feat: Add Firebase high score sync, menu music, and gameplay improvements
- Integrate Firebase Realtime Database for high score synchronization - Add cpr and nlohmann-json dependencies for HTTP requests - Implement async score loading from Firebase with local fallback - Submit all scores > 0 to Firebase in background thread - Always prompt for player name on game over if score > 0 - Add dedicated menu music system - Implement menu track support in Audio class with looping - Add "Every Block You Take.mp3" as main menu theme - Automatically switch between menu and game music on state transitions - Load menu track asynchronously to prevent startup delays - Update level speed progression to match web version - Replace NES frame-based gravity with explicit millisecond values - Implement 20-level speed table (1000ms to 60ms) - Ensure consistent gameplay between C++ and web versions - Fix startup performance issues - Move score loading to background thread to prevent UI freeze - Optimize Firebase network requests with 2s timeout - Add graceful fallback to local scores on network failure Files modified: - src/persistence/Scores.cpp/h - Firebase integration - src/audio/Audio.cpp/h - Menu music support - src/core/GravityManager.cpp/h - Level speed updates - src/main.cpp - State-based music switching, async loading - CMakeLists.txt - Add cpr and nlohmann-json dependencies - vcpkg.json - Update dependency list
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@ -14,19 +14,19 @@ double GravityManager::getGlobalMultiplier() const { return globalMultiplier; }
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void GravityManager::setLevelMultiplier(int level, double m) {
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if (level < 0) return;
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int idx = level >= 29 ? 29 : level;
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int idx = level >= 19 ? 19 : level;
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levelMultipliers[idx] = std::clamp(m, 0.01, 100.0);
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}
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double GravityManager::getLevelMultiplier(int level) const {
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int idx = level < 0 ? 0 : (level >= 29 ? 29 : level);
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int idx = level < 0 ? 0 : (level >= 19 ? 19 : level);
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return levelMultipliers[idx];
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}
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double GravityManager::getMsForLevel(int level) const {
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int idx = level < 0 ? 0 : (level >= 29 ? 29 : level);
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double frames = static_cast<double>(FRAMES_TABLE[idx]) * levelMultipliers[idx];
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double result = frames * FRAME_MS * globalMultiplier;
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int idx = level < 0 ? 0 : (level >= 19 ? 19 : level);
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double baseMs = LEVEL_SPEEDS_MS[idx];
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double result = baseMs * levelMultipliers[idx] * globalMultiplier;
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return std::max(1.0, result);
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}
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