Tetris built on the SugarCraft stack. SugarCraft runtime, CandySprinkles for the rounded borders and per-piece colours, deterministic 7-bag RNG, ghost piece, hard drop, hold, level-driven gravity ramp, line-clear scoring.
composer install
./bin/tetris # Single player mode
./bin/tetris -v # VS Computer mode
./bin/tetris --vs # VS Computer mode (long form)Compete against an AI opponent in split-screen mode. When you clear lines, garbage rows are sent to the computer. When the computer clears lines, garbage rows are sent to you. Last player standing wins!
| Key | Action |
|---|---|
| โ / โ | Move left / right |
| โ / x | Rotate clockwise |
| z | Rotate counter-cw |
| โ | Soft drop |
| Space | Hard drop |
| p | Pause / resume |
| q | Quit |
The computer opponent uses weighted heuristics (board height, holes, gaps, lines) to make optimal moves.
| Key | Action |
|---|---|
| โ / โ | Move left / right |
| โ / x | Rotate clockwise |
| z | Rotate counter-cw |
| โ | Soft drop |
| Space | Hard drop |
| p | Pause / resume |
| q | Quit |
| Lines cleared | Base points ร (level + 1) |
|---|---|
| 1 | 40 |
| 2 | 100 |
| 3 | 300 |
| 4 (Tetris) | 1200 |
Level rises every 10 lines. Gravity speeds up at every level โ by level 9 pieces fall every 6 frames, by level 29+ they fall every frame. The frame-rate-agnostic Score::framesPerRow() is what the gravity tick consults.
When a T piece is rotated into a position where two or more of its four diagonal corner cells are already filled (walls count as filled), it scores as a T-Spin:
| Type | Base points |
|---|---|
| T-Spin | 400 ร (level + 1) |
| T-Spin Mini | 100 ร (level + 1) |
T-Spin Mini is detected when exactly two front corners are filled (the side the piece entered from).
3-corner rule: A T-Spin is active when the locked T piece's final position differs in rotation from its pre-lock rotation, AND at least two of the four diagonal corner cells around the T are occupied (wall/out-of-bounds = occupied). See Scoring\TSpin::detect().
Consecutive Tetris clears or full T-Spins (non-mini) carry a 1.5ร multiplier on the line-clear base points:
- 4-line Tetris after a prior Tetris โ 1200 ร 1.5 ร (level + 1)
- Full T-Spin after a prior full T-Spin โ 400 ร 1.5 ร (level + 1)
B2B resets when a 1โ3 line clear or a T-Spin Mini breaks the streak.
Consecutive line clears (regardless of type) build a combo counter โ each combo step adds combo ร 10 ร (level + 1) bonus points. The counter resets to 0 on any clean (zero-line) piece placement.
When all lines are cleared at once and the board becomes completely empty, an additional +5000 ร (level + 1) bonus is awarded.
All game renderers build their playfield and score panel via candy-buffer. The 10ร20 playfield is a canonical Buffer cell grid; per-tetromino background style and ghost-piece foreground style are applied per-cell. Buffer::withRegion composites the score panel over the playfield interior. Snapshot tests via candy-testing pin canonical game states (starting board, T-spin completion, pause overlay).

