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Tetris tutorial in C++ platform independent focused in game logic for beginners. We are going to learn how to create a Tetris clone from scratch using simple and clean C++. And this will take you less than an hour! This is the perfect tutorial for beginners. Just enjoy it and leave a comment if you want me to explain something better. I know my English sucks, so if you see some mistakes, please, tell me. Let’s go! Updated!

Download sourcecode. Here it is the complete sourcecode. Windows platforms. The sourcecode comes with SDL includes and libs ready to compile in Visual C++ Express Edition 2.

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Nice tutorial, it reminds me of all the love and effort I put into my first C++ programm that was Tetris!!! I had just learned what templates and subclasses were. Google Search still can't do everything. These 13 alternative search engines can take care of a few niche jobs for you. If you're running Windows 8.1 today and want the Start menu back, take a look at our list of the.

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In “Release” folder there is also an executable file just in case you want to try it directly. Other platforms. Thanks to lmelior and to Javier Santana, there is a Linux version of this tutorial. The sourcecode is platform independent and comes with a “makefile”. However, under Linux, you need libsdl- gfx. If you are using Ubuntu you can get them this way: sudo apt- get install libsdl. Keys. ESCQuit the gamez. Watch The World According To Me Online Etonline.

Rotate piecex. Drop piece. Left, Right, Down. I will not offend your intelligence.

Step 0: Introduction. We are going to focus on the game logic, using only rectangle primitives (SDL) for the rendering. All the game logic is isolated from the drawing, so you can expand the tutorial easily. I’m planning making a second tutorial of how to improve this Tetris clone using sprites, background, effects, etc. But right now, let’s focus on the game logic. This is how your prototype will look after you finish the tutorial: In this tutorial you will learn: How to store the pieces and board using matrices (multidimensional arrays).

How to solve the rotation problem in Tetris, in a really easy way, without using complex maths or anything difficult, just using an intelligent hack. How to check collisions between the pieces and the board. How the main loop of a Tetris game works. What you are supposed to already know: C++A little bit of graphical programming if you want expand the tutorial with improved graphics. Don’t worry about that if you just want to learn the Tetris game logic.

What do you need? A compiler or programming IDE.

I’ve used Visual C++ Express Edition for this tutorial, that is a free C++ IDE. But you can use the one of your choice, of course.

Desire to learn 😀What is the license of the sourcecode? The sourcecode is under the “Creative Commons – Attribution 3. Unported”. That means you can copy, distribute and transmit the work and to adapt it. But you must attribute the work (but not in any way that suggests that they endorse you or your use of the work). The manner of attribution is up to you.

You can just mention me (Javier López). A backlink would be also appreciated. Step 1: The pieces. First, we are going to create a class for storing all the pieces. There are 7 different types of pieces: square, I, L, L- mirrored, N, N- mirrored and T. But, how can we define each piece?

Just check out the figure: As you can see, this piece is defined in a matrix of 5×5 cells. The pivot block is the rotation point: yes, the original Tetris game has a rotation point for each piece 🙂And how can we store that using C++? Easy: using a bidimensional array of 5×5 ints (or bytes, if you are a fanatic of optimization).

The previous piece is stored like that. Now that we already now how to store each piece let’s think about rotations. We can solve the rotation problem in a lot of different ways. In other tutorials, I’ve seen them use complex rotation algebra in order to rotate the piece… but we can solve this problem easily.

If we can store each piece… why don’t we just store each piece rotated too? There are four possible rotations for each piece: As you can see, the longer piece is only 4 block widht. But we are using 5 blocks matrices in order to be able to store all the rotations respeting the pivot block. In a previous version of this tutorial, I was using 4- block matrices, but then it was necessary to store translations of the pivot to the origin.

This way, we are using some bytes more but the sourcecode is cleaner. In total we only use 4. That’s nothing 🙂So, in order to store all this information we need a 4- dimensional array (wow!), in order to store the 4 possible rotations (matrices of 5×5) of each piece.

Pieces definition. Pieces [7 /*kind */ ][4 /* rotation */ ][5 /* horizontal blocks */ ][5 /* vertical blocks */ ] =. Great! Now, in order to rotate a piece we just have to choose the following stored rotated piece. There is something important that we have to take in count. Each different piece must be correctly positioned every time it is created on the top of the screen. In other words, it needs to be translated to the correct position (in order to show ONLY one row of blocks in the board and to be centered, upper blocks should be OUTSIDE the board). Like each piece is different (some are lower or smaller than others in the matrices), each one needs a different translation every time it is created.

We will store these translations in another array, one translation per rotated piece. Watch Neighbors 2: Sorority Rising Online Forbes. Take your time to understand this. The translation are two numbers (horizontal tranlastion, vertical translation) that we have to store for each piece. We will use these numbers later in “Game” class when creating the pieces each time a new piece appears, so it will be initialized in the correct position. This is the array that stores these displacements. Displacement of the piece to the position where it is first drawn in the board when it is created.

Pieces. Initial. Position [7 /*kind */ ][4 /* r. L mirrored */. /* N mirrored */. And with that we have solved one of the most tricky parts of this tutorial. We can now create our Pieces class, this file is called “Pieces. PIECES_. #define _PIECES_. Pieces. // - -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -.

Get. Block. Type(int p. Piece, int p. Rotation, int p.

X, int p. Y). int Get. XInitial. Position (int p. Piece, int p. Rotation). Get. YInitial. Position (int p. Piece, int p. Rotation). PIECES_. The 3 methods that you can see in the header returns some information that we will need later. Their implementation is trivial.

Return the type of a block (0 = no- block, 1 = normal block, 2 = pivot block). Piece:Piece to draw. Rotation:1 of the 4 possible rotations. X:Horizontal position in blocks. Y:Vertical position in blocks. Pieces: :Get. Block.

Type (int p. Piece, int p. Rotation, int p. X, int p. Y). return m. Pieces [p.

Piece][p. Rotation][p. X][p. Y]. ======================================. Returns the horizontal displacement of the piece that has to be applied in order to create it in the. Piece:Piece to draw. Rotation:1 of the 4 possible rotations. Pieces: :Get. XInitial. Position (int p. Piece, int p.

Rotation). return m. Pieces. Initial. Position [p. Piece][p. Rotation][0]. Returns the vertical displacement of the piece that has to be applied in order to create it in the. Piece:Piece to draw. Rotation:1 of the 4 possible rotations. Pieces: :Get. YInitial.

Position (int p. Piece, int p. Rotation). return m.

Pieces. Initial. Position [p. Piece][p. Rotation][1]. Step 2: The board. Now we are going to learn how to store the pieces in the board and check collisions. This class stores a bidimensional array of N x N blocks that are initialized to POS_FREE. The pieces will be stored by filling these blocks when they fall down updating the block to POS_FILLED.

In this class we need to implement methods in order to store a piece, check if a movement is possible, delete lines, etc. Our board is going to be very flexible, we will be able to choose the amount of horizontal and vertical blocks and the size of each block. This is the header of the class (“Board. BOARD_. #define _BOARD_. Includes - -- -- .

Pieces. h". // - -- -- - Defines - -- -- . BOARD_LINE_WIDTH 6// Width of each of the two lines that delimit the board. BLOCK_SIZE 1. 6// Width and Height of each block of a piece. BOARD_POSITION 3. Center position of the board from the left of the screen.

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