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# Tetris: How to change boolean of Cell grid after each drop of shape?

edited December 2015

Hello, this is my first post on openProcessing and I was wondering if I could get some help or advice on how to proceed with my Tetris game. I am making this game as a final project and I understand that it probably would have been wiser to start off with a boolean 2d array for the grid, but I found cells to be a lot easier to handle. I am still slightly a noob, so bear with me.

So I got the grid, I got the shapes, I got them to fall, the only issue now is whenever the shapes fall down, I need them to initiate the cell that they're in to true (grid[][].onOff = true) but switch the grid cell back to false after it has dropped more. This will allow for the stacking effect of blocks. Thanks in advance!

I think the problem is in the brickfall() function. The if() statement that allows it to move is true from the start, but how to change it individually?

``````//Creates the rows and columns of the grid
int cols;
int rows;
//Declaring a 2d array using the Cell class
Cell[][] grid;
Cell [] shape;
Cell [] shape2;

int turnTime;

int unit = 25;
int unitX, unitY;

void setup() {
size(10*unit, 20*unit);

//Rows and columns for the 2d array
cols = 10;
rows = 20;

//array is utilizing the rows and cols with Grid object
grid = new Cell[cols][rows];
//instantiating the rows(i) and the cols(j) giving them values
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
//array with i&j is equal to the new Grid being declared
grid[i][j] = new Cell(i, j, 25, false);
}
}
shape = new Cell;
for (int u=0; u<shape.length; u++) {
shape = new Cell(2, 0, 25, true);
shape = new Cell(3, 0, 25, true);
}
shape2 = new Cell;
for (int h=0; h<shape2.length; h++) {
shape2 = new Cell(2, 0, 25, true);
shape2 = new Cell(3, 0, 25, true);
}
}

void draw() {
background(0);
//for loops for the array to draw
for (int i=0; i<cols; i++) {
for (int j=0; j<rows; j++) {
//Displays grid 2d array
grid[i][j].display();
}
}
for (int u=0; u<shape.length; u++) {
shape[u].display2();
shape2[u].display2();
}
brickFall();
}

void keyPressed() {
for (int i=9; i<=9; i++) {
for (int j=19; j<=19; j++) {
for (int u=0; u<shape.length; u++) {
if (key == CODED) {
if (keyCode == LEFT && shape[u].x > 0 && grid[i][j].onOff == false) {
shape[u].x--;
}
if (keyCode == RIGHT && shape[u].x < 225 && grid[i][j].onOff == false) {
shape[u].x++;
}
}
}
}
}
}

void brickFall() {
if (millis() > turnTime+200) {
turnTime = millis();
for (int i=9; i<=9; i++) {
for (int j=19; j<=19; j++) {
for (int u=0; u<shape.length; u++) {
//shape[u] = grid[i][j];
if ( grid[i][j].onOff == false) {
shape[u].y++;
if (shape[u].y >= 20) {
shape[u].y--;
grid.onOff=true;
shape2[u].y++;
}
}
}
}
}
}
}

//Class that creates cells which will create the grid for tetris
class Cell {
int x, y;
int cellSize;//Size of cell
int w, h;
boolean onOff= false;
color fillColor = color(0);//Variable to connect shape array to Cell and modify the color of each shape

//Constructor currently in use
Cell(int _x, int _y, int _cellSize, boolean _onOff) {
x=_x;
y=_y;
cellSize=_cellSize;
onOff=_onOff;
}

Cell(int _x, int _y, int _w, int _h, boolean _onOff) {
x=_x;
y=_y;
w=_w;
h=_h;
onOff=_onOff;
}

//Method for the display of each cell
void display() {
//noFill();
fill(fillColor);
stroke(255);
rect(x*25, y*25, cellSize, cellSize);//cell size = 30
}

void display2() {
fill(255);
stroke(0);
rect(x*25, y*25, cellSize, cellSize);//cell size = 30
}
}
``````
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