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.
Horizontal movement uses Delayed Auto Shift (DAS) and Auto Repeat Rate (ARR) for precise key repeat:
| Parameter | Default | Description |
|---|---|---|
| DAS delay | 167 ms | Time a direction key must be held before auto-repeat begins |
| ARR interval | 50 ms | Interval between repeated actions once DAS threshold is passed |
This gives precise single-tap control (release before DAS) and smooth continuous movement (hold past DAS threshold). Defaults can be overridden via Das::create($dasMicroseconds, $arrMicroseconds). See Input\Das.
Nine pure-state classes, each individually testable without booting the runtime:
Tetromino enum โโบ shape data + colour for each of the 7 pieces
Piece VO โโบ Tetromino + rotation + (x, y), with immutable transforms
Board VO โโบ 10ร24 grid (4 hidden rows above), fits/place/clearLines/dropPiece
Bag โโโบ 7-bag RNG with peek(); injectable RNG closure for deterministic tests
Score VO โโบ points / lines / level + level-driven gravity interval
Game Model โโบ SugarCraft Model orchestrating the above + key handling
Computer โโโบ AI opponent with board-evaluation heuristics
VsGame Model โโบ VS mode combining two Games with garbage row passing
Renderer โโโบ pure view function from Game to frame string
VsRenderer โโโบ split-screen view for VS mode
Why so split? Because each piece is testable in isolation โ line-clear correctness has nothing to do with rotation correctness has nothing to do with score arithmetic. The full test suite is 82 tests, 1669 assertions and runs in ~300 ms; the deterministic RNG injection means even the Game integration tests are reproducible across runs.
candy-tetris implements the official Tetris Association Super Rotation System (SRS) โ the same system used in modern Tetris games. When a piece rotation would collide with a wall or occupied cell, SRS tries a series of offset candidates before giving up:
| Piece type | Offsets tried per rotation |
|---|---|
| J / L / S / T / Z | 5 candidates per transition |
| I | 5 candidates (larger offsets) |
| O | No kicks (always valid) |
The tables are from the official SRS specification. Piece::rotationsWithKicks() returns all candidates in order; the Game loop tests each for board validity and uses the first fit.
// All valid rotated positions (naive + wall-kick offsets)
$candidates = $piece->rotationsWithKicks(+1); // clockwise
foreach ($candidates as $candidate) {
if ($board->fits($candidate)) {
$piece = $candidate;
break;
}
}Nine pure-state classes + one rotation table, each individually testable without booting the runtime:
Tetromino enum โโบ shape data + colour for each of the 7 pieces
Piece VO โโบ Tetromino + rotation + (x, y), with immutable transforms
Board VO โโบ 10ร24 grid (4 hidden rows above), fits/place/clearLines/dropPiece
Bag โโโบ 7-bag RNG with peek(); injectable RNG closure for deterministic tests
Score VO โโบ points / lines / level + level-driven gravity interval
Game Model โโบ SugarCraft Model orchestrating the above + key handling
Computer โโโบ AI opponent with board-evaluation heuristics
VsGame Model โโบ VS mode combining two Games with garbage row passing
Renderer โโโบ pure view function from Game to frame string
VsRenderer โโโบ split-screen view for VS mode
Rotation/
SrsKickTable โโโบ official SRS kick-offset tables (J/L/S/T/Z + I piece)

