This book is carefully broken down into the following 8 sections.
I begin by discussing all of the many variables that we are going to be declaring and using throughout this project and breaking each down one by one.
Next up, I break down each shape and how it will be represented on the game board. I use a very dynamic process which will allow you to create your own custom shapes.
This step looks at creating a shape on the actual board at the right x and y coordinate location.
Everything else before this was mainly non-visual. In this step we get to actually begin to draw the shapes on the board as the timer ticks down. This is a heavy chapter and also goes into the logic behind collision detection.
I briefly touched on collisions during the shape drawing lesson, but this unit goes a bit further into that explanation.
And lastly I cover the topic of rotations when it comes to a Tetris block. I get into the mathematical aspects of matrix rotations which come in handy during the process of game development.