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https://github.com/infinitefusion/infinitefusion-e18.git
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Lots of rubocop
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@@ -306,6 +306,8 @@ module Transitions
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end
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end
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#---------------------------------------------------------------------------
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private
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def rand_sign
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@@ -1382,29 +1384,29 @@ module Transitions
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# Foe sprite appears
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proportion = (@timer - @foe_appear_start) / (@foe_appear_end - @foe_appear_start)
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start_x = Graphics.width + (@foe_bitmap.width / 2)
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@foe_sprite.x = start_x + (FOE_SPRITE_X_LIMIT - start_x) * proportion
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@foe_sprite.x = start_x + ((FOE_SPRITE_X_LIMIT - start_x) * proportion)
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elsif @timer >= @vs_appear_final
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@vs_1_sprite.visible = false
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elsif @timer >= @vs_appear_start_2
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# Temp VS sprites enlarge and shrink again
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if @vs_2_sprite.visible
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@vs_2_sprite.zoom_x = 1.6 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
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@vs_2_sprite.zoom_x = 1.6 - (0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time)
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@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
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if @vs_2_sprite.zoom_x <= 1.2
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@vs_2_sprite.visible = false
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@vs_main_sprite.visible = true
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end
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end
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@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
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@vs_1_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time)
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@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
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elsif @timer >= @vs_appear_start
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# Temp VS sprites appear and start shrinking
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@vs_2_sprite.visible = true
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@vs_2_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start) / @vs_shrink_time
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@vs_2_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start) / @vs_shrink_time)
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@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
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if @vs_1_sprite.visible || @vs_2_sprite.zoom_x <= 1.6 # Halfway between 2.0 and 1.2
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@vs_1_sprite.visible = true
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@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start - (@vs_shrink_time / 2)) / @vs_shrink_time
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@vs_1_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start - (@vs_shrink_time / 2)) / @vs_shrink_time)
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@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
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end
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elsif @timer >= @bar_appear_end
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@@ -1413,7 +1415,7 @@ module Transitions
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start_x = Graphics.width * (1 - (@timer / @bar_appear_end))
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color = Color.new(0, 0, 0, 0) # Transparent
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(@sprites[0].height / 2).times do |i|
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x = start_x - BAR_MASK[i % BAR_MASK.length] * 4
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x = start_x - (BAR_MASK[i % BAR_MASK.length] * 4)
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@bar_mask_sprite.bitmap.fill_rect(x, BAR_Y + (i * 2), @bar_mask_sprite.width - x, 2, color)
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end
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end
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@@ -1572,14 +1574,14 @@ module Transitions
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# Bars/trainer sprites slide in
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proportion = (@timer - @bar_appear_start) / (@bar_appear_end - @bar_appear_start)
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sqrt_proportion = Math.sqrt(proportion)
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@player_bar_sprite.x = @player_bar_start_x + (@player_bar_x + BAR_OVERSHOOT - @player_bar_start_x) * sqrt_proportion
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@player_bar_sprite.x = @player_bar_start_x + ((@player_bar_x + BAR_OVERSHOOT - @player_bar_start_x) * sqrt_proportion)
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@player_sprite.x = @player_bar_sprite.x + TRAINER_X_OFFSET
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@foe_bar_sprite.x = @foe_bar_start_x + (@foe_bar_x - BAR_OVERSHOOT - @foe_bar_start_x) * sqrt_proportion
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@foe_bar_sprite.x = @foe_bar_start_x + ((@foe_bar_x - BAR_OVERSHOOT - @foe_bar_start_x) * sqrt_proportion)
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@foe_sprite.x = @foe_bar_sprite.x + (@bar_bitmap.width / 2) - TRAINER_X_OFFSET
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@text_sprite.x = @foe_bar_sprite.x
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end
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# Animate bars
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if @timer >= @flash_start + 0.33 * @flash_duration
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if @timer >= @flash_start + (0.33 * @flash_duration)
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bar_phase = (@timer * 30).to_i % @num_bar_frames
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@player_bar_sprite.src_rect.y = bar_phase * BAR_HEIGHT
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@foe_bar_sprite.src_rect.y = bar_phase * BAR_HEIGHT
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@@ -1594,23 +1596,23 @@ module Transitions
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elsif @timer >= @vs_appear_start_2
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# Temp VS sprites enlarge and shrink again
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if @vs_2_sprite.visible
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@vs_2_sprite.zoom_x = 1.6 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
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@vs_2_sprite.zoom_x = 1.6 - (0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time)
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@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
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if @vs_2_sprite.zoom_x <= 1.2
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@vs_2_sprite.visible = false
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@vs_main_sprite.visible = true
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end
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end
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@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time
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@vs_1_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start_2) / @vs_shrink_time)
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@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
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elsif @timer >= @vs_appear_start
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# Temp VS sprites appear and start shrinking
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@vs_2_sprite.visible = true
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@vs_2_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start) / @vs_shrink_time
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@vs_2_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start) / @vs_shrink_time)
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@vs_2_sprite.zoom_y = @vs_2_sprite.zoom_x
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if @vs_1_sprite.visible || @vs_2_sprite.zoom_x <= 1.6 # Halfway between 2.0 and 1.2
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@vs_1_sprite.visible = true
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@vs_1_sprite.zoom_x = 2.0 - 0.8 * (@timer - @vs_appear_start - (@vs_shrink_time / 2)) / @vs_shrink_time
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@vs_1_sprite.zoom_x = 2.0 - (0.8 * (@timer - @vs_appear_start - (@vs_shrink_time / 2)) / @vs_shrink_time)
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@vs_1_sprite.zoom_y = @vs_1_sprite.zoom_x
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end
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end
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@@ -1652,12 +1654,12 @@ module Transitions
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@flash_viewport.color.alpha = 255 * proportion
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# Move bars and trainer sprites off-screen
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dist = BAR_Y_INDENT + BAR_HEIGHT
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@player_bar_sprite.x = @player_bar_x - dist * proportion
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@player_bar_sprite.y = @player_bar_y - dist * proportion
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@player_bar_sprite.x = @player_bar_x - (dist * proportion)
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@player_bar_sprite.y = @player_bar_y - (dist * proportion)
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@player_sprite.x = @player_bar_sprite.x + TRAINER_X_OFFSET
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@player_sprite.y = @player_bar_sprite.y + BAR_HEIGHT - TRAINER_Y_OFFSET
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@foe_bar_sprite.x = @foe_bar_x + dist * proportion
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@foe_bar_sprite.y = @foe_bar_y + dist * proportion
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@foe_bar_sprite.x = @foe_bar_x + (dist * proportion)
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@foe_bar_sprite.y = @foe_bar_y + (dist * proportion)
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@foe_sprite.x = @foe_bar_sprite.x + (@bar_bitmap.width / 2) - TRAINER_X_OFFSET
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@foe_sprite.y = @foe_bar_sprite.y + @foe_bitmap.height - TRAINER_Y_OFFSET
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end
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@@ -1731,8 +1733,8 @@ module Transitions
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next if proportion < start_time
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single_proportion = (proportion - start_time) / @rocket_appear_time
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sqrt_single_proportion = Math.sqrt(single_proportion)
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sprite.x = (ROCKET_X[i] + (0.5 - ROCKET_X[i]) * sqrt_single_proportion) * Graphics.width
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sprite.y = (ROCKET_Y[i] + (0.5 - ROCKET_Y[i]) * sqrt_single_proportion) * Graphics.height
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sprite.x = (ROCKET_X[i] + ((0.5 - ROCKET_X[i]) * sqrt_single_proportion)) * Graphics.width
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sprite.y = (ROCKET_Y[i] + ((0.5 - ROCKET_Y[i]) * sqrt_single_proportion)) * Graphics.height
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sprite.zoom_x = 2.5 * (1 - single_proportion)
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sprite.zoom_y = sprite.zoom_x
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sprite.angle = sprite.zoom_x * ROCKET_ANGLE[i] * 360
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@@ -1867,8 +1869,8 @@ module Transitions
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# Slide foe sprite/name off-screen
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proportion = (@timer - @foe_disappear_start) / (@foe_disappear_end - @foe_disappear_start)
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start_x = Graphics.width / 2
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@foe_sprite.x = start_x - (@foe_bitmap.width + start_x) * proportion * proportion
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@text_sprite.x = @foe_sprite.x - Graphics.width / 2
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@foe_sprite.x = start_x - ((@foe_bitmap.width + start_x) * proportion * proportion)
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@text_sprite.x = @foe_sprite.x - (Graphics.width / 2)
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elsif @timer >= @flash_end
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@flash_viewport.color.alpha = 0 # Ensure flash has ended
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elsif @timer >= @bg_2_appear_end
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@@ -1884,8 +1886,8 @@ module Transitions
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@bg_2_sprite.opacity = 255 * proportion
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# Foe sprite/name appear
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start_x = Graphics.width + (@foe_bitmap.width / 2)
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@foe_sprite.x = start_x + ((Graphics.width / 2) - start_x) * Math.sqrt(proportion)
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@text_sprite.x = @foe_sprite.x - Graphics.width / 2
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@foe_sprite.x = start_x + (((Graphics.width / 2) - start_x) * Math.sqrt(proportion))
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@text_sprite.x = @foe_sprite.x - (Graphics.width / 2)
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@text_sprite.visible = true
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elsif @timer >= @bg_1_appear_end
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@bg_1_sprite.oy = Graphics.height / 2
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@@ -79,12 +79,8 @@ class EventScene
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def dispose
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return if disposed?
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@picturesprites.each do |sprite|
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sprite.dispose
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end
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@usersprites.each do |sprite|
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sprite.dispose
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end
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@picturesprites.each { |sprite| sprite.dispose }
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@usersprites.each { |sprite| sprite.dispose }
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@onCTrigger.clear
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@onBTrigger.clear
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@onUpdate.clear
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@@ -142,9 +138,7 @@ class EventScene
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def pictureWait(extraframes = 0)
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loop do
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hasRunning = false
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@pictures.each do |pic|
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hasRunning = true if pic.running?
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end
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@pictures.each { |pic| hasRunning = true if pic.running? }
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break if !hasRunning
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update
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end
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@@ -155,12 +149,8 @@ class EventScene
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return if disposed?
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Graphics.update
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Input.update
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@pictures.each do |picture|
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picture.update
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end
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@picturesprites.each do |sprite|
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sprite.update
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end
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@pictures.each { |picture| picture.update }
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@picturesprites.each { |sprite| sprite.update }
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@usersprites.each do |sprite|
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next if !sprite || sprite.disposed? || !sprite.is_a?(Sprite)
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sprite.update
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@@ -184,12 +174,10 @@ end
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#
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#===============================================================================
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def pbEventScreen(cls)
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pbFadeOutIn {
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pbFadeOutIn do
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viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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viewport.z = 99999
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PBDebug.logonerr {
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cls.new(viewport).main
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}
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PBDebug.logonerr { cls.new(viewport).main }
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viewport.dispose
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}
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end
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end
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