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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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@@ -89,9 +89,9 @@ def pbHiddenMoveAnimation(pokemon)
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end
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strobebitmap.dispose
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interp = RectInterpolator.new(
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Rect.new(0, Graphics.height / 2, Graphics.width, 0),
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Rect.new(0, (Graphics.height - bg.bitmap.height) / 2, Graphics.width, bg.bitmap.height),
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Graphics.frame_rate / 4
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Rect.new(0, Graphics.height / 2, Graphics.width, 0),
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Rect.new(0, (Graphics.height - bg.bitmap.height) / 2, Graphics.width, bg.bitmap.height),
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Graphics.frame_rate / 4
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)
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ptinterp = nil
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phase = 1
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@@ -109,9 +109,9 @@ def pbHiddenMoveAnimation(pokemon)
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if interp.done?
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phase = 2
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ptinterp = PointInterpolator.new(
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Graphics.width + (sprite.bitmap.width / 2), bg.bitmap.height / 2,
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Graphics.width / 2, bg.bitmap.height / 2,
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Graphics.frame_rate * 4 / 10
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Graphics.width + (sprite.bitmap.width / 2), bg.bitmap.height / 2,
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Graphics.width / 2, bg.bitmap.height / 2,
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Graphics.frame_rate * 4 / 10
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)
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end
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when 2 # Slide Pokémon sprite in from right to centre
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@@ -129,9 +129,9 @@ def pbHiddenMoveAnimation(pokemon)
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if frames > Graphics.frame_rate * 3 / 4
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phase = 4
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ptinterp = PointInterpolator.new(
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Graphics.width / 2, bg.bitmap.height / 2,
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-(sprite.bitmap.width / 2), bg.bitmap.height / 2,
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Graphics.frame_rate * 4 / 10
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Graphics.width / 2, bg.bitmap.height / 2,
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-(sprite.bitmap.width / 2), bg.bitmap.height / 2,
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Graphics.frame_rate * 4 / 10
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)
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frames = 0
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end
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@@ -143,9 +143,9 @@ def pbHiddenMoveAnimation(pokemon)
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phase = 5
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sprite.visible = false
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interp = RectInterpolator.new(
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Rect.new(0, (Graphics.height - bg.bitmap.height) / 2, Graphics.width, bg.bitmap.height),
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Rect.new(0, Graphics.height / 2, Graphics.width, 0),
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Graphics.frame_rate / 4
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Rect.new(0, (Graphics.height - bg.bitmap.height) / 2, Graphics.width, bg.bitmap.height),
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Rect.new(0, Graphics.height / 2, Graphics.width, 0),
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Graphics.frame_rate / 4
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)
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end
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when 5 # Shrink viewport height from full to zero
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@@ -159,15 +159,15 @@ def pbHiddenMoveAnimation(pokemon)
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strobe.ox = strobe.viewport.rect.x
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strobe.oy = strobe.viewport.rect.y
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if !strobe.visible # Initial placement of strobes
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randomY = 16 * (1 + rand(bg.bitmap.height / 16 - 2))
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strobe.y = randomY + (Graphics.height - bg.bitmap.height) / 2
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randomY = 16 * (1 + rand((bg.bitmap.height / 16) - 2))
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strobe.y = randomY + ((Graphics.height - bg.bitmap.height) / 2)
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strobe.x = rand(Graphics.width)
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strobe.visible = true
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elsif strobe.x < Graphics.width # Move strobe right
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strobe.x += strobeSpeed
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else # Strobe is off the screen, reposition it to the left of the screen
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randomY = 16 * (1 + rand(bg.bitmap.height / 16 - 2))
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strobe.y = randomY + (Graphics.height - bg.bitmap.height) / 2
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randomY = 16 * (1 + rand((bg.bitmap.height / 16) - 2))
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strobe.y = randomY + ((Graphics.height - bg.bitmap.height) / 2)
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strobe.x = -strobe.bitmap.width - rand(Graphics.width / 4)
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end
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end
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@@ -236,15 +236,13 @@ def pbSmashEvent(event)
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elsif event.name[/smashrock/i]
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pbSEPlay("Rock Smash", 80)
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end
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pbMoveRoute(event, [
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PBMoveRoute::Wait, 2,
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PBMoveRoute::TurnLeft,
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PBMoveRoute::Wait, 2,
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PBMoveRoute::TurnRight,
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PBMoveRoute::Wait, 2,
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PBMoveRoute::TurnUp,
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PBMoveRoute::Wait, 2
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])
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pbMoveRoute(event, [PBMoveRoute::Wait, 2,
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PBMoveRoute::TurnLeft,
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PBMoveRoute::Wait, 2,
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PBMoveRoute::TurnRight,
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PBMoveRoute::Wait, 2,
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PBMoveRoute::TurnUp,
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PBMoveRoute::Wait, 2])
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pbWait(Graphics.frame_rate * 4 / 10)
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event.erase
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$PokemonMap.addErasedEvent(event.id) if $PokemonMap
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@@ -397,8 +395,8 @@ Events.onAction += proc { |_sender, _e|
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$map_factory.getTerrainTag(surface_map_id, $game_player.x, $game_player.y).can_dive
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pbSurfacing
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end
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else
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pbDive if $game_player.terrain_tag.can_dive
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elsif $game_player.terrain_tag.can_dive
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pbDive
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end
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}
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