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.
This commit is contained in:
2025-11-21 21:19:14 +01:00
parent b5ef9172b3
commit 66099809e0
47 changed files with 5547 additions and 267 deletions

View File

@ -181,3 +181,30 @@ void GlobalState::resetAnimationState() {
fireworks.clear();
lastFireworkTime = 0;
}
void GlobalState::updateLogicalDimensions(int windowWidth, int windowHeight) {
// For now, keep logical dimensions proportional to window size
// You can adjust this logic based on your specific needs
// Option 1: Keep fixed aspect ratio and scale uniformly
const float targetAspect = static_cast<float>(Config::Logical::WIDTH) / static_cast<float>(Config::Logical::HEIGHT);
const float windowAspect = static_cast<float>(windowWidth) / static_cast<float>(windowHeight);
if (windowAspect > targetAspect) {
// Window is wider than target aspect - fit to height
currentLogicalHeight = Config::Logical::HEIGHT;
currentLogicalWidth = static_cast<int>(currentLogicalHeight * windowAspect);
} else {
// Window is taller than target aspect - fit to width
currentLogicalWidth = Config::Logical::WIDTH;
currentLogicalHeight = static_cast<int>(currentLogicalWidth / windowAspect);
}
// Ensure minimum sizes
currentLogicalWidth = std::max(currentLogicalWidth, 800);
currentLogicalHeight = std::max(currentLogicalHeight, 600);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"[GlobalState] Updated logical dimensions: %dx%d (window: %dx%d)",
currentLogicalWidth, currentLogicalHeight, windowWidth, windowHeight);
}