Start by clarifying requirements and constraints, then outline a modular design separating board, tetromino definitions, and game loop. Walk through core mechanics (movement, rotation, gravity, line clears, game over) with clear data structures and algorithms, and discuss trade-offs like rotation systems and performance.
Pro tip: Mention the Super Rotation System (SRS) and wall kicks early to show domain knowledge, and propose a testable architecture with pure functions for game logic to demonstrate engineering maturity.
Ask about board size, tetromino representation, rotation system, scoring, levels, and terminal rendering expectations. Confirm whether to implement SRS or a simpler rotation, and if input handling should be non-blocking.
Define the board as a 2D array (e.g., 10x20) and tetrominoes as matrices or coordinate lists with rotation states. Plan a game state object holding current piece, next piece, score, level, and game over flag.
Write functions for collision detection, movement (left/right/down), rotation with wall kicks, gravity (timed drop), and line clearing. Ensure game over detection when a new piece cannot spawn.
Create a loop that handles input, updates gravity, checks for line clears, and renders the board to the terminal. Use a timer or tick-based system for gravity and handle terminal escape sequences for display.
Explain choices like SRS vs. simple rotation, array vs. coordinate representation, and how to extend for scoring, levels, or hold piece. Mention testing strategies for game logic.
AI-generated suggestions, not part of the candidate's original notes. May be inaccurate — verify before relying on them.