gameplay score board

This commit is contained in:
2025-12-06 21:07:17 +01:00
parent 1355ce49fe
commit ec9eb45cc3
14 changed files with 123 additions and 45 deletions

View File

@ -198,10 +198,19 @@ void GameRenderer::renderPlayingState(
lineEffect->startLineClear(completedLines, static_cast<int>(gridX), static_cast<int>(gridY), static_cast<int>(finalBlockSize));
}
// Draw game grid border
drawRectWithOffset(gridX - 3 - contentOffsetX, gridY - 3 - contentOffsetY, GRID_W + 6, GRID_H + 6, {100, 120, 200, 255});
drawRectWithOffset(gridX - 1 - contentOffsetX, gridY - 1 - contentOffsetY, GRID_W + 2, GRID_H + 2, {60, 80, 160, 255});
drawRectWithOffset(gridX - contentOffsetX, gridY - contentOffsetY, GRID_W, GRID_H, {20, 25, 35, 255});
// Draw styled game grid border and semi-transparent background so the scene shows through.
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
// Outer glow layers (subtle, increasing spread, decreasing alpha)
drawRectWithOffset(gridX - 8 - contentOffsetX, gridY - 8 - contentOffsetY, GRID_W + 16, GRID_H + 16, {100, 120, 200, 28});
drawRectWithOffset(gridX - 6 - contentOffsetX, gridY - 6 - contentOffsetY, GRID_W + 12, GRID_H + 12, {100, 120, 200, 40});
// Accent border (brighter, thin)
drawRectWithOffset(gridX - 3 - contentOffsetX, gridY - 3 - contentOffsetY, GRID_W + 6, GRID_H + 6, {100, 120, 200, 220});
drawRectWithOffset(gridX - 1 - contentOffsetX, gridY - 1 - contentOffsetY, GRID_W + 2, GRID_H + 2, {60, 80, 160, 200});
// Do NOT fill the interior of the grid so the background shows through.
// (Intentionally leave the playfield interior transparent.)
// Draw panel backgrounds
SDL_SetRenderDrawColor(renderer, 10, 15, 25, 160);
@ -211,7 +220,7 @@ void GameRenderer::renderPlayingState(
SDL_FRect rbg{scoreX - 16, gridY - 16, statsW + 32, GRID_H + 32};
SDL_RenderFillRect(renderer, &rbg);
// Draw grid lines
// Draw grid lines (solid so grid remains legible over background)
SDL_SetRenderDrawColor(renderer, 40, 45, 60, 255);
for (int x = 1; x < Game::COLS; ++x) {
float lineX = gridX + x * finalBlockSize;