mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-10 14:44:58 +00:00
More tweaks from the Rubocop overlord
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@@ -43,13 +43,13 @@ class TilePuzzleCursor < BitmapSprite
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self.bitmap.clear
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x = (Graphics.width - (@tilewidth * @boardwidth)) / 2
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if @position >= @boardwidth * @boardheight
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x = (x - (@tilewidth * (@boardwidth / 2).ceil)) / 2 - 10
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x = ((x - (@tilewidth * (@boardwidth / 2).ceil)) / 2) - 10
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if (@position % @boardwidth) >= (@boardwidth / 2).ceil
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x = Graphics.width - x - @tilewidth * @boardwidth
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x = Graphics.width - x - (@tilewidth * @boardwidth)
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end
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end
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x += @tilewidth * (@position % @boardwidth)
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y = (Graphics.height - (@tileheight * @boardheight)) / 2 - 32
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y = ((Graphics.height - (@tileheight * @boardheight)) / 2) - 32
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y += @tileheight * ((@position % (@boardwidth * @boardheight)) / @boardwidth)
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self.tone = Tone.new(0, (@holding ? 64 : 0), (@holding ? 64 : 0), 0)
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# Cursor
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@@ -57,8 +57,8 @@ class TilePuzzleCursor < BitmapSprite
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expand = (@holding) ? 0 : 4
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for i in 0...4
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self.bitmap.blt(
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x + (i % 2) * (@tilewidth - @cursorbitmap.width / 4) + expand * (((i % 2) * 2) - 1),
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y + (i / 2) * (@tileheight - @cursorbitmap.height / 2) + expand * (((i / 2) * 2) - 1),
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x + ((i % 2) * (@tilewidth - (@cursorbitmap.width / 4))) + (expand * (((i % 2) * 2) - 1)),
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y + ((i / 2) * (@tileheight - (@cursorbitmap.height / 2))) + (expand * (((i / 2) * 2) - 1)),
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@cursorbitmap.bitmap, Rect.new((i % 2) * @cursorbitmap.width / 4,
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(i / 2) * @cursorbitmap.height / 2,
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@cursorbitmap.width / 4, @cursorbitmap.height / 2)
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@@ -68,14 +68,14 @@ class TilePuzzleCursor < BitmapSprite
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# Arrows
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if @selected || @game == 3
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expand = (@game == 3) ? 0 : 4
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xin = [(@tilewidth - @cursorbitmap.width / 4) / 2, -expand,
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@tilewidth - @cursorbitmap.width / 4 + expand, (@tilewidth - @cursorbitmap.width / 4) / 2]
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yin = [@tileheight - @cursorbitmap.height / 2 + expand, (@tileheight - @cursorbitmap.height / 2) / 2,
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(@tileheight - @cursorbitmap.height / 2) / 2, -expand]
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xin = [(@tilewidth - (@cursorbitmap.width / 4)) / 2, -expand,
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@tilewidth - (@cursorbitmap.width / 4) + expand, (@tilewidth - (@cursorbitmap.width / 4)) / 2]
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yin = [@tileheight - (@cursorbitmap.height / 2) + expand, (@tileheight - (@cursorbitmap.height / 2)) / 2,
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(@tileheight - (@cursorbitmap.height / 2)) / 2, -expand]
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for i in 0...4
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if @arrows[i]
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self.bitmap.blt(x + xin[i], y + yin[i], @cursorbitmap.bitmap,
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Rect.new(@cursorbitmap.width / 2 + (i % 2) * (@cursorbitmap.width / 4),
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Rect.new((@cursorbitmap.width / 2) + ((i % 2) * (@cursorbitmap.width / 4)),
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(i / 2) * (@cursorbitmap.height / 2),
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@cursorbitmap.width / 4, @cursorbitmap.height / 2))
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end
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@@ -96,7 +96,7 @@ class TilePuzzleScene
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def update
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xtop = (Graphics.width - (@tilewidth * @boardwidth)) / 2
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ytop = (Graphics.height - (@tileheight * @boardheight)) / 2 + @tileheight / 2 - 32
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ytop = ((Graphics.height - (@tileheight * @boardheight)) / 2) + (@tileheight / 2) - 32
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for i in 0...@boardwidth * @boardheight
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pos = -1
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for j in 0...@tiles.length
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@@ -112,13 +112,13 @@ class TilePuzzleScene
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thisx = xtop
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if pos >= 0
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if pos >= @boardwidth * @boardheight
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thisx = (xtop - (@tilewidth * (@boardwidth / 2).ceil)) / 2 - 10
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thisx = ((xtop - (@tilewidth * (@boardwidth / 2).ceil)) / 2) - 10
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if (pos % @boardwidth) >= (@boardwidth / 2).ceil
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thisx = Graphics.width - thisx - @tilewidth * @boardwidth
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thisx = Graphics.width - thisx - (@tilewidth * @boardwidth)
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end
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end
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@sprites["tile#{i}"].x = thisx + @tilewidth * (pos % @boardwidth) + @tilewidth / 2
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@sprites["tile#{i}"].y = ytop + @tileheight * ((pos % (@boardwidth * @boardheight)) / @boardwidth)
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@sprites["tile#{i}"].x = thisx + (@tilewidth * (pos % @boardwidth)) + (@tilewidth / 2)
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@sprites["tile#{i}"].y = ytop + (@tileheight * ((pos % (@boardwidth * @boardheight)) / @boardwidth))
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next if @game == 3
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rotatebitmaps = [@tilebitmap, @tilebitmap1, @tilebitmap2, @tilebitmap3]
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@sprites["tile#{i}"].bitmap.clear
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@@ -173,7 +173,7 @@ class TilePuzzleScene
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@sprites["tile#{i}"] = BitmapSprite.new(@tilewidth, @tileheight, @viewport)
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@sprites["tile#{i}"].ox = @tilewidth / 2
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@sprites["tile#{i}"].oy = @tileheight / 2
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break if @game == 3 && i >= @boardwidth * @boardheight - 1
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break if @game == 3 && i >= (@boardwidth * @boardheight) - 1
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@sprites["tile#{i}"].bitmap.blt(0, 0, @tilebitmap.bitmap,
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Rect.new(@tilewidth * (i % @boardwidth), @tileheight * (i / @boardwidth), @tilewidth, @tileheight))
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end
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@@ -210,17 +210,16 @@ class TilePuzzleScene
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num = 0
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blank = -1
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for i in 0...ret.length - 1
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blank = i if ret[i] == @boardwidth * @boardheight - 1
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blank = i if ret[i] == (@boardwidth * @boardheight) - 1
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for j in i...ret.length
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num += 1 if ret[j] < ret[i] && ret[i] != @boardwidth * @boardheight - 1 &&
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ret[j] != @boardwidth * @boardheight - 1
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num += 1 if ret[j] < ret[i] && ret[i] != (@boardwidth * @boardheight) - 1 &&
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ret[j] != (@boardwidth * @boardheight) - 1
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end
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end
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if @boardwidth.odd?
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ret = pbShuffleTiles if num.odd?
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else
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ret = pbShuffleTiles if !((num.even? && (@boardheight - (blank / @boardwidth)).odd?) ||
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(num.odd? && (@boardheight - (blank / @boardwidth)).even?))
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elsif num.even? == (@boardheight - (blank / @boardwidth)).even?
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ret = pbShuffleTiles
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end
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end
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if @game == 1 || @game == 2
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@@ -242,7 +241,7 @@ class TilePuzzleScene
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def pbDefaultCursorPosition
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if @game == 3
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for i in 0...@boardwidth * @boardheight
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return i if @tiles[i] == @boardwidth * @boardheight - 1
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return i if @tiles[i] == (@boardwidth * @boardheight) - 1
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end
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end
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return 0
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@@ -255,16 +254,14 @@ class TilePuzzleScene
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when 4
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if pos >= @boardwidth * @boardheight
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if pos % @boardwidth == (@boardwidth / 2).ceil
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pos = ((pos % (@boardwidth * @boardheight)) / @boardwidth) * @boardwidth + @boardwidth - 1
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pos = (((pos % (@boardwidth * @boardheight)) / @boardwidth) * @boardwidth) + @boardwidth - 1
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else
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pos -= 1
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end
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elsif (pos % @boardwidth) == 0
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pos = (((pos / @boardwidth) + @boardheight) * @boardwidth) + (@boardwidth / 2).ceil - 1
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else
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if (pos % @boardwidth) == 0
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pos = (((pos / @boardwidth) + @boardheight) * @boardwidth) + (@boardwidth / 2).ceil - 1
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else
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pos -= 1
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end
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pos -= 1
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end
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when 6
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if pos >= @boardwidth * @boardheight
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@@ -273,12 +270,10 @@ class TilePuzzleScene
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else
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pos += 1
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end
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elsif pos % @boardwidth >= @boardwidth - 1
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pos = (((pos / @boardwidth) + @boardheight) * @boardwidth) + (@boardwidth / 2).ceil
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else
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if pos % @boardwidth >= @boardwidth - 1
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pos = (((pos / @boardwidth) + @boardheight) * @boardwidth) + (@boardwidth / 2).ceil
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else
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pos += 1
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end
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pos += 1
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end
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when 8
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pos -= @boardwidth
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@@ -420,7 +415,7 @@ class TilePuzzleScene
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cursor += (@boardwidth * dist)
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end
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for i in 0...@boardheight
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tiles.push(cursor - i * dist * @boardwidth)
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tiles.push(cursor - (i * dist * @boardwidth))
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end
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else
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dist = dir - 5
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@@ -429,7 +424,7 @@ class TilePuzzleScene
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cursor -= dist
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end
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for i in 0...@boardwidth
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tiles.push(cursor + i * dist)
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tiles.push(cursor + (i * dist))
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end
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end
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# Shift tiles
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@@ -508,7 +503,7 @@ class TilePuzzleScene
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if pbCheckWin
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@sprites["cursor"].visible = false
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if @game == 3
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extratile = @sprites["tile#{@boardwidth * @boardheight - 1}"]
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extratile = @sprites["tile#{(@boardwidth * @boardheight) - 1}"]
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extratile.bitmap.clear
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extratile.bitmap.blt(0, 0, @tilebitmap.bitmap,
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Rect.new(@tilewidth * (@boardwidth - 1), @tileheight * (@boardheight - 1),
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