Iam totally fine with the collision detection, rotations, animation etc. What I need to know the best way to do the storing of "dropped blocks" - ie blocks that are no longer under tha player's control.
I think that each Tetromino block should be stored in its own class that consists of a 4x4 array so that the block can easily be rotated. The problem is then how to I store the tetromino's final position into the game grid by then cutting the tetromino up into individual blocks(for each cell) and then set the main game grid's corresponding positions to hold these same blocks, then disappearing the tetromino once it has reached its final position. Maybe there is some drawback to my method.
Should I create a 10x20 matrix for the main game grid which can then store? or should I use stacks or queues to somehow store the dropped blocks. Or maybe there is some better method/data structure to store things?
Once a block is immobile, there's nothing that distinguishes it from any other block that is now immobile. In that regard, I think it makes the most sense to store the entire grid as a matrix, where each square is either filled or not (along with the color of the block if it is).
I feel like the matrix has many advantages. It'll make collision detection simple (no having to compare with multiple objects, just locations on a matrix). Storing it as a matrix will also make it easier to determine when a full line has been created. On top of that, you don't have to worry about splicing an immobile Tetromino when a line disappears. And when one does, you can just shift the entire matrix down in one fell swoop.
This smells like homework, but my take on an object-oriented approach to Tetris would be to have each individual square be an object, and both "blocks" (tetrominos) and the grid itself would be collections of the same square objects.
Block objects manage the rotation and position of the falling squares, and the grid handles displaying them and detroying completed rows. Each block would have a colour or texture associated with it that would be provided by the original block object it came from, but otherwise squares at the base of the grid would have no other indication that they were ever part of the same original block.
To elaborate, when you create a new block object, it creates a set of 4 squares with the same colour/texture on the grid. The grid manages their display. So when the block hits the bottom, you just forget about the block, and the squares remain referenced by the grid.
Not making blocks actually look like autonomous blocks is - in my opinion - a big failing of many a Tetris clone. I put special effort into ensuring my clone always looked right, whether the block is still "in play" or dropped. This meant going slightly beyond the simple matrix data structure and coming up with something that supported the concept of "connection" between block parts.
I had a class called BlockGrid that is used as a base class for both a Block and the Board. BlockGrid has an abstract (pure virtual in C++) method called AreBlockPartsSameBlock that subclasses must override to determine whether two different block parts belong to the same block. For the implementation in Block, it simply returns true if there are block parts at both locations. For the implementation in Board, it returns true if both locations contain the same Block.
Using arrays would be the easiest way to handle tetris. There is a direct correlation between what you see on screen and the structures used in memory. Using stack/queues would be an overkill and unnecessarily complicated.
Have a Block as a struct that had X, Y coordinates and Color. (I later added a bool IsSet to indicate whether it was in a floating piece or on the actual board, but that was just because I wanted to distinguish them visually)
As methods on Block, I had Left, Right, Down, and Rotate(Block center) which returned a new shifted Block. This allowed me to rotate or move any piece without knowing the shape or orientation of the piece.
I then made a PieceFactory that could produce all the different pieces, and with a Piece not needing to know what kind of piece it was, I could (and did) easily add variation of Pieces consisting of more or less than 4 Blocks without needing to create any new classes
The Board consisted of a Dictionary which was all the blocks that were currently on the board, as well as the dimensions of the board that was configurable. You can use a Matrix just as well probably, but with a Dictionary I only needed to iterate through Blocks without white spaces.
Moving the shape is a matter of applying a simple transformation to all the coords in the group. e.g. to move the shape down add (0,1), left (-1,0) or right (1,0) to all coords in the collection that make the shape.
It will make it very easy when the time comes to check if you have completed a line or not, and dealing with it. Simply iterating over the 2d-array looking at boolean values of each position to see if they add up to 10 block positions.
in my example (Java) - all figures have lists of blocks - which can be removed whenever needed. Also in my Board class I have a list of figures and a field variable figure - which is controlled by the user. When the figure is "landed" - it goes into the list of other figures, and a new figure is made controllable by the user.A better explanation here: -in-java-part-i-overview/
Marq began playing Tetris some time before December 2018, starting with the PAL version of NES Tetris. He quickly established himself as one of the fastest hypertappers in the world and a rising star in the European scene. His early achievements include winning the 2019 edition of the CTWC Germany Qualifier, becoming the first player to clear B type 19-5 on the NTSC version of NES Tetris, and a maxout score on September 9, 2019.
He made his CTWC debut in 2019, placing top 16. He began entering more tournaments after CTWC, going on to place third in CTP December 2019, fourth in CTP February 2020, and second in both CTP April 2020 and CTM CC May 2020. In this time he collected wins on players such as Janutzska, AdamMts twice, galoomba_, Hezzuli twice, MylesTheGreat, and BubbleRhapsody.
After this period, his activity and results tapered off. He went just 1-2 at CTWC 2020, but bounced back for a top 8 finish at CTEC 2020. Aside from one CTL season, he didn't attend any major tournaments until the 2021 editions of CTWC and CTEC, placing 17th at both.
3a8082e126