Tetris Programming: A Beginner‘s Guide183


Tetris, the iconic puzzle game, is more than just a time-killer; it's a fantastic starting point for learning fundamental programming concepts. This tutorial will guide you through the basics of creating a simple Tetris game, focusing on the core logic and using pseudocode to make it accessible regardless of your chosen programming language. We'll cover essential aspects like game board representation, piece manipulation, collision detection, and scoring. By the end, you'll have a solid understanding of the underlying mechanics and be well-equipped to start your own Tetris implementation.

1. Representing the Game Board:

The first crucial step is defining how the game board will be stored in your program. A common and efficient approach is using a two-dimensional array (or matrix). Each element in the array represents a single square on the board. A value of 0 could indicate an empty square, while different integers (1, 2, 3, etc.) could represent different Tetris pieces. For example, a 10x20 board would be represented by a 10x20 array.

```pseudocode
board = [[0 for _ in range(10)] for _ in range(20)]
```

This pseudocode creates a 10x20 array filled with zeros, representing an empty board. You could adapt this using arrays, lists, or other suitable data structures in your chosen language (Python lists, JavaScript arrays, C++ vectors, etc.).

2. Tetris Pieces (Tetrominoes):

Tetris features seven unique pieces (Tetrominoes), each with a specific shape. You can represent these shapes using arrays of coordinates relative to a central point. For example, the 'I' piece could be represented as:

```pseudocode
I_piece = [[0, 0], [0, 1], [0, 2], [0, 3]]
```

This represents four squares vertically aligned. Similarly, you'd define arrays for other pieces (J, L, O, S, T, Z). You'll need to manage the piece's current rotation and position on the board.

3. Moving and Rotating Pieces:

The core gameplay involves moving and rotating the falling piece. Moving the piece down is straightforward – increment the vertical coordinate of each square in the piece's representation. Moving left or right involves modifying the horizontal coordinate. Rotation is more complex and involves applying a rotation matrix or using a simpler approach by pre-defining all possible rotations for each piece.

```pseudocode
function move_piece_down(piece, board):
for square in piece:
square[1] += 1 // Increment vertical coordinate
check_collision(piece, board)
function rotate_piece(piece):
// Apply rotation logic (matrix or pre-defined rotations)
check_collision(piece, board)
```

4. Collision Detection:

Collision detection is critical for preventing pieces from overlapping or going beyond the board boundaries. This involves checking if any square in the falling piece occupies a position already filled on the board or is outside the board limits. If a collision is detected, the piece should be "locked" in its current position.

```pseudocode
function check_collision(piece, board):
for square in piece:
x, y = square
if x < 0 or x >= 10 or y >= 20 or board[y][x] != 0:
// Collision detected!
lock_piece(piece, board)
return true
return false
```

5. Locking Pieces and Line Clearing:

When a piece collides and is locked, it becomes part of the board. You update the `board` array accordingly. After locking a piece, you check for completed horizontal lines. If a line is full (all squares occupied), it's cleared, and the lines above shift down. This is where you'd implement scoring based on the number of cleared lines.

```pseudocode
function lock_piece(piece, board):
for square in piece:
x, y = square
board[y][x] = piece_type // Assign piece type to board
function check_lines(board):
score = 0
for y in range(20):
if all(board[y]): // Check if line is full
clear_line(y, board)
score += 10 // Increase score
return score
```

6. Game Loop and Rendering:

The game loop continuously updates the game state. It includes moving the piece down, handling player input (left, right, rotate, down), checking for collisions, locking pieces, clearing lines, and updating the score. Rendering involves visually displaying the board and pieces, which requires a graphics library (Pygame, SDL, etc.) depending on your chosen language. The loop continues until the game is over (e.g., pieces stack up to the top).

```pseudocode
while game_over == false:
move_piece_down()
handle_input()
render_board()
```

7. Game Over Condition:

The game ends when a new piece cannot be placed because the top row is full. You would check this condition after locking a piece. This marks the end of the game loop and typically displays the final score.

This tutorial provides a foundational understanding of the programming concepts behind Tetris. While the pseudocode offers a high-level overview, translating it into a working game requires familiarity with a specific programming language and potentially a graphics library. However, by breaking down the game into these key components, you can begin to build your own Tetris game and explore more advanced features like different game modes, levels, and scoring systems.

2025-09-15


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