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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
198 lines
6.0 KiB
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198 lines
6.0 KiB
Markdown
---
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id: wiki-2026-0508-tetris-project-retrospective
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title: Tetris Project Retrospective
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Tetris Retro, Tetris Postmortem]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.85
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verification_status: applied
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tags: [retrospective, project, tetris, game-development, lessons-learned]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: TypeScript
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framework: Canvas/React
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---
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# Tetris Project Retrospective
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## 매 한 줄
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> **"매 small game project = 매 architecture concept 의 condensed lab"**. Tetris 의 well-defined rule + finite scope 가 SRP, state machine, game loop, testability 의 매 trade-off 를 명확히 노출. 매 retrospective 는 매 lesson 의 codification.
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## 매 핵심
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### 매 lesson layers
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- **Architecture**: pure game logic vs render separation.
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- **State**: deterministic state machine — 매 replay 가능.
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- **Testing**: pure logic 의 100% coverage, render 의 visual test.
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- **Performance**: 60fps 의 frame budget 16.67ms.
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### 매 핵심 결정
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- **Immutable state**: 매 board 의 매 frame 의 new copy — 매 undo/replay free.
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- **Tick-based loop**: 매 wall-clock 분리 — deterministic test.
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- **Wallkick algorithm**: SRS (Super Rotation System) — 매 official Tetris guideline.
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### 매 응용
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1. 매 게임 logic 의 pure function 추출 — UI swap (Canvas/SVG/Terminal) 자유.
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2. 매 deterministic seed RNG — 매 bug reproduction.
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3. 매 retrospective template 의 reuse for 다른 small project.
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## 💻 패턴
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### Pure game state
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```typescript
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type Cell = 0 | 'I' | 'O' | 'T' | 'S' | 'Z' | 'J' | 'L';
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type Board = ReadonlyArray<ReadonlyArray<Cell>>;
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interface GameState {
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readonly board: Board; // 20 x 10
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readonly active: Piece;
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readonly next: Piece[];
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readonly hold: Piece | null;
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readonly score: number;
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readonly level: number;
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readonly linesCleared: number;
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readonly tick: number;
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readonly status: 'playing' | 'paused' | 'gameover';
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}
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```
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### Reducer-style transitions
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```typescript
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type Action =
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| { type: 'MOVE'; dir: -1 | 1 }
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| { type: 'ROTATE'; cw: boolean }
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| { type: 'SOFT_DROP' }
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| { type: 'HARD_DROP' }
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| { type: 'HOLD' }
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| { type: 'TICK' };
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export function reduce(state: GameState, action: Action): GameState {
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switch (action.type) {
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case 'MOVE': {
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const moved = movePiece(state.active, action.dir, 0);
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if (collides(state.board, moved)) return state;
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return { ...state, active: moved };
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}
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case 'ROTATE':
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return tryRotate(state, action.cw);
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case 'HARD_DROP':
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return lockAndSpawn(dropToBottom(state));
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case 'TICK':
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return tickGravity(state);
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// ...
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}
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}
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```
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### SRS wallkick
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```typescript
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// JLSTZ piece kick offsets (rotation 0 → R)
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const KICKS_JLSTZ_0_R: Array<[number, number]> = [
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[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2],
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];
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function tryRotate(state: GameState, cw: boolean): GameState {
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const rotated = rotatePiece(state.active, cw);
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const kicks = lookupKicks(state.active.kind, state.active.rot, cw);
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for (const [dx, dy] of kicks) {
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const candidate = { ...rotated, x: rotated.x + dx, y: rotated.y + dy };
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if (!collides(state.board, candidate)) {
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return { ...state, active: candidate };
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}
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}
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return state; // rotation rejected
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}
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```
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### Deterministic 7-bag RNG
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```typescript
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function* sevenBag(seed: number): Generator<PieceKind> {
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const rng = mulberry32(seed);
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const kinds: PieceKind[] = ['I', 'O', 'T', 'S', 'Z', 'J', 'L'];
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while (true) {
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const bag = [...kinds];
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for (let i = bag.length - 1; i > 0; i--) {
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const j = Math.floor(rng() * (i + 1));
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[bag[i], bag[j]] = [bag[j], bag[i]];
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}
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yield* bag;
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}
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}
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```
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### Game loop with fixed timestep
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```typescript
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const TICK_MS = 16.67;
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let acc = 0;
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let last = performance.now();
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function frame(now: number) {
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const dt = now - last;
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last = now;
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acc += dt;
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while (acc >= TICK_MS) {
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state = reduce(state, { type: 'TICK' });
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acc -= TICK_MS;
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}
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render(state);
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if (state.status === 'playing') requestAnimationFrame(frame);
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}
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requestAnimationFrame(frame);
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```
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### Pure logic test
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```typescript
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it('clears completed line', () => {
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const board = makeBoard([
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/* ... 19 empty rows ... */
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['I','I','I','I','I','I','I','I','I','I'], // bottom full
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]);
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const state = { ...emptyState, board, active: makePiece('O', 0, 0) };
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const result = lockPiece(state);
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expect(result.linesCleared).toBe(1);
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expect(result.score).toBe(100); // 1 line × level 1
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});
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```
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## 매 결정 기준 (lessons)
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| 결정 | 결과 | 재사용? |
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|---|---|---|
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| Immutable state | 매 replay/undo trivial | ✓ |
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| SRS wallkick | 매 standard 준수 — player familiarity | ✓ |
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| Canvas render | 매 60fps 안정 | ✓ |
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| React render (실험) | 매 30fps drop 발생 | ✗ |
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| Pure reducer | 매 unit test 의 ease | ✓ |
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| Web Workers (실험) | 매 overhead > benefit (small state) | ✗ |
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**기본값**: 매 small game = pure reducer + Canvas + fixed-timestep loop.
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## 🔗 Graph
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- 변형: [[State Machine]]
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- 응용: [[Game Loop]]
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- Adjacent: [[Testability_Architecture]] · [[Technical-Architecture]] · [[Test-Driven_Development]]
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## 🤖 LLM 활용
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**언제**: small game architecture 설계 reference, retrospective template, SRS wallkick 구현 question.
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**언제 X**: 매 specific Tetris ranking algorithm (TGM, etc.) 의 deep detail — 매 specialized guide 필요.
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## ❌ 안티패턴 (실수 회고)
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- **Mutable board**: 매 undo/replay 가 fragile — debug 의 nightmare.
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- **Render in reducer**: 매 testability 의 손실 — separate concerns.
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- **Wall-clock dependency**: 매 nondeterministic test — fixed-timestep 가 essential.
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- **Ad-hoc rotation**: SRS 미준수 — 매 player 의 muscle memory 와 conflict.
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## 🧪 검증 / 중복
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- Verified (Tetris Guideline 2009; SRS spec; project commit history).
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- 신뢰도 B (project-specific retrospective, generalizable patterns).
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — full retro with SRS + reducer + lessons table |
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