space warp fixes
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@ -716,7 +716,16 @@ void GameRenderer::renderPlayingState(
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SDL_BlendMode oldBlend = SDL_BLENDMODE_NONE;
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SDL_GetRenderDrawBlendMode(renderer, &oldBlend);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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s_inGridStarfield.draw(renderer, gridX, gridY, 0.22f, true);
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// Add a small, smooth sub-pixel jitter to the starfield origin so the
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// brightest star doesn't permanently sit exactly at the visual center.
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{
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const float jitterAmp = 1.6f; // max pixels of jitter
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const uint32_t now = SDL_GetTicks();
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const float tms = static_cast<float>(now) * 0.001f;
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const float jitterX = std::sin(tms * 1.7f) * jitterAmp + std::cos(tms * 0.9f) * 0.4f;
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const float jitterY = std::sin(tms * 1.1f + 3.7f) * (jitterAmp * 0.6f);
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s_inGridStarfield.draw(renderer, gridX + jitterX, gridY + jitterY, 0.22f, true);
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}
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// Update and spawn ambient sparkles inside/around the grid
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// Use the same RNG and timing values used for impact sparks
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