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 Small X/Y Location Problem
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jadedknight




PostPosted: Thu Jan 15, 2009 10:55 am   Post subject: Small X/Y Location Problem

PROBLEM SOLVED


The highlighted lines are new and correct. You may now just read the solution.

Hello there, I am trying to take a go at programming a tetris clone Smile It's been alright but I am a tad stuck. Basically as you can see below I am just trying to draw a simple square piece, but comprised of 4 smaller blocks.. The problem I am having is getting the right x and y coordinates so that the block becomes one.

code:
public class Tetromino {
   
    int mesh[][] = new int[5][5];

    public int[][] squareTetromino () {
        mesh[2][2] = 2;
        mesh[2][3] = 1;
        mesh[3][2] = 1;
        mesh[3][3] = 1;
        return mesh;
    }

}


(2 is the pivot block)

code:
public class Playfield extends JPanel {

    Tetromino tetromino = new Tetromino();

    @Override public void paintComponent(Graphics g) {
        super.paintComponent(g);
        g.setColor(Color.RED);
        for(int i = 0; i < tetromino.squareTetromino().length; i++) {
            for(int j = 0; j < tetromino.squareTetromino()[i].length; j++) {
                if(tetromino.squareTetromino()[i][j] == 1) {
                    [color=red]g.fill3DRect(100 + (i * 10), 100 + (j * 10), 10, 10, true);[/color]
                } else if(tetromino.squareTetromino()[i][j] == 2) {
                    [color=red]g.fill3DRect(100 + (i * 10), 100 + (j * 10), 10, 10, true);[/color]
                }
            }
        }
    }
}


As you can see from above I am drawing each block in the same place, however fooling around with some while statements and more iteration while incrementing a value, then multiplying it by 10 (the block size) has got me nowhere. Does anyone have any suggestions how I can accomplish this?

EDIT:

Basically, if you see the mesh array, everything is null except where the blocks are. Essentially I want to compute the offsets and translate the block accordingly, however I have not been able to come up with a generic way that will work for all tetris pieces.
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