From 99018b06e2f51d3b87b8823861afbcd831cd218f Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Tue, 26 Mar 2024 18:45:28 +0100 Subject: [PATCH] moved code to separate function --- src/game_bd/bd_graphics.c | 61 +++++++++++++++++++++------------------ 1 file changed, 33 insertions(+), 28 deletions(-) diff --git a/src/game_bd/bd_graphics.c b/src/game_bd/bd_graphics.c index 43964906..cafd9b21 100644 --- a/src/game_bd/bd_graphics.c +++ b/src/game_bd/bd_graphics.c @@ -232,6 +232,38 @@ int get_play_area_h(void) 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 @@ -242,7 +274,6 @@ int get_play_area_h(void) 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; @@ -297,33 +328,7 @@ boolean gd_scroll(GdGame *game, boolean exact_scroll, boolean immediate) } // 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. -- 2.34.1