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