Splitting a tetris game apart - where to put time-management?

Posted by nightcracker on Game Development See other posts from Game Development or by nightcracker
Published on 2011-05-02T01:02:24Z Indexed on 2012/06/20 3:25 UTC
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I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure:

  • A main with some lowlevel SDL set up and handling input
  • A game class that keeps track of score and provides the interface for main (move block down, etc)
  • A map class that keeps track of the current game field, which blocks are where. Used by the game class.
  • A block class that consists of the current falling block, used by game.
  • A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block.

Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns?


I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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