Class: GamePlay::Casino::VoltorbFlip
- Defined in:
- scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb
Constant Summary collapse
- IncrementDuration =
Duration of the increment duration in frame
20.0
- BoardDispX =
6
- BoardDispY =
42
- MemoDispX =
199
- MemoDispY =
44
- MemoTileDispOffX =
3
- MemoTileDispOffY =
2
- QuitDispX =
166
- QuitDispY =
202
- TileSize =
28
- TileOffset =
32
- MemoTileSize =
23
- ColumnCoinDispX =
BoardDispX + MemoTileDispOffX + 9
- ColumnCoinDispY =
BoardDispY + 5 * TileOffset + MemoTileDispOffY
- RowCoinDispX =
BoardDispX + 5 * TileOffset + MemoTileDispOffX + 9
- RowCoinDispY =
BoardDispY + MemoTileDispOffY
- CursorMoveDuration =
8.0
Constants inherited from Base
Base::DEFAULT_TRANSITION, Base::DEFAULT_TRANSITION_PARAMETER
Constants included from Input
Input::ALIAS_KEYS, Input::AXIS_MAPPING, Input::AXIS_SENSITIVITY, Input::DEAD_ZONE, Input::Keyboard, Input::Keys, Input::NON_TRIGGER_ZONE, Input::REPEAT_COOLDOWN, Input::REPEAT_SPACE
Constants included from DisplayMessage
DisplayMessage::MESSAGE_ERROR, DisplayMessage::MESSAGE_PROCESS_ERROR
Instance Attribute Summary collapse
-
#coin_case ⇒ Integer
The amount of coin in the coin case.
Attributes inherited from Base
#__last_scene, #__result_process, #running, #viewport
Attributes included from DisplayMessage
Instance Method Summary collapse
-
#create_background
Create the background sprite.
-
#create_board
create the game board.
- #create_graphics
-
#create_memo
Create the memo content.
-
#create_texts
Initialize the texts.
-
#generate_board(level = 1)
Generate the board with the matching level.
-
#get_board_points(with_hided = false) ⇒ Integer
Calculate the current point of the game.
-
#get_increment(from, to) ⇒ Array<Float, Integer>
Calculate the increment value [step, target].
- #get_revealed_tile_count
-
#incrementing? ⇒ Boolean
Test if the coins are incrementing.
-
#initialize ⇒ VoltorbFlip
constructor
Create the Voltorb Flip interface.
-
#on_board_activate(index = nil)
Called when the board is activated.
- #on_fail
-
#on_memo_activate(y = @cursor.board_y)
Called when the memo is activated.
-
#on_quit_button
Called when the quit button is activated.
- #on_win
-
#process_button_A
Process the A button.
-
#process_mouse_click
Process the click on the screen.
- #reveal(index)
-
#update
Update the scene.
-
#update_coin ⇒ Boolean
Update coin values and texts.
-
#update_cursor_mode
Update the cursor mode to normal or memo.
-
#update_input
Update the keyboard inpute.
-
#update_input_dir
Update the keyboard direction input.
-
#update_state
Update the game state.
- #update_state_fail
- #update_state_menu
- #update_state_play
- #update_state_win
- #update_suspens
-
#update_tiles_animation ⇒ Boolean
Update the tiles animation.
Methods inherited from Base
#add_disposable, #call_scene, #dispose, #find_parent, #main, #return_to_scene, #snap_to_bitmap, #visible, #visible=
Methods included from Input
dir4, dir8, get_text, joy_axis_position, press?, register_events, released?, repeat?, swap_states, trigger?
Methods included from DisplayMessage
#can_display_message_be_called?, #close_message_window, #display_message, #display_message_and_wait, #message_class, #message_processing?, #message_visible, #message_visible=
Constructor Details
#initialize ⇒ VoltorbFlip
Create the Voltorb Flip interface
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 32 def initialize super() # Init attributes @coin_case = $game_variables[Yuki::Var::CoinCase] @coin_gain = 0 @coin_case_increase = [0, 0] # [target, step] @coin_gain_increase = [0, 0] # [target, step] @state = 0 @level = 1 # Init graphics @viewport = Viewport.create(:main, @message_window.z - 100) @over_viewport = Viewport.create(:main, @message_window.z - 1) create_background create_texts create_board create_memo Graphics.sort_z # Init logic generate_board # Cursor @cursor = UI::VoltorbFlip::Cursor.new() @black = Sprite.new(@over_viewport).set_bitmap('transparent_black', :interface) end |
Instance Attribute Details
#coin_case ⇒ Integer
The amount of coin in the coin case
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 29 def coin_case @coin_case end |
Instance Method Details
#create_background
Create the background sprite
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 57 def create_background @background = Sprite.new(@viewport).set_bitmap('voltorbflip/empty_board', :interface) end |
#create_board
create the game board
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 69 def create_board @board_tiles = [] @board_counters = Array.new(5) { |i| UI::VoltorbFlip::BoardCounter.new(@viewport, i, true) } + Array.new(5) { |i| UI::VoltorbFlip::BoardCounter.new(@viewport, i, false) } 0.upto(4) do |bx| 0.upto(4) do |by| rx = BoardDispX + 3 + bx * TileOffset ry = BoardDispY + 3 + by * TileOffset s = UI::VoltorbFlip::BoardTile.new() s.set_position(rx, ry) s.content = 1 @board_tiles.push s @board_counters[5 + by].add_tile(s) @board_counters[bx].add_tile(s) end end @quit_button = Sprite.new().set_bitmap('voltorbflip/markers', :interface).set_rect_div(0, 0, 6, 1) @quit_button.set_position(QuitDispX, QuitDispY).opacity = 0 @animation_sprite = UI::VoltorbFlip::Animation.new(@over_viewport) end |
#create_graphics
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 576 def create_graphics # Skipped to prevent glitches end |
#create_memo
Create the memo content
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 94 def create_memo @memo_sprites = [] 4.times do |index| s = UI::VoltorbFlip::MemoTile.new(@viewport, index) s.set_position(MemoDispX + MemoTileDispOffX, MemoDispY + MemoTileDispOffY + index * MemoTileSize) @memo_sprites[index] = s end @memo_disabler = Sprite.new().set_bitmap('voltorbflip/memo_button', :interface).set_rect_div(1, 0, 2, 1) @memo_disabler.set_position(MemoDispX + MemoTileDispOffX - 1, MemoDispY + MemoTileDispOffY + 4 * MemoTileSize) end |
#create_texts
Initialize the texts
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 62 def create_texts @ui_texts = UI::VoltorbFlip::Texts.new(@viewport) @ui_texts.title = ext_text(9000, 123) # 'voltorbataille' update_coin end |
#generate_board(level = 1)
Generate the board with the matching level
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 477 def generate_board(level = 1) # Initialize point_count = 24 # Between 24 and 26 points distributed on the board, 26 if last distribution is a 3 voltorb_count = 5 + 2 * level # The number of voltorb in the board chance_3 = [0, 50, 60, 60, 70, 70][level] # More 3 tile = less points in the board (prevent 4500 point boards) data = Table.new 5, 5 # The table available_coords = [] # The table coords point_coords = [] # The coords of the tile containing points 5.times do |x| 5.times do |y| available_coords.push [x, y] end end available_coords.shuffle! # Place the voltorbs and the first point available_coords.each do |coords| # No more than 4 voltorbs in a row / column v_row = 0 v_col = 0 5.times do |y| v_row += 1 if data[coords[0], y] < 0 end 5.times do |x| v_col += 1 if data[x, coords[1]] < 0 end # Place a voltorb if possible, else place a point if v_row < 4 && v_col < 4 && voltorb_count > 0 data[coords[0], coords[1]] = -1 voltorb_count -= 1 else data[coords[0], coords[1]] = 1 point_count -= 1 point_coords.push coords end end # Distribute the remaining points considering the 3 tile chances while point_count > 0 # Select a tile c = point_coords.select do |a| if data[a[0], a[1]] == 2 # Will be 3 next rand(100) < chance_3 else next true end end.first # Add a point data[c[0], c[1]] += 1 point_coords.delete(c) if data[c[0], c[1]] >= 3 point_count -= 1 end # data = Table.new(5, 5) # data[0, 0] = 3 # data[1, 0] = 3 # data[2, 0] = -1 # Setup the tiles 5.times do |x| 5.times do |y| @board_tiles[x * 5 + y].content = (data[x, y] > 0 ? data[x, y] : :voltorb) end end # Update the counters @board_counters.each(&:update_display) end |
#get_board_points(with_hided = false) ⇒ Integer
Calculate the current point of the game
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 546 def get_board_points(with_hided = false) points = 0 # Prevent to display 1 point even if there is no revealed tiles 5.times do |x| 5.times do |y| tile = @board_tiles[x * 5 + y] if tile.content.is_a?(Integer) && (with_hided || tile.revealed?) points = 1 if points.zero? points *= tile.content end end end return points end |
#get_increment(from, to) ⇒ Array<Float, Integer>
Calculate the increment value [step, target]
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 572 def get_increment(from, to) return [(to - from) / IncrementDuration, to] end |
#get_revealed_tile_count
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 560 def get_revealed_tile_count return @board_tiles.select(&:revealed?).length end |
#incrementing? ⇒ Boolean
Test if the coins are incrementing
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 566 def incrementing? return !(@coin_case_increase[0].zero? && @coin_gain_increase[0].zero?) end |
#on_board_activate(index = nil)
Called when the board is activated.
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 430 def on_board_activate(index = nil) index ||= (@cursor.board_x * 5 + @cursor.board_y) # Nothing to do with an revealed tile return if @board_tiles[index].revealed? # Normal mode : reveal the tile if @cursor.mode == :normal x = (index / 5) y = index - 5 * x h_counter = @board_counters[x] v_counter = @board_counters[5 + y] if h_counter.voltorb_count + v_counter.voltorb_count >= 5 @state = 400 # Suspens else reveal(index) end else # Memo mode memo_index = @memo_sprites.index(@memo_sprites.select(&:enabled?).first) @board_tiles[index].toggle_memo(memo_index) end end |
#on_fail
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 467 def on_fail @state = 300 end |
#on_memo_activate(y = @cursor.board_y)
Called when the memo is activated
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 410 def on_memo_activate(y = @cursor.board_y) @memo_sprites.each_with_index do |memo, index| if index == y memo.enable @memo_disabler.set_rect_div(0, 0, 2, 1) else memo.disable end end @memo_disabler.set_rect_div(1, 0, 2, 1) if y == 4 update_cursor_mode end |
#on_quit_button
Called when the quit button is activated
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 424 def @state = 110 end |
#on_win
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 471 def on_win @state = 200 end |
#process_button_A
Process the A button
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 365 def if @cursor.board_x == 5 && @cursor.board_y <= 4 on_memo_activate elsif @cursor.board_y == 5 else on_board_activate end end |
#process_mouse_click
Process the click on the screen
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 376 def process_mouse_click mx = Mouse.x my = Mouse.y # Memos @memo_sprites.each_with_index do |memo, index| next unless memo.simple_mouse_in?(mx, my) @cursor.moveto(5, index) on_memo_activate(index) break end # Memo disabling if @memo_disabler.simple_mouse_in?(mx, my) @cursor.moveto(5, 4) on_memo_activate(4) end # Quit button if @quit_button.simple_mouse_in?(mx, my) @cursor.moveto(5, 5) end # Board @board_tiles.each_with_index do |tile, index| next unless tile.simple_mouse_in?(mx, my) x = (index / 5) y = index - 5 * x @cursor.moveto(x, y) on_board_activate(index) end end |
#reveal(index)
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 452 def reveal(index) @board_tiles[index].reveal # Display the coin gain / loose if @board_tiles[index].content.is_a?(Integer) @coin_gain = 1 if @coin_gain == 0 old_coin_gain = n_coin_gain = @coin_gain n_coin_gain *= @board_tiles[index].content @coin_gain_increase = get_increment(old_coin_gain, n_coin_gain) if old_coin_gain != n_coin_gain return true else on_fail return false end end |
#update
Update the scene
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 106 def update return unless super return if update_tiles_animation # If one or more tiles are animated return if @cursor.update_move # If curseur is moving return if update_coin # Update coin incrementation return if update_state # Update win, fail state @no_animation = false update_input_dir update_input end |
#update_coin ⇒ Boolean
Update coin values and texts. Return true if the value is incrementing and the update must stop
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 301 def update_coin # Update the display @ui_texts.coin_case = @coin_case @ui_texts.coin_gain = @coin_gain @ui_texts.level = @level # Increment if incrementing? @coin_case += @coin_case_increase[0] if @coin_case >= @coin_case_increase[1] && @coin_case_increase[0] > 0 || @coin_case <= @coin_case_increase[1] && @coin_case_increase[0] < 0 @coin_case_increase = [0, 0] @coin_case = @coin_case.to_i end @coin_gain += @coin_gain_increase[0] if @coin_gain >= @coin_gain_increase[1] && @coin_gain_increase[0] > 0 || @coin_gain <= @coin_gain_increase[1] && @coin_gain_increase[0] < 0 @coin_gain_increase = [0, 0] @coin_gain = @coin_gain.to_i end return true end return false ensure $game_variables[Yuki::Var::CoinCase] = @coin_case.to_i end |
#update_cursor_mode
Update the cursor mode to normal or memo
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 360 def update_cursor_mode @cursor.mode = @memo_sprites.select(&:enabled?).empty? ? :normal : :memo end |
#update_input
Update the keyboard inpute
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 328 def update_input process_mouse_click if Mouse.trigger?(:mouse_left) if Input.trigger?(:A) if Input.trigger?(:B) end |
#update_input_dir
Update the keyboard direction input
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 335 def update_input_dir case Input.dir4 when 2 then @cursor.move_on_board(0, 1) when 4 then @cursor.move_on_board(-1, 0) when 6 then @cursor.move_on_board(1, 0) when 8 then @cursor.move_on_board(0, -1) end end |
#update_state
Update the game state
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 119 def update_state return (@running = false) if @state == 999 case (@state / 100) when 0 # Menu return when 1 # Play return update_state_play when 2 return update_state_win when 3 return update_state_fail when 4 return update_suspens end return false end |
#update_state_fail
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 242 def update_state_fail case @state when 300 # Fail : voltorb @counter = 0 @state += 1 when 301 @state += 1 unless (@counter += 1) < 40 when 302 Audio.se_play('Audio/SE/voltorbflip/volt_fail', 120) @coin_gain_increase = get_increment(@coin_gain, 0) @state += 1 when 303 @last_level = @level @level = [@level, get_revealed_tile_count].min @coin_gain = 0 @no_animation = true @board_tiles.each(&:reveal) @counter = 0 @state += 1 when 304 @state += 1 unless (@counter += 1) < 120 when 305 (ext_text(9000, 144)) # "Vous perdez tous les jetons de la manche...") if @last_level > @level (ext_text(9000, 139) % @level) # "Le jeu est descendu au niveau #{@level}.") end $game_system.bgm_restore @state = 1 end return true end |
#update_state_menu
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 137 def case @state when 0 # Intro @black.visible = true @player_choice = (ext_text(9000, 124)) # 'Bienvenue au Voltbataille') @state += 1 when 1 # New Game invite @black.visible = true @player_choice = (ext_text(9000, 125) % @level, 1, ext_text(9000, 126), ext_text(9000, 127), ext_text(9000, 128)) # "Jouer à Voltorbataille niveau #{@level} ?", 1, 'Jouer', 'Infos', 'Partir') if @player_choice == 0 @state += 1 elsif @player_choice == 1 @state = 10 else @state = 999 end when 2 @no_animation = true @board_tiles.each(&:hide) @state += 1 when 3 # Wait new game ready generate_board(@level) @black.visible = false @state = 100 # Play when 10 # Infos @player_choice = (ext_text(9000, 129), 1, ext_text(9000, 130), ext_text(9000, 131), ext_text(9000, 132), ext_text(9000, 133)) # "Que voulez-vous savoir ?", 1, 'Règles', 'Indices', 'Le mémo', 'Retour') if @player_choice == 0 (ext_text(9000, 134)) # "### A ECRIRE ###") elsif @player_choice == 1 (ext_text(9000, 135)) # "### A ECRIRE ###") elsif @player_choice == 2 (ext_text(9000, 136)) # "### A ECRIRE ###") else @state = 1 end end return true end |
#update_state_play
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 178 def update_state_play case @state when 100 # Play loop # Check if win if get_board_points(true) == get_board_points on_win return true end when 110 # Quit or B button @player_choice = (ext_text(9000, 137) % @coin_gain, 1, ext_text(9000, 95), ext_text(9000, 96)) # "Choisir 'Quitter' maintenant vous permet d'empocher #{@coin_gain} jetons.\nQuitter maintenant ?", 1, 'Oui', 'Non') if @player_choice == 0 (ext_text(9000, 138) % @coin_gain) # "Vous empochez #{@coin_gain} jetons !") @coin_case_increase = get_increment(@coin_case, @coin_case + @coin_gain) @state += 1 else @state = 100 end when 111 @no_animation = true @board_tiles.each(&:reveal) @state += 1 return true when 112 @last_level = @level @level = 1 if @last_level > @level (ext_text(9000, 139) % @level) # "Le jeu est descendu au niveau #{@level}.") end @state = 1 end return false end |
#update_state_win
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 212 def update_state_win case @state when 200 # WIN Audio.se_play('Audio/SE/voltorbflip/volt_extra_pay') (ext_text(9000, 140)) # "Gagné !") (ext_text(9000, 141)) # "Toutes les cartes de 2 et ou 3 points ont été retournées...") (ext_text(9000, 142) % @coin_gain) # "Vous gagnez #{@coin_gain} jetons !") @state += 1 when 201 # Increase score @coin_case_increase = get_increment(@coin_case, @coin_case + @coin_gain) @state += 1 when 202 # Win reset gain @coin_gain_increase = get_increment(@coin_gain, 0) @state += 1 when 203 @no_animation = true @board_tiles.each(&:reveal) @coin_gain = 0 # Prevent negatif numbers @state += 1 when 204 @last_level = @level @level = [@level + 1, 5].min if @last_level < @level (ext_text(9000, 143) % @level) # "Le jeu est monté niveau #{@level}, les gains sont plus importants.") end @state = 1 # New Game invite end return true end |
#update_suspens
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 274 def update_suspens case @state when 400 # Suspens $game_system.bgm_memorize $game_system.bgm_fade(0.5) @counter = 0 @state += 1 when 401 @state += 1 unless (@counter += 1) < 20 when 402 Audio.se_play('Audio/se/voltorbflip/volt_suspense') @counter = 0 @state += 1 when 403 @state += 1 unless (@counter += 1) < 200 when 404 index = (@cursor.board_x * 5 + @cursor.board_y) if reveal(index) @state = 100 end $game_system.bgm_restore end return true end |
#update_tiles_animation ⇒ Boolean
Update the tiles animation
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# File 'scripts/01450 Systems/09000 Games/00002 VoltorbFlip/00001 Casino__VoltorbFlip.rb', line 346 def update_tiles_animation result = false @board_tiles.each do |tile| temp = tile.update_animation result ||= temp # not called if result != nil end unless @no_animation result ||= @animation_sprite.update_animation @animation_sprite.animate(result) if result.is_a?(UI::VoltorbFlip::BoardTile) end return (result == true) end |