Over the last few days I wrote an Erlang implementation of the classic puzzle game Tetris and decided to do a few videos to explain how it works and why. This is part one of a three-part series.
- Data types and basic GUI display [this page]
- Gameplay mechanics
- Gameplay rules, final features, and deployment
This first video covers how I started the project (cheating using ZX to template a GUI project for me, of course), what data types I thought I would probably need from the outset (the game board and the game pieces), and my initial stab at getting pixels on the screen in a reasonably pretty way.
The videos roughly trace the commit history of the project as I developed it, with this first video covering the first 3 commits which get me from a GUI project template to displaying the game board and drawing a random piece in it each time I start the program (as well as catching keystrokes so I can examine what their values are).