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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 21:24:59 +00:00
Many more Rubocop-inspired code improvements
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@@ -132,12 +132,11 @@ class Game_System
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def setDefaultBGM(bgm, volume = 80, pitch = 100)
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bgm = RPG::AudioFile.new(bgm, volume, pitch) if bgm.is_a?(String)
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@defaultBGM = nil
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if bgm != nil && bgm.name != ""
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@defaultBGM = nil
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self.bgm_play(bgm)
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@defaultBGM = bgm.clone
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else
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@defaultBGM = nil
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self.bgm_play(@playing_bgm)
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end
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end
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@@ -357,7 +357,7 @@ class Game_Map
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def start_scroll(direction, distance, speed)
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@scroll_direction = direction
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if direction == 2 || direction == 8 # down or up
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if [2, 8].include?(direction) # down or up
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@scroll_rest = distance * REAL_RES_Y
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else
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@scroll_rest = distance * REAL_RES_X
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@@ -394,9 +394,9 @@ class PokemonMapFactory
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return
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end
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setMapsInRange
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deleted = false
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deleted = @maps.delete_if { |map| !MapFactoryHelper.mapInRange?(map) }
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@mapIndex = getMapIndex($game_map.map_id) if deleted
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old_num_maps = @maps.length
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@maps.delete_if { |map| !MapFactoryHelper.mapInRange?(map) }
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@mapIndex = getMapIndex($game_map.map_id) if @maps.length != old_num_maps
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end
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end
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@@ -476,7 +476,7 @@ module MapFactoryHelper
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# Returns the X or Y coordinate of an edge on the map with id.
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# Considers the special strings "N","W","E","S"
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def self.getMapEdge(id, edge)
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return 0 if edge == "N" || edge == "W"
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return 0 if ["N", "W"].include?(edge)
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dims = getMapDims(id) # Get dimensions
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return dims[0] if edge == "E"
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return dims[1] if edge == "S"
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@@ -201,7 +201,6 @@ class Game_Character
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@bush_depth = 0
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return
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end
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deep_bush = regular_bush = false
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xbehind = @x + (@direction == 4 ? 1 : @direction == 6 ? -1 : 0)
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ybehind = @y + (@direction == 8 ? 1 : @direction == 2 ? -1 : 0)
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this_map = (self.map.valid?(@x, @y)) ? [self.map, @x, @y] : $map_factory&.getNewMap(@x, @y)
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@@ -738,7 +737,7 @@ class Game_Character
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end
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@x = @x + x_plus
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@y = @y + y_plus
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real_distance = Math::sqrt(x_plus * x_plus + y_plus * y_plus)
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real_distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus)
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distance = [1, real_distance].max
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@jump_peak = distance * Game_Map::TILE_HEIGHT * 3 / 8 # 3/4 of tile for ledge jumping
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@jump_distance = [x_plus.abs * Game_Map::REAL_RES_X, y_plus.abs * Game_Map::REAL_RES_Y].max
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@@ -168,11 +168,12 @@ class Game_Event < Game_Character
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end
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def check_event_trigger_auto
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if @trigger == 2 # Event touch
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case @trigger
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when 2 # Event touch
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if at_coordinate?($game_player.x, $game_player.y)
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start if !jumping? && over_trigger?
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end
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elsif @trigger == 3 # Autorun
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when 3 # Autorun
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start
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end
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end
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@@ -157,7 +157,7 @@ class Game_Player < Game_Character
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end
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@x = @x + x_plus
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@y = @y + y_plus
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real_distance = Math::sqrt(x_plus * x_plus + y_plus * y_plus)
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real_distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus)
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distance = [1, real_distance].max
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@jump_peak = distance * Game_Map::TILE_HEIGHT * 3 / 8 # 3/4 of tile for ledge jumping
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@jump_distance = [x_plus.abs * Game_Map::REAL_RES_X, y_plus.abs * Game_Map::REAL_RES_Y].max
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