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Home/ Questions/Q 208005
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T17:47:10+00:00 2026-05-11T17:47:10+00:00

Say you’re building a Tetris game. As any proper programmer, you have your view

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Say you’re building a Tetris game. As any proper programmer, you have your view logic on one side, and your business logic on the other side; probably a full-on MVC going on.

When the model sends its update(), the view redraws itself, as expected.

But then… if you wanted to add, say, an animation to vanish a line, how would you implement that in the view?

Make any assumptions you want—excepting that “Everything is properly encapsulated”.

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  1. Editorial Team
    Editorial Team
    2026-05-11T17:47:10+00:00Added an answer on May 11, 2026 at 5:47 pm

    Personally, I would separate draw the screen as often as possible, even if there was no update of the block position. So I would have a loop somewhere with an “update” and a “render” part. Update plays the ball to the logic which does or does not any update of positions and/or block removal. Render plays the ball to the graphics part, which draws the blocks where they should be.

    Now if there are lines to erase, the logic knows and can mark those lines to be removed. I assume here, that every piece consists of 4 single blocks and any of these blocks is a single object. Now when this block has the “die”-flag set, you may take some render-parts to vanish the block (let’s say, 500ms to explode). After this time, the object may be disposed and the block a line above falls down. Why 500ms? Well, you should definitely use time-based movement as this keeps the game speed the same on different computers.

    Btw, there are already so called game engines which provide such an update-render-loop. For example XNA, if you go the .NET line. You may also code your own engine but beware, it’s not an easy task and it’s very time consuming. I did this once and don’t expect it to be an engine like the Source Engine 😉

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