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(radius * cos(angle));