๐ฃ Explosion Tetris: UCD-F Core Simulation
The Chaos Evolution of Constrained Dynamics
Explosion Tetris is not just a puzzle game; it is a high-performance, deterministic state transition simulation built on the Universal Constrained Dynamics Framework (UCD-F). It takes the classic falling-block formula and injects volatile mechanics driven by environment-harvested entropy.
๐ System Architecture (UCD-F Spec)
This simulation is engineered with extreme performance constraints in mind, utilizing:
- Bit-Packed SoA (Structure of Arrays): The entire game board is managed within a single
Uint32Array. Every block's state—color, explosive fuse, clearing flags, and spatial offsets—is packed into a 32-bit integer to ensure zero-allocation during the core logic loop. - Deterministic Fixed-Point Arithmetic: All physics and particle cloud dynamics utilize 16.16 fixed-point math, eliminating floating-point non-determinism across different hardware architectures.
- Entropy Harvesting: Device noise and user input are dynamically normalized and internalized as system entropy (E2/E3), directly influencing bomb spawn rates and fatigue levels.
- Entropy Reversal (E-REV): A GPU-inspired ring buffer maintains a history of the last 300 frames. This allows users to rewind causality up to 5 seconds, even after a system collapse (Game Over).
๐ฃ Core Dynamics
โ Bomb Entities & Half-Life
Select tetrominos spawn with live explosives. These entities have a fixed half-life (10s default / 5s in Critical state). Failure to disarm through line-clearing results in a kinetic explosion, destroying localized blocks and generating high-intensity "E3 Noise" (Garbage Blocks).
โ VIF Dynamics (Velocity / Intensity / Fatigue)
- Velocity: Base drop speed increases as the level scales.
- Intensity: Scoring and visual feedback scale with your current COMBO (REN) chain.
- Fatigue (DANGER): Failed disarms and explosions accumulate fatigue. High fatigue lead to ZERO-LOCK (System Collapse / Game Over).
โ Mega Disarm / Total Evacuation
Clearing a bomb at its critical limit (1 second or less) triggers a Mega Disarm, performing a total evacuation of all active entities on the board for a massive score bonus.
๐น Interface & Controls
PC Navigation
| Action | Default Keybind |
|---|---|
| Move Left/Right | โ / โ
|
| Rotate (CW) | โ
|
| Soft Drop | โ (Hold for Fast Drop)
|
| Hard Drop | Space (with Kinetic Impact)
|
| Hold Piece | Shift
|
| Entropy Reversal | Z (Hold to Rewind)
|
| Suspend/Pause | P
|
| Configure Params | O
|
Mobile / Touch Interface
- Tap: Rotate Entity
- Swipe Horizontal: Translate Entity
- Swipe Down: Initiate Soft Drop (Continuous)
- Flick Up: Trigger Hard Drop
- Two-Finger Tap: Hold Entity
- E-REV Button: Reverse Entropy
๐ Environmental Parameters
Adjust simulation parameters—including SE Volume, Drone Synth BGM, Lock Delay, and Difficulty (VIF Scaling)—via the UCD-F PARAMS console. All configurations and high-entropy states are persisted via local storage.
๐งฌ Development "Vibe"
Created through high-velocity Vibe Coding. Powered by the Gemini Canvas & HTML5 Canvas API. Designed for high-stakes cognitive engagement.
INITIATE UCD-F SYSTEM? [ CONNECT ]
| Status | Released |
| Platforms | HTML5 |
| Author | K san |
| Genre | Puzzle |
| Tags | Arcade, browser-based, Explosions, Fast-Paced, High Score, Retro, Tetris |
| AI Disclosure | AI Assisted, Code |
