Added decent spacing to all scripts thanks to Rubocop

This commit is contained in:
Maruno17
2021-12-18 15:25:40 +00:00
parent f7b76ae62e
commit d17fc40a47
207 changed files with 18577 additions and 18587 deletions

View File

@@ -43,8 +43,8 @@ class Game_Map
end
def setup(map_id)
@map_id = map_id
@map = load_data(sprintf("Data/Map%03d.rxdata",map_id))
@map_id = map_id
@map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
tileset = $data_tilesets[@map.tileset_id]
updateTileset
@fog_ox = 0
@@ -57,10 +57,10 @@ class Game_Map
self.display_x = 0
self.display_y = 0
@need_refresh = false
Events.onMapCreate.trigger(self,map_id,@map,tileset)
Events.onMapCreate.trigger(self, map_id, @map, tileset)
@events = {}
for i in @map.events.keys
@events[i] = Game_Event.new(@map_id, @map.events[i],self)
@events[i] = Game_Event.new(@map_id, @map.events[i], self)
end
@common_events = {}
for i in 1...$data_common_events.size
@@ -110,10 +110,10 @@ class Game_Map
#-----------------------------------------------------------------------------
def autoplayAsCue
if @map.autoplay_bgm
if PBDayNight.isNight? && FileTest.audio_exist?("Audio/BGM/"+ @map.bgm.name+ "_n")
pbCueBGM(@map.bgm.name+"_n",1.0,@map.bgm.volume,@map.bgm.pitch)
if PBDayNight.isNight? && FileTest.audio_exist?("Audio/BGM/" + @map.bgm.name + "_n")
pbCueBGM(@map.bgm.name + "_n", 1.0, @map.bgm.volume, @map.bgm.pitch)
else
pbCueBGM(@map.bgm,1.0)
pbCueBGM(@map.bgm, 1.0)
end
end
if @map.autoplay_bgs
@@ -126,8 +126,8 @@ class Game_Map
#-----------------------------------------------------------------------------
def autoplay
if @map.autoplay_bgm
if PBDayNight.isNight? && FileTest.audio_exist?("Audio/BGM/"+ @map.bgm.name+ "_n")
pbBGMPlay(@map.bgm.name+"_n",@map.bgm.volume,@map.bgm.pitch)
if PBDayNight.isNight? && FileTest.audio_exist?("Audio/BGM/" + @map.bgm.name + "_n")
pbBGMPlay(@map.bgm.name + "_n", @map.bgm.volume, @map.bgm.pitch)
else
pbBGMPlay(@map.bgm)
end
@@ -159,7 +159,7 @@ class Game_Map
return false if passage & 0x0f == 0x0f
return true if @priorities[event.tile_id] == 0
end
return playerPassable?(x, y, d, self_event) if self_event==$game_player
return playerPassable?(x, y, d, self_event) if self_event == $game_player
# All other events
newx = x
newy = y
@@ -270,7 +270,7 @@ class Game_Map
return true
end
def bush?(x,y)
def bush?(x, y)
for i in [2, 1, 0]
tile_id = data[x, y, i]
return false if GameData::TerrainTag.try_get(@terrain_tags[tile_id]).bridge &&
@@ -280,7 +280,7 @@ class Game_Map
return false
end
def deepBush?(x,y)
def deepBush?(x, y)
for i in [2, 1, 0]
tile_id = data[x, y, i]
terrain = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
@@ -290,7 +290,7 @@ class Game_Map
return false
end
def counter?(x,y)
def counter?(x, y)
for i in [2, 1, 0]
tile_id = data[x, y, i]
passage = @passages[tile_id]
@@ -299,7 +299,7 @@ class Game_Map
return false
end
def terrain_tag(x,y,countBridge = false)
def terrain_tag(x, y, countBridge = false)
if valid?(x, y)
for i in [2, 1, 0]
tile_id = data[x, y, i]
@@ -313,7 +313,7 @@ class Game_Map
end
# Unused.
def check_event(x,y)
def check_event(x, y)
for event in self.events.values
return event.id if event.at_coordinate?(x, y)
end
@@ -323,7 +323,7 @@ class Game_Map
return if @display_x == value
@display_x = value
if metadata&.snap_edges
max_x = (self.width - Graphics.width*1.0/TILE_WIDTH) * REAL_RES_X
max_x = (self.width - Graphics.width * 1.0 / TILE_WIDTH) * REAL_RES_X
@display_x = [0, [@display_x, max_x].min].max
end
$map_factory.setMapsInRange if $map_factory
@@ -333,7 +333,7 @@ class Game_Map
return if @display_y == value
@display_y = value
if metadata&.snap_edges
max_y = (self.height - Graphics.height*1.0/TILE_HEIGHT) * REAL_RES_Y
max_y = (self.height - Graphics.height * 1.0 / TILE_HEIGHT) * REAL_RES_Y
@display_y = [0, [@display_y, max_y].min].max
end
$map_factory.setMapsInRange if $map_factory
@@ -357,7 +357,7 @@ class Game_Map
def start_scroll(direction, distance, speed)
@scroll_direction = direction
if direction==2 || direction==8 # down or up
if direction == 2 || direction == 8 # down or up
@scroll_rest = distance * REAL_RES_Y
else
@scroll_rest = distance * REAL_RES_X
@@ -369,7 +369,7 @@ class Game_Map
return @scroll_rest > 0
end
def start_fog_tone_change(tone,duration)
def start_fog_tone_change(tone, duration)
@fog_tone_target = tone.clone
@fog_tone_duration = duration
if @fog_tone_duration == 0
@@ -377,10 +377,10 @@ class Game_Map
end
end
def start_fog_opacity_change(opacity,duration)
@fog_opacity_target = opacity*1.0
def start_fog_opacity_change(opacity, duration)
@fog_opacity_target = opacity * 1.0
@fog_opacity_duration = duration
if @fog_opacity_duration==0
if @fog_opacity_duration == 0
@fog_opacity = @fog_opacity_target
end
end
@@ -412,9 +412,9 @@ class Game_Map
$map_factory.setCurrentMap
end
# If scrolling
if @scroll_rest>0
distance = (1<<@scroll_speed)*40.0/Graphics.frame_rate
distance = @scroll_rest if distance>@scroll_rest
if @scroll_rest > 0
distance = (1 << @scroll_speed) * 40.0 / Graphics.frame_rate
distance = @scroll_rest if distance > @scroll_rest
case @scroll_direction
when 2 then scroll_down(distance)
when 4 then scroll_left(distance)
@@ -432,9 +432,9 @@ class Game_Map
common_event.update
end
# Update fog
@fog_ox -= @fog_sx/8.0
@fog_oy -= @fog_sy/8.0
if @fog_tone_duration>=1
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
if @fog_tone_duration >= 1
d = @fog_tone_duration
target = @fog_tone_target
@fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
@@ -454,8 +454,8 @@ end
#===============================================================================
#
#===============================================================================
def pbScrollMap(direction,distance,speed)
if speed==0
def pbScrollMap(direction, distance, speed)
if speed == 0
case direction
when 2 then $game_map.scroll_down(distance * Game_Map::REAL_RES_Y)
when 4 then $game_map.scroll_left(distance * Game_Map::REAL_RES_X)
@@ -471,7 +471,7 @@ def pbScrollMap(direction,distance,speed)
Input.update
break if !$game_map.scrolling?
pbUpdateSceneMap
break if $game_map.display_x==oldx && $game_map.display_y==oldy
break if $game_map.display_x == oldx && $game_map.display_y == oldy
oldx = $game_map.display_x
oldy = $game_map.display_y
end