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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@ -1,16 +1,15 @@
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// LevelSelectorState.cpp - Level selection popup state implementation
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#include "LevelSelectorState.h"
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#include "State.h"
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#include "../core/StateManager.h"
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#include "../graphics/Font.h"
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#include "../core/state/StateManager.h"
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#include "../core/GlobalState.h"
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#include "../graphics/ui/Font.h"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdio>
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#include <string>
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// Constants from main.cpp
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static constexpr int LOGICAL_W = 1200;
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static constexpr int LOGICAL_H = 1000;
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// Use dynamic logical dimensions from GlobalState instead of hardcoded values
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// --- Minimal draw helpers and look-and-feel adapted from the sample ---
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static inline SDL_Color RGBA(Uint8 r, Uint8 g, Uint8 b, Uint8 a = 255) { return SDL_Color{r, g, b, a}; }
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@ -187,6 +186,10 @@ void LevelSelectorState::handleEvent(const SDL_Event& e) {
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if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
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} else if (e.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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if (e.button.button == SDL_BUTTON_LEFT) {
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// Get dynamic logical dimensions
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const int LOGICAL_W = GlobalState::instance().getLogicalWidth();
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const int LOGICAL_H = GlobalState::instance().getLogicalHeight();
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// convert mouse to logical coords (viewport is already centered)
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float lx = (float(e.button.x) - float(lastLogicalVP.x)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
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float ly = (float(e.button.y) - float(lastLogicalVP.y)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
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@ -200,6 +203,10 @@ void LevelSelectorState::handleEvent(const SDL_Event& e) {
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}
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}
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} else if (e.type == SDL_EVENT_MOUSE_MOTION) {
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// Get dynamic logical dimensions
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const int LOGICAL_W = GlobalState::instance().getLogicalWidth();
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const int LOGICAL_H = GlobalState::instance().getLogicalHeight();
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// convert mouse to logical coords (viewport is already centered)
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float lx = (float(e.motion.x) - float(lastLogicalVP.x)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
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float ly = (float(e.motion.y) - float(lastLogicalVP.y)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
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@ -224,6 +231,10 @@ void LevelSelectorState::render(SDL_Renderer* renderer, float logicalScale, SDL_
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void LevelSelectorState::drawLevelSelectionPopup(SDL_Renderer* renderer) {
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if (!renderer) return;
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// Get dynamic logical dimensions
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const int LOGICAL_W = GlobalState::instance().getLogicalWidth();
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const int LOGICAL_H = GlobalState::instance().getLogicalHeight();
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// Since ApplicationManager sets up a centered viewport, we draw directly in logical coordinates
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// The viewport (LOGICAL_W x LOGICAL_H) is already centered within the window
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float vw = float(LOGICAL_W);
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@ -252,6 +263,10 @@ void LevelSelectorState::drawLevelSelectionPopup(SDL_Renderer* renderer) {
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}
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bool LevelSelectorState::isMouseInPopup(float mouseX, float mouseY, float& popupX, float& popupY, float& popupW, float& popupH) {
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// Get dynamic logical dimensions
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const int LOGICAL_W = GlobalState::instance().getLogicalWidth();
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const int LOGICAL_H = GlobalState::instance().getLogicalHeight();
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// Simplified: viewport is already centered, just convert mouse to logical coords
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(void)mouseX; (void)mouseY;
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float lx = 0.f, ly = 0.f;
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@ -265,6 +280,10 @@ bool LevelSelectorState::isMouseInPopup(float mouseX, float mouseY, float& popup
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}
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int LevelSelectorState::getLevelFromMouse(float mouseX, float mouseY, float popupX, float popupY, float popupW, float popupH) {
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// Get dynamic logical dimensions
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const int LOGICAL_W = GlobalState::instance().getLogicalWidth();
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const int LOGICAL_H = GlobalState::instance().getLogicalHeight();
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(void)popupX; (void)popupY; (void)popupW; (void)popupH;
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float lx = 0.f, ly = 0.f;
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if (lastLogicalScale > 0.0f) {
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