mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 21:24:59 +00:00
631 lines
22 KiB
Ruby
631 lines
22 KiB
Ruby
################################################################################
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# "Voltorb Flip" mini-game
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# By KitsuneKouta
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#-------------------------------------------------------------------------------
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# Run with: pbVoltorbFlip
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################################################################################
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class VoltorbFlip
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def update
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pbUpdateSpriteHash(@sprites)
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end
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def pbStart
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# Set initial level
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@level = 1
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# Maximum and minimum total point values for each level
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@levelRanges = [[20, 50], [50, 100], [100, 200], [200, 350],
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[350, 600], [600, 1000], [1000, 2000], [2000, 3500]]
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@firstRound = true
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pbNewGame
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end
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def pbNewGame
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# Initialize variables
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@sprites = {}
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@cursor = []
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@marks = []
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@coins = []
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@numbers = []
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@voltorbNumbers = []
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@points = 0
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@index = [0, 0]
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# [x,y,points,selected]
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@squares = [0, 0, 0, false]
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@directory = "Graphics/Pictures/Voltorb Flip/"
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squareValues = []
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total = 1
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voltorbs = 0
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25.times do |i|
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# Sets the value to 1 by default
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squareValues[i] = 1
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# Sets the value to 0 (a voltorb) if # for that level hasn't been reached
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if voltorbs < 5 + @level
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squareValues[i] = 0
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voltorbs += 1
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# Sets the value randomly to a 2 or 3 if the total is less than the max
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elsif total < @levelRanges[@level - 1][1]
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squareValues[i] = rand(2..3)
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total *= squareValues[i]
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end
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if total > (@levelRanges[@level - 1][1])
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# Lowers value of square to 1 if over max
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total /= squareValues[i]
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squareValues[i] = 1
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end
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end
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# Randomize the values a little
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25.times do |i|
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temp = squareValues[i]
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if squareValues[i] > 1
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if rand(10) > 8
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total /= squareValues[i]
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squareValues[i] -= 1
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total *= squareValues[i]
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end
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end
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if total < @levelRanges[@level - 1][0]
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if squareValues[i] > 0
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total /= squareValues[i]
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squareValues[i] = temp
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total *= squareValues[i]
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end
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end
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end
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# Populate @squares array
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25.times do |i|
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x = i if i % 5 == 0
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r = rand(squareValues.length)
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@squares[i] = [((i - x).abs * 64) + 128, (i / 5).abs * 64, squareValues[r], false]
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squareValues.delete_at(r)
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end
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pbCreateSprites
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# Display numbers (all zeroes, as no values have been calculated yet)
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5.times do |i|
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pbUpdateRowNumbers(0, 0, i)
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pbUpdateColumnNumbers(0, 0, i)
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end
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pbDrawShadowText(@sprites["text"].bitmap, 8, 16, 118, 26,
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_INTL("Your coins"), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
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pbDrawShadowText(@sprites["text"].bitmap, 8, 82, 118, 26,
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_INTL("Earned coins"), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
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# Draw current level
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pbDrawShadowText(@sprites["level"].bitmap, 8, 150, 118, 28,
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_INTL("Level {1}", @level.to_s), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
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# Displays total and current coins
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pbUpdateCoins
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# Draw curtain effect
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if @firstRound
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angleDiff = 10 * 20 / Graphics.frame_rate
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loop do
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@sprites["curtainL"].angle -= angleDiff
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@sprites["curtainR"].angle += angleDiff
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Graphics.update
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Input.update
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update
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break if @sprites["curtainL"].angle <= -180
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end
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end
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@sprites["curtainL"].visible = false
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@sprites["curtainR"].visible = false
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@sprites["curtain"].opacity = 100
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if $player.coins >= Settings::MAX_COINS
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pbMessage(_INTL("You've gathered {1} Coins. You cannot gather any more.", Settings::MAX_COINS.to_s_formatted))
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$player.coins = Settings::MAX_COINS # As a precaution
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@quit = true
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# elsif !pbConfirmMessage(_INTL("Play Voltorb Flip Lv. {1}?",@level)) && $player.coins<Settings::MAX_COINS
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# @quit=true
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else
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@sprites["curtain"].opacity = 0
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# Erase 0s to prepare to replace with values
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@sprites["numbers"].bitmap.clear
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# Reset arrays to empty
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@voltorbNumbers = []
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@numbers = []
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# Draw numbers for each row (precautionary)
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@squares.length.times do |i|
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if i % 5 == 0
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num = 0
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voltorbs = 0
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j = i + 5
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(i...j).each do |k|
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num += @squares[k][2]
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if @squares[k][2] == 0
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voltorbs += 1
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end
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end
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end
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pbUpdateRowNumbers(num, voltorbs, (i / 5).abs)
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end
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# Reset arrays to empty
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@voltorbNumbers = []
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@numbers = []
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# Draw numbers for each column
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5.times do |i|
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num = 0
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voltorbs = 0
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5.times do |j|
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num += @squares[i + (j * 5)][2]
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if @squares[i + (j * 5)][2] == 0
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voltorbs += 1
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end
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end
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pbUpdateColumnNumbers(num, voltorbs, i)
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end
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end
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end
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def pbCreateSprites
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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@sprites["bg"] = Sprite.new(@viewport)
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@sprites["bg"].bitmap = RPG::Cache.load_bitmap(@directory, "boardbg")
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@sprites["text"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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pbSetSystemFont(@sprites["text"].bitmap)
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@sprites["text"].bitmap.font.size = 26
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@sprites["level"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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pbSetSystemFont(@sprites["level"].bitmap)
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@sprites["level"].bitmap.font.size = 28
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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"].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["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["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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@sprites["icon"].z = 99997
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@sprites["mark"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites["memo"] = Sprite.new(@viewport)
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@sprites["memo"].bitmap = RPG::Cache.load_bitmap(@directory, "memo")
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@sprites["memo"].x = 10
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@sprites["memo"].y = 244
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@sprites["memo"].visible = false
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@sprites["numbers"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites["totalCoins"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites["currentCoins"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites["animation"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites["animation"].z = 99999
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6.times do |i|
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@sprites[i] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
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@sprites[i].z = 99996
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@sprites[i].visible = false
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end
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# Creates images ahead of time for the display-all animation (reduces lag)
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icons = []
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points = 0
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3.times do |i|
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25.times do |j|
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points = @squares[j][2] if i == 2
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icons[j] = [@directory + "tiles", @squares[j][0], @squares[j][1], 320 + (i * 64) + (points * 64), 0, 64, 64]
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end
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icons.compact!
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pbDrawImagePositions(@sprites[i].bitmap, icons)
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end
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icons = []
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25.times do |i|
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icons[i] = [@directory + "tiles", @squares[i][0], @squares[i][1], @squares[i][2] * 64, 0, 64, 64]
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end
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pbDrawImagePositions(@sprites[5].bitmap, icons)
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# Default cursor image
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@cursor[0] = [@directory + "cursor", 0 + 128, 0, 0, 0, 64, 64]
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end
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def getInput
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if Input.trigger?(Input::UP)
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pbPlayCursorSE
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if @index[1] > 0
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@index[1] -= 1
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@sprites["cursor"].y -= 64
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else
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@index[1] = 4
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@sprites["cursor"].y = 256
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end
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elsif Input.trigger?(Input::DOWN)
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pbPlayCursorSE
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if @index[1] < 4
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@index[1] += 1
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@sprites["cursor"].y += 64
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else
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@index[1] = 0
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@sprites["cursor"].y = 0
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end
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elsif Input.trigger?(Input::LEFT)
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pbPlayCursorSE
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if @index[0] > 0
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@index[0] -= 1
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@sprites["cursor"].x -= 64
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else
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@index[0] = 4
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@sprites["cursor"].x = 256
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end
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elsif Input.trigger?(Input::RIGHT)
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pbPlayCursorSE
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if @index[0] < 4
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@index[0] += 1
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@sprites["cursor"].x += 64
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else
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@index[0] = 0
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@sprites["cursor"].x = 0
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end
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elsif Input.trigger?(Input::USE)
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if @cursor[0][3] == 64 # If in mark mode
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@squares.length.times do |i|
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if (@index[0] * 64) + 128 == @squares[i][0] && @index[1] * 64 == @squares[i][1] && @squares[i][3] == false
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pbSEPlay("Voltorb Flip mark")
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end
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end
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(@marks.length + 1).times do |i|
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if @marks[i] == nil
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@marks[i] = [@directory + "tiles", (@index[0] * 64) + 128, @index[1] * 64, 256, 0, 64, 64]
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elsif @marks[i][1] == (@index[0] * 64) + 128 && @marks[i][2] == @index[1] * 64
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@marks.delete_at(i)
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@marks.compact!
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@sprites["mark"].bitmap.clear
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break
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end
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end
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pbDrawImagePositions(@sprites["mark"].bitmap, @marks)
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pbWait(Graphics.frame_rate / 20)
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else
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# Display the tile for the selected spot
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icons = []
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@squares.length.times do |i|
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if (@index[0] * 64) + 128 == @squares[i][0] && @index[1] * 64 == @squares[i][1] && @squares[i][3] == false
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pbAnimateTile((@index[0] * 64) + 128, @index[1] * 64, @squares[i][2])
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@squares[i][3] = true
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# If Voltorb (0), display all tiles on the board
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if @squares[i][2] == 0
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pbSEPlay("Voltorb Flip explosion")
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# Play explosion animation
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# Part1
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animation = []
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3.times do |j|
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animation[0] = icons[0] = [@directory + "tiles", (@index[0] * 64) + 128, @index[1] * 64, 704 + (64 * j), 0, 64, 64]
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pbDrawImagePositions(@sprites["animation"].bitmap, animation)
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pbWait(Graphics.frame_rate / 20)
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@sprites["animation"].bitmap.clear
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end
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# Part2
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animation = []
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6.times do |j|
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animation[0] = [@directory + "explosion", (@index[0] * 64) - 32 + 128, (@index[1] * 64) - 32, j * 128, 0, 128, 128]
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pbDrawImagePositions(@sprites["animation"].bitmap, animation)
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pbWait(Graphics.frame_rate / 10)
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@sprites["animation"].bitmap.clear
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end
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# Unskippable text block, parameter 2 = wait time (corresponds to ME length)
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pbMessage(_INTL("\\me[Voltorb Flip game over]Oh no! You get 0 Coins!\\wtnp[50]"))
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pbShowAndDispose
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@sprites["mark"].bitmap.clear
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if @level > 1
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# Determine how many levels to reduce by
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newLevel = 0
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@squares.length.times do |j|
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newLevel += 1 if @squares[j][3] == true && @squares[j][2] > 1
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end
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newLevel = @level if newLevel > @level
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if @level > newLevel
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@level = newLevel
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@level = 1 if @level < 1
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pbMessage(_INTL("\\se[Voltorb Flip level down]Dropped to Game Lv. {1}!", @level.to_s))
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end
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end
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# Update level text
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@sprites["level"].bitmap.clear
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pbDrawShadowText(@sprites["level"].bitmap, 8, 150, 118, 28, "Level " + @level.to_s, Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
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@points = 0
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pbUpdateCoins
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# Revert numbers to 0s
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@sprites["numbers"].bitmap.clear
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5.times do |i|
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pbUpdateRowNumbers(0, 0, i)
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pbUpdateColumnNumbers(0, 0, i)
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end
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pbDisposeSpriteHash(@sprites)
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@firstRound = false
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pbNewGame
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else
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# Play tile animation
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animation = []
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4.times do |j|
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animation[0] = [@directory + "flipAnimation", (@index[0] * 64) - 14 + 128, (@index[1] * 64) - 16, j * 92, 0, 92, 96]
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pbDrawImagePositions(@sprites["animation"].bitmap, animation)
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pbWait(Graphics.frame_rate / 20)
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@sprites["animation"].bitmap.clear
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end
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if @points == 0
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@points += @squares[i][2]
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pbSEPlay("Voltorb Flip point")
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elsif @squares[i][2] > 1
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@points *= @squares[i][2]
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pbSEPlay("Voltorb Flip point")
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end
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break
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end
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end
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end
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end
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count = 0
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@squares.length.times do |i|
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if @squares[i][3] == false && @squares[i][2] > 1
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count += 1
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end
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end
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pbUpdateCoins
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# Game cleared
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if count == 0
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@sprites["curtain"].opacity = 100
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pbMessage(_INTL("\\me[Voltorb Flip win]Game clear!\\wtnp[40]"))
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# pbMessage(_INTL("You've found all of the hidden x2 and x3 cards."))
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# pbMessage(_INTL("This means you've found all the Coins in this game, so the game is now over."))
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pbMessage(_INTL("\\se[Voltorb Flip gain coins]{1} received {2} Coins!", $player.name, @points.to_s_formatted))
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# Update level text
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@sprites["level"].bitmap.clear
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pbDrawShadowText(@sprites["level"].bitmap, 8, 150, 118, 28, _INTL("Level {1}", @level.to_s), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
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old_coins = $player.coins
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$player.coins += @points
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$stats.coins_won += $player.coins - old_coins if $player.coins > old_coins
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@points = 0
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pbUpdateCoins
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@sprites["curtain"].opacity = 0
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pbShowAndDispose
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# Revert numbers to 0s
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@sprites["numbers"].bitmap.clear
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5.times do |i|
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pbUpdateRowNumbers(0, 0, i)
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pbUpdateColumnNumbers(0, 0, i)
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end
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@sprites["curtain"].opacity = 100
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if @level < 8
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@level += 1
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pbMessage(_INTL("\\se[Voltorb Flip level up]Advanced to Game Lv. {1}!", @level.to_s))
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if @firstRound
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# pbMessage(_INTL("Congratulations!"))
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# pbMessage(_INTL("You can receive even more Coins in the next game!"))
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@firstRound = false
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end
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end
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pbDisposeSpriteHash(@sprites)
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pbNewGame
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end
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elsif Input.trigger?(Input::ACTION)
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pbPlayDecisionSE
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@sprites["cursor"].bitmap.clear
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if @cursor[0][3] == 0 # If in normal mode
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@cursor[0] = [@directory + "cursor", 128, 0, 64, 0, 64, 64]
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@sprites["memo"].visible = true
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else # Mark mode
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@cursor[0] = [@directory + "cursor", 128, 0, 0, 0, 64, 64]
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@sprites["memo"].visible = false
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end
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elsif Input.trigger?(Input::BACK)
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@sprites["curtain"].opacity = 100
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if @points == 0
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if pbConfirmMessage("You haven't found any Coins! Are you sure you want to quit?")
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@sprites["curtain"].opacity = 0
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pbShowAndDispose
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@quit = true
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end
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elsif pbConfirmMessage(_INTL("If you quit now, you will recieve {1} Coin(s). Will you quit?", @points.to_s_formatted))
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pbMessage(_INTL("{1} received {2} Coin(s)!", $player.name, @points.to_s_formatted))
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old_coins = $player.coins
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$player.coins += @points
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$stats.coins_won += $player.coins - old_coins if $player.coins > old_coins
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@points = 0
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pbUpdateCoins
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@sprites["curtain"].opacity = 0
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pbShowAndDispose
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@quit = true
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end
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@sprites["curtain"].opacity = 0
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end
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# Draw cursor
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pbDrawImagePositions(@sprites["cursor"].bitmap, @cursor)
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end
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|
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def pbUpdateRowNumbers(num, voltorbs, i)
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# Create and split a string for the number, with padded 0s
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zeroes = 2 - num.to_s.length
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numText = ""
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zeroes.times do
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numText += "0"
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end
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numText += num.to_s
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numImages = numText.split(//)[0...2]
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2.times do |j|
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@numbers[j] = [@directory + "numbersSmall", 472 + (j * 16), (i * 64) + 8, numImages[j].to_i * 16, 0, 16, 16]
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end
|
|
@voltorbNumbers[i] = [@directory + "numbersSmall", 488, (i * 64) + 34, voltorbs * 16, 0, 16, 16]
|
|
# Display the numbers
|
|
pbDrawImagePositions(@sprites["numbers"].bitmap, @numbers)
|
|
pbDrawImagePositions(@sprites["numbers"].bitmap, @voltorbNumbers)
|
|
end
|
|
|
|
def pbUpdateColumnNumbers(num, voltorbs, i)
|
|
# Create and split a string for the number, with padded 0s
|
|
zeroes = 2 - num.to_s.length
|
|
numText = ""
|
|
zeroes.times do
|
|
numText += "0"
|
|
end
|
|
numText += num.to_s
|
|
numImages = numText.split(//)[0...2]
|
|
2.times do |j|
|
|
@numbers[j] = [@directory + "numbersSmall", (i * 64) + 152 + (j * 16), 328, numImages[j].to_i * 16, 0, 16, 16]
|
|
end
|
|
@voltorbNumbers[i] = [@directory + "numbersSmall", (i * 64) + 168, 354, voltorbs * 16, 0, 16, 16]
|
|
# Display the numbers
|
|
pbDrawImagePositions(@sprites["numbers"].bitmap, @numbers)
|
|
pbDrawImagePositions(@sprites["numbers"].bitmap, @voltorbNumbers)
|
|
end
|
|
|
|
def pbCreateCoins(source, y)
|
|
zeroes = 5 - source.to_s.length
|
|
coinText = ""
|
|
zeroes.times do
|
|
coinText += "0"
|
|
end
|
|
coinText += source.to_s
|
|
coinImages = coinText.split(//)[0...5]
|
|
5.times do |i|
|
|
@coins[i] = [@directory + "numbersScore", 6 + (i * 24), y, coinImages[i].to_i * 24, 0, 24, 38]
|
|
end
|
|
end
|
|
|
|
def pbUpdateCoins
|
|
# Update coins display
|
|
@sprites["totalCoins"].bitmap.clear
|
|
pbCreateCoins($player.coins, 44)
|
|
pbDrawImagePositions(@sprites["totalCoins"].bitmap, @coins)
|
|
# Update points display
|
|
@sprites["currentCoins"].bitmap.clear
|
|
pbCreateCoins(@points, 110)
|
|
pbDrawImagePositions(@sprites["currentCoins"].bitmap, @coins)
|
|
end
|
|
|
|
def pbAnimateTile(x, y, tile)
|
|
icons = []
|
|
points = 0
|
|
3.times do |i|
|
|
points = tile if i == 2
|
|
icons[i] = [@directory + "tiles", x, y, 320 + (i * 64) + (points * 64), 0, 64, 64]
|
|
pbDrawImagePositions(@sprites["icon"].bitmap, icons)
|
|
pbWait(Graphics.frame_rate / 20)
|
|
end
|
|
icons[3] = [@directory + "tiles", x, y, tile * 64, 0, 64, 64]
|
|
pbDrawImagePositions(@sprites["icon"].bitmap, icons)
|
|
pbSEPlay("Voltorb Flip tile")
|
|
end
|
|
|
|
def pbShowAndDispose
|
|
# Make pre-rendered sprites visible (this approach reduces lag)
|
|
5.times do |i|
|
|
@sprites[i].visible = true
|
|
pbWait(Graphics.frame_rate / 20) if i < 3
|
|
@sprites[i].bitmap.clear
|
|
@sprites[i].z = 99997
|
|
end
|
|
pbSEPlay("Voltorb Flip tile")
|
|
@sprites[5].visible = true
|
|
@sprites["mark"].bitmap.clear
|
|
pbWait(Graphics.frame_rate / 10)
|
|
# Wait for user input to continue
|
|
loop do
|
|
Graphics.update
|
|
Input.update
|
|
update
|
|
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
|
|
break
|
|
end
|
|
end
|
|
# "Dispose" of tiles by column
|
|
5.times do |i|
|
|
icons = []
|
|
pbSEPlay("Voltorb Flip tile")
|
|
5.times do |j|
|
|
icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1], 448 + (@squares[i + (j * 5)][2] * 64), 0, 64, 64]
|
|
end
|
|
pbDrawImagePositions(@sprites[i].bitmap, icons)
|
|
pbWait(Graphics.frame_rate / 20)
|
|
5.times do |j|
|
|
icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1], 384, 0, 64, 64]
|
|
end
|
|
pbDrawImagePositions(@sprites[i].bitmap, icons)
|
|
pbWait(Graphics.frame_rate / 20)
|
|
5.times do |j|
|
|
icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1], 320, 0, 64, 64]
|
|
end
|
|
pbDrawImagePositions(@sprites[i].bitmap, icons)
|
|
pbWait(Graphics.frame_rate / 20)
|
|
5.times do |j|
|
|
icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1], 896, 0, 64, 64]
|
|
end
|
|
pbDrawImagePositions(@sprites[i].bitmap, icons)
|
|
pbWait(Graphics.frame_rate / 20)
|
|
end
|
|
@sprites["icon"].bitmap.clear
|
|
6.times do |i|
|
|
@sprites[i].bitmap.clear
|
|
end
|
|
@sprites["cursor"].bitmap.clear
|
|
end
|
|
|
|
# def pbWaitText(msg,frames)
|
|
# msgwindow=pbCreateMessageWindow
|
|
# pbMessageDisplay(msgwindow,msg)
|
|
# frames.times do
|
|
# pbWait(1)
|
|
# end
|
|
# pbDisposeMessageWindow(msgwindow)
|
|
# end
|
|
|
|
def pbEndScene
|
|
@sprites["curtainL"].angle = -180
|
|
@sprites["curtainR"].angle = 90
|
|
# Draw curtain effect
|
|
@sprites["curtainL"].visible = true
|
|
@sprites["curtainR"].visible = true
|
|
angleDiff = 18 * 20 / Graphics.frame_rate
|
|
loop do
|
|
@sprites["curtainL"].angle += angleDiff
|
|
@sprites["curtainR"].angle -= angleDiff
|
|
# Fixes a minor graphical bug
|
|
@sprites["curtainL"].y -= 2 if @sprites["curtainL"].angle >= -90
|
|
Graphics.update
|
|
Input.update
|
|
update
|
|
if @sprites["curtainL"].angle >= -90
|
|
break
|
|
end
|
|
end
|
|
pbFadeOutAndHide(@sprites) { update }
|
|
pbDisposeSpriteHash(@sprites)
|
|
@viewport.dispose
|
|
end
|
|
|
|
def pbScene
|
|
loop do
|
|
Graphics.update
|
|
Input.update
|
|
getInput
|
|
break if @quit
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
|
|
class VoltorbFlipScreen
|
|
def initialize(scene)
|
|
@scene = scene
|
|
end
|
|
|
|
def pbStartScreen
|
|
@scene.pbStart
|
|
@scene.pbScene
|
|
@scene.pbEndScene
|
|
end
|
|
end
|
|
|
|
|
|
|
|
def pbVoltorbFlip
|
|
if !$bag.has?(:COINCASE)
|
|
pbMessage(_INTL("You can't play unless you have a Coin Case."))
|
|
elsif $player.coins == Settings::MAX_COINS
|
|
pbMessage(_INTL("Your Coin Case is full!"))
|
|
else
|
|
scene = VoltorbFlip.new
|
|
screen = VoltorbFlipScreen.new(scene)
|
|
screen.pbStartScreen
|
|
end
|
|
end
|