Controls: A Key: Rotate Left D Key: Rotate Right R Key: Use Hold P Key: Pause current game Left Arrow Key: Shift Left Right Arrow Key: Shift Right Down Arrow Key: Soft Drop The right hand side shows the following game information: Game Type: Marathon | Ultra | Endless Time: Time remaining in the current level (Ultra only) Level: Current level (All game types) Goal: Line Remaining for level advancement (All game types***) Next Box: Displays the Next block Hold Box: Displays the block that is currently in the hold or nothing if the hold is empty Progress Bar: The progress bar updates every level to show how far you are from level 15. Once you complete level 15, the bar will change colors for a short while. It will also say: "EXCELLENT!" This only works in Marathon and Ultra Tetris gameplay versions You can now select your block appearance. This will change how the Tetris blocks will appear in the matrix. NOTE: this option can only be accessed from the home menu. If you have any questions about this, please feel free to ask. ***In Endless the Goal sprite can only print so far, so after a certain point, the level and goal does not change.
AtomicBawm3 and I tried an attempt at Tetris and ended up a fail. So AB3 did some testing with lists and that seemed to work. The original project may have been overwritten (same project name), so you may not be able to see what we had tried, so I will explain like this: We used color sensing to some degree and it was glitchy and not very efficient. So AB3 said I should look at some projects done by other scratch-ers to get examples and ideas on how to write this project. The last time I asked AB3 anything about Scratch 2.0 was a couple weeks ago. He told me about using the Custom Blocks feature to speed up the refresh rate, so I tried it. It really made a difference in how the game play looked. I started this project using Scratch 1.4 which has nowhere near as many feature as Scratch 2.0. I mentioned the hold feature in the controls list above. This might be confusing, so I will be thorough. At the start of every game the Hold is empty. Simple right? Okay, here is where it gets confusing :). Consider these two conditions to work with: 1: If the Hold is empty then the current block is placed in the Hold and the next block is brought into the matrix. This is the easy part, now the second condition is little tricky. 2: If a block is in the Hold, then the current block and the block in the Hold switch places. Simple conditions right? This is where it gets confusing: After using the Hold if you try to use it again you get the red box with the red X, why? The answer is simple: After using the Hold you have to place a block on the stack before being able to use the Hold again. This is why you can easily overuse the Hold feature. If you overuse the Hold, you will end up in a string of blocks that will be hard to use in certain situations during the gameplay. Keep this in mind and Enjoy! Thank you. Have fun. Love this project if you like it.