candycore/candy-tetris

Tetris clone built on the SugarCraft stack — SugarCraft runtime, CandySprinkles styling, HoneyBounce-driven smooth piece previews. Standard SRS rules (7-bag RNG, ghost piece, hard drop, hold, level/speed curve, line-clear scoring). A real demo of the runtime, not a toy.

Maintainers

Package info

github.com/sugarcraft/candy-tetris

Documentation

Type:project

pkg:composer/candycore/candy-tetris

Statistics

Installs: 0

Dependents: 0

Suggesters: 0

Stars: 1

Open Issues: 0

v0.2.0 2026-05-07 01:29 UTC

This package is not auto-updated.

Last update: 2026-05-08 01:52:17 UTC


README

candy-tetris

CandyTetris

CI codecov Packagist Version License PHP

demo

Tetris built on the SugarCraft stack. SugarCraft runtime, CandySprinkles for the rounded borders and per-piece colours, deterministic 7-bag RNG, ghost piece, hard drop, hold, level-driven gravity ramp, line-clear scoring.

Run it

composer install
./bin/tetris

Controls

Key Action
← / → Move left / right
↑ / x Rotate clockwise
z Rotate counter-cw
Soft drop
Space Hard drop
p Pause / resume
q Quit

Scoring (NES-classic)

Lines cleared Base points × (level + 1)
1 40
2 100
3 300
4 (Tetris) 1200

Level rises every 10 lines. Gravity speeds up at every level — by level 9 pieces fall every 6 frames, by level 29+ they fall every frame. The frame-rate-agnostic Score::framesPerRow() is what the gravity tick consults.

Architecture

Six pure-state classes, each individually testable without booting the runtime:

Tetromino  enum  ─►  shape data + colour for each of the 7 pieces
Piece      VO    ─►  Tetromino + rotation + (x, y), with immutable transforms
Board      VO    ─►  10×24 grid (4 hidden rows above), fits/place/clearLines/dropPiece
Bag        ──►  7-bag RNG with peek(); injectable RNG closure for deterministic tests
Score      VO    ─►  points / lines / level + level-driven gravity interval
Game       Model ─►  SugarCraft Model orchestrating the above + key handling

Renderer   ──►  pure view function from Game to frame string

Why so split? Because each piece is testable in isolation — line-clear correctness has nothing to do with rotation correctness has nothing to do with score arithmetic. The full test suite is 41 tests, 1535 assertions and runs in 30 ms; the deterministic RNG injection means even the Game integration tests are reproducible across runs.

Status

Phase 9+ entry #19 — first cut. All standard SRS rules, ghost piece, level/gravity, scoring. Wall-kicks are a tiny ±2 horizontal nudge rather than full SRS-spec; OK for v0.