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

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#pragma once
#include "../Config.h"
#include "../../states/State.h"
#include "../container/ServiceContainer.h"
#include <memory>
#include <string>
// Forward declarations
class RenderManager;
class InputManager;
class StateManager;
class AssetManager;
class Game;
class ScoreManager;
class Starfield;
class Starfield3D;
class FontAtlas;
class LineEffect;
// Forward declare state classes (top-level, defined under src/states)
class LoadingState;
class MenuState;
class LevelSelectorState;
class PlayingState;
/**
* ApplicationManager - Central coordinator for the entire application lifecycle
*
* Responsibilities:
* - Initialize and shutdown all subsystems
* - Coordinate the main application loop
* - Manage high-level application state
* - Provide clean separation between main() and application logic
*/
class ApplicationManager {
public:
ApplicationManager();
~ApplicationManager();
// Core lifecycle methods
bool initialize(int argc, char* argv[]);
void run();
void shutdown();
// Application state
bool isRunning() const { return m_running; }
void requestShutdown() { m_running = false; }
// Access to managers (for now, will be replaced with dependency injection later)
RenderManager* getRenderManager() const { return m_renderManager.get(); }
InputManager* getInputManager() const { return m_inputManager.get(); }
AssetManager* getAssetManager() const { return m_assetManager.get(); }
StateManager* getStateManager() const { return m_stateManager.get(); }
// Service container access
ServiceContainer& getServiceContainer() { return m_serviceContainer; }
private:
// Helper used by setupStateHandlers (defined in cpp)
static void renderLoading(ApplicationManager* app, RenderManager& renderer);
// Initialization methods
bool initializeSDL();
bool initializeManagers();
bool initializeGame();
void setupStateHandlers();
void registerServices();
// Main loop methods
void processEvents();
void update(float deltaTime);
void render();
// Cleanup methods
void cleanupManagers();
void cleanupSDL();
// Core managers
std::unique_ptr<RenderManager> m_renderManager;
std::unique_ptr<InputManager> m_inputManager;
std::unique_ptr<AssetManager> m_assetManager;
std::unique_ptr<StateManager> m_stateManager;
// Dependency injection container
ServiceContainer m_serviceContainer;
// Visual effects
std::unique_ptr<Starfield3D> m_starfield3D;
std::unique_ptr<Starfield> m_starfield;
// Menu / UI state pieces mirrored from main.cpp
bool m_musicEnabled = true;
int m_startLevelSelection = 0;
int m_hoveredButton = -1;
bool m_showSettingsPopup = false;
bool m_showExitConfirmPopup = false;
uint64_t m_loadStartTicks = 0;
bool m_musicStarted = false;
bool m_musicLoaded = false;
int m_currentTrackLoading = 0;
int m_totalTracks = 0;
// Persistence (ScoreManager declared at top-level)
std::unique_ptr<ScoreManager> m_scoreManager;
// Gameplay pieces
std::unique_ptr<Game> m_game;
std::unique_ptr<LineEffect> m_lineEffect;
// DAS/ARR movement timing (from original main.cpp)
bool m_leftHeld = false;
bool m_rightHeld = false;
double m_moveTimerMs = 0.0;
static constexpr double DAS = 170.0; // Delayed Auto Shift
static constexpr double ARR = 40.0; // Auto Repeat Rate
// State context (must be a member to ensure lifetime)
StateContext m_stateContext;
// State objects (mirror main.cpp pattern)
std::unique_ptr<LoadingState> m_loadingState;
std::unique_ptr<MenuState> m_menuState;
std::unique_ptr<LevelSelectorState> m_levelSelectorState;
std::unique_ptr<PlayingState> m_playingState;
// Application state
bool m_running = false;
bool m_initialized = false;
// Timing
uint64_t m_lastFrameTime = 0;
// Configuration
int m_windowWidth = Config::Window::DEFAULT_WIDTH;
int m_windowHeight = Config::Window::DEFAULT_HEIGHT;
std::string m_windowTitle = Config::Window::DEFAULT_TITLE;
// Animation state
float m_logoAnimCounter = 0.0f;
// Gameplay background (per-level) with fade, mirroring main.cpp behavior
SDL_Texture* m_levelBackgroundTex = nullptr;
SDL_Texture* m_nextLevelBackgroundTex = nullptr; // used during fade transitions
float m_levelFadeAlpha = 0.0f; // 0..1 blend factor
float m_levelFadeElapsed = 0.0f; // ms
int m_cachedBgLevel = -1; // last loaded background level index
};