upodate game start and blur on pause
This commit is contained in:
30
src/main.cpp
30
src/main.cpp
@ -729,7 +729,7 @@ int main(int, char **)
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bool gameplayCountdownActive = false;
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double gameplayCountdownElapsed = 0.0;
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int gameplayCountdownIndex = 0;
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const double GAMEPLAY_COUNTDOWN_STEP_MS = 600.0;
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const double GAMEPLAY_COUNTDOWN_STEP_MS = 400.0;
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const std::array<const char*, 4> GAMEPLAY_COUNTDOWN_LABELS = { "3", "2", "1", "START" };
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// Instantiate state manager
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@ -758,6 +758,8 @@ int main(int, char **)
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ctx.showSettingsPopup = &showSettingsPopup;
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ctx.showExitConfirmPopup = &showExitConfirmPopup;
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ctx.exitPopupSelectedButton = &exitPopupSelectedButton;
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ctx.gameplayCountdownActive = &gameplayCountdownActive;
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ctx.menuPlayCountdownArmed = &menuPlayCountdownArmed;
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ctx.playerName = &playerName;
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ctx.fullscreenFlag = &isFullscreen;
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ctx.applyFullscreen = [window, &isFullscreen](bool enable) {
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@ -1505,21 +1507,7 @@ int main(int, char **)
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}
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break;
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case AppState::Playing:
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GameRenderer::renderPlayingState(
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renderer,
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&game,
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&pixelFont,
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&lineEffect,
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blocksTex,
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(float)LOGICAL_W,
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(float)LOGICAL_H,
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logicalScale,
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(float)winW,
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(float)winH,
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showExitConfirmPopup,
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exitPopupSelectedButton,
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(gameplayCountdownActive || menuPlayCountdownArmed)
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);
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playingState->render(renderer, logicalScale, logicalVP);
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break;
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case AppState::GameOver:
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// Draw the game state in the background
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@ -1533,8 +1521,7 @@ int main(int, char **)
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(float)LOGICAL_H,
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logicalScale,
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(float)winW,
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(float)winH,
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false // No exit popup in Game Over
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(float)winH
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);
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// Draw Game Over Overlay
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@ -1662,9 +1649,10 @@ int main(int, char **)
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SDL_SetRenderViewport(renderer, nullptr);
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SDL_SetRenderScale(renderer, 1.f, 1.f);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 160);
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SDL_FRect dimRect{0.f, 0.f, (float)winW, (float)winH};
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SDL_RenderFillRect(renderer, &dimRect);
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// Removed background overlay for cleaner countdown
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// SDL_SetRenderDrawColor(renderer, 0, 0, 0, 160);
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// SDL_FRect dimRect{0.f, 0.f, (float)winW, (float)winH};
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// SDL_RenderFillRect(renderer, &dimRect);
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SDL_SetRenderViewport(renderer, &logicalVP);
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SDL_SetRenderScale(renderer, logicalScale, logicalScale);
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