Help:Playfield

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Usually, you'll have a

<playfield>
one or more lines of the same length
</playfield>

Example

<playfield>
..JJJ.....
....J.....
..........
..........
..........
J.---...I.
JJJZ-SLLI.
OOZZTSSLI.
OOZTTTSLI.
GGG.GGGGGG
GGG.GGGGGG
</playfield>
..JJJ.....
....J.....
..........
..........
..........
J.---...I.
JJJZ-SLLI.
OOZZTSSLI.
OOZTTTSLI.
GGG.GGGGGG
GGG.GGGGGG
Code Output

It is possible to show one preview by putting the next piece all alone in a 2-row-high playfield above the main playfield.

..........
...IIII...
......T...
.....TTT..
..........
..........
......-...
J.JJJ---I.
JJJZJSLLI.
OOZZTSSLI.
OOZTTTSLI.
GGG.GGGGGG
GGG.GGGGGG


Unlike the now-deprecated pfstart and friends, you can use any arbitrary width you want. Just be sure every row is the same length to ensure it works properly.

List

ZLOSIJTG-CPB
X123456789 .
FADNH


Note: Using space as an empty cell is not suggested, as it hinders readability for other editors; support for using space may or may not be unsupported in the future, as well. It is also suggested you only use purely uppercase letters, as there may be extensions in the future that interpret lowercase as something different from uppercase.

Code Img Description
space Empty Cell
. Empty Cell
Z Red Block (Z Tetromino)
L Orange Block (L Tetromino)
O Yellow Block (O Tetromino)
S Green Block (S Tetromino)
I Cyan Block (I Tetromino)
J Blue Block (J Tetromino)
T Purple Block (T Tetromino)
G Gray Block (Garbage or playfield wall)
- Ghost piece or Line clear
C Rotation center of a piece, a bomb in Bombliss, or any other specially marked block
P Purple block for the T Tetromino, designed for use in documenting T-Spin setups
B Mark a cell that has to be occupied for something (like a wallkick) to happen
X Mark a cell that cannot be occupied for something (like a wallkick) to happen
F Transform item block from TAP
A Attack item block from TAP
D Defend item block from TAP
N Neutral item block from TAP
H Hard block from TAP
1–9 Mark the cells that reject a given kick position