mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 21:24:59 +00:00
Fixed some bad usage of sprintf, cleaned up some translatable messages
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@@ -183,10 +183,10 @@ class SlotMachineScene
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Input.update
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update
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@sprites["window2"].bitmap&.clear
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@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/win"))
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@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/win")
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@sprites["window1"].src_rect.set(152 * ((frame / timePerFrame) % 4), 0, 152, 208)
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if bonus > 0
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@sprites["window2"].setBitmap(sprintf("Graphics/UI/Slot Machine/bonus"))
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@sprites["window2"].setBitmap("Graphics/UI/Slot Machine/bonus")
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@sprites["window2"].src_rect.set(152 * (bonus - 1), 0, 152, 208)
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end
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@sprites["light1"].visible = true
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@@ -231,7 +231,7 @@ class SlotMachineScene
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Input.update
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update
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@sprites["window2"].bitmap&.clear
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@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/lose"))
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@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/lose")
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@sprites["window1"].src_rect.set(152 * ((frame / timePerFrame) % 2), 0, 152, 208)
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frame += 1
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end
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@@ -249,7 +249,7 @@ class SlotMachineScene
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@sprites["reel3"] = SlotMachineReel.new(224, 112, difficulty)
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(1..3).each do |i|
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@sprites["button#{i}"] = IconSprite.new(68 + (80 * (i - 1)), 260, @viewport)
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@sprites["button#{i}"].setBitmap(sprintf("Graphics/UI/Slot Machine/button"))
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@sprites["button#{i}"].setBitmap("Graphics/UI/Slot Machine/button")
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@sprites["button#{i}"].visible = false
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end
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(1..5).each do |i|
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@@ -260,14 +260,14 @@ class SlotMachineScene
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@sprites["row#{i}"].visible = false
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end
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@sprites["light1"] = IconSprite.new(16, 32, @viewport)
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@sprites["light1"].setBitmap(sprintf("Graphics/UI/Slot Machine/lights"))
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@sprites["light1"].setBitmap("Graphics/UI/Slot Machine/lights")
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@sprites["light1"].visible = false
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@sprites["light2"] = IconSprite.new(240, 32, @viewport)
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@sprites["light2"].setBitmap(sprintf("Graphics/UI/Slot Machine/lights"))
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@sprites["light2"].setBitmap("Graphics/UI/Slot Machine/lights")
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@sprites["light2"].mirror = true
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@sprites["light2"].visible = false
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@sprites["window1"] = IconSprite.new(358, 96, @viewport)
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@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/insert"))
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@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/insert")
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@sprites["window1"].src_rect.set(0, 0, 152, 208)
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@sprites["window2"] = IconSprite.new(358, 96, @viewport)
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@sprites["credit"] = SlotMachineScore.new(360, 66, $player.coins)
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@@ -294,7 +294,7 @@ class SlotMachineScene
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pbMessage(_INTL("You've run out of Coins.\nGame over!"))
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break
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elsif @gameRunning # Reels are spinning
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@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/stop"))
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@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/stop")
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@sprites["window1"].src_rect.set(152 * ((frame / spinFrameTime) % 4), 0, 152, 208)
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if Input.trigger?(Input::USE)
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pbSEPlay("Slots stop")
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@@ -324,10 +324,10 @@ class SlotMachineScene
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end
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@gameEnd = false
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else # Awaiting coins for the next spin
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@sprites["window1"].setBitmap(sprintf("Graphics/UI/Slot Machine/insert"))
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@sprites["window1"].setBitmap("Graphics/UI/Slot Machine/insert")
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@sprites["window1"].src_rect.set(152 * ((frame / insertFrameTime) % 2), 0, 152, 208)
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if @wager > 0
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@sprites["window2"].setBitmap(sprintf("Graphics/UI/Slot Machine/press"))
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@sprites["window2"].setBitmap("Graphics/UI/Slot Machine/press")
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@sprites["window2"].src_rect.set(152 * ((frame / insertFrameTime) % 2), 0, 152, 208)
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end
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if Input.trigger?(Input::DOWN) && @wager < 3 && @sprites["credit"].score > 0
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