Basicly, I'm trying to make a modified version of tetris as a practice to improve my sloppy programming skills. But I'm trying to figure out the basic logic and I came up with GRIDS.
This is a code to test my Block Type which would be all the blocks in the game. It's a prototype...
EDITED
So basicly
4x4
[0][0][0][0]
[0][0][0][0]
[0][0][0][0]
[0][0][0][0]
0 doesn draw
1 draws on of the figure's cube
So let's say an L
[0][0][0][1]
[1][1][1][1]
[0][0][0][0]
[0][0][0][0]
This is a code to test my Block Type which would be all the blocks in the game. It's a prototype...
Const Cell_Size:Int=12 Graphics 800,600 Global Test1:TBlock=New TBlock Test1.Create(10,10,0) Repeat Test1.Update() Test1.Draw() Flip; Cls Until KeyHit(KEY_ESCAPE) End Type TBlock Field XCell:Int Field YCell:Int Field Category:Int Field Rotation:Int Field HCell:Int=4 Field VCell:Int=4 Field UCell:Int[HCell,VCell] Method Create(xstart,ystart,catstart) XCell=xstart YCell=ystart Category=catstart Select Category Case 0 ' Normal L UCell[1,2]=1 UCell[2,2]=1 UCell[3,2]=1 UCell[3,1]=1 Case 1 ' Line | Case 2 End Select End Method Method Update() End Method Method Draw() For Local i:Int = 0 To VCell For Local i2:Int = 0 To HCell If UCell[i,i2]=1 Then DrawRect XCell, YCell, Cell_Size, Cell_Size EndIf Next Next End Method End Type
EDITED
So basicly
4x4
[0][0][0][0]
[0][0][0][0]
[0][0][0][0]
[0][0][0][0]
0 doesn draw
1 draws on of the figure's cube
So let's say an L
[0][0][0][1]
[1][1][1][1]
[0][0][0][0]
[0][0][0][0]