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More Rubocopping
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@@ -100,7 +100,7 @@ class SpriteAnimation
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sprite.bitmap.dispose
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end
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end
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for sprite in @_animation_sprites
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@_animation_sprites.each do |sprite|
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sprite.dispose
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end
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@_animation_sprites = nil
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@@ -116,7 +116,7 @@ class SpriteAnimation
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sprite.bitmap.dispose
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end
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end
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for sprite in @_loop_animation_sprites
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@_loop_animation_sprites.each do |sprite|
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sprite.dispose
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end
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@_loop_animation_sprites = nil
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@@ -160,7 +160,7 @@ class SpriteAnimation
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position = @_animation.position
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animation_set_sprites(@_animation_sprites, cell_data, position, quick_update)
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return if quick_update
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for timing in @_animation.timings
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@_animation.timings.each do |timing|
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next if timing.frame != frame_index
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animation_process_timing(timing, @_animation_hit)
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end
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@@ -172,7 +172,7 @@ class SpriteAnimation
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position = @_loop_animation.position
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animation_set_sprites(@_loop_animation_sprites, cell_data, position, quick_update)
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return if quick_update
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for timing in @_loop_animation.timings
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@_loop_animation.timings.each do |timing|
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next if timing.frame != frame_index
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animation_process_timing(timing, true)
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end
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@@ -192,7 +192,7 @@ class SpriteAnimation
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sprite_y += self.src_rect.height / 2 if position == 1
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sprite_y += self.src_rect.height if position == 2
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end
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for i in 0..15
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16.times do |i|
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sprite = sprites[i]
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pattern = cell_data[i, 0]
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if sprite == nil || pattern == nil || pattern == -1
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@@ -247,12 +247,12 @@ class SpriteAnimation
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sx = x - self.x
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return if sx == 0
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if @_animation_sprites != nil
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for i in 0..15
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16.times do |i|
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@_animation_sprites[i].x += sx
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end
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end
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if @_loop_animation_sprites != nil
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for i in 0..15
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16.times do |i|
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@_loop_animation_sprites[i].x += sx
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end
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end
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@@ -262,12 +262,12 @@ class SpriteAnimation
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sy = y - self.y
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return if sy == 0
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if @_animation_sprites != nil
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for i in 0..15
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16.times do |i|
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@_animation_sprites[i].y += sy
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end
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end
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if @_loop_animation_sprites != nil
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for i in 0..15
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16.times do |i|
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@_loop_animation_sprites[i].y += sy
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end
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end
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@@ -376,7 +376,7 @@ module RPG
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end
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def pushAnimation(array, anim)
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for i in 0...array.length
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array.length.times do |i|
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next if array[i] && array[i].active?
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array[i] = anim
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return
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@@ -405,14 +405,14 @@ module RPG
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end
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def dispose_animation
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for a in @animations
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@animations.each do |a|
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a.dispose_animation if a
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end
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@animations.clear
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end
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def dispose_loop_animation
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for a in @loopAnimations
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@loopAnimations.each do |a|
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a.dispose_loop_animation if a
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end
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@loopAnimations.clear
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@@ -440,7 +440,7 @@ module RPG
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return true if @_escape_duration > 0
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return true if @_collapse_duration > 0
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return true if @_damage_duration > 0
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for a in @animations
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@animations.each do |a|
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return true if a.effect?
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end
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return false
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@@ -481,10 +481,10 @@ module RPG
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dispose_damage
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end
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end
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for a in @animations
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@animations.each do |a|
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a.update
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end
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for a in @loopAnimations
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@loopAnimations.each do |a|
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a.update
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end
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if @_blink
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@@ -500,32 +500,32 @@ module RPG
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end
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def update_animation
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for a in @animations
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@animations.each do |a|
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a.update_animation if a && a.active?
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end
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end
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def update_loop_animation
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for a in @loopAnimations
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@loopAnimations.each do |a|
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a.update_loop_animation if a && a.active?
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end
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end
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def x=(x)
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for a in @animations
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@animations.each do |a|
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a.x = x if a
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end
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for a in @loopAnimations
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@loopAnimations.each do |a|
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a.x = x if a
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end
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super
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end
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def y=(y)
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for a in @animations
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@animations.each do |a|
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a.y = y if a
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end
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for a in @loopAnimations
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@loopAnimations.each do |a|
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a.y = y if a
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end
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super
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