ply[nr].x > lev.right - 1)
{
struct PLAYER ply_last = ply[nr];
+ int direction = (ply[nr].x < lev.left ? -1 : 1);
int dx = ply[nr].x - ply[nr].prev_x;
- ply[nr].x = (ply[nr].x < lev.left ? lev.right - 1 : lev.left);
+ ply[nr].x += -direction * lev.width;
ply[nr].prev_x = ply[nr].x - dx;
+ if (!lev.infinite_true)
+ {
+ int dy = ply[nr].y - ply[nr].prev_y;
+
+ ply[nr].y += direction;
+ ply[nr].prev_y = ply[nr].y - dy;
+ }
+
/* draw player entering playfield from the opposite side */
blitplayer_ext(nr);
boolean checkIfAllPlayersFitToScreen(void)
{
int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
+ int scr_fieldx = getScreenFieldSizeX();
+ int scr_fieldy = getScreenFieldSizeY();
setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
- return (sx2 - sx1 <= SCR_FIELDX * TILEX &&
- sy2 - sy1 <= SCR_FIELDY * TILEY);
+ return (sx2 - sx1 <= scr_fieldx * TILEX &&
+ sy2 - sy1 <= scr_fieldy * TILEY);
}
static void setScreenCenteredToAllPlayers(int *sx, int *sy)
if (draw_new_player_location_wrap)
{
- // when wrapping around (horizontally), keep vertical player position
- screen_yy = screen_y;
+ if (lev.infinite_true)
+ {
+ // when wrapping around (horizontally), keep vertical player position
+ screen_yy = screen_y;
+ }
// scrolling for wrapping should be faster than for switching players
wait_delay_value /= 4;