This code appears to handle the rotation of a "Tetromino,"...
August 22, 2025 at 08:32 AM
This code appears to handle the rotation of a "Tetromino," which is a piece commonly found in Tetris-like games. Here's a breakdown of its functionality:
-
Compute the New Rotation:
It calculates the next rotation state:int newRotation = (currentRotation + 1) % 4;
currentRotation
represents the Tetromino's current rotation state (likely one of 4 possible orientations: 0, 1, 2, 3).(currentRotation + 1) % 4
moves the rotation to the next state, wrapping back to0
after3
.
-
Check if the New Rotation is Valid:
if (canPlaceTetromino(currentPosition.x, currentPosition.y, newRotation))
canPlaceTetromino(x, y, rotation)
likely evaluates whether the Tetromino, at the current position (currentPosition.x
,currentPosition.y
), can legally exist in the new rotation state without colliding with the game board, other blocks, or going out-of-bounds.
-
Update Rotation if Valid:
If the new rotation is valid:currentRotation = newRotation; return true;
- The current rotation (
currentRotation
) is updated to the new rotation state. - The method returns
true
to indicate the rotation was successfully applied.
- The current rotation (
-
Fail if Rotation is Invalid:
If the new rotation is not valid:return false;
- The rotation is not updated, and the method returns
false
to indicate the rotation could not be performed.
- The rotation is not updated, and the method returns
Summary:
This method attempts to rotate a Tetromino to its next state (clockwise rotation). If the rotation is possible (valid position on the board), the Tetromino's rotation state is updated, and true
is returned. Otherwise, the state remains unchanged, and false
is returned.
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