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#include <iostream>
#include <string>
#include <ctime>
#include <cstdlib>
#include <windows.h>
#include <conio.h>

using namespace std;

int block00[4][4] = { { 10, 0, 0, 0 }, { 1, 1, 1, 1 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } };

int block01[4][4] = { { 11, 0, 1, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 }, { 0, 0, 1, 0 } };

int block02[4][4] = { { 12, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 0, 1, 0, 0 } };

int block03[4][4] = { { 13, 0, 0, 0 }, { 0, 1, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 0, 0 } };

int block04[4][4] = { { 14, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 0, 0 }, { 1, 1, 1, 0 } };

int block05[4][4] = { { 15, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 } };

int block06[4][4] = { { 16, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 1, 0, 0, 0 } };

int block07[4][4] = { { 17, 0, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 } };

int block08[4][4] = { { 18, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 1, 0 }, { 1, 1, 1, 0 } };

int block09[4][4] = { { 19, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 1, 0 } };

int block10[4][4] = { { 20, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 1, 0 }, { 0, 0, 1, 0 } };

int block11[4][4] = { { 21, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 }, { 1, 1, 0, 0 } };

int block12[4][4] = { { 22, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 0, 0, 0 }, { 1, 1, 1, 0 } };

int block13[4][4] = { { 23, 0, 0, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 }, { 0, 1, 0, 0 } };

int block14[4][4] = { { 24, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 1, 0 }, { 1, 1, 0, 0 } };

int block15[4][4] = { { 25, 0, 0, 0 }, { 1, 0, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 0, 0 } };

int block16[4][4] = { { 26, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 0, 0 }, { 0, 1, 1, 0 } };

int block17[4][4] = { { 27, 0, 0, 0 }, { 0, 0, 1, 0 }, { 0, 1, 1, 0 }, { 0, 1, 0, 0 } };

int block18[4][4] = { { 28, 0, 0, 0 }, { 0, 0, 0, 0 }, { 1, 1, 0, 0 }, { 1, 1, 0, 0 } };

void initialWindow(HANDLE hOut);//初始化窗口
void initialPrint(HANDLE hOut);//初始化界面
void gotoXY(HANDLE hOut, int x, int y);//移动光标
void roundBlock(HANDLE hOut, int block[4][4]);//随机生成方块并打印到下一个方块位置
bool collisionDetection(int block[4][4], int map[21][12], int x, int y);//检测碰撞
void printBlock(HANDLE hOut, int block[4][4], int x, int y);//打印方块
void clearBlock(HANDLE hOut, int block[4][4], int x, int y);//消除方块
void myLeft(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//左移
void myRight(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//右移
void myUp(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y);//顺时针旋转90度
int myDown(HANDLE hOut, int block[4][4], int map[21][12], int &x, int y);//加速下落
void myStop(HANDLE hOut, int block[4][4]);//游戏暂停
void gameOver(HANDLE hOut, int block[4][4], int map[21][12]);//游戏结束
void eliminateRow(HANDLE hOut, int map[21][12], int &val, int &fraction, int &checkpoint);//判断是否能消行并更新分值
int main() {
	int map[21][12];
	int blockA[4][4];//候选区的方块
	int blockB[4][4];//下落中的方块
	int positionX, positionY;//方块左上角的坐标
	bool check;//检查方块还能不能下落
	char key;//用来存储按键
	int val;//用来控制下落速度
	int fraction;//用来存储得分
	int checkpoint;//用来存储关卡
	int times;
	HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);//获取标准输出设备句柄
	initialWindow(hOut);
initial:
	gotoXY(hOut, 0, 0);
	initialPrint(hOut);
	check = true;
	val = 50;
	fraction = 0;
	checkpoint = 1;
	times = val;
	for (int i = 0; i < 20; ++i) {
		for (int j = 1; j < 11; ++j) {
			map[i][j] = 0;
		}
	}
	for (int i = 0; i < 20; ++i) {
		map[i][0] = map[i][11] = 1;
	}
	for (int i = 0; i < 12; ++i) {
		map[20][i] = 1;
	}

	srand((unsigned)time(NULL));
	roundBlock(hOut, blockA);
	while (true) {
		if (check) {
			eliminateRow(hOut, map, val, fraction, checkpoint);
			check = false;
			positionX = -3;
			positionY = 4;
			if (collisionDetection(blockA, map, positionX, positionY)) {
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						blockB[i][j] = blockA[i][j];
					}
				}
				roundBlock(hOut, blockA);
			} else {
				gameOver(hOut, blockA, map);
				goto initial;
			}
		}
		printBlock(hOut, blockB, positionX, positionY);
		if (_kbhit()) {
			key = _getch();
			switch (key) {
				case 72:
					myUp(hOut, blockB, map, positionX, positionY);
					break;
				case 75:
					myLeft(hOut, blockB, map, positionX, positionY);
					break;
				case 77:
					myRight(hOut, blockB, map, positionX, positionY);
					break;
				case 80:
					switch (myDown(hOut, blockB, map, positionX, positionY)) {
						case 0:
							check = false;
							break;
						case 1:
							check = true;
							break;
						case 2:
							gameOver(hOut, blockB, map);
							goto initial;
						default:
							break;
					}
					break;
				case 32:
					myStop(hOut, blockA);
					break;
				case 27:
					exit(0);
				default:
					break;
			}
		}
		Sleep(20);
		if (0 == --times) {
			switch (myDown(hOut, blockB, map, positionX, positionY)) {
				case 0:
					check = false;
					break;
				case 1:
					check = true;
					break;
				case 2:
					gameOver(hOut, blockB, map);
					goto initial;
				default:
					break;
			}
			times = val;
		}
	}
	cin.get();
	return 0;
}

void initialWindow(HANDLE hOut) {
	SetConsoleTitle("俄罗斯方块");
	COORD size = { 80, 25 };
	SetConsoleScreenBufferSize(hOut, size);
	SMALL_RECT rc = { 0, 0, 79, 24 };
	SetConsoleWindowInfo(hOut, true, &rc);
	CONSOLE_CURSOR_INFO cursor_info = { 1, 0 };
	SetConsoleCursorInfo(hOut, &cursor_info);
}

void initialPrint(HANDLE hOut) {
	SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
	for (int i = 0; i < 20; ++i) {
		cout << "■                    ■☆                      ☆" << endl;
	}
	gotoXY(hOut, 26, 0);
	cout << "☆☆☆☆☆☆☆☆☆☆☆";
	gotoXY(hOut, 0, 20);
	cout << "■■■■■■■■■■■■☆☆☆☆☆☆☆☆☆☆☆☆☆";
	gotoXY(hOut, 26, 1);
	cout << "分    数:      ";
	gotoXY(hOut, 26, 2);
	cout << "关    卡:      ";
	gotoXY(hOut, 26, 4);
	cout << "下一方块:";
	gotoXY(hOut, 26, 9);
	cout << "操作方法:";
	gotoXY(hOut, 30, 11);
	cout << "↑:旋转 ↓:速降";
	gotoXY(hOut, 30, 12);
	cout << "→:右移 ←:左移";
	gotoXY(hOut, 30, 13);
	cout << "空格键:开始/暂停";
	gotoXY(hOut, 30, 14);
	cout << "Esc 键:退出";
	gotoXY(hOut, 26, 16);
	cout << "关    于:";
	gotoXY(hOut, 30, 18);
	cout << "俄罗斯方块V1.0";
	gotoXY(hOut, 35, 19);
	cout << "作者:潘约尔";
}

void gotoXY(HANDLE hOut, int x, int y) {
	COORD pos;
	pos.X = x;
	pos.Y = y;
	SetConsoleCursorPosition(hOut, pos);
}

void roundBlock(HANDLE hOut, int block[4][4]) {
	clearBlock(hOut, block, 5, 15);
	switch (rand() % 19) {
		case 0:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block00[i][j];
				}
			}
			break;
		case 1:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block01[i][j];
				}
			}
			break;
		case 2:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block02[i][j];
				}
			}
			break;
		case 3:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block03[i][j];
				}
			}
			break;
		case 4:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block04[i][j];
				}
			}
			break;
		case 5:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block05[i][j];
				}
			}
			break;
		case 6:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block06[i][j];
				}
			}
			break;
		case 7:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block07[i][j];
				}
			}
			break;
		case 8:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block08[i][j];
				}
			}
			break;
		case 9:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block09[i][j];
				}
			}
			break;
		case 10:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block10[i][j];
				}
			}
			break;
		case 11:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block11[i][j];
				}
			}
			break;
		case 12:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block12[i][j];
				}
			}
			break;
		case 13:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block13[i][j];
				}
			}
			break;
		case 14:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block14[i][j];
				}
			}
			break;
		case 15:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block15[i][j];
				}
			}
			break;
		case 16:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block16[i][j];
				}
			}
			break;
		case 17:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block17[i][j];
				}
			}
			break;
		case 18:
			for (int i = 0; i < 4; ++i) {
				for (int j = 0; j < 4; ++j) {
					block[i][j] = block18[i][j];
				}
			}
			break;
		default:
			break;
	}
	printBlock(hOut, block, 5, 15);
}

bool collisionDetection(int block[4][4], int map[21][12], int x, int y) {
	for (int i = 0; i < 4; ++i) {
		for (int j = 0; j < 4; ++j) {
			if (x + i >= 0 && y + j >= 0 && map[x + i][y + j] == 1 && block[i][j] == 1) {
				return false;
			}
		}
	}
	return true;
}

void printBlock(HANDLE hOut, int block[4][4], int x, int y) {
	switch (block[0][0]) {
		case 10:
		case 11:
			SetConsoleTextAttribute(hOut, FOREGROUND_GREEN);
			break;
		case 12:
		case 13:
		case 14:
		case 15:
			SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
			break;
		case 16:
		case 17:
		case 18:
		case 19:
			SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSITY);
			break;
		case 20:
		case 21:
		case 22:
		case 23:
			SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_BLUE | FOREGROUND_INTENSITY);
			break;
		case 24:
		case 25:
			SetConsoleTextAttribute(hOut, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
			break;
		case 26:
		case 27:
			SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_INTENSITY);
			break;
		case 28:
			SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
			break;
		default:
			break;
	}
	for (int i = 0; i < 4; ++i) {
		if (i + x >= 0) {
			for (int j = 0; j < 4; ++j) {
				if (block[i][j] == 1) {

					gotoXY(hOut, 2 * (y + j), x + i);
					cout << "■";
				}
			}
		}
	}
}

void clearBlock(HANDLE hOut, int block[4][4], int x, int y) {
	for (int i = 0; i < 4; ++i) {
		if (i + x >= 0) {
			for (int j = 0; j < 4; ++j) {
				if (block[i][j] == 1) {
					gotoXY(hOut, 2 * (y + j), x + i);
					cout << "  ";
				}
			}
		}
	}
}

void gameOver(HANDLE hOut, int block[4][4], int map[21][12]) {
	SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
	gotoXY(hOut, 9, 8);
	cout << "GAME OVER";
	gotoXY(hOut, 8, 9);
	cout << "空格键:重来";
	gotoXY(hOut, 8, 10);
	cout << "ESC键:退出";
	char key;
	while (true) {
		key = _getch();
		if (key == 32) {
			return;
		}
		if (key == 27) {
			exit(0);
		}
	}
}

int myDown(HANDLE hOut, int block[4][4], int map[21][12], int &x, int y) {
	if (collisionDetection(block, map, x + 1, y)) {
		clearBlock(hOut, block, x, y);
		++x;
		return 0;
	}
	if (x < 0) {
		return 2;
	}
	for (int i = 0; i < 4; ++i) {
		for (int j = 0; j < 4; ++j) {
			if (block[i][j] == 1) {
				map[x + i][y + j] = 1;
				SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY);
				gotoXY(hOut, 2 * (y + j), x + i);
				cout << "■";
			}
		}
	}
	return 1;
}

void myLeft(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) {
	if (collisionDetection(block, map, x, y - 1)) {
		clearBlock(hOut, block, x, y);
		--y;
	}
}

void myRight(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) {
	if (collisionDetection(block, map, x, y + 1)) {
		clearBlock(hOut, block, x, y);
		++y;
	}
}

void myUp(HANDLE hOut, int block[4][4], int map[21][12], int x, int &y) {
	switch (block[0][0]) {
		case 10:
			if (collisionDetection(block01, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block01[i][j];
					}
				}
			}
			break;
		case 11:
			if (collisionDetection(block00, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block00[i][j];
					}
				}
			} else if (collisionDetection(block00, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block00[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block00, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block00[i][j];
					}
				}
				++y;
			} else if (collisionDetection(block00, map, x, y - 2)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block00[i][j];
					}
				}
				y = y - 2;
			} else if (collisionDetection(block00, map, x, y + 2)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block00[i][j];
					}
				}
				y = y + 2;
			}
			break;
		case 12:
			if (collisionDetection(block03, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block03[i][j];
					}
				}
			} else if (collisionDetection(block03, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block03[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block03, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block03[i][j];
					}
				}
				++y;
			}
			break;
		case 13:
			if (collisionDetection(block04, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block04[i][j];
					}
				}
			} else if (collisionDetection(block04, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block04[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block04, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block04[i][j];
					}
				}
				++y;
			}
			break;
		case 14:
			if (collisionDetection(block05, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block05[i][j];
					}
				}
			} else if (collisionDetection(block05, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block05[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block05, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block05[i][j];
					}
				}
				++y;
			}
			break;
		case 15:
			if (collisionDetection(block02, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block02[i][j];
					}
				}
			} else if (collisionDetection(block02, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block02[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block02, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block02[i][j];
					}
				}
				++y;
			}
			break;

		case 16:
			if (collisionDetection(block07, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block07[i][j];
					}
				}
			} else if (collisionDetection(block07, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block07[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block07, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block07[i][j];
					}
				}
				++y;
			}
			break;
		case 17:
			if (collisionDetection(block08, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block08[i][j];
					}
				}
			} else if (collisionDetection(block08, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block08[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block08, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block08[i][j];
					}
				}
				++y;
			}
			break;
		case 18:
			if (collisionDetection(block09, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block09[i][j];
					}
				}
			} else if (collisionDetection(block09, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block09[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block09, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block09[i][j];
					}
				}
				++y;
			}
			break;
		case 19:
			if (collisionDetection(block06, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block06[i][j];
					}
				}
			} else if (collisionDetection(block06, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block06[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block06, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block06[i][j];
					}
				}
				++y;
			}
			break;
		case 20:
			if (collisionDetection(block11, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block11[i][j];
					}
				}
			} else if (collisionDetection(block11, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block11[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block11, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block11[i][j];
					}
				}
				++y;
			}
			break;
		case 21:
			if (collisionDetection(block12, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block12[i][j];
					}
				}
			} else if (collisionDetection(block12, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block12[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block12, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block12[i][j];
					}
				}
				++y;
			}
			break;
		case 22:
			if (collisionDetection(block13, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block13[i][j];
					}
				}
			} else if (collisionDetection(block13, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block13[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block13, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block13[i][j];
					}
				}
				++y;
			}
			break;
		case 23:
			if (collisionDetection(block10, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block10[i][j];
					}
				}
			} else if (collisionDetection(block10, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block10[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block10, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block10[i][j];
					}
				}
				++y;
			}
			break;
		case 24:
			if (collisionDetection(block15, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block15[i][j];
					}
				}
			} else if (collisionDetection(block15, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block15[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block15, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block15[i][j];
					}
				}
				++y;
			}
			break;
		case 25:
			if (collisionDetection(block14, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block14[i][j];
					}
				}
			} else if (collisionDetection(block14, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block14[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block14, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block14[i][j];
					}
				}
				++y;
			}
			break;
		case 26:
			if (collisionDetection(block17, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block17[i][j];
					}
				}
			} else if (collisionDetection(block17, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block17[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block17, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block17[i][j];
					}
				}
				++y;
			}
			break;
		case 27:
			if (collisionDetection(block16, map, x, y)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block16[i][j];
					}
				}
			} else if (collisionDetection(block16, map, x, y - 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block16[i][j];
					}
				}
				--y;
			} else if (collisionDetection(block16, map, x, y + 1)) {
				clearBlock(hOut, block, x, y);
				for (int i = 0; i < 4; ++i) {
					for (int j = 0; j < 4; ++j) {
						block[i][j] = block16[i][j];
					}
				}
				++y;
			}
			break;
		default:
			break;
	}
}

void myStop(HANDLE hOut, int block[4][4]) {
	clearBlock(hOut, block, 5, 15);
	SetConsoleTextAttribute(hOut, FOREGROUND_RED | FOREGROUND_INTENSITY);
	gotoXY(hOut, 30, 7);
	cout << "游戏暂停";
	char key;
	while (true) {
		key = _getch();
		if (key == 32) {
			gotoXY(hOut, 30, 7);
			cout << "        ";
			printBlock(hOut, block, 5, 15);
			return;
		}
		if (key == 27) {
			exit(0);
		}
	}
}

void eliminateRow(HANDLE hOut, int map[21][12], int &val, int &fraction, int &checkpoint) {
	SetConsoleTextAttribute(hOut, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY);
	for (int i = 19; i >= 0; --i) {
		int x = 0;
		for (int j = 1; j < 11; ++j) {
			x += map[i][j];
		}
		if (x == 10) {
			fraction += 100;
			if (val > 1 && fraction / 1000 + 1 != checkpoint) {
				checkpoint = fraction / 1000 + 1;
				val -= 5;
			}
			for (int m = i; m > 0; --m) {
				for (int n = 1; n < 11; ++n) {
					map[m][n] = map[m - 1][n];
					gotoXY(hOut, 2 * n, m);
					if (map[m][n] == 1) {
						cout << "■";
					} else {
						cout << "  ";
					}
				}
			}
			++i;
		}
	}
	gotoXY(hOut, 36, 1);
	cout << fraction;
	gotoXY(hOut, 36, 2);
	cout << checkpoint;
}

俄罗斯方块代码!!!

如果你喜欢的话,记得一键三连哦!求求了,这对我很重要!

<think>好的,我现在需要帮助用户解决关于Dify循环实现的问题。首先,我需要明确用户的具体需求。他们提到“dify 循环实现”或“dify 如何处理循环”,但Dify本身可能没有直接称为“循环”的功能,所以需要结合现有文档中的信息来推断可能的解决方案。 根据用户提供的引用内容,Dify工作流中有迭代节点[^1]。这可能类似于编程中的循环结构,用于重复执行某个任务。例如,在处理列表数据或需要多次执行同一操作时,迭代节点可以派上用场。我需要详细解释迭代节点的配置和使用步骤,确保用户能够理解如何设置循环次数或遍历数据集。 另外,用户可能对如何处理循环中的错误或性能问题感兴趣。引用[2]提到在Dify中处理PEM文件的问题,这可能涉及在循环中正确处理数据格式,避免错误积累。需要提醒用户在循环中注意错误处理和资源管理,确保每次迭代的稳定性。 引用[3]中的例子展示了如何结合FastAPI和Selenium进行实时监控并生成GIF,这可能涉及循环截取浏览器内容。虽然Dify本身可能不直接控制这类循环,但可以通过外部脚本或定时任务触发工作流,模拟循环执行。这部分需要说明如何将外部循环机制与Dify结合使用。 接下来,我需要组织回答结构。首先介绍迭代节点的基本概念和配置步骤,然后讨论循环中的数据处理和错误处理,最后补充外部触发循环的方法。同时,生成相关问题以帮助用户进一步探索,比如优化循环性能或处理复杂数据结构。 需要确保回答符合格式要求,使用正确的中文表达,行内公式用$...$,独立公式用$$...$$,但当前问题不涉及数学公式,所以可能不需要使用。同时,引用标识要自然地添加到相关段落末尾,如、[^2]、[^3]。 最后,检查是否有遗漏点,比如Dify的其他循环相关功能或用户可能遇到的常见问题,确保回答全面且易于理解。</think>在Dify中处理循环逻辑主要通过**迭代节点**实现,以下是具体实现方式和应用场景的解析: ### 一、Dify循环实现机制 Dify通过**工作流设计器**中的迭代节点处理循环需求,其核心原理类似编程中的`for循环`。迭代节点可遍历以下数据类型: - 数组列表:`["A","B","C"]` - 字典集合:`{"key1":"value1", "key2":"value2"}` - 数值范围:通过`range()`函数生成序列 配置示例: ```python # 模拟迭代节点的数据输入 input_data = { "dataset": [1,2,3,4,5], "process_logic": "item * 2" # 对每个元素执行乘以2的操作 } ``` ### 二、迭代节点的关键配置步骤 1. **数据源绑定**:将数组/字典类型变量连接到迭代节点的输入端口 2. **循环变量命名**:设定当前元素的变量名(默认为`item`) 3. **子流程设计**:在迭代节点内部构建需要重复执行的逻辑模块 4. **结果聚合**:通过`outputs`收集所有迭代结果,支持数组或对象格式 $$ \text{总耗时} = \sum_{i=1}^{n}(单次迭代时间_i) + 系统开销 $$ ### 三、循环中的特殊处理 1. **错误中断控制**: - 启用`continueOnError`参数可跳过失败迭代 - 通过`try-catch`模块包裹敏感操作 2. **并行优化**: ```python # 伪代码示例 Parallel.forEach(dataset, lambda item: process(item)) ``` 3. **结果过滤**: ```python filtered = filter(lambda x: x%2==0, processed_results) ``` ### 四、应用场景案例 1. **批量文件处理**:遍历存储桶中的文件列表进行格式转换 2. **数据清洗**:对数据库查询结果集进行逐条校验 3. **API轮询**:定时循环调用第三方接口直到满足特定条件
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