C语言俄罗斯方块(新版本完整代码)

写在前面:
大家好,我是 花狗Fdog ,来自内蒙古的一个小城市,目前在泰州读书。
很感谢能有这样一个平台让我能够在这里分享所学所感。
我喜欢编程,喜欢代码,喜欢去做一个程序员。
努力学习,争取多年后,给亲人更好的生活。
QQ/WX:2506897252 欢迎交流。

文章目录

  • 一.游戏效果
  • 二.代码实现
    • 1.绘制地图
    • 2.随机主方块生成
    • 3.按键响应
    • 4.方块坐标全部确定
    • 5.显示完整方块
    • 6.判断左右界限
    • 7.移动光标
    • 8.颜色设定
    • 9.判断落地
    • 10.判断整行是否填满
    • 11.若填满,则清楚该行,并刷新地图
    • 12.显示信息
    • 13.坐标更新1
    • 14.坐标更新2
    • 15.显示信息更新
    • 16.主函数内容
  • 三.完整代码奉上,也可自行下载

一.游戏效果

C语言俄罗斯方块(新版本完整代码)_第1张图片
旧版800行代码,这个只有500行,并且不闪屏,看着舒服。废话不多说,上图,上代码。

二.代码实现

1.绘制地图

void DeawMap()
{
 for (int i = 0; i < WIDTH; i++)PRINTF LINE  //上边框
  for (int i = 1; i < HEIGHT - 1; i++)          //打印左右边框
  {
   for (int j = 0; j < WIDTH; j++)
   {
    if (j == 0 || j == WIDTH - 1)
    {
     PRINTF
      if (j == WIDTH - 1)LINE
    }
    else EMPTY
   }
  }
 for (int i = 0; i < WIDTH; i++)PRINTF LINE  //下边框
  system("color 03");
}

2.随机主方块生成

Tetris * BlockRand(int code_y)
{
 srand((int)time(0));
 Tetris * Block = (Tetris*)malloc(sizeof(Tetris));
 Block->x_1 = 8;
 Block->y_1 = 4;//规定初始中心方块的坐标为(8,4)
 Block->code = code_y;
 if (Phead == NULL)Phead = Block;
 else Pend->next = Block;
 Block->next = NULL;
 Pend = Block;
 return Block;
}

3.按键响应

void JudgeDirection(Tetris ** Block)
{
 if (GetAsyncKeyState(VK_UP) && 0x8000)
 {
  form += 1;
  if (form == 4)
  {
   form = 0;
  }
  Form(&Return);
 }
 if (GetAsyncKeyState(VK_DOWN) && 0x8000)
 {
  //加速向下  时间加速
  UP = 1;
 }
 if (GetAsyncKeyState(VK_LEFT) && 0x8000)
 {
  //向左移动
  if (JudgeWall(&Return) != -1) Location_y(&Return, -1, 0, -1, 0, -1, 0, -1, 0);
 }
 if (GetAsyncKeyState(VK_RIGHT) && 0x8000)
 {
  //向右移动
  if (JudgeWall(&Return) != -2) Location_y(&Return, 1, 0, 1, 0, 1, 0, 1, 0);
 }
 if (GetAsyncKeyState(VK_ESCAPE) && 0x0D)
 {
  MoveCursor(27, 15);
  printf("游戏暂停");
  //判断Esc
  while (1)
  {
   if (GetAsyncKeyState(VK_ESCAPE) && 0x0D)
   {
    MoveCursor(27, 15);
    printf("       ");
    break;
   }
  }
 }
}

4.方块坐标全部确定

void Form(Tetris ** Block)
{
 //先确实哪一类,再细分
 switch ((*Block)->code)
 {
 case 1:
  if (form == 0)Location(&Return, 0, 0, -1, 0, 0, -1, 1, 0);
  if (form == 1)Location(&Return, 0, 0, 0, 1, 0, -1, 1, 0);
  if (form == 2)Location(&Return, 0, 0, 0, 1, -1, 0, 1, 0);
  if (form == 3)Location(&Return, 0, 0, 0, 1, -1, 0, 0, -1);
  break;
 case 2:
  Location(&Return, 0, 0, 1, 0, 0, 1, 1, 1);
  break;
 case 3:
  if (form == 0 || form == 2)Location(&Return, 0, 0, 0, -1, 0, 1, 0, 2);
  if (form == 1 || form == 3)Location(&Return, 0, 0, -1, 0, 1, 0, 2, 0);
  break;
 case 4:
  if (form == 0)Location(&Return, 0, 0, -1, 0, 1, 0, 1, -1);
  if (form == 1)Location(&Return, 0, 0, 0, -1, 1, 0, 0, -2);
  if (form == 2)Location(&Return, 0, 0, 0, -1, 1, -1, 2, -1);
  if (form == 3)Location(&Return, 0, 0, 0, -1, 0, -2, -1, -2);
  break;
 case 5:
  if (form == 0)Location(&Return, 0, 0, 1, 0, 2, 0, 0, -1);
  if (form == 1)Location(&Return, 0, 0, 1, 0, 1, -1, 1, -2);
  if (form == 2)Location(&Return, 0, 0, 1, 0, 2, 0, 2, 1);
  if (form == 3)Location(&Return, 0, 0, 1, 0, 0, 1, 0, 2);
  break;
 case 6:
  if (form == 0 || form == 2)Location(&Return, 0, 0, 0, -1, 1, 0, 1, 1);
  if (form == 1 || form == 3)Location(&Return, 0, 0, 0, -1, 1, -1, -1, 0);
  break;
 case 7:
  if (form == 0 || form == 2)Location(&Return, 0, 0, 0, 1, 1, 0, 1, -1);
  if (form == 1 || form == 3)Location(&Return, 0, 0, 0, 1, -1, 0, 1, 1);
 }
}

5.显示完整方块

void ShowBlock(Tetris ** Block)
{
 while (1)
 {
  Form(&Return);
  if ((*Block)->code == 1)SetColour(13);
  if ((*Block)->code == 2)SetColour(15);
  if ((*Block)->code == 3)SetColour(12);
  if ((*Block)->code == 4)SetColour(10);
  if ((*Block)->code == 5)SetColour(6);
  if ((*Block)->code == 6)SetColour(4);
  if ((*Block)->code == 7)SetColour(8);
  MoveCursor((*Block)->x_1, (*Block)->y_1); PRINTF
   MoveCursor((*Block)->x_2, (*Block)->y_2); PRINTF
   MoveCursor((*Block)->x_3, (*Block)->y_3); PRINTF
   MoveCursor((*Block)->x_4, (*Block)->y_4); PRINTF
   if (JudgeGroud(Phead, &Return) == 0)
   {
    system("color 03");
    break;
   }
  if (UP == 0)
  {
   for (int i = 0; i <= 400000000; i++) {}
  }
  if (UP == 1)
  {
   for (int i = 0; i <= 40000000; i++) {}
   UP = 0;
  }
  MoveCursor((*Block)->x_1, (*Block)->y_1); EMPTY
   MoveCursor((*Block)->x_2, (*Block)->y_2); EMPTY
   MoveCursor((*Block)->x_3, (*Block)->y_3); EMPTY
   MoveCursor((*Block)->x_4, (*Block)->y_4); EMPTY
   Location_y(&Return, 0, 1, 0, 1, 0, 1, 0, 1);
  JudgeDirection(&Return);
  JudgeEntire(Phead);
 }
}

6.判断左右界限

int JudgeWall(Tetris ** Block)
{
 if ((*Block)->x_1 == ZERO || (*Block)->x_2 == ZERO || (*Block)->x_3 == ZERO || (*Block)->x_4 == ZERO)return -1;
 if ((*Block)->x_1 == HEIGHT_1 || (*Block)->x_2 == HEIGHT_1 || (*Block)->x_3 == HEIGHT_1 || (*Block)->x_4 == HEIGHT_1)return -2;
 return 0;
}

7.移动光标

void MoveCursor(int x, int y)//设置光标位置(就是输出显示的开始位置)
{
 COORD pos = { x * 2,y };
 HANDLE output = GetStdHandle(STD_OUTPUT_HANDLE);//获得 标准输出的句柄   
 SetConsoleCursorPosition(output, pos); //设置控制台光标位置
}

8.颜色设定

void SetColour(int c)
{
 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), c);//API函数可以改变控制台颜色
}

9.判断落地

int JudgeGroud(Tetris * Phead, Tetris ** Block)
{
 Tetris * P = Phead;
 //如果到达最低层。直接经行下一循环
 if ((*Block)->y_1 == 26 || (*Block)->y_2 == 26 || (*Block)->y_3 == 26 || (*Block)->y_4 == 26)return 0;
 while (P->next != NULL)
 {
  if (P->y_1 == (*Block)->y_1 + 1)
  {
   if (P->x_1 == (*Block)->x_1)return 0;
  }
  if (P->y_2 == (*Block)->y_1 + 1)
  {
   if (P->x_2 == (*Block)->x_1)return 0;
  }
  if (P->y_3 == (*Block)->y_1 + 1)
  {
   if (P->x_3 == (*Block)->x_1)return 0;
  }
  if (P->y_4 == (*Block)->y_1 + 1)
  {
   if (P->x_4 == (*Block)->x_1)return 0;
  }
  if (P->y_1 == (*Block)->y_2 + 1)
  {
   if (P->x_1 == (*Block)->x_2)return 0;
  }
  if (P->y_2 == (*Block)->y_2 + 1)
  {
   if (P->x_2 == (*Block)->x_2)return 0;
  }
  if (P->y_3 == (*Block)->y_2 + 1)
  {
   if (P->x_3 == (*Block)->x_2)return 0;
  }
  if (P->y_4 == (*Block)->y_2 + 1)
  {
   if (P->x_4 == (*Block)->x_2)return 0;
  }
  if (P->y_1 == (*Block)->y_3 + 1)
  {
   if (P->x_1 == (*Block)->x_3)return 0;
  }
  if (P->y_2 == (*Block)->y_3 + 1)
  {
   if (P->x_2 == (*Block)->x_3)return 0;
  }
  if (P->y_3 == (*Block)->y_3 + 1)
  {
   if (P->x_3 == (*Block)->x_3)return 0;
  }
  if (P->y_4 == (*Block)->y_3 + 1)
  {
   if (P->x_4 == (*Block)->x_3)return 0;
  }
  if (P->y_1 == (*Block)->y_4 + 1)
  {
   if (P->x_1 == (*Block)->x_4)return 0;
  }
  if (P->y_2 == (*Block)->y_4 + 1)
  {
   if (P->x_2 == (*Block)->x_4)return 0;
  }
  if (P->y_3 == (*Block)->y_4 + 1)
  {
   if (P->x_3 == (*Block)->x_4)return 0;
  }
  if (P->y_4 == (*Block)->y_4 + 1)
  {
   if (P->x_4 == (*Block)->x_4)return 0;
  }
  P = P->next;
 }
 return 1;
}

10.判断整行是否填满

void JudgeEntire(Tetris * Head)
{
 Tetris * PHead = Head;
 //从1到26
 for (int y = 26; y >= 1; y--)
 {
  int sum = 0;
  while (PHead->next != NULL)
  {
   if (PHead->y_1 == y)sum++;
   if (PHead->y_2 == y)sum++;
   if (PHead->y_3 == y)sum++;
   if (PHead->y_4 == y)sum++;
   MoveCursor(20, 28);
   PHead = PHead->next;
  }
  PHead = Head;
  if (sum == 18)
  {
   //如果成行则,执行NewEntire()  清空该行,并将所有y下降一个单位。
   NewEntire(Phead, y);
   fengs += 10;
   Show(code_y);
  }
  sum = 0;
 }
}

11.若填满,则清楚该行,并刷新地图

void NewEntire(Tetris * head, int y)
{
 Tetris * PHead = head;
 while (PHead->next != NULL)
 {
  if (PHead->y_1 == y)
  {
   MoveCursor(PHead->x_1, PHead->y_1); EMPTY
    PHead->x_1 = 99;
   PHead->y_1 = 99;
  }
  if (PHead->y_2 == y)
  {
   MoveCursor(PHead->x_2, PHead->y_2); EMPTY
    PHead->x_2 = 99;
   PHead->y_2 = 99;
  }
  if (PHead->y_3 == y)
  {
   MoveCursor(PHead->x_3, PHead->y_3); EMPTY
    PHead->x_3 = 99;
   PHead->y_3 = 99;
  }
  if (PHead->y_4 == y)
  {
   MoveCursor(PHead->x_4, PHead->y_4); EMPTY
    PHead->x_4 = 99;
   PHead->y_4 = 99;
  }
  PHead = PHead->next;
 }
 PHead = head;
 while (PHead->next != NULL)
 {
  if (PHead->y_1 < y)
  {
   MoveCursor(PHead->x_1, PHead->y_1); EMPTY
    PHead->y_1 += 1;
   MoveCursor(PHead->x_1, PHead->y_1); PRINTF
  }
  if (PHead->y_2 < y)
  {
   MoveCursor(PHead->x_2, PHead->y_2); EMPTY
    PHead->y_2 += 1;
   MoveCursor(PHead->x_2, PHead->y_2); PRINTF
  }
  if (PHead->y_3 < y)
  {
   MoveCursor(PHead->x_3, PHead->y_3); EMPTY
    PHead->y_3 += 1;
   MoveCursor(PHead->x_3, PHead->y_3); PRINTF
  }
  if (PHead->y_4 < y)
  {
   MoveCursor(PHead->x_4, PHead->y_4); EMPTY
    PHead->y_4 += 1;
   MoveCursor(PHead->x_4, PHead->y_4); PRINTF
  }
  PHead = PHead->next;
 }
}

12.显示信息

void Show(int n)
{
 //显示下一个方块
 //先清空该区域
 for (int j = 4; j <= 8; j++)
 {
  for (int i = 23; i <= 28; i++)
  {
   MoveCursor(i, j);  EMPTY
  }
 }
 MoveCursor(24, 3);
 printf("下一个方块种类:");
 MoveCursor(24, 10);
 printf("游戏得分:%d", fengs);
 MoveCursor(24, 12);
 printf("花狗Fdog出品,必属精品。");
 if (n == 1)
 {
  SetColour(13);
  Location_x(-1, 0, 0, 0, 1, 0, -1, -1);
 }
 if (n == 2)
 {
  SetColour(15);
  Location_x(0, 0, 1, 0, -1, 1, 1, 1);
 }
 if (n == 3)
 {
  SetColour(12);
  Location_x(0, 0, 1, 0, 2, 0, 3, 0);
 }
 if (n == 4)
 {
  SetColour(10);
  Location_x(0, 0, 1, 0, 2, 0, 2, -1);
 }
 if (n == 5)
 {
  SetColour(6);
  Location_x(0, -1, 0, 0, 1, 0, 2, 0);
 }
 if (n == 6)
 {
  SetColour(4);
  Location_x(-1, -1, -1, 0, 0, 0, 0, 1);
 }
 if (n == 7)
 {
  SetColour(8);
  Location_x(0, -1, 0, 0, -1, 0, -1, 1);
 }
}

13.坐标更新1

void Location(Tetris ** Block, int x, int y, int a, int b, int c, int d, int e, int f)
{
 (*Block)->x_1 = (*Block)->x_1 + x;
 (*Block)->y_1 = (*Block)->y_1 + y;
 (*Block)->x_2 = (*Block)->x_1 + a;
 (*Block)->y_2 = (*Block)->y_1 + b;
 (*Block)->x_3 = (*Block)->x_1 + c;
 (*Block)->y_3 = (*Block)->y_1 + d;
 (*Block)->x_4 = (*Block)->x_1 + e;
 (*Block)->y_4 = (*Block)->y_1 + f;
}

14.坐标更新2

void Location_y(Tetris ** Block, int x, int y, int a, int b, int c, int d, int e, int f)
{
 (*Block)->x_1 = (*Block)->x_1 + x;
 (*Block)->y_1 = (*Block)->y_1 + y;
 (*Block)->x_2 = (*Block)->x_2 + a;
 (*Block)->y_2 = (*Block)->y_2 + b;
 (*Block)->x_3 = (*Block)->x_3 + c;
 (*Block)->y_3 = (*Block)->y_3 + d;
 (*Block)->x_4 = (*Block)->x_4 + e;
 (*Block)->y_4 = (*Block)->y_4 + f;
}

15.显示信息更新

void Location_x(int x, int y, int a, int b, int c, int d, int e, int f)
{
 MoveCursor(Loca_x + x, Loca_y + y); PRINTF
  MoveCursor(Loca_x + a, Loca_y + b); PRINTF
  MoveCursor(Loca_x + c, Loca_y + d); PRINTF
  MoveCursor(Loca_x + e, Loca_y + f); PRINTF
}

16.主函数内容

int main()
{
 DeawMap();
 code_y = rand() % 7 + 1;
 while (1)
 {
  Return = BlockRand(code_y);
  code_y = rand() % 7 + 1;
  Show(code_y);
  ShowBlock(&Return);
 }
 system("pause>nul");
 return 0;
}

三.完整代码奉上,也可自行下载

//vs2015编译运行
#include
#include
#include
#define HEIGHT  28  //设置地图高度
#define WIDTH   20  //设置地图宽度
#define ZERO    1
#define HEIGHT_1 18
#define Loca_y    6
#define Loca_x    25
#define PRINTF  printf("■");
#define LINE    printf("\n");
#define EMPTY   printf("  ");
typedef struct Tetris
{
 int x_1, y_1;   //主x坐标,主y坐标,下面三个为附属,通过主坐标确定三个附属
 int x_2, y_2;
 int x_3, y_3;
 int x_4, y_4;
 int code;//7种方块形态代号
 Tetris * next;
}Tetris;
void DeawMap();                     	//绘制地图 
Tetris * BlockRand(int code);    	 	//随机主方块生成  
void JudgeDirection(Tetris ** Block); //按键响应 
void Form(Tetris ** Block);      		//方块坐标全部确定
void ShowBlock(Tetris ** Block);    	//显示完整方块 
int JudgeWall(Tetris ** Block);     	//判断左右界限
void MoveCursor(int x, int y);      	//移动光标  不闪屏是因为每次不会刷新全部地图,只会刷新某一特定区域
void SetColour(int c);              	//颜色设定
int JudgeGroud(Tetris * Phead, Tetris ** Block);//判断落地
void JudgeEntire(Tetris * Head);    	//判断整行是否填满
void NewEntire(Tetris * head, int y);  //若上面函数成立,若清除该行,并刷新地图
void Show(int n);        			//显示信息,下一个方块得分情况,如果想加入一些信息可以在该函数内修改
void Location(Tetris ** Block, int x, int y, int a, int b, int c, int d, int e, int f);   //坐标更新1
void Location_y(Tetris ** Block, int x, int y, int a, int b, int c, int d, int e, int f); //坐标更新2
void Location_x(int x, int y, int a, int b, int c, int d, int e, int f);                  //信息更新
Tetris *Phead = NULL;   //链表头指针
Tetris *Pend = NULL;    //跟随指针 (尾插法需要)
Tetris * Return = NULL; //节点地址返回
int form = 0; //判断形态
int UP = 0;   //下降速度判断
int code_y = 0;//随机形态
int fengs = 0; //得分

int main()
{
 DeawMap();
 code_y = rand() % 7 + 1;
 while (1)
 {
  Return = BlockRand(code_y);
  code_y = rand() % 7 + 1;
  Show(code_y);
  ShowBlock(&Return);
 }
 system("pause>nul");
 return 0;
}

void DeawMap()
{
 for (int i = 0; i < WIDTH; i++)PRINTF LINE  //上边框
  for (int i = 1; i < HEIGHT - 1; i++)          //打印左右边框
  {
   for (int j = 0; j < WIDTH; j++)
   {
    if (j == 0 || j == WIDTH - 1)
    {
     PRINTF
      if (j == WIDTH - 1)LINE
    }
    else EMPTY
   }
  }
 for (int i = 0; i < WIDTH; i++)PRINTF LINE  //下边框
 system("color 03");
}

void Location(Tetris ** Block, int x, int y, int a, int b, int c, int d, int e, int f)
{
 (*Block)->x_1 = (*Block)->x_1 + x;
 (*Block)->y_1 = (*Block)->y_1 + y;
 (*Block)->x_2 = (*Block)->x_1 + a;
 (*Block)->y_2 = (*Block)->y_1 + b;
 (*Block)->x_3 = (*Block)->x_1 + c;
 (*Block)->y_3 = (*Block)->y_1 + d;
 (*Block)->x_4 = (*Block)->x_1 + e;
 (*Block)->y_4 = (*Block)->y_1 + f;
}

void Location_y(Tetris ** Block, int x, int y, int a, int b, int c, int d, int e, int f)
{
 (*Block)->x_1 = (*Block)->x_1 + x;
 (*Block)->y_1 = (*Block)->y_1 + y;
 (*Block)->x_2 = (*Block)->x_2 + a;
 (*Block)->y_2 = (*Block)->y_2 + b;
 (*Block)->x_3 = (*Block)->x_3 + c;
 (*Block)->y_3 = (*Block)->y_3 + d;
 (*Block)->x_4 = (*Block)->x_4 + e;
 (*Block)->y_4 = (*Block)->y_4 + f;
}

Tetris * BlockRand(int code_y)
{
 srand((int)time(0));
 Tetris * Block = (Tetris*)malloc(sizeof(Tetris));
 Block->x_1 = 8;
 Block->y_1 = 4;//规定初始中心方块的坐标为(8,4)
 Block->code = code_y;
 if (Phead == NULL)Phead = Block;
 else Pend->next = Block;
 Block->next = NULL;
 Pend = Block;
 return Block;
}

void ShowBlock(Tetris ** Block)
{
 while (1)
 {

  Form(&Return); 
  if ((*Block)->code == 1)SetColour(13);
  if ((*Block)->code == 2)SetColour(15);
  if ((*Block)->code == 3)SetColour(12);
  if ((*Block)->code == 4)SetColour(10);
  if ((*Block)->code == 5)SetColour(6);
  if ((*Block)->code == 6)SetColour(4);
  if ((*Block)->code == 7)SetColour(8);
  MoveCursor((*Block)->x_1, (*Block)->y_1); PRINTF
  MoveCursor((*Block)->x_2, (*Block)->y_2); PRINTF
  MoveCursor((*Block)->x_3, (*Block)->y_3); PRINTF
  MoveCursor((*Block)->x_4, (*Block)->y_4); PRINTF
  if (JudgeGroud(Phead, &Return) == 0)
  {
   system("color 03");
   break;
  }
  if (UP == 0)
  {
   for (int i = 0; i <= 400000000; i++) {}
  }
  if (UP == 1)
  {
   for (int i = 0; i <= 40000000; i++) {}
   UP = 0;
  }
  MoveCursor((*Block)->x_1, (*Block)->y_1); EMPTY
  MoveCursor((*Block)->x_2, (*Block)->y_2); EMPTY
  MoveCursor((*Block)->x_3, (*Block)->y_3); EMPTY
  MoveCursor((*Block)->x_4, (*Block)->y_4); EMPTY
  Location_y(&Return, 0, 1, 0, 1, 0, 1, 0, 1);
  JudgeDirection(&Return);
  JudgeEntire(Phead);
 }
}

void JudgeDirection(Tetris ** Block)
{
 if (GetAsyncKeyState(VK_UP) && 0x8000)
 {
  form += 1;
  if (form == 4)
  {
   form = 0;
  }
  Form(&Return);
 }
 if (GetAsyncKeyState(VK_DOWN) && 0x8000)
 {
  //加速向下  时间加速
  UP = 1;
 }
 if (GetAsyncKeyState(VK_LEFT) && 0x8000)
 {
  //向左移动
  if (JudgeWall(&Return) != -1) Location_y(&Return, -1, 0, -1, 0, -1, 0, -1, 0);
 }
 if (GetAsyncKeyState(VK_RIGHT) && 0x8000)
 {
  //向右移动
  if (JudgeWall(&Return) != -2) Location_y(&Return, 1, 0, 1, 0, 1, 0, 1, 0);
 }
 if (GetAsyncKeyState(VK_ESCAPE) && 0x0D)
 {
  MoveCursor(27, 15);
  printf("游戏暂停");
  //判断Esc
  while (1)
  {
   if (GetAsyncKeyState(VK_ESCAPE) && 0x0D)
   {
    MoveCursor(27, 15);
    printf("       ");
    break;
   }
  }
 }
}

void Form(Tetris ** Block)
{
 //先确实哪一类,再细分
 switch ((*Block)->code)
 {
 case 1:
  if (form == 0)Location(&Return, 0, 0, -1, 0, 0, -1, 1, 0);
  if (form == 1)Location(&Return, 0, 0, 0, 1, 0, -1, 1, 0);
  if (form == 2)Location(&Return, 0, 0, 0, 1, -1, 0, 1, 0);
  if (form == 3)Location(&Return, 0, 0, 0, 1, -1, 0, 0, -1);
  break;
 case 2:
  Location(&Return, 0, 0, 1, 0, 0, 1, 1, 1);
  break;
 case 3:
  if (form == 0 || form == 2)Location(&Return, 0, 0, 0, -1, 0, 1, 0, 2);
  if (form == 1 || form == 3)Location(&Return, 0, 0, -1, 0, 1, 0, 2, 0);
  break;
 case 4:
  if (form == 0)Location(&Return, 0, 0, -1, 0, 1, 0, 1, -1);
  if (form == 1)Location(&Return, 0, 0, 0, -1, 1, 0, 0, -2);
  if (form == 2)Location(&Return, 0, 0, 0, -1, 1, -1, 2, -1);
  if (form == 3)Location(&Return, 0, 0, 0, -1, 0, -2, -1, -2);
  break;
 case 5:
  if (form == 0)Location(&Return, 0, 0, 1, 0, 2, 0, 0, -1);
  if (form == 1)Location(&Return, 0, 0, 1, 0, 1, -1, 1, -2);
  if (form == 2)Location(&Return, 0, 0, 1, 0, 2, 0, 2, 1);
  if (form == 3)Location(&Return, 0, 0, 1, 0, 0, 1, 0, 2);
  break;
 case 6:
  if (form == 0 || form == 2)Location(&Return, 0, 0, 0, -1, 1, 0, 1, 1);
  if (form == 1 || form == 3)Location(&Return, 0, 0, 0, -1, 1, -1, -1, 0);
  break;
 case 7:
  if (form == 0 || form == 2)Location(&Return, 0, 0, 0, 1, 1, 0, 1, -1);
  if (form == 1 || form == 3)Location(&Return, 0, 0, 0, 1, -1, 0, 1, 1);
 }
}

void MoveCursor(int x, int y)//设置光标位置(就是输出显示的开始位置)
{
 COORD pos = { x * 2,y };
 HANDLE output = GetStdHandle(STD_OUTPUT_HANDLE);//获得 标准输出的句柄   
 SetConsoleCursorPosition(output, pos); //设置控制台光标位置
}

void SetColour(int c)
{
 SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), c);//API函数可以改变控制台颜色
}
int JudgeWall(Tetris ** Block)
{
 if ((*Block)->x_1 == ZERO || (*Block)->x_2 == ZERO || (*Block)->x_3 == ZERO || (*Block)->x_4 == ZERO)return -1;
 if ((*Block)->x_1 == HEIGHT_1 || (*Block)->x_2 == HEIGHT_1 || (*Block)->x_3 == HEIGHT_1 || (*Block)->x_4 == HEIGHT_1)return -2;
 return 0;
}

int JudgeGroud(Tetris * Phead, Tetris ** Block)
{
 
 Tetris * P = Phead;
 //如果到达最低层。直接经行下一循环
 if ((*Block)->y_1 == 26 || (*Block)->y_2 == 26 || (*Block)->y_3 == 26 || (*Block)->y_4 == 26)return 0;
 while (P->next != NULL)
 {
  if (P->y_1 == (*Block)->y_1 + 1)
  {
   if (P->x_1 == (*Block)->x_1)return 0;
  }
  if (P->y_2 == (*Block)->y_1 + 1)
  {
   if (P->x_2 == (*Block)->x_1)return 0;
  }
  if (P->y_3 == (*Block)->y_1 + 1)
  {
   if (P->x_3 == (*Block)->x_1)return 0;
  }
  if (P->y_4 == (*Block)->y_1 + 1)
  {
   if (P->x_4 == (*Block)->x_1)return 0;
  }
  if (P->y_1 == (*Block)->y_2 + 1)
  {
   if (P->x_1 == (*Block)->x_2)return 0;
  }
  if (P->y_2 == (*Block)->y_2 + 1)
  {
   if (P->x_2 == (*Block)->x_2)return 0;
  }
  if (P->y_3 == (*Block)->y_2 + 1)
  {
   if (P->x_3 == (*Block)->x_2)return 0;
  }
  if (P->y_4 == (*Block)->y_2 + 1)
  {
   if (P->x_4 == (*Block)->x_2)return 0;
  }
  if (P->y_1 == (*Block)->y_3 + 1)
  {
   if (P->x_1 == (*Block)->x_3)return 0;
  }
  if (P->y_2 == (*Block)->y_3 + 1)
  {
   if (P->x_2 == (*Block)->x_3)return 0;
  }
  if (P->y_3 == (*Block)->y_3 + 1)
  {
   if (P->x_3 == (*Block)->x_3)return 0;
  }
  if (P->y_4 == (*Block)->y_3 + 1)
  {
   if (P->x_4 == (*Block)->x_3)return 0;
  }
  if (P->y_1 == (*Block)->y_4 + 1)
  {
   if (P->x_1 == (*Block)->x_4)return 0;
  }
  if (P->y_2 == (*Block)->y_4 + 1)
  {
   if (P->x_2 == (*Block)->x_4)return 0;
  }
  if (P->y_3 == (*Block)->y_4 + 1)
  {
   if (P->x_3 == (*Block)->x_4)return 0;
  }
  if (P->y_4 == (*Block)->y_4 + 1)
  {
   if (P->x_4 == (*Block)->x_4)return 0;
  }
  P = P->next;
 }
 return 1;
}

void JudgeEntire(Tetris * Head)
{
 Tetris * PHead = Head;
 //从1到26
 for (int y = 26; y >= 1; y--)
 {
  int sum = 0;
  while (PHead->next != NULL)
  {
   if (PHead->y_1 == y)sum++;
   if (PHead->y_2 == y)sum++;
   if (PHead->y_3 == y)sum++;
   if (PHead->y_4 == y)sum++;
   MoveCursor(20, 28);
   PHead = PHead->next;
  }
  PHead = Head;
  if (sum == 18)
  {
  //如果成行则,执行NewEntire()  清空该行,并将所有y下降一个单位。
   NewEntire(Phead, y);
   fengs += 10;
   Show(code_y);
  }
  sum = 0;
 }
}

void NewEntire(Tetris * head,int y)
{
 Tetris * PHead = head;
 while (PHead->next != NULL)
 {
  if (PHead->y_1 == y)
  {
   MoveCursor(PHead->x_1, PHead->y_1); EMPTY
   PHead->x_1 = 99;
   PHead->y_1 = 99;
  }
  if (PHead->y_2 == y)
  {
   MoveCursor(PHead->x_2, PHead->y_2); EMPTY
   PHead->x_2 = 99;
   PHead->y_2 = 99;
  }
  if (PHead->y_3 == y)
  {
   MoveCursor(PHead->x_3, PHead->y_3); EMPTY
   PHead->x_3 = 99;
   PHead->y_3 = 99;
  }
  if (PHead->y_4 == y)
  {
   MoveCursor(PHead->x_4, PHead->y_4); EMPTY
   PHead->x_4 = 99;
   PHead->y_4 = 99;
  }
  PHead = PHead->next;
 }
 PHead = head;
 while (PHead->next != NULL)
 {
  if (PHead->y_1 < y)
  {
   MoveCursor(PHead->x_1, PHead->y_1); EMPTY
   PHead->y_1 += 1;
   MoveCursor(PHead->x_1, PHead->y_1); PRINTF
  }
  if (PHead->y_2 < y)
  {
   MoveCursor(PHead->x_2, PHead->y_2); EMPTY
   PHead->y_2 += 1;
   MoveCursor(PHead->x_2, PHead->y_2); PRINTF
  }
  if (PHead->y_3 < y)
  {
   MoveCursor(PHead->x_3, PHead->y_3); EMPTY
   PHead->y_3 += 1;
   MoveCursor(PHead->x_3, PHead->y_3); PRINTF
  }
  if (PHead->y_4 < y)
  {
   MoveCursor(PHead->x_4, PHead->y_4); EMPTY
   PHead->y_4 += 1;
   MoveCursor(PHead->x_4, PHead->y_4); PRINTF
  }
  PHead = PHead->next;
 }
}

void Show(int n)
{
 //显示下一个方块
 //先清空该区域
 for (int j = 4; j <= 8; j++)
 {
  for (int i = 23; i <= 28; i++)
  {
   MoveCursor(i, j);  EMPTY
  }
 }
 MoveCursor(24, 3); 
 printf("下一个方块种类:");
 MoveCursor(24, 10);
 printf("游戏得分:%d", fengs);
 MoveCursor(24, 12);
 printf("花狗Fdog出品,必属精品。");
 if (n == 1)
 {
  SetColour(13);
  Location_x(-1, 0, 0, 0, 1, 0, -1, -1);
 }
 if (n == 2)
 {
  SetColour(15);
  Location_x(0, 0, 1, 0, -1, 1, 1, 1);
 }
 if (n == 3)
 {
  SetColour(12);
  Location_x(0, 0, 1, 0, 2, 0, 3, 0);
 }
 if (n == 4)
 {
  SetColour(10);
  Location_x(0, 0, 1, 0, 2, 0, 2, -1);
 }
 if (n == 5)
 {
  SetColour(6);
  Location_x(0, -1, 0, 0, 1, 0, 2, 0);
 }
 if (n == 6)
 {
  SetColour(4);
  Location_x(-1, -1, -1, 0, 0, 0, 0, 1);
 }
 if (n == 7)
 {
  SetColour(8);
  Location_x(0, -1, 0, 0, -1, 0, -1, 1);
 }
}

void Location_x(int x, int y, int a, int b, int c, int d, int e, int f)
{
     MoveCursor(Loca_x+x, Loca_y+y); PRINTF
  MoveCursor(Loca_x+a, Loca_y+b); PRINTF
  MoveCursor(Loca_x+c, Loca_y+d); PRINTF
  MoveCursor(Loca_x+e, Loca_y+f); PRINTF
}

若有错误,欢迎指正批评,欢迎讨论。
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