}
#if NEW_TILESIZE
-#if 1
- // if (TILESIZE_VAR < TILESIZE && EVEN(SCR_FIELDX))
+
+ if (lev_fieldx + (SBX_Left < 0 ? 2 : 0) <= SCR_FIELDX)
+ SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
+
+ if (lev_fieldy + (SBY_Upper < 0 ? 2 : 0) <= SCR_FIELDY)
+ SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+
if (EVEN(SCR_FIELDX))
- {
SBX_Left--;
- // SBX_Right++;
- }
-#endif
-#endif
+ if (EVEN(SCR_FIELDY))
+ SBY_Upper--;
+
+#else
if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
+#endif
/* if local player not found, look for custom element that might create
the player (make some assumptions about the right custom element) */
local_player->jy - MIDPOSY);
}
+ printf("::: %d, %d (initial)\n", scroll_x, scroll_y);
+
#if 0
/* do not use PLAYING mask for fading out from main screen */
game_status = GAME_MODE_MAIN;