mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-10 14:44:58 +00:00
More Rubocopping
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@@ -35,7 +35,7 @@ class VoltorbFlip
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squareValues = []
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total = 1
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voltorbs = 0
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for i in 0...25
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25.times do |i|
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# Sets the value to 1 by default
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squareValues[i] = 1
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# Sets the value to 0 (a voltorb) if # for that level hasn't been reached
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@@ -54,7 +54,7 @@ class VoltorbFlip
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end
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end
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# Randomize the values a little
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for i in 0...25
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25.times do |i|
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temp = squareValues[i]
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if squareValues[i] > 1
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if rand(10) > 8
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@@ -72,7 +72,7 @@ class VoltorbFlip
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end
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end
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# Populate @squares array
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for i in 0...25
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25.times do |i|
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x = i if i % 5 == 0
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r = rand(squareValues.length)
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@squares[i] = [((i - x).abs * 64) + 128, (i / 5).abs * 64, squareValues[r], false]
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@@ -80,7 +80,7 @@ class VoltorbFlip
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end
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pbCreateSprites
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# Display numbers (all zeroes, as no values have been calculated yet)
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for i in 0...5
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5.times do |i|
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pbUpdateRowNumbers(0, 0, i)
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pbUpdateColumnNumbers(0, 0, i)
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end
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@@ -122,12 +122,12 @@ class VoltorbFlip
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@voltorbNumbers = []
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@numbers = []
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# Draw numbers for each row (precautionary)
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for i in 0...@squares.length
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@squares.length.times do |i|
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if i % 5 == 0
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num = 0
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voltorbs = 0
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j = i + 5
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for k in i...j
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(i...j).each do |k|
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num += @squares[k][2]
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if @squares[k][2] == 0
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voltorbs += 1
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@@ -140,10 +140,10 @@ class VoltorbFlip
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@voltorbNumbers = []
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@numbers = []
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# Draw numbers for each column
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for i in 0...5
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5.times do |i|
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num = 0
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voltorbs = 0
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for j in 0...5
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5.times do |j|
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num += @squares[i + (j * 5)][2]
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if @squares[i + (j * 5)][2] == 0
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voltorbs += 1
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@@ -193,7 +193,7 @@ class VoltorbFlip
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@sprites["currentCoins"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites["animation"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites["animation"].z = 99999
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for i in 0...6
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6.times do |i|
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@sprites[i] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites[i].z = 99996
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@sprites[i].visible = false
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@@ -201,8 +201,8 @@ class VoltorbFlip
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# Creates images ahead of time for the display-all animation (reduces lag)
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icons = []
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points = 0
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for i in 0...3
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for j in 0...25
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3.times do |i|
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25.times do |j|
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points = @squares[j][2] if i == 2
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icons[j] = [@directory + "tiles", @squares[j][0], @squares[j][1], 320 + (i * 64) + (points * 64), 0, 64, 64]
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end
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@@ -210,7 +210,7 @@ class VoltorbFlip
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pbDrawImagePositions(@sprites[i].bitmap, icons)
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end
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icons = []
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for i in 0...25
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25.times do |i|
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icons[i] = [@directory + "tiles", @squares[i][0], @squares[i][1], @squares[i][2] * 64, 0, 64, 64]
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end
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pbDrawImagePositions(@sprites[5].bitmap, icons)
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@@ -257,12 +257,12 @@ class VoltorbFlip
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end
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elsif Input.trigger?(Input::USE)
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if @cursor[0][3] == 64 # If in mark mode
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for i in 0...@squares.length
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@squares.length.times do |i|
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if (@index[0] * 64) + 128 == @squares[i][0] && @index[1] * 64 == @squares[i][1] && @squares[i][3] == false
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pbSEPlay("Voltorb Flip mark")
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end
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end
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for i in 0...@marks.length + 1
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(@marks.length + 1).times do |i|
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if @marks[i] == nil
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@marks[i] = [@directory + "tiles", (@index[0] * 64) + 128, @index[1] * 64, 256, 0, 64, 64]
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elsif @marks[i][1] == (@index[0] * 64) + 128 && @marks[i][2] == @index[1] * 64
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@@ -277,7 +277,7 @@ class VoltorbFlip
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else
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# Display the tile for the selected spot
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icons = []
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for i in 0...@squares.length
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@squares.length.times do |i|
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if (@index[0] * 64) + 128 == @squares[i][0] && @index[1] * 64 == @squares[i][1] && @squares[i][3] == false
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pbAnimateTile((@index[0] * 64) + 128, @index[1] * 64, @squares[i][2])
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@squares[i][3] = true
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@@ -287,7 +287,7 @@ class VoltorbFlip
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# Play explosion animation
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# Part1
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animation = []
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for j in 0...3
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3.times do |j|
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animation[0] = icons[0] = [@directory + "tiles", (@index[0] * 64) + 128, @index[1] * 64, 704 + (64 * j), 0, 64, 64]
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pbDrawImagePositions(@sprites["animation"].bitmap, animation)
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pbWait(Graphics.frame_rate / 20)
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@@ -295,7 +295,7 @@ class VoltorbFlip
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end
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# Part2
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animation = []
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for j in 0...6
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6.times do |j|
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animation[0] = [@directory + "explosion", (@index[0] * 64) - 32 + 128, (@index[1] * 64) - 32, j * 128, 0, 128, 128]
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pbDrawImagePositions(@sprites["animation"].bitmap, animation)
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pbWait(Graphics.frame_rate / 10)
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@@ -308,7 +308,7 @@ class VoltorbFlip
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if @level > 1
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# Determine how many levels to reduce by
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newLevel = 0
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for j in 0...@squares.length
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@squares.length.times do |j|
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newLevel += 1 if @squares[j][3] == true && @squares[j][2] > 1
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end
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newLevel = @level if newLevel > @level
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@@ -325,7 +325,7 @@ class VoltorbFlip
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pbUpdateCoins
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# Revert numbers to 0s
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@sprites["numbers"].bitmap.clear
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for i in 0...5
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5.times do |i|
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pbUpdateRowNumbers(0, 0, i)
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pbUpdateColumnNumbers(0, 0, i)
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end
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@@ -335,7 +335,7 @@ class VoltorbFlip
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else
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# Play tile animation
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animation = []
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for j in 0...4
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4.times do |j|
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animation[0] = [@directory + "flipAnimation", (@index[0] * 64) - 14 + 128, (@index[1] * 64) - 16, j * 92, 0, 92, 96]
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pbDrawImagePositions(@sprites["animation"].bitmap, animation)
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pbWait(Graphics.frame_rate / 20)
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@@ -354,7 +354,7 @@ class VoltorbFlip
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end
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end
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count = 0
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for i in 0...@squares.length
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@squares.length.times do |i|
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if @squares[i][3] == false && @squares[i][2] > 1
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count += 1
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end
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@@ -379,7 +379,7 @@ class VoltorbFlip
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pbShowAndDispose
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# Revert numbers to 0s
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@sprites["numbers"].bitmap.clear
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for i in 0...5
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5.times do |i|
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pbUpdateRowNumbers(0, 0, i)
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pbUpdateColumnNumbers(0, 0, i)
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end
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@@ -440,7 +440,7 @@ class VoltorbFlip
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end
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numText += num.to_s
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numImages = numText.split(//)[0...2]
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for j in 0...2
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2.times do |j|
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@numbers[j] = [@directory + "numbersSmall", 472 + (j * 16), (i * 64) + 8, numImages[j].to_i * 16, 0, 16, 16]
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end
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@voltorbNumbers[i] = [@directory + "numbersSmall", 488, (i * 64) + 34, voltorbs * 16, 0, 16, 16]
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@@ -458,7 +458,7 @@ class VoltorbFlip
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end
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numText += num.to_s
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numImages = numText.split(//)[0...2]
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for j in 0...2
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2.times do |j|
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@numbers[j] = [@directory + "numbersSmall", (i * 64) + 152 + (j * 16), 328, numImages[j].to_i * 16, 0, 16, 16]
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end
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@voltorbNumbers[i] = [@directory + "numbersSmall", (i * 64) + 168, 354, voltorbs * 16, 0, 16, 16]
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@@ -475,7 +475,7 @@ class VoltorbFlip
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end
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coinText += source.to_s
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coinImages = coinText.split(//)[0...5]
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for i in 0...5
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5.times do |i|
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@coins[i] = [@directory + "numbersScore", 6 + (i * 24), y, coinImages[i].to_i * 24, 0, 24, 38]
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end
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end
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@@ -494,7 +494,7 @@ class VoltorbFlip
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def pbAnimateTile(x, y, tile)
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icons = []
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points = 0
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for i in 0...3
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3.times do |i|
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points = tile if i == 2
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icons[i] = [@directory + "tiles", x, y, 320 + (i * 64) + (points * 64), 0, 64, 64]
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pbDrawImagePositions(@sprites["icon"].bitmap, icons)
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@@ -507,7 +507,7 @@ class VoltorbFlip
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def pbShowAndDispose
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# Make pre-rendered sprites visible (this approach reduces lag)
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for i in 0...5
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5.times do |i|
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@sprites[i].visible = true
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pbWait(Graphics.frame_rate / 20) if i < 3
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@sprites[i].bitmap.clear
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@@ -527,32 +527,32 @@ class VoltorbFlip
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end
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end
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# "Dispose" of tiles by column
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for i in 0...5
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5.times do |i|
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icons = []
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pbSEPlay("Voltorb Flip tile")
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for j in 0...5
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5.times do |j|
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icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1], 448 + (@squares[i + (j * 5)][2] * 64), 0, 64, 64]
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end
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pbDrawImagePositions(@sprites[i].bitmap, icons)
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pbWait(Graphics.frame_rate / 20)
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for j in 0...5
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5.times do |j|
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icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1], 384, 0, 64, 64]
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end
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pbDrawImagePositions(@sprites[i].bitmap, icons)
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pbWait(Graphics.frame_rate / 20)
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for j in 0...5
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5.times do |j|
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icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1], 320, 0, 64, 64]
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end
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pbDrawImagePositions(@sprites[i].bitmap, icons)
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pbWait(Graphics.frame_rate / 20)
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for j in 0...5
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5.times do |j|
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icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1], 896, 0, 64, 64]
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end
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pbDrawImagePositions(@sprites[i].bitmap, icons)
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pbWait(Graphics.frame_rate / 20)
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end
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@sprites["icon"].bitmap.clear
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for i in 0...6
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6.times do |i|
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@sprites[i].bitmap.clear
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end
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@sprites["cursor"].bitmap.clear
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