return play_area_h / cell_size;
}
+static boolean player_out_of_window(GdGame *game, int player_x, int player_y)
+{
+ // if not yet born, we treat as visible. so cave will run.
+ // the user is unable to control an unborn player, so this is the right behaviour.
+ if (game->cave->player_state == GD_PL_NOT_YET)
+ return FALSE;
+
+ // check if active player is outside drawing area. if yes, we should wait for scrolling
+ if ((player_x * cell_size) < scroll_x ||
+ (player_x * cell_size + cell_size - 1) > scroll_x + play_area_w)
+ {
+ // but only do the wait, if the player SHOULD BE visible, ie. he is inside
+ // the defined visible area of the cave
+ if (game->cave->player_x >= game->cave->x1 &&
+ game->cave->player_x <= game->cave->x2)
+ return TRUE;
+ }
+
+ if ((player_y * cell_size) < scroll_y ||
+ (player_y * cell_size + cell_size - 1) > scroll_y + play_area_h)
+ {
+ // but only do the wait, if the player SHOULD BE visible, ie. he is inside
+ // the defined visible area of the cave
+ if (game->cave->player_y >= game->cave->y1 &&
+ game->cave->player_y <= game->cave->y2)
+ return TRUE;
+ }
+
+ // player is inside visible window
+ return FALSE;
+}
+
/*
SCROLLING
boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate)
{
static int scroll_desired_x = 0, scroll_desired_y = 0;
- boolean out_of_window;
int player_x, player_y, visible_x, visible_y;
boolean changed;
}
// check if active player is visible at the moment.
- out_of_window = FALSE;
-
- // check if active player is outside drawing area. if yes, we should wait for scrolling
- if ((player_x * cell_size) < scroll_x ||
- (player_x * cell_size + cell_size - 1) > scroll_x + play_area_w)
- {
- // but only do the wait, if the player SHOULD BE visible, ie. he is inside
- // the defined visible area of the cave
- if (game->cave->player_x >= game->cave->x1 &&
- game->cave->player_x <= game->cave->x2)
- out_of_window = TRUE;
- }
-
- if ((player_y * cell_size) < scroll_y ||
- (player_y * cell_size + cell_size - 1) > scroll_y + play_area_h)
- // but only do the wait, if the player SHOULD BE visible, ie. he is inside
- // the defined visible area of the cave
- if (game->cave->player_y >= game->cave->y1 &&
- game->cave->player_y <= game->cave->y2)
- out_of_window = TRUE;
-
- // if not yet born, we treat as visible. so cave will run.
- // the user is unable to control an unborn player, so this is the right behaviour.
- if (game->cave->player_state == GD_PL_NOT_YET)
- return FALSE;
-
- return out_of_window;
+ return player_out_of_window(game, player_x, player_y);
}
// returns true, if the given surface seems to be a c64 imported image.