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author | Torbjörn Andersson | 2015-06-07 21:01:01 +0200 |
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committer | Torbjörn Andersson | 2015-06-07 22:01:50 +0200 |
commit | 247f6d43f84e30f2b17ac75cc9c9b11d66cf016e (patch) | |
tree | 8631335b8c271e5016200852fa21657a43ca6bac /engines/sherlock/scalpel/tsage/logo.h | |
parent | 6a60653304ba9176e0722570ecda0d762b847962 (diff) | |
download | scummvm-rg350-247f6d43f84e30f2b17ac75cc9c9b11d66cf016e.tar.gz scummvm-rg350-247f6d43f84e30f2b17ac75cc9c9b11d66cf016e.tar.bz2 scummvm-rg350-247f6d43f84e30f2b17ac75cc9c9b11d66cf016e.zip |
SHERLOCK: Fix animation speed in EA logo
The slowness of the animation was caused by a misunderstanding of
_counter vs frame counter. The nextFrame() function is called every
two frames, so when the cases were set up five frames apart, they
were actually advancing the animation once every ten frames.
Diffstat (limited to 'engines/sherlock/scalpel/tsage/logo.h')
-rw-r--r-- | engines/sherlock/scalpel/tsage/logo.h | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/engines/sherlock/scalpel/tsage/logo.h b/engines/sherlock/scalpel/tsage/logo.h index 68b7353a15..94531e4236 100644 --- a/engines/sherlock/scalpel/tsage/logo.h +++ b/engines/sherlock/scalpel/tsage/logo.h @@ -190,11 +190,14 @@ private: ScalpelEngine *_vm; TLib _lib; int _counter; + bool _finished; byte _originalPalette[PALETTE_SIZE]; byte _palette1[PALETTE_SIZE]; byte _palette2[PALETTE_SIZE]; byte _palette3[PALETTE_SIZE]; Object _objects[4]; + uint _waitFrames; + uint32 _waitStartFrame; Logo(ScalpelEngine *vm); ~Logo(); @@ -204,6 +207,12 @@ private: bool finished() const; /** + * Wait for a number of frames. Note that the frame count in _events is + * not the same as the number of calls to nextFrame(). + */ + void waitFrames(uint frames); + + /** * Load the background for the scene */ void loadBackground(); |