mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2026-01-27 08:46:00 +00:00
More aligning of code
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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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