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authorSimon Tatham <anakin@pobox.com>2023-04-29 14:10:40 +0100
committerSimon Tatham <anakin@pobox.com>2023-04-29 14:10:40 +0100
commit4de9836bc8c36cddead5e9efc6beff0692118b1e (patch)
tree67afaa9ff4110bfe710c9204fc3a0415b70ac322
parentb293605ce34bd28dea013c25ed801e123b47e98c (diff)
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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.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/loopy.c b/loopy.c
index f227e17..d138709 100644
--- a/loopy.c
+++ b/loopy.c
@@ -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,