struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
+static void setScreenCenteredToAllPlayers(int *, int *);
+
int getFieldbufferOffsetX_EM(void)
{
return screen_x % TILEX;
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);
void game_initscreen(void)
{
- int player_nr;
- int x,y;
+ int x, y, sx, sy;
frame = 1;
- player_nr = (game.centered_player_nr != -1 ? game.centered_player_nr : 0);
+ if (game.centered_player_nr == -1)
+ {
+ setScreenCenteredToAllPlayers(&sx, &sy);
+ }
+ else
+ {
+ sx = PLAYER_SCREEN_X(game.centered_player_nr);
+ sy = PLAYER_SCREEN_Y(game.centered_player_nr);
+ }
- screen_x = VALID_SCREEN_X(PLAYER_SCREEN_X(player_nr));
- screen_y = VALID_SCREEN_Y(PLAYER_SCREEN_Y(player_nr));
+ screen_x = VALID_SCREEN_X(sx);
+ screen_y = VALID_SCREEN_Y(sy);
for (y = 0; y < MAX_BUF_YSIZE; y++)
{
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;