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📄 fangkuaidlg.cpp

📁 EVC下的方块游戏程序源码
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		SetDlgItemText(IDC_PAUSE,TEXT("继续"));
		GameState=PAUSED;
		myDraw();
	}
	else if(GameState==PAUSED)
	{	
		GameState=RUNNING;
		SetDlgItemText(IDC_PAUSE,TEXT("暂停"));
	}
}


int CFangkuaiDlg::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CDialog::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	// TODO: Add your specialized creation code here
	
	return 0;
}

void CFangkuaiDlg::OnStaticNum() 
{
	// TODO: Add your control notification handler code here
	
}

void CFangkuaiDlg::OnGameOver() 
{
	// TODO: Add your control notification handler code here
	TCHAR m_strValue[20];
	if(GameState==STOP)
		Exit();
	else
		Stop();
	_itow(0,m_strValue,10);
	SetDlgItemText(IDC_STATIC_NUM,m_strValue);
	SetDlgItemText(IDC_LEVEL_NUM,m_strValue);
	CDC*dc=GetDC();
	dc->FillSolidRect(120,30,70,40,RGB(0,0,160));
	return;
}


void CFangkuaiDlg::DrawNextBrick() 
{
	CDC*dc=GetDC();
	int i;
	if(GameState==RUNNING)
	{
		switch(Number[1])
		{
		case 1:
			CFangkuaiDlg::CurrentBrick[0].x=0;
			CFangkuaiDlg::CurrentBrick[0].y=3;
			CFangkuaiDlg::CurrentBrick[1].x=0;
			CFangkuaiDlg::CurrentBrick[1].y=4;
			CFangkuaiDlg::CurrentBrick[2].x=0;
			CFangkuaiDlg::CurrentBrick[2].y=5;
			CFangkuaiDlg::CurrentBrick[3].x=0;
			CFangkuaiDlg::CurrentBrick[3].y=6;
			CFangkuaiDlg::CurrentBrick[4].x=1;
			break;
		case 2:
			CFangkuaiDlg::CurrentBrick[0].x=0;
			CFangkuaiDlg::CurrentBrick[0].y=4;
			CFangkuaiDlg::CurrentBrick[1].x=0;
			CFangkuaiDlg::CurrentBrick[1].y=5;
			CFangkuaiDlg::CurrentBrick[2].x=1;
			CFangkuaiDlg::CurrentBrick[2].y=5;
			CFangkuaiDlg::CurrentBrick[3].x=1;
			CFangkuaiDlg::CurrentBrick[3].y=6;
			CFangkuaiDlg::CurrentBrick[4].x=2;
			break;
		case 3:
			CFangkuaiDlg::CurrentBrick[0].x=1;
			CFangkuaiDlg::CurrentBrick[0].y=4;
			CFangkuaiDlg::CurrentBrick[1].x=1;
			CFangkuaiDlg::CurrentBrick[1].y=5;
			CFangkuaiDlg::CurrentBrick[2].x=0;
			CFangkuaiDlg::CurrentBrick[2].y=5;
			CFangkuaiDlg::CurrentBrick[3].x=0;
			CFangkuaiDlg::CurrentBrick[3].y=6;
			CFangkuaiDlg::CurrentBrick[4].x=3;
			break;
		case 4:
			CFangkuaiDlg::CurrentBrick[0].x=0;
			CFangkuaiDlg::CurrentBrick[0].y=4;
			CFangkuaiDlg::CurrentBrick[1].x=0;
			CFangkuaiDlg::CurrentBrick[1].y=5;
			CFangkuaiDlg::CurrentBrick[2].x=0;
			CFangkuaiDlg::CurrentBrick[2].y=6;
			CFangkuaiDlg::CurrentBrick[3].x=1;
			CFangkuaiDlg::CurrentBrick[3].y=6;
			CFangkuaiDlg::CurrentBrick[4].x=4;
			break;
		case 5:
			CFangkuaiDlg::CurrentBrick[0].x=1;
			CFangkuaiDlg::CurrentBrick[0].y=4;
			CFangkuaiDlg::CurrentBrick[1].x=1;
			CFangkuaiDlg::CurrentBrick[1].y=5;
			CFangkuaiDlg::CurrentBrick[2].x=1;
			CFangkuaiDlg::CurrentBrick[2].y=6;
			CFangkuaiDlg::CurrentBrick[3].x=0;
			CFangkuaiDlg::CurrentBrick[3].y=6;
			CFangkuaiDlg::CurrentBrick[4].x=5;
			break;
		case 6:
			CFangkuaiDlg::CurrentBrick[0].x=0;
			CFangkuaiDlg::CurrentBrick[0].y=5;
			CFangkuaiDlg::CurrentBrick[1].x=1;
			CFangkuaiDlg::CurrentBrick[1].y=5;
			CFangkuaiDlg::CurrentBrick[2].x=1;
			CFangkuaiDlg::CurrentBrick[2].y=6;
			CFangkuaiDlg::CurrentBrick[3].x=1;
			CFangkuaiDlg::CurrentBrick[3].y=4;
			CFangkuaiDlg::CurrentBrick[4].x=6;
			break;
		case 0:
			CFangkuaiDlg::CurrentBrick[0].x=0;
			CFangkuaiDlg::CurrentBrick[0].y=4;
			CFangkuaiDlg::CurrentBrick[1].x=0;
			CFangkuaiDlg::CurrentBrick[1].y=5;
			CFangkuaiDlg::CurrentBrick[2].x=1;
			CFangkuaiDlg::CurrentBrick[2].y=4;
			CFangkuaiDlg::CurrentBrick[3].x=1;
			CFangkuaiDlg::CurrentBrick[3].y=5;
			CFangkuaiDlg::CurrentBrick[4].x=0;
			break;
		}
		dc->FillSolidRect(120,30,70,40,RGB(0,0,160));
		for(i=0;i<4;i++)
		{
			dc->FillSolidRect(110+CFangkuaiDlg::CurrentBrick[i].y*CFangkuaiDlg::WIDTHOFBRICKS,40+CFangkuaiDlg::CurrentBrick[i].x*CFangkuaiDlg::HEIGHTOFBRICKS,CFangkuaiDlg::WIDTHOFBRICKS,CFangkuaiDlg::HEIGHTOFBRICKS,RGB(255,100,100));
		}
	}
}


void CFangkuaiDlg::GenerateABrick() 
{
	Angle=0;
	switch(Number[0])
	{
	case 1:
		CurrentBrick[0].x=0;
		CurrentBrick[0].y=3;
		CurrentBrick[1].x=0;
		CurrentBrick[1].y=4;
		CurrentBrick[2].x=0;
		CurrentBrick[2].y=5;
		CurrentBrick[3].x=0;
		CurrentBrick[3].y=6;
		CurrentBrick[4].x=1;
		break;
	case 2:
		CurrentBrick[0].x=0;
		CurrentBrick[0].y=4;
		CurrentBrick[1].x=0;
		CurrentBrick[1].y=5;
		CurrentBrick[2].x=1;
		CurrentBrick[2].y=5;
		CurrentBrick[3].x=1;
		CurrentBrick[3].y=6;
		CurrentBrick[4].x=2;
		break;
	case 3:
		CurrentBrick[0].x=1;
		CurrentBrick[0].y=4;
		CurrentBrick[1].x=1;
		CurrentBrick[1].y=5;
		CurrentBrick[2].x=0;
		CurrentBrick[2].y=5;
		CurrentBrick[3].x=0;
		CurrentBrick[3].y=6;
		CurrentBrick[4].x=3;
		break;
	case 4:
		CurrentBrick[0].x=0;
		CurrentBrick[0].y=4;
		CurrentBrick[1].x=0;
		CurrentBrick[1].y=5;
		CurrentBrick[2].x=0;
		CurrentBrick[2].y=6;
		CurrentBrick[3].x=1;
		CurrentBrick[3].y=6;
		CurrentBrick[4].x=4;
		break;
	case 5:
		CurrentBrick[0].x=1;
		CurrentBrick[0].y=4;
		CurrentBrick[1].x=1;
		CurrentBrick[1].y=5;
		CurrentBrick[2].x=1;
		CurrentBrick[2].y=6;
		CurrentBrick[3].x=0;
		CurrentBrick[3].y=6;
		CurrentBrick[4].x=5;
		break;
	case 6:
		CurrentBrick[0].x=0;
		CurrentBrick[0].y=5;
		CurrentBrick[1].x=1;
		CurrentBrick[1].y=5;
		CurrentBrick[2].x=1;
		CurrentBrick[2].y=6;
		CurrentBrick[3].x=1;
		CurrentBrick[3].y=4;
		CurrentBrick[4].x=6;
		break;
	case 0:
		CurrentBrick[0].x=0;
		CurrentBrick[0].y=4;
		CurrentBrick[1].x=0;
		CurrentBrick[1].y=5;
		CurrentBrick[2].x=1;
		CurrentBrick[2].y=4;
		CurrentBrick[3].x=1;
		CurrentBrick[3].y=5;
		CurrentBrick[4].x=0;
		break;
	}
	BrickAtBottom=FALSE;
	RefreshBricks();
	myDraw();
}



void CFangkuaiDlg::RotateBrick(void)
{
	int i,j;
	int IndexOfCenter=0;

	Brick CenterBrick;
	Brick TempBrick[4];
	CenterBrick.y=0;
	CenterBrick.x=0;
	if(CurrentBrick[4].x==0)return;
	for(i=0;i<4;i++)
	{
		TempBrick[i].x=CurrentBrick[i].x;
		TempBrick[i].y=CurrentBrick[i].y;
	}
	switch(CurrentBrick[4].x)
	{
	case 1:
		switch(Angle)
		{
		case 0:
			CurrentBrick[0].x=CurrentBrick[1].x-1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x+1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x+2;
			CurrentBrick[3].y=CurrentBrick[1].y;			
			break;
		case 1:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y-1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y+1;
			CurrentBrick[3].x=CurrentBrick[1].x;
			CurrentBrick[3].y=CurrentBrick[1].y+2;			
			break;
		case 2:
			CurrentBrick[0].x=CurrentBrick[1].x-1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x+1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x+2;
			CurrentBrick[3].y=CurrentBrick[1].y;			
			break;
		case 3:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y-1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y+1;
			CurrentBrick[3].x=CurrentBrick[1].x;
			CurrentBrick[3].y=CurrentBrick[1].y+2;			
			break;
		}
		break;
	case 2:
		switch(Angle)
		{
		case 0:
			CurrentBrick[0].x=CurrentBrick[1].x-1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y-1;
			CurrentBrick[3].x=CurrentBrick[1].x+1;
			CurrentBrick[3].y=CurrentBrick[1].y-1;			
			break;
		case 1:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y-1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x+1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x+1;
			CurrentBrick[3].y=CurrentBrick[1].y+1;			
			break;
		case 2:
			CurrentBrick[0].x=CurrentBrick[1].x-1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y-1;
			CurrentBrick[3].x=CurrentBrick[1].x+1;
			CurrentBrick[3].y=CurrentBrick[1].y-1;			
			break;
		case 3:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y-1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x+1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x+1;
			CurrentBrick[3].y=CurrentBrick[1].y+1;			
			break;
		}
		break;
	case 3:
		switch(Angle)
		{
		case 0:
			CurrentBrick[0].x=CurrentBrick[1].x-1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y+1;
			CurrentBrick[3].x=CurrentBrick[1].x+1;
			CurrentBrick[3].y=CurrentBrick[1].y+1;			
			break;
		case 1:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y-1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x-1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x-1;
			CurrentBrick[3].y=CurrentBrick[1].y+1;			
			break;
		case 2:
			CurrentBrick[0].x=CurrentBrick[1].x-1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y+1;
			CurrentBrick[3].x=CurrentBrick[1].x+1;
			CurrentBrick[3].y=CurrentBrick[1].y+1;			
			break;
		case 3:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y-1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x-1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x-1;
			CurrentBrick[3].y=CurrentBrick[1].y+1;			
			break;
		}
		break;
	case 4:
		switch(Angle)
		{
		case 0:
			CurrentBrick[0].x=CurrentBrick[1].x-1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x+1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x+1;
			CurrentBrick[3].y=CurrentBrick[1].y-1;			
			break;
		case 1:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y+1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y-1;
			CurrentBrick[3].x=CurrentBrick[1].x-1;
			CurrentBrick[3].y=CurrentBrick[1].y-1;			
			break;
		case 2:
			CurrentBrick[0].x=CurrentBrick[1].x+1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x-1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x-1;
			CurrentBrick[3].y=CurrentBrick[1].y+1;			
			break;
		case 3:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y-1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y+1;
			CurrentBrick[3].x=CurrentBrick[1].x+1;
			CurrentBrick[3].y=CurrentBrick[1].y+1;			
			break;
		}
		break;
	case 5:
		switch(Angle)
		{
		case 0:
			CurrentBrick[0].x=CurrentBrick[1].x-1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x+1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x+1;
			CurrentBrick[3].y=CurrentBrick[1].y+1;			
			break;
		case 1:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y+1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y-1;
			CurrentBrick[3].x=CurrentBrick[1].x+1;
			CurrentBrick[3].y=CurrentBrick[1].y-1;			
			break;
		case 2:
			CurrentBrick[0].x=CurrentBrick[1].x+1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x-1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x-1;
			CurrentBrick[3].y=CurrentBrick[1].y-1;			
			break;
		case 3:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y-1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y+1;
			CurrentBrick[3].x=CurrentBrick[1].x-1;
			CurrentBrick[3].y=CurrentBrick[1].y+1;			
			break;
		}
		break;
	case 6:
		switch(Angle)
		{
		case 0:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y+1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x+1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x-1;
			CurrentBrick[3].y=CurrentBrick[1].y;			
			break;
		case 1:
			CurrentBrick[0].x=CurrentBrick[1].x+1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y-1;
			CurrentBrick[3].x=CurrentBrick[1].x;
			CurrentBrick[3].y=CurrentBrick[1].y+1;			
			break;
		case 2:
			CurrentBrick[0].x=CurrentBrick[1].x;
			CurrentBrick[0].y=CurrentBrick[1].y-1;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x-1;
			CurrentBrick[2].y=CurrentBrick[1].y;
			CurrentBrick[3].x=CurrentBrick[1].x+1;
			CurrentBrick[3].y=CurrentBrick[1].y;			
			break;
		case 3:
			CurrentBrick[0].x=CurrentBrick[1].x-1;
			CurrentBrick[0].y=CurrentBrick[1].y;
			CurrentBrick[1].x=CurrentBrick[1].x;
			CurrentBrick[1].y=CurrentBrick[1].y;
			CurrentBrick[2].x=CurrentBrick[1].x;
			CurrentBrick[2].y=CurrentBrick[1].y+1;
			CurrentBrick[3].x=CurrentBrick[1].x;
			CurrentBrick[3].y=CurrentBrick[1].y-1;			
			break;
		}
		break;
	}
	
	for(i=0;i<4;i++)
	{
		if((MatrixOfBricks[CurrentBrick[i].x][CurrentBrick[i].y]==2)
				||(CurrentBrick[i].y>9)
				||(CurrentBrick[i].y<0)
				||(CurrentBrick[i].x>19)
				||(CurrentBrick[i].x<0))
		{
			for(j=0;j<4;j++)
			{
				CurrentBrick[j].x=TempBrick[j].x;
				CurrentBrick[j].y=TempBrick[j].y;
			}
			
			return;
		}
	}
	Angle=(Angle+1)%4;	
	/*
	if((CurrentBrick[0].x==CurrentBrick[1].x==CurrentBrick[2].x==CurrentBrick[3].x)
		||(CurrentBrick[0].y==CurrentBrick[1].y==CurrentBrick[2].y==CurrentBrick[3].y))
	{
		CenterBrick.x=CurrentBrick[1].x;
		CenterBrick.x=CurrentBrick[1].y;
		IndexOfCenter=1;
	}
	else
	{
		CenterBrick.x=CurrentBrick[1].x;
		CenterBrick.x=CurrentBrick[1].y;
		IndexOfCenter=1;
	}
	for(i=0;i<4;i++)
	{
		if(i!=IndexOfCenter)
		{
			CurrentBrick[i].x=TempBrick[i].y-CenterBrick.y+CenterBrick.x;
			CurrentBrick[i].y=CenterBrick.x-TempBrick[i].x+CenterBrick.y;
			if((MatrixOfBricks[CurrentBrick[i].x][CurrentBrick[i].y]==2)
				||(CurrentBrick[i].y>9)
				||(CurrentBrick[i].y<0)
				||(CurrentBrick[i].x>19)
				||(CurrentBrick[i].x<0))
			{
				for(j=0;j<4;j++)
				{
					CurrentBrick[j].x=TempBrick[j].x;
					CurrentBrick[j].y=TempBrick[j].y;
				}
				break;
			}
		}
		else
		{
		CurrentBrick[i].x=TempBrick[i].x;
		CurrentBrick[i].y=TempBrick[i].y;
		}

	}*/

}

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