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https://github.com/infinitefusion/infinitefusion-e18.git
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More tweaks from the Rubocop overlord
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@@ -142,7 +142,7 @@ class Game_Character
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# 4 => 64 # 1.6 seconds
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# 5 => 30 # 0.75 seconds
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# 6 => 0 # 0 seconds, i.e. continuous movement
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self.move_frequency_real = (40 - val * 2) * (6 - val)
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self.move_frequency_real = (40 - (val * 2)) * (6 - val)
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end
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def move_frequency_real
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@@ -318,7 +318,7 @@ class Game_Character
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else
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jump_fraction = ((@jump_distance_left / @jump_distance) - 0.5).abs # 0.5 to 0 to 0.5
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end
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ret += @jump_peak * (4 * jump_fraction**2 - 1)
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ret += @jump_peak * ((4 * (jump_fraction**2)) - 1)
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end
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return ret
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end
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@@ -328,7 +328,7 @@ class Game_Character
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z = screen_y_ground
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if @tile_id > 0
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begin
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return z + self.map.priorities[@tile_id] * 32
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return z + (self.map.priorities[@tile_id] * 32)
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rescue
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raise "Event's graphic is an out-of-range tile (event #{@id}, map #{self.map.map_id})"
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end
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@@ -405,8 +405,8 @@ class Game_Character
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end
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def move_type_toward_player
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sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
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sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
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sx = @x + (@width / 2.0) - ($game_player.x + ($game_player.width / 2.0))
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sy = @y - (@height / 2.0) - ($game_player.y - ($game_player.height / 2.0))
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if sx.abs + sy.abs >= 20
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move_random
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return
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@@ -662,8 +662,8 @@ class Game_Character
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end
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def move_toward_player
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sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
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sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
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sx = @x + (@width / 2.0) - ($game_player.x + ($game_player.width / 2.0))
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sy = @y - (@height / 2.0) - ($game_player.y - ($game_player.height / 2.0))
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return if sx == 0 && sy == 0
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abs_sx = sx.abs
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abs_sy = sy.abs
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@@ -684,8 +684,8 @@ class Game_Character
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end
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def move_away_from_player
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sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
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sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
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sx = @x + (@width / 2.0) - ($game_player.x + ($game_player.width / 2.0))
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sy = @y - (@height / 2.0) - ($game_player.y - ($game_player.height / 2.0))
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return if sx == 0 && sy == 0
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abs_sx = sx.abs
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abs_sy = sy.abs
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@@ -737,7 +737,7 @@ class Game_Character
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end
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@x = @x + x_plus
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@y = @y + y_plus
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real_distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus)
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real_distance = Math.sqrt((x_plus * x_plus) + (y_plus * y_plus))
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distance = [1, real_distance].max
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@jump_peak = distance * Game_Map::TILE_HEIGHT * 3 / 8 # 3/4 of tile for ledge jumping
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@jump_distance = [x_plus.abs * Game_Map::REAL_RES_X, y_plus.abs * Game_Map::REAL_RES_Y].max
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@@ -824,8 +824,8 @@ class Game_Character
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end
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def turn_toward_player
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sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
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sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
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sx = @x + (@width / 2.0) - ($game_player.x + ($game_player.width / 2.0))
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sy = @y - (@height / 2.0) - ($game_player.y - ($game_player.height / 2.0))
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return if sx == 0 && sy == 0
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if sx.abs > sy.abs
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(sx > 0) ? turn_left : turn_right
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@@ -835,8 +835,8 @@ class Game_Character
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end
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def turn_away_from_player
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sx = @x + @width / 2.0 - ($game_player.x + $game_player.width / 2.0)
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sy = @y - @height / 2.0 - ($game_player.y - $game_player.height / 2.0)
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sx = @x + (@width / 2.0) - ($game_player.x + ($game_player.width / 2.0))
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sy = @y - (@height / 2.0) - ($game_player.y - ($game_player.height / 2.0))
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return if sx == 0 && sy == 0
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if sx.abs > sy.abs
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(sx > 0) ? turn_right : turn_left
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