tetromino | A little game of Tetris | Game Engine library
kandi X-RAY | tetromino Summary
kandi X-RAY | tetromino Summary
A little game of Tetris! Though currently without graphics I'm afraid. To build and run this program you will need Gleam, Erlang and the Erlang build tool rebar3 installed.
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tetromino Examples and Code Snippets
Community Discussions
Trending Discussions on tetromino
QUESTION
I tried to restructure my project for my own Tetris. With changing it to different files and also different folders I got confused about the module imports.
This is the directory
...ANSWER
Answered 2021-Oct-02 at 11:40this is because of relative path, when you run your "run.py" file, it understand code_base.functions because it sees 2 modules (code_base and game_mode), which are your folder names in Jstris folder, but when you import the same name in functions.py it looks for a code_base folder and doesn't find one, so it raises an error if you want all your modules to run by themselves, you can try absolute paths, which is covered in this issue : How to import a module given the full path?
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 read this article about 'why using index as a key is an anti pattern' and got curious why my project works so well with index based key matrix.
I worked on tetris project, and every second, matrix with 20 * 24 cells re-render and move tetromino. Each cell of the array includes the alphabet and it becomes division's className and decide the color of the cell and every second when tetromino moves, it works very well.
From his article's example and this question, if key doesn't get changed, react doesn't change that DOM element and add new DOM for a new item in the array. So my tetris stage should not update view because key doesn't get changed. I got so confused how react key works.
I searched a lot of articles, but what I could find only was that they are using for optimization and compare DOM, but not how. So I want to know, how does key works and what kind of procedure they do to compare before change Virtual Dom and after change Virtual DOM
...ANSWER
Answered 2021-Apr-06 at 13:08Key is like the id of the item, it's a bad practice to use indexes because if one of the items change his position in the list all the list will rerender, you probably can find cases that it will not affect your performance so much but I think it's a bad habit.
check this out: Why Are Keys Important In React
QUESTION
For some fun purposes, I'm writing a Tetris game. I created two classes: "GameBackground" and "Tetromino". Since the "Tetromino" class has a dependency on the "GameBackground" class, I injected this dependency in the constructor using an interface such that I can test the "Tetromino" class independent of the GameBackground class by mocking it. When I use gmock to create the "GameBackgroundMock", the test fails. When I use my own mock like
...ANSWER
Answered 2020-Oct-30 at 08:17You're using ON_CALL
which sets a default value to be returned when a mocked method is being called. This is useful if you don't care how many times given method will be called in your tests and you just set a default value to be returned any number of times (however, expect calls are being matched first, it's a longer story).
It's better to use EXPECT_CALL
in your case to explicitly state what actions you anticipate and validate them:
QUESTION
I'm attempting to create a class in Pascal, I am a bit confused about the declaration and syntax. the main thing is an error I'm getting "Forward declaration not solved Tetromino.Rotate(LongInt)
", I read that I need to declare my procedure in the implementation section but I'm not sure where I'm meant to be putting that. also if you notice anything else wrong with my class declaration please tell me.
ANSWER
Answered 2020-Nov-07 at 09:01In a program module there is no need for division into interface
and implementation
. Therefore the error description (to implement the procedure in the implementation section
) is a little bit misleading. Still, it indicates that the implementation of the Rotate()
procedure is missing.
So, the error is that you have declared a procedure in the Tetromino
class, but the implementation of that procedure is missing. You need to implement it somewhere between the class declaration and the begin .. end
block of the program.
In a unit
module, which has named sections: interface
and implementation
, you declare classes in the interface
section (if those classes are to be accessible from other modules) and implement them in the implementation
section.
In the following I outline what you need to do in your program, including the constructor for Tetromino
QUESTION
I have a .cpp file which is a Tetris game code:
...ANSWER
Answered 2020-Aug-12 at 13:19Well i see that pBuffer have some issues and thats propably becasue you are using multibyte character set i compiled this code with multibyte character set and i get same errors like you need to change multibyte character set to Use Unicode Character Set and it should solve your problem. Its viusal studio option :)
QUESTION
I have followed a tutorial from freeCodeCamp (link here:https://www.youtube.com/watch?v=rAUn1Lom6dw). At the time 1:26:00 they use a .splice
on a variable squares array. I am new to JavaScript. The splice
method is used in the addScore function which is called in the freeze function. I have read that this error usually occurs if used on string but that shouldn't be the case.
Is there any way to fix this error?
Code below.
app.js
ANSWER
Answered 2020-Jul-26 at 23:58querySelectorAll returns a NodeList not an Array. NodeLists do not have a splice method.
QUESTION
I am creating a simple Tetris game using React JS. My main Component besides App.js is a Tetris.js functional component. In useEffect() I am storing components like the stage or current player tetromino using Local Storage. While playing, retrieving data in the console is possible and the data is not null.
...ANSWER
Answered 2020-May-23 at 10:18It seems that on the first render of the Tetris
component where you have useEffect
the useEffect
callback is run with initial values before the user clicks anything. You can check this by placing a debugger;
as the first statement in your useEffect
callback.
QUESTION
Learning JavaScript by making a tetris game.
Problem: When I try to move (left, right or down from the starting position) a piece and then rotate it, then the rotated piece stretches appart. When I go back with it t the starting position, everything works fine. Also when I do not rotate the piece but only move it to the left/right/down then everything is also fine. Am thinking that I have the center of rotation ankered to the grid but not to the piece.
Here you can play the game: Here
Here is my github: Here
Temporary controlls:
Enter and after up arrow: start the game
left arrow: move left
right arrow: move right
up arrow: rotate
down arrow: move one row down
Description:
My tetrominoes and my grid are made of arrays (class based). The grid comes from SimpleBlock{} and GridBlock{}. My tetrominoes are made by Simple Block{} and
...ANSWER
Answered 2020-Apr-21 at 12:09You first define your rotating positions as an array of BasicBlocks. This is an array of references to each Basic Block that constitutes a rotated position.
When you do block.moveLeft(), you change the x value to a different number from the original. This means that the objects saved in the array of each position have changed to have that new x value and so when you try to rotate, the positions don't make sense anymore.
Example:
Look at tetrominoS. Its first position is
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