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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@ -20,6 +20,12 @@
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#pragma comment(lib, "mfuuid.lib")
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#pragma comment(lib, "ole32.lib")
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using Microsoft::WRL::ComPtr;
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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#endif
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Audio& Audio::instance(){ static Audio inst; return inst; }
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@ -277,3 +283,40 @@ void Audio::shutdown(){
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if(mfStarted){ MFShutdown(); mfStarted=false; }
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#endif
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}
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// IAudioSystem interface implementation
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void Audio::playSound(const std::string& name) {
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// This is a simplified implementation - in a full implementation,
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// you would load sound effects by name from assets
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// For now, we'll just trigger a generic sound effect
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// In practice, this would load a sound file and play it via playSfx
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}
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void Audio::playMusic(const std::string& name) {
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// This is a simplified implementation - in a full implementation,
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// you would load music tracks by name
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// For now, we'll just start the current playlist
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if (!tracks.empty() && !playing) {
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start();
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}
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}
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void Audio::stopMusic() {
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playing = false;
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}
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void Audio::setMasterVolume(float volume) {
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m_masterVolume = std::max(0.0f, std::min(1.0f, volume));
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}
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void Audio::setMusicVolume(float volume) {
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m_musicVolume = std::max(0.0f, std::min(1.0f, volume));
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}
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void Audio::setSoundVolume(float volume) {
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m_sfxVolume = std::max(0.0f, std::min(1.0f, volume));
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}
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bool Audio::isMusicPlaying() const {
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return playing;
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}
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@ -8,6 +8,7 @@
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#include <thread>
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#include <mutex>
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#include <atomic>
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#include "../core/interfaces/IAudioSystem.h"
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struct AudioTrack {
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std::string path;
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@ -18,9 +19,20 @@ struct AudioTrack {
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bool ok = false;
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};
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class Audio {
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class Audio : public IAudioSystem {
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public:
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static Audio& instance();
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// IAudioSystem interface implementation
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void playSound(const std::string& name) override;
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void playMusic(const std::string& name) override;
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void stopMusic() override;
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void setMasterVolume(float volume) override;
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void setMusicVolume(float volume) override;
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void setSoundVolume(float volume) override;
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bool isMusicPlaying() const override;
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// Existing Audio class methods
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bool init(); // initialize backend (MF on Windows)
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void addTrack(const std::string& path); // decode MP3 -> PCM16 stereo 44100
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void addTrackAsync(const std::string& path); // add track for background loading
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@ -57,4 +69,9 @@ private:
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struct SfxPlay { std::vector<int16_t> pcm; size_t cursor=0; };
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std::vector<SfxPlay> activeSfx;
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std::mutex sfxMutex;
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// Volume control
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float m_masterVolume = 1.0f;
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float m_musicVolume = 1.0f;
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float m_sfxVolume = 1.0f;
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};
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