updated stars in game play grid
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@ -23,6 +23,22 @@ void Starfield3D::resize(int w, int h) {
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centerY = height * 0.5f;
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}
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void Starfield3D::setMagnetTarget(float localX, float localY, float strength) {
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if (strength <= 0.0f) {
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clearMagnetTarget();
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return;
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}
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magnetActive = true;
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magnetStrength = strength;
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magnetX = std::clamp(localX, 0.0f, static_cast<float>(width));
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magnetY = std::clamp(localY, 0.0f, static_cast<float>(height));
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}
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void Starfield3D::clearMagnetTarget() {
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magnetActive = false;
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magnetStrength = 0.0f;
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}
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float Starfield3D::randomFloat(float min, float max) {
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std::uniform_real_distribution<float> dist(min, max);
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return dist(rng);
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@ -147,13 +163,24 @@ void Starfield3D::drawStar(SDL_Renderer* renderer, float x, float y, SDL_Color c
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}
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void Starfield3D::draw(SDL_Renderer* renderer, float offsetX, float offsetY, float alphaScale, bool grayscale) {
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const bool useMagnet = magnetActive && magnetStrength > 0.0f;
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for (const Star3D& star : stars) {
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// Calculate perspective projection factor
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const float k = DEPTH_FACTOR / star.z;
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// Calculate screen position with perspective
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const float px = star.x * k + centerX;
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const float py = star.y * k + centerY;
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float px = star.x * k + centerX;
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float py = star.y * k + centerY;
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if (useMagnet) {
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float dx = magnetX - px;
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float dy = magnetY - py;
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float dist = std::sqrt(dx * dx + dy * dy);
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float pull = magnetStrength / (magnetStrength + dist + 1.0f);
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pull = std::clamp(pull, 0.0f, 0.35f);
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px += dx * pull;
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py += dy * pull;
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}
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// Only draw stars that are within the viewport
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if (px >= 0.0f && px <= static_cast<float>(width) &&
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@ -15,6 +15,8 @@ public:
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void update(float deltaTime);
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void draw(SDL_Renderer* renderer, float offsetX = 0.0f, float offsetY = 0.0f, float alphaScale = 1.0f, bool grayscale = false);
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void resize(int width, int height);
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void setMagnetTarget(float localX, float localY, float strength);
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void clearMagnetTarget();
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private:
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struct Star3D {
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@ -37,6 +39,10 @@ private:
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std::vector<Star3D> stars;
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int width{0}, height{0};
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float centerX{0}, centerY{0};
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bool magnetActive{false};
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float magnetX{0.0f};
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float magnetY{0.0f};
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float magnetStrength{0.0f};
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// Random number generator
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std::mt19937 rng;
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@ -265,6 +265,39 @@ void GameRenderer::renderPlayingState(
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const float deltaSeconds = std::clamp(static_cast<float>(sparkDeltaMs) / 1000.0f, 0.0f, 0.033f);
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s_inGridStarfield.update(deltaSeconds);
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bool appliedMagnet = false;
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if (game) {
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const Game::Piece& activePiece = game->current();
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const int pieceType = static_cast<int>(activePiece.type);
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if (pieceType >= 0 && pieceType < PIECE_COUNT) {
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float sumLocalX = 0.0f;
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float sumLocalY = 0.0f;
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int filledCells = 0;
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for (int cy = 0; cy < 4; ++cy) {
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for (int cx = 0; cx < 4; ++cx) {
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if (!Game::cellFilled(activePiece, cx, cy)) {
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continue;
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}
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sumLocalX += (activePiece.x + cx + 0.5f) * finalBlockSize;
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sumLocalY += (activePiece.y + cy + 0.5f) * finalBlockSize;
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++filledCells;
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}
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}
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if (filledCells > 0) {
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float magnetLocalX = sumLocalX / static_cast<float>(filledCells);
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float magnetLocalY = sumLocalY / static_cast<float>(filledCells);
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magnetLocalX = std::clamp(magnetLocalX, 0.0f, GRID_W);
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magnetLocalY = std::clamp(magnetLocalY, 0.0f, GRID_H);
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const float magnetStrength = finalBlockSize * 2.2f;
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s_inGridStarfield.setMagnetTarget(magnetLocalX, magnetLocalY, magnetStrength);
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appliedMagnet = true;
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}
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}
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}
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if (!appliedMagnet) {
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s_inGridStarfield.clearMagnetTarget();
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}
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SDL_BlendMode oldBlend = SDL_BLENDMODE_NONE;
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SDL_GetRenderDrawBlendMode(renderer, &oldBlend);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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