mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2026-03-11 10:52:00 +00:00
More aligning of code
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@@ -419,7 +419,8 @@ def pbDuel(trainer_id, trainer_name, event, speeches)
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trainer_id = GameData::TrainerType.get(trainer_id).id
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duel = PokemonDuel.new
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opponent = NPCTrainer.new(
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pbGetMessageFromHash(MessageTypes::TrainerNames, trainer_name), trainer_id)
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pbGetMessageFromHash(MessageTypes::TrainerNames, trainer_name), trainer_id
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)
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speech_texts = []
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for i in 0...12
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speech_texts.push(_I(speeches[i]))
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@@ -169,8 +169,9 @@ class TriadScene
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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addBackgroundPlane(@sprites, "background", "triad_bg", @viewport)
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@sprites["helpwindow"] = Window_AdvancedTextPokemon.newWithSize("",
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0, Graphics.height - 64, Graphics.width, 64, @viewport)
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@sprites["helpwindow"] = Window_AdvancedTextPokemon.newWithSize(
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"", 0, Graphics.height - 64, Graphics.width, 64, @viewport
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)
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for i in 0...@battle.width * @battle.height
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@sprites["sprite#{i}"] = SpriteWrapper.new(@viewport)
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@sprites["sprite#{i}"].x = Graphics.width / 2 - 118 + (i % 3) * 78
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@@ -637,7 +638,7 @@ class TriadScreen
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def pbAdd(items, item)
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return ItemStorageHelper.add(items, $PokemonGlobal.triads.maxSize,
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TriadStorage::MAX_PER_SLOT, item, 1)
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TriadStorage::MAX_PER_SLOT, item, 1)
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end
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def pbSubtract(items, item)
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@@ -719,7 +720,7 @@ class TriadScreen
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for i in 0...$PokemonGlobal.triads.length
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item = $PokemonGlobal.triads[i]
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ItemStorageHelper.add(@triadCards, $PokemonGlobal.triads.maxSize,
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TriadStorage::MAX_PER_SLOT, item[0], item[1])
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TriadStorage::MAX_PER_SLOT, item[0], item[1])
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count += item[1] # Add item count to total count
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end
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@board = []
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@@ -1076,7 +1077,8 @@ def pbBuyTriads
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cmdwindow = Window_CommandPokemonEx.newWithSize(realcommands, 0, 0, Graphics.width / 2, Graphics.height)
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cmdwindow.z = 99999
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goldwindow = Window_UnformattedTextPokemon.newWithSize(
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_INTL("Money:\r\n{1}", pbGetGoldString), 0, 0, 32, 32)
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_INTL("Money:\r\n{1}", pbGetGoldString), 0, 0, 32, 32
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)
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goldwindow.resizeToFit(goldwindow.text, Graphics.width)
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goldwindow.x = Graphics.width - goldwindow.width
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goldwindow.y = 0
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@@ -1118,7 +1120,8 @@ def pbBuyTriads
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params.setInitialValue(1)
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params.setCancelValue(0)
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quantity = pbMessageChooseNumber(
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_INTL("The {1} card? Certainly. How many would you like?", itemname), params)
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_INTL("The {1} card? Certainly. How many would you like?", itemname), params
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)
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next if quantity <= 0
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price *= quantity
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next if !pbConfirmMessage(_INTL("{1}, and you want {2}. That will be ${3}. OK?", itemname, quantity, price.to_s_formatted))
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@@ -1162,7 +1165,8 @@ def pbSellTriads
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cmdwindow = Window_CommandPokemonEx.newWithSize(commands, 0, 0, Graphics.width / 2, Graphics.height)
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cmdwindow.z = 99999
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goldwindow = Window_UnformattedTextPokemon.newWithSize(
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_INTL("Money:\r\n{1}", pbGetGoldString), 0, 0, 32, 32)
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_INTL("Money:\r\n{1}", pbGetGoldString), 0, 0, 32, 32
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)
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goldwindow.resizeToFit(goldwindow.text, Graphics.width)
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goldwindow.x = Graphics.width - goldwindow.width
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goldwindow.y = 0
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@@ -1216,7 +1220,8 @@ def pbSellTriads
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params.setInitialValue(1)
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params.setCancelValue(0)
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quantity = pbMessageChooseNumber(
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_INTL("The {1} card? How many would you like to sell?", itemname), params)
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_INTL("The {1} card? How many would you like to sell?", itemname), params
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)
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end
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if quantity > 0
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price /= 4
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@@ -254,7 +254,7 @@ class SlotMachineScene
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y = [170, 122, 218, 82, 82][i - 1]
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@sprites["row#{i}"] = IconSprite.new(2, y, @viewport)
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@sprites["row#{i}"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/line%1d%s",
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1 + i / 2, (i >= 4) ? ((i == 4) ? "a" : "b") : ""))
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1 + i / 2, (i >= 4) ? ((i == 4) ? "a" : "b") : ""))
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@sprites["row#{i}"].visible = false
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end
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@sprites["light1"] = IconSprite.new(16, 32, @viewport)
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@@ -85,12 +85,12 @@ class VoltorbFlip
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pbUpdateColumnNumbers(0, 0, i)
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end
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pbDrawShadowText(@sprites["text"].bitmap, 8, 16, 118, 26,
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_INTL("Your coins"), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
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_INTL("Your coins"), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
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pbDrawShadowText(@sprites["text"].bitmap, 8, 82, 118, 26,
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_INTL("Earned coins"), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
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_INTL("Earned coins"), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
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# Draw current level
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pbDrawShadowText(@sprites["level"].bitmap, 8, 150, 118, 28,
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_INTL("Level {1}", @level.to_s), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
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_INTL("Level {1}", @level.to_s), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
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# Displays total and current coins
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pbUpdateCoins
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# Draw curtain effect
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@@ -492,9 +492,9 @@ class MiningGameScene
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for index in revealed
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burieditem = @items[index]
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revealeditems.bitmap.blt(32 * burieditem[1], 64 + 32 * burieditem[2],
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@itembitmap.bitmap,
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Rect.new(32 * ITEMS[burieditem[0]][2], 32 * ITEMS[burieditem[0]][3],
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32 * ITEMS[burieditem[0]][4], 32 * ITEMS[burieditem[0]][5]))
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@itembitmap.bitmap,
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Rect.new(32 * ITEMS[burieditem[0]][2], 32 * ITEMS[burieditem[0]][3],
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32 * ITEMS[burieditem[0]][4], 32 * ITEMS[burieditem[0]][5]))
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if i > halfFlashTime
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revealeditems.color = Color.new(255, 255, 255, (halfFlashTime * 2 - i) * alphaDiff)
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else
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@@ -531,7 +531,7 @@ class MiningGameScene
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collapseFraction = (Graphics.height.to_f / collapseTime).ceil
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for i in 1..collapseTime
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@sprites["collapse"].bitmap.fill_rect(0, collapseFraction * (i - 1),
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Graphics.width, collapseFraction * i, Color.new(0, 0, 0))
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Graphics.width, collapseFraction * i, Color.new(0, 0, 0))
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Graphics.update
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end
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pbMessage(_INTL("The wall collapsed!"))
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@@ -590,10 +590,10 @@ class MiningGameScene
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for i in @itemswon
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if $bag.add(i)
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pbMessage(_INTL("One {1} was obtained.\\se[Mining item get]\\wtnp[30]",
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GameData::Item.get(i).name))
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GameData::Item.get(i).name))
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else
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pbMessage(_INTL("One {1} was found, but you have no room for it.",
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GameData::Item.get(i).name))
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GameData::Item.get(i).name))
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end
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end
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end
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@@ -56,11 +56,13 @@ class TilePuzzleCursor < BitmapSprite
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if @game != 3
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expand = (@holding) ? 0 : 4
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for i in 0...4
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self.bitmap.blt(x + (i % 2) * (@tilewidth - @cursorbitmap.width / 4) + expand * (((i % 2) * 2) - 1),
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y + (i / 2) * (@tileheight - @cursorbitmap.height / 2) + expand * (((i / 2) * 2) - 1),
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@cursorbitmap.bitmap, Rect.new(
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(i % 2) * @cursorbitmap.width / 4, (i / 2) * @cursorbitmap.height / 2,
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@cursorbitmap.width / 4, @cursorbitmap.height / 2))
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self.bitmap.blt(
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x + (i % 2) * (@tilewidth - @cursorbitmap.width / 4) + expand * (((i % 2) * 2) - 1),
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y + (i / 2) * (@tileheight - @cursorbitmap.height / 2) + expand * (((i / 2) * 2) - 1),
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@cursorbitmap.bitmap, Rect.new((i % 2) * @cursorbitmap.width / 4,
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(i / 2) * @cursorbitmap.height / 2,
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@cursorbitmap.width / 4, @cursorbitmap.height / 2)
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)
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end
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end
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# Arrows
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@@ -72,10 +74,10 @@ class TilePuzzleCursor < BitmapSprite
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(@tileheight - @cursorbitmap.height / 2) / 2, -expand]
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for i in 0...4
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if @arrows[i]
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self.bitmap.blt(x + xin[i], y + yin[i], @cursorbitmap.bitmap, Rect.new(
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@cursorbitmap.width / 2 + (i % 2) * (@cursorbitmap.width / 4),
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(i / 2) * (@cursorbitmap.height / 2),
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@cursorbitmap.width / 4, @cursorbitmap.height / 2))
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self.bitmap.blt(x + xin[i], y + yin[i], @cursorbitmap.bitmap,
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Rect.new(@cursorbitmap.width / 2 + (i % 2) * (@cursorbitmap.width / 4),
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(i / 2) * (@cursorbitmap.height / 2),
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@cursorbitmap.width / 4, @cursorbitmap.height / 2))
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end
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end
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end
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@@ -122,11 +124,11 @@ class TilePuzzleScene
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@sprites["tile#{i}"].bitmap.clear
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if rotatebitmaps[@angles[i]]
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@sprites["tile#{i}"].bitmap.blt(0, 0, rotatebitmaps[@angles[i]].bitmap,
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Rect.new(@tilewidth * (i % @boardwidth), @tileheight * (i / @boardwidth), @tilewidth, @tileheight))
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Rect.new(@tilewidth * (i % @boardwidth), @tileheight * (i / @boardwidth), @tilewidth, @tileheight))
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@sprites["tile#{i}"].angle = 0
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else
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@sprites["tile#{i}"].bitmap.blt(0, 0, @tilebitmap.bitmap,
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Rect.new(@tilewidth * (i % @boardwidth), @tileheight * (i / @boardwidth), @tilewidth, @tileheight))
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Rect.new(@tilewidth * (i % @boardwidth), @tileheight * (i / @boardwidth), @tilewidth, @tileheight))
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@sprites["tile#{i}"].angle = @angles[i] * 90
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end
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end
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@@ -173,13 +175,13 @@ class TilePuzzleScene
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@sprites["tile#{i}"].oy = @tileheight / 2
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break if @game == 3 && i >= @boardwidth * @boardheight - 1
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@sprites["tile#{i}"].bitmap.blt(0, 0, @tilebitmap.bitmap,
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Rect.new(@tilewidth * (i % @boardwidth), @tileheight * (i / @boardwidth), @tilewidth, @tileheight))
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Rect.new(@tilewidth * (i % @boardwidth), @tileheight * (i / @boardwidth), @tilewidth, @tileheight))
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end
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@heldtile = -1
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@angles = []
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@tiles = pbShuffleTiles
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@sprites["cursor"] = TilePuzzleCursor.new(@game, pbDefaultCursorPosition,
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@tilewidth, @tileheight, @boardwidth, @boardheight)
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@tilewidth, @tileheight, @boardwidth, @boardheight)
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update
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pbFadeInAndShow(@sprites)
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end
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@@ -509,8 +511,8 @@ class TilePuzzleScene
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extratile = @sprites["tile#{@boardwidth * @boardheight - 1}"]
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extratile.bitmap.clear
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extratile.bitmap.blt(0, 0, @tilebitmap.bitmap,
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Rect.new(@tilewidth * (@boardwidth - 1), @tileheight * (@boardheight - 1),
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@tilewidth, @tileheight))
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Rect.new(@tilewidth * (@boardwidth - 1), @tileheight * (@boardheight - 1),
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@tilewidth, @tileheight))
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extratile.opacity = 0
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appearTime = Graphics.frame_rate * 8 / 10
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opacityDiff = (255.0 / appearTime).ceil
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