More Rubocopping

This commit is contained in:
Maruno17
2021-12-20 17:18:21 +00:00
parent db4acd3369
commit 33fcbf623b
154 changed files with 1388 additions and 1420 deletions

View File

@@ -381,7 +381,7 @@ class Battle::Scene
#=============================================================================
def pbSelectBattler(idxBattler, selectMode = 1)
numWindows = @battle.sideSizes.max * 2
for i in 0...numWindows
numWindows.times do |i|
sel = (idxBattler.is_a?(Array)) ? !idxBattler[i].nil? : i == idxBattler
selVal = (sel) ? selectMode : 0
@sprites["dataBox_#{i}"].selected = selVal if @sprites["dataBox_#{i}"]

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@@ -48,13 +48,13 @@ class Battle::Scene
@sprites["targetWindow"] = TargetMenu.new(@viewport, 200, @battle.sideSizes)
pbShowWindow(MESSAGE_BOX)
# The party lineup graphics (bar and balls) for both sides
for side in 0...2
2.times do |side|
partyBar = pbAddSprite("partyBar_#{side}", 0, 0,
"Graphics/Pictures/Battle/overlay_lineup", @viewport)
partyBar.z = 120
partyBar.mirror = true if side == 0 # Player's lineup bar only
partyBar.visible = false
for i in 0...NUM_BALLS
NUM_BALLS.times do |i|
ball = pbAddSprite("partyBall_#{side}_#{i}", 0, 0, nil, @viewport)
ball.z = 121
ball.visible = false
@@ -137,7 +137,7 @@ class Battle::Scene
bg = pbAddSprite("battle_bg2", -Graphics.width, 0, battleBG, @viewport)
bg.z = 0
bg.mirror = true
for side in 0...2
2.times do |side|
baseX, baseY = Battle::Scene.pbBattlerPosition(side)
base = pbAddSprite("base_#{side}", baseX, baseY,
(side == 0) ? playerBase : enemyBase, @viewport)

View File

@@ -27,7 +27,7 @@ class Battle::Scene
# data box(es), return the wild Pokémon's sprite(s) to normal colour, show
# shiny animation(s)
# Set up data box animation
for i in 0...@battle.sideSizes[1]
@battle.sideSizes[1].times do |i|
idxBattler = (2 * i) + 1
next if !@battle.battlers[idxBattler]
dataBoxAnim = Animation::DataBoxAppear.new(@sprites, @viewport, idxBattler)
@@ -42,7 +42,7 @@ class Battle::Scene
end
# Show shiny animation for wild Pokémon
if @battle.showAnims
for i in 0...@battle.sideSizes[1]
@battle.sideSizes[1].times do |i|
idxBattler = (2 * i) + 1
next if !@battle.battlers[idxBattler] || !@battle.battlers[idxBattler].shiny?
if Settings::SUPER_SHINY && @battle.battlers[idxBattler].super_shiny?
@@ -400,7 +400,7 @@ class Battle::Scene
# Yield to other code, i.e. playing an animation
yield
# Restore shadow visibility
for i in 0...@battle.battlers.length
@battle.battlers.length.times do |i|
shadow = @sprites["shadow_#{i}"]
shadow.visible = shadows[i] if shadow
end

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@@ -38,21 +38,21 @@ class Battle::Scene::MenuBase
def z=(value)
@z = value
for i in @sprites
@sprites.each do |i|
i[1].z = value if !i[1].disposed?
end
end
def visible=(value)
@visible = value
for i in @sprites
@sprites.each do |i|
i[1].visible = (value && @visibility[i[0]]) if !i[1].disposed?
end
end
def color=(value)
@color = value
for i in @sprites
@sprites.each do |i|
i[1].color = value if !i[1].disposed?
end
end
@@ -174,7 +174,7 @@ class Battle::Scene::CommandMenu < Battle::Scene::MenuBase
@msgBox.text = value[0]
return if USE_GRAPHICS
commands = []
for i in 1..4
(1..4).each do |i|
commands.push(value[i]) if value[i] && value[i] != nil
end
@cmdWindow.commands = commands
@@ -182,8 +182,7 @@ class Battle::Scene::CommandMenu < Battle::Scene::MenuBase
def refreshButtons
return if !USE_GRAPHICS
for i in 0...@buttons.length
button = @buttons[i]
@buttons.each_with_index do |button, i|
button.src_rect.x = (i == @index) ? @buttonBitmap.width / 2 : 0
button.src_rect.y = MODES[@mode][i] * BUTTON_HEIGHT
button.z = self.z + ((i == @index) ? 3 : 2)
@@ -343,7 +342,7 @@ class Battle::Scene::FightMenu < Battle::Scene::MenuBase
if !USE_GRAPHICS
# Fill in command window
commands = []
for i in 0...[4, moves.length].max
[4, moves.length].max.times do |i|
commands.push((moves[i]) ? moves[i].name : "-")
end
@cmdWindow.commands = commands

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@@ -133,14 +133,14 @@ class Battle::Scene::PokemonDataBox < SpriteWrapper
def opacity=(value)
super
for i in @sprites
@sprites.each do |i|
i[1].opacity = value if !i[1].disposed?
end
end
def visible=(value)
super
for i in @sprites
@sprites.each do |i|
i[1].visible = value if !i[1].disposed?
end
@expBar.visible = (value && @showExp)
@@ -148,7 +148,7 @@ class Battle::Scene::PokemonDataBox < SpriteWrapper
def color=(value)
super
for i in @sprites
@sprites.each do |i|
i[1].color = value if !i[1].disposed?
end
end
@@ -335,7 +335,7 @@ class Battle::Scene::PokemonDataBox < SpriteWrapper
@expFlash = Graphics.frame_rate / 5
pbSEPlay("Pkmn exp full")
self.flash(Color.new(64, 200, 248, 192), @expFlash)
for i in @sprites
@sprites.each do |i|
i[1].flash(Color.new(64, 200, 248, 192), @expFlash) if !i[1].disposed?
end
else

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@@ -169,7 +169,7 @@ module Battle::Scene::Animation::BallAnimationMixin
a = (2 * startY) - (4 * midY) + (2 * endY)
b = (4 * midY) - (3 * startY) - endY
c = startY
for i in 1..duration
(1..duration).each do |i|
t = i.to_f / duration # t ranges from 0 to 1
x = startX + ((endX - startX) * t) # Linear in t
y = (a * (t**2)) + (b * t) + c # Quadratic in t
@@ -188,7 +188,7 @@ module Battle::Scene::Animation::BallAnimationMixin
end
if numFrames > 1
curFrame = 0
for i in 1..duration
(1..duration).each do |i|
thisFrame = numFrames * numTumbles * i / duration
if thisFrame > curFrame
curFrame = thisFrame

View File

@@ -33,7 +33,7 @@ class Battle::Scene::Animation::Intro < Battle::Scene::Animation
end
end
# Shadows
for i in 0...@battle.battlers.length
@battle.battlers.length.times do |i|
makeSlideSprite("shadow_#{i}", (i.even?) ? 1 : -1, appearTime, PictureOrigin::Center)
end
# Fading blackness over whole screen
@@ -70,7 +70,7 @@ class Battle::Scene::Animation::Intro2 < Battle::Scene::Animation
end
def createProcesses
for i in 0...@sideSize
@sideSize.times do |i|
idxBattler = (2 * i) + 1
next if !@sprites["pokemon_#{idxBattler}"]
battler = addSprite(@sprites["pokemon_#{idxBattler}"], PictureOrigin::Bottom)
@@ -117,7 +117,7 @@ class Battle::Scene::Animation::LineupAppear < Battle::Scene::Animation
bar.y = barY
bar.opacity = 255
bar.visible = false
for i in 0...Battle::Scene::NUM_BALLS
Battle::Scene::NUM_BALLS.times do |i|
ball = sprites["partyBall_#{@side}_#{i}"]
ball.x = ballX
ball.y = ballY
@@ -154,7 +154,7 @@ class Battle::Scene::Animation::LineupAppear < Battle::Scene::Animation
bar.setDelta(0, dir * Graphics.width / 2, 0)
bar.moveDelta(0, 8, -dir * Graphics.width / 2, 0)
delay = bar.totalDuration
for i in 0...Battle::Scene::NUM_BALLS
Battle::Scene::NUM_BALLS.times do |i|
createBall(i, (@fullAnim) ? delay + (i * 2) : 0, dir)
end
end
@@ -339,7 +339,7 @@ class Battle::Scene::Animation::PlayerFade < Battle::Scene::Animation
partyBar.setVisible(delay + 12, false)
partyBar.setOpacity(delay + 12, 255)
end
for i in 0...Battle::Scene::NUM_BALLS
Battle::Scene::NUM_BALLS.times do |i|
next if !@sprites["partyBall_0_#{i}"] || !@sprites["partyBall_0_#{i}"].visible
partyBall = addSprite(@sprites["partyBall_0_#{i}"])
partyBall.moveDelta(delay + (2 * i), 16, -Graphics.width, 0) if @fullAnim
@@ -384,7 +384,7 @@ class Battle::Scene::Animation::TrainerFade < Battle::Scene::Animation
partyBar.setVisible(delay + 12, false)
partyBar.setOpacity(delay + 12, 255)
end
for i in 0...Battle::Scene::NUM_BALLS
Battle::Scene::NUM_BALLS.times do |i|
next if !@sprites["partyBall_1_#{i}"] || !@sprites["partyBall_1_#{i}"].visible
partyBall = addSprite(@sprites["partyBall_1_#{i}"])
partyBall.moveDelta(delay + (2 * i), 16, Graphics.width, 0) if @fullAnim
@@ -777,7 +777,7 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
delay = ball.totalDuration + 3
end
# Poké Ball drops to the ground
for i in 0...4
4.times do |i|
t = [4, 4, 3, 2][i] # Time taken to rise or fall for each bounce
d = [1, 2, 4, 8][i] # Fraction of the starting height each bounce rises to
delay -= t if i == 0
@@ -793,7 +793,7 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
battler.setXY(ball.totalDuration, ballEndX, ballGroundY)
# Poké Ball shakes
delay = ball.totalDuration + 12
for i in 0...[@numShakes, 3].min
[@numShakes, 3].min.times do |i|
ball.setSE(delay, "Battle ball shake")
ball.moveXY(delay, 2, ballEndX - (2 * (4 - i)), ballGroundY)
ball.moveAngle(delay, 2, 5 * (4 - i)) # positive means counterclockwise