# Tetris Programming?

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I read through the Begginer articles. Very thouroughly, but I am still confused with makeing the tetris clone. Yes I know it is very pathetic. but does someone have a written tutorial, or somethin to teach one how to make one? that would make my day thanx!

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You'd be better off asking a specific question if the articles dont make sense to you.
What part doesnt make sense for example?

...because I sure dont have a tutorial for Tetris.

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I haven't tried creating tetris, but I'd imagine it would be fairly complicated for a beginner. I would personally start with making a game of pong.

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Hi Strass150,
Tetris is a good place to start. At least, it was my first game of any substance because it was my favorite game in high school (we're talking 13h days... :)

Anyway, here is kind of the order I did things.
1) draw one brick square, solid color.
const int BRICK_WIDTH = 9;const int BRICK_HEIGHT = 10;void drawBrick( int xCoordinate, int yCoordinate, int color ){    for( int y = 0; y < BRICK_HEIGHT; y++ )        for( int x = 0; x < BRICK_WIDTH; x++ )            PlotPixel(x,y,color);}

2) draw a darker line near the left and bottom to look more 3d.
3) draw 4 such bricks in a shape like a tetris block, positioning by hand.
4) draw 4 bricks based on a little piece of C code like
int brickPos[4][2] = { {0,0}, {1,0}, {1,0}, {1,1} };  // square blockfor( brickIdx = 0; brickIdx < 4; brickIdx++ ){    drawBrick(         brickPos[brickIdx][0] * BRICK_WIDTH,         brickPos[brickIdx][1] * BRICK_HEIGHT,        YELLOW );}

5) rotate a block through its positions:
// L-block in all four rotationsint brickPos[4][4][2] = {    { {0,0}, {0,1}, {1,1}, {2,1} },    { {1,0}, {1,1}, {0,2}, {1,2} },    { {0,0}, {1,0}, {2,0}, {2,1} },    { {0,0}, {1,0}, {0,1}, {0,2} },};int rotationIdx = 2; // rotated twicefor( brickIdx = 0; brickIdx < 4; brickIdx++ ){    drawBrick(         brickPos[rotationIdx][brickIdx][0] * BRICK_WIDTH,         brickPos[rotationIdx][brickIdx][1] * BRICK_HEIGHT,        YELLOW );}

6) Same for all seven blocks.
7) Position a block within the well.
int rotationIdx = 2; // rotated twiceint wellPos[2] = { 3, 5 }; // three blocks over, 5 downfor( brickIdx = 0; brickIdx < 4; brickIdx++ ){    drawBrick(         (wellPos[0] + brickPos[rotationIdx][brickIdx][0]) * BRICK_WIDTH,         (wellPos[1] + brickPos[rotationIdx][brickIdx][1]) * BRICK_HEIGHT,        YELLOW );}

8) Actual game is now starting... when a block lands, assign its brick positions into the well.
const int WELL_WIDTH = 10;const int WELL_HEIGHT = 23;int Well[WELL_HEIGHT][WELL_WIDTH] = { {0} };void brickLanded( int brickPos[4][2], int wellPos[2], int color ){    for( brickIdx = 0; brickIdx < 4; brickIdx++ )    {        Well[wellPos[1] + brickPos[brickIdx][1]] // y coordinate in well            [wellPos[0] + brickPos[brickIdx][0]] // x coordinate in well            = color;    }}

9) Check to see if a block can move down.
bool canMoveToPos( int brickPos[4][2], int wellPos[2] ){    for( brickIdx = 0; brickIdx < 4; brickIdx++ )    {        if( Well[wellPos[1] + brickPos[brickIdx][1]] // y coordinate in well                [wellPos[0] + brickPos[brickIdx][0]] // x coordinate in well                != 0 )           return false;  // this brick would collide with one already in well.    }    return true;  // no collisions, so new position is okay.}bool canMoveDown( int brickPos[4][2], int currentWellPos[2] ){    int newWellPos[2];    int newWellPos[0] = currentWellPos[0];  // x-coordinate the same    int newWellPos[1] = currentWellPos[1] + 1; // y-coordinate bumped down one    return canMoveToPos( brickPos, newWellPos );}

10) Check for rotations also.
bool canRotate( int brickPos[4][4][2], int currentRotation, int currentWellPos[2] ){    return canMoveToPos( brickPos[(currentRotation 1)%4], currentWellPos );}

11) ..........

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That helps so much. You may have just saved my life.
I was going at that the complete wrong way. Thanks a again

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