feat(renderer): polish gameplay visuals — transport, starfield, sparkles, smooth piece motion

Add transport/transfer effect for NEXT → grid with cross-fade and preview swap
Integrate in-grid Starfield3D with magnet targeting tied to active piece
Spawn ambient sparkles and impact sparks (hard-drop crackle + burst on expiry)
Smooth horizontal/fall interpolation for active piece (configurable smooth scroll)
Refactor next panel / preview rendering and connector drawing
Tweak stats/score panel layout, progress bars and typography for compact view
Preserve safe alpha handling and restore renderer blend/scale state after overlays
This commit is contained in:
2025-12-08 20:43:51 +01:00
parent 815913b15b
commit 57eac01bcb
8 changed files with 293 additions and 48 deletions

View File

@ -1039,7 +1039,8 @@ int main(int, char **)
SoundEffectManager::instance().setEnabled(!SoundEffectManager::instance().isEnabled());
Settings::instance().setSoundEnabled(SoundEffectManager::instance().isEnabled());
}
if (e.key.scancode == SDL_SCANCODE_H && state != AppState::Loading)
// Disable H-help shortcut on the main menu; keep it elsewhere
if (e.key.scancode == SDL_SCANCODE_H && state != AppState::Loading && state != AppState::Menu)
{
showHelpOverlay = !showHelpOverlay;
if (state == AppState::Playing) {
@ -1058,6 +1059,25 @@ int main(int, char **)
helpOverlayPausedGame = false;
}
}
// If help overlay is visible and the user presses ESC, close help and return to Menu
if (e.key.scancode == SDL_SCANCODE_ESCAPE && showHelpOverlay) {
showHelpOverlay = false;
helpOverlayPausedGame = false;
// Unpause game if we paused it for the overlay
if (state == AppState::Playing) {
if (game.isPaused() && !helpOverlayPausedGame) {
// If paused for other reasons, avoid overriding; otherwise ensure unpaused
// (The flag helps detect pause because of help overlay.)
}
}
if (state != AppState::Menu && ctx.requestFadeTransition) {
// Request a transition back to the Menu state
ctx.requestFadeTransition(AppState::Menu);
} else if (state != AppState::Menu && ctx.stateManager) {
state = AppState::Menu;
ctx.stateManager->setState(state);
}
}
if (e.key.key == SDLK_F11 || (e.key.key == SDLK_RETURN && (e.key.mod & SDL_KMOD_ALT)))
{
isFullscreen = !isFullscreen;
@ -1160,9 +1180,9 @@ int main(int, char **)
const float btnYOffset = 40.0f; // must match MenuState offset
float btnCY = LOGICAL_H * 0.86f + contentOffsetY + btnYOffset;
float spacing = isSmall ? btnW * 1.15f : btnW * 1.05f;
std::array<SDL_FRect, 4> buttonRects{};
for (int i = 0; i < 4; ++i) {
float center = btnCX + (static_cast<float>(i) - 1.5f) * spacing;
std::array<SDL_FRect, 5> buttonRects{};
for (int i = 0; i < 5; ++i) {
float center = btnCX + (static_cast<float>(i) - 2.0f) * spacing;
buttonRects[i] = SDL_FRect{center - btnW / 2.0f, btnCY - btnH / 2.0f, btnW, btnH};
}
@ -1177,6 +1197,9 @@ int main(int, char **)
} else if (pointInRect(buttonRects[2])) {
requestStateFade(AppState::Options);
} else if (pointInRect(buttonRects[3])) {
// HELP - show inline help HUD in the MenuState
if (menuState) menuState->showHelpPanel(true);
} else if (pointInRect(buttonRects[4])) {
showExitConfirmPopup = true;
exitPopupSelectedButton = 1;
}