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/renderers/GameRenderer.h
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src/graphics/renderers/GameRenderer.h
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#pragma once
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#include <SDL3/SDL.h>
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#include "../../gameplay/core/Game.h"
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// Forward declarations
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class FontAtlas;
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class LineEffect;
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/**
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* GameRenderer - Utility class for rendering the Tetris game board and HUD.
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*
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* This class encapsulates all the game-specific rendering logic that was
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* previously in main.cpp, making it reusable across different contexts.
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*/
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class GameRenderer {
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public:
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// Render the complete playing state including game board, HUD, and effects
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static void renderPlayingState(
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SDL_Renderer* renderer,
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Game* game,
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FontAtlas* pixelFont,
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LineEffect* lineEffect,
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SDL_Texture* blocksTex,
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float logicalW,
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float logicalH,
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float logicalScale,
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float winW,
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float winH,
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bool showExitConfirmPopup
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);
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private:
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// Helper functions for drawing game elements
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static void drawBlockTexture(SDL_Renderer* renderer, SDL_Texture* blocksTex, float x, float y, float size, int blockType);
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static void drawPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, const Game::Piece& piece, float ox, float oy, float tileSize, bool isGhost = false);
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static void drawSmallPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, PieceType pieceType, float x, float y, float tileSize);
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// Helper function for drawing rectangles
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static void drawRect(SDL_Renderer* renderer, float x, float y, float w, float h, SDL_Color c);
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};
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