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| author | Simon Tatham <anakin@pobox.com> | 2023-04-29 14:10:40 +0100 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2023-04-29 14:10:40 +0100 |
| commit | 4de9836bc8c36cddead5e9efc6beff0692118b1e (patch) | |
| tree | 67afaa9ff4110bfe710c9204fc3a0415b70ac322 | |
| parent | b293605ce34bd28dea013c25ed801e123b47e98c (diff) | |
| download | puzzles-4de9836bc8c36cddead5e9efc6beff0692118b1e.zip puzzles-4de9836bc8c36cddead5e9efc6beff0692118b1e.tar.gz puzzles-4de9836bc8c36cddead5e9efc6beff0692118b1e.tar.bz2 puzzles-4de9836bc8c36cddead5e9efc6beff0692118b1e.tar.xz | |
Loopy: slightly increase the size of dots.
In the Hats tiling, each tile has two consecutive edges collinear.
When both edges are turned on, i.e. drawn in black just like the dot,
it becomes _just slightly_ tricky to spot the dot in the middle of
that straight line, which is important if you're counting edges around
the face to check a clue.
Increasing the radius from 2/32 to 3/32 of tile size is far too big.
2.5/32 seems reasonable, though.
| -rw-r--r-- | loopy.c | 2 |
1 files changed, 1 insertions, 1 deletions
@@ -3378,7 +3378,7 @@ static void game_redraw_dot(drawing *dr, game_drawstate *ds, int x, y; grid_to_screen(ds, g, d->x, d->y, &x, &y); - draw_circle(dr, x, y, ds->tilesize*2/32.0, COL_FOREGROUND, COL_FOREGROUND); + draw_circle(dr, x, y, ds->tilesize*2.5/32.0, COL_FOREGROUND, COL_FOREGROUND); } static bool boxes_intersect(int x0, int y0, int w0, int h0, |