网友C的俄罗斯方块程序

 

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网友C的俄罗斯方块程序




这是他做的俄罗斯方块:
 
 
下面是他的代码,他是在VS2003中写得,我没用过,哈哈,有些格式还不清楚呢,他的代码比我的干净,整齐多了,这方面我要好好注意下才行。
///stdafx.h///
// stdafx.h : 标准系统包含文件的包含文件,
// 或是常用但不常更改的项目特定的包含文件
//
#pragma once
#define WIN32_LEAN_AND_MEAN  // 从 Windows 头中排除极少使用的资料
// Windows 头文件:
#include <windows.h>
// C 运行时头文件
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>
// TODO: 在此处引用程序要求的附加头文件

 
//resource.h
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by Tetris.rc
//
#define IDC_MYICON                      2
#define IDD_TETRIS_DIALOG               102
#define IDS_APP_TITLE                   103
#define IDD_ABOUTBOX                    103
#define IDM_ABOUT                       104
#define IDM_EXIT                        105
#define IDI_TETRIS                      107
#define IDI_SMALL                       108
#define IDC_TETRIS                      109
#define IDR_MAINFRAME                   128
#define ID_Menu                         32772
#define IDM_PAUSE                       32774
#define IDM_NEW                         32775
#define IDC_STATIC                      -1
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NO_MFC                     1
#define _APS_NEXT_RESOURCE_VALUE        129
#define _APS_NEXT_COMMAND_VALUE         32776
#define _APS_NEXT_CONTROL_VALUE         1001
#define _APS_NEXT_SYMED_VALUE           110
#endif
#endif

 
/Tetris.h//
#pragma once
#include "resource.h"
///
 
/Tetrisdata.h//
#include <time.h>
#define X 12      //定义一行方块的数目
#define Y 25      //定义一列方块的数目
#define COL 4      //定义显示方块使用的颜色数量
//函数声明:
extern int createblock(void);
extern int loadblock(void);
extern int gameinit();
extern int moveright();
extern int moveleft();
extern int movedown();
extern int canmove(int);
extern int turn();
extern int isbottom();
extern int clear();
extern int downline(int line);
 
static int tetris[Y+5][X+2];  //整个游戏区域的数组
//存储所有方块的形态的数组
static int block[19][16]={
0,0,0,0,1,1,0,0,0,1,1,0,0,0,0,0,/*11*/
0,0,0,0,0,1,0,0,1,1,0,0,1,0,0,0,/*12*/
0,0,0,0,0,1,1,0,1,1,0,0,0,0,0,0,/*21*/
0,0,0,0,1,0,0,0,1,1,0,0,0,1,0,0,/*22*/
0,0,0,0,1,1,1,0,1,0,0,0,0,0,0,0,/*31*/
0,0,0,0,1,0,0,0,1,0,0,0,1,1,0,0,/*32*/
0,0,0,0,0,0,1,0,1,1,1,0,0,0,0,0,/*33*/
0,0,0,0,1,1,0,0,0,1,0,0,0,1,0,0,/*34*/
0,0,0,0,1,0,0,0,1,1,1,0,0,0,0,0,/*41*/
0,0,0,0,0,1,0,0,0,1,0,0,1,1,0,0,/*42*/
0,0,0,0,1,1,1,0,0,0,1,0,0,0,0,0,/*43*/
0,0,0,0,1,1,0,0,1,0,0,0,1,0,0,0,/*44*/
0,0,0,0,0,1,0,0,1,1,1,0,0,0,0,0,/*51*/
0,0,0,0,0,1,0,0,1,1,0,0,0,1,0,0,/*52*/
0,0,0,0,0,0,0,0,1,1,1,0,0,1,0,0,/*53*/
0,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,/*54*/
0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,/*61*/
0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,/*62*/
0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0};/*71*/
static int bxy[4][2];    //当前方块的四个基本位置坐标
int current;      //当前方块的种类(作为数组block的第一维)
int next;       //下一个方块的种类
int speed;       //当前游戏速度
int score;       //当前游戏得分
int level;       //当前游戏关数
long timer;       //用于游戏控制定时器的变量
bool gameover;      //游戏结束的标志
bool pause;       //游戏暂停的标志
bool readonly;      //数组bxy可以被修改的标志
 
/
 
/stdafx.cpp///
// stdafx.cpp : 只包括标准包含文件的源文件
// Tetris.pch 将成为预编译头
// stdafx.obj 将包含预编译类型信息
#include "stdafx.h"
// TODO: 在 STDAFX.H 中
//引用任何所需的附加头文件,而不是在此文件中引用
///
 
//Tetris.cpp//
// Tetris.cpp : 定义应用程序的入口点。
//
#include "stdafx.h"
#include "Tetris.h"
#include "Tetrisdata.h"       //存储游戏数据结构,全局变量以及函数声明
#define MAX_LOADSTRING 100
//#define TIMER_PRINT 1       //窗口刷新定时器ID
#define TIMER_DOWN 1       //游戏控制定时器ID
#define BLOCKLEN 15        //绘图时单位方块的边长
#define TIMELEVEL 75       //每过一关后游戏时间间隔的减少量
#define INITSPEED 700       //第一关游戏时间间隔量
#define SCOREPERLEVEL 200      //过一关需要的分数
// 全局变量:
HINSTANCE hInst;        // 当前实例
TCHAR szTitle[MAX_LOADSTRING];     // 标题栏文本
TCHAR szWindowClass[MAX_LOADSTRING];   // 主窗口类名
// 此代码模块中包含的函数的前向声明:
ATOM    MyRegisterClass(HINSTANCE hInstance);
BOOL    InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
VOID CALLBACK PrintProc (HWND, UINT, UINT, DWORD);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
int APIENTRY _tWinMain(HINSTANCE hInstance,
                     HINSTANCE hPrevInstance,
                     LPTSTR    lpCmdLine,
                     int       nCmdShow)
{
  // TODO: 在此放置代码。
 MSG msg;
 HACCEL hAccelTable;
 // 初始化全局字符串
 LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
 LoadString(hInstance, IDC_TETRIS, szWindowClass, MAX_LOADSTRING);
 MyRegisterClass(hInstance);
 // 执行应用程序初始化:
 if (!InitInstance (hInstance, nCmdShow))
 {
  return FALSE;
 }
 hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_TETRIS);
 // 主消息循环:
 while (GetMessage(&msg, NULL, 0, 0))
 {
  if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
  {
   TranslateMessage(&msg);
   DispatchMessage(&msg);
  }
 }
 return (int) msg.wParam;
}
 
//
//  函数: MyRegisterClass()
//
//  目的: 注册窗口类。
//
//  注释:
//
//    仅当希望在已添加到 Windows 95 的
//    “RegisterClassEx”函数之前此代码与 Win32 系统兼容时,
//    才需要此函数及其用法。调用此函数
//    十分重要,这样应用程序就可以获得关联的
//   “格式正确的”小图标。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
 WNDCLASSEX wcex;
 wcex.cbSize = sizeof(WNDCLASSEX);
 wcex.style   = CS_HREDRAW | CS_VREDRAW;
 wcex.lpfnWndProc = (WNDPROC)WndProc;
 wcex.cbClsExtra  = 0;
 wcex.cbWndExtra  = 0;
 wcex.hInstance  = hInstance;
 wcex.hIcon   = LoadIcon(hInstance, (LPCTSTR)IDI_TETRIS);
 wcex.hCursor  = LoadCursor(NULL, IDC_ARROW);
 wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
 wcex.lpszMenuName = (LPCTSTR)IDC_TETRIS;
 wcex.lpszClassName = szWindowClass;
 wcex.hIconSm  = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
 return RegisterClassEx(&wcex);
}
//
//   函数: InitInstance(HANDLE, int)
//
//   目的: 保存实例句柄并创建主窗口
//
//   注释:
//
//        在此函数中,我们在全局变量中保存实例句柄并
//        创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
   HWND hWnd;
   hInst = hInstance; // 将实例句柄存储在全局变量中
   hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPED|WS_SYSMENU|WS_BORDER|WS_MINIMIZEBOX,
      CW_USEDEFAULT, CW_USEDEFAULT, (X+6)*BLOCKLEN, (Y+3)*BLOCKLEN, NULL, NULL, hInstance, NULL);
   if (!hWnd)
   {
      return FALSE;
   }
   ShowWindow(hWnd, nCmdShow);
   UpdateWindow(hWnd);
   return TRUE;
}
//
//  函数: WndProc(HWND, unsigned, WORD, LONG)
//
//  目的: 处理主窗口的消息。
//
//  WM_COMMAND - 处理应用程序菜单
//  WM_PAINT - 绘制主窗口
//  WM_DESTROY - 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
 int wmId, wmEvent;
 PAINTSTRUCT ps;
 HDC hdc;
 switch (message)
 {
 case WM_COMMAND:
  wmId    = LOWORD(wParam);
  wmEvent = HIWORD(wParam);
  if (!pause)ModifyMenu(GetMenu(hWnd),IDM_PAUSE,MF_BYCOMMAND,IDM_PAUSE,"继续");
  else ModifyMenu(GetMenu(hWnd),IDM_PAUSE,MF_BYCOMMAND,IDM_PAUSE,"暂停");
  // 分析菜单选择:
  switch (wmId)
  {
  case IDM_NEW:
   gameinit();
   break;
  case IDM_PAUSE:
   if (pause) pause = FALSE;
   else pause = TRUE;
   break;
  case IDM_ABOUT:
   DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About);
   break;
  case IDM_EXIT:
   DestroyWindow(hWnd);
   break;
  default:
   return DefWindowProc(hWnd, message, wParam, lParam);
  }
  break;
 case WM_CREATE:
  static HBRUSH brush[4];
  brush[0] = CreateSolidBrush(RGB(0,0,255) );
  brush[1] = CreateSolidBrush(RGB(255,20,147));
  brush[2] = CreateSolidBrush(RGB(0,255,0));
  brush[3] = CreateSolidBrush(RGB(255,193,37));
  gameinit();
  pause = TRUE;
  //SetTimer(hWnd,TIMER_PRINT,500,NULL);
  timer = 0;
  SetTimer(hWnd,TIMER_DOWN,TIMELEVEL,NULL);
  break;
 case WM_TIMER:
  switch (wParam){
/*   case TIMER_PRINT:
                InvalidateRect (hWnd, NULL, TRUE) ;
    break;*/
   case TIMER_DOWN:
    if (pause)break;
    else {
     if(timer < speed){
      timer += TIMELEVEL;
      break;
     }
     else {
      if(canmove(3)){
       movedown();
       InvalidateRect (hWnd, NULL, TRUE) ;
       timer = TIMELEVEL;
      }
      else {
       isbottom();
       InvalidateRect (hWnd, NULL, TRUE) ;
       timer = TIMELEVEL;
      }
      if (gameover){
       pause = TRUE;
       if (MessageBox(hWnd,"Game Over!Retry?","Tetris",MB_YESNO)==IDYES)gameinit();
       else exit(0);
      }
     }
     break;
    }
   default : break;
  }
  break;
 case WM_PAINT:
  hdc = BeginPaint(hWnd, &ps);
  // TODO: 在此添加任意绘图代码...
  int i,j;
  //画方格:
  for (i=0; i<=X; i++){
   MoveToEx(hdc,i*BLOCKLEN,0,NULL);
   LineTo(hdc,i*BLOCKLEN,BLOCKLEN*(Y-1));
  }
  for (i=0; i<Y; i++){
   MoveToEx(hdc,0,i*BLOCKLEN,NULL);
   LineTo(hdc,BLOCKLEN*X,i*BLOCKLEN);
  }
  //画方块:
  int x,y,k;
  for (i=1; i<=Y; i++){
   for (j=1; j<=X; j++){
    if (tetris[i][j]!=0){
     k = tetris[i][j];
     if (k>COL) k -= COL;
     SelectObject (hdc, brush[k-1]);
     x = (j-1)*BLOCKLEN;
     y = (Y-1-i)*BLOCKLEN;
     Rectangle(hdc,x,y,x+BLOCKLEN,y+BLOCKLEN);
    }
   }
  }
  //显示下一个方块:
  for (i=0; i<=4; i++){
   MoveToEx(hdc,(X+1)*BLOCKLEN,i*BLOCKLEN,NULL);
   LineTo(hdc,(X+5)*BLOCKLEN,i*BLOCKLEN);
  }
  for (i=0; i<=4; i++){
   MoveToEx(hdc,(X+1+i)*BLOCKLEN,0,NULL);
   LineTo(hdc,(X+1+i)*BLOCKLEN,4*BLOCKLEN);
  }
  SelectObject (hdc, brush[1]);
  for (i=0; i<4; i++){
   for (j=0; j<4; j++){
    if (block[next][i*4+j]==1){
     x = (X+1+j)*BLOCKLEN;
     y = i*BLOCKLEN;
     Rectangle(hdc,x,y,x+BLOCKLEN,y+BLOCKLEN);
    }
   }
  }
  //显示分数:
  char szbuf[10];
  TextOut(hdc,(X+1)*BLOCKLEN,6*BLOCKLEN,"Score",strlen("Score"));
  TextOut(hdc,(X+1)*BLOCKLEN,7*BLOCKLEN,szbuf,wsprintf (szbuf,"%d",score));
  //显示关卡:
  TextOut(hdc,(X+1)*BLOCKLEN,9*BLOCKLEN,szbuf,wsprintf(szbuf,"Level:%2d",level));
  EndPaint(hWnd, &ps);
  break;
 case WM_KEYDOWN:
  hdc = GetDC(hWnd);
  if (pause)break;
  else
  switch (wParam){
   case VK_LEFT:
    if (canmove(1)) moveleft();
    InvalidateRect (hWnd, NULL, TRUE) ;
    break;
   case VK_RIGHT:
    if (canmove(2)) moveright();
    InvalidateRect (hWnd, NULL, TRUE) ;
    break;
   case VK_DOWN:
    while (canmove(3)) movedown();
    isbottom();
    InvalidateRect (hWnd, NULL, TRUE) ;
    break;
   case VK_UP:
    turn();
    InvalidateRect (hWnd, NULL, TRUE) ;
    break;
   default:break;
  }
  ReleaseDC (hWnd, hdc);
  break;
 case WM_DESTROY:
  //KillTimer(hWnd,TIMER_PRINT);
  KillTimer(hWnd,TIMER_DOWN);
  PostQuitMessage(0);
  break;
 default:
  return DefWindowProc(hWnd, message, wParam, lParam);
 }
 return 0;
}
 
// “关于”框的消息处理程序。
LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
 switch (message)
 {
 case WM_INITDIALOG:
  return TRUE;
 case WM_COMMAND:
  if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
  {
   EndDialog(hDlg, LOWORD(wParam));
   return TRUE;
  }
  break;
 }
 return FALSE;
}
/**************************************游戏控制函数******************************************/
//游戏初始化:
int gameinit(void)
{
    int i,j;
    gameover = FALSE;
    for (i=0; i<Y+5; i++)
        for (j=0; j<X+2; j++)
            tetris[i][j] = 0;
    for (j=0; j<X+2; j++){
        tetris[0][j] = 1;
        }
    for (i=0; i<Y+5; i++){
        tetris[i][0] = 1;
        tetris[i][X+1] = 1;
        }
 next = createblock();
    current = next;
    next = createblock();
 score = 0;
 speed = INITSPEED;
 level = 1;
 readonly = FALSE;
    loadblock();
 pause = FALSE;
    return 0;
}
//随机生成方块种类:
int createblock(void)
{
    srand((unsigned)time(NULL));
    return rand()%19;
}
//装载生成的方块:
int loadblock(void)
{
    int i,j;
    int *p;
    p = &block[current][0];
    int *pt;
    pt = &bxy[0][0];
 int color;
 color = rand()%COL;
    for (i=Y+4; i>Y; i--){
        for (j=1; j<5; j++){
            if (*p==1){
               tetris[i][j] = *p+COL+color;
               *pt = j;
               *pt++;
               *pt = i;
               *pt++;
             }
   else tetris[i][j] = 0;
            p++;
        }
    }
    moveright();
    moveright();
    moveright();
    moveright();
    if (!canmove(3))gameover=TRUE;
    return 0;
}
//判断当前方块能否移动,参数代表移动的类型:
int canmove(int how)       /*1 for left, 2 for right, 3 for down*/
{
    if (how==1){
       int i,x,y;
       for (i=0; i<4; i++){
           x = bxy[i][0];
           y = bxy[i][1];
           if (tetris[y][x-1]>0 && tetris[y][x-1]<COL+1)break;
       }
       if (i==4)return TRUE;
       else {
    readonly = FALSE;
    return FALSE;
   };
    }
    else if (how==2){
         int i,x,y;
         for (i=0; i<4; i++){
             x = bxy[i][0];
             y = bxy[i][1];
             if (tetris[y][x+1]>0 && tetris[y][x+1]<COL+1)break;
         }
         if (i==4)return TRUE;
         else {
    readonly = FALSE;
    return FALSE;
   }
    }
    else if (how==3){
         int i,x,y;
         for (i=0; i<4; i++){
             x = bxy[i][0];
             y = bxy[i][1];
             if (tetris[y-1][x]>0 && tetris[y-1][x]<COL+1)break;
         }
         if (i==4)return TRUE;
   else {
    readonly = FALSE;
    return FALSE;
   }
    }
    else exit(3);
}
//左移当前方块:
int moveleft()
{
 if (readonly)return 0;
 else readonly = TRUE;
    int i,j,x,y,tmp,tbx,tby;
    for (i=0; i<3; i++){
        for (j=0; j<3-i; j++){
            if(bxy[j][0]>bxy[j+1][0])
            {tbx=bxy[j][0];bxy[j][0]=bxy[j+1][0];bxy[j+1][0]=tbx;
            tby=bxy[j][1];bxy[j][1]=bxy[j+1][1];bxy[j+1][1]=tby;}
        }
    }
    for (i=0; i<4; i++){
         x = bxy[i][0];
         y = bxy[i][1];
         tmp = tetris[y][x-1];
         tetris[y][x-1] = tetris[y][x];
         tetris[y][x] = tmp;
         bxy[i][0]--;
    }
 readonly = FALSE;
    return 0;
}
//右移当前方块:
int moveright()
{
 if (readonly)return 0;
 else readonly = TRUE;
    int i,j,x,y,tmp,tbx,tby;
    for (i=0; i<3; i++){
        for (j=0; j<3-i; j++){
            if(bxy[j][0]<bxy[j+1][0])
            {tbx=bxy[j][0];bxy[j][0]=bxy[j+1][0];bxy[j+1][0]=tbx;
            tby=bxy[j][1];bxy[j][1]=bxy[j+1][1];bxy[j+1][1]=tby;}
        }
    }
    for (i=0; i<4; i++){
         x = bxy[i][0];
         y = bxy[i][1];
         tmp = tetris[y][x+1];
         tetris[y][x+1] = tetris[y][x];
         tetris[y][x] = tmp;
         bxy[i][0]++;
    }
 readonly = FALSE;
    return 0;
}
//下降当前方块:
int movedown()
{
 if (readonly)return 0;
 else readonly = TRUE;
    int i,j,x,y,tmp,tbx,tby;
    for (i=0; i<3; i++){
        for (j=0; j<3-i; j++){
            if(bxy[j][1]>bxy[j+1][1])
            {tbx=bxy[j][0];bxy[j][0]=bxy[j+1][0];bxy[j+1][0]=tbx;
            tby=bxy[j][1];bxy[j][1]=bxy[j+1][1];bxy[j+1][1]=tby;}
        }
    }
    for (i=0; i<4; i++){
         x = bxy[i][0];
         y = bxy[i][1];
         tmp = tetris[y-1][x];
         tetris[y-1][x] = tetris[y][x];
         tetris[y][x] = tmp;
         bxy[i][1]--;
    }
 readonly = FALSE;
    return 0;
}
//当前方块到达底部时的操作:
int isbottom()
{
 int i,x,y;
 if (!canmove(3)){
       for (i=0; i<4; i++){
           x = bxy[i][0];
           y = bxy[i][1];
           tetris[y][x] -= COL;
    }
 }
 clear();
    current = next;
 next = createblock();
    loadblock();   
 return 0;
}
//旋转当前方块:
int turn()
{
 if (readonly)return 0;
 else readonly = TRUE;
 int i,j,k,minx,miny,tmp,backupbxy[4][2],backupminx,backupminy,x,y;
 //保存当前坐标
 for (i=0; i<4; i++){
  for (j=0; j<2; j++)
   backupbxy[i][j] = bxy[i][j];
 }
 //得到当前方块最左下角坐标
 minx = bxy[0][0];
 miny = bxy[0][1]; 
 for (i=0; i<4; i++){
        if (minx > bxy[i][0]) minx = bxy[i][0];
  if (miny > bxy[i][1]) miny = bxy[i][1];
 }
 
 for (i=0; i<4; i++){
  //换算成相对坐标
  backupbxy[i][0] -= minx;
  backupbxy[i][1] -= miny;
  //坐标旋转
  tmp = backupbxy[i][0];
  backupbxy[i][0] = backupbxy[i][1];
  backupbxy[i][1] = 3-tmp;
 }
 backupminx = backupbxy[0][0];
 backupminy = backupbxy[0][1]; 
 for (i=0; i<4; i++){
        if (backupminx > backupbxy[i][0]) backupminx = backupbxy[i][0];
  if (backupminy > backupbxy[i][1]) backupminy = backupbxy[i][1];
 }
 for(i=0; i<4; i++){
  backupbxy[i][0] -= backupminx;
  backupbxy[i][1] -= backupminy;
 }
 for(i=0; i<4; i++){
  //旋转后的坐标还原到原始位置
  backupbxy[i][0] += minx;
  backupbxy[i][1] += miny;
  //判断旋转后是否出界
  if (backupbxy[i][0]>X || backupbxy[i][0]<1)break;
  if (backupbxy[i][1]>Y+2 || backupbxy[i][1]<1)break;
  //判断是否有障碍物阻挡
  x = backupbxy[i][0];
  y = backupbxy[i][1];
  if (tetris[y][x]>0 && tetris[y][x]<COL+1)break;
 }
 //如果不出界,清除原方块,求出旋转后方块
 tmp = tetris[bxy[0][1]][bxy[0][0]];
 if (i>=4){
  for (k=0; k<4; k++) tetris[bxy[k][1]][bxy[k][0]] = 0;
  for (k=0; k<4; k++) tetris[backupbxy[k][1]][backupbxy[k][0]] = tmp;
  for (j=0; j<4; j++)
   for (k=0; k<2; k++)
    bxy[j][k] = backupbxy[j][k];
 }
 readonly = FALSE;
 return 0;
}
//判断能否消行以及加分
int clear()
{
 int i,j;
 for (i=1; i<=Y; i++){
  for (j=1; j<=X; j++){
   if (tetris[i][j]==0 || tetris[i][j]>COL)break;
        }
  if (j > X){
   downline(i);
   score += 10;
   level = score/SCOREPERLEVEL + 1;
   speed = INITSPEED-TIMELEVEL*level;
  }
 }
 return 0;
}
//从指定行开始,上方的行全部下移一行,参数为指定的行数:
int downline(int line)
{
 int i,j;
 for (i=line; i<Y; i++){
  for (j=1; j<=X; j++){
   if (tetris[i+1][j]<COL+1)tetris[i][j] = tetris[i+1][j];
   else tetris[i][j] = 0;
  }
 }
 clear();
 return 0;
}
///

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