Tetris | Tetris game - Fun & amp ; Simple Original tetris | Game Engine library

 by   salif Java Version: Current License: No License

kandi X-RAY | Tetris Summary

kandi X-RAY | Tetris Summary

Tetris is a Java library typically used in Gaming, Game Engine applications. Tetris has no bugs, it has no vulnerabilities and it has low support. However Tetris build file is not available. You can download it from GitHub.

Fun & Simple Original tetris.
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            kandi-support Support

              Tetris has a low active ecosystem.
              It has 20 star(s) with 4 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Tetris has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Tetris is current.

            kandi-Quality Quality

              Tetris has no bugs reported.

            kandi-Security Security

              Tetris has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Tetris does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Tetris releases are not available. You will need to build from source code and install.
              Tetris has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are available. Examples and code snippets are not available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Tetris and discovered the below as its top functions. This is intended to give you an instant insight into Tetris implemented functionality, and help decide if they suit your requirements.
            • Draws the current status
            • Checks if a tetromino is possible
            • Returns the current tetromino position in the system
            • Draws tetrominoes to the graphics context
            • Timer callback
            • Shows a game over the database
            • Removes all lines that are full
            • Calculate the current resolution
            • Rotate the tetrominoes
            • Set the y - coordinate
            • Transform a X coordinate
            • Returns the minimum x value of this coordinate
            • Pause clock
            • Rotate the vertices
            • Advance to the next available block
            Get all kandi verified functions for this library.

            Tetris Key Features

            No Key Features are available at this moment for Tetris.

            Tetris Examples and Code Snippets

            No Code Snippets are available at this moment for Tetris.

            Community Discussions

            QUESTION

            CSS flexbox fill available space to the right side of a slim but high element with elements while ignoring flex-direction row/column axis restrictions
            Asked 2021-May-30 at 08:35

            Is it possible to use css flexbox to fill the available space (kind of like playing tetris) ignoring the axis imposed by flex-direction column or row. The intended result should be one element on the right el1 of which its height exceeds those of el2 and el3 combined and therefore el2 and el3 fill the available space next to el1 naturally as follows from the HTML provided below.

            Intended result

            ...

            ANSWER

            Answered 2021-May-30 at 08:35

            You can use display grid along with a media query and just reorder the grid-template-areas from grid-template-areas: "el1 el2" "el1 el3"; to grid-template-areas: "el1 el2" "el3 el3";. Display grid allows the element to be moved anywhere in its parents border-box regardless of its linear layout in the HTML markup.

            Source https://stackoverflow.com/questions/67759027

            QUESTION

            Setting numpy zeros elements with RGB values
            Asked 2021-May-28 at 21:40

            I'm currently trying to write tetris using pygame.

            I have a numpy zeros array which acts as the tetris window and its contents. Since it starts out as zeros, there is nothing on the window. When a block is placed at the bottom the matrix is then updated with the RGB values in the place of those zeros. I would then loop through this matrix to draw the colors of each square onto the game window.

            I have the code written, however get this error in my matrixUpdate method:

            ...

            ANSWER

            Answered 2021-May-28 at 21:40

            Looks like Numpy doesn't like putting different types in an array, unless you create it like this:

            Source https://stackoverflow.com/questions/67731721

            QUESTION

            pyglet windows hang with schedule_once after some time
            Asked 2021-May-20 at 21:37

            For the context, I'm trying to use OpenAI gym together with a pyglet tetris game that I wrote. The problem I'm facing boils down to the MWE below.

            After always the same amount of time, here ~9 seconds, the window freezes, but the prints from the toto function AND the render function are still printing. I'm going crazy on this. Pyglet seemed nice but I hardly find any documentation and the official one is hardly helpful. If I do the same with a simpler code with a on_draw() function, no problem, but I need this for the gym part.

            Thank you

            ...

            ANSWER

            Answered 2021-May-20 at 21:37

            On Windows at least, I wasn't able to reproduce the problem you encountered exactly, but I did notice that the window freezes when it is moved, clicked, minimized/restored. The problem seems to be that you don't dispatch those sorts of events, so they sit it the event queue and prevent further drawing. A quick fix is to call self.window.dispatch_events after calling self.window.clear().

            Source https://stackoverflow.com/questions/67626206

            QUESTION

            UI Button and clone object
            Asked 2021-May-17 at 19:31

            I'm new to the unit and I still don't know a lot, and I am still trying to figure it out in many ways, so please do not swear. The first project I decided to make Tetris and I had a problem. I am trying to make control of figures through the UI Button and the problem is that the control does not work with the clones that I create through Instantiate, however, with the original object, if I just transfer it to the stage, the control works quietly. How to make the UI Button work the same for clones? Thanks in advance for your reply.

            ...

            ANSWER

            Answered 2021-May-17 at 19:31

            HI I check what you said and if I understand it you lose reference to a new object and cant move it I made a sample code you can try and check it

            Source https://stackoverflow.com/questions/67574656

            QUESTION

            How to find where the tetris block (Tetromino) land on the gird and Show it as preview?
            Asked 2021-May-16 at 06:03

            I am learning HTML canvas and choose to make Tetris game as the first project I have completed the game by watching a few tutorials. But want to make it better by adding a live preview where the Tetromino land on the page can anyone help how can I do that? By preview I mean How can I show the player where the piece land on gameArea.

            Something like this

            The Html File:

            ...

            ANSWER

            Answered 2021-May-15 at 13:11

            It is funny to answer my own question but, I found my answer in my dreams so let me put it here so if anyone wants to know the answer get helped Because,

            That's what the community do.

            so let's not waste any more time.

            check how the game looks after the edit

            SO first I created a new prototype function called shadow then check for where the tetromino collides using a for-loop return the for loop instance(where the Tetromino collides) minus 1. because we want to draw the shadow 1 step before the collision like this

            Source https://stackoverflow.com/questions/67502598

            QUESTION

            How to place a two-dimensional Arraylist to another 2d ArrayList (Tetris)?
            Asked 2021-May-06 at 04:43

            Ciao,

            I'm creating a Tetris Algorithm, I'm stuck with this logic.

            I have a 2d ArrayList of the board that looks like this,

            ...

            ANSWER

            Answered 2021-May-06 at 04:43

            You can always write your own method to do this. Here is the jshell output for the thing you are trying to achieve:

            Source https://stackoverflow.com/questions/67411644

            QUESTION

            Structuring memory allocation and pointers to game objects in C++
            Asked 2021-May-03 at 13:33

            I'm writing a small game in C++. I'm relatively new to the language and I'm struggling with how best to store all the game objects in memory and how to refer to them during runtime.

            It's a puzzle game where you push 'shapes' which consists of 'blocks' like tetris-pieces:

            ...

            ANSWER

            Answered 2021-May-03 at 13:29

            Memory allocation strategies in game engines, especially custom game engines, are typically designed to address the specific needs and challenges that are unique to the game that you are building.

            There are a myriad of different strategies that can be employed, and each of them are suitable for different scenarios, with various advantages and drawbacks.

            Because of this, I think you should wait until you know what the specific issues your game is going to be struggling with before comiting to an approach, lest you have to go through the whole process again once you understand your situation better.

            In the meantime, what you should do is use bog-standard memory allocation. This will have a few advantages.

            • It'll let you focus on actually developing the game instead (aka avoid bikeshedding).
            • It'll force you to think about what "owns" the blocks, which is something your posted code severely lacks, and WILL come and haunt you in the future.
            • It'll set you up to switch to a different memory allocator later.
            • Maybe that'll be plenty for what you need, so you won't have "wasted" time building a system you never needed in the first place.

            Basically, start with the following, and take it from there:

            Source https://stackoverflow.com/questions/67369145

            QUESTION

            wx.Panel not showing in wx.Python
            Asked 2021-May-02 at 07:00

            I'm starting to wxpython and I'm trying to do a little videogame, sort of a Tetris. I'm trying to show the blocks using panels in a GridGagSizer, but the panels don't show. Here is my code:

            ...

            ANSWER

            Answered 2021-May-02 at 07:00

            I believe your problem is here: panel_add = wx.Panel(), it has no parent.
            I suspect that the following will address your current issue ( I have renamed it block and defined it as block = wx.Panel(self.grid_side)):

            Source https://stackoverflow.com/questions/67349129

            QUESTION

            Duplicate rows in Python Pygame Tetris clone
            Asked 2021-Apr-25 at 14:53

            I've been looking at this problem for awhile now and have draw a blank so would appreciate some help.

            I'm making a simple Tetris clone using Python and Pygame. The problem is that the process of detecting completed rows sometimes adds a cloned row to the new GRID so anything effecting the original also effects the cloned row too.

            here is the code for removing completed rows:

            ...

            ANSWER

            Answered 2021-Apr-25 at 14:53

            QUESTION

            Tetris generating coloured shapes from blocks
            Asked 2021-Apr-24 at 08:23

            I'm making Tetris with Pygame. I have designed the blocks separately (a block in every color) so I need to let the game generate all of the blocks' shapes in all colors. I mean I want it to generate for example a shape composed of 4 red blocks in a row or a blue-coloured shape that looks like the letter L from those independent blocks... Then I would create a list in which I would store all these shapes to randomly generate them after.

            And these are ones of those independent blocks:

            ...

            ANSWER

            Answered 2021-Mar-23 at 17:05

            Tetris tiles are arranged in a grid. Define a list of shapes. Each shape is a list. The list contains tuples specifying the column and row of each tile that makes up the shape:

            Source https://stackoverflow.com/questions/66765536

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Tetris

            You can download it from GitHub.
            You can use Tetris like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Tetris component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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