Files
spacetris/src/core/GlobalState.cpp
2025-11-29 19:10:26 +01:00

421 lines
16 KiB
C++

#include "GlobalState.h"
#include "Config.h"
#include <SDL3/SDL.h>
#include <algorithm>
#include <random>
#include <cmath>
namespace {
constexpr float PI_F = 3.14159265358979323846f;
float randRange(float minVal, float maxVal) {
return minVal + (static_cast<float>(rand()) / static_cast<float>(RAND_MAX)) * (maxVal - minVal);
}
SDL_Color randomFireworkColor() {
static const SDL_Color palette[] = {
{255, 120, 80, 255},
{255, 190, 60, 255},
{120, 210, 255, 255},
{170, 120, 255, 255},
{255, 90, 180, 255},
{120, 255, 170, 255},
{255, 255, 180, 255}
};
size_t idx = static_cast<size_t>(rand() % (sizeof(palette) / sizeof(palette[0])));
return palette[idx];
}
SDL_Color scaleColor(SDL_Color color, float factor, Uint8 alphaOverride = 0) {
auto clampChannel = [](float value) -> Uint8 {
return static_cast<Uint8>(std::max(0.0f, std::min(255.0f, std::round(value))));
};
SDL_Color result;
result.r = clampChannel(color.r * factor);
result.g = clampChannel(color.g * factor);
result.b = clampChannel(color.b * factor);
result.a = alphaOverride ? alphaOverride : color.a;
return result;
}
SDL_Color mixColors(SDL_Color a, SDL_Color b, float t) {
t = std::clamp(t, 0.0f, 1.0f);
auto lerpChannel = [t](Uint8 ca, Uint8 cb) -> Uint8 {
float blended = ca + (cb - ca) * t;
return static_cast<Uint8>(std::max(0.0f, std::min(255.0f, blended)));
};
SDL_Color result;
result.r = lerpChannel(a.r, b.r);
result.g = lerpChannel(a.g, b.g);
result.b = lerpChannel(a.b, b.b);
result.a = lerpChannel(a.a, b.a);
return result;
}
}
GlobalState& GlobalState::instance() {
static GlobalState instance;
return instance;
}
void GlobalState::initialize() {
if (m_initialized) {
return;
}
// Initialize timing
lastMs = SDL_GetTicks();
loadStart = SDL_GetTicks();
// Initialize viewport to logical dimensions
logicalVP = {0, 0, Config::Logical::WIDTH, Config::Logical::HEIGHT};
// Initialize fireworks system
fireworks.clear();
lastFireworkTime = 0;
m_initialized = true;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[GlobalState] Initialized");
}
void GlobalState::shutdown() {
if (!m_initialized) {
return;
}
// Clear fireworks
fireworks.clear();
m_initialized = false;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[GlobalState] Shutdown complete");
}
namespace {
using Firework = GlobalState::TetrisFirework;
using BlockParticle = GlobalState::BlockParticle;
using SparkParticle = GlobalState::SparkParticle;
void spawnSparks(Firework& firework, float cx, float cy, SDL_Color baseColor, float speedBase) {
int sparkCount = 10 + (rand() % 10);
for (int i = 0; i < sparkCount; ++i) {
SparkParticle spark;
spark.x = cx;
spark.y = cy;
float angle = randRange(0.0f, PI_F * 2.0f);
float speed = speedBase * randRange(1.05f, 1.6f);
spark.vx = std::cos(angle) * speed;
spark.vy = std::sin(angle) * speed - randRange(30.0f, 90.0f);
spark.life = 0.0f;
spark.maxLife = 260.0f + randRange(0.0f, 200.0f);
spark.thickness = randRange(0.8f, 2.2f);
spark.color = scaleColor(baseColor, randRange(0.85f, 1.2f), 255);
firework.sparks.push_back(spark);
}
}
void triggerFireworkBurst(Firework& firework, int burstIndex) {
SDL_Color burstColor = firework.burstColors[burstIndex % firework.burstColors.size()];
float centerX = firework.originX + randRange(-30.0f, 30.0f);
float centerY = firework.originY - burstIndex * randRange(14.0f, 24.0f) + randRange(-10.0f, 10.0f);
int particleCount = 22 + (rand() % 16);
float speedBase = 90.0f + burstIndex * 40.0f;
for (int i = 0; i < particleCount; ++i) {
BlockParticle particle;
particle.x = centerX;
particle.y = centerY;
float angle = randRange(0.0f, PI_F * 2.0f);
float speed = speedBase + randRange(-20.0f, 70.0f);
particle.vx = std::cos(angle) * speed;
particle.vy = std::sin(angle) * speed - randRange(35.0f, 95.0f);
particle.maxLife = 950.0f + randRange(0.0f, 420.0f) + burstIndex * 220.0f;
particle.life = particle.maxLife;
particle.crackle = (rand() % 100) < 75;
particle.flickerSeed = randRange(0.0f, PI_F * 2.0f);
if (particle.crackle) {
particle.size = randRange(1.4f, 3.2f);
} else {
particle.size = 3.2f + randRange(0.0f, 2.6f) + burstIndex * 0.6f;
}
particle.color = scaleColor(burstColor, randRange(0.85f, 1.2f));
particle.dualColor = (rand() % 100) < 55;
if (particle.dualColor) {
SDL_Color alt = randomFireworkColor();
float luminanceDiff = std::abs(static_cast<float>(alt.r + alt.g + alt.b) - (particle.color.r + particle.color.g + particle.color.b));
if (luminanceDiff < 40.0f) {
alt = scaleColor(particle.color, randRange(0.6f, 1.4f));
}
particle.accentColor = alt;
particle.colorBlendSpeed = randRange(0.6f, 1.4f);
} else {
particle.accentColor = particle.color;
particle.colorBlendSpeed = 1.0f;
}
firework.particles.push_back(particle);
}
spawnSparks(firework, centerX, centerY, burstColor, speedBase);
}
}
void GlobalState::updateFireworks(double frameMs) {
if (frameMs <= 0.0) {
frameMs = 16.0;
}
const Uint64 currentTime = SDL_GetTicks();
size_t activeCount = 0;
for (const auto& fw : fireworks) {
if (fw.active) {
++activeCount;
}
}
constexpr size_t MAX_SIMULTANEOUS_FIREWORKS = 2;
bool canSpawnNew = activeCount < MAX_SIMULTANEOUS_FIREWORKS;
bool spawnedFirework = false;
if (canSpawnNew) {
Uint64 interval = 1300 + static_cast<Uint64>(rand() % 1400);
if (currentTime - lastFireworkTime > interval) {
float x = Config::Logical::WIDTH * (0.15f + randRange(0.0f, 0.70f));
float y = Config::Logical::HEIGHT * (0.18f + randRange(0.0f, 0.40f));
createFirework(x, y);
lastFireworkTime = currentTime;
lastFireworkX = x;
lastFireworkY = y;
pendingStaggerFirework = (rand() % 100) < 65;
if (pendingStaggerFirework) {
nextStaggerFireworkTime = currentTime + 250 + static_cast<Uint64>(rand() % 420);
}
spawnedFirework = true;
}
}
if (!spawnedFirework && pendingStaggerFirework && canSpawnNew && currentTime >= nextStaggerFireworkTime) {
float x = lastFireworkX + randRange(-140.0f, 140.0f);
float y = lastFireworkY + randRange(-80.0f, 50.0f);
x = std::clamp(x, Config::Logical::WIDTH * 0.10f, Config::Logical::WIDTH * 0.90f);
y = std::clamp(y, Config::Logical::HEIGHT * 0.15f, Config::Logical::HEIGHT * 0.70f);
createFirework(x, y);
lastFireworkTime = currentTime;
lastFireworkX = x;
lastFireworkY = y;
pendingStaggerFirework = false;
spawnedFirework = true;
}
const float dtSeconds = static_cast<float>(frameMs / 1000.0);
const float deltaMs = static_cast<float>(frameMs);
for (auto& firework : fireworks) {
if (!firework.active) {
continue;
}
firework.elapsedMs += deltaMs;
while (firework.nextBurst < static_cast<int>(firework.burstSchedule.size()) &&
firework.elapsedMs >= firework.burstSchedule[firework.nextBurst]) {
triggerFireworkBurst(firework, firework.nextBurst);
firework.nextBurst++;
}
for (auto it = firework.particles.begin(); it != firework.particles.end();) {
it->life -= deltaMs;
if (it->life <= 0.0f) {
it = firework.particles.erase(it);
continue;
}
it->x += it->vx * dtSeconds;
it->y += it->vy * dtSeconds;
it->vx *= 0.986f;
it->vy = it->vy * 0.972f + 70.0f * dtSeconds;
++it;
}
for (auto it = firework.sparks.begin(); it != firework.sparks.end();) {
it->life += deltaMs;
if (it->life >= it->maxLife) {
it = firework.sparks.erase(it);
continue;
}
it->x += it->vx * dtSeconds;
it->y += it->vy * dtSeconds;
it->vx *= 0.992f;
it->vy = it->vy * 0.965f + 120.0f * dtSeconds;
++it;
}
bool pendingBursts = firework.nextBurst < static_cast<int>(firework.burstSchedule.size());
firework.active = pendingBursts || !firework.particles.empty() || !firework.sparks.empty();
}
}
void GlobalState::createFirework(float x, float y) {
// Find an inactive firework to reuse
TetrisFirework* firework = nullptr;
for (auto& fw : fireworks) {
if (!fw.active) {
firework = &fw;
break;
}
}
// If no inactive firework found, create a new one
if (!firework) {
fireworks.emplace_back();
firework = &fireworks.back();
}
firework->active = true;
firework->particles.clear();
firework->sparks.clear();
firework->originX = x;
firework->originY = y;
firework->elapsedMs = 0.0f;
firework->nextBurst = 0;
firework->burstSchedule = {
0.0f,
220.0f + randRange(0.0f, 160.0f),
420.0f + randRange(0.0f, 260.0f)
};
SDL_Color baseColor = randomFireworkColor();
for (int i = 0; i < 3; ++i) {
float wobble = randRange(-0.08f, 0.08f);
firework->burstColors[i] = scaleColor(baseColor, 1.0f - i * 0.12f + wobble, 255);
}
}
void GlobalState::drawFireworks(SDL_Renderer* renderer, SDL_Texture* blocksTex) {
(void)blocksTex;
auto renderCircle = [renderer](float cx, float cy, float radius) {
int ir = static_cast<int>(std::ceil(radius));
for (int dy = -ir; dy <= ir; ++dy) {
float row = std::sqrt(std::max(0.0f, radius * radius - static_cast<float>(dy * dy)));
SDL_FRect line{cx - row, cy + dy, row * 2.0f, 1.0f};
SDL_RenderFillRect(renderer, &line);
}
};
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_ADD);
for (const auto& firework : fireworks) {
if (!firework.active) continue;
for (const auto& spark : firework.sparks) {
if (spark.life >= spark.maxLife) continue;
float progress = spark.life / spark.maxLife;
Uint8 alpha = static_cast<Uint8>((1.0f - progress) * 255.0f);
if (alpha == 0) continue;
SDL_SetRenderDrawColor(renderer, spark.color.r, spark.color.g, spark.color.b, alpha);
float trailScale = 0.015f * spark.thickness;
float tailX = spark.x - spark.vx * trailScale;
float tailY = spark.y - spark.vy * trailScale;
SDL_RenderLine(renderer,
static_cast<int>(spark.x),
static_cast<int>(spark.y),
static_cast<int>(tailX),
static_cast<int>(tailY));
}
}
auto sampleParticleColor = [](const BlockParticle& particle) -> SDL_Color {
if (!particle.dualColor) {
return particle.color;
}
float elapsed = particle.maxLife - particle.life;
float phase = particle.flickerSeed * 1.8f + elapsed * 0.0025f * particle.colorBlendSpeed;
float mixFactor = 0.5f + 0.5f * std::sin(phase);
return mixColors(particle.color, particle.accentColor, mixFactor);
};
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
for (const auto& firework : fireworks) {
if (!firework.active) continue;
for (const auto& particle : firework.particles) {
if (particle.life <= 0.0f) continue;
float lifeRatio = particle.life / particle.maxLife;
float alphaF = std::pow(std::max(0.0f, lifeRatio), 0.75f);
if (particle.crackle) {
SDL_Color dynamicColor = sampleParticleColor(particle);
float flicker = 0.55f + 0.45f * std::sin(particle.flickerSeed + particle.life * 0.018f);
Uint8 alpha = static_cast<Uint8>(alphaF * flicker * 255.0f);
if (alpha == 0) continue;
SDL_SetRenderDrawColor(renderer, dynamicColor.r, dynamicColor.g, dynamicColor.b, alpha);
float stretch = particle.size * (2.5f + (1.0f - lifeRatio) * 1.3f);
float angle = particle.flickerSeed * 3.0f + particle.life * 0.004f;
float dx = std::cos(angle) * stretch;
float dy = std::sin(angle) * stretch * 0.7f;
SDL_RenderLine(renderer,
static_cast<int>(particle.x - dx),
static_cast<int>(particle.y - dy),
static_cast<int>(particle.x + dx),
static_cast<int>(particle.y + dy));
SDL_RenderLine(renderer,
static_cast<int>(particle.x - dy * 0.45f),
static_cast<int>(particle.y + dx * 0.45f),
static_cast<int>(particle.x + dy * 0.45f),
static_cast<int>(particle.y - dx * 0.45f));
} else {
SDL_Color dynamicColor = sampleParticleColor(particle);
Uint8 alpha = static_cast<Uint8>(alphaF * 255.0f);
SDL_SetRenderDrawColor(renderer, dynamicColor.r, dynamicColor.g, dynamicColor.b, alpha);
float radius = particle.size * (0.5f + 0.3f * lifeRatio);
renderCircle(particle.x, particle.y, radius);
}
}
}
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
}
void GlobalState::resetGameState() {
// Reset game-related state
leftHeld = false;
rightHeld = false;
moveTimerMs = 0.0;
startLevelSelection = 0;
}
void GlobalState::resetUIState() {
// Reset UI state
showSettingsPopup = false;
showExitConfirmPopup = false;
hoveredButton = -1;
}
void GlobalState::resetAnimationState() {
// Reset animation state
logoAnimCounter = 0.0;
fireworks.clear();
lastFireworkTime = 0;
}
void GlobalState::updateLogicalDimensions(int windowWidth, int windowHeight) {
// For now, keep logical dimensions proportional to window size
// You can adjust this logic based on your specific needs
// Option 1: Keep fixed aspect ratio and scale uniformly
const float targetAspect = static_cast<float>(Config::Logical::WIDTH) / static_cast<float>(Config::Logical::HEIGHT);
const float windowAspect = static_cast<float>(windowWidth) / static_cast<float>(windowHeight);
if (windowAspect > targetAspect) {
// Window is wider than target aspect - fit to height
currentLogicalHeight = Config::Logical::HEIGHT;
currentLogicalWidth = static_cast<int>(currentLogicalHeight * windowAspect);
} else {
// Window is taller than target aspect - fit to width
currentLogicalWidth = Config::Logical::WIDTH;
currentLogicalHeight = static_cast<int>(currentLogicalWidth / windowAspect);
}
// Ensure minimum sizes
currentLogicalWidth = std::max(currentLogicalWidth, 800);
currentLogicalHeight = std::max(currentLogicalHeight, 600);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"[GlobalState] Updated logical dimensions: %dx%d (window: %dx%d)",
currentLogicalWidth, currentLogicalHeight, windowWidth, windowHeight);
}