So I have been working on a tetris game for some time now and I have everything figured out besides the fact that I can not get it to actually go to a game over screen. Any help on where to start looking or what code I should be trying to work with on this would be greatly appreciated. This project was graded a few months ago so has become purely my own tinkering tool set. Any help is greatly appreciated. Hopefully I am in the right area for this and hopefully I submit this properly. This is using XNA with Eclipse.

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Srivers_Tetris5_051713
{
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        public float TimeToInput = 10;
        public float FrameCounter = 0;
        int[,] bottomBlocks;
        public Texture2D bucket;
        public Texture2D background;
        public Texture2D background1;
        public Texture2D background2;
        public Texture2D scoreBoard;
        public Texture2D next;
        public Texture2D tetrisBlock;
        Color[] colors;
        List<Vector2> fallingBlocks;
        List<Vector2> nextBlocks;
        int shapeColor;
        int nextShapeColor;
        int fallSpeedFast = 10;
        int fallSpeedRegular = 30;
        int fallSpeedState = 30;
        Random random;

        protected SpriteFont scoreFont;
        protected SpriteFont levelFont;
        public int score;
        private int level;

        KeyboardState keyboardState;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 760;
            graphics.PreferredBackBufferHeight = 650;
            graphics.ApplyChanges();
            Content.RootDirectory = "Content";
            Window.Title = "Steven Rivers Falling Block Attempt";
        }

        string[] button = { "Play", "Pause", "Stop" };
        Color[] buttonColor = { Color.White, Color.White, Color.White };
        MouseState mouse;

        Song BGM;
        SoundEffect soundEffect;

        string soundName2 = "SoundEffect";
        string soundName3 = "BGM2";




        protected override void Initialize()
        {
            this.IsMouseVisible = true;
            random = new Random();
            keyboardState = Keyboard.GetState();
            //sets the different tints to use
            colors = new Color[] { Color.Red, Color.DarkSlateGray, Color.Lime, Color.DodgerBlue, Color.DarkBlue, Color.ForestGreen, Color.Gold };//changes shade of blocks
            bottomBlocks = new int[11, 20];

            for (int countX = 0; countX < bottomBlocks.GetLength(0); countX++)
            {
                for (int countY = 0; countY < bottomBlocks.GetLength(1); countY++)
                {
                    bottomBlocks[countX, countY] = -1;
                }
            }

            //sets beginning score/level
            score = 0;
            level = 1;

            nextBlocks = new List<Vector2>();
            // square
            nextBlocks.Add(new Vector2(4, 0));
            nextBlocks.Add(new Vector2(5, 0));
            nextBlocks.Add(new Vector2(4, 1));
            nextBlocks.Add(new Vector2(5, 1));

            ResetFalling();
            ClearRows();
            Rotate();
            base.Initialize();
        }

        void ResetFalling()
        {
            //chooses a random color and based on that color it chooses the shape assigned to it
            shapeColor = nextShapeColor;
            nextShapeColor = random.Next(0, 7);
            fallingBlocks = nextBlocks;
            nextBlocks = new List<Vector2>();

            if (nextShapeColor == 0)
            {
                // square
                nextBlocks.Add(new Vector2(4, 0));
                nextBlocks.Add(new Vector2(5, 0));
                nextBlocks.Add(new Vector2(4, 1));
                nextBlocks.Add(new Vector2(5, 1));
            }
            else if (nextShapeColor == 1)
            {
                // I
                nextBlocks.Add(new Vector2(5, 0));
                nextBlocks.Add(new Vector2(4, 0));
                nextBlocks.Add(new Vector2(6, 0));
                nextBlocks.Add(new Vector2(7, 0));
            }
            else if (nextShapeColor == 2)
            {
                // L
                nextBlocks.Add(new Vector2(5, 1));
                nextBlocks.Add(new Vector2(4, 0));
                nextBlocks.Add(new Vector2(5, 0));
                nextBlocks.Add(new Vector2(5, 2));
            }
            else if (nextShapeColor == 3)
            {
                // Z
                nextBlocks.Add(new Vector2(5, 0));
                nextBlocks.Add(new Vector2(4, 0));
                nextBlocks.Add(new Vector2(5, 1));
                nextBlocks.Add(new Vector2(6, 1));
            }
            else if (nextShapeColor == 4)
            {
                // S
                nextBlocks.Add(new Vector2(5, 1));
                nextBlocks.Add(new Vector2(4, 0));
                nextBlocks.Add(new Vector2(4, 1));
                nextBlocks.Add(new Vector2(5, 2));
            }
            else if (nextShapeColor == 5)
            {
                // J
                nextBlocks.Add(new Vector2(4, 1));
                nextBlocks.Add(new Vector2(4, 0));
                nextBlocks.Add(new Vector2(5, 0));
                nextBlocks.Add(new Vector2(4, 2));
            }
            else if (nextShapeColor == 6)
            {
                // T
                nextBlocks.Add(new Vector2(5, 0));
                nextBlocks.Add(new Vector2(4, 0));
                nextBlocks.Add(new Vector2(6, 0));
                nextBlocks.Add(new Vector2(5, 1));
            }

        }

        //suppose to clear the rows, without this the game gets cluttered with a bunch of boxes for somereason
        void ClearRows()                                                            // This function clears a complete row when a row is completeted
        {
            for (int countY = bottomBlocks.GetLength(1) - 1; countY >= 0; countY--)
            {
                bool clearRow = true;

                for (int countX = 1; countX < bottomBlocks.GetLength(0); countX++)
                {
                    clearRow &= bottomBlocks[countX, countY] != -1;
                }

                if (clearRow)
                {
                    score = score + 100;
                    soundEffect.Play();

                    for (int countX = 0; countX < bottomBlocks.GetLength(0); countX++)
                    {
                        bottomBlocks[countX, countY] = -1;
                    }

                    for (int y = countY; y > 0; y--)
                    {
                        for (int countX = 0; countX < bottomBlocks.GetLength(0); countX++)
                        {
                            bottomBlocks[countX, y] = bottomBlocks[countX, y - 1];
                        }
                    }

                    countY++;
                }
            }


        }
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            //defines graphics being used!
            scoreFont = Content.Load<SpriteFont>("Score");
            levelFont = Content.Load<SpriteFont>("Score");
            bucket = Content.Load<Texture2D>("Bucket"); ;
            scoreBoard = Content.Load<Texture2D>("scores");
            background = Content.Load<Texture2D>("10522-white-wolf");
            background1 = Content.Load<Texture2D>("background1");
            background2 = Content.Load<Texture2D>("background2");
            next = Content.Load<Texture2D>("next");//next piece area, haven't figured out how to display this properly
            tetrisBlock = Content.Load<Texture2D>("testsprite");
            //music added below
            ContentManager contentManager = new ContentManager(this.Services, @"Content");
            BGM = contentManager.Load<Song>(soundName3);
            soundEffect = contentManager.Load<SoundEffect>(soundName2);



        }
        protected override void UnloadContent()
        {
        }
        protected override void Update(GameTime gameTime)
        {

            MediaPlayer.IsRepeating = true;
            mouse = Mouse.GetState();
            for (int i = 0; i < 3; i++)
            {
                if (mouse.X >= i * 100 + 415 && mouse.X <= i * 100 + 415 + scoreFont.MeasureString(button[i]).X
                    && mouse.Y > 60 && mouse.Y <= 60 + scoreFont.MeasureString(button[i]).Y)
                {
                    buttonColor[i] = Color.Orange;
                    if (mouse.LeftButton == ButtonState.Pressed)
                    {
                        if (i == 0)
                        {
                            if (MediaPlayer.State != MediaState.Playing && MediaPlayer.State != MediaState.Paused)
                                MediaPlayer.Play(BGM);
                            else if (MediaPlayer.State == MediaState.Paused)
                                MediaPlayer.Resume();
                        }
                        else if (i == 1)
                        {
                            MediaPlayer.Pause();
                        }
                        else if (i == 2)
                        {
                            MediaPlayer.Stop();
                        }
                    }

                }
                else
                    buttonColor[i] = Color.White;
            }



            KeyboardState keyboardCurrent = Keyboard.GetState();
            if (keyboardCurrent.IsKeyDown(Keys.Left) & keyboardState.IsKeyUp(Keys.Left))
            {
                bool clear = true;

                for (int count = 0; count < fallingBlocks.Count; count++)
                {
                    var block = fallingBlocks[count];

                    block.X--;

                    int x = (int)block.X;
                    int y = (int)block.Y;

                    clear &= (block.X >= 1) && bottomBlocks[x, y] == -1; // ?
                }

                if (clear)
                {
                    for (int count = 0; count < fallingBlocks.Count; count++)
                    {
                        var block = fallingBlocks[count];

                        block.X--;

                        fallingBlocks[count] = block;
                    }
                }
            }

            else if (keyboardCurrent.IsKeyDown(Keys.Right) & keyboardState.IsKeyUp(Keys.Right))
            {
                bool clear = true;

                for (int count = 0; count < fallingBlocks.Count; count++)
                {
                    var block = fallingBlocks[count];

                    block.X++;

                    int x = (int)block.X;
                    int y = (int)block.Y;

                    clear &= (block.X < 11) && bottomBlocks[x, y] == -1; // was 9 then <= 10
                }

                if (clear)
                {
                    for (int count = 0; count < fallingBlocks.Count; count++)
                    {
                        var block = fallingBlocks[count];

                        block.X++;

                        fallingBlocks[count] = block;
                    }
                }
            }
            else if (keyboardCurrent.IsKeyDown(Keys.Down))
            {
                fallSpeedState = 0;
            }
            else if (keyboardCurrent.IsKeyDown(Keys.Up) & keyboardState.IsKeyUp(Keys.Up))
            {
                Rotate();
            }

            if (fallSpeedState <= 0)
            {
                if (keyboardCurrent.IsKeyDown(Keys.Down) & keyboardState.IsKeyUp(Keys.Down))
                {
                    fallSpeedState = fallSpeedFast;
                }
                else
                {
                    fallSpeedState = fallSpeedRegular;
                }

                bool clear = true;

                for (int count = 0; count < fallingBlocks.Count; count++)
                {
                    var block = fallingBlocks[count];

                    block.Y++;

                    int x = (int)block.X;
                    int y = (int)block.Y;

                    clear &= (block.Y < 20) && bottomBlocks[x, y] == -1; // was <=19 - was <= 20
                }

                if (clear)
                {
                    for (int count = 0; count < fallingBlocks.Count; count++)
                    {
                        var block = fallingBlocks[count];
                        block.Y++;
                        fallingBlocks[count] = block;
                    }
                }
                else
                {
                    while (fallingBlocks.Count > 0)
                    {
                        int x = (int)fallingBlocks[0].X;
                        int y = (int)fallingBlocks[0].Y;

                        bottomBlocks[x, y] = shapeColor;
                        fallingBlocks.RemoveAt(0);
                    }
                    ClearRows();
                    ResetFalling();
                }
            }
            else
            {
                fallSpeedState--;
            }


            keyboardState = keyboardCurrent;
            base.Update(gameTime);
        }


        Boolean Rotate()
        {
            var block = fallingBlocks[0];

            int startX = (int)block.X;
            int startY = (int)block.Y;

            bool rotate = true;

            for (int count = 1; count < fallingBlocks.Count; count++)
            {
                int differenceX = startX - (int)fallingBlocks[count].X;
                int differenceY = startY - (int)fallingBlocks[count].Y;

                int x = startX + -differenceY;
                int y = startY + differenceX;

                rotate &= ((x >= 1 & x < bottomBlocks.GetLength(0) & y >= 0 & y < bottomBlocks.GetLength(1)) && bottomBlocks[x, y] == -1);
            }
            if (rotate)
            {
                for (int count = 1; count < fallingBlocks.Count; count++)
                {
                    int differenceX = startX - (int)fallingBlocks[count].X;
                    int differenceY = startY - (int)fallingBlocks[count].Y;

                    int x = startX + -differenceY;
                    int y = startY + differenceX;

                    fallingBlocks[count] = new Vector2(x, y);

                }
            }

            return rotate;
        }

        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();
            if (score < 100)
            {
                spriteBatch.Draw(background, new Rectangle(0, 0, 760, 650), Color.White);
            }
            if (score >= 100 && score < 200)
            {
                spriteBatch.Draw(background1, new Rectangle(0, 0, 900, 650), Color.White);
                fallSpeedRegular = 20;
            }
            if (score >= 200)
            {
                spriteBatch.Draw(background2, new Rectangle(0, 0, 900, 650), Color.White);
                fallSpeedRegular = 10;
            }

            spriteBatch.Draw(bucket, new Rectangle(27, 0, 325, 650), Color.White);
            spriteBatch.Draw(scoreBoard, new Rectangle(400, 0, 200, 50), Color.White);
            spriteBatch.Draw(next, new Rectangle(425, 90, 140, 115), Color.White);

            spriteBatch.DrawString(scoreFont, "Score  " + score, new Vector2(415, 0), Color.Black);
            spriteBatch.DrawString(levelFont, "Level " + level, new Vector2(415, 20), Color.Black);



            //play buttons
            for (int i = 0; i < 3; i++)
                spriteBatch.DrawString(scoreFont, button[i], new Vector2(i * 100 + 415, 60), buttonColor[i]);


            for (int countX = 0; countX < bottomBlocks.GetLength(0); countX++)
            {
                for (int countY = 0; countY < bottomBlocks.GetLength(1); countY++)
                {
                    int currentColor = bottomBlocks[countX, countY];
                    if (currentColor != -1)
                    {
                        spriteBatch.Draw(tetrisBlock, new Rectangle(countX * 32, countY * 32, 32, 32), colors[currentColor]);
                    }
                }
            }
            for (int count = 0; count < fallingBlocks.Count; count++)
            {
                int x = (int)fallingBlocks[count].X;
                int y = (int)fallingBlocks[count].Y;
                spriteBatch.Draw(tetrisBlock, new Rectangle(x * 32, y * 32, 32, 32), colors[shapeColor]);

            }


            foreach (Vector2 vec in nextBlocks)
                spriteBatch.Draw(next, new Rectangle((int)vec.X * 32 + 300, (int)vec.Y * 32 + 100, 32, 32), colors[nextShapeColor]);

            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}

start by scrapping ALL references to the word "Tetris" or anything that has any relation to it.
The owners of the copyright are notorious for going after anyone using it, whether it's used commercially or not.

And learn to divide your source into logical units, split it up into multiple classes, make it readable.

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