CTetromino::Move() to consider the case when it receives an
argument "rotate". Add a case in the
switch state to handle rotations.
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CTetromino::Move(), simply increment rotation by 1. This is
pretty simple.
CTetromino::Draw() and CTetromino::Erase(), you need to
consider the value of rotation to draw/erase the tetromino
correctly.
update_occupy() and
detect_confliction().
case KEY_UP:
case 'k':
a.Move(ROTATE);
break;