Lots of rubocop

This commit is contained in:
Maruno17
2023-01-28 15:21:12 +00:00
parent 2d056052ce
commit 13aab8d911
159 changed files with 1679 additions and 1931 deletions

View File

@@ -306,6 +306,8 @@ module Transitions
end
end
#---------------------------------------------------------------------------
private
def rand_sign
@@ -1382,29 +1384,29 @@ module Transitions
# Foe sprite appears
proportion = (@timer - @foe_appear_start) / (@foe_appear_end - @foe_appear_start)
start_x = Graphics.width + (@foe_bitmap.width / 2)
@foe_sprite.x = start_x + (FOE_SPRITE_X_LIMIT - start_x) * proportion
@foe_sprite.x = start_x + ((FOE_SPRITE_X_LIMIT - start_x) * proportion)
elsif @timer >= @vs_appear_final
@vs_1_sprite.visible = false
elsif @timer >= @vs_appear_start_2
# Temp VS sprites enlarge and shrink again
if @vs_2_sprite.visible
@vs_2_sprite.zoom_x = 1.6 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
@vs_2_sprite.zoom_x = 1.6 - (0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time)
@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
if @vs_2_sprite.zoom_x <= 1.2
@vs_2_sprite.visible = false
@vs_main_sprite.visible = true
end
end
@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
@vs_1_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time)
@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
elsif @timer >= @vs_appear_start
# Temp VS sprites appear and start shrinking
@vs_2_sprite.visible = true
@vs_2_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start) / @vs_shrink_time
@vs_2_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start) / @vs_shrink_time)
@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
if @vs_1_sprite.visible || @vs_2_sprite.zoom_x <= 1.6 # Halfway between 2.0 and 1.2
@vs_1_sprite.visible = true
@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start - (@vs_shrink_time / 2)) / @vs_shrink_time
@vs_1_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start - (@vs_shrink_time / 2)) / @vs_shrink_time)
@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
end
elsif @timer >= @bar_appear_end
@@ -1413,7 +1415,7 @@ module Transitions
start_x = Graphics.width * (1 - (@timer / @bar_appear_end))
color = Color.new(0, 0, 0, 0) # Transparent
(@sprites[0].height / 2).times do |i|
x = start_x - BAR_MASK[i % BAR_MASK.length] * 4
x = start_x - (BAR_MASK[i % BAR_MASK.length] * 4)
@bar_mask_sprite.bitmap.fill_rect(x, BAR_Y + (i * 2), @bar_mask_sprite.width - x, 2, color)
end
end
@@ -1572,14 +1574,14 @@ module Transitions
# Bars/trainer sprites slide in
proportion = (@timer - @bar_appear_start) / (@bar_appear_end - @bar_appear_start)
sqrt_proportion = Math.sqrt(proportion)
@player_bar_sprite.x = @player_bar_start_x + (@player_bar_x + BAR_OVERSHOOT - @player_bar_start_x) * sqrt_proportion
@player_bar_sprite.x = @player_bar_start_x + ((@player_bar_x + BAR_OVERSHOOT - @player_bar_start_x) * sqrt_proportion)
@player_sprite.x = @player_bar_sprite.x + TRAINER_X_OFFSET
@foe_bar_sprite.x = @foe_bar_start_x + (@foe_bar_x - BAR_OVERSHOOT - @foe_bar_start_x) * sqrt_proportion
@foe_bar_sprite.x = @foe_bar_start_x + ((@foe_bar_x - BAR_OVERSHOOT - @foe_bar_start_x) * sqrt_proportion)
@foe_sprite.x = @foe_bar_sprite.x + (@bar_bitmap.width / 2) - TRAINER_X_OFFSET
@text_sprite.x = @foe_bar_sprite.x
end
# Animate bars
if @timer >= @flash_start + 0.33 * @flash_duration
if @timer >= @flash_start + (0.33 * @flash_duration)
bar_phase = (@timer * 30).to_i % @num_bar_frames
@player_bar_sprite.src_rect.y = bar_phase * BAR_HEIGHT
@foe_bar_sprite.src_rect.y = bar_phase * BAR_HEIGHT
@@ -1594,23 +1596,23 @@ module Transitions
elsif @timer >= @vs_appear_start_2
# Temp VS sprites enlarge and shrink again
if @vs_2_sprite.visible
@vs_2_sprite.zoom_x = 1.6 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
@vs_2_sprite.zoom_x = 1.6 - (0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time)
@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
if @vs_2_sprite.zoom_x <= 1.2
@vs_2_sprite.visible = false
@vs_main_sprite.visible = true
end
end
@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
@vs_1_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time)
@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
elsif @timer >= @vs_appear_start
# Temp VS sprites appear and start shrinking
@vs_2_sprite.visible = true
@vs_2_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start) / @vs_shrink_time
@vs_2_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start) / @vs_shrink_time)
@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
if @vs_1_sprite.visible || @vs_2_sprite.zoom_x <= 1.6 # Halfway between 2.0 and 1.2
@vs_1_sprite.visible = true
@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start - (@vs_shrink_time / 2)) / @vs_shrink_time
@vs_1_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start - (@vs_shrink_time / 2)) / @vs_shrink_time)
@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
end
end
@@ -1652,12 +1654,12 @@ module Transitions
@flash_viewport.color.alpha = 255 * proportion
# Move bars and trainer sprites off-screen
dist = BAR_Y_INDENT + BAR_HEIGHT
@player_bar_sprite.x = @player_bar_x - dist * proportion
@player_bar_sprite.y = @player_bar_y - dist * proportion
@player_bar_sprite.x = @player_bar_x - (dist * proportion)
@player_bar_sprite.y = @player_bar_y - (dist * proportion)
@player_sprite.x = @player_bar_sprite.x + TRAINER_X_OFFSET
@player_sprite.y = @player_bar_sprite.y + BAR_HEIGHT - TRAINER_Y_OFFSET
@foe_bar_sprite.x = @foe_bar_x + dist * proportion
@foe_bar_sprite.y = @foe_bar_y + dist * proportion
@foe_bar_sprite.x = @foe_bar_x + (dist * proportion)
@foe_bar_sprite.y = @foe_bar_y + (dist * proportion)
@foe_sprite.x = @foe_bar_sprite.x + (@bar_bitmap.width / 2) - TRAINER_X_OFFSET
@foe_sprite.y = @foe_bar_sprite.y + @foe_bitmap.height - TRAINER_Y_OFFSET
end
@@ -1731,8 +1733,8 @@ module Transitions
next if proportion < start_time
single_proportion = (proportion - start_time) / @rocket_appear_time
sqrt_single_proportion = Math.sqrt(single_proportion)
sprite.x = (ROCKET_X[i] + (0.5 - ROCKET_X[i]) * sqrt_single_proportion) * Graphics.width
sprite.y = (ROCKET_Y[i] + (0.5 - ROCKET_Y[i]) * sqrt_single_proportion) * Graphics.height
sprite.x = (ROCKET_X[i] + ((0.5 - ROCKET_X[i]) * sqrt_single_proportion)) * Graphics.width
sprite.y = (ROCKET_Y[i] + ((0.5 - ROCKET_Y[i]) * sqrt_single_proportion)) * Graphics.height
sprite.zoom_x = 2.5 * (1 - single_proportion)
sprite.zoom_y = sprite.zoom_x
sprite.angle = sprite.zoom_x * ROCKET_ANGLE[i] * 360
@@ -1867,8 +1869,8 @@ module Transitions
# Slide foe sprite/name off-screen
proportion = (@timer - @foe_disappear_start) / (@foe_disappear_end - @foe_disappear_start)
start_x = Graphics.width / 2
@foe_sprite.x = start_x - (@foe_bitmap.width + start_x) * proportion * proportion
@text_sprite.x = @foe_sprite.x - Graphics.width / 2
@foe_sprite.x = start_x - ((@foe_bitmap.width + start_x) * proportion * proportion)
@text_sprite.x = @foe_sprite.x - (Graphics.width / 2)
elsif @timer >= @flash_end
@flash_viewport.color.alpha = 0 # Ensure flash has ended
elsif @timer >= @bg_2_appear_end
@@ -1884,8 +1886,8 @@ module Transitions
@bg_2_sprite.opacity = 255 * proportion
# Foe sprite/name appear
start_x = Graphics.width + (@foe_bitmap.width / 2)
@foe_sprite.x = start_x + ((Graphics.width / 2) - start_x) * Math.sqrt(proportion)
@text_sprite.x = @foe_sprite.x - Graphics.width / 2
@foe_sprite.x = start_x + (((Graphics.width / 2) - start_x) * Math.sqrt(proportion))
@text_sprite.x = @foe_sprite.x - (Graphics.width / 2)
@text_sprite.visible = true
elsif @timer >= @bg_1_appear_end
@bg_1_sprite.oy = Graphics.height / 2

View File

@@ -79,12 +79,8 @@ class EventScene
def dispose
return if disposed?
@picturesprites.each do |sprite|
sprite.dispose
end
@usersprites.each do |sprite|
sprite.dispose
end
@picturesprites.each { |sprite| sprite.dispose }
@usersprites.each { |sprite| sprite.dispose }
@onCTrigger.clear
@onBTrigger.clear
@onUpdate.clear
@@ -142,9 +138,7 @@ class EventScene
def pictureWait(extraframes = 0)
loop do
hasRunning = false
@pictures.each do |pic|
hasRunning = true if pic.running?
end
@pictures.each { |pic| hasRunning = true if pic.running? }
break if !hasRunning
update
end
@@ -155,12 +149,8 @@ class EventScene
return if disposed?
Graphics.update
Input.update
@pictures.each do |picture|
picture.update
end
@picturesprites.each do |sprite|
sprite.update
end
@pictures.each { |picture| picture.update }
@picturesprites.each { |sprite| sprite.update }
@usersprites.each do |sprite|
next if !sprite || sprite.disposed? || !sprite.is_a?(Sprite)
sprite.update
@@ -184,12 +174,10 @@ end
#
#===============================================================================
def pbEventScreen(cls)
pbFadeOutIn {
pbFadeOutIn do
viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
viewport.z = 99999
PBDebug.logonerr {
cls.new(viewport).main
}
PBDebug.logonerr { cls.new(viewport).main }
viewport.dispose
}
end
end