feat: implement textured line clear effects and refine UI alignment

- **Visual Effects**: Upgraded line clear particles to use the game's block texture instead of simple circles, matching the reference web game's aesthetic.
- **Particle Physics**: Tuned particle velocity, gravity, and fade rates for a more dynamic explosion effect.
- **Rendering Integration**: Updated [main.cpp](cci:7://file:///d:/Sites/Work/tetris/src/main.cpp:0:0-0:0) and `GameRenderer` to pass the block texture to the effect system and correctly trigger animations upon line completion.
- **Menu UI**: Fixed [MenuState](cci:1://file:///d:/Sites/Work/tetris/src/states/MenuState.cpp:19:0-19:55) layout calculations to use fixed logical dimensions (1200x1000), ensuring consistent centering and alignment of the logo, buttons, and settings icon across different window sizes.
- **Code Cleanup**: Refactored `PlayingState` to delegate effect triggering to the rendering layer where correct screen coordinates are available.
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# Code Organization & Structure Improvements
## ✅ Progress Tracker
### Phase 1: Core Reorganization - IN PROGRESS ⚠️
**✅ Completed:**
- ✅ Created new directory structure (interfaces/, application/, assets/, input/, state/, memory/)
- ✅ Created core interfaces (IRenderer.h, IAudioSystem.h, IAssetLoader.h, IInputHandler.h, IGameRules.h)
- ✅ Created ServiceContainer for dependency injection
- ✅ Moved ApplicationManager to core/application/
- ✅ Moved AssetManager to core/assets/
- ✅ Moved InputManager to core/input/
- ✅ Moved StateManager to core/state/
- ✅ Moved Game files to gameplay/core/
- ✅ Moved Font files to graphics/ui/
- ✅ Moved Starfield files to graphics/effects/
- ✅ Moved RenderManager and GameRenderer to graphics/renderers/
- ✅ Moved LineEffect to gameplay/effects/
- ✅ Cleaned up duplicate files
- ✅ Audio and Scores files already properly located
**⚠️ Currently In Progress:**
- ✅ Updated critical include paths in main.cpp, state files, graphics renderers
- ✅ Fixed RenderManager duplicate method declarations
- ✅ Resolved GameRenderer.h and LoadingState.cpp include paths
- ⚠️ Still fixing remaining include path issues (ongoing)
- ⚠️ Still debugging Game.h redefinition errors (ongoing)
**❌ Next Steps:**
- ❌ Complete all remaining #include statement updates
- ❌ Resolve Game.h redefinition compilation errors
- ❌ Test successful compilation of both tetris and tetris_refactored targets
- ❌ Update documentation
- ❌ Begin Phase 2 - Interface implementation
### Phase 2: Interface Extraction - NOT STARTED ❌
### Phase 3: Module Separation - NOT STARTED ❌
### Phase 4: Documentation & Standards - NOT STARTED ❌
## Current Structure Analysis
### Strengths
- ✅ Clear domain separation (core/, gameplay/, graphics/, audio/, etc.)
- ✅ Consistent naming conventions
- ✅ Modern C++ header organization
- ✅ Proper forward declarations
### Areas for Improvement
- ⚠️ Some files in root src/ should be moved to appropriate subdirectories
- ⚠️ Missing interfaces/contracts
- ⚠️ Some circular dependencies
- ⚠️ CMakeLists.txt has duplicate entries
## Proposed Directory Restructure
```text
src/
├── core/ # Core engine systems
│ ├── interfaces/ # Abstract interfaces (NEW)
│ │ ├── IRenderer.h
│ │ ├── IAudioSystem.h
│ │ ├── IAssetLoader.h
│ │ ├── IInputHandler.h
│ │ └── IGameRules.h
│ ├── application/ # Application lifecycle (NEW)
│ │ ├── ApplicationManager.cpp/h
│ │ ├── ServiceContainer.cpp/h
│ │ └── SystemCoordinator.cpp/h
│ ├── assets/ # Asset management
│ │ ├── AssetManager.cpp/h
│ │ └── AssetLoader.cpp/h
│ ├── input/ # Input handling
│ │ └── InputManager.cpp/h
│ ├── state/ # State management
│ │ └── StateManager.cpp/h
│ ├── memory/ # Memory management (NEW)
│ │ ├── ObjectPool.h
│ │ └── MemoryTracker.h
│ └── Config.h
│ └── GlobalState.cpp/h
│ └── GravityManager.cpp/h
├── gameplay/ # Game logic
│ ├── core/ # Core game mechanics
│ │ ├── Game.cpp/h
│ │ ├── Board.cpp/h # Extract from Game.cpp
│ │ ├── Piece.cpp/h # Extract from Game.cpp
│ │ └── PieceFactory.cpp/h # Extract from Game.cpp
│ ├── rules/ # Game rules (NEW)
│ │ ├── ClassicTetrisRules.cpp/h
│ │ ├── ModernTetrisRules.cpp/h
│ │ └── ScoringSystem.cpp/h
│ ├── effects/ # Visual effects
│ │ └── LineEffect.cpp/h
│ └── mechanics/ # Game mechanics (NEW)
│ ├── RotationSystem.cpp/h
│ ├── KickTable.cpp/h
│ └── BagRandomizer.cpp/h
├── graphics/ # Rendering and visual
│ ├── renderers/ # Different renderers
│ │ ├── RenderManager.cpp/h
│ │ ├── GameRenderer.cpp/h
│ │ ├── UIRenderer.cpp/h # Extract from various places
│ │ └── EffectRenderer.cpp/h # New
│ ├── effects/ # Visual effects
│ │ ├── Starfield.cpp/h
│ │ ├── Starfield3D.cpp/h
│ │ └── ParticleSystem.cpp/h # New
│ ├── ui/ # UI components
│ │ ├── Font.cpp/h
│ │ ├── Button.cpp/h # New
│ │ ├── Panel.cpp/h # New
│ │ └── ScoreDisplay.cpp/h # New
│ └── resources/ # Graphics resources
│ ├── TextureAtlas.cpp/h # New
│ └── SpriteManager.cpp/h # New
├── audio/ # Audio system
│ ├── Audio.cpp/h
│ ├── SoundEffect.cpp/h
│ ├── MusicManager.cpp/h # New
│ └── AudioMixer.cpp/h # New
├── persistence/ # Data persistence
│ ├── Scores.cpp/h
│ ├── Settings.cpp/h # New
│ ├── SaveGame.cpp/h # New
│ └── Serialization.cpp/h # New
├── states/ # Game states
│ ├── State.h # Base interface
│ ├── LoadingState.cpp/h
│ ├── MenuState.cpp/h
│ ├── LevelSelectorState.cpp/h
│ ├── PlayingState.cpp/h
│ ├── PausedState.cpp/h # New
│ ├── GameOverState.cpp/h # New
│ └── SettingsState.cpp/h # New
├── network/ # Future: Multiplayer (NEW)
│ ├── NetworkManager.h
│ ├── Protocol.h
│ └── MultiplayerGame.h
├── utils/ # Utilities (NEW)
│ ├── Logger.cpp/h
│ ├── Timer.cpp/h
│ ├── MathUtils.h
│ └── StringUtils.h
├── platform/ # Platform-specific (NEW)
│ ├── Platform.h
│ ├── Windows/
│ ├── Linux/
│ └── macOS/
└── main.cpp # Keep original main
└── main_new.cpp # Refactored main
```
## Module Dependencies
### Clean Dependency Graph
```text
Application Layer: main.cpp → ApplicationManager
Core Layer: ServiceContainer → All Managers
Gameplay Layer: Game → Rules → Mechanics
Graphics Layer: RenderManager → Renderers → Resources
Audio Layer: AudioSystem → Concrete Implementations
Persistence Layer: SaveSystem → Serialization
Platform Layer: Platform Abstraction (lowest level)
```
### Dependency Rules
1. **No circular dependencies**
2. **Higher layers can depend on lower layers only**
3. **Use interfaces for cross-layer communication**
4. **Platform layer has no dependencies on other layers**
## Header Organization
### 1. Consistent Header Structure
```cpp
// Standard template for all headers
#pragma once
// System includes
#include <vector>
#include <memory>
// External library includes
#include <SDL3/SDL.h>
// Internal includes (from most general to most specific)
#include "core/interfaces/IRenderer.h"
#include "graphics/resources/Texture.h"
#include "MyClass.h"
// Forward declarations
class GameRenderer;
class TextureAtlas;
// Class definition
class MyClass {
// Public interface first
public:
// Constructors/Destructors
MyClass();
~MyClass();
// Core functionality
void update(double deltaTime);
void render();
// Getters/Setters
int getValue() const { return value; }
void setValue(int v) { value = v; }
// Private implementation
private:
// Member variables
int value{0};
std::unique_ptr<GameRenderer> renderer;
// Private methods
void initializeRenderer();
};
```
### 2. Include Guards and PCH
```cpp
// PrecompiledHeaders.h (NEW)
#pragma once
// Standard library
#include <vector>
#include <memory>
#include <string>
#include <unordered_map>
#include <chrono>
#include <functional>
#include <algorithm>
// External libraries (stable)
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
// Common project headers
#include "core/Config.h"
#include "core/interfaces/IRenderer.h"
```
## Code Style Improvements
### 1. Consistent Naming Conventions
```cpp
// Classes: PascalCase
class GameRenderer;
class TextureAtlas;
// Functions/Methods: camelCase
void updateGameLogic();
bool isValidPosition();
// Variables: camelCase
int currentScore;
double deltaTime;
// Constants: UPPER_SNAKE_CASE
const int MAX_LEVEL = 30;
const double GRAVITY_MULTIPLIER = 1.0;
// Private members: camelCase with suffix
class MyClass {
private:
int memberVariable_; // or m_memberVariable
static int staticCounter_;
};
```
### 2. Documentation Standards
```cpp
/**
* @brief Manages the core game state and logic for Tetris
*
* The Game class handles piece movement, rotation, line clearing,
* and scoring according to classic Tetris rules.
*
* @example
* ```cpp
* Game game(startLevel);
* game.reset(0);
* game.move(-1); // Move left
* game.rotate(1); // Rotate clockwise
* ```
*/
class Game {
public:
/**
* @brief Moves the current piece horizontally
* @param dx Direction to move (-1 for left, +1 for right)
* @return true if the move was successful, false if blocked
*/
bool move(int dx);
/**
* @brief Gets the current score
* @return Current score value
* @note Score never decreases during gameplay
*/
int score() const noexcept { return score_; }
};
```
## CMake Improvements
### 1. Modular CMakeLists.txt
```cmake
# CMakeLists.txt (main)
cmake_minimum_required(VERSION 3.20)
project(tetris_sdl3 LANGUAGES CXX)
# Global settings
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Find packages
find_package(SDL3 CONFIG REQUIRED)
find_package(SDL3_ttf CONFIG REQUIRED)
# Add subdirectories
add_subdirectory(src/core)
add_subdirectory(src/gameplay)
add_subdirectory(src/graphics)
add_subdirectory(src/audio)
add_subdirectory(src/persistence)
add_subdirectory(src/states)
# Main executable
add_executable(tetris src/main.cpp)
target_link_libraries(tetris PRIVATE
tetris::core
tetris::gameplay
tetris::graphics
tetris::audio
tetris::persistence
tetris::states
)
# Tests
if(BUILD_TESTING)
add_subdirectory(tests)
endif()
```
### 2. Module CMakeLists.txt
```cmake
# src/core/CMakeLists.txt
add_library(tetris_core
ApplicationManager.cpp
StateManager.cpp
InputManager.cpp
AssetManager.cpp
GlobalState.cpp
GravityManager.cpp
)
add_library(tetris::core ALIAS tetris_core)
target_include_directories(tetris_core
PUBLIC ${CMAKE_SOURCE_DIR}/src
PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}
)
target_link_libraries(tetris_core
PUBLIC SDL3::SDL3 SDL3_ttf::SDL3_ttf
)
# Export for use by other modules
target_compile_features(tetris_core PUBLIC cxx_std_20)
```
## Implementation Timeline
### Phase 1: Core Reorganization (Week 1-2)
1. Create new directory structure
2. Move files to appropriate locations
3. Update CMakeLists.txt files
4. Fix include paths
### Phase 2: Interface Extraction (Week 3-4)
1. Create interface headers
2. Update implementations to use interfaces
3. Add dependency injection container
### Phase 3: Module Separation (Week 5-6)
1. Split large classes (Game, ApplicationManager)
2. Create separate CMake modules
3. Establish clean dependency graph
### Phase 4: Documentation & Standards (Week 7-8)
1. Add comprehensive documentation
2. Implement coding standards
3. Add static analysis tools
4. Update build scripts
## Benefits
1. **Maintainability**: Clear module boundaries and responsibilities
2. **Testability**: Easy to mock and test individual components
3. **Scalability**: Easy to add new features without affecting existing code
4. **Team Development**: Multiple developers can work on different modules
5. **Code Reuse**: Modular design enables component reuse