}
// SCROLLING
- tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
+ tmp = (ship.y+ship.h/2+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
screendy += tmp * t_frame/12;
- tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
+ tmp = (ship.x+ship.w/2+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
screendx += tmp * t_frame/12;
// taper off so we don't hit the barrier abruptly.
// (if we would hit in < 2 seconds, adjust to 2 seconds).