mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
Added decent spacing to all scripts thanks to Rubocop
This commit is contained in:
@@ -13,45 +13,45 @@ class SlotMachineReel < BitmapSprite
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attr_accessor :slipping
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SCROLLSPEED = 16 # Must be a divisor of 48
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ICONSPOOL = [[0,0,0,0,1,1,2,2,3,3,3,4,4,4,5,5,6,6,7], # 0 - Easy
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[0,0,0,0,1,1,1,2,2,2,3,3,4,4,5,6,7], # 1 - Medium (default)
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[0,0,1,1,1,2,2,2,3,3,4,4,5,6,7]] # 2 - Hard
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SLIPPING = [0,0,0,0,0,0,1,1,1,2,2,3]
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ICONSPOOL = [[0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7], # 0 - Easy
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[0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 7], # 1 - Medium (default)
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[0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 7]] # 2 - Hard
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SLIPPING = [0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3]
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def initialize(x,y,difficulty = 1)
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@viewport=Viewport.new(x,y,64,144)
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@viewport.z=99999
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super(64,144,@viewport)
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@reel=[]
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def initialize(x, y, difficulty = 1)
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@viewport = Viewport.new(x, y, 64, 144)
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@viewport.z = 99999
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super(64, 144, @viewport)
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@reel = []
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for i in 0...ICONSPOOL[difficulty].length
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@reel.push(ICONSPOOL[difficulty][i])
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end
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@reel.shuffle!
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@toppos=0
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@spinning=false
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@stopping=false
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@slipping=0
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@index=rand(@reel.length)
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@images=AnimatedBitmap.new(_INTL("Graphics/Pictures/Slot Machine/images"))
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@shading=AnimatedBitmap.new(_INTL("Graphics/Pictures/Slot Machine/ReelOverlay"))
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@toppos = 0
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@spinning = false
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@stopping = false
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@slipping = 0
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@index = rand(@reel.length)
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@images = AnimatedBitmap.new(_INTL("Graphics/Pictures/Slot Machine/images"))
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@shading = AnimatedBitmap.new(_INTL("Graphics/Pictures/Slot Machine/ReelOverlay"))
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update
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end
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def startSpinning
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@spinning=true
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@spinning = true
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end
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def stopSpinning(noslipping = false)
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@stopping=true
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@slipping=SLIPPING[rand(SLIPPING.length)]
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@slipping=0 if noslipping
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@stopping = true
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@slipping = SLIPPING[rand(SLIPPING.length)]
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@slipping = 0 if noslipping
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end
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def showing
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array=[]
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array = []
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for i in 0...3
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num=@index-i
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num+=@reel.length if num<0
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num = @index - i
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num += @reel.length if num < 0
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array.push(@reel[num])
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end
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return array # [0] = top, [1] = middle, [2] = bottom
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@@ -59,23 +59,23 @@ class SlotMachineReel < BitmapSprite
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def update
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self.bitmap.clear
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if @toppos==0 && @stopping && @slipping==0
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@spinning=@stopping=false
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if @toppos == 0 && @stopping && @slipping == 0
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@spinning = @stopping = false
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end
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if @spinning
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@toppos+=SCROLLSPEED
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if @toppos>0
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@toppos-=48
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@index=(@index+1)%@reel.length
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@slipping-=1 if @slipping>0
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@toppos += SCROLLSPEED
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if @toppos > 0
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@toppos -= 48
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@index = (@index + 1) % @reel.length
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@slipping -= 1 if @slipping > 0
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end
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end
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for i in 0...4
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num=@index-i
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num+=@reel.length if num<0
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self.bitmap.blt(0,@toppos+i*48,@images.bitmap,Rect.new(@reel[num]*64,0,64,48))
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num = @index - i
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num += @reel.length if num < 0
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self.bitmap.blt(0, @toppos + i * 48, @images.bitmap, Rect.new(@reel[num] * 64, 0, 64, 48))
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end
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self.bitmap.blt(0,0,@shading.bitmap,Rect.new(0,0,64,144))
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self.bitmap.blt(0, 0, @shading.bitmap, Rect.new(0, 0, 64, 144))
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end
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end
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@@ -84,12 +84,12 @@ end
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class SlotMachineScore < BitmapSprite
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attr_reader :score
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def initialize(x,y,score = 0)
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@viewport=Viewport.new(x,y,70,22)
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@viewport.z=99999
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super(70,22,@viewport)
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@numbers=AnimatedBitmap.new(_INTL("Graphics/Pictures/Slot Machine/numbers"))
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self.score=score
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def initialize(x, y, score = 0)
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@viewport = Viewport.new(x, y, 70, 22)
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@viewport.z = 99999
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super(70, 22, @viewport)
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@numbers = AnimatedBitmap.new(_INTL("Graphics/Pictures/Slot Machine/numbers"))
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self.score = score
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end
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def score=(value)
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@@ -101,8 +101,8 @@ class SlotMachineScore < BitmapSprite
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def refresh
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self.bitmap.clear
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for i in 0...5
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digit=(@score/(10**i))%10 # Least significant digit first
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self.bitmap.blt(14*(4-i),0,@numbers.bitmap,Rect.new(digit*14,0,14,22))
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digit = (@score / (10**i)) % 10 # Least significant digit first
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self.bitmap.blt(14 * (4 - i), 0, @numbers.bitmap, Rect.new(digit * 14, 0, 14, 22))
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end
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end
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end
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@@ -120,92 +120,92 @@ class SlotMachineScene
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end
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def pbPayout
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@replay=false
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payout=0
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bonus=0
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wonRow=[]
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@replay = false
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payout = 0
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bonus = 0
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wonRow = []
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# Get reel pictures
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reel1=@sprites["reel1"].showing
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reel2=@sprites["reel2"].showing
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reel3=@sprites["reel3"].showing
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combinations=[[reel1[1],reel2[1],reel3[1]], # Centre row
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[reel1[0],reel2[0],reel3[0]], # Top row
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[reel1[2],reel2[2],reel3[2]], # Bottom row
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[reel1[0],reel2[1],reel3[2]], # Diagonal top left -> bottom right
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[reel1[2],reel2[1],reel3[0]]] # Diagonal bottom left -> top right
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reel1 = @sprites["reel1"].showing
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reel2 = @sprites["reel2"].showing
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reel3 = @sprites["reel3"].showing
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combinations = [[reel1[1], reel2[1], reel3[1]], # Centre row
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[reel1[0], reel2[0], reel3[0]], # Top row
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[reel1[2], reel2[2], reel3[2]], # Bottom row
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[reel1[0], reel2[1], reel3[2]], # Diagonal top left -> bottom right
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[reel1[2], reel2[1], reel3[0]]] # Diagonal bottom left -> top right
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for i in 0...combinations.length
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break if i>=1 && @wager<=1 # One coin = centre row only
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break if i>=3 && @wager<=2 # Two coins = three rows only
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wonRow[i]=true
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break if i >= 1 && @wager <= 1 # One coin = centre row only
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break if i >= 3 && @wager <= 2 # Two coins = three rows only
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wonRow[i] = true
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case combinations[i]
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when [1,1,1] # Three Magnemites
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when [1, 1, 1] # Three Magnemites
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payout += 8
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when [2,2,2] # Three Shellders
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when [2, 2, 2] # Three Shellders
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payout += 8
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when [3,3,3] # Three Pikachus
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when [3, 3, 3] # Three Pikachus
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payout += 15
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when [4,4,4] # Three Psyducks
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when [4, 4, 4] # Three Psyducks
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payout += 15
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when [5,5,6], [5,6,5], [6,5,5], [6,6,5], [6,5,6], [5,6,6] # 777 multi-colored
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when [5, 5, 6], [5, 6, 5], [6, 5, 5], [6, 6, 5], [6, 5, 6], [5, 6, 6] # 777 multi-colored
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payout += 90
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bonus = 1 if bonus<1
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when [5,5,5], [6,6,6] # Red 777, blue 777
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bonus = 1 if bonus < 1
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when [5, 5, 5], [6, 6, 6] # Red 777, blue 777
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payout += 300
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bonus = 2 if bonus<2
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when [7,7,7] # Three replays
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bonus = 2 if bonus < 2
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when [7, 7, 7] # Three replays
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@replay = true
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else
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if combinations[i][0]==0 # Left cherry
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if combinations[i][1]==0 # Centre cherry as well
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payout+=4
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if combinations[i][0] == 0 # Left cherry
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if combinations[i][1] == 0 # Centre cherry as well
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payout += 4
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else
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payout+=2
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payout += 2
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end
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else
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wonRow[i]=false
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wonRow[i] = false
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end
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end
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end
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@sprites["payout"].score=payout
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frame=0
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if payout>0 || @replay
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if bonus>0
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@sprites["payout"].score = payout
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frame = 0
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if payout > 0 || @replay
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if bonus > 0
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pbMEPlay("Slots big win")
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else
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pbMEPlay("Slots win")
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end
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# Show winning animation
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timePerFrame = Graphics.frame_rate/8
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until frame==Graphics.frame_rate*3
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timePerFrame = Graphics.frame_rate / 8
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until frame == Graphics.frame_rate * 3
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Graphics.update
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Input.update
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update
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@sprites["window2"].bitmap.clear if @sprites["window2"].bitmap
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@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/win"))
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@sprites["window1"].src_rect.set(152*((frame/timePerFrame)%4),0,152,208)
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if bonus>0
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@sprites["window1"].src_rect.set(152 * ((frame / timePerFrame) % 4), 0, 152, 208)
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if bonus > 0
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@sprites["window2"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/bonus"))
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@sprites["window2"].src_rect.set(152*(bonus-1),0,152,208)
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@sprites["window2"].src_rect.set(152 * (bonus - 1), 0, 152, 208)
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end
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@sprites["light1"].visible=true
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@sprites["light1"].src_rect.set(0,26*((frame/timePerFrame)%4),96,26)
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@sprites["light2"].visible=true
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@sprites["light2"].src_rect.set(0,26*((frame/timePerFrame)%4),96,26)
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@sprites["light1"].visible = true
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@sprites["light1"].src_rect.set(0, 26 * ((frame / timePerFrame) % 4), 96, 26)
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@sprites["light2"].visible = true
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@sprites["light2"].src_rect.set(0, 26 * ((frame / timePerFrame) % 4), 96, 26)
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for i in 1..5
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if wonRow[i-1]
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@sprites["row#{i}"].visible = ((frame/timePerFrame)%2)==0
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if wonRow[i - 1]
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@sprites["row#{i}"].visible = ((frame / timePerFrame) % 2) == 0
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else
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@sprites["row#{i}"].visible = false
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end
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end
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frame += 1
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end
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@sprites["light1"].visible=false
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@sprites["light2"].visible=false
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@sprites["window1"].src_rect.set(0,0,152,208)
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@sprites["light1"].visible = false
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@sprites["light2"].visible = false
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@sprites["window1"].src_rect.set(0, 0, 152, 208)
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# Pay out
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loop do
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break if @sprites["payout"].score<=0
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break if @sprites["payout"].score <= 0
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Graphics.update
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Input.update
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update
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@@ -216,21 +216,21 @@ class SlotMachineScene
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@sprites["payout"].score = 0
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end
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end
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(Graphics.frame_rate/2).times do
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(Graphics.frame_rate / 2).times do
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Graphics.update
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Input.update
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update
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end
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else
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# Show losing animation
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timePerFrame = Graphics.frame_rate/4
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until frame==Graphics.frame_rate*2
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timePerFrame = Graphics.frame_rate / 4
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until frame == Graphics.frame_rate * 2
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Graphics.update
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Input.update
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update
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@sprites["window2"].bitmap.clear if @sprites["window2"].bitmap
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@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/lose"))
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@sprites["window1"].src_rect.set(152*((frame/timePerFrame)%2),0,152,208)
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@sprites["window1"].src_rect.set(152 * ((frame / timePerFrame) % 2), 0, 152, 208)
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frame += 1
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end
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end
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@@ -238,47 +238,47 @@ class SlotMachineScene
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end
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def pbStartScene(difficulty)
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@sprites={}
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@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
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@viewport.z=99999
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addBackgroundPlane(@sprites,"bg","Slot Machine/bg",@viewport)
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@sprites["reel1"]=SlotMachineReel.new(64,112,difficulty)
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@sprites["reel2"]=SlotMachineReel.new(144,112,difficulty)
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@sprites["reel3"]=SlotMachineReel.new(224,112,difficulty)
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@sprites = {}
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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addBackgroundPlane(@sprites, "bg", "Slot Machine/bg", @viewport)
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@sprites["reel1"] = SlotMachineReel.new(64, 112, difficulty)
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@sprites["reel2"] = SlotMachineReel.new(144, 112, difficulty)
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@sprites["reel3"] = SlotMachineReel.new(224, 112, difficulty)
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for i in 1..3
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@sprites["button#{i}"]=IconSprite.new(68+80*(i-1),260,@viewport)
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@sprites["button#{i}"] = IconSprite.new(68 + 80 * (i - 1), 260, @viewport)
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@sprites["button#{i}"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/button"))
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@sprites["button#{i}"].visible=false
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@sprites["button#{i}"].visible = false
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end
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for i in 1..5
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y=[170,122,218,82,82][i-1]
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@sprites["row#{i}"]=IconSprite.new(2,y,@viewport)
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y = [170, 122, 218, 82, 82][i - 1]
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@sprites["row#{i}"] = IconSprite.new(2, y, @viewport)
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@sprites["row#{i}"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/line%1d%s",
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1+i/2,(i>=4) ? ((i==4) ? "a" : "b") : ""))
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@sprites["row#{i}"].visible=false
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1 + i / 2, (i >= 4) ? ((i == 4) ? "a" : "b") : ""))
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@sprites["row#{i}"].visible = false
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end
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@sprites["light1"]=IconSprite.new(16,32,@viewport)
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@sprites["light1"] = IconSprite.new(16, 32, @viewport)
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@sprites["light1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/lights"))
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@sprites["light1"].visible=false
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@sprites["light2"]=IconSprite.new(240,32,@viewport)
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@sprites["light1"].visible = false
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@sprites["light2"] = IconSprite.new(240, 32, @viewport)
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@sprites["light2"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/lights"))
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@sprites["light2"].mirror=true
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@sprites["light2"].visible=false
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@sprites["window1"]=IconSprite.new(358,96,@viewport)
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@sprites["light2"].mirror = true
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@sprites["light2"].visible = false
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@sprites["window1"] = IconSprite.new(358, 96, @viewport)
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@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/insert"))
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@sprites["window1"].src_rect.set(0,0,152,208)
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@sprites["window2"]=IconSprite.new(358,96,@viewport)
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@sprites["credit"]=SlotMachineScore.new(360,66,$player.coins)
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@sprites["payout"]=SlotMachineScore.new(438,66,0)
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@wager=0
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@sprites["window1"].src_rect.set(0, 0, 152, 208)
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@sprites["window2"] = IconSprite.new(358, 96, @viewport)
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@sprites["credit"] = SlotMachineScore.new(360, 66, $player.coins)
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@sprites["payout"] = SlotMachineScore.new(438, 66, 0)
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@wager = 0
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update
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pbFadeInAndShow(@sprites)
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end
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def pbMain
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frame=0
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spinFrameTime = Graphics.frame_rate/4
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insertFrameTime = Graphics.frame_rate*4/10
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frame = 0
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spinFrameTime = Graphics.frame_rate / 4
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insertFrameTime = Graphics.frame_rate * 4 / 10
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loop do
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Graphics.update
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Input.update
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@@ -288,77 +288,77 @@ class SlotMachineScene
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if @sprites["credit"].score == Settings::MAX_COINS
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pbMessage(_INTL("You've got {1} Coins.", Settings::MAX_COINS.to_s_formatted))
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break
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elsif $player.coins==0
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elsif $player.coins == 0
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pbMessage(_INTL("You've run out of Coins.\nGame over!"))
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break
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elsif @gameRunning # Reels are spinning
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@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/stop"))
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@sprites["window1"].src_rect.set(152*((frame/spinFrameTime)%4),0,152,208)
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@sprites["window1"].src_rect.set(152 * ((frame / spinFrameTime) % 4), 0, 152, 208)
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if Input.trigger?(Input::USE)
|
||||
pbSEPlay("Slots stop")
|
||||
if @sprites["reel1"].spinning
|
||||
@sprites["reel1"].stopSpinning(@replay)
|
||||
@sprites["button1"].visible=true
|
||||
@sprites["button1"].visible = true
|
||||
elsif @sprites["reel2"].spinning
|
||||
@sprites["reel2"].stopSpinning(@replay)
|
||||
@sprites["button2"].visible=true
|
||||
@sprites["button2"].visible = true
|
||||
elsif @sprites["reel3"].spinning
|
||||
@sprites["reel3"].stopSpinning(@replay)
|
||||
@sprites["button3"].visible=true
|
||||
@sprites["button3"].visible = true
|
||||
end
|
||||
end
|
||||
if !@sprites["reel3"].spinning
|
||||
@gameEnd=true
|
||||
@gameRunning=false
|
||||
@gameEnd = true
|
||||
@gameRunning = false
|
||||
end
|
||||
elsif @gameEnd # Reels have been stopped
|
||||
pbPayout
|
||||
# Reset graphics
|
||||
@sprites["button1"].visible=false
|
||||
@sprites["button2"].visible=false
|
||||
@sprites["button3"].visible=false
|
||||
@sprites["button1"].visible = false
|
||||
@sprites["button2"].visible = false
|
||||
@sprites["button3"].visible = false
|
||||
for i in 1..5
|
||||
@sprites["row#{i}"].visible=false
|
||||
@sprites["row#{i}"].visible = false
|
||||
end
|
||||
@gameEnd=false
|
||||
@gameEnd = false
|
||||
else # Awaiting coins for the next spin
|
||||
@sprites["window1"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/insert"))
|
||||
@sprites["window1"].src_rect.set(152*((frame/insertFrameTime)%2),0,152,208)
|
||||
if @wager>0
|
||||
@sprites["window1"].src_rect.set(152 * ((frame / insertFrameTime) % 2), 0, 152, 208)
|
||||
if @wager > 0
|
||||
@sprites["window2"].setBitmap(sprintf("Graphics/Pictures/Slot Machine/press"))
|
||||
@sprites["window2"].src_rect.set(152*((frame/insertFrameTime)%2),0,152,208)
|
||||
@sprites["window2"].src_rect.set(152 * ((frame / insertFrameTime) % 2), 0, 152, 208)
|
||||
end
|
||||
if Input.trigger?(Input::DOWN) && @wager<3 && @sprites["credit"].score>0
|
||||
if Input.trigger?(Input::DOWN) && @wager < 3 && @sprites["credit"].score > 0
|
||||
pbSEPlay("Slots coin")
|
||||
@wager+=1
|
||||
@sprites["credit"].score-=1
|
||||
if @wager>=3
|
||||
@sprites["row5"].visible=true
|
||||
@sprites["row4"].visible=true
|
||||
elsif @wager>=2
|
||||
@sprites["row3"].visible=true
|
||||
@sprites["row2"].visible=true
|
||||
elsif @wager>=1
|
||||
@sprites["row1"].visible=true
|
||||
@wager += 1
|
||||
@sprites["credit"].score -= 1
|
||||
if @wager >= 3
|
||||
@sprites["row5"].visible = true
|
||||
@sprites["row4"].visible = true
|
||||
elsif @wager >= 2
|
||||
@sprites["row3"].visible = true
|
||||
@sprites["row2"].visible = true
|
||||
elsif @wager >= 1
|
||||
@sprites["row1"].visible = true
|
||||
end
|
||||
elsif @wager>=3 || (@wager>0 && @sprites["credit"].score==0) ||
|
||||
(Input.trigger?(Input::USE) && @wager>0) || @replay
|
||||
elsif @wager >= 3 || (@wager > 0 && @sprites["credit"].score == 0) ||
|
||||
(Input.trigger?(Input::USE) && @wager > 0) || @replay
|
||||
if @replay
|
||||
@wager=3
|
||||
@wager = 3
|
||||
for i in 1..5
|
||||
@sprites["row#{i}"].visible=true
|
||||
@sprites["row#{i}"].visible = true
|
||||
end
|
||||
end
|
||||
@sprites["reel1"].startSpinning
|
||||
@sprites["reel2"].startSpinning
|
||||
@sprites["reel3"].startSpinning
|
||||
frame=0
|
||||
@gameRunning=true
|
||||
elsif Input.trigger?(Input::BACK) && @wager==0
|
||||
frame = 0
|
||||
@gameRunning = true
|
||||
elsif Input.trigger?(Input::BACK) && @wager == 0
|
||||
break
|
||||
end
|
||||
end
|
||||
frame = (frame+1)%(Graphics.frame_rate*4)
|
||||
frame = (frame + 1) % (Graphics.frame_rate * 4)
|
||||
end
|
||||
old_coins = $player.coins
|
||||
$player.coins = @sprites["credit"].score
|
||||
@@ -380,7 +380,7 @@ end
|
||||
|
||||
class SlotMachine
|
||||
def initialize(scene)
|
||||
@scene=scene
|
||||
@scene = scene
|
||||
end
|
||||
|
||||
def pbStartScreen(difficulty)
|
||||
|
||||
Reference in New Issue
Block a user