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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-09 14:14:59 +00:00
Refactored some code relating to colours, trivially simplified some calculations
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@@ -159,17 +159,17 @@ class VoltorbFlip
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pbSetSystemFont(@sprites["level"].bitmap)
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@sprites["curtain"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites["curtain"].z = 99999
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@sprites["curtain"].bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.new(0, 0, 0))
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@sprites["curtain"].bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.black)
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@sprites["curtain"].opacity = 0
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@sprites["curtainL"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites["curtainL"].z = 99999
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@sprites["curtainL"].x = Graphics.width / 2
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@sprites["curtainL"].angle = -90
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@sprites["curtainL"].bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.new(0, 0, 0))
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@sprites["curtainL"].bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.black)
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@sprites["curtainR"] = BitmapSprite.new(Graphics.width, Graphics.height * 2, @viewport)
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@sprites["curtainR"].z = 99999
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@sprites["curtainR"].x = Graphics.width / 2
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@sprites["curtainR"].bitmap.fill_rect(0, 0, Graphics.width, Graphics.height * 2, Color.new(0, 0, 0))
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@sprites["curtainR"].bitmap.fill_rect(0, 0, Graphics.width, Graphics.height * 2, Color.black)
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@sprites["cursor"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites["cursor"].z = 99998
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@sprites["icon"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@@ -531,7 +531,7 @@ class MiningGameScene
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collapseFraction = (Graphics.height.to_f / collapseTime).ceil
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(1..collapseTime).each do |i|
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@sprites["collapse"].bitmap.fill_rect(0, collapseFraction * (i - 1),
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Graphics.width, collapseFraction * i, Color.new(0, 0, 0))
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Graphics.width, collapseFraction * i, Color.black)
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Graphics.update
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end
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pbMessage(_INTL("The wall collapsed!"))
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