完善运行链路 调整中文界面
This commit is contained in:
+108
-2
@@ -3,6 +3,8 @@
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#include "Tetris.h"
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#define MAX_LOADSTRING 100
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#define GAME_TIMER_ID 1
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#define GAME_TIMER_INTERVAL 500
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HINSTANCE hInst;
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TCHAR szTitle[MAX_LOADSTRING];
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@@ -31,6 +33,7 @@ int APIENTRY _tWinMain(HINSTANCE hInstance,
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LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
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LoadString(hInstance, IDC_TETRIS, szWindowClass, MAX_LOADSTRING);
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lstrcpy(szTitle, _T("俄罗斯方块"));
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MyRegisterClass(hInstance);
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if (!InitInstance(hInstance, nCmdShow))
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@@ -126,8 +129,8 @@ BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
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/**
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* @brief 主窗口消息处理函数,负责响应菜单、绘制和退出等系统消息。
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*
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* 当前阶段主要处理“关于”和“退出”菜单命令、窗口重绘请求以及销毁消息,
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* 其余未处理的消息统一交给系统默认窗口过程继续处理。
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* 该函数除菜单和绘制外,还负责初始化游戏、处理定时下落、
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* 响应键盘操作以及管理暂停、重开和游戏结束状态。
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*
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* @param hWnd 当前窗口句柄。
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* @param message 当前接收到的消息类型。
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@@ -139,6 +142,12 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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{
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switch (message)
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{
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case WM_CREATE:
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srand((unsigned int)time(nullptr));
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Restart();
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SetTimer(hWnd, GAME_TIMER_ID, GAME_TIMER_INTERVAL, nullptr);
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InvalidateRect(hWnd, nullptr, TRUE);
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break;
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case WM_COMMAND:
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{
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int wmId = LOWORD(wParam);
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@@ -156,6 +165,101 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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}
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}
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break;
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case WM_TIMER:
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if (wParam == GAME_TIMER_ID && !suspendFlag && !gameOverFlag)
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{
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if (CanMoveDown())
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{
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MoveDown();
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}
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else
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{
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Fixing();
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DeleteLines();
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gameOverFlag = GameOver();
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}
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if (!gameOverFlag)
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{
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ComputeTarget();
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}
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InvalidateRect(hWnd, nullptr, TRUE);
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}
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break;
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case WM_KEYDOWN:
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if (wParam == 'R')
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{
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Restart();
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InvalidateRect(hWnd, nullptr, TRUE);
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break;
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}
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if (wParam == 'P')
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{
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suspendFlag = !suspendFlag;
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InvalidateRect(hWnd, nullptr, TRUE);
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break;
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}
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if (wParam == 'G')
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{
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targetFlag = !targetFlag;
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InvalidateRect(hWnd, nullptr, TRUE);
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break;
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}
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if (gameOverFlag || suspendFlag)
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{
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break;
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}
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switch (wParam)
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{
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case VK_LEFT:
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if (CanMoveLeft())
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{
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MoveLeft();
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}
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break;
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case VK_RIGHT:
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if (CanMoveRight())
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{
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MoveRight();
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}
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break;
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case VK_DOWN:
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if (CanMoveDown())
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{
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MoveDown();
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}
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else
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{
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Fixing();
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DeleteLines();
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gameOverFlag = GameOver();
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}
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break;
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case VK_UP:
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Rotate();
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break;
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case VK_SPACE:
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DropDown();
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Fixing();
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DeleteLines();
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gameOverFlag = GameOver();
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break;
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default:
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break;
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}
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if (!gameOverFlag)
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{
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ComputeTarget();
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}
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InvalidateRect(hWnd, nullptr, TRUE);
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break;
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case WM_PAINT:
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{
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PAINTSTRUCT ps;
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@@ -165,6 +269,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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}
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break;
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case WM_DESTROY:
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KillTimer(hWnd, GAME_TIMER_ID);
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PostQuitMessage(0);
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break;
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default:
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@@ -193,6 +298,7 @@ INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
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switch (message)
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{
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case WM_INITDIALOG:
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SetWindowText(hDlg, _T("关于俄罗斯方块"));
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return (INT_PTR)TRUE;
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case WM_COMMAND:
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@@ -228,13 +228,40 @@ void MoveRight()
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/**
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* @brief 旋转当前活动方块到下一种朝向。
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*
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* 游戏中的每种方块都预置了 4 种旋转状态,该函数通过切换状态编号实现旋转。
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* 当状态增加到 4 时重新回到 0,形成循环旋转效果。
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* 游戏中的每种方块都预置了 4 种旋转状态,该函数会先尝试切换到下一状态,
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* 然后检查旋转后的方块是否越界或与固定方块重叠。
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* 如果旋转后的状态非法,则恢复到旋转前的状态。
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*/
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void Rotate()
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{
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// 切换到下一种旋转状态
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int oldState = state;
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state = (state + 1) % 4;
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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if (bricks[type][state][i][j] != 0)
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{
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int checkY = point.y + i;
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int checkX = point.x + j;
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// 旋转后若越界,则恢复原状态
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if (checkX < 0 || checkX >= nGameWidth || checkY < 0 || checkY >= nGameHeight)
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{
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state = oldState;
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return;
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}
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// 旋转后若与固定方块重叠,则恢复原状态
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if (workRegion[checkY][checkX] != 0)
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{
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state = oldState;
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return;
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}
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}
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}
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}
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}
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/**
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@@ -258,7 +285,7 @@ void DropDown()
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* 遍历当前方块 4x4 形状矩阵,把其中所有非空单元写入工作区数组,
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* 表示该方块已经落地并转为固定状态。
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* 随后将“下一方块”切换为新的当前方块,重置旋转状态,
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* 并把新方块生成到工作区上方的初始位置。
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* 并把新方块生成到工作区上方的初始位置,同时刷新预测落点。
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*/
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void Fixing()
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{
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@@ -286,6 +313,8 @@ void Fixing()
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state = 0;
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point.x = 3;
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point.y = 0;
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target = point;
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ComputeTarget();
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}
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/**
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@@ -160,13 +160,13 @@ void TDrawScreen(HDC hdc, HWND hWnd)
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gameRect.bottom
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};
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DrawText(hdc, _T("Tetris"), -1, &infoRect, DT_TOP | DT_LEFT | DT_SINGLELINE);
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DrawText(hdc, _T("俄罗斯方块"), -1, &infoRect, DT_TOP | DT_LEFT | DT_SINGLELINE);
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TCHAR scoreText[64];
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_stprintf_s(scoreText, _T("Score: %d"), tScore);
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_stprintf_s(scoreText, _T("当前得分:%d"), tScore);
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 2, scoreText, lstrlen(scoreText));
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 4, _T("Next:"), 5);
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 4, _T("下一个方块:"), lstrlen(_T("下一个方块:")));
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RECT nextRect =
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{
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@@ -210,19 +210,31 @@ void TDrawScreen(HDC hdc, HWND hWnd)
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}
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}
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 11, _T("Controls:"), 9);
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 12, _T("Arrow Keys"), 10);
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 13, _T("Space: Drop"), 11);
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 11, _T("操作说明:"), lstrlen(_T("操作说明:")));
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 12, _T("方向键:移动 / 旋转"), lstrlen(_T("方向键:移动 / 旋转")));
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 13, _T("空格:快速下落"), lstrlen(_T("空格:快速下落")));
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 14, _T("P:暂停 R:重开"), lstrlen(_T("P:暂停 R:重开")));
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 15, _T("G:显示/隐藏落点"), lstrlen(_T("G:显示/隐藏落点")));
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if (suspendFlag)
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{
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 15, _T("Paused"), 6);
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SetTextColor(hdc, RGB(220, 120, 0));
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TextOut(hdc, infoRect.left, infoRect.top + GRID * 17, _T("游戏已暂停"), lstrlen(_T("游戏已暂停")));
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SetTextColor(hdc, RGB(40, 40, 40));
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}
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if (gameOverFlag)
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{
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RECT overRect = gameRect;
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SetTextColor(hdc, RGB(255, 80, 80));
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DrawText(hdc, _T("GAME OVER"), -1, &overRect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
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DrawText(hdc, _T("游戏结束"), -1, &overRect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
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RECT tipRect =
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{
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gameRect.left,
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gameRect.top + GRID * 11,
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gameRect.right,
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gameRect.top + GRID * 13
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};
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DrawText(hdc, _T("按 R 键重新开始"), -1, &tipRect, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
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}
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}
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