Files
spacetris/src/gameplay/effects/LineEffect.h

127 lines
3.9 KiB
C++

// LineEffect.h - Line clearing visual and audio effects
#pragma once
#include <SDL3/SDL.h>
#include <vector>
#include <random>
#include <array>
#include "../core/Game.h"
class LineEffect {
public:
struct Particle {
enum class Style { Shard, Ember };
float x, y;
float vx, vy;
float size;
float alpha;
float life;
float lifeSpan;
int blockType;
SDL_Color color;
Style style;
Particle(float px, float py, Style particleStyle, SDL_Color tint);
void update(float dt);
void render(SDL_Renderer* renderer, SDL_Texture* blocksTex);
bool isAlive() const { return life < lifeSpan && alpha > 0.01f; }
};
struct Spark {
float x, y;
float vx, vy;
float life;
float maxLife;
float thickness;
SDL_Color color;
Spark(float px, float py, SDL_Color tint);
void update(float dt);
void render(SDL_Renderer* renderer) const;
bool isAlive() const { return life < maxLife; }
};
struct GlowPulse {
float x, y;
float baseRadius;
float maxRadius;
float life;
float maxLife;
SDL_Color color;
GlowPulse(float px, float py, float baseR, float maxR, SDL_Color tint);
void update(float dt);
void render(SDL_Renderer* renderer) const;
bool isAlive() const { return life < maxLife; }
};
enum class AnimationState {
IDLE,
FLASH_WHITE,
EXPLODE_BLOCKS,
BLOCKS_DROP
};
LineEffect();
~LineEffect();
bool init(SDL_Renderer* renderer);
void shutdown();
// Start line clear effect for the specified rows
void startLineClear(const std::vector<int>& rows, int gridX, int gridY, int blockSize, int gridCols = Game::COLS, int gapPx = 0, int gapAfterCol = 0);
// Update and render the effect
bool update(float deltaTime); // Returns true if effect is complete
void render(SDL_Renderer* renderer, SDL_Texture* blocksTex, int gridX, int gridY, int blockSize, int gapPx = 0, int gapAfterCol = 0);
float getRowDropOffset(int row) const;
// Audio
void playLineClearSound(int lineCount);
bool isActive() const { return state != AnimationState::IDLE; }
private:
SDL_Renderer* renderer{nullptr};
AnimationState state{AnimationState::IDLE};
float timer{0.0f};
std::vector<int> clearingRows;
std::vector<Particle> particles;
std::vector<Spark> sparks;
std::vector<GlowPulse> glowPulses;
std::mt19937 rng{std::random_device{}()};
// Audio resources
SDL_AudioStream* audioStream{nullptr};
std::vector<int16_t> lineClearSample;
std::vector<int16_t> tetrisSample;
// Animation timing - Flash then immediate explosion effect
static constexpr float FLASH_DURATION = 0.18f; // Slightly longer flash for anticipation
static constexpr float EXPLODE_DURATION = 0.9f; // Extended fireworks time
static constexpr float DROP_DURATION = 0.35f; // Allow lingering sparks before collapse
void createParticles(int row, int gridX, int gridY, int blockSize);
void spawnShardBurst(float x, float y, SDL_Color tint);
void spawnSparkBurst(float x, float y, SDL_Color tint);
void spawnGlowPulse(float x, float y, float blockSize, SDL_Color tint);
void updateParticles(float dt);
void updateSparks(float dt);
void updateGlowPulses(float dt);
void renderFlash(int gridX, int gridY, int blockSize);
void renderExplosion(SDL_Texture* blocksTex);
void renderGlowPulses();
void renderSparks();
void renderParticleGlows();
bool loadAudioSample(const std::string& path, std::vector<int16_t>& sample);
void initAudio();
SDL_Color pickFireColor() const;
std::array<float, Game::ROWS> rowDropTargets{};
float dropProgress = 0.0f;
int dropBlockSize = 0;
int effectGridCols = Game::COLS;
int effectGapPx = 0;
int effectGapAfterCol = 0;
};