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.