Custom Tetris

Change the way Tetris is played!

In a traditional Tetris setup, you play as a defender , trying to position blocks correctly and remain alive as long as possible. This version allows you to customize both roles: defending (as a human or AI) and attacking (picking blocks as a human, AI or randomly). You can even change them during the gameplay.

All of these possibilities can be used in a networked multiplayer game as well, resulting in a total of 12 games in 1!

This configuration is known as .

Connect https:// .firebaseio.com/tetris/

Play a free, broken twist on Tetris every Tuesday

Tetrible is like Tetris, but terrible.

Tetris but with tiny pieces

Everyone's played Tetris. It's solid, simple, satisfying. But if it's a little too boring for your tastes, one indie developer is uploading a new cursed remix of the venerable block dropper on Itch.io for free every Tuesday.

Every week, Tetrible (by developer Henri) updates with a brand new twist on Tetris. For example, this week's edition adds tiny Tetronimos to the mix, frequently forcing you to slot in half-sized blocks. Lines can be cleared at this level, which also ends up shearing your normal blocks in half, punching countless tiny holes into your plans.

Other variations have gotten just as weird—mixing it up so you can only clear lines vertically (rather than horizontally), having you control two pieces at once, making every Tetronimo slightly too long, even tilting the board and making it slippery. Henri will often bring back old favourites, but seeing what fresh hell will show up each week is at the very least a good laugh.

The whole thing is reminiscent of Pippin Barr's Chesses (which has since spawned two sequels ), taking a tried and tested game format and spinning it off into dozens of wild directions. One of these, Chogue , went even further by turning Chess into a fully-featured Chess roguelike.

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Natalie Clayton

20 years ago, Nat played Jet Set Radio Future for the first time, and she's not stopped thinking about games since. Joining PC Gamer in 2020, she comes from three years of freelance reporting at Rock Paper Shotgun, Waypoint, VG247 and more. Embedded in the European indie scene and a part-time game developer herself, Nat is always looking for a new curiosity to scream about—whether it's the next best indie darling, or simply someone modding a Scotmid into Black Mesa. She also unofficially appears in Apex Legends under the pseudonym Horizon.

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Tetris tips from a seven-time world champion

How to begin mastering the classic puzzle game

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Tetris 99 screenshot

Tetris has epitomized the “easy to learn difficult to master” design principle for over 30 years.

Whether you first started playing the game on your IBM PC in 1987, 2018’s dazzling Tetris Effect , or the battle royale-esque Tetris 99 you’ve likely spent hours trying to master how to get all of the game’s blocks, or tetrominoes, in place. Unless you’re a Tetris champion, this journey has probably been a difficult one for you.

We spoke with Jonas Neubauer , seven-time winner of the Classic Tetris World Championship, to help you get your skills in order. The key to mastering any version of Tetris lies in a few areas: creating foundational knowledge for how Tetris works, learning the basic strategy behind good Tetris play, and practicing advanced strategies to become better.

Once you’ve familiarized yourself with these factors, you’ll need to practice, practice, practice. But before you get started, it’s time to set up your foundations.

Tetris foundations: What you need to know first

The Tetris playing field is a 10x20 grid. Your goal is to continually stack tetrominoes and clear lines as long as you can. To do that, you need to fill an entire line horizontally with blocks, causing those lines to disappear and giving you more space to stack.

If you run out of space and can no longer place any more tetrominoes, you top out and the game is over.

To play longer and get higher scores, you need to creatively stack your blocks and remove as many lines as possible with each piece you lay down. To better understand how to do that, it helps to know the game’s basic mechanics.

The order in which you receive blocks is completely random. It makes the game infinitely replayable because the order radically changes what you can do next. Also the better you play, the faster the blocks drop.

You can also manually drop your blocks faster, regardless of the game’s speed. Pressing down allows you to soft drop , which speeds up the current pace of your falling tetromino. Pressing up results in a hard drop , which instantly places the piece below its current position. You not only gain more points for clearing lines at higher speeds, but you can also get more points by using the soft and hard drops.

The first strategy to learn is how to score a Tetris , which happens when you clear four lines at once. To do that, you need a completely filled in 9x4 area of space with one column empty. Then, you will need to place the I-shaped piece — the only piece that is four blocks high — into that empty space. Scoring a Tetris should be one of your primary goals because it results in the highest amount of points. However, if you’re playing a competitive version of the game, like Tetris 99 , then your goal should be sending the most amount of garbage lines to your opponent by clearing your own lines quickly.

Most versions of Tetris after 2006’s Tetris DS use a similar scoring chart, however other versions of Tetris vary .

Tetris scoring chart

If you’ve played Tetris, you know it’s difficult to neatly stack your pieces evenly. That takes practice and familiarity with arranging blocks, but there are some basic guidelines to keep in mind and help make things easier.

Tetris absolute beginner strategies

There are several beginner strategies worth learning to build a strong foundation. If you’re struggling at Tetris, master these skills first.

Playing flat

One of the first strategies that Neubauer suggests is “playing flat.”

Playing flat means dropping pieces in a way that will create the flattest top row of pieces. A flat playing field means you have more options to place pieces down. A general rule: Never stack pieces more than two blocks high or create a hole more than two blocks deep.

It’s impossible to fill in a hole three or more deep with anything other than an I-shaped piece. Stacking blocks with a height of three or more also increases the difficulty of flattening out.

A screenshot of a flat playing field in Puyo Puyo Tetris

Try playing a few games with this idea in mind. It’ll take some getting used to, but you’ll eventually understand how playing flat makes the game easier to manage.

Build mounds in the center

No matter how well you play, you’ll eventually create a mound higher than two blocks. If you can help it, Neubauer recommends trying to bias your mounds to the center of the playing field in most versions of Tetris. However, if you’re playing Tetris on NES as he does, he recommends a bias towards the left side of the screen.

In all the modern versions of Tetris, building mounds in the center will give you more opportunities to even out the playing field into something flatter.

Understand the Rotation System

One of the biggest tips for playing better and faster is mastering rotation. You can rotate pieces clockwise or counterclockwise, and each version of Tetris has a slightly different way of handling how that works. Most versions of Tetris will use the Super Rotation System (SRS) . While this is the standard, it’s always good to know the other rotation system variations . For instance, the developer of Tetris 99 , Arika, created its own rotation system .

It’s worth noting how pieces rotate clockwise and counterclockwise. Understanding the differences will help you rotate pieces with the least amount of spins, instead of only spinning it one way.

Below is a quick guide for understanding how each piece spawns and how they rotate. Remember that each piece spawns in the center horizontally and that the J, L, and T-shaped pieces start off pointing upward.

An example of how Tetris pieces rotate

Make fast decisions

Before you learn more basic strategies there is one final foundational strategy Neubauer recommends keeping in mind: Make decisions fast, even if they aren’t optimal.

Worrying about placement and overthinking will break your flow and can lead to bad placement. Regardless of how good you’ll get at the game, you’ll always make mistakes or get pieces that aren’t great. It’s better to just drop a piece as best as you can instantly and build around the result than to overthink where a piece should go.

Get comfortable with making fast decisions, which will also make you better at recovering from mistakes.

Hold pieces to score

Before we discuss beginner strategies, Neubauer recommends this habit: Don’t use the hold piece for fixing mistakes. Use it to score.

In Tetris, you can save a piece for later and move onto the next available piece. Then you can replace a tetromino with your saved piece at will.

Beginners often use the hold piece to take a bad piece out of play and save it for later when it’s more useful because they don’t know where to set it. Instead, if you’re going to hold any piece, hold the I-shaped pieces to complete a Tetris.

Basic strategy

Once you’ve begun learning to play flat and make fast decisions, you can add some basic strategies to your gameplay.

Play at faster speeds

While playing at the lowest speed and ramping up is a great way to get comfortable with the game, things fall apart quickly when the game gets faster than your comfort zone. Neubauer has one recommendation for getting comfortable with the game’s evolving speed: Play fast all the time.

You don’t need to start playing at the fastest speed possible, but we recommend playing at speeds that feels challenging from the start. In games like Puyo Puyo Tetris , the max starting speed is 15 in Marathon mode, so try starting at 5-7 as your regular starting speed. As this gets easier, crank up the speed. In Tetris Effect , you can also start off at 15 speed in Marathon. You can also try Journey mode on Expert once you’ve cleared it on Beginner and Normal.

Delayed auto shift

When high speeds become normal, you may notice increased difficulty with getting pieces to the far left and right side of the play field. To combat this, you need to know about delayed auto shift or DAS . In short, the maximum speed at which a piece will move to the left or right is slightly delayed. At higher speeds, it becomes difficult to get pieces to the far edges — but it’s not impossible.

If you buffer your direction before the piece enters the play field, you’ll be able to get it where you need it to go. To do that, hold down the direction you need the moment the last piece that you dropped is set. If you hold a direction before the next piece is appears, it’ll automatically move in that direction at max speed.

You can better time buffering by locking in pieces when you’re playing very fast. At the highest speeds, you won’t even need to soft or hard drop because pieces will fall into place so quickly. However, Neubauer recommends using a hard drop at the last second to lock a piece in, then immediately buffer the input for the next piece to combat DAS. You won’t need to worry about this as a beginner, but as you become better, it’ll be a good habit to form.

Look at the queue and the colors

Another way to counteract DAS is to look at the next queue and learn the standard colors for each tetromino.

In all versions of Tetris, you’ll see at least the next piece coming up in the queue. As you’re setting a piece down, you should already be peeking at the next piece from the corner of your eye — and making a decision about where it needs to go next. Doing so will help you get better at circumventing the DAS, as well as help you get better at making fast decisions.

Some versions of Tetris even allow you to increase the number of pieces shown in the next queue. Eventually, you’ll be able to plan a few steps ahead, but don’t worry about that for now.

Knowing all the tetrominoes colors by heart also lets you identify what’s coming next. They are as follows:

All of the Tetris pieces and their official colors

In Tetris Effect , all the stages have their own shapes and designs that remove all of the tetrominoes original colors. However, you can revert to the original colors .

Multiple spaces

Here’s one more tip to help you get better at playing flat: We already mentioned trying to avoid building mounds more than two spaces high, but you can apply the same rule horizontally.

An example of a special set up in Puyo Puyo Tetris

Make sure you have multiple gaps at least two spaces across to accommodate O-, S-, and Z-shaped pieces. If you notice that you’re making a lot of garbage, or empty spaces that screw up rows, it’s likely because of poorly placed O-, S-, and Z-shaped pieces.

Practice a lot

We realize that, even at a base level, there are a lot of things to keep in mind from the start. Even with dedicated practice, it will take some time for these ideas to become second nature. In time, you’ll discover unique setups and your own tricks to combat sticky situations.

If you have any questions, leave them in the comments. We’ll answer them the best we can or offer up answers in our upcoming guide.

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The Big Tech Question

What’s the best free Tetris app?

Best free Tetris app

Greetings comrade! Forget Fortnite , FIFA and Grand Theft Auto V – there’s only one game that really gets the pulse racing and it’s as simple as they come. Tetris and its crazy music is still alive and kicking, with huge numbers of knock-off versions to join the official one. But which is the best free Tetris app?

To find out, I got down to the serious task of testing the biggest-hitting Tetris games for iOS and Android phones, whittling down the longlist to four options. I then gave each a score out of five gamepads (🎮) to crown the overall tsar…

Best free Tetris app : Tetris ( Android and iOS )

free tetris in assignment expert

It’s fitting that we begin with the official option from Electronic Arts. However, if you’re expecting to be immediately transported back to your childhood, you’ll be thoroughly disappointed.

The old adage goes “if it ain’t broke, don’t fix it”, but in the case of Tetris , I’d add a small addendum: “and definitely don’t litter it with adverts until it becomes almost unplayable”. There are pop-ups before you play a game, a banner at the top while you’re playing and, you guessed it, ads if you want to continue. In short, it’s not a pleasant experience.

It’s a shame because a lot of thought has obviously gone into keeping Tetris fresh: for example, there’s a new “Explorer” mode where you use your block-busting nouse to discover planets and triumph over rival explorers.

Most damningly, the gameplay itself is clunky: your thumb swipes have to be very precise and accelerating the speed of the block often causes it to fall in the wrong position. You’ll quickly be muttering under your breath.

Worst of all, Electronic Arts have mucked around with the holy of holies: the gameplay music. Instead of the comforting plink-plonk of the 1980s version, you get a Europop-esque twist that takes approximately 0.1 microseconds to start grating.

How the mighty have fallen. If you’re interested in trying out the new modes, it’s worth giving Tetris a quick try, but otherwise you’ll get a better experience with almost any of the knock-off alternatives.

Best free Tetris app : Brick Classic ( Android and iOS )

free tetris in assignment expert

Ah, 1989: the first episode of Home and Away airs on ITV, Arsenal win the title in the last minute of the season, New Kids on the Block reign supreme and Tetris makes its debut on the black-and-white Nintendo Game Boy.

If you’re pining after those halcyon days, I’ve got good news for you: there are plenty of “classic” Tetris apps that promise a tap down memory lane. Brick Classic is one of the better options, offering a no-frills experience – complete with 1980s-inspired music.

As you’d expect – and maybe want – the controls are less than intuitive and the design of the app is a little ragged around the edges (the top advert bar is particularly annoying), but all the old controls are there. You work your way up from Speed and Level 1, and are given a preview of the next block. And that’s your lot.

Simply put, Brick Classic is all about nostalgia – it’s like discovering an old cassette mixtape or revisiting a TV programme that scared the bejeezus out of you as a kid (*cough* The Demon Headmaster *cough*). The game’s fun for a few hours, but it’s unlikely to win a permanent place on your device.

Best free Tetris app : Tetra Classic ( Android )

free tetris in assignment expert

“I just want to play normal Tetris ! Is that too much to ask?” I hear you cry impatiently. Well, Tetra Classic is the closest you’ll come – if you have an Android phone.

It’s all present and correct: a simple interface, primary-coloured blocks, an unobtrusive preview of where the piece is going to land and, hallelujah, no adverts whatsoever. In fact, there’s nothing else whatsoever – no paid-for extras, modes or even music.

After the official Tetris offering, Tetra Classic feels like slipping into a pair of worn-in trainers. Yes, they might be a bit stale, but they do the job and are comfortable to wear.

So, if you’re heading off on a long train journey or killing time in a featureless waiting room, Tetra Classic will easily absorb the minutes – and please Tetris purists and newcomers alike.

Best free Tetris app : Kubik ( Android and iOS )

free tetris in assignment expert

Okay, this is a controversial choice. Are you sitting down? Aside from being an excellent and addictive game, Kubik is… 3D. Yes, I’ve been singing the praises of classic-style options above, but Kubik is the closest to capturing the pure simplicity of the original game.

There are no bells and whistles: you start a game and that’s it. There’s no ultra-fast mode, no missions to capture a planet and, best of all, no adverts. Press play and you’re confronted with a 3 x 3 3D grid, which you rotate with a thumb to fit in the falling bricks.

It may sound easy, but it requires a bit of brain reprogramming as you realise that there are far more options that traditional 2D Tetris – something that makes new high scores that little bit sweeter.

But the good things don’t end at the gameplay: I’m a fan of the unobtrusive, Brain Eno-esque music and the design emphasis is on primary-coloured minimalism. Think of it as “hipster Tetris ”.

There’s one small concession to the primal urge to unlock extras: you can add different environments – such as a desert island (complete with a cute swimming whale), snowscape, alien planet and volcano – by collecting coins.

If that doesn’t sound like your shot of vodka, go for one of the nostalgia-fests above, but if you’re game for a challenging and beautiful app, Kubik should be at the top of your list.

READ NEXT: What’s the best free Mahjong app?

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Last updated on March 1st, 2019

HTML5 Tetris

Touch events are now supported! Play on iOS and Android: Swipe anywhere to move, tap to rotate (Can also tap while swiping to rotate). Swipe down to drop.

Touch Sensitivity: 1

For PC/Mac: Use the Arrow keys to move and rotate, spacebar to drop. Z,X to rotate in either direction.

Mouse control (toggle): M left click to rotate and right click to drop. Mouse control is experimental.

To start a new game, refresh the page (F5)!

This is an infinite tetris game. It does not speed up. To score more points, drop pieces as fast as you can!

Changes coming soon (To do list):

  • Centered positioning of board
  • Preview next piece(s)
  • More visual effects and animations: CSS3 transitions for animation, with fallback to JS animation. In particular I want a satisfying effect for the hard drop.

eChalk

eChalk has gone mobile!

This activity will run on any browser that supports Flash or a modern browser with HTML5 support. This includes mobile devices such as iPads, Kindle and Android tablets as well as PCs or Macs.

Compatibility tests:

Proceed anyway?

For more educational games , check out www.echalk.co.uk

You can take a look at our other interactive mobile content by clicking the button below:

View more of our interactive mobile content

free tetris in assignment expert

Tetris game in JavaScript – Open source

In this post I will show you the Tetris game programmed in pure JavaScript, totally free and open source.

This block game is programmed with JavaScript and uses canvas to paint the game. I also use Bootstrap for the layout of the buttons and the page in general, with a bit of SweetAlert for the alerts.

Although it seems simple to do, it is one of the jobs that has cost me the most and of which I am most proud . It was complex (for me) to understand all the logic for collisions, rotations, row deletion, part movement, limits, etc.

Among the features of the game we find:

  • Sounds: background music, sound when the piece cannot be rotated, when a complete row is made and when the tetromino touches the ground
  • Colors: each piece has a random color chosen at runtime
  • Rotations: pieces can be rotated to accommodate them and accumulate points
  • Mobile compatible: because it is web, I have added some buttons to be able to play it on mobile phones and tablets, but it can also be played with the keyboard
  • Open source: you can modify the game, the board, the length, speed, pieces, rotations, etc.
  • Tetris port: behaves like any normal tetris game
  • Game pause: the game can be paused or resumed at any time

Let’s see then the details of this game programmed in JS. Throughout the post I will show you how this game is programmed, I will also leave you a demo and the complete code which is FOSS.

Note: figure , piece and tetromino will be used synonymously in this post.

General algorithm of the Tetris game

The algorithm is simple. We have a Cartesian plane where the coordinates X and Y exist. We have 3 things:

  • Game board: the board where everything will be drawn or displayed
  • Existing pieces: the points or pieces that have already fallen before; that is, the figures that stayed there
  • Current piece: the piece that is currently going down and that the player can move or rotate

Now we do the following: we draw the game board (empty), then we overlap the existing pieces and finally we place the current piece (the one that is going down).

In each movement or attempted rotation, we check if the piece does not collapse with the wall or with another figure below. When the part is rotated, we do a simulation to see if the points, after being rotated, will not collapse with another part.

Furthermore, when it is detected that the piece has hit the ground, a timer is started that will put the next piece in certain milliseconds (this way the player has time to move the piece).

Before displaying another shape, the points of the current shape are moved to the existing parts.

The rest are collisions and work with arrays. For example, to check if a row is full, we go through each point of the array at a certain position of Y and check if it is taken.

All the game drawing is done in a requestAnimationFrame and we draw an array on Canvas using JavaScript .

The game has various sounds. All sounds are injected and hidden in the DOM. They are init like this:

In this case the background sound is reproduced in a loop, so that it repeats infinitely. Then, we reproduce it like this ( line 1 ):

Helper classes

A point has two things: X and Y coordinates. And a Tetromino has several points that make it up.

Like I said, a tetris figure is made up of several points. In addition, it has several rotations. The Z, for example, has only 2, but the J has 4. The rotations are also defined as a Tetromino, and they are exchanged when rotating.

To keep track of the rotation the figure is in, an index is kept. The rotations are nothing more than an array that has several Tetrominos, which represents all possible rotations.

As you can see, the color is chosen in line 6 . At the moment of choosing the figure, each point of each rotation of the same is colored with the random color.

Useful functions

Before continuing, let’s look at the useful functions. Among them we have the function that loads the sound, the one that chooses a random color or the one that chooses a random number to know which figure to choose:

For example, the getRandomColor function chooses a random color from the static array of the Game class that we will see next. And this function reuses the function called getRandomNumberInRange which returns a number in a certain range.

Game operation

free tetris in assignment expert

Let’s start by looking at the constants of the game, such as the size of the board, the colors, the score that is given to the user when he makes a row of points or the random colors to choose from:

The color array can be modified to your liking, either by changing the colors or adding more, to add randomness.

We also have certain interesting parameters such as the size of each square in pixels (this affects the size of the board) or the milliseconds to indicate the speed at which the piece moves down, the duration of the animation or the time the player has to move the piece if it has touched the ground.

Game init function

It all starts in the init function, but the constructor where we define several things is also important:

The game receives the id of the canvas where it is going to be drawn . In this way we could make them two Tetris game boards, using the same code.

We also have various flags, the definition of the board, the sounds, and so on. Now let’s see the init and restart of this open source tetris game :

One important thing to note here is the syncExistingPiecesWithBoard function. What this function does is clean the board and place on it (that is, modify the indexes of the array) the existing pieces.

Draw on canvas

The function that draws the entire tetris game on the canvas is the following. It will be invoked every 17 milliseconds using requestAnimationFrame :

This function is the one that you can modify if you want to draw the game in another place; for example in a table, with SVG, in the console, and so on.

Get random figure

We have the function where we define the figures and their rotations. This method will return a random Tetromino on each invocation :

Right here is where we are using the Point class and the Tetromino class. Remember that each Tetromino will receive an array of all possible rotations . And each rotation is in turn an array of points that have different coordinates.

These coordinates are not modified internally at the point, but are placed from a global X and Y on the board.

If you want to define other shapes or modify the rotations, this is where you have to make the changes.

Collisions and movements

I know that there are engines for video game development but in this case I wanted to do everything by hand. Therefore I have created my own functions to know if a point is out of bounds, if a point is valid, and so on.

Let’s first look at the point collision functions that check the existing board and pieces:

We are using the global coordinates of X and also of Y, because remember that each point in the figure is independent.

Now let’s see the functions to move or rotate the figure:

What we do is simulate the movement and check if each point is still valid. We also play a sound in case the figure cannot be rotated.

Deleting full rows

free tetris in assignment expert

This is one of the functions that took me the most work to program. What it does is check and remove the filled rows. It looks like this:

We must obtain the Y coordinate of all the rows that are already filled. For each one, we check if we can move all the points down. In case they are, we lower them, but we do not lower them beyond the number of deleted rows .

Also, this feature increases the score. The function that refreshes it is:

The score is calculated according to the number of points that were removed multiplied by the score per square removed.

Now let’s look at the game loop. According to the interval in milliseconds defined above, we are lowering the tetromino while possible. In case the piece can no longer be moved, a timer is started to give the player an opportunity to move the piece.

When the timer runs out, if the tetromino still can’t move, we add the current part to the existing parts and then select another shape:

It is also in this loop where we check if the player loses.

free tetris in assignment expert

I must admit that this feature needs to be improved as it currently checks for pieces in the second row, but it should be smarter.

Controls for playing blocks in JavaScript

The block game or tetris in JavaScript that I have programmed can be played with the keyboard or with the buttons. It is a good time to show the HTML code of the game, where we see the canvas and the buttons:

Each button has an id, which I then retrieve within the game using querySelector :

Now let’s see the controls, both the keyboard and the buttons. Each invokes the “try to move right” functions and all other positions:

Here you can see that we use the canPlay flag, which we deactivate or activate according to our convenience. For example, it cannot be played while the game is paused or while the row removal animation is playing.

Putting it all together

free tetris in assignment expert

I can’t put or explain all the code here. Remember that the only thing we need is a canvas where we can draw the whole set of blocks. The rest is in the code, especially in the Game class. You are free to explore it.

It really took me a lot of time and effort to make this game; you can see all its evolution through commits .

I leave you a YouTube video for the demonstration (in spanish):

The complete and open source code is on my GitHub: https://github.com/parzibyte/tetris-javascript

You can try the demo here: https://parzibyte.github.io/tetris-javascript/

I also take the opportunity to invite you to read more about JavaScript and Videogames on my blog.

I am available for hiring if you need help! I can help you with your project or homework feel free to contact me . If you liked the post, show your appreciation by sharing it, or making a donation

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How to Write a Text-Based Tetris-Style Game in C

In this guide, we will embark on a journey to create a captivating text-based Tetris-style game using the power of the C programming language. Together, we'll delve into the intricacies of game development, uncovering the foundational elements that drive the gaming experience. Through step-by-step exploration, we'll not only construct a simple game but also gain insights into the mechanics that make games engaging. Join us as we navigate the process of crafting this game, learning how to implement the game's mechanics and dynamics in C.

  • Create a Tetris-Style Game in C: Step-by-Step Guide

Building a C Text-Based Tetris Game

Explore the process of crafting a text-based Tetris-style game in C with our comprehensive guide. Delve into game development principles and learn how to implement mechanics that bring your creation to life. Need help with your C assignment ? Let's dive in and build something amazing together! Whether you're a beginner or an experienced programmer, you're sure to find valuable insights in this guide.

Prerequisites

Before we begin, make sure you have a basic understanding of C programming concepts. Additionally, you'll need a C compiler installed on your computer, such as GCC.

Exploring the Code

Let's break down the code into sections and explain each part:

How the Game Functions

The text-based Tetris-style game we'll create comprises several core components:

  • Drawing the Board (drawBoard()) : Clearing the console and displaying the game grid. Empty spaces are represented by periods (.), while filled spaces are shown as hash symbols (#).
  • Placing a Piece (placePiece()) : As a piece reaches the bottom or collides with another piece, it's placed on the board. This function updates the board array based on the current piece's position.
  • Checking for Collisions (checkCollision() ): This function determines whether a piece can move to a specific position without colliding with the game grid's boundaries or existing pieces.
  • Rotating a Piece (rotatePiece()): Players can rotate the current piece by pressing the 'q' key. The function rotates the piece by 90 degrees clockwise using a temporary array.
  • Main Loop (main()) : The core of our game, the main loop controls the game's flow. It continuously updates the screen, handles user input for movement and rotation, checks for collisions, and moves the current piece downward. A Sleep(100) function regulates the game's pace.

By breaking down the code and understanding each component, you've gained the expertise to construct a foundational text-based Tetris-style game in C. Armed with this knowledge, you're well-equipped to experiment with advanced game development concepts and dive into the realm of creative additions. As you fine-tune your game design skills and explore new features, you'll be well on your way to creating games that captivate and entertain audiences. The journey of game development is just beginning, and your newfound abilities open doors to endless possibilities.

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Create a tetris-style game in c: step-by-step guide submit your homework, attached files.

Assignment 1: Tetris in MIPS

version: 1.0.2 last updated: 2023-09-29 13:00:00

  • to give you experience writing MIPS assembly code
  • to give you experience translating C to MIPS
  • to give you experience with data and control structures in MIPS

Getting Started

Create a new directory for this assignment called tetris , change to this directory, and fetch the provided code by running these commands:

If you're not working at CSE, you can download the provided files as a zip file or a tar file .

This will add the following files into the directory:

  • tetris.s : a stub MIPS assembly file to complete.
  • tetris.c : a reference implementation of Tetris in C.
  • tetris.simple.c : a copy of the reference implementation of Tetris, for you to simplify.
  • input.txt : example input file.
  • tetris.mk : a make(1) fragment for compiling tetris.c .

Tetris: The Game

tetris.c is an implementation of Tetris , a widespread and popular video game.

An example game of Tetris can be seen to the right.

A game of Tetris takes place on a 2D field, where the player must fit together descending shapes to make lines.

You can move a piece left ( a ) and right ( d ), drop it down (one step with s or all the way with S ), and rotate it ( r and R ).

Once a piece hits the bottom, another piece will appear at the top of the field.

Any horizontal lines in the field that become completely filled will be cleared, and points will be awarded to the player's score based on how many lines are cleared at the same time.

To get a feel for this game, try it out in a terminal:

You should read through tetris.c . There are comments throughout it that should help you understand what the program is doing [ citation needed ] — which you'll need for the next part of the assignment.

tetris.s: The Assignment

You have been provided with some assembly and some helpful information in tetris.s . Read through the provided code carefully, then add MIPS assembly so it executes exactly the same as tetris.c .

The functions show_debug_info , game_loop and read_char have already been translated to MIPS assembly for you.

  • rotate_left
  • compute_points_for_line
  • setup_field
  • choose_next_shape
  • print_field
  • piece_hit_test
  • piece_intersects_field
  • rotate_right
  • place_piece
  • consume_lines

You must translate each function separately to MIPS assembler, following the standard calling conventions used in lectures. When translating a function, you must not make any assumptions about the behaviour or side effects of any other function which is called.

This assignment is split into four subsets. Later subsets will involve more complex translation.

The game_loop calls various other functions by handling commands from the player. When translating you should follow the exact behaviour of the C code, however when testing you may find it useful to consult the following table of commands.

Running & Testing

Try this for different sequences of inputs. When testing some functions you may find using the ? command (which calls show_debug_info ) to be useful.

You should implement all the functions from one subset before moving on to the next.

You can also define constants in mipsy but syntax is a different:

TODO You may find the discussion of the assignment during this lecture helpful.

You may find the provided show_debug_info and game_loop function implementation to be useful guidance for your implementation including comments, label names, indentation and register usage.

Simplified C code

You are encouraged to simplify your C code to remove any loop constructs and if-else statements, and test that your simplified code works correctly before translating it to MIPS, in a separate file tetris.simple.c .

This file will not be marked - you do not need to submit it.

In order to allow you to check that your simplified code works correctly, we have provided a simple set of automated tests.

You can run these tests by running the following command:

An example game of Tetris

Select to toggle an example game of tetris, assumptions, clarifications, and restrictions.

Like all good programmers, you should make as few assumptions as possible.

Your submitted code must be hand-written MIPS assembly, which you yourself have written. You may not submit code in other languages. You may not submit compiled output.

You may not copy a solution from an online source. e.g. Github.

Your functions will be tested individually. They must exactly match the behaviour of the corresponding C function and they must follow MIPS calling conventions.

The C code defines constants using #define . Your MIPS translation should use the corresponding provided named constants, in the places where a #define is used in the C code. You should not use a #define constant in your MIPS translation if it is not used in the corresponding part of the C code.

In the get_direction function, you may assume that all user input consists of either empty lines, or lines with exactly one ASCII character. You do not need to handle end-of-file.

There will be a correctness penalty for assignments that do not follow standard MIPS calling conventions including:

Function arguments are passed in registers $a0 .. $a3 .

Function return values are passed in register $v0

Values in registers $s0 .. $s7 are preserved across function calls. If a function changes these registers, it must restore the original value before returning.

The only registers' values that can be relied upon across a function call are $s0 .. $s7 , $gp , $sp , and $fp . All other registers must be assumed to be have, an undefined value after a function call, except $v0 which has the function return value.

If you need clarification on what you can and cannot use or do for this assignment, ask in the class forum.

You are required to submit intermediate versions of your assignment. See below for details.

Tetris wrapper

If you complete this assignment, you may notice that the finished game is not particularly fun to play. To make the game more interesting to play, you can run a wrapper script that adds extra functionality to your MIPS translation. In a directory which contains your completed tetris.s , run: 1521 big-tetris

This adds colour, automatic gravity, shape randomisation, amongst other things. Inputs from the set asdSqrR are recognised. You may need to experiment with which terminal you use as well as terminal size to get the best playing experience. Note that this wrapper is just for fun, there are no marks associated with whether or not your translation works with the wrapper script.

  • Initial release
  • Added another print_field autotest
  • Completed the structure comment in the provided game_loop function

Assessment Scheme

This assignment will contribute 15 marks to your final COMP1521 mark.

80% of the marks for assignment 1 will come from the performance of your code on a large series of tests.

20% of the marks for assignment 1 will come from hand marking. These marks will be awarded on the basis of clarity, commenting, elegance and style. In other words, you will be assessed on how easy it is for a human to read and understand your program.

An indicative assessment scheme for performance follows. The lecturer may vary the assessment scheme after inspecting the assignment submissions, but it is likely to be broadly similar to the following:

An indicative assessment scheme for style follows. The lecturer may vary the assessment scheme after inspecting the assignment submissions, but it is likely to be broadly similar to the following:

An indicative style rubric follows. The lecturer may vary the assessment scheme after inspecting the assignment submissions, but it is likely to be broadly similar to the following:

  • Indentation (consistent, tabs or spaces are okay)
  • Line length (below 120 characters unless very exceptional)
  • Line breaks (using vertical whitespace to improve readability)
  • Header comment (with name, zID, description of program)
  • Function comments (above each function with a description)
  • Sensible commenting throughout the code
  • Descriptive label names, indicating structure

Note that the following penalties apply to your total mark for plagiarism:

Intermediate Versions of Work

Assignment conditions.

  • How it works
  • Homework answers

Physics help

Answer to Question #309334 in HTML/JavaScript Web Application for king

Responsive Layout

Refer to the below image

Extra Small (Size < 576px), Small (Size >= 576px):

https://assets.ccbp.in/frontend/content/intermediate-rwd/responsive-layout-op-mobile.png

Medium (Size >= 768px), Large (Size >= 992px) and Extra Large (Size >= 1200px):

https://assets.ccbp.in/frontend/content/intermediate-rwd/responsive-layout-op-desktop.png

  • The given pre-filled code is of extra small and small devices.
  • Apply media query to the medium and above screen devices such that
  • The CSS class selector with the name menu-and-body-container should have desired flexbox property and value such that output should be the same as shown in the reference image.
  • The font-sizes for the heading text of the navbar, menu, body and footer sections should be 24px.
  • The heading text of the navbar, menu, body, and footer should align to the left of the respective container.

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