Added settings.ini
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@ -6,6 +6,7 @@
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#include <array>
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#include <cmath>
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#include <cstdio>
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#include "../../core/Settings.h"
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// Color constants (copied from main.cpp)
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static const SDL_Color COLORS[] = {
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@ -413,30 +414,32 @@ void GameRenderer::renderPlayingState(
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pixelFont->draw(renderer, scoreX, baseY + 290, timeStr, 0.9f, {255, 255, 255, 255});
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// Debug: Gravity timing info
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pixelFont->draw(renderer, scoreX, baseY + 330, "GRAVITY", 0.8f, {150, 150, 150, 255});
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double gravityMs = game->getGravityMs();
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double fallAcc = game->getFallAccumulator();
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// Calculate effective gravity (accounting for soft drop)
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bool isSoftDrop = game->isSoftDropping();
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double effectiveGravityMs = isSoftDrop ? (gravityMs / 2.0) : gravityMs;
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double timeUntilDrop = std::max(0.0, effectiveGravityMs - fallAcc);
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char gravityStr[32];
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snprintf(gravityStr, sizeof(gravityStr), "%.0f ms%s", gravityMs, isSoftDrop ? " (SD)" : "");
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pixelFont->draw(renderer, scoreX, baseY + 350, gravityStr, 0.7f, {180, 180, 180, 255});
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char dropStr[32];
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snprintf(dropStr, sizeof(dropStr), "Drop: %.0f", timeUntilDrop);
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SDL_Color dropColor = isSoftDrop ? SDL_Color{255, 200, 100, 255} : SDL_Color{100, 255, 100, 255};
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pixelFont->draw(renderer, scoreX, baseY + 370, dropStr, 0.7f, dropColor);
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// Gravity HUD
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char gms[64];
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double gms_val = game->getGravityMs();
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double gfps = gms_val > 0.0 ? (1000.0 / gms_val) : 0.0;
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snprintf(gms, sizeof(gms), "GRAV: %.0f ms (%.2f fps)", gms_val, gfps);
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pixelFont->draw(renderer, logicalW - 260, 10, gms, 0.9f, {200, 200, 220, 255});
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if (Settings::instance().isDebugEnabled()) {
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pixelFont->draw(renderer, scoreX, baseY + 330, "GRAVITY", 0.8f, {150, 150, 150, 255});
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double gravityMs = game->getGravityMs();
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double fallAcc = game->getFallAccumulator();
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// Calculate effective gravity (accounting for soft drop)
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bool isSoftDrop = game->isSoftDropping();
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double effectiveGravityMs = isSoftDrop ? (gravityMs / 2.0) : gravityMs;
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double timeUntilDrop = std::max(0.0, effectiveGravityMs - fallAcc);
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char gravityStr[32];
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snprintf(gravityStr, sizeof(gravityStr), "%.0f ms%s", gravityMs, isSoftDrop ? " (SD)" : "");
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pixelFont->draw(renderer, scoreX, baseY + 350, gravityStr, 0.7f, {180, 180, 180, 255});
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char dropStr[32];
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snprintf(dropStr, sizeof(dropStr), "Drop: %.0f", timeUntilDrop);
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SDL_Color dropColor = isSoftDrop ? SDL_Color{255, 200, 100, 255} : SDL_Color{100, 255, 100, 255};
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pixelFont->draw(renderer, scoreX, baseY + 370, dropStr, 0.7f, dropColor);
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// Gravity HUD (Top)
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char gms[64];
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double gms_val = game->getGravityMs();
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double gfps = gms_val > 0.0 ? (1000.0 / gms_val) : 0.0;
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snprintf(gms, sizeof(gms), "GRAV: %.0f ms (%.2f fps)", gms_val, gfps);
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pixelFont->draw(renderer, logicalW - 260, 10, gms, 0.9f, {200, 200, 220, 255});
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}
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// Hold piece (if implemented)
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if (game->held().type < PIECE_COUNT) {
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