Fixed some bad usage of sprintf, cleaned up some translatable messages

This commit is contained in:
Maruno17
2023-04-02 00:52:12 +01:00
parent 1ead0a76f5
commit 9d50b27aa0
32 changed files with 87 additions and 84 deletions

View File

@@ -183,10 +183,10 @@ class SlotMachineScene
Input.update
update
@sprites["window2"].bitmap&.clear
@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/win"))
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/win")
@sprites["window1"].src_rect.set(152 * ((frame / timePerFrame) % 4), 0, 152, 208)
if bonus > 0
@sprites["window2"].setBitmap(sprintf("Graphics/UI/Slot Machine/bonus"))
@sprites["window2"].setBitmap("Graphics/UI/Slot Machine/bonus")
@sprites["window2"].src_rect.set(152 * (bonus - 1), 0, 152, 208)
end
@sprites["light1"].visible = true
@@ -231,7 +231,7 @@ class SlotMachineScene
Input.update
update
@sprites["window2"].bitmap&.clear
@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/lose"))
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/lose")
@sprites["window1"].src_rect.set(152 * ((frame / timePerFrame) % 2), 0, 152, 208)
frame += 1
end
@@ -249,7 +249,7 @@ class SlotMachineScene
@sprites["reel3"] = SlotMachineReel.new(224, 112, difficulty)
(1..3).each do |i|
@sprites["button#{i}"] = IconSprite.new(68 + (80 * (i - 1)), 260, @viewport)
@sprites["button#{i}"].setBitmap(sprintf("Graphics/UI/Slot Machine/button"))
@sprites["button#{i}"].setBitmap("Graphics/UI/Slot Machine/button")
@sprites["button#{i}"].visible = false
end
(1..5).each do |i|
@@ -260,14 +260,14 @@ class SlotMachineScene
@sprites["row#{i}"].visible = false
end
@sprites["light1"] = IconSprite.new(16, 32, @viewport)
@sprites["light1"].setBitmap(sprintf("Graphics/UI/Slot Machine/lights"))
@sprites["light1"].setBitmap("Graphics/UI/Slot Machine/lights")
@sprites["light1"].visible = false
@sprites["light2"] = IconSprite.new(240, 32, @viewport)
@sprites["light2"].setBitmap(sprintf("Graphics/UI/Slot Machine/lights"))
@sprites["light2"].setBitmap("Graphics/UI/Slot Machine/lights")
@sprites["light2"].mirror = true
@sprites["light2"].visible = false
@sprites["window1"] = IconSprite.new(358, 96, @viewport)
@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/insert"))
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/insert")
@sprites["window1"].src_rect.set(0, 0, 152, 208)
@sprites["window2"] = IconSprite.new(358, 96, @viewport)
@sprites["credit"] = SlotMachineScore.new(360, 66, $player.coins)
@@ -294,7 +294,7 @@ class SlotMachineScene
pbMessage(_INTL("You've run out of Coins.\nGame over!"))
break
elsif @gameRunning # Reels are spinning
@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/stop"))
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/stop")
@sprites["window1"].src_rect.set(152 * ((frame / spinFrameTime) % 4), 0, 152, 208)
if Input.trigger?(Input::USE)
pbSEPlay("Slots stop")
@@ -324,10 +324,10 @@ class SlotMachineScene
end
@gameEnd = false
else # Awaiting coins for the next spin
@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/insert"))
@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/insert")
@sprites["window1"].src_rect.set(152 * ((frame / insertFrameTime) % 2), 0, 152, 208)
if @wager > 0
@sprites["window2"].setBitmap(sprintf("Graphics/UI/Slot Machine/press"))
@sprites["window2"].setBitmap("Graphics/UI/Slot Machine/press")
@sprites["window2"].src_rect.set(152 * ((frame / insertFrameTime) % 2), 0, 152, 208)
end
if Input.trigger?(Input::DOWN) && @wager < 3 && @sprites["credit"].score > 0

View File

@@ -250,7 +250,7 @@ class MiningGameScene
@sprites["crack"] = MiningGameCounter.new(0, 4)
@sprites["cursor"] = MiningGameCursor.new(58, 0) # central position, pick
@sprites["tool"] = IconSprite.new(434, 254, @viewport)
@sprites["tool"].setBitmap(sprintf("Graphics/UI/Mining/toolicons"))
@sprites["tool"].setBitmap("Graphics/UI/Mining/toolicons")
@sprites["tool"].src_rect.set(0, 0, 68, 100)
update
pbFadeInAndShow(@sprites)