sugarcraft / 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.
Requires
- php: >=8.1
- sugarcraft/candy-core: @dev
- sugarcraft/candy-sprinkles: @dev
Requires (Dev)
- phpunit/phpunit: ^10.0
This package is auto-updated.
Last update: 2026-05-18 22:47:02 UTC
README
CandyTetris
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 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 (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
Nine 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
Computer ──► AI opponent with board-evaluation heuristics
VsGame Model ─► VS mode combining two Games with garbage row passing
Renderer ──► pure view function from Game to frame string
VsRenderer ──► split-screen view for VS mode
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 82 tests, 1669 assertions and runs in ~300 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, and VS Computer mode with AI opponent. Wall-kicks are a tiny ±2 horizontal nudge rather than full SRS-spec; OK for v0.

