Files
spacetris/src/graphics/effects/Starfield.h
Gregor Klevze 66099809e0 feat: implement textured line clear effects and refine UI alignment
- **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.
2025-11-21 21:19:14 +01:00

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370 B
C++

// Starfield.h - Procedural starfield background effect
#pragma once
#include <vector>
struct SDL_Renderer; // fwd
class Starfield {
public:
void init(int count, int w, int h);
void update(float dt, int w, int h);
void draw(SDL_Renderer* r) const;
private:
struct Star { float x,y,z,speed; };
std::vector<Star> stars;
int lastW{0}, lastH{0};
};