tetris

How can I generate a list of all Tetrominos?

余生颓废 提交于 2019-12-06 03:59:58
How can I generate a list of all Tetrominos? Or, more generally, how can I generate a subset of the polyominoes restricted to a number of cells? There are many ways to do this. One option that I've found works well is to think about it recursively and more generally. In particular: A single rectangle is a 1-omino. For any n-omino, you can create an (n+1)-omino by putting a block adjacent to any of the blocks from an n-omino. This gives you a recursive way of listing all possible n-ominos. You need to be careful, though, since this will generate multiple rotations and translations of the same n

Java Tetris rotation

て烟熏妆下的殇ゞ 提交于 2019-12-05 21:03:24
I know this has been asked a lot but I'd like to know how to rotate a Tetris piece? I already made a long and bad solution (~170 lines of code) but there should be easier way to do it. My tetris pieces consist of 4 blocks which all know their location (row and column) in the matrix. Matrix itself is char-typed, so 4 blocks are all letters. It looks like this for example: ...... ..T... .TTT.. ...... I tried to simulate my matrix as coordinate system by counting the middle row and column and using it as an origo and then tried to apply this simple algorithm I found: 90 degree rotation (x,y) = (

tetris rotation

旧街凉风 提交于 2019-12-04 23:14:34
For university we're supposed to write a game (the language is modula2 little chance you know it). Each tetromino is defined through a central piece and 3 relative pieces, Now when it comes to rotation i just rotate the relative blocks (linear algebra). What i am asking myself is how to handle the rotations a user does when the piece has already "landed" because than the user has a little time left to move his pieve quickly into the desired position but in tetris versions all over the web you can "rotate over" other pieces, but i dont seem to get it with my rotation. Over what piece do i need

Rotating cordinates around pivot? (tetris)

蓝咒 提交于 2019-12-04 09:37:21
I'm attempting to design my very own tetris clone but have run into a little problem with shape rotations. I have a 2 dimensional array representing a 10 x 20 game grid and individual shape objects which when initialised contain coordinates of where on the grid the shape will start falling from. So for example, when the user moves the shape down each coordinate's y value gets decremented and this change is reflected on the grid. What I can't seem to figure out is an efficient way to handle shape rotations using this implementation. Is there any way to maybe use a matrix these coordinates

how to use gotoxy function instead of clrscr

落爺英雄遲暮 提交于 2019-12-02 09:28:44
问题 Doing first project and it's tetris; Now I'm doing the animation part, but I have a problem with clearing the screen, I've tried : void clrscr() { system("cls"); } It worked but it kept flashing the screen, is there a way using gotoxy function instead of clrscr on same purpose? I'm using windows console system 32, on visual studio 2008. 回答1: system("cls") executes a shell command to clear the screen. This is tremendously innefficient and definitievly not for game programming. Unfortunately

how to use gotoxy function instead of clrscr

*爱你&永不变心* 提交于 2019-12-02 06:18:15
Doing first project and it's tetris; Now I'm doing the animation part, but I have a problem with clearing the screen, I've tried : void clrscr() { system("cls"); } It worked but it kept flashing the screen, is there a way using gotoxy function instead of clrscr on same purpose? I'm using windows console system 32, on visual studio 2008. Christophe system("cls") executes a shell command to clear the screen. This is tremendously innefficient and definitievly not for game programming. Unfortunately screen I/O is system dependent. As you refer to "cls" and not to "clear", I guess you're working

“after” looping indefinitely: never entering mainloop

生来就可爱ヽ(ⅴ<●) 提交于 2019-11-28 12:16:31
This is my first post. I started coding when considering a career swap two months ago and am working on a Tetris clone. I've implemented most of the core features, but cannot get the game to refresh continually with an after loop. I'm using Tkinter to produce my Gui and am trying out event oriented programming. My understanding is that after(Time, Event) from Tkinter should schedule whatever the Event callback function is to occur after a delay specified by Time . I think that the code is supposed to continue executing subsequent items after this. My frame refresh function ( game.updateBoard()

Tetris俄罗斯方块 for Mac(经典休闲游戏)

余生长醉 提交于 2019-11-28 03:44:17
为大家分享一款经典的游戏,Tetris俄罗斯方块 for Mac,80后90后肯定都玩过, 俄罗斯方块 是一款会上瘾的小游戏,游戏开始后,方块会从区域上方开始缓慢落下,排列成完整的一行或者多行并且消除即可得分,分数越来越高后,方块掉落的速度会之间加快,根本停不下来,喜欢就试试俄罗斯方块 mac版吧! 俄罗斯方块Tetris游戏介绍 俄罗斯方块》(Tetris, 俄文:Тетрис)是一款由俄罗斯人阿列克谢·帕基特诺夫于1984年6月发明的休闲游戏。 《 俄罗斯方块 》的基本规则是移动、旋转和摆放游戏自动输出的各种方块,使之排列成完整的一行或多行并且消除得分。 俄罗斯方块游戏 规则 由小方块组成的不同形状的板块陆续从屏幕上方落下来,玩家通过调整板块的位置和方向,使它们在屏幕底部拼出完整的一条或几条。这些完整的横条会随即消失,给新落下来的板块腾出空间,与此同时,玩家得到分数奖励。没有被消除掉的方块不断堆积起来,一旦堆到屏幕顶端,玩家便告输,游戏结束。 俄罗斯方块名字来源 俄罗斯方块 自然是俄罗斯人发明的。这人叫阿列克谢·帕基特诺夫(Алексей Пажитнов 英文:Alexey Pazhitnov)。俄罗斯方块原名是俄语Тетрис(英语是Tetris),这个名字来源于希腊语tetra,意思是“四”,而游戏的作者最喜欢网球(tennis)。于是

“after” looping indefinitely: never entering mainloop

青春壹個敷衍的年華 提交于 2019-11-27 06:52:39
问题 This is my first post. I started coding when considering a career swap two months ago and am working on a Tetris clone. I've implemented most of the core features, but cannot get the game to refresh continually with an after loop. I'm using Tkinter to produce my Gui and am trying out event oriented programming. My understanding is that after(Time, Event) from Tkinter should schedule whatever the Event callback function is to occur after a delay specified by Time . I think that the code is

Tetris Piece Rotation Algorithm

前提是你 提交于 2019-11-27 06:01:01
What are the best algorithms (and explanations) for representing and rotating the pieces of a tetris game? I always find the piece rotation and representation schemes confusing. Most tetris games seem to use a naive "remake the array of blocks" at each rotation: http://www.codeplex.com/Project/ProjectDirectory.aspx?ProjectSearchText=tetris However, some use pre-built encoded numbers and bit shifting to represent each piece: http://www.codeplex.com/wintris Is there a method to do this using mathematics (not sure that would work on a cell based board)? There is a limited amount of shapes, so I