控制台界面俄罗斯方块

  1. 写的是一个较为简陋的俄罗斯方块控制台界面游戏,没有用到图形库函数,界面全部是用printf打印显示的,所以看起来比较粗糙。
  2. 整体思路的话,是自己想的,可能比较笨拙,毕竟是新手,很多东西写的都很不完善或者说,见笑了。
  3. 可以直接建立控制台程序,编译运行。
  4. 若有错误或者不当,给些建议和指导,感谢。
#include <stdio.h>
#include <dos.h>
#include <time.h>
#include <windows.h>
#include <conio.h> 
#include <stdlib.h>

//全局变量
int flag_down,left_flag,right_flag,rotate_flag;//是否能左移或者右移以及旋转标志
int max_score,current_score,level,free_line;//最高分数、当前分数,等级和消去的行数

//方块结构体
struct Rock_shape{
	char box[2];
	int num;
}

//方块的结构体数组
Rock_shape[19]={
	/*
	■	■■■■
	■
	■
	■
	*/
	
	{0x88,0x88,0},
	{0xF0,0x00,1},
	/*
	■			 ■■
	■	    ■     ■   ■■■
	■■  ■■■     ■   ■
	*/
	{0x88,0xC0,2},
	{0x2E,0x00,3},
	{0xC4,0x40,4},
	{0xE8,0x00,5},
	/*
	  ■ ■■■   ■■  ■
	  ■    ■   ■    ■■■
    ■■		   ■
	*/
	{0x44,0xC0,6},
	{0xE2,0x00,7},
	{0xC8,0x80,8},
	{0x8E,0x00,9},
	/*
	■
	■■    ■■
	  ■  ■■
	*/
	{0x8C,0x40,10},
	{0x6C,0x00,11},
	/*
	  ■ 
	■■   ■■
	■       ■■
	*/
	{0x4C,0x80,12},
	{0xC6,0x00,13},
	/*
	         ■		      ■
	  ■   ■ ■  ■ ■ ■   ■ ■
	■■■    ■     ■	    ■
	*/
	
	{0x4E,0x00,14},
	{0x4C,0x40,15},
	{0xE4,0x00,16},
	{0x8C,0x80,17},
	/*
	■■
	■■
	*/
	{0xCC,0x00,18}
};

//数组颜色标志结构体
struct Rock_color{
	int flag;
	int t;
};

static Rock_color result_down[21][10]={{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}},
										{{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0},{0,0}}};


//初始化打印起始坐标的每种方块的相对位置偏移量
struct save_i_j
{
	signed int x;
	signed int y;
};

save_i_j arry_i_j[19][4]={	{{0,0},{-1,0},{-2,0},{-3,0}},
							{{0,0},{0,1},{0,2},{0,3}},
							{{0,0},{-1,0},{-2,0},{-2,1}},
							{{0,2},{-1,0},{-1,1},{-1,2}},
							{{0,0},{0,1},{-1,1},{-2,1}},

							{{0,0},{0,1},{0,2},{-1,0}},
							{{0,1},{-1,1},{-2,1},{-2,0}},
							{{0,0},{0,1},{0,2},{-1,2}},
							{{0,0},{0,1},{-1,0},{-2,0}},
							{{0,0},{-1,0},{-1,1},{-1,2}},

							{{0,0},{-1,0},{-1,1},{-2,1}},
							{{0,1},{0,2},{-1,0},{-1,1}},
							{{0,1},{-1,0},{-1,1},{-2,0}},
							{{0,0},{0,1},{-1,1},{-1,2}},
							{{0,1},{-1,0},{-1,1},{-1,2}},

							{{0,1},{-1,0},{-1,1},{-2,1}},
							{{0,0},{0,1},{0,2},{-1,1}},
							{{0,0},{-1,0},{-2,0},{-1,1}},
							{{0,0},{0,1},{-1,0},{-1,1}}};


//设置光标的位置  
void gotoxy(int posi_x,int posi_y)   
{  
    COORD c;  
    c.X=posi_x-1;  
    c.Y=posi_y-1;  
    SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE),c);  
} 

//改变打印在控制台的字体颜色,包括方块的颜色
int rand_color(int t)
{
	int color_num;
	//color_num=rand()%6;
	t=t+1;
	switch(t)
	{
	case 1:
	case 2:
	color_num=5;
		break;

	case 3:
	case 4:
	case 5:
	case 6:
	color_num=4;
		break;

	case 7:
	case 8:
	case 9:
	case 10:
	color_num=3;
		break;

	case 11:
	case 12:
	color_num=2;
		break;
		
	case 13:
	case 14:
	color_num=1;
		break;

	case 15:
	case 16:
	case 17:
	case 18:
	color_num=0;
		break;

	case 19:
	color_num=5;
		break;
	}
	
		switch(color_num)
		{
		case 0:
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED|FOREGROUND_INTENSITY);//红色
			break;
		case 1:
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_GREEN|FOREGROUND_INTENSITY);//绿色
			break;
		case 2:
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE|FOREGROUND_INTENSITY);//蓝色
			break;
		case 3:
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_INTENSITY);//紫色
			break;
		case 4:
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_INTENSITY);//黄色
			break;
		case 5:
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_BLUE|FOREGROUND_GREEN|FOREGROUND_INTENSITY);//青色
			break;
		default:
		SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN|FOREGROUND_INTENSITY);//白色
			break;
		}
	
	return color_num;
}

//初始化界面
void Rec_draw(int max_score,int current_score,int level,int free_line)
{
	int i,j;
	//system("cls");// 清屏幕;
	
	for (i=0;i<22;i++) 
	{
		for (j=0;j<45;j++)  //让光标走 col 格。	
		{
			if(((0==i)||(21==i))&&((j>=2)&&(j<=23)))
				printf("■");//打印上下边界 
			else
			{
				if((2==j)||(22==j))
					printf("■");//打印中间两条垂直边界 
				if((40==j)&&(i!=21)&&(i!=15)&&(i!=11)&&(i!=7)&&(i!=0))
					printf("■");
				else
				{
					if((7==i)&&(j>21)&&(j<32))
						printf("■");
					else if((11==i)&&(j>21)&&(j<32))
						printf("■");
					else if((15==i)&&(j>21)&&(j<32))
						printf("■");
					else//游戏信息 
					{
						printf(" ");	
					}
					
									
				}
					
			}
		}
		printf("\n"); //让光标走 row 行;	
	}
	gotoxy(28,2);
	rand_color(13);
	printf("下一个方块");
	
	rand_color(0);
	gotoxy(28,9);
	printf("最高分数:%d",max_score);
	gotoxy(28,11);
	printf("目前得分:%d",current_score);

	rand_color(3);
	gotoxy(28,13);
	printf("速度等级:%d",level);
	gotoxy(28,15);
	printf("消去行数:%d",free_line);

	rand_color(13);
	gotoxy(28,17);
	printf("ESC键:暂停/退出");
	gotoxy(28,19);
	printf("数字1键:重新开始");	
	gotoxy(28,21);
	printf("ENTER键:继续游戏");	
	SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);//把打印颜色重置为白色
			
} 

//消除移动残留
void  free_rock_one_line(int go_x,int go_y,int t)
{
	int i,j;
	gotoxy(go_x,go_y);
	int flag=0;
	for(i=0;i<2;i++)
	{
		for(j=0;j<=7;j++)
		{
			if(0==Rock_shape[t].box[i])
			{
				break;	
			}
 			if((4==j)&&(0==i))
			{
				gotoxy(go_x-=(2*flag),go_y+=1);
				flag=0;
			}
			if(((0==j)||(4==j))&&(1==i))
			{
				gotoxy(go_x-=(2*flag),go_y+=1);
				flag=0;
			}
			if((Rock_shape[t].box[i])&(0x80>>j))
			{
				printf("  ");//打印方块
				
			}
			if(!((Rock_shape[t].box[i])&(0x80>>j)))
			{
				gotoxy(go_x+=2,go_y);
				flag++;
			}
   		}
 	}
} 


//隐藏光标 
void hide_cursor()
{
	HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);  
	CONSOLE_CURSOR_INFO CursorInfo;  
	GetConsoleCursorInfo(handle, &CursorInfo);//获取控制台光标信息  
	CursorInfo.bVisible = 0; //隐藏控制台光标  
	SetConsoleCursorInfo(handle, &CursorInfo);//设置控制台光标状态  
}

//根据给定坐标和方块类型初始化方块
void init_arry(int i,int j,int t)
{
	result_down[i+arry_i_j[t][0].x][j+arry_i_j[t][0].y].flag=1;
	result_down[i+arry_i_j[t][0].x][j+arry_i_j[t][0].y].t=t;
	result_down[i+arry_i_j[t][1].x][j+arry_i_j[t][1].y].flag=1;
	result_down[i+arry_i_j[t][1].x][j+arry_i_j[t][1].y].t=t;
	result_down[i+arry_i_j[t][2].x][j+arry_i_j[t][2].y].flag=1;
	result_down[i+arry_i_j[t][2].x][j+arry_i_j[t][2].y].t=t;
	result_down[i+arry_i_j[t][3].x][j+arry_i_j[t][3].y].flag=1;
	result_down[i+arry_i_j[t][3].x][j+arry_i_j[t][3].y].t=t;
}


int rotate_box(int t)//上键旋转方块
{
	int t1;
	int flag=0;
	switch(t)
	{
	case 0:
		t1=1;
		break;
	case 1:
		t1=0;
		break;

	case 2:
    case 3:
	case 4:
		t1=t+1;
		break;
	case 5:
		t1=2;
		break;

	case 6:
    case 7:
	case 8:
		t1=t+1;
		break;
	case 9:
		t1=6;
		break;

	case 10:
		t1=11;
		break;
    case 11:
		t1=10;
		break;
	case 12:
		t1=13;
		break;
	case 13:
		t1=12;
		break;

	case 14:
    case 15:
	case 16:
		t1=t+1;
		break;
	case 17:
		t1=14;
		break;

	case 18:
		t1=18;
		break;
	}
		
	return t1;
}

int first_box(int t)
{
	int high;
	switch(t)
	{
	case 0:
		high=19;
		break;
	case 1:
		high=22;
		break;
	case 2:
	case 4:
	case 6:
	case 8:
	case 10:
	case 12:
    case 15:
    case 17:
		high=20;
		break;
	case 3:
	case 5:
    case 7:
    case 9:
    case 11:
    case 13:
    case 14:
    case 16:
    case 18:
		high=21;
		break;
	default:

		break;
	}
	return high;
}

int move_righ_x(int t)
{
	int righ_x;
	switch(t)
	{
	case 0:
		righ_x=0;
		break;
	case 1:
		righ_x=6;
		break;
	case 2:
	case 4:
	case 6:
	case 8:
	case 10:
	case 12:
    case 15:
    case 17:
	case 18:
		righ_x=2;
		break;
	case 3:
	case 5:
    case 7:
    case 9:
    case 11:
    case 13:
    case 14:
    case 16:
		righ_x=4;
		break;
	default:

		break;
	}
	return righ_x;
} 

//检测是否满行
int free_full_row( )
{
	int full_row[20]={0};
	int h1=0,h=0;//满行计数
	int i,j;
	int flag_full=0,flag_empty=0;
	//int full_row_num;
	//检测哪些行满
	for(i=1;i<=20;i++)	//20列
	{
		
		for(j=0;j<=9;j++)//10列
		{
			if(0==result_down[i][j].flag)//有空格结束后续循环
				break;
			else if((1==result_down[i][j].flag)&&(9==j))//最后一列也没有空格,记下行号
				full_row[h++]=i;
		}
	}
	//full_row_num=strlen(full_row[h]);
	//重设数组
	for(i=1;i<=20;i++)	//20列
	{
		for(j=0;j<=9;j++)//10列
		{
			if(i==full_row[h1])//检测到的满行
			{
				h1++;
				flag_full++;
				break;
			}
			else//没有检测到满行,则累加
			{	
				if(0==flag_full)
					break;
				result_down[i-flag_full][j].flag=result_down[i][j].flag;//把当前这行向下移动监测到的满行数目
				result_down[i-flag_full][j].t=result_down[i][j].t;
				
				result_down[i][j].flag=0;
				result_down[i][j].t=0;
				//flag_empty++;
				
			}
		}
	}
	return h;
}

int dif_rock_arry1(int rock_x,int rock_y,int t)
{
	int righ_x;
	int flag_down; 
	int i,j;
	int arry_x,arry_y;
	int high;

	int k;
	arry_x=22-rock_y;
	arry_y=(rock_x/2)-2;
	
	i=arry_x;
	j=arry_y;

		//可以继续下落
		if((0==result_down[i+arry_i_j[t][0].x][j+arry_i_j[t][0].y].flag)&&(0==result_down[i+arry_i_j[t][1].x][j+arry_i_j[t][1].y].flag)&&(0==result_down[i+arry_i_j[t][2].x][j+arry_i_j[t][2].y].flag)&&(0==result_down[i+arry_i_j[t][3].x][j+arry_i_j[t][3].y].flag)&&(rock_y!=18))
		{
			flag_down=1;
		}
		//无法向左移动
		if((1==result_down[i+arry_i_j[t][0].x][j+arry_i_j[t][0].y-1].flag)||(1==result_down[i+arry_i_j[t][1].x][j+arry_i_j[t][1].y-1].flag)||(1==result_down[i+arry_i_j[t][2].x][j+arry_i_j[t][2].y-1].flag)||(1==result_down[i+arry_i_j[t][3].x][j+arry_i_j[t][3].y-1].flag))
		{
			left_flag=0;
		}
		//无法向右移动
		if((1==result_down[i+arry_i_j[t][0].x][j+arry_i_j[t][0].y+1].flag)||(1==result_down[i+arry_i_j[t][1].x][j+arry_i_j[t][1].y+1].flag)||(1==result_down[i+arry_i_j[t][2].x][j+arry_i_j[t][2].y+1].flag)||(1==result_down[i+arry_i_j[t][3].x][j+arry_i_j[t][3].y+1].flag))
		{
			right_flag=0;    
		}
		//下落有阻挡
		if((1==result_down[i+arry_i_j[t][0].x-1][j+arry_i_j[t][0].y].flag)||(1==result_down[i+arry_i_j[t][1].x-1][j+arry_i_j[t][1].y].flag)||(1==result_down[i+arry_i_j[t][2].x-1][j+arry_i_j[t][2].y].flag)||(1==result_down[i+arry_i_j[t][3].x-1][j+arry_i_j[t][3].y].flag))
		{
			init_arry(i,j,t);
			flag_down=0;//无法继续下落
		}
	
		high=first_box(t)-1;

		//落到地板无阻挡(测试通过)
		if((high==rock_y)&&(0==result_down[i+arry_i_j[t][0].x][j+arry_i_j[t][0].y].flag)&&(0==result_down[i+arry_i_j[t][1].x][j+arry_i_j[t][1].y].flag)&&(0==result_down[i+arry_i_j[t][2].x][j+arry_i_j[t][2].y].flag)&&(0==result_down[i+arry_i_j[t][3].x][j+arry_i_j[t][3].y].flag))
		{
			init_arry(i,j,t);
			flag_down=0;//无法继续下落
		}
		
		righ_x=move_righ_x(t);//重设左右可移动的值 
		//旋转的下个方块
		k=t;
		t=rotate_box(t);//旋转
			
		//是否可以旋转
		if((1==result_down[i+arry_i_j[t][0].x-1][j+arry_i_j[t][0].y].flag)||(1==result_down[i+arry_i_j[t][1].x-1][j+arry_i_j[t][1].y].flag)||(1==result_down[i+arry_i_j[t][2].x-1][j+arry_i_j[t][2].y].flag)||(1==result_down[i+arry_i_j[t][3].x-1][j+arry_i_j[t][3].y].flag)&&(rock_x+righ_x>=23))
			rotate_flag=0;
		t=k;//复原方块类型
	return flag_down;
	
}

//数组重置清零
void clear_arry()
{
	int i,j;
	for(i=1;i<=20;i++)	//20列
	{
		for(j=0;j<=9;j++)//10列
		{	
			result_down[i][j].flag=0;//占有标志置零
			result_down[i][j].t=0;//方块类型置零
		}
	}
	return ;
}



//产生随机的方块 
void Create_next_shape(int go_x,int go_y,int t,int time)
{
	int i,j;
	gotoxy(go_x,go_y);
	int flag=0;
	for(i=0;i<2;i++)
	{
		for(j=0;j<=7;j++)
		{
			if(0==Rock_shape[t].box[i])
			{
				break;	
			}
 			if((4==j)&&(0==i))
			{
				gotoxy(go_x-=(2*flag),go_y+=1);
				flag=0;
			}
			if(((0==j)||(4==j))&&(1==i))
			{
				gotoxy(go_x-=(2*flag),go_y+=1);
				flag=0;
			}
			if((Rock_shape[t].box[i])&(0x80>>j))
			{
				rand_color(t);//改变打印方块的颜色
				printf("■");//打印方块
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);//把打印颜色重置为白色
			
			}
			if(!((Rock_shape[t].box[i])&(0x80>>j)))
			{
				gotoxy(go_x+=2,go_y);
				flag++;
			}
   		}
 	}
 	Sleep(time);
}

void draw_board(int t)
{
	int i,j;
	int b_x=5,b_y=21;
	gotoxy(b_x,b_y);
	for(i=0;i<21;i++)
	{
		for(j=0;j<10;j++) 
		{
			if(1==result_down[i][j].flag)
			{
				rand_color(result_down[i][j].t);//改变打印方块的颜色
				printf("■");
				SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);//把打印颜色重置为白色
			}
			else
				printf("  ");
		}
		gotoxy(b_x,b_y--);	
	}
	
}

int main()
{
	max_score=0;//最高分数
//重新开始游戏的goto语句
_restart:
	int time;//控制下落速度变量
	static int key;//按键键值
	int t1=0,t2; 
	t2=rand()%19;//随机产生初始方块类型的变量
	//t2=2;
	int flag=0; 
	int rock_x,rock_y;
	int high=22;
	int righ_x;

	current_score=0;//目前得分
	level=1;//速度等级
	free_line=0;//消去的行数

	int free_line_num=0;
	
	//1)初始化界面
	//2)初始化等级,分数,产生的随机方块和下一个随机方块 
	//3)开始游戏,可控制左、右、快速下移和行满自动消除
	
	//处理第一个方块
	high=first_box(t2);	//预设可下降距离 
	righ_x=move_righ_x(t2);//预设左右可移动距离 

 	while(1)
 	{	
		if(1==level)
			time=800;//通过延时来控制下降速度
		time=800-50*level;
		int fall_distance=0;//下落距离
 	
		int step=1;	
		rock_x=11;
		
    	Rec_draw(max_score,current_score,level,free_line);//打印界面 
	 	draw_board(t2);//打印堆叠方块 
    	//初始化下落、左、右、旋转标志
		

		if(0==flag)
    	{ 
    		//生成下个方块 
    		t1=rand()%19;
		    //t1=2;
			rand_color(t1);//改变颜色
			Create_next_shape(29,4,t1,time);
			//if(1==rotate_flag)
			SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_RED|FOREGROUND_BLUE|FOREGROUND_GREEN);//把打印颜色重置为白色
			righ_x=move_righ_x(t1);//重设左右可移动的值 
			
			flag=1; 
		} 
		//取得右移变化值
		flag_down=1;
		left_flag=1;
		right_flag=1;
		rotate_flag=1;
		if(1==flag)
		{
				//产生一个自动下降的方块
				
				for(rock_y=2;rock_y<=high;rock_y+=step)
				{
				

					fall_distance++;
					//复位移动
					rotate_flag=1;
					left_flag=1;
					right_flag=1;
					//堆积结果收集,在显示前判断是否可以左或者右或者继续下落,若条件不满足,退出循环。 
					flag_down=dif_rock_arry1(rock_x,rock_y,t2/*,left_flag,right_flag,rotate_flag*/);

					if(rotate_flag)
					{
						high=first_box(t2);//重设高度
						righ_x=move_righ_x(t2);//重设左右可移动的值 
					}
					hide_cursor();//隐藏光标
					
					Create_next_shape(rock_x,rock_y,t2,time);//显示下落方块 
					
					hide_cursor();
					free_rock_one_line(rock_x,rock_y,t2);//清除前一次显示的下落方块 
					hide_cursor();
					if(!flag_down)
					{
						if(1==fall_distance)//堆积到最上边界 
						{
							while(1)
							{
								gotoxy(5,10);
								printf("                    ");
								gotoxy(11,10);
								printf("游戏结束!");
								gotoxy(5,11);
								printf("                    ");
								gotoxy(8,11);
								printf("历史最高得分:%d\n",max_score);
								
								gotoxy(5,12);
								printf("                    ");
								gotoxy(9,12);
								printf("你的得分是:%d\n",current_score);
								key=getch();
								if(49==key)//数字键1,重新开始
								{
									clear_arry();
									system("cls");
									goto _restart;;
								}
								else if(27==key)//esc键,退出游戏
								{
									system("cls");
									goto _End;
								}
							}
							
						}
						break;
					}	
					//控制处理:左右移动,旋转,快速下落
					while(kbhit())//检测到按键输入 
					{
						key=getch();
						//printf("%d",key);
						switch(key)
						{
							case 75:
							if(left_flag)
							  rock_x-=2;//	向左移动
							
								break;
							case 77:
							if(right_flag)
								rock_x+=2;//	向右移动
								
								break;
							case 80:
								//快速下落
								time/=2;
								break;
							case 72:
							if(rotate_flag)
								t2=rotate_box(t2);//旋转
								break;
							case 27://ESC键
								while(1)
								{	
									Create_next_shape(rock_x,rock_y,t2,time);//显示下落方块 
									hide_cursor();
									key=getch();
									//printf("%d",key);
									if(13==key)//回车键继续
									{
										gotoxy(5,10);
										printf("继续游戏!");
										Sleep(500);
										gotoxy(5,10);
										printf("         ");
										free_rock_one_line(rock_x,rock_y,t2);//清除前一次显示的下落方块 
										hide_cursor();
										
										break;
									}
									else if(49==key)//数字1键
									{
										free_rock_one_line(rock_x,rock_y,t2);//清除前一次显示的下落方块 
										hide_cursor();
										gotoxy(5,10);
										printf("重新开始游戏!");
										Sleep(1000);
										gotoxy(5,10);
										printf("              ");
										system("cls");
										clear_arry();
										goto _restart;
									}	
								}
								break;
						}
						
						key=0;
					}
					if(!kbhit())//没有检测到按键输入 
					{
						key=0;
					}
					
					if(rock_x<=5)//移动到最左边 
					{
						rock_x=5;
					}
					if(rock_x+righ_x>=23)//移动到最右边 
					{
						rock_x=23-righ_x;
					}		
				}
				//检测数组里面的满行
				free_line_num=free_full_row();//取得满行数

				free_line+=free_line_num;//累加满行数
				//累计分数
				current_score=free_line*20;
				if(current_score>max_score)
					max_score=current_score;
			

				flag=0;		
				t2=t1;	
		
		}
		if(free_line==1*level)//
		{
			level++;
		}
		system("cls");
    }
_End:
	return 0;
}



俄罗斯方块游戏界面截图

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