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:
73
src/core/interfaces/IGameRules.h
Normal file
73
src/core/interfaces/IGameRules.h
Normal file
@ -0,0 +1,73 @@
|
||||
#pragma once
|
||||
|
||||
/**
|
||||
* @brief Abstract interface for game rules
|
||||
*
|
||||
* Provides a common interface for different Tetris rule implementations,
|
||||
* enabling different game modes and rule variations.
|
||||
*/
|
||||
class IGameRules {
|
||||
public:
|
||||
virtual ~IGameRules() = default;
|
||||
|
||||
/**
|
||||
* @brief Calculate score for cleared lines
|
||||
* @param linesCleared Number of lines cleared simultaneously
|
||||
* @param level Current game level
|
||||
* @return Score points to award
|
||||
*/
|
||||
virtual int calculateScore(int linesCleared, int level) const = 0;
|
||||
|
||||
/**
|
||||
* @brief Get gravity speed for a given level
|
||||
* @param level Game level
|
||||
* @return Time in milliseconds for one gravity drop
|
||||
*/
|
||||
virtual double getGravitySpeed(int level) const = 0;
|
||||
|
||||
/**
|
||||
* @brief Check if level should increase
|
||||
* @param totalLines Total lines cleared so far
|
||||
* @param currentLevel Current game level
|
||||
* @return true if level should increase, false otherwise
|
||||
*/
|
||||
virtual bool shouldLevelUp(int totalLines, int currentLevel) const = 0;
|
||||
|
||||
/**
|
||||
* @brief Calculate next level based on lines cleared
|
||||
* @param totalLines Total lines cleared so far
|
||||
* @param startLevel Starting level
|
||||
* @return New level
|
||||
*/
|
||||
virtual int calculateLevel(int totalLines, int startLevel) const = 0;
|
||||
|
||||
/**
|
||||
* @brief Get soft drop speed multiplier
|
||||
* @return Multiplier for gravity when soft dropping
|
||||
*/
|
||||
virtual double getSoftDropMultiplier() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Get hard drop score per cell
|
||||
* @return Points awarded per cell for hard drop
|
||||
*/
|
||||
virtual int getHardDropScore() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Get soft drop score per cell
|
||||
* @return Points awarded per cell for soft drop
|
||||
*/
|
||||
virtual int getSoftDropScore() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Check if T-spins are enabled in this rule set
|
||||
* @return true if T-spins are supported, false otherwise
|
||||
*/
|
||||
virtual bool supportsTSpins() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Check if hold feature is enabled in this rule set
|
||||
* @return true if hold is supported, false otherwise
|
||||
*/
|
||||
virtual bool supportsHold() const = 0;
|
||||
};
|
||||
Reference in New Issue
Block a user