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@ -1,8 +1,8 @@
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/****头文件****/
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#include <stdio.h> //标准输入/输出函数库(scanf、printf)
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#include <windows.h> //控制DOS界面(获取控制台上坐标位置、设置字体颜色)
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#include <conio.h> //接受键盘输入/输出(kbhit、getch)
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#include <time.h> //用于获得随机数
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#include <stdio.h>
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#include <windows.h>
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#include <conio.h>
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#include <time.h>
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/****宏定义****/
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#define FrameX 13 //游戏窗口左上角的X轴坐标为13
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#define FrameY 3 //游戏窗口左上角的Y轴坐标为3
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@ -27,11 +27,13 @@ HANDLE hOut; //
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/****函数声明****/
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int color(int c); //控制文字颜色函数
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void gotoxy(int x,int y); //获取屏幕光标位置
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void welcome(); //首页
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void Game(); //游戏界面
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void play(); //开始游戏
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void explation(); //操作说明
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void rule(); //游戏规则
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void MakeTetris(struct Tetris *tetris); //制作方块
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void MakeTetris(struct Tetris *); //制作方块
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void PrintTetris(struct Tetris *); //打印方块
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/**
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*控制文字颜色函数
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*/
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@ -52,10 +54,18 @@ void gotoxy(int x,int y)
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SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),pos);
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}
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/**
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*主函数
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*/
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int main()
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{
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welcome();
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}
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/**
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*首页
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*/
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void main()
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void welcome()
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{
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/*图案*/
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color(11);
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@ -159,7 +169,7 @@ void main()
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case 1:
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system("cls");
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Game();
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//play();
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play();
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break;
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case 2:
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explation();
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@ -244,10 +254,6 @@ void rule()
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system("cls");
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main();
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}
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/**
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*游戏界面
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*/
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void Game()
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{
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gotoxy(FrameX+Frame_width-7,FrameY-2);
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@ -305,83 +311,387 @@ void Game()
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}
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/**
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*制作方块
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*/
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void MakeTetris(struct Tetris *tetris)
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* 制作方块
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*/
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void MakeTetris(struct Tetris *tetris)
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{
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a[tetris->x][tetris->y]=b[0];
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switch(tetris->flag)
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a[tetris->x][tetris->y]=b[0]; //中心方块位置的图形状态
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switch(tetris->flag) //共7大类,19种类型
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{
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case 1: //田
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case 1: //田
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{
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color(10);
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a[tetris->x][tetris->y-1]=b[1];
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a[tetris->x+2][tetris->y-1]=b[2];
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a[tetris->x+2][tetris->y]=b[3];
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break;
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a[tetris->x][tetris->y+1]=b[1];
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a[tetris->x+2][tetris->y+1]=b[2];
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a[tetris->x+2][tetris->y]=b[3];
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break;
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}
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case 2: //一
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case 2: //一
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{
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color(4);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x+2][tetris->y]=b[2];
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a[tetris->x+4][tetris->y]=b[3];
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break;
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color(12);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x+2][tetris->y]=b[2];
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a[tetris->x+4][tetris->y]=b[3];
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break;
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}
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case 3: //1
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case 3: //1
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{
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color(13);
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a[tetris->x][tetris->y-1]=b[1];
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a[tetris->x][tetris->y+1]=b[2];
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a[tetris->x][tetris->y+2]=b[3];
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break;
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a[tetris->x][tetris->y-1]=b[1];
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a[tetris->x][tetris->y+1]=b[2];
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a[tetris->x][tetris->y+2]=b[3];
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break;
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}
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case 4: //T
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case 4: //T
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{
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color(8);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x+2][tetris->y]=b[2];
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a[tetris->x][tetris->y+1]=b[3];
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break;
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color(9);
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a[tetris->x+2][tetris->y]=b[1];
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a[tetris->x-2][tetris->y]=b[2];
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a[tetris->x][tetris->y+1]=b[3];
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break;
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}
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case 5: //顺90 T
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case 5: //顺90 T
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{
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color(8);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x][tetris->y-1]=b[2];
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a[tetris->x][tetris->y+1]=b[3];
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break;
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color(10);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x][tetris->y-1]=b[2];
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a[tetris->x][tetris->y+1]=b[3];
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break;
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}
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case 6: //顺180T
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case 6: //顺180 T
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{
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color(11);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x+2][tetris->y]=b[2];
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a[tetris->x][tetris->y-1]=b[3];
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break;
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a[tetris->x][tetris->y-1]=b[1];
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a[tetris->x+2][tetris->y]=b[2];
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a[tetris->x-2][tetris->y]=b[3];
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break;
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}
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case 7: // 顺270 T
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{
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color(12);
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a[tetris->x][tetris->y-1]=b[1];
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a[tetris->x][tetris->y+1]=b[2];
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a[tetris->x+2][tetris->y]=b[3];
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break;
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}
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case 8: // Z
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{
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color(10);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x][tetris->y+1]=b[2];
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a[tetris->x+2][tetris->y+1]=b[3];
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break;
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}
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case 9: //顺90 Z
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{
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color(5);
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a[tetris->x+2][tetris->y]=b[1];
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a[tetris->x+2][tetris->y-1]=b[2];
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a[tetris->x][tetris->y+1]=b[3];
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break;
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}
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case 10: // 反Z
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{
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color(9);
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a[tetris->x+2][tetris->y]=b[1];
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a[tetris->x][tetris->y+1]=b[2];
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a[tetris->x-2][tetris->y+1]=b[3];
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break;
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}
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case 11: //顺90 反Z
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{
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color(13);
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a[tetris->x+2][tetris->y]=b[1];
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a[tetris->x+2][tetris->y+1]=b[2];
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a[tetris->x][tetris->y-1]=b[3];
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break;
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}
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case 12: // 7
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{
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color(1);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x][tetris->y+1]=b[2];
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a[tetris->x][tetris->y+2]=b[3];
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break;
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}
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case 13: // 顺90 7
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{
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color(2);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x-4][tetris->y]=b[2];
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a[tetris->x][tetris->y-1]=b[3];
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break;
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}
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case 14: // 顺180 7
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{
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color(3);
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a[tetris->x][tetris->y-2]=b[1];
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a[tetris->x][tetris->y-1]=b[2];
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a[tetris->x+2][tetris->y]=b[3];
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break;
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}
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case 7: //顺270 T
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case 15: // 顺270 7
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{
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color(4);
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a[tetris->x+2][tetris->y]=b[1];
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a[tetris->x+4][tetris->y]=b[2];
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a[tetris->x][tetris->y+1]=b[3];
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break;
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}
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case 16: // 反 7
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{
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color(9);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x+2][tetris->y]=b[2];
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a[tetris->x][tetris->y-1]=b[3];
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break;
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a[tetris->x+2][tetris->y]=b[1];
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a[tetris->x][tetris->y+1]=b[2];
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a[tetris->x][tetris->y+2]=b[3];
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break;
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}
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case 8: //Z
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case 17: // 顺90 反7
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{
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color(14);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x+2][tetris->y+1]=b[2];
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a[tetris->x][tetris->y+1]=b[3];
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break;
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color(10);
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a[tetris->x-2][tetris->y]=b[1];
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a[tetris->x-4][tetris->y]=b[2];
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a[tetris->x][tetris->y+1]=b[3];
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break;
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}
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case 18: // 顺180 反7
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{
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color(11);
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a[tetris->x][tetris->y-2]=b[1];
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a[tetris->x][tetris->y-1]=b[2];
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a[tetris->x-2][tetris->y]=b[3];
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break;
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}
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case 19: // 顺270 反7
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{
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color(12);
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a[tetris->x+2][tetris->y]=b[1];
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a[tetris->x+4][tetris->y]=b[2];
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a[tetris->x][tetris->y-1]=b[3];
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break;
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}
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}
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}
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/**
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*打印方块
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*/
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void PrintTetris(struct Tetris *tetris)
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{
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for(i=0;i<4;i++) //让数组b[4]中的每个数都为1
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{
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b[i]=1;
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}
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MakeTetris(tetris);
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for(i=tetris->x-2;i<=tetris->x+4;i+=2)
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{
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for(j=tetris->y-2;j<=tetris->y+1;j++) //循环方块所以可能出现的位置
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{
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if(a[i][j]==1&&j>FrameY) //如果这个位置上有方块
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{
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gotoxy(i,j);
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printf("■"); //打印边框内的方块
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}
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}
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}
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gotoxy(FrameX+2*Frame_width+3,FrameY+1);
|
|
|
|
|
color(4);
|
|
|
|
|
printf("等级: ");
|
|
|
|
|
color(12);
|
|
|
|
|
printf("%d",tetris->level);
|
|
|
|
|
gotoxy(FrameX+2*Frame_width+3,FrameY+3);
|
|
|
|
|
color(4);
|
|
|
|
|
printf("得分:");
|
|
|
|
|
color(12);
|
|
|
|
|
printf("%d",tetris->score);
|
|
|
|
|
gotoxy(FrameX+2*Frame_width+3,FrameY+5);
|
|
|
|
|
color(4);
|
|
|
|
|
printf("速度:");
|
|
|
|
|
color(12);
|
|
|
|
|
printf("%d ms",tetris->speed);
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|
|
|
|
|
|
|
|
|
}
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|
|
|
|
|
|
|
|
|
/**
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|
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|
* 开始游戏
|
|
|
|
|
*/
|
|
|
|
|
void play()
|
|
|
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|
{
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|
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int n;
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|
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|
struct Tetris t,*tetris=&t; //定义结构体的指针并指向结构体变量
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|
|
char ch; //定义接收键盘输入的变量
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tetris->number=0; //初始化俄罗斯方块数为0个
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tetris->speed=300; //初始移动速度为300ms
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|
tetris->score=0; //初始游戏的分数为0分
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tetris->level=1; //初始游戏为第1关
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|
while(1) //循环产生方块,直至游戏结束
|
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|
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|
{
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|
Flag(tetris); //得到产生俄罗斯方块类型的序号
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Temp=tetris->flag; //记住当前俄罗斯方块序号
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tetris->x=FrameX+2*Frame_width+6; //获得预览界面方块的x坐标
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|
tetris->y=FrameY+10; //获得预览界面方块的y坐标
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|
tetris->flag = tetris->next; //获得下一个俄罗斯方块的序号
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|
|
|
PrintTetris(tetris); //调用打印俄罗斯方块方法
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tetris->x=FrameX+Frame_width; //获得游戏窗口中心方块x坐标
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tetris->y=FrameY-1; //获得游戏窗口中心方块y坐标
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|
|
tetris->flag=Temp;
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|
|
|
//按键操作
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|
|
|
|
while(1) //控制方块方向,直至方块不再下移
|
|
|
|
|
{
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|
|
|
label:PrintTetris(tetris); //打印俄罗斯方块
|
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|
|
|
Sleep(tetris->speed); //延缓时间
|
|
|
|
|
CleanTetris(tetris); //清除痕迹
|
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|
|
|
Temp1=tetris->x; //记住中心方块横坐标的值
|
|
|
|
|
Temp2=tetris->flag; //记住当前俄罗斯方块序号
|
|
|
|
|
if(kbhit()) //判断是否有键盘输入,有则用ch↓接收
|
|
|
|
|
{
|
|
|
|
|
ch=getch();
|
|
|
|
|
if(ch==75) //按 ←键则向左动,中心横坐标减2
|
|
|
|
|
{
|
|
|
|
|
tetris->x-=2;
|
|
|
|
|
}
|
|
|
|
|
if(ch==77) //按 →键则向右动,中心横坐标加2
|
|
|
|
|
{
|
|
|
|
|
tetris->x+=2;
|
|
|
|
|
}
|
|
|
|
|
if(ch==80) //按 ↓键则加速下落
|
|
|
|
|
{
|
|
|
|
|
if(ifMove(tetris)!=0)
|
|
|
|
|
{
|
|
|
|
|
tetris->y+=2;
|
|
|
|
|
}
|
|
|
|
|
if(ifMove(tetris)==0)
|
|
|
|
|
{
|
|
|
|
|
tetris->y=FrameY+Frame_height-2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(ch==72) //按 ↑键则变体,即当前方块顺时针转90度
|
|
|
|
|
{
|
|
|
|
|
if( tetris->flag>=2 && tetris->flag<=3 ) //如果是直线方块
|
|
|
|
|
{
|
|
|
|
|
tetris->flag++;
|
|
|
|
|
tetris->flag%=2;
|
|
|
|
|
tetris->flag+=2;
|
|
|
|
|
}
|
|
|
|
|
if( tetris->flag>=4 && tetris->flag<=7 ) //如果是T字方块
|
|
|
|
|
{
|
|
|
|
|
tetris->flag++;
|
|
|
|
|
tetris->flag%=4;
|
|
|
|
|
tetris->flag+=4;
|
|
|
|
|
}
|
|
|
|
|
if( tetris->flag>=8 && tetris->flag<=11 ) //如果是Z字方块
|
|
|
|
|
{
|
|
|
|
|
tetris->flag++;
|
|
|
|
|
tetris->flag%=4;
|
|
|
|
|
tetris->flag+=8;
|
|
|
|
|
}
|
|
|
|
|
if( tetris->flag>=12 && tetris->flag<=15 ) //如果是7字方块
|
|
|
|
|
{
|
|
|
|
|
tetris->flag++;
|
|
|
|
|
tetris->flag%=4;
|
|
|
|
|
tetris->flag+=12;
|
|
|
|
|
}
|
|
|
|
|
if( tetris->flag>=16 && tetris->flag<=19 ) //如果是反7字方块
|
|
|
|
|
{
|
|
|
|
|
tetris->flag++;
|
|
|
|
|
tetris->flag%=4;
|
|
|
|
|
tetris->flag+=16;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(ch == 32) //按空格键,暂停
|
|
|
|
|
{
|
|
|
|
|
PrintTetris(tetris);
|
|
|
|
|
while(1)
|
|
|
|
|
{
|
|
|
|
|
if(kbhit()) //再按空格键,继续游戏
|
|
|
|
|
{
|
|
|
|
|
ch=getch();
|
|
|
|
|
if(ch == 32)
|
|
|
|
|
{
|
|
|
|
|
goto label;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(ch == 27)
|
|
|
|
|
{
|
|
|
|
|
system("cls");
|
|
|
|
|
memset(a,0,6400*sizeof(int)); //初始化a数组
|
|
|
|
|
welcome();
|
|
|
|
|
}
|
|
|
|
|
if(ifMove(tetris)==0) //如果不可动,上面操作无效
|
|
|
|
|
{
|
|
|
|
|
tetris->x=Temp1;
|
|
|
|
|
tetris->flag=Temp2;
|
|
|
|
|
}
|
|
|
|
|
else //如果可动,执行操作
|
|
|
|
|
{
|
|
|
|
|
goto label;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
tetris->y++; //如果没有操作指令,方块向下移动
|
|
|
|
|
if(ifMove(tetris)==0) //如果向下移动且不可动,方块放在此处
|
|
|
|
|
{
|
|
|
|
|
tetris->y--;
|
|
|
|
|
PrintTetris(tetris);
|
|
|
|
|
Del_Fullline(tetris);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for(i=tetris->y-2;i<tetris->y+2;i++)
|
|
|
|
|
{
|
|
|
|
|
if(i==FrameY)
|
|
|
|
|
{
|
|
|
|
|
system("cls");
|
|
|
|
|
gotoxy(29,7);
|
|
|
|
|
printf("\n");
|
|
|
|
|
color(6);
|
|
|
|
|
printf(" @=================================|||||======================================@ \n");
|
|
|
|
|
printf("|| ■■ ■ ■ ■ ■■■■■ || \n");
|
|
|
|
|
printf("|| ■ ■ ■ ■ ■■ ■■ ■ || \n");
|
|
|
|
|
printf("|| ■ ■ ■ ■ ■ ■ ■ ■ || \n");
|
|
|
|
|
printf("|| ■ ■■■ ■ ■ ■ ■■ ■ ■■■■■ || \n");
|
|
|
|
|
printf("|| ■ ■ ■■■■■ ■ ■ ■ ■ || \n");
|
|
|
|
|
printf("|| ■ ■ ■ ■ ■ ■ ■ || \n");
|
|
|
|
|
printf("|| ■■ ■ ■ ■ ■ ■■■■■ || \n");
|
|
|
|
|
printf("|* *| \n");
|
|
|
|
|
color(4);
|
|
|
|
|
printf("|* *| \n");
|
|
|
|
|
printf("|| ■■ ■ ■ ■■■■■ ■■■■ || \n");
|
|
|
|
|
printf("|| ■ ■ ■ ■ ■ ■ ■ || \n");
|
|
|
|
|
printf("|| ■ ■ ■ ■ ■ ■ ■ || \n");
|
|
|
|
|
printf("|| ■ ■ ■ ■ ■■■■■ ■■■■ || \n");
|
|
|
|
|
printf("|| ■ ■ ■ ■ ■ ■ ■ || \n");
|
|
|
|
|
printf("|| ■ ■ ■ ■ ■ ■ ■ || \n");
|
|
|
|
|
printf("|| ■■ ■ ■■■■■ ■ ■ || \n");
|
|
|
|
|
printf(" @============================================================================@ \n");
|
|
|
|
|
if(MessageBox(NULL,"游戏结束.\n要重新来一局么?","Game Over",MB_YESNO|MB_ICONQUESTION)==IDYES)
|
|
|
|
|
Replay(tetris);
|
|
|
|
|
else
|
|
|
|
|
exit(0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
tetris->flag = tetris->next; //清除下一个俄罗斯方块的图形(右边窗口)
|
|
|
|
|
tetris->x=FrameX+2*Frame_width+6;
|
|
|
|
|
tetris->y=FrameY+10;
|
|
|
|
|
CleanTetris(tetris);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|