if (y2 > this.centerY()){
		var distance = Math.abs(y2 - this.centerY());
		var pixel_distance = distance * $gameMap.tileHeight() ;										//像素距离
		var pixel_speed = Math.min(pixel_distance/speedRatio_y,$gameSystem._drill_LCa_speedMax);	//像素速度
		if( pixel_speed < 0.25 ){ pixel_speed = 0.25; }												//像素最小速度(1/4像素)
		
		if( pixel_distance < pixel_speed ){							//第一次收敛(最小收敛间距)
			$gameTemp._drill_LCa_pixel_fix_y = 0;					//(镜头停止移动后,所有像素必须吻合归位)
			$gameMap.scrollDown( distance );						//
		}else{							
			pixel_speed += $gameTemp._drill_LCa_pixel_fix_y;							//速度小数位补正
			$gameTemp._drill_LCa_pixel_fix_y = pixel_speed - Math.round(pixel_speed);	//补正值
			pixel_speed = Math.round(pixel_speed);										//设置速度为固定像素速度
			
			if( pixel_distance < pixel_speed ){						//第二次收敛(round镜头墙bug)
				$gameTemp._drill_LCa_pixel_fix_y = 0;				//
				$gameMap.scrollDown( distance );					//
			}else{
				$gameMap.scrollDown( pixel_speed/$gameMap.tileHeight() );	
			}
		}   
    }