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.
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src/graphics/ui/Font.h
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src/graphics/ui/Font.h
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// Font.h - Font rendering abstraction with simple size cache
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#pragma once
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#include <SDL3_ttf/SDL_ttf.h>
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#include <string>
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#include <unordered_map>
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struct SDL_Renderer;
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class FontAtlas {
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public:
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bool init(const std::string& path, int basePt);
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void shutdown();
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void draw(SDL_Renderer* r, float x, float y, const std::string& text, float scale, SDL_Color color);
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// Measure rendered text size in pixels for a given scale
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void measure(const std::string& text, float scale, int& outW, int& outH);
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private:
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std::string fontPath;
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int baseSize{24};
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std::unordered_map<int, TTF_Font*> cache; // point size -> font*
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TTF_Font* getSized(int ptSize);
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};
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