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@@ -9,6 +9,7 @@ The idea hit me like a falling tetromino, and I realized immediately it was the
This isn't just about coding; it's about building something I love from the ground up. And honestly? Writing this intro was almost as fun as watching the pieces fall into place! This isn't just about coding; it's about building something I love from the ground up. And honestly? Writing this intro was almost as fun as watching the pieces fall into place!
**May my Journey begin** **May my Journey begin**
## Struktur ## Struktur
Tetris/ Tetris/
@@ -20,3 +21,102 @@ Tetris/
├── assets/ # Ordner für Assets wie Bilder, Sounds (falls verwendet) ├── assets/ # Ordner für Assets wie Bilder, Sounds (falls verwendet)
│ └── sounds/ │ └── sounds/
└── README.md # Projektbeschreibung (optional) └── README.md # Projektbeschreibung (optional)
## Functionalities
### **1. Tetromino Generation**
- **Random Tetromino Shapes**: Start by coding the logic to generate the 7 classic Tetromino shapes (I, O, T, L, J, S, Z). Each shape can be represented as a matrix.
- **Random Color Assignment**: Assign a unique color to each Tetromino for visual differentiation. This can be handled right after generating the shapes.
### **2. Grid Setup (Playfield)**
- **Create the Grid**: Implement the game grid as a 2D array where the blocks will fall. This grid should match the Tetris field size (usually 10x20).
- **Grid Drawing**: Write the code to render the grid and the Tetrominoes inside the grid. This will help visualize your game's progress.
### **3. Tetromino Movement**
- **Horizontal Movement**: Implement the left and right movement of the falling Tetromino using the arrow keys. This will allow basic player control.
- **Vertical Movement**: Implement automatic downward movement for the falling Tetromino at regular intervals. This is the fundamental mechanic that drives the game forward.
- **Soft Drop**: Implement the ability to accelerate the fall of the Tetromino using the down arrow key.
- **Hard Drop**: Implement the hard drop feature where pressing a key (e.g., spacebar) instantly drops the Tetromino to the bottom of the grid.
### **4. Tetromino Rotation**
- **Clockwise Rotation**: Implement logic to rotate the Tetromino 90 degrees clockwise when the player presses a key (e.g., up arrow). Ensure the rotation works for all shapes.
- **Rotation Collision Check**: Make sure the Tetromino doesnt rotate into walls or other blocks. You might need a "wall kick" system to adjust their position slightly after rotation.
### **5. Collision Detection**
- **Bottom Collision**: Implement the logic to stop a Tetromino when it collides with the bottom of the grid. This prevents the Tetromino from falling out of bounds.
- **Side Collision**: Ensure the Tetromino stops moving sideways if it hits the left or right walls of the grid.
- **Stack Collision**: Implement the logic to stop the Tetromino from falling when it lands on top of other blocks already placed in the grid.
### **6. Tetromino Locking (Placing)**
- **Lock Tetromino in Place**: Once a Tetromino reaches the bottom or hits another block, place it permanently on the grid. This will be the key moment when the game moves from one Tetromino to the next.
- **Generate New Tetromino**: After a Tetromino is locked in place, immediately generate a new random Tetromino and drop it from the top of the grid.
### **7. Line Clearing**
- **Full Line Detection**: Implement the logic to detect when a row in the grid is fully filled with blocks.
- **Remove Full Lines**: Once a row is detected as full, remove it and shift all rows above it downward.
- **Score Increment**: Increment the players score every time a line is cleared. You can start simple by giving a fixed score for each line cleared.
### **8. Level Progression**
- **Leveling Up**: Implement the logic to increase the games level after a certain number of lines are cleared. You can, for example, increase the level after every 10 lines.
- **Speed Increase**: As the level increases, decrease the time interval between automatic downward movements of the Tetromino, making the game harder.
### **9. Game Over**
- **Game Over Condition**: Implement the game-over condition when a new Tetromino cannot be placed because the blocks have reached the top of the grid.
- **Game Over Screen**: Display a simple game-over screen with an option to restart or quit the game.
## Additional Functionalities
#### a) **Score System**
- **Combo Scoring**: Award bonus points for clearing multiple lines simultaneously (e.g., double, triple, or Tetris for clearing 4 lines).
- **Soft Drop Scoring**: Give points for soft dropping (incremental points as the Tetromino moves down).
- **Hard Drop Scoring**: Award more points for hard dropping a Tetromino instantly.
#### b) **Next Tetromino Preview**
- **Show Upcoming Tetromino**: Display the next Tetromino in a small box on the screen so the player can prepare for it.
#### c) **Hold Functionality**
- **Hold a Tetromino**: Allow the player to "hold" a Tetromino and swap it with the current falling Tetromino.
- **One Swap per Tetromino**: Restrict the hold functionality to one swap per Tetromino fall.
#### d) **Pause/Resume Functionality**
- **Pause the Game**: Allow the player to pause and resume the game (usually with the Escape key).
#### e) **Sound Effects and Music**
- **Block Movement Sounds**: Play sounds when the Tetromino moves or rotates.
- **Line Clearing Sound**: Add a special sound effect when a line is cleared.
- **Background Music**: Play looped background music during the game.
#### f) **Themes and Skins**
- **Different Tetromino Skins**: Allow the player to change the appearance of the Tetrominos (colors, textures).
- **Background Themes**: Change the game background based on the level or user selection.
#### g) **High Score Tracking**
- **Save High Scores**: Keep track of the player's highest scores, even after closing the game.
- **Leaderboard**: Display a leaderboard showing the top scores.
#### h) **Difficulty Settings**
- **Adjustable Difficulty**: Allow the player to select a difficulty level at the start (easy, medium, hard), which affects fall speed and scoring.
- **Challenge Modes**: Add special game modes with unique rules, such as "Endless Mode," "Timed Mode," or "Puzzle Mode" (pre-defined Tetrominoes to clear lines with).
#### i) **Ghost Piece**
- **Ghost Piece Display**: Show a transparent outline of where the Tetromino will land if it were to fall straight down.
#### j) **Achievements**
- **Unlockable Achievements**: Reward players for achieving specific goals, such as clearing a certain number of lines, reaching a high score, or playing multiple games.
#### k) **Multiplayer Mode**
- **Local Multiplayer**: Add a two-player mode where players compete on the same screen, each having their own grid.
- **Competitive Multiplayer**: Send garbage lines to the opponent when you clear multiple lines (similar to modern Tetris games).
- **Online Multiplayer**: Implement online matchmaking or P2P multiplayer mode (advanced feature).
#### l) **Animation and Visual Effects**
- **Line Clear Animation**: Add an animation when lines are cleared (e.g., blocks fade out or explode).
- **Special Effects for Tetris**: Show a special visual effect when the player clears four lines at once.
#### m) **Customizable Controls**
- **Control Remapping**: Allow the player to customize key bindings for moving, rotating, and dropping Tetrominos.
#### n) **Statistics**
- **Track Player Stats**: Display detailed player stats such as total lines cleared, Tetrominoes dropped, and total playtime.