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https://github.com/infinitefusion/infinitefusion-e18.git
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A lot of FPS agnosticism, added def lerp
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@@ -530,12 +530,12 @@ class MiningGameScene
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collapseviewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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collapseviewport.z = 99999
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@sprites["collapse"] = BitmapSprite.new(Graphics.width, Graphics.height, collapseviewport)
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collapseTime = Graphics.frame_rate * 8 / 10
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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.black)
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timer_start = System.uptime
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loop do
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collapse_height = lerp(0, Graphics.height, 0.8, timer_start, System.uptime)
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@sprites["collapse"].bitmap.fill_rect(0, 0, Graphics.width, collapse_height, Color.black)
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Graphics.update
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break if collapse_height == Graphics.height
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end
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pbMessage(_INTL("The wall collapsed!"))
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break
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@@ -547,7 +547,7 @@ class MiningGameScene
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end
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if foundall
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@sprites["cursor"].visible = false
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pbWait(Graphics.frame_rate * 3 / 4)
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pbWait(0.75)
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pbSEPlay("Mining found all")
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pbMessage(_INTL("Everything was dug up!"))
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break
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