A downloadable game

This project was my first hands-on experience with C++ and game architecture. It features a custom state management system that handles transitions between gameplay and menu states using a stack-based queue for efficient control flow.

Gameplay logic is driven by a 2D grid that tracks occupied cells. Tetriminos are defined using a 3D array m_shapeData[7][4][16], where each piece has four rotational states mapped onto a 4x4 matrix. The falling piece checks for collisions against the board before locking into place and spawning a new piece. Completed rows are cleared in the update loop to maintain game flow.

I also implemented a runtime asset loader that reads images, fonts, and audio from a directory and initializes them at launch. This project helped me develop a foundational understanding of object-oriented programming, memory management, and low-level rendering.

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BrendanCopot_Tetris.zip 2.6 MB

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