Because it is possible to rotate both clockwise and counter-clockwise, for each of the 4 initial states there are 2 final states. Which positions are tested is determined by the initial rotation state, and the desired final rotation state.When a rotation is attempted, 5 positions are sequentially tested (inclusive of basic rotation) if none are available, the rotation fails completely.When the player attempts to rotate a tetromino, but the position it would normally occupy after basic rotation is obstructed, (either by the wall or floor of the playfield, or by the stack), the game will attempt to "kick" the tetromino into an alternative position nearby. Unlike most rotation systems with super kicks, these wall kicks are relatively modest. For the "I" and "O" tetrominoes, the apparent rotation center is at the intersection of gridlines, whereas for the "J", "L", "S", "T" and "Z" tetrominoes, the rotation center coincides with the center of one of the four constituent minos.It can be argued that having two vertical states leads to faster finesse. The S, Z and I tetrominoes have two horizontally oriented states and two vertically oriented states. ![]() This allows the bounding box to descend below the surface of the stack (or the floor of the playing field) making it impossible for the tetrominoes to be rotated without the aid of floor kicks.As a direct consequence, the J, L, S, T and Z tetrominoes have 1 of their 4 states (the spawn state) in a "floating" position where they are not in contact with the bottom of their bounding box.It is a pure rotation in a mathematical sense, as opposed to the combination of rotation and translation found in other systems such as Sega Rotation and Atari Rotation.These apparent rotation centers are shown as circles in the diagram. When unobstructed, the tetrominoes all appear to rotate purely about a single point.The basic rotation states are shown in the diagram on the right. In Tetris Worlds, the tetrominoes spawn in rows 22 and 23 (or just row 22 in the case of the "I" tetromino), however, in later games the tetrominoes spawn 1 row lower.The I and O tetrominoes spawn centrally, and the other, 3-cell wide tetrominoes spawn rounded to the left. ![]() ![]()
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