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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@ -66,6 +66,10 @@ public:
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// Viewport and scaling
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SDL_Rect logicalVP{0, 0, 1200, 1000}; // Will use Config::Logical constants
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float logicalScale = 1.0f;
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// Dynamic logical dimensions (computed from window size)
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int currentLogicalWidth = 1200;
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int currentLogicalHeight = 1000;
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// Fireworks system (for menu animation)
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struct BlockParticle {
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@ -88,6 +92,11 @@ public:
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void createFirework(float x, float y);
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void drawFireworks(SDL_Renderer* renderer, SDL_Texture* blocksTex);
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// Logical dimensions management
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void updateLogicalDimensions(int windowWidth, int windowHeight);
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int getLogicalWidth() const { return currentLogicalWidth; }
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int getLogicalHeight() const { return currentLogicalHeight; }
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// Reset methods for different states
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void resetGameState();
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void resetUIState();
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