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Wouldn't it be easier if we could have different colours available, so that it is easier to see 2 touching blocks of the same colour? | Wouldn't it be easier if we could have different colours available, so that it is easier to see 2 touching blocks of the same colour? | ||
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Wow, I remember ZLLZ | SJJS. I'll go ahead and confirm it's in there. I'll look up the vid where Gilly does itand post it on the wiki later. [[User:68.222.41.105|68.222.41.105]] 12:19, 19 November 2006 (EST) | Wow, I remember ZLLZ | SJJS. I'll go ahead and confirm it's in there. I'll look up the vid where Gilly does itand post it on the wiki later. [[User:68.222.41.105|68.222.41.105]] 12:19, 19 November 2006 (EST) | ||
:it works for sure -- i've updated the page (and added a lot more while i was at it. see the [[tactical rotation]] page too). there's one that i thought of as i was making additions which i've yet to test (indicated). i'll do that if noone else does first. --[[User:Tremby|tremby]] 2006 November 25 06:49 (GMT) | :it works for sure -- i've updated the page (and added a lot more while i was at it. see the [[tactical rotation]] page too). there's one that i thought of as i was making additions which i've yet to test (indicated). i'll do that if noone else does first. --[[User:Tremby|tremby]] 2006 November 25 06:49 (GMT) | ||
== multisquares == | |||
it's a bit of a mish mash of multisquares here. all the actual different types are there (i believe), which is the important thing, but loads of them can be made in different orders and rotations, or with an I piece on the other side. i've mentioned this in the article, but do we want to go into more detail? also, if you can think of a better way to order the different multisquares, go ahead. they're in a vague sort of order but i was thinking if you could say "what can you make out of these four pieces" and have the options available that might be useful. not sure how to achieve this though. [[User:Tremby|tremby]] 2006 November 25 06:57 (GMT) | |||
== Motion for Reworking == | |||
I came across this wiki while researching for a Tetris project I'm working on. Finding this article, I can see a number of things that could probably see a change for the better. This is what I suggest: | |||
=== Images === | |||
The images used to illustrate square construction are solid-color and a bit difficult to make out what's going on. This can easily be corrected by using black outlines showing the shapes of the tetrominoes contributing to the squares. | |||
=== 3x4 Constructs === | |||
The article mentions 2x4 constructs, which can be either paired to form squares, or sandwiched between two I-tetrominoes. However, there's a number of 3x4 constructs that can be used with an I-tetromino to form squares as well, but these are all lumped into the generic multisquare category. I think it's a lot easier to learn how to build squares if you remember combinations for 2x4 and 3x4 constructs, then the relatively small number of 4x4 multisquares. | |||
=== Algorithm === | |||
The article contains no suggestions for how to implement square detection in programming. A sample algorithm is present on the [[The New Tetris]] page, though I'm not convinced it's the simplest approach. Currently, this is the algorithm I came up with for detecting squares: | |||
'''Outer Algorithm''' | |||
* All possible squares (location, type) should be recorded in memory for quick lookup | |||
* When a tetromino is placed, check only the 4x4-cell regions affected by that tetromino's cells | |||
* After lines are cleared, check only the 4x4-cell regions affected by the cleared lines | |||
* From left-to-right, top-to-bottom, insert any gold squares into the field | |||
* From left-to-right, top-to-bottom, insert any silver squares into the field | |||
'''Inner Algorithm''' | |||
* All 200 cells of the field should be identifiable as to what kind of tetromino they were formed from (which can be derived from their color if need-be) as well as a unique identifier for every tetromino that falls into the well. For example, all four cells from the first tetromino may have unique ID of 0, and all four cells of the second tetromino would have unique ID of 1, etc. | |||
* Scan through all 16 cells of the 4x4 region in question | |||
:*If any empty, silver or gold cells are detected, omit this region from consideration | |||
:*Enumerate how many different unique IDs are present in the region; break if more than 4 | |||
:*Enumerate how many different tetromino types are present in the region | |||
*If the number of unique IDs is unequal to 4, omit this region from consideration | |||
*If the number of tetromino types is 1, then the region is a monosquare | |||
*If the number of tetromino types is greater than 1, then the region is a multisquare | |||
*Record the square location and type in memory for quick lookup | |||
--[[User:GuyPerfect|GuyPerfect]] 19:21, 23 April 2009 (UTC) |
Latest revision as of 19:21, 23 April 2009
Wouldn't it be easier if we could have different colours available, so that it is easier to see 2 touching blocks of the same colour?
And also, shouldn't we be using TNT colours for this?
Speaking of which, shouldn't that article mention that it uses non-standard piece colours?
(And I'll remember to sign my comment this time...) --Lardarse 08:48, 19 November 2006 (EST)
- Tetris Worlds uses SRS colors. --Tepples 11:15, 19 November 2006 (EST)
Wow, I remember ZLLZ | SJJS. I'll go ahead and confirm it's in there. I'll look up the vid where Gilly does itand post it on the wiki later. 68.222.41.105 12:19, 19 November 2006 (EST)
- it works for sure -- i've updated the page (and added a lot more while i was at it. see the tactical rotation page too). there's one that i thought of as i was making additions which i've yet to test (indicated). i'll do that if noone else does first. --tremby 2006 November 25 06:49 (GMT)
multisquares
it's a bit of a mish mash of multisquares here. all the actual different types are there (i believe), which is the important thing, but loads of them can be made in different orders and rotations, or with an I piece on the other side. i've mentioned this in the article, but do we want to go into more detail? also, if you can think of a better way to order the different multisquares, go ahead. they're in a vague sort of order but i was thinking if you could say "what can you make out of these four pieces" and have the options available that might be useful. not sure how to achieve this though. tremby 2006 November 25 06:57 (GMT)
Motion for Reworking
I came across this wiki while researching for a Tetris project I'm working on. Finding this article, I can see a number of things that could probably see a change for the better. This is what I suggest:
Images
The images used to illustrate square construction are solid-color and a bit difficult to make out what's going on. This can easily be corrected by using black outlines showing the shapes of the tetrominoes contributing to the squares.
3x4 Constructs
The article mentions 2x4 constructs, which can be either paired to form squares, or sandwiched between two I-tetrominoes. However, there's a number of 3x4 constructs that can be used with an I-tetromino to form squares as well, but these are all lumped into the generic multisquare category. I think it's a lot easier to learn how to build squares if you remember combinations for 2x4 and 3x4 constructs, then the relatively small number of 4x4 multisquares.
Algorithm
The article contains no suggestions for how to implement square detection in programming. A sample algorithm is present on the The New Tetris page, though I'm not convinced it's the simplest approach. Currently, this is the algorithm I came up with for detecting squares:
Outer Algorithm
- All possible squares (location, type) should be recorded in memory for quick lookup
- When a tetromino is placed, check only the 4x4-cell regions affected by that tetromino's cells
- After lines are cleared, check only the 4x4-cell regions affected by the cleared lines
- From left-to-right, top-to-bottom, insert any gold squares into the field
- From left-to-right, top-to-bottom, insert any silver squares into the field
Inner Algorithm
- All 200 cells of the field should be identifiable as to what kind of tetromino they were formed from (which can be derived from their color if need-be) as well as a unique identifier for every tetromino that falls into the well. For example, all four cells from the first tetromino may have unique ID of 0, and all four cells of the second tetromino would have unique ID of 1, etc.
- Scan through all 16 cells of the 4x4 region in question
- If any empty, silver or gold cells are detected, omit this region from consideration
- Enumerate how many different unique IDs are present in the region; break if more than 4
- Enumerate how many different tetromino types are present in the region
- If the number of unique IDs is unequal to 4, omit this region from consideration
- If the number of tetromino types is 1, then the region is a monosquare
- If the number of tetromino types is greater than 1, then the region is a multisquare
- Record the square location and type in memory for quick lookup
--GuyPerfect 19:21, 23 April 2009 (UTC)