Chapter 15 — Tetro Case Study
This chapter will begin the Tetro code tour. It may split into several chapters once the full treatment is written.
Planned coverage:
- target entry file and include order
- shared hardware services vs Tetro-specific rules
- precomputed piece rotations
- active-piece state
- collision against an 8x8 board
- movement, rotation, gravity, and lock
- row clearing and scoring
- double-buffered matrix rendering
- LCD status wrappers
- seven-segment score updates
- sound event wrappers
- pause, splash, restart, and game-over flow
The point is not to teach a genre. The point is to show how a complete 8x8 TEC-1G program keeps several pieces of hardware alive while still running meaningful game logic.