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authorTorbjörn Andersson2015-06-07 21:01:01 +0200
committerTorbjörn Andersson2015-06-07 22:01:50 +0200
commit247f6d43f84e30f2b17ac75cc9c9b11d66cf016e (patch)
tree8631335b8c271e5016200852fa21657a43ca6bac /engines/sherlock/scalpel/tsage/logo.h
parent6a60653304ba9176e0722570ecda0d762b847962 (diff)
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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.h9
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();