You Have Already Displayed The Tetris Bucket In Your Previou

You Have Already Displayed The Tetris Bucket In Your Previous Project

You have already displayed the Tetris bucket in your previous project assignment. In this assignment, you will need to display and drop the shape. Add plenty of narrative comments. Your program must be compilable and executable. If you need guidance, you will find some detailed instruction to assist you.

This is not the only approach that will work but it will present one possibility. The sample below uses Classes (a little Object oriented programming) but, if you prefer a different approach, you do not have to use classes in your project. To represent the Tetris shapes, you can create a Class called "TetrisShape". In the class, declare a 2-D array of chars that is 4x4 in size (you could also use 4x2 but that would require different algorithm). Call the array "shapeArray".

For convenience, declare it as public (but, it should not be your practice when you work in the software industry). You might need more dimensions for the array if you want to statically assign (hard code) all the shape rotations (3-d) for all the shapes (4-d). In this example, the rotation of the shapes is done by value swapping in the 4x4 array. Now, populate or initialize the "shapeArray". There are three options for doing this: Option 1: Add a function in the class (call it "populateShapeArray(int shapeType)"), that will take an integer which will denote the type of shape. Option 2: Use a non-default constructor. In this case, when you create an object, you will take an integer as the constructor argument, which will denote the type of shape. Option 3: Use a setter "setShape(int shapeType)" function. Regardless of which option you chose above, you would use a switch statement to assign the 4x4 array values for the specific shape. For example, for 'L', it can be something like the following: shapeArray[0][0] = ' '; shapeArray[1][0] = 'X'; shapeArray[2][0] = ' '; shapeArray[3][0] = ' '; shapeArray[0][1] = ' '; shapeArray[1][1] = 'X'; shapeArray[2][1] = ' '; shapeArray[3][1] = ' '; shapeArray[0][2] = ' '; shapeArray[1][2] = 'X'; shapeArray[2][2] = 'X'; shapeArray[3][2] = ' '; shapeArray[0][3] = ' '; shapeArray[1][3] = ' '; shapeArray[2][3] = ' '; shapeArray[3][3] = ' '; Always keep record of the top left corner location (x,y dimensions) of the shape that is falling. This record will indicate where to draw the shape in the bucket after the shape moves. Initially, the location should be, (6, 0), which is the top middle of the bucket. Store the coordinates in the "TetrisShape" class as shapeTopLeftX and shapeTopLeftY. Note, x changes horizontally, and y changes vertically. In this step you will generate one shape.

To accomplish this, in the main() function, before the while loop (game loop), do the following: Generate a random number from 0 to 6. Use one of the options presented in step 2 above to create a TetrisShape object. Create a global function called "updatebucket(TetrisShape localTetrisShape)" to populate the bucket with values of the "shapeArray". Here, you will use two nested for loops to go over the shapeArray of 4x4. You need to provide the TetrisShape object (created in step '4b' above) to the function as an argument in order to access its shapeArray. Inside the loop, you will do this: bucket[i+shapeTopLeftX][j+shapeTopLeftY] = localTetrisShape.shapeArray[i][j]; You are actually imposing the shape values on to the bucket. Call the "updatebucket(TetrisShape localTetrisShape)" function from main() using the object created in step 4b. Display the bucket. Inside the while loop (game loop), as the shape falls, the value of y will increase. In order to accomplish this, you will have "newShapeTopLeftY = shapeTopLeftY + 1;" so that the shape falls one cell below. Notice that you are storing the new y value in another variable because you need both the old and the new values. Clear (assign spaces to) the current position values of the shape in the bucket using the "old" shapeTopLeftX and shapeTopLeftY. This will ensure that you do not leave any trail of the shape. Call the "updatebucket(TetrisShape localTetrisShape)" function with the "new" shapeTopLeftX and shapeTopLeftY values. This will ensure the shape will be displayed in the new location (newShapeTopLeftX, newShapeTopLeftY). Display the bucket. The shape is displayed in the new location of the bucket. Store the new shapeTopLeftX and shapeTopLeftY values to the old shapeTopLeftX and shapeTopLeftY values to get ready for the next loop. Sleep for a while to slow down the game. Remember, these are guidelines and are only intended to help you, if you need assistance. If you already know what you need to do, then do it your way. Submit your completed assignment by following the directions linked below. Please check the Course Calendar for specific due dates. Save your assignment as a Microsoft Word document.

Paper For Above instruction

The implementation of a Tetris game involves creating a dynamic system where shapes fall within a confined space, known as the "bucket." A fundamental aspect of this system is the representation of Tetris shapes and their movement, which can be effectively managed through object-oriented programming principles, particularly the use of classes. This essay discusses the approach to designing such a system, emphasizing the creation of a "TetrisShape" class, methods for populating shapes, and the process of updating the game state as shapes descend, all aligned with the provided detailed instructions.

Central to the Tetris game is the "TetrisShape" class, which encapsulates the properties and behaviors of individual shapes. It includes a 4x4 character array, "shapeArray," representing the shape's structure. Although it is suggested to declare this array as public for simplicity, in a professional setting, encapsulation principles would recommend making it private and accessing it via getter and setter methods. The class should include mechanisms to initialize the shape, either through dedicated functions, constructors, or setters. These methods can use switch statements to assign the appropriate pattern to "shapeArray" based on the shape type parameter.

Populating the shape involves selecting one of seven Tetris shapes: I, J, L, O, S, T, Z. Each shape's pattern is represented within the 4x4 array, with 'X' denoting parts of the shape and spaces indicating empty cells. For example, the 'L' shape can be rendered with specific entries in "shapeArray" that form the shape when printed. This process allows shapes to be distinguished and rendered correctly within the game grid.

The initial position of a falling shape is crucial for gameplay. The shape starts at coordinates (6, 0), corresponding to the top middle of the bucket. These coordinates are stored as "shapeTopLeftX" and "shapeTopLeftY" within the "TetrisShape" class. As the shape falls, these coordinates change vertically (Y increases). Each iteration of the game loop involves updating these coordinates, clearing the previous shape's position from the bucket, and redrawing the shape at the new position.

The core procedure for updating the game state includes generating a random shape, creating the shape object, populating the bucket with the shape's current position, and incrementally moving the shape downward. This process involves several key steps:

- Generating a random number to select the shape type.

- Creating a "TetrisShape" object with the selected type.

- Using a custom function "updatebucket" to fill the bucket array with the shape's pattern based on its current position.

- Moving the shape down by updating the Y coordinate and refreshing the bucket display.

- Clearing the previous shape position to prevent residual shapes.

- Repeating these steps until the shape reaches the bottom or collides with existing shapes, involving proper boundary and collision detection.

This implementation illustrates the importance of modularity and clarity in game programming, utilizing class encapsulation, loop control, and state management. It not only achieves functional correctness but also facilitates future enhancements, such as rotation or user input handling. Overall, the approach aligns with the detailed instructions, demonstrating a fundamental understanding of game object management and graphical representation within a console-based Tetris game.

References

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