fixed main screen
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@ -44,11 +44,11 @@ void GlobalState::shutdown() {
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void GlobalState::updateFireworks(double frameMs) {
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const Uint64 currentTime = SDL_GetTicks();
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// Create new fireworks occasionally
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if (currentTime - lastFireworkTime > 800 + (rand() % 1200)) {
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// Spawn bias similar to legacy: lower-right area
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float x = Config::Logical::WIDTH * (0.55f + (rand() % 35) / 100.0f); // ~55% - 90%
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float y = Config::Logical::HEIGHT * (0.80f + (rand() % 15) / 100.0f); // ~80% - 95%
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// Create new fireworks less frequently for subtle background effect
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if (currentTime - lastFireworkTime > 1200 + (rand() % 1800)) { // Less frequent: 1200-3000ms
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// Spawn across wider area for better coverage
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float x = Config::Logical::WIDTH * (0.15f + (rand() % 70) / 100.0f); // 15% - 85%
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float y = Config::Logical::HEIGHT * (0.20f + (rand() % 60) / 100.0f); // 20% - 80%
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createFirework(x, y);
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lastFireworkTime = currentTime;
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}
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@ -65,13 +65,13 @@ void GlobalState::updateFireworks(double frameMs) {
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float dt = float(frameMs / 1000.0f);
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particle.x += particle.vx * dt;
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particle.y += particle.vy * dt;
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particle.vx *= (1.0f - 0.6f * dt); // horizontal friction
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particle.vy = particle.vy * (1.0f - 0.3f * dt) + 90.0f * dt; // gravity with damping
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particle.vx *= (1.0f - 0.5f * dt); // Less friction for longer travel
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particle.vy = particle.vy * (1.0f - 0.2f * dt) + 80.0f * dt; // Gentler gravity
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particle.life -= frameMs;
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// Smaller particles overall
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// Smaller particles for subtle effect
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float lifeRatio = particle.life / particle.maxLife;
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particle.size = 6.0f + 5.0f * lifeRatio;
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particle.size = 6.0f + 4.0f * lifeRatio; // Smaller particles
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if (particle.life > 0) {
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hasActiveParticles = true;
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@ -102,8 +102,8 @@ void GlobalState::createFirework(float x, float y) {
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firework->active = true;
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firework->particles.clear();
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// Create particles
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const int particleCount = 10 + (rand() % 6);
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// Create fewer particles for subtle background effect
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const int particleCount = 12 + (rand() % 8); // 12-20 particles per explosion
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for (int i = 0; i < particleCount; ++i) {
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BlockParticle particle;
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particle.x = x;
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@ -111,14 +111,14 @@ void GlobalState::createFirework(float x, float y) {
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// Random velocity in all directions
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float angle = (float)(rand() % 360) * 3.14159f / 180.0f;
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float speed = 70.0f + (rand() % 90);
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float speed = 80.0f + (rand() % 100); // Moderate speed
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particle.vx = cos(angle) * speed;
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particle.vy = sin(angle) * speed - 50.0f; // Slight upward bias
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particle.type = 1 + (rand() % 7); // Random tetris piece color
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particle.maxLife = 1200.0f + (rand() % 800); // ~1.2-2.0 seconds
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particle.maxLife = 1500.0f + (rand() % 1000); // Medium life: ~1.5-2.5 seconds
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particle.life = particle.maxLife;
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particle.size = 6.0f + (rand() % 5);
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particle.size = 6.0f + (rand() % 5); // Smaller particles
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firework->particles.push_back(particle);
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}
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@ -133,10 +133,10 @@ void GlobalState::drawFireworks(SDL_Renderer* renderer, SDL_Texture* blocksTex)
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for (const auto& particle : firework.particles) {
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if (particle.life <= 0) continue;
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// Calculate alpha based on remaining life
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// Calculate alpha based on remaining life - more transparent for subtle effect
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float lifeRatio = particle.life / particle.maxLife;
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// Faster fade like legacy
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Uint8 alpha = (Uint8)(255 * std::min(1.0f, lifeRatio * 1.6f));
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// Reduced opacity: 50% of original for subtle background effect
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Uint8 alpha = (Uint8)(128 * std::min(1.0f, lifeRatio * 1.6f));
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// Set texture alpha
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SDL_SetTextureAlphaMod(blocksTex, alpha);
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@ -148,8 +148,11 @@ void MenuState::handleEvent(const SDL_Event& e) {
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}
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void MenuState::update(double frameMs) {
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// Update logo animation counter and particles similar to main
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(void)frameMs;
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// Update logo animation counter
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GlobalState::instance().logoAnimCounter += frameMs;
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// Update fireworks particles
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GlobalState::instance().updateFireworks(frameMs);
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}
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void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
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