git repos / sago_multi_scrambler_puzzle2

commit d73e7506

Poul Sander · 2026-04-11 08:55
d73e7506cb675f9ba54d663178ec640b3cc585b8 patch · browse files
parent b8386ee3d639837026e1f03438edef6523015972

Adjust the valuees

Changed files

M src/MainGameState.cpp before
diff --git a/src/MainGameState.cpp b/src/MainGameState.cpp index d385274..30959bc 100644 --- a/src/MainGameState.cpp +++ b/src/MainGameState.cpp
@@ -149,16 +149,16 @@ void MainGameState::Draw(SDL_Renderer* target) {
// Draw rotating image pieces as background decoration
if (backgroundTex && !bg_pieces_logical.empty()) {
size_t N = bg_pieces_logical.size();
- double base_angle = SDL_GetTicks() * 0.0005;
+ double base_angle = SDL_GetTicks() * 0.0002;
int centerX = globalData.xsize / 2;
int centerY = globalData.ysize / 2;
- int radius = std::min(globalData.xsize, globalData.ysize) / 4;
+ int radius = std::min(globalData.xsize, globalData.ysize) / 2.4;
// Compute a display scale so pieces fit nicely on screen
- double display_scale = double(std::min(globalData.xsize, globalData.ysize)) / double(bg_logical_height) * 0.25;
+ double display_scale = double(std::min(globalData.xsize, globalData.ysize)) / double(bg_logical_height) * 0.4;
double source_scale = double(bg_source_height) / double(bg_logical_height);
- SDL_SetTextureAlphaMod(backgroundTex, 180);
+ SDL_SetTextureAlphaMod(backgroundTex, 255);
for (size_t i = 0; i < N; ++i) {
double angle = base_angle + (2.0 * M_PI * i / N);
int px = centerX + static_cast<int>(radius * cos(angle));