Tidied up semicolon use, refactored random dungeon generation code, fixed visual bug in Day Care debug screen

This commit is contained in:
Maruno17
2021-08-22 23:18:34 +01:00
parent ecc5a040cd
commit 8bb70a226e
64 changed files with 1286 additions and 926 deletions

View File

@@ -67,11 +67,16 @@ class TriadCard
ret *= (@north + @east + @south + @west)
ret /= 10 # Ranges from 2 to 24,000
# Quantize prices to the next highest "unit"
if ret > 10000; ret = (1 + ret / 1000) * 1000
elsif ret > 5000; ret = (1 + ret / 500) * 500
elsif ret > 1000; ret = (1 + ret / 100) * 100
elsif ret > 500; ret = (1 + ret / 50) * 50
else; ret = (1 + ret / 10) * 10
if ret > 10000
ret = (1 + ret / 1000) * 1000
elsif ret > 5000
ret = (1 + ret / 500) * 500
elsif ret > 1000
ret = (1 + ret / 100) * 100
elsif ret > 500
ret = (1 + ret / 50) * 50
else
ret = (1 + ret / 10) * 10
end
return ret
end

View File

@@ -42,11 +42,16 @@ class MiningGameTile < BitmapSprite
@viewport.z=99999
super(32,32,@viewport)
r = rand(100)
if r<10; @layer = 2 # 10%
elsif r<25; @layer = 3 # 15%
elsif r<60; @layer = 4 # 35%
elsif r<85; @layer = 5 # 25%
else; @layer = 6 # 15%
if r < 10
@layer = 2 # 10%
elsif r < 25
@layer = 3 # 15%
elsif r < 60
@layer = 4 # 35%
elsif r < 85
@layer = 5 # 25%
else
@layer = 6 # 15%
end
@image=AnimatedBitmap.new(_INTL("Graphics/Pictures/Mining/tiles"))
update
@@ -104,10 +109,12 @@ class MiningGameCursor < BitmapSprite
y = 32*(@position/MiningGameScene::BOARDWIDTH)
if @counter>0
@counter -= 1
toolx = x; tooly = y
toolx = x
tooly = y
i = 10-(@counter/2).floor
if ToolPositions[i][1]==1
toolx -= 8; tooly += 8
toolx -= 8
tooly += 8
elsif ToolPositions[i][1]==2
toolx += 6
end

View File

@@ -153,7 +153,9 @@ class TilePuzzleScene
addBackgroundPlane(@sprites,"bg","Tile Puzzle/bg",@viewport)
end
@tilebitmap=AnimatedBitmap.new("Graphics/Pictures/Tile Puzzle/tiles#{@board}")
@tilebitmap1=nil; @tilebitmap2=nil; @tilebitmap3=nil
@tilebitmap1=nil
@tilebitmap2=nil
@tilebitmap3=nil
if pbResolveBitmap("Graphics/Pictures/Tile Puzzle/tiles#{@board}_1")
@tilebitmap1=AnimatedBitmap.new("Graphics/Pictures/Tile Puzzle/tiles#{@board}_1")
end
@@ -184,7 +186,10 @@ class TilePuzzleScene
def pbShuffleTiles
ret=[]
for i in 0...@boardwidth*@boardheight; ret.push(i); @angles.push(0); end
for i in 0...@boardwidth*@boardheight
ret.push(i)
@angles.push(0)
end
if @game==6
@tiles=ret
5.times do
@@ -199,7 +204,8 @@ class TilePuzzleScene
else
ret.shuffle!
if @game==3 # Make sure only solvable Mystic Squares are allowed.
num=0; blank=-1
num=0
blank=-1
for i in 0...ret.length-1
blank=i if ret[i]==@boardwidth*@boardheight-1
for j in i...ret.length
@@ -216,11 +222,15 @@ class TilePuzzleScene
end
if @game==1 || @game==2
ret2=[]
for i in 0...@boardwidth*@boardheight; ret2.push(-1); end
for i in 0...@boardwidth*@boardheight
ret2.push(-1)
end
ret=ret2+ret
end
if @game==2 || @game==5
for i in 0...@angles.length; @angles[i]=rand(4); end
for i in 0...@angles.length
@angles[i]=rand(4)
end
end
end
return ret
@@ -399,7 +409,8 @@ class TilePuzzleScene
def pbShiftLine(dir,cursor,anim=true)
# Get tiles involved
tiles=[]; dist=0
tiles=[]
dist=0
if dir==2 || dir==8
dist=(dir/4).floor-1
while (dist>0 && cursor<(@boardwidth-1)*@boardheight) ||
@@ -453,7 +464,9 @@ class TilePuzzleScene
end
end
temp=[]
for i in tiles; temp.push(@tiles[i]); end
for i in tiles
temp.push(@tiles[i])
end
for i in 0...temp.length
@tiles[tiles[(i+1)%(temp.length)]]=temp[i]
end