- **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.
74 lines
2.2 KiB
C++
74 lines
2.2 KiB
C++
#pragma once
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/**
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* @brief Abstract interface for game rules
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*
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* Provides a common interface for different Tetris rule implementations,
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* enabling different game modes and rule variations.
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*/
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class IGameRules {
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public:
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virtual ~IGameRules() = default;
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/**
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* @brief Calculate score for cleared lines
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* @param linesCleared Number of lines cleared simultaneously
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* @param level Current game level
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* @return Score points to award
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*/
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virtual int calculateScore(int linesCleared, int level) const = 0;
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/**
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* @brief Get gravity speed for a given level
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* @param level Game level
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* @return Time in milliseconds for one gravity drop
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*/
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virtual double getGravitySpeed(int level) const = 0;
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/**
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* @brief Check if level should increase
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* @param totalLines Total lines cleared so far
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* @param currentLevel Current game level
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* @return true if level should increase, false otherwise
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*/
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virtual bool shouldLevelUp(int totalLines, int currentLevel) const = 0;
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/**
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* @brief Calculate next level based on lines cleared
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* @param totalLines Total lines cleared so far
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* @param startLevel Starting level
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* @return New level
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*/
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virtual int calculateLevel(int totalLines, int startLevel) const = 0;
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/**
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* @brief Get soft drop speed multiplier
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* @return Multiplier for gravity when soft dropping
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*/
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virtual double getSoftDropMultiplier() const = 0;
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/**
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* @brief Get hard drop score per cell
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* @return Points awarded per cell for hard drop
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*/
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virtual int getHardDropScore() const = 0;
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/**
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* @brief Get soft drop score per cell
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* @return Points awarded per cell for soft drop
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*/
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virtual int getSoftDropScore() const = 0;
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/**
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* @brief Check if T-spins are enabled in this rule set
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* @return true if T-spins are supported, false otherwise
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*/
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virtual bool supportsTSpins() const = 0;
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/**
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* @brief Check if hold feature is enabled in this rule set
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* @return true if hold is supported, false otherwise
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*/
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virtual bool supportsHold() const = 0;
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};
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