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

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