Code tidying with Rubocop

This commit is contained in:
Maruno17
2023-07-18 22:42:10 +01:00
parent 6053363715
commit a5734eaf46
68 changed files with 276 additions and 232 deletions

View File

@@ -93,7 +93,8 @@ class Game_Screen
movement_per_second = @shake_power * @shake_speed * 4
limit = @shake_power * 2.5 # Maximum pixel displacement
phase = (delta_t * movement_per_second / limit).to_i % 4
if phase == 0 || phase == 2
case phase
when 0, 2
@shake = (movement_per_second * delta_t) % limit
@shake *= -1 if phase == 2
else

View File

@@ -448,13 +448,13 @@ class Game_Map
if (@scroll_distance_x || 0) != 0
duration = @scroll_distance_x.abs * TILE_WIDTH.to_f / (10 * (2**@scroll_speed))
scroll_offset = lerp(0, @scroll_distance_x, duration, @scroll_timer_start, uptime_now)
self.display_x = @scroll_start_x + scroll_offset * REAL_RES_X
self.display_x = @scroll_start_x + (scroll_offset * REAL_RES_X)
@scroll_distance_x = 0 if scroll_offset == @scroll_distance_x
end
if (@scroll_distance_y || 0) != 0
duration = @scroll_distance_y.abs * TILE_HEIGHT.to_f / (10 * (2**@scroll_speed))
scroll_offset = lerp(0, @scroll_distance_y, duration, @scroll_timer_start, uptime_now)
self.display_y = @scroll_start_y + scroll_offset * REAL_RES_Y
self.display_y = @scroll_start_y + (scroll_offset * REAL_RES_Y)
@scroll_distance_y = 0 if scroll_offset == @scroll_distance_y
end
# Only update events that are on-screen

View File

@@ -25,7 +25,7 @@ class Game_Character
attr_accessor :animation_id
attr_accessor :transparent
attr_reader :move_speed
attr_accessor :jump_speed
attr_reader :jump_speed
attr_accessor :walk_anime
attr_writer :bob_height
@@ -116,13 +116,21 @@ class Game_Character
# 4 => 0.125 # Running speed (2x walking speed)
# 5 => 0.1 # Cycling speed (1.25x running speed)
# 6 => 0.05
@move_time = (val == 6) ? 0.05 : (val == 5) ? 0.1 : 2.0 / (2**val)
case val
when 6 then @move_time = 0.05
when 5 then @move_time = 0.1
else @move_time = 2.0 / (2**val)
end
end
# Takes the same values as move_speed above.
def jump_speed=(val)
@jump_speed = val
@jump_time = (val == 6) ? 0.05 : (val == 5) ? 0.1 : 2.0 / (2**val)
case val
when 6 then @jump_time = 0.05
when 5 then @jump_time = 0.1
else @jump_time = 2.0 / (2**val)
end
end
# Returns time in seconds for one full cycle (4 frames) of an animating
@@ -629,7 +637,8 @@ class Game_Character
end
end
def moveLeft90 # anticlockwise
# Anticlockwise.
def moveLeft90
case self.direction
when 2 then move_right # down
when 4 then move_down # left
@@ -638,7 +647,8 @@ class Game_Character
end
end
def moveRight90 # clockwise
# Clockwise.
def moveRight90
case self.direction
when 2 then move_left # down
when 4 then move_up # left
@@ -765,10 +775,10 @@ class Game_Character
end
@jump_initial_x = @x
@jump_initial_y = @y
@x = @x + x_plus
@y = @y + y_plus
@x += x_plus
@y += y_plus
@jump_timer = 0.0
real_distance = Math.sqrt(x_plus**2 + y_plus**2)
real_distance = Math.sqrt((x_plus**2) + (y_plus**2))
distance = [1, real_distance].max
@jump_peak = distance * Game_Map::TILE_HEIGHT * 3 / 8 # 3/4 of tile for ledge jumping
@jump_distance = [x_plus.abs * Game_Map::REAL_RES_X, y_plus.abs * Game_Map::REAL_RES_Y].max