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)
end
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")
else
self.load_bitmap("Graphics/Pictures/", filename)
self.load_bitmap("Graphics/Pictures/", filename)
end
end
def self.tileset(filename)

View file

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