sugarcraft/candy-tetris

Tetris clone built on the SugarCraft stack — SugarCraft runtime, CandySprinkles styling. 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/sugarcraft/candy-tetris

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dev-master 2026-07-04 22:42 UTC

This package is auto-updated.

Last update: 2026-07-10 03:49:58 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         # Single player mode
./bin/tetris -v      # VS Computer mode
./bin/tetris --vs    # VS Computer mode (long form)

VS Computer Mode

Compete against an AI opponent in split-screen mode. When you clear lines, garbage rows are sent to the computer. When the computer clears lines, garbage rows are sent to you. Last player standing wins!

vs-computer demo

VS Mode Controls

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

The computer opponent uses weighted heuristics (board height, holes, gaps, lines) to make optimal moves.

Controls

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

Scoring

Line-clear scoring

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.

T-Spin scoring

When a T piece is rotated into a position where two or more of its four diagonal corner cells are already filled (walls count as filled), it scores as a T-Spin:

Type Base points
T-Spin 400 × (level + 1)
T-Spin Mini 100 × (level + 1)

T-Spin Mini is detected when exactly two front corners are filled (the side the piece entered from).

3-corner rule: A T-Spin is active when the locked T piece's final position differs in rotation from its pre-lock rotation, AND at least two of the four diagonal corner cells around the T are occupied (wall/out-of-bounds = occupied). See Scoring\TSpin::detect().

Back-to-Back (B2B) bonus

Consecutive Tetris clears or full T-Spins (non-mini) carry a 1.5× multiplier on the line-clear base points:

  • 4-line Tetris after a prior Tetris → 1200 × 1.5 × (level + 1)
  • Full T-Spin after a prior full T-Spin → 400 × 1.5 × (level + 1)

B2B resets when a 1–3 line clear or a T-Spin Mini breaks the streak.

Combo bonus

Consecutive line clears (regardless of type) build a combo counter — each combo step adds combo × 10 × (level + 1) bonus points. The counter resets to 0 on any clean (zero-line) piece placement.

Perfect clear bonus

When all lines are cleared at once and the board becomes completely empty, an additional +5000 × (level + 1) bonus is awarded.

Shared foundations

All game renderers build their playfield and score panel via candy-buffer. The 10×20 playfield is a canonical Buffer cell grid; per-tetromino background style and ghost-piece foreground style are applied per-cell. Buffer::withRegion composites the score panel over the playfield interior. Snapshot tests via candy-testing pin canonical game states (starting board, T-spin completion, pause overlay).