Tetris Clone (in progress, hit a wall)

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0 comments, last by redneon 12 years, 6 months ago
I am currently writing a Tetris clone game, and due to a lack of knowledge on how to plan properly - its becoming...challenging.
I have written a fair amount of code already, but it's all over the place - and probably only makes sense in my head, so perhaps best not to post it here. But anyhow, I am using a 2D array of boolean values to deal with collision. A brick will be randomly created, and bound to the base pointer controlled by key events. I understand how its going to move, and collide with things - but I have absolutely no idea what to do when it hits the bottom. How should I make it 'stay around', once the block is deleted, and a new one bound?

Note: Using C++, SDL and this is my first game project.
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When I've written Tetris clones in the past I tended to have a 2d array of blocks for use as the background blocks, as it were. So when your shape settles, just turn on relevant blocks on the background 2d array.

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