Many more Rubocop-inspired code improvements

This commit is contained in:
Maruno17
2021-12-18 19:06:22 +00:00
parent d17fc40a47
commit 13a238cc6a
107 changed files with 651 additions and 652 deletions

View File

@@ -174,7 +174,7 @@ class PokemonDuel
PBMoveRoute::Forward
])
pbMessage(_INTL("Your attack was evaded!"))
elsif (action == 0 || action == 1 || action == 2) && command == 3
elsif [0, 1, 2].include?(action) && command == 3
pbMoveRoute($game_player, [
PBMoveRoute::ChangeSpeed, 4,
PBMoveRoute::ScriptAsync, "jumpForward"
@@ -282,7 +282,7 @@ class PokemonDuel
PBMoveRoute::Backward
])
pbMessage(_INTL("You evade the opponent's attack!"))
elsif action == 3 && (command == 0 || command == 1 || command == 2)
elsif action == 3 && [0, 1, 2].include?(command)
pbMoveRoute(event, [
PBMoveRoute::ChangeSpeed, 4,
PBMoveRoute::ScriptAsync, "jumpForward"

View File

@@ -611,7 +611,7 @@ class TriadScreen
def maxCards
numcards = @width * @height
if numcards % 2 == 1
if numcards.odd?
numcards = numcards / 2 + 1
else
numcards = numcards / 2
@@ -833,7 +833,7 @@ class TriadScreen
end
end
# Sort by number of flips
scores.sort! { |a, b| (b[3] == a[3]) ? rand(3) - 1 : b[3] <=> a[3] }
scores.sort! { |a, b| (b[3] == a[3]) ? rand(-1..1) : b[3] <=> a[3] }
scores = scores[0, opponentCards.length] # Get the best results
if scores.length == 0
@scene.pbDisplay(_INTL("{1} can't move somehow...", @opponentName))

View File

@@ -193,7 +193,7 @@ class SlotMachineScene
@sprites["light2"].src_rect.set(0, 26 * ((frame / timePerFrame) % 4), 96, 26)
for i in 1..5
if wonRow[i - 1]
@sprites["row#{i}"].visible = ((frame / timePerFrame) % 2) == 0
@sprites["row#{i}"].visible = (frame / timePerFrame).even?
else
@sprites["row#{i}"].visible = false
end

View File

@@ -44,7 +44,7 @@ class VoltorbFlip
voltorbs += 1
# Sets the value randomly to a 2 or 3 if the total is less than the max
elsif total < @levelRanges[@level - 1][1]
squareValues[i] = rand(2) + 2
squareValues[i] = rand(2..3)
total *= squareValues[i]
end
if total > (@levelRanges[@level - 1][1])
@@ -387,11 +387,11 @@ class VoltorbFlip
if @level < 8
@level += 1
pbMessage(_INTL("\\se[Voltorb Flip level up]Advanced to Game Lv. {1}!", @level.to_s))
# if @firstRound
if @firstRound
# pbMessage(_INTL("Congratulations!"))
# pbMessage(_INTL("You can receive even more Coins in the next game!"))
@firstRound = false
# end
end
end
pbDisposeSpriteHash(@sprites)
pbNewGame

View File

@@ -78,8 +78,8 @@ class MiningGameCursor < BitmapSprite
attr_accessor :hit
attr_accessor :counter
ToolPositions = [[1, 0], [1, 1], [1, 1], [0, 0], [0, 0],
[0, 2], [0, 2], [0, 0], [0, 0], [0, 2], [0, 2]] # Graphic, position
TOOL_POSITIONS = [[1, 0], [1, 1], [1, 1], [0, 0], [0, 0],
[0, 2], [0, 2], [0, 0], [0, 0], [0, 2], [0, 2]] # Graphic, position
def initialize(position = 0, mode = 0) # mode: 0=pick, 1=hammer
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@@ -106,22 +106,23 @@ class MiningGameCursor < BitmapSprite
def update
self.bitmap.clear
x = 32 * (@position % MiningGameScene::BOARDWIDTH)
y = 32 * (@position / MiningGameScene::BOARDWIDTH)
x = 32 * (@position % MiningGameScene::BOARD_WIDTH)
y = 32 * (@position / MiningGameScene::BOARD_WIDTH)
if @counter > 0
@counter -= 1
toolx = x
tooly = y
i = 10 - (@counter / 2).floor
if ToolPositions[i][1] == 1
case TOOL_POSITIONS[i][1]
when 1
toolx -= 8
tooly += 8
elsif ToolPositions[i][1] == 2
when 2
toolx += 6
end
self.bitmap.blt(toolx, tooly, @toolbitmap.bitmap,
Rect.new(96 * ToolPositions[i][0], 96 * @mode, 96, 96))
if i < 5 && i % 2 == 0
Rect.new(96 * TOOL_POSITIONS[i][0], 96 * @mode, 96, 96))
if i < 5 && i.even?
if @hit == 2
self.bitmap.blt(x - 64, y, @hitsbitmap.bitmap, Rect.new(160 * 2, 0, 160, 160))
else
@@ -140,8 +141,8 @@ end
class MiningGameScene
BOARDWIDTH = 13
BOARDHEIGHT = 10
BOARD_WIDTH = 13
BOARD_HEIGHT = 10
ITEMS = [ # Item, probability, graphic x, graphic y, width, height, pattern
[:DOMEFOSSIL, 20, 0, 3, 5, 4, [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0]],
[:HELIXFOSSIL, 5, 5, 3, 4, 4, [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0]],
@@ -238,9 +239,9 @@ class MiningGameScene
@iron = []
pbDistributeItems
pbDistributeIron
for i in 0...BOARDHEIGHT
for j in 0...BOARDWIDTH
@sprites["tile#{j + i * BOARDWIDTH}"] = MiningGameTile.new(32 * j, 64 + 32 * i)
for i in 0...BOARD_HEIGHT
for j in 0...BOARD_WIDTH
@sprites["tile#{j + i * BOARD_WIDTH}"] = MiningGameTile.new(32 * j, 64 + 32 * i)
end
end
@sprites["crack"] = MiningGameCounter.new(0, 4)
@@ -258,7 +259,7 @@ class MiningGameScene
for i in ITEMS
ptotal += i[1]
end
numitems = 2 + rand(3)
numitems = rand(2..4)
tries = 0
while numitems > 0
rnd = rand(ptotal)
@@ -268,8 +269,8 @@ class MiningGameScene
if rnd < 0
if pbNoDuplicateItems(ITEMS[i][0])
while !added
provx = rand(BOARDWIDTH - ITEMS[i][4] + 1)
provy = rand(BOARDHEIGHT - ITEMS[i][5] + 1)
provx = rand(BOARD_WIDTH - ITEMS[i][4] + 1)
provy = rand(BOARD_HEIGHT - ITEMS[i][5] + 1)
if pbCheckOverlaps(false, provx, provy, ITEMS[i][4], ITEMS[i][5], ITEMS[i][6])
@items.push([i, provx, provy])
numitems -= 1
@@ -298,12 +299,12 @@ class MiningGameScene
def pbDistributeIron
# Set iron to be buried (index in IRON, x coord, y coord)
numitems = 4 + rand(3)
numitems = rand(4..6)
tries = 0
while numitems > 0
rnd = rand(IRON.length)
provx = rand(BOARDWIDTH - IRON[rnd][2] + 1)
provy = rand(BOARDHEIGHT - IRON[rnd][3] + 1)
provx = rand(BOARD_WIDTH - IRON[rnd][2] + 1)
provy = rand(BOARD_HEIGHT - IRON[rnd][3] + 1)
if pbCheckOverlaps(true, provx, provy, IRON[rnd][2], IRON[rnd][3], IRON[rnd][4])
@iron.push([rnd, provx, provy])
numitems -= 1
@@ -398,12 +399,12 @@ class MiningGameScene
hittype = 2
else
for i in 0..2
ytile = i - 1 + position / BOARDWIDTH
next if ytile < 0 || ytile >= BOARDHEIGHT
ytile = i - 1 + position / BOARD_WIDTH
next if ytile < 0 || ytile >= BOARD_HEIGHT
for j in 0..2
xtile = j - 1 + position % BOARDWIDTH
next if xtile < 0 || xtile >= BOARDWIDTH
@sprites["tile#{xtile + ytile * BOARDWIDTH}"].layer -= pattern[j + i * 3]
xtile = j - 1 + position % BOARD_WIDTH
next if xtile < 0 || xtile >= BOARD_WIDTH
@sprites["tile#{xtile + ytile * BOARD_WIDTH}"].layer -= pattern[j + i * 3]
end
end
if @sprites["cursor"].mode == 1 # Hammer
@@ -427,8 +428,8 @@ class MiningGameScene
end
def pbIsItemThere?(position)
posx = position % BOARDWIDTH
posy = position / BOARDWIDTH
posx = position % BOARD_WIDTH
posy = position / BOARD_WIDTH
for i in @items
index = i[0]
width = ITEMS[index][4]
@@ -444,8 +445,8 @@ class MiningGameScene
end
def pbIsIronThere?(position)
posx = position % BOARDWIDTH
posy = position / BOARDWIDTH
posx = position % BOARD_WIDTH
posy = position / BOARD_WIDTH
for i in @iron
index = i[0]
width = IRON[index][2]
@@ -471,7 +472,7 @@ class MiningGameScene
pattern = ITEMS[index][6]
for j in 0...height
for k in 0...width
layer = @sprites["tile#{@items[i][1] + k + (@items[i][2] + j) * BOARDWIDTH}"].layer
layer = @sprites["tile#{@items[i][1] + k + (@items[i][2] + j) * BOARD_WIDTH}"].layer
revealed = false if layer > 0 && pattern[k + j * width] > 0
break if !revealed
end
@@ -550,22 +551,22 @@ class MiningGameScene
end
# Input
if Input.trigger?(Input::UP) || Input.repeat?(Input::UP)
if @sprites["cursor"].position >= BOARDWIDTH
if @sprites["cursor"].position >= BOARD_WIDTH
pbSEPlay("Mining cursor")
@sprites["cursor"].position -= BOARDWIDTH
@sprites["cursor"].position -= BOARD_WIDTH
end
elsif Input.trigger?(Input::DOWN) || Input.repeat?(Input::DOWN)
if @sprites["cursor"].position < (BOARDWIDTH * (BOARDHEIGHT - 1))
if @sprites["cursor"].position < (BOARD_WIDTH * (BOARD_HEIGHT - 1))
pbSEPlay("Mining cursor")
@sprites["cursor"].position += BOARDWIDTH
@sprites["cursor"].position += BOARD_WIDTH
end
elsif Input.trigger?(Input::LEFT) || Input.repeat?(Input::LEFT)
if @sprites["cursor"].position % BOARDWIDTH > 0
if @sprites["cursor"].position % BOARD_WIDTH > 0
pbSEPlay("Mining cursor")
@sprites["cursor"].position -= 1
end
elsif Input.trigger?(Input::RIGHT) || Input.repeat?(Input::RIGHT)
if @sprites["cursor"].position % BOARDWIDTH < (BOARDWIDTH - 1)
if @sprites["cursor"].position % BOARD_WIDTH < (BOARD_WIDTH - 1)
pbSEPlay("Mining cursor")
@sprites["cursor"].position += 1
end

View File

@@ -190,13 +190,14 @@ class TilePuzzleScene
ret.push(i)
@angles.push(0)
end
if @game == 6
case @game
when 6
@tiles = ret
5.times do
pbShiftLine([2, 4, 6, 8][rand(4)], rand(@boardwidth * @boardheight), false)
end
return @tiles
elsif @game == 7
when 7
@tiles = ret
5.times do
pbRotateTile(rand(@boardwidth * @boardheight), false)
@@ -213,11 +214,11 @@ class TilePuzzleScene
ret[j] != @boardwidth * @boardheight - 1
end
end
if @boardwidth % 2 == 1
ret = pbShuffleTiles if num % 2 == 1
if @boardwidth.odd?
ret = pbShuffleTiles if num.odd?
else
ret = pbShuffleTiles if !((num % 2 == 0 && (@boardheight - (blank / @boardwidth)) % 2 == 1) ||
(num % 2 == 1 && (@boardheight - (blank / @boardwidth)) % 2 == 0))
ret = pbShuffleTiles if !((num.even? && (@boardheight - (blank / @boardwidth)).odd?) ||
(num.odd? && (@boardheight - (blank / @boardwidth)).even?))
end
end
if @game == 1 || @game == 2
@@ -241,16 +242,15 @@ class TilePuzzleScene
for i in 0...@boardwidth * @boardheight
return i if @tiles[i] == @boardwidth * @boardheight - 1
end
return 0
else
return 0
end
return 0
end
def pbMoveCursor(pos, dir)
if dir == 2
case dir
when 2
pos += @boardwidth
elsif dir == 4
when 4
if pos >= @boardwidth * @boardheight
if pos % @boardwidth == (@boardwidth / 2).ceil
pos = ((pos % (@boardwidth * @boardheight)) / @boardwidth) * @boardwidth + @boardwidth - 1
@@ -264,7 +264,7 @@ class TilePuzzleScene
pos -= 1
end
end
elsif dir == 6
when 6
if pos >= @boardwidth * @boardheight
if pos % @boardwidth == (@boardwidth / 2).ceil - 1
pos = ((pos % (@boardwidth * @boardheight)) / @boardwidth) * @boardwidth
@@ -278,7 +278,7 @@ class TilePuzzleScene
pos += 1
end
end
elsif dir == 8
when 8
pos -= @boardwidth
end
return pos
@@ -286,21 +286,22 @@ class TilePuzzleScene
def pbCanMoveInDir?(pos, dir, swapping)
return true if @game == 6 && swapping
if dir == 2
case dir
when 2
return false if (pos / @boardwidth) % @boardheight >= @boardheight - 1
elsif dir == 4
when 4
if @game == 1 || @game == 2
return false if pos >= @boardwidth * @boardheight && pos % @boardwidth == 0
else
return false if pos % @boardwidth == 0
end
elsif dir == 6
when 6
if @game == 1 || @game == 2
return false if pos >= @boardwidth * @boardheight && pos % @boardwidth >= @boardwidth - 1
else
return false if pos % @boardwidth >= @boardwidth - 1
end
elsif dir == 8
when 8
return false if (pos / @boardwidth) % @boardheight == 0
end
return true
@@ -376,8 +377,8 @@ class TilePuzzleScene
movetile = pbMoveCursor(cursor, dir)
@sprites["cursor"].visible = false
@sprites["tile#{@tiles[cursor]}"].z = 1
if dir == 2 || dir == 8 # Swap vertically
swapTime = Graphics.frame_rate * 3 / 10
swapTime = Graphics.frame_rate * 3 / 10
if [2, 8].include?(dir) # Swap vertically
distancePerFrame = (@tileheight.to_f / swapTime).ceil
dist = (dir / 4).floor - 1
swapTime.times do
@@ -388,7 +389,6 @@ class TilePuzzleScene
Input.update
end
else # Swap horizontally
swapTime = Graphics.frame_rate * 3 / 10
distancePerFrame = (@tilewidth.to_f / swapTime).ceil
dist = dir - 5
swapTime.times do
@@ -411,7 +411,7 @@ class TilePuzzleScene
# Get tiles involved
tiles = []
dist = 0
if dir == 2 || dir == 8
if [2, 8].include?(dir)
dist = (dir / 4).floor - 1
while (dist > 0 && cursor < (@boardwidth - 1) * @boardheight) ||
(dist < 0 && cursor >= @boardwidth)
@@ -441,7 +441,7 @@ class TilePuzzleScene
Input.update
end
shiftTime = Graphics.frame_rate * 3 / 10
if dir == 2 || dir == 8
if [2, 8].include?(dir)
distancePerFrame = (@tileheight.to_f / shiftTime).ceil
shiftTime.times do
for i in tiles