// that's the distance we would have to travel to reach target_x
float delta_x = translation.x - target_x;
// the speed we'd need to travel to reach target_x in this frame
- float speed_x = delta_x / elapsed_time;
+ float speed_x = 1.3 * delta_x / elapsed_time;
// limit our speed
- float maxv = 1 + fabsf(player->physic.get_velocity_x() * 1.3);
+ float maxv = 1.3 * (1 + fabsf(player->physic.get_velocity_x() * 1.3));
if(speed_x > maxv)
speed_x = maxv;
else if(speed_x < -maxv)