float tux_pos_y = tux.base.y + (tux.base.height/2);
- if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
- scroll_y = tux_pos_y - (screen->h - Y_SPACE);
- else if (scroll_y > tux_pos_y - Y_SPACE)
- scroll_y = tux_pos_y - Y_SPACE;
+ if(level->height > VISIBLE_TILES_Y-1)
+ {
+ if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
+ scroll_y = tux_pos_y - (screen->h - Y_SPACE);
+ else if (scroll_y > tux_pos_y - Y_SPACE)
+ scroll_y = tux_pos_y - Y_SPACE;
+ }
// this code prevent the screen to scroll before the start or after the level's end
if(scroll_y > level->height * 32 - screen->h)