Tetris | Tetris game written in Kotlin for desktop | Game Engine library
kandi X-RAY | Tetris Summary
kandi X-RAY | Tetris Summary
Tetris game written in Kotlin for desktop (JavaFx) and mobile (Android) platforms. All sounds were made with my old good Ibanez guitar :).
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Community Discussions
Trending Discussions on Tetris
QUESTION
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 08:35You 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.
QUESTION
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 21:40Looks like Numpy doesn't like putting different types in an array, unless you create it like this:
QUESTION
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 21:37On 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()
.
QUESTION
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 19:31HI 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
QUESTION
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.
The Html File:
...ANSWER
Answered 2021-May-15 at 13:11It 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
QUESTION
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 04:43You can always write your own method to do this. Here is the jshell output for the thing you are trying to achieve:
QUESTION
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 13:29Memory 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:
QUESTION
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 07:00I 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)
):
QUESTION
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 14:53The statement
QUESTION
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 17:05Tetris 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:
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