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Kategória: Hry Autor: Werbhofen Program: Tetris.pas, Kniznica.pas, Tetrunit.pas, Tetrdata.pas Súbor exe: Tetris.exe Hra tetris v textovom mode.
Zobrazené: 687x
{ TETRUNIT.PAS } { Kniznica pre tetris. } { } { Author: WERBHOFEN } { Datum: 12.10.2009 http://www.trsek.com } UNIT TetrUnit; INTERFACE TYPE Pole4x4=array[1..4,1..4]of byte; Pole4x4x4=array[1..4]of Pole4x4; CONST ZL:Pole4x4x4= (((1,1,0,0), (0,1,1,0), (0,0,0,0), (0,0,0,0)), ((0,1,0,0), (1,1,0,0), (1,0,0,0), (0,0,0,0)), ((1,1,0,0), (0,1,1,0), (0,0,0,0), (0,0,0,0)), ((0,1,0,0), (1,1,0,0), (1,0,0,0), (0,0,0,0))); ZP:Pole4x4x4= (((0,1,1,0), (1,1,0,0), (0,0,0,0), (0,0,0,0)), ((1,0,0,0), (1,1,0,0), (0,1,0,0), (0,0,0,0)), ((0,1,1,0), (1,1,0,0), (0,0,0,0), (0,0,0,0)), ((1,0,0,0), (1,1,0,0), (0,1,0,0), (0,0,0,0))); I:Pole4x4x4= (((0,0,0,0), (1,1,1,1), (0,0,0,0), (0,0,0,0)), ((0,1,0,0), (0,1,0,0), (0,1,0,0), (0,1,0,0)), ((0,0,0,0), (1,1,1,1), (0,0,0,0), (0,0,0,0)), ((0,1,0,0), (0,1,0,0), (0,1,0,0), (0,1,0,0))); O:Pole4x4x4= (((0,0,0,0), (0,1,1,0), (0,1,1,0), (0,0,0,0)), ((0,0,0,0), (0,1,1,0), (0,1,1,0), (0,0,0,0)), ((0,0,0,0), (0,1,1,0), (0,1,1,0), (0,0,0,0)), ((0,0,0,0), (0,1,1,0), (0,1,1,0), (0,0,0,0))); LP:Pole4x4x4= (((0,0,1,0), (1,1,1,0), (0,0,0,0), (0,0,0,0)), ((0,1,0,0), (0,1,0,0), (0,1,1,0), (0,0,0,0)), ((1,1,1,0), (1,0,0,0), (0,0,0,0), (0,0,0,0)), ((1,1,0,0), (0,1,0,0), (0,1,0,0), (0,0,0,0))); LL:Pole4x4x4= (((0,0,0,0), (1,1,1,0), (0,0,1,0), (0,0,0,0)), ((0,1,0,0), (0,1,0,0), (1,1,0,0), (0,0,0,0)), ((1,0,0,0), (1,1,1,0), (0,0,0,0), (0,0,0,0)), ((0,1,1,0), (0,1,0,0), (0,1,0,0), (0,0,0,0))); T:Pole4x4x4= (((1,1,1,0), (0,1,0,0), (0,0,0,0), (0,0,0,0)), ((0,0,1,0), (0,1,1,0), (0,0,1,0), (0,0,0,0)), ((0,0,0,0), (0,1,0,0), (1,1,1,0), (0,0,0,0)), ((1,0,0,0), (1,1,0,0), (1,0,0,0), (0,0,0,0))); X:Pole4x4x4= (((0,1,0,0), (1,1,1,0), (0,1,0,0), (0,0,0,0)), ((1,0,1,0), (0,1,0,0), (1,0,1,0), (0,0,0,0)), ((0,1,0,0), (1,1,1,0), (0,1,0,0), (0,0,0,0)), ((1,0,1,0), (0,1,0,0), (1,0,1,0), (0,0,0,0))); Y:Pole4x4x4= (((1,0,1,0), (0,1,0,0), (0,1,0,0), (0,0,0,0)), ((0,0,1,0), (1,1,0,0), (0,0,1,0), (0,0,0,0)), ((0,1,0,0), (0,1,0,0), (1,0,1,0), (0,0,0,0)), ((1,0,0,0), (0,1,1,0), (1,0,0,0), (0,0,0,0))); H:Pole4x4x4= (((1,0,1,0), (1,1,1,0), (1,0,1,0), (0,0,0,0)), ((1,1,1,0), (0,1,0,0), (1,1,1,0), (0,0,0,0)), ((1,0,1,0), (1,1,1,0), (1,0,1,0), (0,0,0,0)), ((1,1,1,0), (0,1,0,0), (1,1,1,0), (0,0,0,0))); IMPLEMENTATION END. [Spustiť] [Uložiť] [Tlač] [Poslať e-mailom] |
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