#tetris #game #tetris-game

no-std no_std_tetris

A flexible Tetris implementation for no_std and standard environments

2 releases

Uses new Rust 2024

new 0.1.1 May 9, 2025
0.1.0 May 8, 2025

#403 in Embedded development

Download history 157/week @ 2025-05-04

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MIT license

11KB
204 lines

no_std_tetris

A minimalist, flexible Tetris implementation in Rust that works in both no_std and standard environments. This crate provides a core Tetris game engine that can be used on embedded systems, in terminal applications, or in any Rust project needing Tetris gameplay.

Crates.io Documentation License: MIT OR Apache-2.0

Features

  • Works in no_std environments, perfect for embedded systems
  • Generic over random number generation, allowing for platform-specific implementations
  • Simple API for game control (move, rotate, etc.)
  • Customizable rendering through a generic drawing function
  • Complete terminal example using crossterm

Usage

Add this to your Cargo.toml:

[dependencies]
no_std_tetris = "0.1.0"

API Overview

Core Types

  • Tetris<R>: The main game state, generic over a random number generator
  • RandomGenerator: Trait for providing random numbers to select new pieces
  • Color: Enum for piece colors
  • Tetromino: Struct representing a tetromino pieces

Game Controls

// Create a new game with a random number generator
let mut game = Tetris::new(rng);

// Game controls
game.move_left();
game.move_right();
game.move_down();
game.rotate();

// Check game status
if game.is_game_over() {
    println!("Game Over! Score: {}", game.score);
}

Rendering

The library provides a default text-based renderer, but you usually will implement your own. The example implementation is:

pub fn draw_on_screen<R: RandomGenerator>(
    tetris: &Tetris<R>,
    f: &mut impl fmt::Write,
) -> fmt::Result {
    for y in 0..BOARD_HEIGHT {
        write!(f, "|")?;
        for x in 0..BOARD_WIDTH {
            let mut occupied = tetris.board[y][x].is_some();
            if !tetris.game_over {
                for &(dx, dy) in &tetris.current_piece.shape {
                    if (tetris.piece_pos.0 + dx as i8) as usize == x
                        && (tetris.piece_pos.1 + dy as i8) as usize == y
                    {
                        occupied = true;
                    }
                }
            }
            write!(f, "{}", if occupied { "#" } else { " " })?;
        }
        writeln!(f, "|")?;
    }
    if tetris.game_over {
        writeln!(f, "GAME OVER - Score: {}", tetris.score)
    } else {
        writeln!(f, "Score: {}", tetris.score)
    }
}

Project structure

no_std_tetris/
├── crate_project           # the crate and terminal example
├── esp32_c3_example        # example implementation on esp32-c3
├── LICENSE
└── README.md

No runtime deps