DepressedTWM use spaces instead of tabs pls

This commit is contained in:
Issac332 2026-05-23 15:20:02 +03:00
parent 5ed6f9135c
commit 76e2c26493
2 changed files with 33 additions and 33 deletions

View file

@ -49,10 +49,10 @@ module RPG
self.load_bitmap("Graphics/Panoramas/", filename, hue) self.load_bitmap("Graphics/Panoramas/", filename, hue)
end end
def self.picture(filename) def self.picture(filename)
if Graphics.width == 1280 if (Graphics.width == 1280 && File.exist?("Graphics/Pictures/" + filename + "_16.png"))
self.load_bitmap("Graphics/Pictures/", filename + "_16") self.load_bitmap("Graphics/Pictures/", filename + "_16")
else else
self.load_bitmap("Graphics/Pictures/", filename) self.load_bitmap("Graphics/Pictures/", filename)
end end
end end
def self.tileset(filename) def self.tileset(filename)

View file

@ -35,32 +35,32 @@ class Scene_Title
$game_system = Game_System.new $game_system = Game_System.new
load_perma_flags load_perma_flags
Window_Settings.load_settings Window_Settings.load_settings
Oneshot.allow_exit true Oneshot.allow_exit true
@window_settings_title = Window_Settings.new @window_settings_title = Window_Settings.new
# Make title graphic # Make title graphic
@sprite = Sprite.new @sprite = Sprite.new
# chinese has its own special title screen so check for it # chinese has its own special title screen so check for it
translation_name = "#{$persistent.langcode}/#{$data_system.title_name}" translation_name = "#{$persistent.langcode}/#{$data_system.title_name}"
if File.exist?("Graphics/Titles/#{translation_name}.png") if File.exist?("Graphics/Titles/#{translation_name}.png")
@sprite.bitmap = RPG::Cache.title(translation_name) @sprite.bitmap = RPG::Cache.title(translation_name)
else else
if File.exist?("badend.lock") if File.exist?("badend.lock")
if Graphics.width == 1280 if Graphics.width == 1280
@sprite.bitmap = RPG::Cache.title("badend_16") @sprite.bitmap = RPG::Cache.title("badend_16")
else
@sprite.bitmap = RPG::Cache.title("badend")
end
else else
if Graphics.width == 1280 @sprite.bitmap = RPG::Cache.title("badend")
@sprite.bitmap = RPG::Cache.title("normal_16")
else
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
end
end end
end else
if Graphics.width == 1280
@sprite.bitmap = RPG::Cache.title("normal_16")
else
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
end
end
end
# check for debug file to add debug items # check for debug file to add debug items
if Window_Settings.DebugIsEnabled if Window_Settings.DebugIsEnabled
# debug save # debug save
@ -143,16 +143,16 @@ class Scene_Title
# * Frame Update # * Frame Update
#-------------------------------------------------------------------------- #--------------------------------------------------------------------------
def update def update
@menu.bitmap.clear @menu.bitmap.clear
@menu.bitmap.draw_text(MENU_X, MENU_Y, 150, 24, tr("Start")) @menu.bitmap.draw_text(MENU_X, MENU_Y, 150, 24, tr("Start"))
@menu.bitmap.draw_text(MENU_X, MENU_Y + 25, 150, 24, tr("Settings")) @menu.bitmap.draw_text(MENU_X, MENU_Y + 25, 150, 24, tr("Settings"))
@menu.bitmap.draw_text(MENU_X, MENU_Y + 50, 150, 24, tr("Exit")) @menu.bitmap.draw_text(MENU_X, MENU_Y + 50, 150, 24, tr("Exit"))
@menu.bitmap.draw_text(5, 5, 150, 20, tr("Ruby #{RUBY_VERSION}")) @menu.bitmap.draw_text(5, 5, 150, 20, tr("Ruby #{RUBY_VERSION}"))
@menu.bitmap.draw_text(5, 25, 150, 20, tr("SDL #{SDLVer}")) @menu.bitmap.draw_text(5, 25, 150, 20, tr("SDL #{SDLVer}"))
@menu.bitmap.draw_text(5, 45, 150, 20, tr("Sunshine #{SunshineVer}")) @menu.bitmap.draw_text(5, 45, 150, 20, tr("Sunshine #{SunshineVer}"))
if $game_switches[160] && $game_switches[152] if $game_switches[160] && $game_switches[152]
@menu.bitmap.draw_text(MENU_X, MENU_Y + 75, 150, 24, tr("...")) @menu.bitmap.draw_text(MENU_X, MENU_Y + 75, 150, 24, tr("..."))
end end
# Handle cursor movement # Handle cursor movement
if !@window_settings_title.visible if !@window_settings_title.visible
update_cursor = false update_cursor = false
@ -163,26 +163,26 @@ class Scene_Title
end end
elsif Input.trigger?(Input::DOWN) elsif Input.trigger?(Input::DOWN)
if $game_switches[160] && $game_switches[152] if $game_switches[160] && $game_switches[152]
if @cursor_pos < 3 if @cursor_pos < 3
@cursor_pos += 1 @cursor_pos += 1
update_cursor = true update_cursor = true
end end
else else
if @cursor_pos < 2 if @cursor_pos < 2
@cursor_pos += 1 @cursor_pos += 1
update_cursor = true update_cursor = true
end end
end end
end end
if Input.trigger?(Input::F8) if Input.trigger?(Input::F8)
if Graphics.fullscreen == true if Graphics.fullscreen == true
Graphics.fullscreen = false Graphics.fullscreen = false
$console = false $console = false
else else
Graphics.fullscreen = true Graphics.fullscreen = true
$console = true $console = true
end end
end end
if update_cursor if update_cursor
Audio.se_play('Audio/SE/title_cursor.wav', 40) Audio.se_play('Audio/SE/title_cursor.wav', 40)
@ -217,7 +217,7 @@ class Scene_Title
end end
end end
end end
end end
end end
#-------------------------------------------------------------------------- #--------------------------------------------------------------------------
# * initialize a new game # * initialize a new game