[gnome-nibbles] Make all animations depend on GAMEDELAY



commit 9650c11c9ffec036d548101be20c1ee491e64da7
Author: Bryan Quigley <bryanquigs src gnome org>
Date:   Mon Sep 1 19:28:24 2014 -0400

    Make all animations depend on GAMEDELAY

 src/board.c |    2 +-
 src/bonus.c |    2 +-
 src/main.c  |    8 ++++----
 src/warp.c  |    2 +-
 src/worm.c  |    8 ++++----
 5 files changed, 11 insertions(+), 11 deletions(-)
---
diff --git a/src/board.c b/src/board.c
index 2e8d67d..6242f01 100644
--- a/src/board.c
+++ b/src/board.c
@@ -187,7 +187,7 @@ gnibbles_board_load_level (GnibblesBoard *board)
  
   clutter_actor_save_easing_state(board->level);
   clutter_actor_set_easing_mode (board->level, CLUTTER_EASE_OUT_BOUNCE);
-  clutter_actor_set_easing_duration (board->level, 1210);
+  clutter_actor_set_easing_duration (board->level, GAMEDELAY * GAMEDELAY);
   clutter_actor_set_scale (board->level, 1.0, 1.0);
   clutter_actor_set_pivot_point (board->level,.5,.5);
   clutter_actor_set_opacity (board->level, 0xff);
diff --git a/src/bonus.c b/src/bonus.c
index 2f8b807..fe52487 100644
--- a/src/bonus.c
+++ b/src/bonus.c
@@ -77,7 +77,7 @@ gnibbles_bonus_draw (GnibblesBonus *bonus)
 
   clutter_actor_save_easing_state(bonus->actor);
   clutter_actor_set_easing_mode (bonus->actor, CLUTTER_EASE_OUT_BOUNCE);
-  clutter_actor_set_easing_duration (bonus->actor, 800);
+  clutter_actor_set_easing_duration (bonus->actor, GAMEDELAY * 20);
   clutter_actor_set_scale (bonus->actor, 1.0, 1.0);
   clutter_actor_set_pivot_point (bonus->actor,.5,.5); 
   clutter_actor_set_opacity (bonus->actor, 0xff);
diff --git a/src/main.c b/src/main.c
index 9d0219b..bd0ee95 100644
--- a/src/main.c
+++ b/src/main.c
@@ -441,7 +441,7 @@ animate_end_game (void)
   for (i = 0; i < properties->numworms; i++) {
     clutter_actor_save_easing_state(worms[i]->actors);
     clutter_actor_set_easing_mode (worms[i]->actors, CLUTTER_EASE_IN_QUAD);
-    clutter_actor_set_easing_duration (worms[i]->actors, 500);
+    clutter_actor_set_easing_duration (worms[i]->actors, GAMEDELAY * 15);
     clutter_actor_set_scale (worms[i]->actors, 0.4, 0.4);
     clutter_actor_set_opacity (worms[i]->actors, 0);
     clutter_actor_restore_easing_state(worms[i]->actors);
@@ -450,7 +450,7 @@ animate_end_game (void)
   for ( i = 0; i < boni->numbonuses; i++) {
     clutter_actor_save_easing_state(boni->bonuses[i]->actor);
     clutter_actor_set_easing_mode (boni->bonuses[i]->actor, CLUTTER_EASE_IN_QUAD);
-    clutter_actor_set_easing_duration (boni->bonuses[i]->actor, 500);
+    clutter_actor_set_easing_duration (boni->bonuses[i]->actor, GAMEDELAY * 15);
     clutter_actor_set_scale (boni->bonuses[i]->actor, 0.4, 0.4);
     clutter_actor_set_pivot_point (boni->bonuses[i]->actor,.5,.5);
     clutter_actor_set_opacity (boni->bonuses[i]->actor, 0);
@@ -460,7 +460,7 @@ animate_end_game (void)
   for ( i = 0; i < warpmanager->numwarps; i++) {
     clutter_actor_save_easing_state(warpmanager->warps[i]->actor);
     clutter_actor_set_easing_mode (warpmanager->warps[i]->actor, CLUTTER_EASE_IN_QUAD);
-    clutter_actor_set_easing_duration (warpmanager->warps[i]->actor, 500);
+    clutter_actor_set_easing_duration (warpmanager->warps[i]->actor, GAMEDELAY * 15);
     clutter_actor_set_scale (warpmanager->warps[i]->actor, 0.4, 0.4);
     clutter_actor_set_pivot_point (warpmanager->warps[i]->actor,.5,.5);
     clutter_actor_set_opacity (warpmanager->warps[i]->actor, 0);
@@ -469,7 +469,7 @@ animate_end_game (void)
 
   clutter_actor_save_easing_state(board->level);
   clutter_actor_set_easing_mode (board->level, CLUTTER_EASE_IN_QUAD);
-  clutter_actor_set_easing_duration (board->level, 700);
+  clutter_actor_set_easing_duration (board->level, GAMEDELAY * 20);
   clutter_actor_set_scale (board->level, 0.4, 0.4);
   clutter_actor_set_pivot_point (board->level,.5,.5);
   clutter_actor_set_opacity (board->level, 0);
diff --git a/src/warp.c b/src/warp.c
index c857c0c..9a10990 100644
--- a/src/warp.c
+++ b/src/warp.c
@@ -72,7 +72,7 @@ gnibbles_warp_draw (GnibblesWarp *warp)
 
   clutter_actor_save_easing_state(warp->actor);
   clutter_actor_set_easing_mode (warp->actor, CLUTTER_EASE_OUT_CIRC);
-  clutter_actor_set_easing_duration (warp->actor, 410);
+  clutter_actor_set_easing_duration (warp->actor, GAMEDELAY * 15);
   clutter_actor_set_scale (warp->actor, 1.0, 1.0);
   clutter_actor_set_pivot_point (warp->actor,.5,.5); 
   clutter_actor_set_opacity (warp->actor, 0xff);
diff --git a/src/worm.c b/src/worm.c
index 2a046c1..2ba210e 100644
--- a/src/worm.c
+++ b/src/worm.c
@@ -344,7 +344,7 @@ gnibbles_worm_handle_bonus (GnibblesWorm *worm)
 
     clutter_actor_save_easing_state(actor);
     clutter_actor_set_easing_mode (actor, CLUTTER_EASE_OUT_QUINT);
-    clutter_actor_set_easing_duration (actor, 420);
+    clutter_actor_set_easing_duration (actor, GAMEDELAY * 15);
     clutter_actor_set_scale (actor, 1.45, 1.45);
     clutter_actor_set_pivot_point (actor,.5,.5);
     clutter_actor_restore_easing_state(actor);
@@ -483,7 +483,7 @@ gnibbles_worm_animate_death (GnibblesWorm *worm)
 
   clutter_actor_save_easing_state(group);
   clutter_actor_set_easing_mode (group, CLUTTER_EASE_OUT_QUAD);
-  clutter_actor_set_easing_duration (group, 310);
+  clutter_actor_set_easing_duration (group, GAMEDELAY * 9);
   clutter_actor_set_scale (group, 2.0, 2.0);
   clutter_actor_set_pivot_point (group,.5,.5); 
   clutter_actor_set_opacity (group, 0);
@@ -543,7 +543,7 @@ gnibbles_worm_show (GnibblesWorm *worm)
 
   clutter_actor_save_easing_state(worm->actors);
   clutter_actor_set_easing_mode (worm->actors, CLUTTER_EASE_OUT_CIRC);
-  clutter_actor_set_easing_duration (worm->actors, 910);
+  clutter_actor_set_easing_duration (worm->actors, GAMEDELAY * 26);
   clutter_actor_set_scale (worm->actors, 1.0, 1.0);
   clutter_actor_set_pivot_point (worm->actors,.5,.5);
   clutter_actor_set_opacity (worm->actors, 0xff);
@@ -704,7 +704,7 @@ gnibbles_worm_reduce_tail (GnibblesWorm *worm, gint erasesize)
 
     clutter_actor_save_easing_state(group);
     clutter_actor_set_easing_mode (group, CLUTTER_EASE_OUT_EXPO);
-    clutter_actor_set_easing_duration (group, 850);
+    clutter_actor_set_easing_duration (group, GAMEDELAY * 25);
     clutter_actor_set_opacity (group, 0);
     clutter_actor_restore_easing_state(group);
   }


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