h, bf);
}

void paintPlantsAndGraves()
{
	// 画植物和墓碑
	for (int i = 0; i < 5; i++)
	{
		for (int j = 0; j < 9; j++)
		{
			switch (mapState[i][j])
			{
			case GRASS:
				break;
			case GRAVE1:
			{
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[0]);
				break;
			}
			case GRAVE2:
			{
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[1]);
				break;
			}
			case GRAVE3:
			{
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[2]);
				break;
			}
			case GRAVE4:
			{
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[3]);
				break;
			}
			case GRAVE5:
			{
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[4]);
				break;
			}
			case GRAVE6:
			{
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[5]);
				break;
			}
			case GRAVE7:
			{
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[6]);
				break;
			}
			case GRAVE8:
			{
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[7]);
				break;
			}
			case POTATO:
			{
				transparentImage(NULL, xys[i][j].x, xys[i][j].y + 37, &potato);
				Node<Plant>* cur = plants.head;
				while (cur != NULL)
				{
					if (cur->content->x == i && cur->content->y == j)
					{
						break;
					}
					else cur = cur->next;
				}
				if (cur != NULL)
				{
					PotatoMine* potato = static_cast<PotatoMine*>(cur->content);
					potato->underCountDown--;
					if (potato->underCountDown == 0)
					{
						mapState[i][j] = POTATOMINE;
						mciSendString("play ./Music/dirt_rise.mp3 from 0 ", 0, 0, 0);
					}
				}
				break;
			}
			case POTATOMINE:
			{
				Node<Plant>* cur = plants.head;
				while (cur != NULL)
				{
					if (cur->content->x == i && cur->content->y == j)break;
					else cur = cur->next;
				}                
				if (cur != NULL)
				{
					transparentImage(NULL, xys[i][j].x, xys[i][j].y + 40, &potaotoMinePictures[cur->content->frameNo]);
					cur->content->changeFrameCountDown--;
					if (cur->content->changeFrameCountDown == 0)
					{
						cur->content->changeFrameCountDown = 20;
						cur->content->frameNo++;
						if (cur->content->frameNo == 7)
						{
							cur->content->frameNo = 0;
						}
					}
				}                   
				break;
			}
			case POTATOBOOM:
			{
				transparentImage(NULL, xys[i][j].x - 25, xys[i][j].y + 20, &potatoBoom);
				Node<Plant>* cur = plants.head;
				while (cur != NULL)
				{
					if (cur->content->x == i && cur->content->y == j)break;
					else cur = cur->next;
				}

				if (cur != NULL)
				{
					PotatoMine* potato = static_cast<PotatoMine*>(cur->content);
					potato->boomCountDown--;
					if (potato->boomCountDown == 0)
					{
						plants.DeleteNode(potato->No);
						mapState[i][j] = GRASS;
					}
				}            

				break;
			}
			case GRAVEBUSTER_GRAVE1:
				transparentImage(NULL, xys[i][j].x-5, xys[i][j].y, &grave[0]);
				goto label;
			case GRAVEBUSTER_GRAVE2:
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[1]);
				goto label;
			case GRAVEBUSTER_GRAVE3:
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[2]);
				goto label;
			case GRAVEBUSTER_GRAVE4:
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[3]);
				goto label;
			case GRAVEBUSTER_GRAVE5:
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[4]);
				goto label;
			case GRAVEBUSTER_GRAVE6:
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[5]);
				goto label;
			case GRAVEBUSTER_GRAVE7:
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[6]);
				goto label;
			case GRAVEBUSTER_GRAVE8:
				transparentImage(NULL, xys[i][j].x - 5, xys[i][j].y, &grave[7]);
				goto label;
			{
			label:
				Node<Plant>* cur = plants.head;
				while (cur != NULL)
				{
					if (cur->content->x == i && cur->content->y == j)break;
					else cur = cur->next;
				}
				if (cur != NULL)
				{
					transparentImage(NULL, xys[i][j].x - 10, xys[i][j].y - 10, &gravebusterPictures[cur->content->frameNo]);
					cur->content->changeFrameCountDown--;
					if (cur->content->changeFrameCountDown == 0)
					{
						cur->content->changeFrameCountDown = 10;
						cur->content->frameNo++;
						if (cur->content->frameNo > 27)
						{
							plants.DeleteNode(cur->content->No);
							mapState[i][j] = GRASS;
							graveNum--;
							if (graveNum == 5)
							{
								SunsFrequency = 0.2;
								normalfrequency = 0.003;
								coneheadfrequency = 0.0035;
								bucketheadfrequency = 0.0038;
							}
							else if (graveNum == 3)
							{
								SunsFrequency = 0.4;
								normalfrequency=0.006;
								coneheadfrequency=0.0065;
								bucketheadfrequency=0.0068;
							}
						}
					}
				}        
				break;
			}
			case ICESHROOM:
			{
				Node<Plant>* cur = plants.head;
				while (cur != NULL)
				{
					if (cur->content->x == i && cur->content->y == j)break;
					else cur = cur->next;
				}
				if (cur != NULL)
				{
					transparentImage(NULL, xys[i][j].x, xys[i][j].y + 15, &iceshroomPictures[cur->content->frameNo]);
					cur->content->changeFrameCountDown--;
					if (cur->content->changeFrameCountDown == 0)
					{
						cur->content->changeFrameCountDown = 8;
						cur->content->frameNo++;
						if (cur->content->frameNo > 10)
						{
							plants.DeleteNode(cur->content->No);
							mciSendString("play ./Music/shoop.mp3 from 0 ", 0, 0, 0);
							mapState[i][j] = 0;
							snowCountDown = 20;
							Node<Zombie>* cur = zombies.head;
							while (cur != NULL)
							{
								cur->content->isFrozen = 200;
								cur = cur->next;
							}
						}
					}
				}              
				break;
			}
			}
		}
	}
}

void addIce(IMAGE* targetImage, IMAGE* srcImage, int addRed = 0, int addGreen = 0, int addBlue = 50)
{
	int srcImgWidth = srcImage->getwidth(), srcImgHeight = srcImage->getheight();
	targetImage->Resize(srcImgWidth, srcImgHeight);
	DWORD* pTargetBuffer = GetImageBuffer(targetImage);
	DWORD* pSrcBuffer = GetImageBuffer(srcImage);
	int allPixel = srcImgHeight * srcImgWidth;

#define RGBA(r, g, b, a) ((b) + (g << 8) + (r << 16) + (a << 24))
	for (int i = 0; i < allPixel; ++i)
	{
		UCHAR r = (UCHAR)GetRValue(pSrcBuffer[i]);
		UCHAR g = (UCHAR)GetGValue(pSrcBuffer[i]);
		UCHAR b = (UCHAR)GetBValue(pSrcBuffer[i]);
		r = r + addRed;
		r = r > 255 ? 255 : r;
		g = g + addGreen;
		g = g > 255 ? 255 : g;
		b = b + addBlue;
		b = b > 255 ? 255 : b;
		pTargetBuffer[i] = (DWORD)RGBA(r, g, b, pSrcBuffer[i] >> 24);
	}
}

void generateSunshine(int x, int y)
{
	// 一定概率产生3个阳光
	double p = rand() / (double)RAND_MAX;
	if (p < SunsFrequency)
	{
		Sun* sunshine[3];
		for (int i = 0; i < 3; i++)
		{
			sunshine[i] = new Sun(x + 80 + rand() % 100 - 50, y + 60 + rand() % 50 - 25);
			suns.InsertNode(sunshine[i]);
		}
	}
}

void paintZombies()
{
	// 画僵尸
	Node<Zombie> *cur = zombies.head, *next = NULL;
	while (cur != NULL)
	{
		Zombie* zombieptr = cur->content;
		if (zombieptr->location < -150)
		{
			cur = cur->next;
			zombies.DeleteNode(zombieptr->No);
			continue;
		}
	   
		if (zombieptr->emerge1walk2eat3 == 1)
		{
			if (zombieptr->type == NORMALZOMBIE)
				tmpImg=normalZombieEmergePictures[zombieptr->frameNo];
			else if (zombieptr->type == CONEHEADZOMBIE)
				tmpImg = coneheadZombieEmergePictures[zombieptr->frameNo];
			else
				tmpImg = bucketheadZombieEmergePictures[zombieptr->frameNo];

			transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg);
			zombieptr->frameNo--;
			if (zombieptr->frameNo == 0)
			{
				zombieptr->emerge1walk2eat3 = 2;
			}
		}
		else if (zombieptr->emerge1walk2eat3 == 2)
		{
			if (zombieptr->type == NORMALZOMBIE)
				tmpImg = normalZombieWalkPictures[zombieptr->frameNo];
			else if (zombieptr->type == CONEHEADZOMBIE)
				tmpImg = coneheadZombieWalkPictures[zombieptr->frameNo];
			else
				tmpImg = bucketheadZombieWalkPictures[zombieptr->frameNo];

			if (zombieptr->isFrozen)
			{
				addIce(&tmpImg2, &tmpImg);
				transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg2);
			}
			else if (zombieptr->isSlowed)
			{
				addIce(&tmpImg2, &tmpImg);
				transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg2);
				zombieptr->changeFrameCountDown -= 1;
				if (zombieptr->changeFrameCountDown <= 0)
				{
					zombieptr->changeFrameCountDown = 6;
					zombieptr->location -= 1; 
					zombieptr->frameNo++;
					if (zombieptr->frameNo > 46)
					{
						zombieptr->frameNo = 0;
					}
				}
			}
			else
			{
				transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg);
				zombieptr->changeFrameCountDown -= 2;
				if (zombieptr->changeFrameCountDown <= 0)
				{
					zombieptr->changeFrameCountDown = 6;
					zombieptr->location -= 2;
					zombieptr->frameNo++;
					if (zombieptr->frameNo > 46)
					{
						zombieptr->frameNo = 0;
					}
				}
			}
		}
		else if (zombieptr->emerge1walk2eat3 == 3)
		{
			/*if (zombieptr->type == NORMALZOMBIE)tmpImg = normalZombieEatPictures[zombieptr->frameNo];
			else if (zombieptr->type == CONEHEADZOMBIE)tmpImg = coneheadZombieEatPictures[zombieptr->frameNo];
			else tmpImg = bucketheadZombieEatPictures[zombieptr->frameNo];
			if (zombieptr->isFrozen) {
				addIce(&tmpImg2, &tmpImg);
				transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg2);
			}
			else if (zombieptr->isSlowed) {
				addIce(&tmpImg2, &tmpImg);
				transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg2);
				zombieptr->changeFrameCountDown -= 1;
				if (zombieptr->changeFrameCountDown <= 0) {
					zombieptr->changeFrameCountDown = 6;
					zombieptr->location -= 1;
					zombieptr->frameNo++;
					if (zombieptr->frameNo > 46) {
						zombieptr->frameNo = 0;
					}
				}
			}
			else {
				transparentImage(NULL, zombieptr->location, xys[zombieptr->row][0].y - 40, &tmpImg);
				zombieptr->changeFrameCountDown -= 2;
				if (zombieptr->changeFrameCountDown <= 0) {
					zombieptr->changeFrameCountDown = 25;
					zombieptr->frameNo++;
				}
			}*/
		}
		// 判断是否冻住
		if (zombieptr->isFrozen > 0)
		{
			zombieptr->isFrozen--;
			if (zombieptr->isFrozen == 0)	zombieptr->isSlowed = 400;
			transparentImage(NULL, zombieptr->location+100, xys[zombieptr->row][0].y+70, &iceTrap);           
		}
		// 判断是否减速
		if (zombieptr->isSlowed > 0)
		{
			zombieptr->isSlowed--;
		}
		// 如果僵尸走到最左边且此行有除草机
		if (zombieptr->location < -50 && lawnmowers[zombieptr->row]->isOut == 0)
		{
			lawnmowers[zombieptr->row]->isActivated = 1;
			mciSendString("play lawnmower from 0", 0, 0, 0);
		}
		 如果僵尸前面有植物
		//Node<Plant>* curPlant = plants.head,*pre;
		//while (curPlant != NULL)
		//{
		//	Plant* plant = curPlant->content;
		//	if (zombieptr->row == plant->x
		//		&& zombieptr->location < xys[plant->x][plant->y].x- 25
		//		&& zombieptr->location > xys[plant->x][plant->y-1].x-25)
		//	{
		//		if (zombieptr->emerge1walk2eat3 == 2)
		//		{
		//			zombieptr->emerge1walk2eat3 = 3;
		//			zombieptr->frameNo = 0;
		//			mciSendString("play ./Music/chomp.mp3 from 0", 0, 0, 0);
		//		}
		//		if (zombieptr->emerge1walk2eat3 == 3 && zombieptr->frameNo > 9)
		//		{
		//			zombieptr->frameNo = 0;
		//			mciSendString("play ./Music/chomp.mp3 from 0", 0, 0, 0);
		//			plant->HP--;
		//			if (plant->HP == 0)
		//			{
		//				pre = curPlant;
		//				curPlant = curPlant->next;
		//				plants.DeleteNode(pre->content->No);
		//				zombieptr->emerge1walk2eat3 = 2;
		//				continue;
		//			}
		//		}
		//	}
		//	curPlant = curPlant->next;
		//}
		// 如果僵尸前面有除草机
		if (lawnmowers[zombieptr->row]->isOut == 0 && zombieptr->location < lawnmowers[zombieptr->row]->location - 30)
		{
			next = cur->next;
			zombies.DeleteNode(zombieptr->No);
			generateSunshine(zombieptr->location, xys[zombieptr->row][0].y);
			cur = next;
			continue;
		}      
		cur = cur->next;
	}
}

void paintSuns()
{
	Node<Sun> *cur = suns.head, *next;
	while (cur != NULL)
	{
		Sun* sun = cur->content;
		transparentImage(NULL, sun->x, sun->y, &sunPictures[sun->frame]);
		sun->changeFrameCountDown--;
		if (sun->changeFrameCountDown == 0)
		{
			sun->changeFrameCountDown = 5;
			sun->frame++;
			if (sun->frame == 22)sun->frame = 0;
			if (sun->goToCount ==1 )
			{
				sun->x = sun->tempX / 10 * sun->goToCountFrame;
				sun->y = sun->tempY / 10 * sun->goToCountFrame;
				sun->goToCountFrame--;
				if (sun->goToCountFrame == 0)
				{
					next = cur->next;
					suns.DeleteNode(sun->No);
					cur = next;
					currentSunshine += 25;
					continue;
				}
			}
		}
		cur = cur->next;
	}
}

void paintBangs()
{
	Node<Bang>* cur = bangs.head,*pre;
	while (cur != NULL)
	{
		if (cur->content->countDown > 0)
		{
			cur->content->countDown--;
			transparentImage(NULL, cur->content->x, cur->content->y, &bang);
		}
		pre = cur;
		cur = cur->next; 
		if(pre->content->countDown<=0)
			bangs.DeleteNode(pre->content->No);
	}
}

void paintCursor()
{
	if (cursor == Chammer)
	{
		// 如果没锤,画正常角度锤子
		if (!isHitting)
			transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &hammer[0]);
		else
		{
			// 画旋转锤子
			transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &hammer[hammerRadius]);
			hammerRadius++;
			if (hammerRadius == 13)
			{
				hammerRadius = 0;
				isHitting = 0;
			}
		}
	}
	else if (cursor == CpotatoMine)
		transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &potaotoMinePictures[0]);
	else if (cursor == Ciceshroom)
		transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &iceshroomPictures[0]);
	else
		transparentImage(NULL, mousemsg.x - 45, mousemsg.y - 45, &gravebusterPictures[0]);
}

void randomZombies()
{
	// 随机产生僵尸
	for (int i = 0; i < 5; i++)
	{
		for (int j = 3; j < 9; j++)
		{
			if (1 <= mapState[i][j] && mapState[i][j] <= 8)
			{
				double p = rand() / (double)RAND_MAX;
				if (p < normalfrequency)
				{
					NormalZombie* normalZombie = new NormalZombie();
					normalZombie->row = i;
					normalZombie->location = xys[i][j].x-75;
					zombies.InsertNode(normalZombie);
					mciSendString("play ./Music/dirt_rise.mp3 from 0", 0, 0, 0);
				}
				else if (normalfrequency <= p && p < coneheadfrequency)
				{
					ConeheadZombie* coneheadZombie = new ConeheadZombie();
					coneheadZombie->row = i;
					coneheadZombie->location = xys[i][j].x-75;
					zombies.InsertNode(coneheadZombie);
					mciSendString("play ./Music/dirt_rise.mp3 from 0", 0, 0, 0);
				}
				else if (coneheadfrequency <= p && p < bucketheadfrequency)
				{
					BucketheadZombie* bucketheadZombie = new BucketheadZombie();
					bucketheadZombie->row = i;
					bucketheadZombie->location = xys[i][j].x-75;
					zombies.InsertNode(bucketheadZombie);
					mciSendString("play ./Music/dirt_rise.mp3 from 0", 0, 0, 0);
				}
			}
		}
	}

	// 随机呻吟声
	double p = rand() / (double)RAND_MAX;
	if (p < groanFrequency)
	{
		int px = rand() % 6 + 1;
		switch (px)
		{
			case 1:
				mciSendString("play ./Music/groan.mp3 from 0", 0, 0, 0);
				break;
			case 2:
				mciSendString("play ./Music/groan2.mp3 from 0", 0, 0, 0);
				break;
			case 3:
				mciSendString("play ./Music/groan3.mp3 from 0", 0, 0, 0);
				break;
			case 4:
				mciSendString("play ./Music/groan4.mp3 from 0", 0, 0, 0);
				break;
			case 5:
				mciSendString("play ./Music/groan5.mp3 from 0", 0, 0, 0);
				break;
			case 6:
				mciSendString("play ./Music/groan6.mp3 from 0", 0, 0, 0);
				break;
		}
	}
}

void paintNames()
{
	// 画出存档名称
	getFiles("./archives");
	RECT rect;
	setbkmode(TRANSPARENT);
	settextcolor(RGB(222, 186, 97));
	if (files.size() > 5)
	{
		settextstyle(20, 0, "华文隶书");
		rect = { 268, 135, 538, 335 };
		drawtext("存档过多,请删除archives", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
		rect = { 268, 175, 538, 375 };
		drawtext("文件夹下的存档并重启!", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
	}
	else if (files.size() == 0)
	{
		settextstyle(40, 0, "华文隶书");
		rect = { 268, 159, 538, 360 };
		drawtext("没有存档!", &rect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
	}
	else
	{
		int h = 189;
		settextstyle(35, 0, "华文隶书");
		for (int i = 0; i < files.size(); ++i)
		{
			rect = { 268, h, 538, h + 40 };
			drawtext(files[i].c_str(), &rect, DT_CENTER);
			h += 40;
		}
	}   
}

void drawHint()
{
	if (drawingHint !=0)
	{
		settextcolor(WHITE);
		settextstyle(40, 0, "隶书");
		if (drawingHint == 1)
		{
			drawtext("此处不能种植物!", &rect, DT_CENTER);
		}
		else if(drawingHint == 2)
			drawtext("阳光不足!", &rect, DT_CENTER);

		hintCountDown--;
		if (hintCountDown == 0)
		{
			hintCountDown = 70;
			drawingHint = 0;
		}
	}
}

void randomGraves()
{
	// 随机产生墓碑
	while (graveNum < 6 || graveNum>13)
	{
		graveNum = 0;
		for (int i = 0; i < 5; i++)
		{
			int num = rand() % 4;
			for (int j = 0; j < num; j++)
			{
				int column = rand() % 6 + 3;
				if (mapState[i][column] == 0)
				{
					mapState[i][column] = rand() % 8 + 1;
					graveNum++;
				}
				else j--;
			}
		}
	}
}

void beginGame()
{
	// 如果是新游戏
	if (isNewGame)
	{
		// 随机产生墓碑
		randomGraves();
		isNewGame = 0;
		cursor = Chammer;
	}
	mciSendString("open ./Music/Loonboon.mp3 alias BGM2", 0, 0, 0);
	mciSendString("play BGM2 repeat", 0, 0, 0);
	mciSendString("play ./Music/theZombiesareComing.mp3 from 0", 0, 0, 0);
	while (1)
	{
		// 绘图
		cleardevice();
		// 画背景、植物条、菜单、阳光数
		putimage(0, 0, &background);
		putimage(0, 0, &plantsBar);
		transparentImage(NULL, 685, 0, &menu);
		RECT r = { 8, 63, 68, 85 };		// 12, 62, 68, 84
		settextstyle(20, 0, "微软雅黑", 0, 0, FW_BOLD, false, false, false);
		settextcolor(BLACK);
		drawtext(itoa(currentSunshine,sunshineNum,10), &r, DT_CENTER);
		// 画植物和墓碑
		paintPlantsAndGraves();
		// 画僵尸
		paintZombies();
		// 画除草机
		for (int i = 0; i < 5; i++)
		{
			if (lawnmowers[i]->isOut == 0)
			{
				transparentImage(NULL, lawnmowers[i]->location, xys[i][0].y + 45, &lawnmower);
			}
		}

		drawHint();		// 画提示

		paintSuns();		// 画太阳

		paintBangs();		// 画 bang

		paintCursor();		// 画鼠标

		// 画雪花
		if (snowCountDown > 0)
		{
			snowCountDown--;
			transparentImage(NULL, 0, 0, &snow);
		}
		FlushBatchDraw();

		// 计算
		// 除草机状态
		for (int i = 0; i < 5; i++)
		{
			if (lawnmowers[i]->isActivated == 1)
			{
				lawnmowers[i]->location += 5;
				if (lawnmowers[i]->location > 800)
				{
					lawnmowers[i]->isOut = 1;
				}
			}
		}

		// 如果点了鼠标
		while (peekmessage(&mousemsg, EM_MOUSE))
		{           
			if (mousemsg.message == WM_LBUTTONDOWN)
			{
				if (mousemsg.x > 692 && mousemsg.y > 0 && mousemsg.x < 815 && mousemsg.y < 44)
				{
					// 如果点击了菜单,存档退出
					writeArchive(username);
					goto stopGame;
				}
				if (cursor == Chammer)
				{
					// 如果鼠标是锤子
					// 如果点了土豆雷
					if (mousemsg.x > 86 && mousemsg.y > 10 && mousemsg.x < 133 && mousemsg.y < 79)
					{
						if (currentSunshine >= 25)
							cursor = CpotatoMine;
						else
							drawingHint = 2;
					}
					// 如果点了墓碑吞噬者
					else if (mousemsg.x > 145 && mousemsg.y > 10 && mousemsg.x < 191 && mousemsg.y < 79)
					{
						if (currentSunshine >= 75)
							cursor = Cgravebuster;
						else
							drawingHint = 2;
					}
					// 如果点了寒冰菇
					else if (mousemsg.x > 204 && mousemsg.y > 10 && mousemsg.x < 253 && mousemsg.y < 79)
					{
						if (currentSunshine >= 75)
							cursor = Ciceshroom;
						else
							drawingHint = 2;
					}
					else
					{
						hammerRadius = 0;
						isHitting = 1;
						mciSendString("play ./Music/hit.mp3 from 0", 0, 0, 0);
						Node<Zombie>* cur = zombies.head;
						while (cur != NULL)
						{
							Zombie* zombie = cur->content;                        
							if (mousemsg.x > zombie->location + 97 && mousemsg.y > xys[zombie->row][0].y - 40
								&& mousemsg.x < zombie->location + 164 && mousemsg.y < xys[zombie->row][0].y + zombie->height)
							{
								// 如果锤到了僵尸,僵尸减血或死亡 
								bangs.InsertNode(new Bang(mousemsg.x - 70, mousemsg.y - 30));
								zombie->HP--;
								if (zombie->HP == 0)
								{
									zombies.DeleteNode(zombie->No);
									generateSunshine(zombie->location, xys[zombie->row][0].y);
								}
								else if (zombie->HP == 1)
									zombie->type = NORMALZOMBIE;        

								goto skipLittleWhile;
							}
							cur = cur->next;
						}
						Node<Sun>* curSun = suns.head;
						while (curSun != NULL)
						{
							Sun* sun = curSun->content;
							if (mousemsg.x > sun->x + 20 && mousemsg.y > sun->y - 18 && mousemsg.x < sun->x + 108 && mousemsg.y < sun->y + 80)
							{
								// 如果锤中太阳
								curSun->content->goToCount = 1;
								mciSendString("play ./Music/sunshine.mp3 from 0", 0, 0, 0);
								goto skipLittleWhile;
							}
							curSun = curSun->next;
						}
					}
				}
				// 如果鼠标是植物
				else
				{
					int i, j, isInPlantZone = 0;
					for (i = 0; i < 5; i++)
					{
						for (j = 0; j < 9; j++)
						{
							if (mousemsg.x > xys[i][j].x && mousemsg.y > xys[i][j].y
								&& mousemsg.x < xys[i][j].x + 80 && mousemsg.y < xys[i][j].y + 100)
							{
								isInPlantZone = 1;
								break;
							}
						}
						if (isInPlantZone)break;
					}

					if ((cursor != Cgravebuster && mapState[i][j] != GRASS) || isInPlantZone == 0)
					{
						drawingHint = 1;
						continue;
					}

					switch (cursor)
					{
						case CpotatoMine:
						{
							currentSunshine -= 25;
							mapState[i][j] = POTATO;
							PotatoMine* potatoMine = new PotatoMine();
							potatoMine->x = i;
							potatoMine->y = j;
							plants.InsertNode(potatoMine);
							mciSendString("play ./Music/plant.mp3 from 0", 0, 0, 0);
							break;
						}
						case Ciceshroom:
						{
							currentSunshine -= 75;
							mapState[i][j] = ICESHROOM;
							IceShroom* iceshroom = new IceShroom();
							iceshroom->x = i;
							iceshroom->y = j;
							plants.InsertNode(iceshroom);
							mciSendString("play ./Music/plant.mp3 from 0", 0, 0, 0);
							break;
						}
						case Cgravebuster:
						{
							if (mapState[i][j] < 1 || mapState[i][j]>8)
							{
								drawingHint = 1;
								continue;
							}
							currentSunshine -= 75;
							switch (mapState[i][j])
							{
								case GRAVE1:
									mapState[i][j] = GRAVEBUSTER_GRAVE1;
									break;
								case GRAVE2:
									mapState[i][j] = GRAVEBUSTER_GRAVE2;
									break;
								case GRAVE3:
									mapState[i][j] = GRAVEBUSTER_GRAVE3;
									break;
								case GRAVE4:
									mapState[i][j] = GRAVEBUSTER_GRAVE4;
									break;
								case GRAVE5:
									mapState[i][j] = GRAVEBUSTER_GRAVE5;
									break;
								case GRAVE6:
									mapState[i][j] = GRAVEBUSTER_GRAVE6;
									break;
								case GRAVE7:
									mapState[i][j] = GRAVEBUSTER_GRAVE7;
									break;
								case GRAVE8:
									mapState[i][j] = GRAVEBUSTER_GRAVE8;
									break;
								default:
									continue;
									break;
							}
							GraveBuster* gravebuster = new GraveBuster();
							gravebuster->x = i;
							gravebuster->y = j;
							plants.InsertNode(gravebuster);
							mciSendString("play ./Music/gravebusterchomp.mp3 from 0", 0, 0, 0);
							break;
						}
					}
					cursor = Chammer;
				}
			}
			else if(mousemsg.message == WM_RBUTTONDOWN)
			{
				cursor = Chammer;
			}
		}

		//判断土豆雷是否被触发
		for (int i = 0; i < 5; i++)
		{
			for (int j = 0; j < 9; j++)
			{
				if (mapState[i][j] == POTATOMINE)
				{
					Node<Zombie>* curZombie = zombies.head, * pre = NULL;
					while (curZombie != NULL)
					{                       
						pre = curZombie;
						curZombie = curZombie->next;
						if (pre->content->row == i && pre->content->location>xys[i][j].x - 135 && pre->content->location < xys[i][j].x - 20)
						{
							mapState[i][j] = POTATOBOOM;
							mciSendString("play ./Music/potato_mine.mp3 from 0", 0, 0, 0);
							zombies.DeleteNode(pre->content->No);
						}
					}
				}
			}
		}

		//随机产生僵尸
		randomZombies();

		//判断输赢
		if (graveNum == 0 && zombies.head==NULL)
		{
			Win1Lose2 = 1;
			mciSendString("play ./Music/trophy.mp3 from 0", 0, 0, 0);
			goto stopGame;
		}

		Node<Zombie>* cur = zombies.head;
		while (cur != NULL)
		{
			if (cur->content->location < -150)
			{
				Win1Lose2 = 2;
				mciSendString("play ./Music/losemusic.mp3 from 0", 0, 0, 0);
				goto stopGame;
			}
			cur = cur->next;
		}

	skipLittleWhile:
		//延时
		HpSleep(15);
	}
	stopGame:
	mciSendString("close BGM2", 0, 0, 0);
}

void loadImages(IMAGE imgs[], char path[],int n,int begin)
{
	for (int i = 0; i < n; i++)
	{
		char tmpPath[200], frameNo[4];
		strcpy_s(tmpPath, 200, path);
		strcat(strcat(tmpPath, itoa(i + begin, frameNo, 10)), ".png");
		loadimage(&imgs[i], tmpPath);
	}
}

void loading()
{
	loadImages(grave, "./graphics/GraveStones/", 8, 1);
	loadImages(hammer, "./graphics/Screen/hammer/hammer", 13, 1);
	loadImages(sunPictures, "./graphics/Plants/Sun/Sun_", 22, 0);
	loadImages(potaotoMinePictures, "./graphics/Plants/PotatoMine/PotatoMine/PotatoMine_", 8, 0);
	loadImages(iceshroomPictures, "./graphics/Plants/IceShroom/IceShroom/IceShroom_", 11, 0);
	loadImages(gravebusterPictures, "./graphics/Plants/GraveBuster/GraveBuster-", 28, 1);
	loadImages(normalZombieWalkPictures, "./graphics/Zombies/NormalZombie/Zombie/Zombie-", 47, 1);
	loadImages(coneheadZombieWalkPictures, "./graphics/Zombies/ConeheadZombie/ConeheadZombie/ConeheadZombie-", 47, 1);
	loadImages(bucketheadZombieWalkPictures, "./graphics/Zombies/BucketheadZombie/BucketheadZombie/BucketheadZombie-", 47, 1);
	loadImages(normalZombieEmergePictures, "./graphics/Zombies/NormalZombie/ZombieEmerge/Zombie-", 20, 1);
	loadImages(coneheadZombieEmergePictures, "./graphics/Zombies/ConeheadZombie/ConeheadZombieEmerge/Zombie-", 20, 1);
	loadImages(bucketheadZombieEmergePictures, "./graphics/Zombies/BucketheadZombie/BucketheadZombieEmerge/Zombie-", 20, 1);
	loadImages(normalZombieEatPictures, "./graphics/Zombies/NormalZombie/ZombieAttack/ZombieAttack_", 10, 0);
	loadImages(coneheadZombieEatPictures, "./graphics/Zombies/ConeheadZombie/ConeheadZombieAttack/ConeheadZombieAttack_", 10, 0);
	loadImages(bucketheadZombieEatPictures, "./graphics/Zombies/BucketheadZombie/BucketheadZombieAttack/BucketheadZombieAttack_", 10, 0);

	loadimage(&potatoBoom, "./graphics/Plants/PotatoMine/PotatoMineExplode/PotatoMineExplode_0.png");
	loadimage(&potato, "./graphics/Plants/PotatoMine/PotatoMineInit/PotatoMineInit_0.png");
	loadimage(&plantsBar, "./graphics/Screen/ChooserBackground.png");
	loadimage(&background, "./graphics/Screen/Background.jpg");
	loadimage(&selectID, "./graphics/Screen/selectID.png");
	loadimage(&iceTrap, "./graphics/Plants/IceShroom/IceShroomTrap_0.png");
	loadimage(&snow, "./graphics/Plants/IceShroom/IceShroomSnow_0.png");
	loadimage(&menu, "./graphics/Screen/menu.png");
	loadimage(&lawnmower, "./graphics/Screen/lawnmower.png");
	loadimage(&loseGame, "./graphics/Screen/lose.png");
	loadimage(&winGame, "./graphics/Screen/win.png");
	loadimage(&bang, "./graphics/Screen/bang.png");

	mciSendString("open ./Music/chomp.mp3", 0, 0, 0);
	mciSendString("open ./Music/dirt_rise.mp3", 0, 0, 0);
	mciSendString("open ./Music/gravebusterchomp.mp3", 0, 0, 0);
	mciSendString("open ./Music/groan.mp3", 0, 0, 0);
	mciSendString("open ./Music/groan2.mp3", 0, 0, 0);
	mciSendString("open ./Music/groan3.mp3", 0, 0, 0);
	mciSendString("open ./Music/groan4.mp3", 0, 0, 0);
	mciSendString("open ./Music/groan5.mp3", 0, 0, 0);
	mciSendString("open ./Music/groan6.mp3", 0, 0, 0);
	mciSendString("open ./Music/hit.mp3", 0, 0, 0);
	mciSendString("open ./Music/lawnmower.mp3 alias lawnmower", 0, 0, 0);
	mciSendString("open ./Music/losemusic.mp3", 0, 0, 0);
	mciSendString("open ./Music/plant.mp3", 0, 0, 0);
	mciSendString("open ./Music/potato_mine.mp3", 0, 0, 0);
	mciSendString("open ./Music/shoop.mp3", 0, 0, 0);
	mciSendString("open ./Music/theZombiesareComing.mp3", 0, 0, 0);
	mciSendString("open ./Music/trophy.mp3", 0, 0, 0);
	mciSendString("open ./Music/sunshine.mp3", 0, 0, 0);
}

int main()
{
	srand((unsigned)time(NULL));
	loading();    

	for (int i = 0; i < 5; i++)
	{
		for (int j = 0; j < 9; j++)
		{
			xys[i][j].x = 40 + j * 82;
			xys[i][j].y = 70 + i * 100;
			//cout << "xys[" << i << "][" << j << "]:" << xys[i][j].x << "," << xys[i][j].y << endl;;
		}
	}
	
	initgraph(820, 600);
	BeginBatchDraw();
	
	labelBGM:
	mciSendString("open ./Music/Cerebrawl.mp3 alias BGM1", 0, 0, 0);
	mciSendString("play BGM1 repeat", 0, 0, 0);

	label2:
	cleardevice();

	//背景
	putimage(0, 0, &background);

	//对话框
	if (Win1Lose2 == 0)
	{
		transparentImage(NULL, 177, 35, &selectID);
		paintNames();
	}
	else if (Win1Lose2 == 1)
	{
		transparentImage(NULL, 230, 140, &winGame);
	}
	else if (Win1Lose2 == 2)
	{
		transparentImage(NULL, 230, 140, &loseGame);
	}

	FlushBatchDraw();
	while (1)
	{
		getmessage(&mousemsg, EM_MOUSE);
		if (mousemsg.message == WM_LBUTTONDOWN)
		{
			cout << mousemsg.x << "," << mousemsg.y << endl;
			if (Win1Lose2 == 0)
			{
				if (mousemsg.x > 236 && mousemsg.y > 436 && mousemsg.x < 391 && mousemsg.y < 474)
				{
					//点击了“没有我的名字”
					char s[10];
					InputBox(s, 10, "请输入你的姓名:");
					init();
					writeArchive(s);
					goto label2;
				}
				else if (mousemsg.x > 410 && mousemsg.y > 438 && mousemsg.x < 566 && mousemsg.y < 473)
				{
					//点击了退出,存档
					if (strcmp(username, "") != 0)
						writeArchive(username);
					return 0;
				}
				else if (mousemsg.x > 268 && mousemsg.y > 190 && mousemsg.x < 538 && mousemsg.y < 385)
				{
					//点击了存档位置
					if (190 <= mousemsg.y && mousemsg.y < 229)
					{
						if (0 < files.size() && files.size() < 6)
							strcpy(username, (char*)files[0].c_str());
						else continue;
					}
					else if (229 <= mousemsg.y && mousemsg.y < 268)
					{
						if (1 < files.size() && files.size() < 6)
							strcpy(username, (char*)files[1].c_str());
						else continue;
					}
					else if (268 <= mousemsg.y && mousemsg.y < 307)
					{
						if (2 < files.size() && files.size() < 6)
							strcpy(username, (char*)files[2].c_str());
						else continue;
					}
					else if (307 <= mousemsg.y && mousemsg.y < 346)
					{
						if (3 < files.size() && files.size() < 6)
							strcpy(username, (char*)files[3].c_str());
						else continue;
					}
					else if (346 <= mousemsg.y && mousemsg.y < 385)
					{
						if (4 < files.size() && files.size() < 6)
							strcpy(username, (char*)files[4].c_str());
						else continue;
					}
					readArchive(username);
					mciSendString("close BGM1", 0, 0, 0);
					beginGame();
					if (Win1Lose2 == 0)
						goto labelBGM;
					else goto label2;
				}
			}
			else
			{
				if (mousemsg.x > 297 && mousemsg.y > 331 && mousemsg.x < 500 && mousemsg.y < 369)
				{
					init();
					mciSendString("close BGM1", 0, 0, 0);
					beginGame();
					if (Win1Lose2 == 0)
						goto labelBGM;
					else goto label2;
				}
			}
		}
	}
	
	getch();
	EndBatchDraw();
	closegraph();

	return 0;
}

素材

接:https://pan.baidu.com/s/1bsIQ7JXDWVTLa31dxQpEvw?pwd=dv63 提取码:dv63
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