reset_delay = TRUE;
/* Fill empty backbuffer for animation functions */
- if (direct_draw_on && game_status==PLAYING)
+ if (direct_draw_on && game_status == PLAYING)
{
int xx,yy;
SetDrawtoField(DRAW_DIRECT);
}
- if (soft_scrolling_on && game_status==PLAYING)
+ if (soft_scrolling_on && game_status == PLAYING)
{
int fx = FX, fy = FY;
if (reset_delay)
{
animstart_delay = Counter();
- animstart_delay_value = SimpleRND(500);
+ animstart_delay_value = SimpleRND(3000);
reset_delay = FALSE;
}
{
horiz_move = (anim->direction & (ANIMDIR_LEFT | ANIMDIR_RIGHT));
vert_move = (anim->direction & (ANIMDIR_UP | ANIMDIR_DOWN));
- anim_delay_value = 100/anim->frames_per_second;
+ anim_delay_value = 1000/anim->frames_per_second;
frame = 0;
if (horiz_move)