From: Holger Schemel Date: Tue, 26 Mar 2024 17:48:58 +0000 (+0100) Subject: added using faster scrolling speed also for teleporting X-Git-Tag: 4.4.0.0-test-1~122 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=10c4c4d34706ae17fe2f1b3b5e4fb7b23e6851a9;p=rocksndiamonds.git added using faster scrolling speed also for teleporting --- diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index cafd9b21..2dce2224 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -274,6 +274,7 @@ static boolean player_out_of_window(GdGame *game, int player_x, int player_y) boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) { static int scroll_desired_x = 0, scroll_desired_y = 0; + static int scroll_speed_last = -1; int player_x, player_y, visible_x, visible_y; boolean changed; @@ -295,13 +296,18 @@ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) player_x = game->cave->player_x - game->cave->x1; // cell coordinates of player player_y = game->cave->player_y - game->cave->y1; - // when wrapping around to opposite level border, use faster scrolling - if (game->cave->player_x == game->cave->x1 || - game->cave->player_x == game->cave->x2 || - game->cave->player_y == game->cave->y1 || - game->cave->player_y == game->cave->y2) + // if player is outside visible playfield area, use faster scrolling + // (might happen when wrapping around the playfield, teleporting etc.) + if (player_out_of_window(game, player_x, player_y)) scroll_speed *= 4; + // if scrolling started with player outside visible playfield area, keep faster scrolling + if (scroll_speed_last > scroll_speed) + scroll_speed = scroll_speed_last; + + // store current (potentially faster) scrolling speed for next time + scroll_speed_last = scroll_speed; + // pixel size of visible part of the cave (may be smaller in intermissions) visible_x = (game->cave->x2 - game->cave->x1 + 1) * cell_size; visible_y = (game->cave->y2 - game->cave->y1 + 1) * cell_size; @@ -327,6 +333,10 @@ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) game->gfx_buffer[y][x] |= GD_REDRAW; } + // if no scrolling required, reset last (potentially faster) scrolling speed + if (!changed) + scroll_speed_last = -1; + // check if active player is visible at the moment. return player_out_of_window(game, player_x, player_y); }