title: How To Make a Tetris Clone?
body: <p>I am working on coding a Tetris clone in XNA C# and am unsure of the best way to approach the data structure side of the game on a high level.</p>
  
  <p>I am totally fine with the collision detection, rotations, animation etc. What I need to know the best way to do the storing of "dropped blocks" - ie blocks that are no longer under tha player's control. </p>
  
  <p>I think that each Tetromino block should be stored in its own class that consists of a 4x4 array so that the block can easily be rotated. The problem is then how to I store the tetromino's final position into the game grid by then cutting the tetromino up into individual blocks(for each cell) and then set the main game grid's corresponding positions to hold these same blocks, then disappearing the tetromino once it has reached its final position. Maybe there is some drawback to my method.</p>
  
  <p>Should I create a 10x20 matrix for the main game grid which can then store? or should I use stacks or queues to somehow store the dropped blocks. Or maybe there is some better method/data structure to store things?</p>
  
  <p>I am sure my way would work, but I am reaching out to see if anybody knows a better way or if my way is good enough?</p>
  
  <p>P.S. Not homework, this will be a project for my portfolio. Thanks.</p>