Reputation: 47292
I am programming a Tetris clone and in my game I store my tetromino blocks as 4x4 arrays of blocks. I now need to be able to rotate the integer positions in the arrays so that I get a rotated tetris block. I cannot simply rotate the texture because all my collision detection, etc has been designed to work with the 2D array. The game is written in C# using XNA.
How can i possibly rotate my 2D array of ints by 90 degrees clockwise/counter clockwise.
Here is how my 'L' block is stored as an example.
0 1 0 0
0 1 0 0
0 1 1 0
0 0 0 0
Thanks for your help.
Upvotes: 18
Views: 20438
Reputation: 6504
int[,] source = { { 1,2,3 }, {4,5,6 }, { 7,8,9} };
int[,] result = new int[3,3];
var rows = source.GetLength(0);
var cols = source.GetLength(1);
for (var r=0; r<rows; r++)
{
for (var c = 0; c < cols; c++)
{
result[r, c] = source[rows - 1 - c, r];
}
}
Upvotes: 1
Reputation: 75
js code for both clockwise and counter-clockwise:
function arrRotation90(arr, clockwise) {
var arr_rotated = [];
for (var i = 0; i < arr[0].length; i++) {
arr_rotated[i] = [];
}
if (clockwise) {
for (var i = 0; i < arr.length; i++) {
for (var j = 0; j < arr[i].length; j++) {
arr_rotated[arr[i].length-1-j][i] = arr[i][j];
}
}
} else {
for (var i = 0; i < arr.length; i++) {
for (var j = 0; j < arr[i].length; j++) {
arr_rotated[j][arr.length - 1 - i] = arr[i][j];
}
}
}
return arr_rotated;
}
Upvotes: 0
Reputation: 564363
If they're a 2D array, you can implement rotation by copying with different array access orders.
i.e., for a clockwise rotation, try:
int [,] newArray = new int[4,4];
for (int i=3;i>=0;--i)
{
for (int j=0;j<4;++j)
{
newArray[j,3-i] = array[i,j];
}
}
Counter-clockwise is similar.
Upvotes: 30
Reputation: 95604
I'd store (x, y) coordinates of the "cells" and use rotation matrix to rotate them. See Drawing a Rotated Rectangle for example. You probably have to round the result to closest 0.5 increment.
Upvotes: 1
Reputation: 5357
Don't rotate the pieces with code. Just store an array of the different piece orientations and cycle through them when the piece is rotated. There's no need to dynamically rotate them in a Tetris game.
As the problem domain is Tetris, you will find that a rotation algorithm causes undesirable effects, such as the long thin Tetronimo not alternating between two positions (as it does in the real thing).
Upvotes: 11
Reputation: 53366
If you want to rotate a 4 x 4 block, you just move the positions:
A B C A
C D D B
B D D C
A C B A
Each A moves to the next A, and the same for B, C and D.
/-----\
| |
| V
A B C A
/->C D>D B--\
| B D D C |
| A C B A |
| | ^ |
| | | |
\----/ \----/
Upvotes: 3
Reputation: 15811
In classic tetris there are very few permutations of objects. I would simply have a constant array for each "tetromino," at each of the 4 positions, and simple logic to choose the appropriate one based on input.
Why waste CPU cycles trying to rotate it?
Upvotes: 6