Files
infinitefusion-e18/Data/Scripts/017_Minigames/004_Minigame_VoltorbFlip.rb

706 lines
24 KiB
Ruby

#===============================================================================
# "Voltorb Flip" mini-game
# By KitsuneKouta
#-------------------------------------------------------------------------------
# Run with: pbVoltorbFlip
#===============================================================================
class VoltorbFlip
GRAPHICS_DIRECTORY = "Graphics/UI/Voltorb Flip/"
NUM_ROWS = 5
NUM_COLUMNS = 5
NUM_TILES = NUM_ROWS * NUM_COLUMNS
TILE_DISTRIBUTIONS = [ # Voltorbs, Twos, Threes, MaxFreePerRowOrCol, MaxFreeTotal
# NOTE: The MaxFree values are not inclusive. The board will only be valid
# if the corresponding counts are strictly less than these values.
# Level 1
[
[6, 3, 1, 3, 3],
[6, 0, 3, 2, 2],
[6, 5, 0, 3, 4],
[6, 2, 2, 3, 3],
[6, 4, 1, 3, 4]
],
# Level 2
[
[7, 1, 3, 2, 3],
[7, 6, 0, 3, 4],
[7, 3, 2, 2, 3],
[7, 0, 4, 2, 3],
[7, 5, 1, 3, 4],
[7, 1, 3, 2, 2],
[7, 6, 0, 3, 3],
[7, 3, 2, 2, 2],
[7, 0, 4, 2, 2],
[7, 5, 1, 3, 3]
],
# Level 3
[
[8, 2, 3, 2, 3],
[8, 7, 0, 3, 4],
[8, 4, 2, 3, 4],
[8, 1, 4, 2, 3],
[8, 6, 1, 4, 3],
[8, 2, 3, 2, 2],
[8, 7, 0, 3, 3],
[8, 4, 2, 3, 3],
[8, 1, 4, 2, 2],
[8, 6, 1, 3, 3]
],
# Level 4
[
[8, 3, 3, 4, 3],
[8, 0, 5, 2, 3],
[10, 8, 0, 4, 5],
[10, 5, 2, 3, 4],
[10, 2, 4, 3, 4],
[8, 3, 3, 3, 3],
[8, 0, 5, 2, 2],
[10, 8, 0, 4, 4],
[10, 5, 2, 3, 3],
[10, 2, 4, 3, 3]
],
# Level 5
[
[10, 7, 1, 4, 5],
[10, 4, 3, 3, 4],
[10, 1, 5, 3, 4],
[10, 9, 0, 4, 5],
[10, 6, 2, 4, 5],
[10, 7, 1, 4, 4],
[10, 4, 3, 3, 3],
[10, 1, 5, 3, 3],
[10, 9, 0, 4, 4],
[10, 6, 2, 4, 4]
],
# Level 6
[
[10, 3, 4, 3, 4],
[10, 0, 6, 3, 4],
[10, 8, 1, 4, 5],
[10, 5, 3, 4, 5],
[10, 2, 5, 3, 4],
[10, 3, 4, 3, 3],
[10, 0, 6, 3, 3],
[10, 8, 1, 4, 4],
[10, 5, 3, 4, 4],
[10, 2, 5, 3, 3]
],
# Level 7
[
[10, 7, 2, 4, 5],
[10, 4, 4, 4, 5],
[13, 1, 6, 3, 4],
[13, 9, 1, 5, 6],
[10, 6, 3, 4, 5],
[10, 7, 2, 4, 4],
[10, 4, 4, 4, 4],
[13, 1, 6, 3, 3],
[13, 9, 1, 5, 5],
[10, 6, 3, 4, 4]
],
# Level 8
[
[10, 0, 7, 3, 4],
[10, 8, 2, 5, 6],
[10, 5, 4, 4, 5],
[10, 2, 6, 4, 5],
[10, 7, 3, 5, 6],
[10, 0, 7, 3, 3],
[10, 8, 2, 5, 5],
[10, 5, 4, 4, 4],
[10, 2, 6, 4, 4],
[10, 7, 3, 5, 5]
]
]
def update
pbUpdateSpriteHash(@sprites)
end
def pbStart
@level = 1
@firstRound = true
pbNewGame
end
def generate_board
ret = []
1000.times do |attempt|
board_distro = TILE_DISTRIBUTIONS[@level - 1].sample
# Randomly distribute tiles
ret = [1] * NUM_TILES
index = 0
[0, 2, 3].each do |value|
qty = board_distro[[value - 1, 0].max]
qty.times do |i|
ret[index] = value
index += 1
end
end
ret.shuffle!
# Find how many Voltorbs are in each row/column
row_voltorbs = [0] * NUM_ROWS
col_voltorbs = [0] * NUM_COLUMNS
ret.each_with_index do |val, i|
next if val != 0
row_voltorbs[i / NUM_COLUMNS] += 1
col_voltorbs[i % NUM_COLUMNS] += 1
end
# Count the number of x2 and x3 tiles are free (i.e. no Voltorbs in its row/column)
free_multipliers = 0
free_row = [0] * NUM_ROWS
free_col = [0] * NUM_COLUMNS
ret.each_with_index do |val, i|
next if val <= 1
next if row_voltorbs[i / NUM_COLUMNS] > 0 && col_voltorbs[i % NUM_COLUMNS] > 0
free_multipliers += 1
free_row[i / NUM_COLUMNS] += 1
free_col[i % NUM_COLUMNS] += 1
end
# Regnerate board if there are too many free multiplier tiles
next if free_multipliers >= board_distro[4]
next if free_row.any? { |i| i >= board_distro[3] }
next if free_col.any? { |i| i >= board_distro[3] }
# Board is valid; use it
break
end
return ret
end
def pbNewGame
# Initialize variables
@sprites = {}
@cursor = []
@marks = []
@coins = []
@numbers = []
@voltorbNumbers = []
@points = 0
@index = [0, 0]
@squares = [] # Each square is [x, y, points, revealed]
# Generate a board
squareValues = generate_board
# Apply the generated board
squareValues.each_with_index do |val, i|
@squares[i] = [((i % NUM_COLUMNS) * 64) + 128, (i / NUM_COLUMNS).abs * 64, val, false]
end
pbCreateSprites
# Display numbers (all zeroes, as no values have been calculated yet)
NUM_ROWS.times { |i| pbUpdateRowNumbers(0, 0, i) }
NUM_COLUMNS.times { |i| pbUpdateColumnNumbers(0, 0, i) }
pbDrawShadowText(@sprites["text"].bitmap, 8, 22, 118, 26,
_INTL("Your coins"), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
pbDrawShadowText(@sprites["text"].bitmap, 8, 88, 118, 26,
_INTL("Prize coins"), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
# Draw current level
pbDrawShadowText(@sprites["level"].bitmap, 8, 154, 118, 28,
_INTL("Level {1}", @level.to_s), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
# Displays total and current coins
pbUpdateCoins
# Draw curtain effect
if @firstRound
curtain_duration = 0.5
timer_start = System.uptime
loop do
@sprites["curtainL"].angle = lerp(-90, -180, curtain_duration, timer_start, System.uptime)
@sprites["curtainR"].angle = lerp(0, 90, curtain_duration, timer_start, System.uptime)
Graphics.update
Input.update
update
break if @sprites["curtainL"].angle <= -180
end
end
@sprites["curtainL"].visible = false
@sprites["curtainR"].visible = false
@sprites["curtain"].opacity = 100
if $player.coins >= Settings::MAX_COINS
pbMessage(_INTL("You've gathered {1} Coins. You cannot gather any more.", Settings::MAX_COINS.to_s_formatted))
$player.coins = Settings::MAX_COINS # As a precaution
@quit = true
# elsif !pbConfirmMessage(_INTL("Play Voltorb Flip Lv. {1}?", @level)) && $player.coins < Settings::MAX_COINS
# @quit = true
else
@sprites["curtain"].opacity = 0
# Erase 0s to prepare to replace with values
@sprites["numbers"].bitmap.clear
# Reset arrays to empty
@voltorbNumbers = []
@numbers = []
# Draw numbers for each row (precautionary)
NUM_ROWS.times do |j|
num = 0
voltorbs = 0
NUM_COLUMNS.times do |i|
val = @squares[i + (j * NUM_COLUMNS)][2]
num += val
voltorbs += 1 if val == 0
end
pbUpdateRowNumbers(num, voltorbs, j)
end
# Reset arrays to empty
@voltorbNumbers = []
@numbers = []
# Draw numbers for each column
NUM_COLUMNS.times do |i|
num = 0
voltorbs = 0
NUM_ROWS.times do |j|
val = @squares[i + (j * NUM_COLUMNS)][2]
num += val
voltorbs += 1 if val == 0
end
pbUpdateColumnNumbers(num, voltorbs, i)
end
end
end
def pbCreateSprites
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
@sprites["bg"] = Sprite.new(@viewport)
@sprites["bg"].bitmap = RPG::Cache.load_bitmap(GRAPHICS_DIRECTORY, _INTL("Voltorb Flip bg"))
@sprites["text"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
pbSetSystemFont(@sprites["text"].bitmap)
@sprites["level"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
pbSetSystemFont(@sprites["level"].bitmap)
@sprites["curtain"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites["curtain"].z = 99999
@sprites["curtain"].bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.black)
@sprites["curtain"].opacity = 0
@sprites["curtainL"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites["curtainL"].z = 99999
@sprites["curtainL"].x = Graphics.width / 2
@sprites["curtainL"].angle = -90
@sprites["curtainL"].bitmap.fill_rect(0, 0, Graphics.width, Graphics.height, Color.black)
@sprites["curtainR"] = BitmapSprite.new(Graphics.width, Graphics.height * 2, @viewport)
@sprites["curtainR"].z = 99999
@sprites["curtainR"].x = Graphics.width / 2
@sprites["curtainR"].bitmap.fill_rect(0, 0, Graphics.width, Graphics.height * 2, Color.black)
@sprites["cursor"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites["cursor"].z = 99998
@sprites["icon"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites["icon"].z = 99997
@sprites["mark"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites["memo"] = Sprite.new(@viewport)
@sprites["memo"].bitmap = RPG::Cache.load_bitmap(GRAPHICS_DIRECTORY, _INTL("memo"))
@sprites["memo"].x = 10
@sprites["memo"].y = 244
@sprites["memo"].visible = false
@sprites["numbers"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites["totalCoins"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites["currentCoins"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites["animation"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites["animation"].z = 99999
6.times do |i|
@sprites[i] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites[i].z = 99996
@sprites[i].visible = false
end
# Creates images ahead of time for the display-all animation (reduces lag)
icons = []
points = 0
3.times do |i|
NUM_TILES.times do |j|
points = @squares[j][2] if i == 2
icons[j] = [GRAPHICS_DIRECTORY + "tiles", @squares[j][0], @squares[j][1], 320 + (i * 64) + (points * 64), 0, 64, 64]
end
icons.compact!
pbDrawImagePositions(@sprites[i].bitmap, icons)
end
icons = []
NUM_TILES.times do |i|
icons[i] = [GRAPHICS_DIRECTORY + "tiles", @squares[i][0], @squares[i][1], @squares[i][2] * 64, 0, 64, 64]
end
pbDrawImagePositions(@sprites[5].bitmap, icons)
# Default cursor image
@cursor[0] = [GRAPHICS_DIRECTORY + "cursor", 0 + 128, 0, 0, 0, 64, 64]
end
def getInput
if Input.trigger?(Input::UP)
pbPlayCursorSE
if @index[1] > 0
@index[1] -= 1
@sprites["cursor"].y -= 64
else
@index[1] = 4
@sprites["cursor"].y = 256
end
elsif Input.trigger?(Input::DOWN)
pbPlayCursorSE
if @index[1] < 4
@index[1] += 1
@sprites["cursor"].y += 64
else
@index[1] = 0
@sprites["cursor"].y = 0
end
elsif Input.trigger?(Input::LEFT)
pbPlayCursorSE
if @index[0] > 0
@index[0] -= 1
@sprites["cursor"].x -= 64
else
@index[0] = 4
@sprites["cursor"].x = 256
end
elsif Input.trigger?(Input::RIGHT)
pbPlayCursorSE
if @index[0] < 4
@index[0] += 1
@sprites["cursor"].x += 64
else
@index[0] = 0
@sprites["cursor"].x = 0
end
elsif Input.trigger?(Input::USE)
if @cursor[0][3] == 64 # If in mark mode
@squares.length.times do |i|
if (@index[0] * 64) + 128 == @squares[i][0] && @index[1] * 64 == @squares[i][1] && @squares[i][3] == false
pbSEPlay("Voltorb Flip mark")
end
end
(@marks.length + 1).times do |i|
if @marks[i].nil?
@marks[i] = [GRAPHICS_DIRECTORY + "tiles", (@index[0] * 64) + 128, @index[1] * 64, 256, 0, 64, 64]
elsif @marks[i][1] == (@index[0] * 64) + 128 && @marks[i][2] == @index[1] * 64
@marks.delete_at(i)
@marks.compact!
@sprites["mark"].bitmap.clear
break
end
end
pbDrawImagePositions(@sprites["mark"].bitmap, @marks)
pbWait(0.05)
else
# Display the tile for the selected spot
icons = []
@squares.length.times do |i|
if (@index[0] * 64) + 128 == @squares[i][0] && @index[1] * 64 == @squares[i][1] && @squares[i][3] == false
pbAnimateTile((@index[0] * 64) + 128, @index[1] * 64, @squares[i][2])
@squares[i][3] = true
# If Voltorb (0), display all tiles on the board
if @squares[i][2] == 0
pbSEPlay("Voltorb Flip explosion")
# Play explosion animation
# Part1
animation = []
3.times do |j|
animation[0] = icons[0] = [GRAPHICS_DIRECTORY + "tiles", (@index[0] * 64) + 128, @index[1] * 64,
704 + (64 * j), 0, 64, 64]
pbDrawImagePositions(@sprites["animation"].bitmap, animation)
pbWait(0.05)
@sprites["animation"].bitmap.clear
end
# Part2
animation = []
6.times do |j|
animation[0] = [GRAPHICS_DIRECTORY + "explosion", (@index[0] * 64) - 32 + 128, (@index[1] * 64) - 32,
j * 128, 0, 128, 128]
pbDrawImagePositions(@sprites["animation"].bitmap, animation)
pbWait(0.1)
@sprites["animation"].bitmap.clear
end
# Unskippable text block, parameter 2 = wait time (corresponds to ME length)
pbMessage("\\me[Voltorb Flip game over]" + _INTL("Oh no! You get 0 Coins!") + "\\wtnp[80]")
pbShowAndDispose
@sprites["mark"].bitmap.clear
if @level > 1
# Determine how many levels to reduce by
newLevel = @squares.count { |tile| tile[3] && tile[2] > 0 }
newLevel = newLevel.clamp(@level, 1)
if newLevel < @level
@level = newLevel
pbMessage("\\se[Voltorb Flip level down]" + _INTL("Dropped to Game Lv. {1}!", @level.to_s))
end
end
# Update level text
@sprites["level"].bitmap.clear
pbDrawShadowText(@sprites["level"].bitmap, 8, 154, 118, 28, "Level " + @level.to_s,
Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
@points = 0
pbUpdateCoins
# Revert numbers to 0s
@sprites["numbers"].bitmap.clear
NUM_ROWS.times { |j| pbUpdateRowNumbers(0, 0, j) }
NUM_COLUMNS.times { |j| pbUpdateColumnNumbers(0, 0, j) }
pbDisposeSpriteHash(@sprites)
@firstRound = false
pbNewGame
else
# Play tile animation
animation = []
4.times do |j|
animation[0] = [GRAPHICS_DIRECTORY + "flipAnimation", (@index[0] * 64) - 14 + 128, (@index[1] * 64) - 16,
j * 92, 0, 92, 96]
pbDrawImagePositions(@sprites["animation"].bitmap, animation)
pbWait(0.05)
@sprites["animation"].bitmap.clear
end
if @points == 0
@points += @squares[i][2]
pbSEPlay("Voltorb Flip point")
elsif @squares[i][2] > 1
@points *= @squares[i][2]
pbSEPlay("Voltorb Flip point")
end
break
end
end
end
end
count = 0
@squares.length.times do |i|
count += 1 if @squares[i][3] == false && @squares[i][2] > 1
end
pbUpdateCoins
# Game cleared
if count == 0
@sprites["curtain"].opacity = 100
pbMessage("\\me[Voltorb Flip win]" + _INTL("Game clear!") + "\\wtnp[40]")
# pbMessage(_INTL("You've found all of the hidden x2 and x3 cards."))
# pbMessage(_INTL("This means you've found all the Coins in this game, so the game is now over."))
pbMessage("\\se[Voltorb Flip gain coins]" + _INTL("{1} received {2} Coins!", $player.name, @points.to_s_formatted))
# Update level text
@sprites["level"].bitmap.clear
pbDrawShadowText(@sprites["level"].bitmap, 8, 154, 118, 28, _INTL("Level {1}", @level.to_s),
Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
old_coins = $player.coins
$player.coins += @points
$stats.coins_won += $player.coins - old_coins if $player.coins > old_coins
@points = 0
pbUpdateCoins
@sprites["curtain"].opacity = 0
pbShowAndDispose
# Revert numbers to 0s
@sprites["numbers"].bitmap.clear
NUM_ROWS.times { |i| pbUpdateRowNumbers(0, 0, i) }
NUM_COLUMNS.times { |i| pbUpdateColumnNumbers(0, 0, i) }
@sprites["curtain"].opacity = 100
if @level < 8
@level += 1
pbMessage("\\se[Voltorb Flip level up]" + _INTL("Advanced to Game Lv. {1}!", @level.to_s))
if @firstRound
# pbMessage(_INTL("Congratulations!"))
# pbMessage(_INTL("You can receive even more Coins in the next game!"))
@firstRound = false
end
end
pbDisposeSpriteHash(@sprites)
pbNewGame
end
elsif Input.trigger?(Input::ACTION)
pbPlayDecisionSE
@sprites["cursor"].bitmap.clear
if @cursor[0][3] == 0 # If in normal mode
@cursor[0] = [GRAPHICS_DIRECTORY + "cursor", 128, 0, 64, 0, 64, 64]
@sprites["memo"].visible = true
else # Mark mode
@cursor[0] = [GRAPHICS_DIRECTORY + "cursor", 128, 0, 0, 0, 64, 64]
@sprites["memo"].visible = false
end
elsif Input.trigger?(Input::BACK)
@sprites["curtain"].opacity = 100
if @points == 0
if pbConfirmMessage("You haven't found any Coins! Are you sure you want to quit?")
@sprites["curtain"].opacity = 0
pbShowAndDispose
@quit = true
end
elsif pbConfirmMessage(_INTL("If you quit now, you will recieve {1} Coin(s). Will you quit?",
@points.to_s_formatted))
pbMessage(_INTL("{1} received {2} Coin(s)!", $player.name, @points.to_s_formatted))
old_coins = $player.coins
$player.coins += @points
$stats.coins_won += $player.coins - old_coins if $player.coins > old_coins
@points = 0
pbUpdateCoins
@sprites["curtain"].opacity = 0
pbShowAndDispose
@quit = true
end
@sprites["curtain"].opacity = 0
end
# Draw cursor
pbDrawImagePositions(@sprites["cursor"].bitmap, @cursor)
end
def pbUpdateRowNumbers(num, voltorbs, i)
numText = sprintf("%02d", num)
numText.chars.each_with_index do |digit, j|
@numbers[j] = [GRAPHICS_DIRECTORY + "numbersSmall", 472 + (j * 16), 8 + (i * 64), digit.to_i * 16, 0, 16, 16]
end
@voltorbNumbers[i] = [GRAPHICS_DIRECTORY + "numbersSmall", 488, 34 + (i * 64), voltorbs * 16, 0, 16, 16]
# Display the numbers
pbDrawImagePositions(@sprites["numbers"].bitmap, @numbers)
pbDrawImagePositions(@sprites["numbers"].bitmap, @voltorbNumbers)
end
def pbUpdateColumnNumbers(num, voltorbs, i)
numText = sprintf("%02d", num)
numText.chars.each_with_index do |digit, j|
@numbers[j] = [GRAPHICS_DIRECTORY + "numbersSmall", 152 + (i * 64) + (j * 16), 328, digit.to_i * 16, 0, 16, 16]
end
@voltorbNumbers[i] = [GRAPHICS_DIRECTORY + "numbersSmall", 168 + (i * 64), 354, voltorbs * 16, 0, 16, 16]
# Display the numbers
pbDrawImagePositions(@sprites["numbers"].bitmap, @numbers)
pbDrawImagePositions(@sprites["numbers"].bitmap, @voltorbNumbers)
end
def pbCreateCoins(source, y)
coinText = sprintf("%05d", source)
coinText.chars.each_with_index do |digit, i|
@coins[i] = [GRAPHICS_DIRECTORY + "numbersScore", 6 + (i * 24), y, digit.to_i * 24, 0, 24, 38]
end
end
def pbUpdateCoins
# Update coins display
@sprites["totalCoins"].bitmap.clear
pbCreateCoins($player.coins, 46)
pbDrawImagePositions(@sprites["totalCoins"].bitmap, @coins)
# Update points display
@sprites["currentCoins"].bitmap.clear
pbCreateCoins(@points, 112)
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] = [GRAPHICS_DIRECTORY + "tiles", x, y, 320 + (i * 64) + (points * 64), 0, 64, 64]
pbDrawImagePositions(@sprites["icon"].bitmap, icons)
pbWait(0.05)
end
icons[3] = [GRAPHICS_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(0.05) 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(0.1)
# 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
NUM_COLUMNS.times do |i|
icons = []
pbSEPlay("Voltorb Flip tile")
NUM_ROWS.times do |j|
icons[j] = [GRAPHICS_DIRECTORY + "tiles", @squares[i + (j * NUM_COLUMNS)][0], @squares[i + (j * NUM_COLUMNS)][1],
448 + (@squares[i + (j * NUM_COLUMNS)][2] * 64), 0, 64, 64]
end
pbDrawImagePositions(@sprites[i].bitmap, icons)
pbWait(0.05)
NUM_ROWS.times do |j|
icons[j] = [GRAPHICS_DIRECTORY + "tiles", @squares[i + (j * NUM_COLUMNS)][0], @squares[i + (j * NUM_COLUMNS)][1],
384, 0, 64, 64]
end
pbDrawImagePositions(@sprites[i].bitmap, icons)
pbWait(0.05)
NUM_ROWS.times do |j|
icons[j] = [GRAPHICS_DIRECTORY + "tiles", @squares[i + (j * NUM_COLUMNS)][0], @squares[i + (j * NUM_COLUMNS)][1],
320, 0, 64, 64]
end
pbDrawImagePositions(@sprites[i].bitmap, icons)
pbWait(0.05)
NUM_ROWS.times do |j|
icons[j] = [GRAPHICS_DIRECTORY + "tiles", @squares[i + (j * NUM_COLUMNS)][0], @squares[i + (j * NUM_COLUMNS)][1],
896, 0, 64, 64]
end
pbDrawImagePositions(@sprites[i].bitmap, icons)
pbWait(0.05)
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)
# pbWait(frames / 20.0)
# pbDisposeMessageWindow(msgwindow)
# end
def pbEndScene
@sprites["curtainL"].angle = -180
@sprites["curtainR"].angle = 90
# Draw curtain effect
@sprites["curtainL"].visible = true
@sprites["curtainR"].visible = true
curtain_duration = 0.25
timer_start = System.uptime
loop do
@sprites["curtainL"].angle = lerp(-180, -90, curtain_duration, timer_start, System.uptime)
@sprites["curtainR"].angle = lerp(90, 0, curtain_duration, timer_start, System.uptime)
Graphics.update
Input.update
update
break if @sprites["curtainL"].angle >= -90
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