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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src/graphics/effects/Starfield.h
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src/graphics/effects/Starfield.h
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// Starfield.h - Procedural starfield background effect
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#pragma once
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#include <vector>
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struct SDL_Renderer; // fwd
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class Starfield {
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public:
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void init(int count, int w, int h);
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void update(float dt, int w, int h);
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void draw(SDL_Renderer* r) const;
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private:
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struct Star { float x,y,z,speed; };
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std::vector<Star> stars;
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int lastW{0}, lastH{0};
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};
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