More Rubocop

This commit is contained in:
Maruno17
2021-12-27 00:26:45 +00:00
parent 4a6324389b
commit aa643a6049
51 changed files with 346 additions and 323 deletions

View File

@@ -255,8 +255,10 @@ class Battle::Scene::PokemonDataBox < SpriteWrapper
else
s = GameData::Status.get(@battler.status).icon_position
end
imagePos.push(["Graphics/Pictures/Battle/icon_statuses", @spriteBaseX + 24, 36,
0, s * STATUS_ICON_HEIGHT, -1, STATUS_ICON_HEIGHT]) if s >= 0
if s >= 0
imagePos.push(["Graphics/Pictures/Battle/icon_statuses", @spriteBaseX + 24, 36,
0, s * STATUS_ICON_HEIGHT, -1, STATUS_ICON_HEIGHT])
end
end
pbDrawImagePositions(self.bitmap, imagePos)
refreshHP

View File

@@ -17,7 +17,7 @@ class Battle::Scene::Animation
def empty?; return @pictureEx.length == 0; end
def animDone?; return @animDone; end
def addSprite(s, origin = PictureOrigin::TopLeft)
def addSprite(s, origin = PictureOrigin::TOP_LEFT)
num = @pictureEx.length
picture = PictureEx.new(s.z)
picture.x = s.x
@@ -31,7 +31,7 @@ class Battle::Scene::Animation
return picture
end
def addNewSprite(x, y, name, origin = PictureOrigin::TopLeft)
def addNewSprite(x, y, name, origin = PictureOrigin::TOP_LEFT)
num = @pictureEx.length
picture = PictureEx.new(num)
picture.setXY(0, x, y)
@@ -87,7 +87,7 @@ module Battle::Scene::Animation::BallAnimationMixin
def addBallSprite(ballX, ballY, poke_ball)
file_path = sprintf("Graphics/Battle animations/ball_%s", poke_ball)
ball = addNewSprite(ballX, ballY, file_path, PictureOrigin::Center)
ball = addNewSprite(ballX, ballY, file_path, PictureOrigin::CENTER)
@ballSprite = @pictureSprites.last
if @ballSprite.bitmap.width >= @ballSprite.bitmap.height
@ballSprite.src_rect.width = @ballSprite.bitmap.height / 2

View File

@@ -15,26 +15,26 @@ class Battle::Scene::Animation::Intro < Battle::Scene::Animation
makeSlideSprite("battle_bg2", 0.5, appearTime)
end
# Bases
makeSlideSprite("base_0", 1, appearTime, PictureOrigin::Bottom)
makeSlideSprite("base_1", -1, appearTime, PictureOrigin::Center)
makeSlideSprite("base_0", 1, appearTime, PictureOrigin::BOTTOM)
makeSlideSprite("base_1", -1, appearTime, PictureOrigin::CENTER)
# Player sprite, partner trainer sprite
@battle.player.each_with_index do |_p, i|
makeSlideSprite("player_#{i + 1}", 1, appearTime, PictureOrigin::Bottom)
makeSlideSprite("player_#{i + 1}", 1, appearTime, PictureOrigin::BOTTOM)
end
# Opposing trainer sprite(s) or wild Pokémon sprite(s)
if @battle.trainerBattle?
@battle.opponent.each_with_index do |_p, i|
makeSlideSprite("trainer_#{i + 1}", -1, appearTime, PictureOrigin::Bottom)
makeSlideSprite("trainer_#{i + 1}", -1, appearTime, PictureOrigin::BOTTOM)
end
else # Wild battle
@battle.pbParty(1).each_with_index do |_pkmn, i|
idxBattler = (2 * i) + 1
makeSlideSprite("pokemon_#{idxBattler}", -1, appearTime, PictureOrigin::Bottom)
makeSlideSprite("pokemon_#{idxBattler}", -1, appearTime, PictureOrigin::BOTTOM)
end
end
# Shadows
@battle.battlers.length.times do |i|
makeSlideSprite("shadow_#{i}", (i.even?) ? 1 : -1, appearTime, PictureOrigin::Center)
makeSlideSprite("shadow_#{i}", (i.even?) ? 1 : -1, appearTime, PictureOrigin::CENTER)
end
# Fading blackness over whole screen
blackScreen = addNewSprite(0, 0, "Graphics/Battle animations/black_screen")
@@ -73,7 +73,7 @@ class Battle::Scene::Animation::Intro2 < Battle::Scene::Animation
@sideSize.times do |i|
idxBattler = (2 * i) + 1
next if !@sprites["pokemon_#{idxBattler}"]
battler = addSprite(@sprites["pokemon_#{idxBattler}"], PictureOrigin::Bottom)
battler = addSprite(@sprites["pokemon_#{idxBattler}"], PictureOrigin::BOTTOM)
battler.moveTone(0, 4, Tone.new(0, 0, 0, 0))
battler.setCallback(10 * i, [@sprites["pokemon_#{idxBattler}"], :pbPlayIntroAnimation])
end
@@ -279,7 +279,7 @@ class Battle::Scene::Animation::TrainerAppear < Battle::Scene::Animation
delay = 0
# Make old trainer sprite move off-screen first if necessary
if @idxTrainer > 0 && @sprites["trainer_#{@idxTrainer}"].visible
oldTrainer = addSprite(@sprites["trainer_#{@idxTrainer}"], PictureOrigin::Bottom)
oldTrainer = addSprite(@sprites["trainer_#{@idxTrainer}"], PictureOrigin::BOTTOM)
oldTrainer.moveDelta(delay, 8, Graphics.width / 4, 0)
oldTrainer.setVisible(delay + 8, false)
delay = oldTrainer.totalDuration
@@ -288,7 +288,7 @@ class Battle::Scene::Animation::TrainerAppear < Battle::Scene::Animation
if @sprites["trainer_#{@idxTrainer + 1}"]
trainerX, trainerY = Battle::Scene.pbTrainerPosition(1)
trainerX += 64 + (Graphics.width / 4)
newTrainer = addSprite(@sprites["trainer_#{@idxTrainer + 1}"], PictureOrigin::Bottom)
newTrainer = addSprite(@sprites["trainer_#{@idxTrainer + 1}"], PictureOrigin::BOTTOM)
newTrainer.setVisible(delay, true)
newTrainer.setXY(delay, trainerX, trainerY)
newTrainer.moveDelta(delay, 8, -Graphics.width / 4, 0)
@@ -318,7 +318,7 @@ class Battle::Scene::Animation::PlayerFade < Battle::Scene::Animation
pl = @sprites[spriteNameBase + "_#{i}"]
i += 1
next if !pl.visible || pl.x < 0
trainer = addSprite(pl, PictureOrigin::Bottom)
trainer = addSprite(pl, PictureOrigin::BOTTOM)
trainer.moveDelta(0, 16, -Graphics.width / 2, 0)
# Animate trainer sprite(s) if they have multiple frames
if pl.bitmap && !pl.bitmap.disposed? && pl.bitmap.width >= pl.bitmap.height * 2
@@ -371,7 +371,7 @@ class Battle::Scene::Animation::TrainerFade < Battle::Scene::Animation
trSprite = @sprites[spriteNameBase + "_#{i}"]
i += 1
next if !trSprite.visible || trSprite.x > Graphics.width
trainer = addSprite(trSprite, PictureOrigin::Bottom)
trainer = addSprite(trSprite, PictureOrigin::BOTTOM)
trainer.moveDelta(0, 16, Graphics.width / 2, 0)
trainer.setVisible(16, false)
end
@@ -456,7 +456,7 @@ class Battle::Scene::Animation::PokeballPlayerSendOut < Battle::Scene::Animation
ballBurst(delay, battlerStartX, battlerStartY - 18, poke_ball)
ball.moveOpacity(delay + 2, 2, 0)
# Set up battler sprite
battler = addSprite(batSprite, PictureOrigin::Bottom)
battler = addSprite(batSprite, PictureOrigin::BOTTOM)
battler.setXY(0, battlerStartX, battlerStartY)
battler.setZoom(0, 0)
battler.setColor(0, col)
@@ -464,7 +464,7 @@ class Battle::Scene::Animation::PokeballPlayerSendOut < Battle::Scene::Animation
battlerAppear(battler, delay, battlerEndX, battlerEndY, batSprite, col)
if @shadowVisible
# Set up shadow sprite
shadow = addSprite(shaSprite, PictureOrigin::Center)
shadow = addSprite(shaSprite, PictureOrigin::CENTER)
shadow.setOpacity(0, 0)
# Shadow animation
shadow.setVisible(delay, @shadowVisible)
@@ -520,7 +520,7 @@ class Battle::Scene::Animation::PokeballTrainerSendOut < Battle::Scene::Animatio
ballBurst(delay, battlerStartX, battlerStartY - 18, poke_ball)
ball.moveOpacity(delay + 2, 2, 0)
# Set up battler sprite
battler = addSprite(batSprite, PictureOrigin::Bottom)
battler = addSprite(batSprite, PictureOrigin::BOTTOM)
battler.setXY(0, battlerStartX, battlerStartY)
battler.setZoom(0, 0)
battler.setColor(0, col)
@@ -528,7 +528,7 @@ class Battle::Scene::Animation::PokeballTrainerSendOut < Battle::Scene::Animatio
battlerAppear(battler, delay, battlerEndX, battlerEndY, batSprite, col)
if @shadowVisible
# Set up shadow sprite
shadow = addSprite(shaSprite, PictureOrigin::Center)
shadow = addSprite(shaSprite, PictureOrigin::CENTER)
shadow.setOpacity(0, 0)
# Shadow animation
shadow.setVisible(delay, @shadowVisible)
@@ -570,7 +570,7 @@ class Battle::Scene::Animation::BattlerRecall < Battle::Scene::Animation
battlerEndX = ballPos[0]
battlerEndY = ballPos[1]
# Set up battler sprite
battler = addSprite(batSprite, PictureOrigin::Bottom)
battler = addSprite(batSprite, PictureOrigin::BOTTOM)
battler.setVisible(0, true)
battler.setColor(0, col)
# Set up Poké Ball sprite
@@ -585,7 +585,7 @@ class Battle::Scene::Animation::BattlerRecall < Battle::Scene::Animation
battlerAbsorb(battler, delay, battlerEndX, battlerEndY, col)
if shaSprite.visible
# Set up shadow sprite
shadow = addSprite(shaSprite, PictureOrigin::Center)
shadow = addSprite(shaSprite, PictureOrigin::CENTER)
# Shadow animation
shadow.moveOpacity(0, 10, 0)
shadow.setVisible(delay, false)
@@ -609,8 +609,8 @@ class Battle::Scene::Animation::BattlerDamage < Battle::Scene::Animation
batSprite = @sprites["pokemon_#{@idxBattler}"]
shaSprite = @sprites["shadow_#{@idxBattler}"]
# Set up battler/shadow sprite
battler = addSprite(batSprite, PictureOrigin::Bottom)
shadow = addSprite(shaSprite, PictureOrigin::Center)
battler = addSprite(batSprite, PictureOrigin::BOTTOM)
shadow = addSprite(shaSprite, PictureOrigin::CENTER)
# Animation
delay = 0
case @effectiveness
@@ -647,8 +647,8 @@ class Battle::Scene::Animation::BattlerFaint < Battle::Scene::Animation
batSprite = @sprites["pokemon_#{@idxBattler}"]
shaSprite = @sprites["shadow_#{@idxBattler}"]
# Set up battler/shadow sprite
battler = addSprite(batSprite, PictureOrigin::Bottom)
shadow = addSprite(shaSprite, PictureOrigin::Center)
battler = addSprite(batSprite, PictureOrigin::BOTTOM)
shadow = addSprite(shaSprite, PictureOrigin::CENTER)
# Get approx duration depending on sprite's position/size. Min 20 frames.
battlerTop = batSprite.y - batSprite.height
cropY = Battle::Scene.pbBattlerPosition(@idxBattler, @battle.pbSideSize(@idxBattler))[1]
@@ -723,7 +723,7 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
@ballSpriteIndex = (@success) ? @tempSprites.length - 1 : -1
# Set up trainer sprite (only visible in Safari Zone battles)
if @showingTrainer && traSprite && traSprite.bitmap.width >= traSprite.bitmap.height * 2
trainer = addSprite(traSprite, PictureOrigin::Bottom)
trainer = addSprite(traSprite, PictureOrigin::BOTTOM)
# Trainer animation
ballStartX, ballStartY = trainerThrowingFrames(ball, trainer, traSprite)
end
@@ -738,7 +738,7 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
delay = ball.totalDuration + 6
ballOpenUp(ball, delay, @poke_ball, true, false)
# Set up battler sprite
battler = addSprite(batSprite, PictureOrigin::Bottom)
battler = addSprite(batSprite, PictureOrigin::BOTTOM)
# Poké Ball absorbs battler
delay = ball.totalDuration
ballBurstCapture(delay, ballEndX, ballEndY, @poke_ball)
@@ -751,7 +751,7 @@ class Battle::Scene::Animation::PokeballThrowCapture < Battle::Scene::Animation
battler.setVisible(delay + 5, false)
if @shadowVisible
# Set up shadow sprite
shadow = addSprite(shaSprite, PictureOrigin::Center)
shadow = addSprite(shaSprite, PictureOrigin::CENTER)
# Shadow animation
shadow.moveOpacity(delay, 5, 0)
shadow.moveZoom(delay, 5, 0)