You could set all the fallen blocks to entitytype 2 and the falling blocks to entitytype 1 and only check for collisions between type 1 and type 2.
That should solve your problem fine.
Although, tetris is a simple game, with predetermined block widths and straight edges, which means having polygon collisions is slightly overkill.
Instead, why not use the same method you would use to create a 2d version of tetris, with the array. You check the array for collisions instead.
That should solve your problem fine.
Although, tetris is a simple game, with predetermined block widths and straight edges, which means having polygon collisions is slightly overkill.
Instead, why not use the same method you would use to create a 2d version of tetris, with the array. You check the array for collisions instead.