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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-09 14:14:59 +00:00
More Rubocopping
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@@ -176,8 +176,8 @@ module Transitions
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# Overworld sprites
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sprite_width = @overworld_bitmap.width / NUM_SPRITES_X
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sprite_height = @overworld_bitmap.height / NUM_SPRITES_Y
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for j in 0...NUM_SPRITES_Y
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for i in 0...NUM_SPRITES_X
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NUM_SPRITES_Y.times do |j|
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NUM_SPRITES_X.times do |i|
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idx_sprite = (j * NUM_SPRITES_X) + i
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@sprites[idx_sprite] = new_sprite(i * sprite_width, j * sprite_height, @overworld_bitmap)
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@sprites[idx_sprite].src_rect.set(i * sprite_width, j * sprite_height, sprite_width, sprite_height)
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@@ -187,8 +187,8 @@ module Transitions
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def set_up_timings
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@start_y = []
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for j in 0...NUM_SPRITES_Y
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for i in 0...NUM_SPRITES_X
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NUM_SPRITES_Y.times do |j|
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NUM_SPRITES_X.times do |i|
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idx_sprite = (j * NUM_SPRITES_X) + i
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@start_y[idx_sprite] = @sprites[idx_sprite].y
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@timings[idx_sprite] = 0.5 + rand
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@@ -217,8 +217,8 @@ module Transitions
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# Overworld sprites
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sprite_width = @overworld_bitmap.width / NUM_SPRITES_X
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sprite_height = @overworld_bitmap.height / NUM_SPRITES_Y
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for j in 0...NUM_SPRITES_Y
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for i in 0...NUM_SPRITES_X
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NUM_SPRITES_Y.times do |j|
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NUM_SPRITES_X.times do |i|
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idx_sprite = (j * NUM_SPRITES_X) + i
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@sprites[idx_sprite] = new_sprite((i + 0.5) * sprite_width, (j + 0.5) * sprite_height,
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@overworld_bitmap, sprite_width / 2, sprite_height / 2)
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@@ -256,8 +256,8 @@ module Transitions
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# Overworld sprites
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sprite_width = @overworld_bitmap.width / NUM_SPRITES_X
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sprite_height = @overworld_bitmap.height / NUM_SPRITES_Y
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for j in 0...NUM_SPRITES_Y
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for i in 0...NUM_SPRITES_X
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NUM_SPRITES_Y.times do |j|
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NUM_SPRITES_X.times do |i|
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idx_sprite = (j * NUM_SPRITES_X) + i
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@sprites[idx_sprite] = new_sprite((i + 0.5) * sprite_width, (j + 0.5) * sprite_height,
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@overworld_bitmap, sprite_width / 2, sprite_height / 2)
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@@ -270,8 +270,8 @@ module Transitions
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@start_positions = []
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@move_vectors = []
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vague = (@parameters[0] || 9.6) * SPEED
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for j in 0...NUM_SPRITES_Y
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for i in 0...NUM_SPRITES_X
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NUM_SPRITES_Y.times do |j|
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NUM_SPRITES_X.times do |i|
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idx_sprite = (j * NUM_SPRITES_X) + i
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spr = @sprites[idx_sprite]
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@start_positions[idx_sprite] = [spr.x, spr.y]
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@@ -329,8 +329,8 @@ module Transitions
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num_stripes_x = 1
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num_stripes_y = @overworld_bitmap.height / STRIPE_WIDTH
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end
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for j in 0...num_stripes_y
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for i in 0...num_stripes_x
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num_stripes_y.times do |j|
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num_stripes_x.times do |i|
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idx_sprite = (j * num_stripes_x) + i
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@sprites[idx_sprite] = new_sprite(i * sprite_width, j * sprite_height, @overworld_bitmap)
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@sprites[idx_sprite].src_rect.set(i * sprite_width, j * sprite_height, sprite_width, sprite_height)
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@@ -339,7 +339,7 @@ module Transitions
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end
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def set_up_timings
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for i in 0...@sprites.length
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@sprites.length.times do |i|
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@timings[i] = @duration * i / @sprites.length
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end
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@timings.shuffle!
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@@ -464,8 +464,8 @@ module Transitions
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end
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def initialize_sprites
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for j in 0...NUM_SPRITES_Y
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for i in 0...NUM_SPRITES_X
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NUM_SPRITES_Y.times do |j|
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NUM_SPRITES_X.times do |i|
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idx_sprite = (j * NUM_SPRITES_X) + i
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if idx_sprite >= TOTAL_SPRITES / 2
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sprite_x = ((j.odd?) ? i : (NUM_SPRITES_X - i - 1)) * @black_bitmap.width
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@@ -483,8 +483,8 @@ module Transitions
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def set_up_timings
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time_between_zooms = (@duration - TIME_TO_ZOOM) * 2 / (TOTAL_SPRITES - 1)
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for j in 0...NUM_SPRITES_Y
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for i in 0...NUM_SPRITES_X
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NUM_SPRITES_Y.times do |j|
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NUM_SPRITES_X.times do |i|
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idx_sprite = (j * NUM_SPRITES_X) + i
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idx_from_start = (idx_sprite >= TOTAL_SPRITES / 2) ? TOTAL_SPRITES - 1 - idx_sprite : idx_sprite
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@timings[idx_sprite] = time_between_zooms * idx_from_start
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@@ -532,8 +532,8 @@ module Transitions
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end
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def initialize_sprites
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for j in 0...NUM_SPRITES_Y
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for i in 0...NUM_SPRITES_X
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NUM_SPRITES_Y.times do |j|
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NUM_SPRITES_X.times do |i|
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idx_sprite = (j * NUM_SPRITES_X) + i
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@sprites[idx_sprite] = new_sprite(((i * @bitmap.width) + (@bitmap.width / 2)) * @zoom_x_target,
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((j * @bitmap.height) + (@bitmap.height / 2)) * @zoom_y_target,
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@@ -544,8 +544,8 @@ module Transitions
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end
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def set_up_timings
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for j in 0...NUM_SPRITES_Y
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for i in 0...NUM_SPRITES_X
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NUM_SPRITES_Y.times do |j|
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NUM_SPRITES_X.times do |i|
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idx_from_start = (j * NUM_SPRITES_X) + i # Top left -> bottom right
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case @parameters[0] # Origin
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when 1 # Top right -> bottom left
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@@ -603,7 +603,7 @@ module Transitions
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@overworld_sprite.visible = false
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# Overworld strips (they go all wavy)
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rect = Rect.new(0, 0, Graphics.width, 2)
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for i in 0...Graphics.height / 2
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(Graphics.height / 2).times do |i|
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@sprites[i] = new_sprite(0, i * 2, @overworld_bitmap)
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@sprites[i].z = 2
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rect.y = i * 2
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@@ -679,7 +679,7 @@ module Transitions
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@overworld_sprite.oy = @overworld_bitmap.height / 2
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# Balls that roll across the screen
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@ball_sprites = []
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for i in 0...2
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2.times do |i|
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x = ((1 - i) * Graphics.width) + ((1 - (i * 2)) * @ball_bitmap.width / 2)
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y = (Graphics.height + (((i * 2) - 1) * @ball_bitmap.width)) / 2
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@ball_sprites[i] = new_sprite(x, y, @ball_bitmap,
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@@ -687,7 +687,7 @@ module Transitions
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@ball_sprites[i].z = 2
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end
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# Black foreground sprites
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for i in 0...2
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2.times do |i|
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@sprites[i] = new_sprite((1 - (i * 2)) * Graphics.width, i * Graphics.height / 2, @black_bitmap)
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@sprites[i].z = 1
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end
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@@ -756,7 +756,7 @@ module Transitions
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@overworld_sprites = []
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@black_sprites = []
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@ball_sprites = []
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for i in 0...2
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2.times do |i|
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# Overworld sprites (they split apart)
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@overworld_sprites[i] = new_sprite(Graphics.width / 2, Graphics.height / 2, @overworld_bitmap,
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Graphics.width / 2, (1 - i) * Graphics.height / 2)
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@@ -857,8 +857,8 @@ module Transitions
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@overworld_sprite.ox = @overworld_bitmap.width / 2
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@overworld_sprite.oy = @overworld_bitmap.height / 2
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# Black squares
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for j in 0...NUM_SPRITES_Y
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for i in 0...NUM_SPRITES_X
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NUM_SPRITES_Y.times do |j|
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NUM_SPRITES_X.times do |i|
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idx_sprite = (j * NUM_SPRITES_X) + i
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@sprites[idx_sprite] = new_sprite(i * @black_bitmap.width * @zoom_x_target,
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j * @black_bitmap.height * @zoom_y_target, @black_bitmap)
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@@ -867,7 +867,7 @@ module Transitions
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end
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# Falling balls
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@ball_sprites = []
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for i in 0...3
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3.times do |i|
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@ball_sprites[i] = new_sprite((Graphics.width / 2) + ((i - 1) * 160),
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-@ball_bitmap.height - BALL_START_Y_OFFSETS[i],
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@ball_bitmap, @ball_bitmap.width / 2, @ball_bitmap.height / 2)
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@@ -879,9 +879,9 @@ module Transitions
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@black_appear_start = @duration * 0.2
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appear_order = [0, 4, 1, 6, 7, 2, 5, 3]
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period = @duration - @black_appear_start
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for j in 0...NUM_SPRITES_Y
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NUM_SPRITES_Y.times do |j|
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row_offset = NUM_SPRITES_Y - j - 1
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for i in 0...NUM_SPRITES_X
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NUM_SPRITES_X.times do |i|
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idx_sprite = (j * NUM_SPRITES_X) + i
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@timings[idx_sprite] = period * ((row_offset * NUM_SPRITES_X) + appear_order[i]) / TOTAL_SPRITES
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@timings[idx_sprite] += @black_appear_start
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@@ -1015,7 +1015,7 @@ module Transitions
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@overworld_sprite.visible = false
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# Overworld strips (they go all wavy)
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rect = Rect.new(0, 0, Graphics.width, 4)
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for i in 0...Graphics.height / 4
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(Graphics.height / 4).times do |i|
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@sprites[i] = new_sprite(0, i * 4, @overworld_bitmap)
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@sprites[i].z = 2
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rect.y = i * 4
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@@ -1023,7 +1023,7 @@ module Transitions
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end
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# Ball sprites
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@ball_sprites = []
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for i in 0...3
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3.times do |i|
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@ball_sprites[i] = new_sprite(((2 * i) + 1) * Graphics.width / 6,
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BALL_OFFSETS[i] * Graphics.height,
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@ball_bitmap, @ball_bitmap.width / 2, @ball_bitmap.height / 2)
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@@ -1031,7 +1031,7 @@ module Transitions
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end
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# Black columns that follow the ball sprites
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@black_trail_sprites = []
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for i in 0...3
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3.times do |i|
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@black_trail_sprites[i] = new_sprite((i - 1) * Graphics.width * 2 / 3,
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BALL_OFFSETS[i] * Graphics.height, @black_bitmap)
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@black_trail_sprites[i].z = 3
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@@ -1096,7 +1096,7 @@ module Transitions
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@overworld_sprite.visible = false
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# Overworld strips (they go all wavy)
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rect = Rect.new(0, 0, Graphics.width, 4)
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for i in 0...Graphics.height / 4
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(Graphics.height / 4).times do |i|
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@sprites[i] = new_sprite(0, i * 4, @overworld_bitmap)
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@sprites[i].z = 2
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rect.y = i * 4
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@@ -1172,13 +1172,13 @@ module Transitions
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def initialize_sprites
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# Ball sprites
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@ball_sprites = []
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for i in 0...4
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4.times do |i|
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@ball_sprites[i] = new_sprite(Graphics.width / 2, Graphics.height / 2, @ball_bitmap,
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@ball_bitmap.width / 2, @ball_bitmap.height / 2)
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@ball_sprites[i].z = [2, 1, 3, 0][i]
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end
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# Black wedges
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for i in 0...4
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4.times do |i|
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b = [@black_1_bitmap, @black_2_bitmap, @black_3_bitmap, @black_4_bitmap][i]
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@sprites[i] = new_sprite((i == 1) ? 0 : Graphics.width / 2, (i == 2) ? 0 : Graphics.height / 2, b,
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(i.even?) ? b.width / 2 : 0, (i.even?) ? 0 : b.height / 2)
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