Add transport/transfer effect for NEXT → grid with cross-fade and preview swap
Integrate in-grid Starfield3D with magnet targeting tied to active piece
Spawn ambient sparkles and impact sparks (hard-drop crackle + burst on expiry)
Smooth horizontal/fall interpolation for active piece (configurable smooth scroll)
Refactor next panel / preview rendering and connector drawing
Tweak stats/score panel layout, progress bars and typography for compact view
Preserve safe alpha handling and restore renderer blend/scale state after overlays
- 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
- **Visual Effects**: Upgraded line clear particles to use the game's block texture instead of simple circles, matching the reference web game's aesthetic.
- **Particle Physics**: Tuned particle velocity, gravity, and fade rates for a more dynamic explosion effect.
- **Rendering Integration**: Updated [main.cpp](cci:7://file:///d:/Sites/Work/tetris/src/main.cpp:0:0-0:0) and `GameRenderer` to pass the block texture to the effect system and correctly trigger animations upon line completion.
- **Menu UI**: Fixed [MenuState](cci:1://file:///d:/Sites/Work/tetris/src/states/MenuState.cpp:19:0-19:55) layout calculations to use fixed logical dimensions (1200x1000), ensuring consistent centering and alignment of the logo, buttons, and settings icon across different window sizes.
- **Code Cleanup**: Refactored `PlayingState` to delegate effect triggering to the rendering layer where correct screen coordinates are available.