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Sat, 19 Sep 2009 Your brain cannot repel entertainment of this magnitude! TriHs r465 adds a major feature: two player mode! True to my word, I've added in the "asshole button" for each player: swap your opponent's next piece for a random one. I don't know yet whether it's a useful addition or not, but at the very least simple strategies like denying them the I or giving them a neverending stream of S and Z are probably annoying enough to get you punched in the face. I've also added shadow mode, even though I think it's totally cheese. By default it's off, but you can activate it with The other somewhat major change I made was breaking the drawing module out of Main. This is a logical partitioning of functionality, and probably makes it a bit easier to swap out Cairo for, e.g., OpenGL. Not that I have any plans to do this, but perhaps someone else will be adventurous. (Hippo, I'm looking in your direction.) Update: r466 corrects the previous loss condition to bring it in line with the official rules. [ permalink | 0 comments (add one you lazy bastard!) ] Tue, 15 Sep 2009Because Jim is such a nitpicking bastard, and after reading the Wikipedia page, I have an update for you. (Seriously, thanks for the feedback, Jim.) r460 has the following changes:
As I add minor updates, I'll just post them here. (Major ones will go in their own entry.) Here's a summary of every version I've posted so far:
[ permalink | 2 comments ] Mon, 14 Sep 2009...is here! You'll need For now, this is just a normal tetris game. Ctrl-R restarts, Ctrl-Q (or Alt-Q, or the Quit button) quits. [ permalink | 5 comments ]
I don't wanna sound like an Egyptian or nothin'
...but I really like libcairo. Over the weekend I wrote a Tetris-like game using cairo via Haskell's Gtk2Hs bindings. I have one more obvious bug to fix before I release the source, so I'll probably post tonight once it's fixed. After that, I'm going to implement a bastard function, then scale it out to two players and allow each player to choose the other's next piece if they want. Obviously we'll need a computer opponent mode as well... (If you're wondering, I'm hovering around 300 lines of code, but that's a bit on the high side because I went for readability over smallest LoC, and I basically wrote a library of game state transforms and collision predicates and didn't use all of them.) [ permalink | 0 comments (add one you lazy bastard!) ] |
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