dino_baddies/game/screens.rpy

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################################################################################
## Initialization
################################################################################
init offset = -1
################################################################################
## Styles
################################################################################
style default:
properties gui.text_properties()
language gui.language
style input:
properties gui.text_properties("input", accent=True)
adjust_spacing False
style hyperlink_text:
properties gui.text_properties("hyperlink", accent=True)
hover_underline True
style gui_text:
properties gui.text_properties("interface")
style button:
properties gui.button_properties("button")
style button_text is gui_text:
properties gui.text_properties("button")
yalign 0.5
style label_text is gui_text:
properties gui.text_properties("label", accent=True)
style prompt_text is gui_text:
properties gui.text_properties("prompt")
style bar:
ysize gui.bar_size
left_bar Frame("gui/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
right_bar Frame("gui/bar/right.png", gui.bar_borders, tile=gui.bar_tile)
style vbar:
xsize gui.bar_size
top_bar Frame("gui/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
bottom_bar Frame("gui/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)
style scrollbar:
ysize gui.scrollbar_size
base_bar Frame("gui/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
thumb Frame("gui/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
style vscrollbar:
xsize gui.scrollbar_size
base_bar Frame("gui/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
thumb Frame("gui/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
style slider:
ysize gui.slider_size
base_bar Frame("gui/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
thumb "gui/slider/horizontal_[prefix_]thumb.png"
style vslider:
xsize gui.slider_size
base_bar Frame("gui/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
thumb "gui/slider/vertical_[prefix_]thumb.png"
style frame:
padding gui.frame_borders.padding
background Frame("gui/frame.png", gui.frame_borders, tile=gui.frame_tile)
################################################################################
## In-game screens
################################################################################
## Say screen ##################################################################
##
## The say screen is used to display dialogue to the player. It takes two
## parameters, who and what, which are the name of the speaking character and
## the text to be displayed, respectively. (The who parameter can be None if no
## name is given.)
##
## This screen must create a text displayable with id "what", as Ren'Py uses
## this to manage text display. It can also create displayables with id "who"
## and id "window" to apply style properties.
##
## https://www.renpy.org/doc/html/screen_special.html#say
screen say(who, what):
style_prefix "say"
window:
id "window"
if who is not None:
window:
id "namebox"
style "namebox"
text who id "who"
text what id "what"
## If there's a side image, display it above the text. Do not display on the
## phone variant - there's no room.
if not renpy.variant("small"):
add SideImage() xalign 0.0 yalign 1.0
## Make the namebox available for styling through the Character object.
init python:
config.character_id_prefixes.append('namebox')
style window is default
style say_label is default
style say_dialogue is default
style say_thought is say_dialogue
style namebox is default
style namebox_label is say_label
style window:
xalign 0.5
xfill True
yalign gui.textbox_yalign
ysize gui.textbox_height
background Image("gui/textbox.png", xalign=0.5, yalign=1.0)
style namebox:
xpos gui.name_xpos
xanchor gui.name_xalign
xsize gui.namebox_width
ypos gui.name_ypos
ysize gui.namebox_height
background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile, xalign=gui.name_xalign)
padding gui.namebox_borders.padding
style say_label:
properties gui.text_properties("name", accent=True)
xalign gui.name_xalign
yalign 0.5
style say_dialogue:
properties gui.text_properties("dialogue")
xpos gui.dialogue_xpos
xsize gui.dialogue_width
ypos gui.dialogue_ypos
adjust_spacing False
## Input screen ################################################################
##
## This screen is used to display renpy.input. The prompt parameter is used to
## pass a text prompt in.
##
## This screen must create an input displayable with id "input" to accept the
## various input parameters.
##
## https://www.renpy.org/doc/html/screen_special.html#input
screen input(prompt):
style_prefix "input"
window:
vbox:
xanchor gui.dialogue_text_xalign
xpos gui.dialogue_xpos
xsize gui.dialogue_width
ypos gui.dialogue_ypos
text prompt style "input_prompt"
input id "input"
style input_prompt is default
style input_prompt:
xalign gui.dialogue_text_xalign
properties gui.text_properties("input_prompt")
style input:
xalign gui.dialogue_text_xalign
xmaximum gui.dialogue_width
## Choice screen ###############################################################
##
## This screen is used to display the in-game choices presented by the menu
## statement. The one parameter, items, is a list of objects, each with caption
## and action fields.
##
## https://www.renpy.org/doc/html/screen_special.html#choice
screen choice(items):
style_prefix "choice"
vbox:
for i in items:
textbutton i.caption action i.action
style choice_vbox is vbox
style choice_button is button
style choice_button_text is button_text
style choice_vbox:
xalign 0.5
ypos 405
yanchor 0.5
spacing gui.choice_spacing
style choice_button is default:
properties gui.button_properties("choice_button")
style choice_button_text is default:
properties gui.text_properties("choice_button")
## Quick Menu screen ###########################################################
##
## The quick menu is displayed in-game to provide easy access to the out-of-game
## menus.
screen quick_menu():
## Ensure this appears on top of other screens.
zorder 100
if quick_menu:
hbox:
style_prefix "quick"
xalign 0.5
yalign 1.0
textbutton _("Back") action Rollback()
textbutton _("History") action ShowMenu('history')
textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
textbutton _("Auto") action Preference("auto-forward", "toggle")
textbutton _("Save") action ShowMenu('save')
textbutton _("Q.Save") action QuickSave()
textbutton _("Q.Load") action QuickLoad()
textbutton _("Prefs") action ShowMenu('preferences')
## This code ensures that the quick_menu screen is displayed in-game, whenever
## the player has not explicitly hidden the interface.
init python:
config.overlay_screens.append("quick_menu")
default quick_menu = True
style quick_button is default
style quick_button_text is button_text
style quick_button:
properties gui.button_properties("quick_button")
style quick_button_text:
properties gui.text_properties("quick_button")
################################################################################
## Main and Game Menu Screens
################################################################################
## Navigation screen ###########################################################
##
## This screen is included in the main and game menus, and provides navigation
## to other menus, and to start the game.
screen navigation():
vbox:
style_prefix "navigation"
xpos gui.navigation_xpos
yalign 0.5
spacing gui.navigation_spacing
if main_menu:
textbutton _("Start") action Start()
else:
textbutton _("History") action ShowMenu("history")
textbutton _("Save") action ShowMenu("save")
textbutton _("Load") action ShowMenu("load")
textbutton _("Preferences") action ShowMenu("preferences")
if _in_replay:
textbutton _("End Replay") action EndReplay(confirm=True)
elif not main_menu:
textbutton _("Main Menu") action MainMenu()
textbutton _("About") action ShowMenu("about")
if renpy.variant("pc") or (renpy.variant("web") and not renpy.variant("mobile")):
## Help isn't necessary or relevant to mobile devices.
textbutton _("Help") action ShowMenu("help")
if renpy.variant("pc"):
## The quit button is banned on iOS and unnecessary on Android and
## Web.
textbutton _("Quit") action Quit(confirm=not main_menu)
style navigation_button is gui_button
style navigation_button_text is gui_button_text
style navigation_button:
size_group "navigation"
properties gui.button_properties("navigation_button")
style navigation_button_text:
properties gui.text_properties("navigation_button")
## Main Menu screen ############################################################
##
## Used to display the main menu when Ren'Py starts.
##
## https://www.renpy.org/doc/html/screen_special.html#main-menu
screen main_menu():
## This ensures that any other menu screen is replaced.
tag menu
add gui.main_menu_background
## This empty frame darkens the main menu.
frame:
style "main_menu_frame"
## The use statement includes another screen inside this one. The actual
## contents of the main menu are in the navigation screen.
use navigation
if gui.show_name:
vbox:
style "main_menu_vbox"
text "[config.name!t]":
style "main_menu_title"
text "[config.version]":
style "main_menu_version"
style main_menu_frame is empty
style main_menu_vbox is vbox
style main_menu_text is gui_text
style main_menu_title is main_menu_text
style main_menu_version is main_menu_text
style main_menu_frame:
xsize 420
yfill True
background "gui/overlay/main_menu.png"
style main_menu_vbox:
xalign 1.0
xoffset -30
xmaximum 1200
yalign 1.0
yoffset -30
style main_menu_text:
properties gui.text_properties("main_menu", accent=True)
style main_menu_title:
properties gui.text_properties("title")
style main_menu_version:
properties gui.text_properties("version")
## Game Menu screen ############################################################
##
## This lays out the basic common structure of a game menu screen. It's called
## with the screen title, and displays the background, title, and navigation.
##
## The scroll parameter can be None, or one of "viewport" or "vpgrid".
## This screen is intended to be used with one or more children, which are
## transcluded (placed) inside it.
screen game_menu(title, scroll=None, yinitial=0.0, spacing=0):
style_prefix "game_menu"
if main_menu:
add gui.main_menu_background
else:
add gui.game_menu_background
frame:
style "game_menu_outer_frame"
hbox:
## Reserve space for the navigation section.
frame:
style "game_menu_navigation_frame"
frame:
style "game_menu_content_frame"
if scroll == "viewport":
viewport:
yinitial yinitial
scrollbars "vertical"
mousewheel True
draggable True
pagekeys True
side_yfill True
vbox:
spacing spacing
transclude
elif scroll == "vpgrid":
vpgrid:
cols 1
yinitial yinitial
scrollbars "vertical"
mousewheel True
draggable True
pagekeys True
side_yfill True
spacing spacing
transclude
else:
transclude
use navigation
textbutton _("Return"):
style "return_button"
action Return()
label title
if main_menu:
key "game_menu" action ShowMenu("main_menu")
style game_menu_outer_frame is empty
style game_menu_navigation_frame is empty
style game_menu_content_frame is empty
style game_menu_viewport is gui_viewport
style game_menu_side is gui_side
style game_menu_scrollbar is gui_vscrollbar
style game_menu_label is gui_label
style game_menu_label_text is gui_label_text
style return_button is navigation_button
style return_button_text is navigation_button_text
style game_menu_outer_frame:
bottom_padding 45
top_padding 180
background "gui/overlay/game_menu.png"
style game_menu_navigation_frame:
xsize 420
yfill True
style game_menu_content_frame:
left_margin 60
right_margin 30
top_margin 15
style game_menu_viewport:
xsize 1380
style game_menu_vscrollbar:
unscrollable gui.unscrollable
style game_menu_side:
spacing 15
style game_menu_label:
xpos 75
ysize 180
style game_menu_label_text:
size gui.title_text_size
color gui.accent_color
yalign 0.5
style return_button:
xpos gui.navigation_xpos
yalign 1.0
yoffset -45
## About screen ################################################################
##
## This screen gives credit and copyright information about the game and Ren'Py.
##
## There's nothing special about this screen, and hence it also serves as an
## example of how to make a custom screen.
screen about():
tag menu
## This use statement includes the game_menu screen inside this one. The
## vbox child is then included inside the viewport inside the game_menu
## screen.
use game_menu(_("About"), scroll="viewport"):
style_prefix "about"
vbox:
label "[config.name!t]"
text _("Version [config.version!t]\n")
## gui.about is usually set in options.rpy.
if gui.about:
text "[gui.about!t]\n"
text _("Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]")
style about_label is gui_label
style about_label_text is gui_label_text
style about_text is gui_text
style about_label_text:
size gui.label_text_size
## Load and Save screens #######################################################
##
## These screens are responsible for letting the player save the game and load
## it again. Since they share nearly everything in common, both are implemented
## in terms of a third screen, file_slots.
##
## https://www.renpy.org/doc/html/screen_special.html#save https://
## www.renpy.org/doc/html/screen_special.html#load
screen save():
tag menu
use file_slots(_("Save"))
screen load():
tag menu
use file_slots(_("Load"))
screen file_slots(title):
default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves"))
use game_menu(title):
fixed:
## This ensures the input will get the enter event before any of the
## buttons do.
order_reverse True
## The page name, which can be edited by clicking on a button.
button:
style "page_label"
key_events True
xalign 0.5
action page_name_value.Toggle()
input:
style "page_label_text"
value page_name_value
## The grid of file slots.
grid gui.file_slot_cols gui.file_slot_rows:
style_prefix "slot"
xalign 0.5
yalign 0.5
spacing gui.slot_spacing
for i in range(gui.file_slot_cols * gui.file_slot_rows):
$ slot = i + 1
button:
action FileAction(slot)
has vbox
add FileScreenshot(slot) xalign 0.5
text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("empty slot")):
style "slot_time_text"
text FileSaveName(slot):
style "slot_name_text"
key "save_delete" action FileDelete(slot)
## Buttons to access other pages.
vbox:
style_prefix "page"
xalign 0.5
yalign 1.0
hbox:
xalign 0.5
spacing gui.page_spacing
textbutton _("<") action FilePagePrevious()
if config.has_autosave:
textbutton _("{#auto_page}A") action FilePage("auto")
if config.has_quicksave:
textbutton _("{#quick_page}Q") action FilePage("quick")
## range(1, 10) gives the numbers from 1 to 9.
for page in range(1, 10):
textbutton "[page]" action FilePage(page)
textbutton _(">") action FilePageNext()
if config.has_sync:
if CurrentScreenName() == "save":
textbutton _("Upload Sync"):
action UploadSync()
xalign 0.5
else:
textbutton _("Download Sync"):
action DownloadSync()
xalign 0.5
style page_label is gui_label
style page_label_text is gui_label_text
style page_button is gui_button
style page_button_text is gui_button_text
style slot_button is gui_button
style slot_button_text is gui_button_text
style slot_time_text is slot_button_text
style slot_name_text is slot_button_text
style page_label:
xpadding 75
ypadding 5
style page_label_text:
textalign 0.5
layout "subtitle"
hover_color gui.hover_color
style page_button:
properties gui.button_properties("page_button")
style page_button_text:
properties gui.text_properties("page_button")
style slot_button:
properties gui.button_properties("slot_button")
style slot_button_text:
properties gui.text_properties("slot_button")
## Preferences screen ##########################################################
##
## The preferences screen allows the player to configure the game to better suit
## themselves.
##
## https://www.renpy.org/doc/html/screen_special.html#preferences
screen preferences():
tag menu
use game_menu(_("Preferences"), scroll="viewport"):
vbox:
hbox:
box_wrap True
if renpy.variant("pc") or renpy.variant("web"):
vbox:
style_prefix "radio"
label _("Display")
textbutton _("Window") action Preference("display", "window")
textbutton _("Fullscreen") action Preference("display", "fullscreen")
vbox:
style_prefix "check"
label _("Skip")
textbutton _("Unseen Text") action Preference("skip", "toggle")
textbutton _("After Choices") action Preference("after choices", "toggle")
textbutton _("Transitions") action InvertSelected(Preference("transitions", "toggle"))
## Additional vboxes of type "radio_pref" or "check_pref" can be
## added here, to add additional creator-defined preferences.
null height (4 * gui.pref_spacing)
hbox:
style_prefix "slider"
box_wrap True
vbox:
label _("Text Speed")
bar value Preference("text speed")
label _("Auto-Forward Time")
bar value Preference("auto-forward time")
vbox:
if config.has_music:
label _("Music Volume")
hbox:
bar value Preference("music volume")
if config.has_sound:
label _("Sound Volume")
hbox:
bar value Preference("sound volume")
if config.sample_sound:
textbutton _("Test") action Play("sound", config.sample_sound)
if config.has_voice:
label _("Voice Volume")
hbox:
bar value Preference("voice volume")
if config.sample_voice:
textbutton _("Test") action Play("voice", config.sample_voice)
if config.has_music or config.has_sound or config.has_voice:
null height gui.pref_spacing
textbutton _("Mute All"):
action Preference("all mute", "toggle")
style "mute_all_button"
style pref_label is gui_label
style pref_label_text is gui_label_text
style pref_vbox is vbox
style radio_label is pref_label
style radio_label_text is pref_label_text
style radio_button is gui_button
style radio_button_text is gui_button_text
style radio_vbox is pref_vbox
style check_label is pref_label
style check_label_text is pref_label_text
style check_button is gui_button
style check_button_text is gui_button_text
style check_vbox is pref_vbox
style slider_label is pref_label
style slider_label_text is pref_label_text
style slider_slider is gui_slider
style slider_button is gui_button
style slider_button_text is gui_button_text
style slider_pref_vbox is pref_vbox
style mute_all_button is check_button
style mute_all_button_text is check_button_text
style pref_label:
top_margin gui.pref_spacing
bottom_margin 3
style pref_label_text:
yalign 1.0
style pref_vbox:
xsize 338
style radio_vbox:
spacing gui.pref_button_spacing
style radio_button:
properties gui.button_properties("radio_button")
foreground "gui/button/radio_[prefix_]foreground.png"
style radio_button_text:
properties gui.text_properties("radio_button")
style check_vbox:
spacing gui.pref_button_spacing
style check_button:
properties gui.button_properties("check_button")
foreground "gui/button/check_[prefix_]foreground.png"
style check_button_text:
properties gui.text_properties("check_button")
style slider_slider:
xsize 525
style slider_button:
properties gui.button_properties("slider_button")
yalign 0.5
left_margin 15
style slider_button_text:
properties gui.text_properties("slider_button")
style slider_vbox:
xsize 675
## History screen ##############################################################
##
## This is a screen that displays the dialogue history to the player. While
## there isn't anything special about this screen, it does have to access the
## dialogue history stored in _history_list.
##
## https://www.renpy.org/doc/html/history.html
screen history():
tag menu
## Avoid predicting this screen, as it can be very large.
predict False
use game_menu(_("History"), scroll=("vpgrid" if gui.history_height else "viewport"), yinitial=1.0, spacing=gui.history_spacing):
style_prefix "history"
for h in _history_list:
window:
## This lays things out properly if history_height is None.
has fixed:
yfit True
if h.who:
label h.who:
style "history_name"
substitute False
## Take the color of the who text from the Character, if
## set.
if "color" in h.who_args:
text_color h.who_args["color"]
$ what = renpy.filter_text_tags(h.what, allow=gui.history_allow_tags)
text what:
substitute False
if not _history_list:
label _("The dialogue history is empty.")
## This determines what tags are allowed to be displayed on the history screen.
define gui.history_allow_tags = { "alt", "noalt", "rt", "rb", "art" }
style history_window is empty
style history_name is gui_label
style history_name_text is gui_label_text
style history_text is gui_text
style history_label is gui_label
style history_label_text is gui_label_text
style history_window:
xfill True
ysize gui.history_height
style history_name:
xpos gui.history_name_xpos
xanchor gui.history_name_xalign
ypos gui.history_name_ypos
xsize gui.history_name_width
style history_name_text:
min_width gui.history_name_width
textalign gui.history_name_xalign
style history_text:
xpos gui.history_text_xpos
ypos gui.history_text_ypos
xanchor gui.history_text_xalign
xsize gui.history_text_width
min_width gui.history_text_width
textalign gui.history_text_xalign
layout ("subtitle" if gui.history_text_xalign else "tex")
style history_label:
xfill True
style history_label_text:
xalign 0.5
## Help screen #################################################################
##
## A screen that gives information about key and mouse bindings. It uses other
## screens (keyboard_help, mouse_help, and gamepad_help) to display the actual
## help.
screen help():
tag menu
default device = "keyboard"
use game_menu(_("Help"), scroll="viewport"):
style_prefix "help"
vbox:
spacing 23
hbox:
textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
textbutton _("Mouse") action SetScreenVariable("device", "mouse")
if GamepadExists():
textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")
if device == "keyboard":
use keyboard_help
elif device == "mouse":
use mouse_help
elif device == "gamepad":
use gamepad_help
screen keyboard_help():
hbox:
label _("Enter")
text _("Advances dialogue and activates the interface.")
hbox:
label _("Space")
text _("Advances dialogue without selecting choices.")
hbox:
label _("Arrow Keys")
text _("Navigate the interface.")
hbox:
label _("Escape")
text _("Accesses the game menu.")
hbox:
label _("Ctrl")
text _("Skips dialogue while held down.")
hbox:
label _("Tab")
text _("Toggles dialogue skipping.")
hbox:
label _("Page Up")
text _("Rolls back to earlier dialogue.")
hbox:
label _("Page Down")
text _("Rolls forward to later dialogue.")
hbox:
label "H"
text _("Hides the user interface.")
hbox:
label "S"
text _("Takes a screenshot.")
hbox:
label "V"
text _("Toggles assistive {a=https://www.renpy.org/l/voicing}self-voicing{/a}.")
hbox:
label "Shift+A"
text _("Opens the accessibility menu.")
screen mouse_help():
hbox:
label _("Left Click")
text _("Advances dialogue and activates the interface.")
hbox:
label _("Middle Click")
text _("Hides the user interface.")
hbox:
label _("Right Click")
text _("Accesses the game menu.")
hbox:
label _("Mouse Wheel Up")
text _("Rolls back to earlier dialogue.")
hbox:
label _("Mouse Wheel Down")
text _("Rolls forward to later dialogue.")
screen gamepad_help():
hbox:
label _("Right Trigger\nA/Bottom Button")
text _("Advances dialogue and activates the interface.")
hbox:
label _("Left Trigger\nLeft Shoulder")
text _("Rolls back to earlier dialogue.")
hbox:
label _("Right Shoulder")
text _("Rolls forward to later dialogue.")
hbox:
label _("D-Pad, Sticks")
text _("Navigate the interface.")
hbox:
label _("Start, Guide, B/Right Button")
text _("Accesses the game menu.")
hbox:
label _("Y/Top Button")
text _("Hides the user interface.")
textbutton _("Calibrate") action GamepadCalibrate()
style help_button is gui_button
style help_button_text is gui_button_text
style help_label is gui_label
style help_label_text is gui_label_text
style help_text is gui_text
style help_button:
properties gui.button_properties("help_button")
xmargin 12
style help_button_text:
properties gui.text_properties("help_button")
style help_label:
xsize 375
right_padding 30
style help_label_text:
size gui.text_size
xalign 1.0
textalign 1.0
################################################################################
## Additional screens
################################################################################
## Confirm screen ##############################################################
##
## The confirm screen is called when Ren'Py wants to ask the player a yes or no
## question.
##
## https://www.renpy.org/doc/html/screen_special.html#confirm
screen confirm(message, yes_action, no_action):
## Ensure other screens do not get input while this screen is displayed.
modal True
zorder 200
style_prefix "confirm"
add "gui/overlay/confirm.png"
frame:
vbox:
xalign .5
yalign .5
spacing 45
label _(message):
style "confirm_prompt"
xalign 0.5
hbox:
xalign 0.5
spacing 150
textbutton _("Yes") action yes_action
textbutton _("No") action no_action
## Right-click and escape answer "no".
key "game_menu" action no_action
style confirm_frame is gui_frame
style confirm_prompt is gui_prompt
style confirm_prompt_text is gui_prompt_text
style confirm_button is gui_medium_button
style confirm_button_text is gui_medium_button_text
style confirm_frame:
background Frame([ "gui/confirm_frame.png", "gui/frame.png"], gui.confirm_frame_borders, tile=gui.frame_tile)
padding gui.confirm_frame_borders.padding
xalign .5
yalign .5
style confirm_prompt_text:
textalign 0.5
layout "subtitle"
style confirm_button:
properties gui.button_properties("confirm_button")
style confirm_button_text:
properties gui.text_properties("confirm_button")
## Skip indicator screen #######################################################
##
## The skip_indicator screen is displayed to indicate that skipping is in
## progress.
##
## https://www.renpy.org/doc/html/screen_special.html#skip-indicator
screen skip_indicator():
zorder 100
style_prefix "skip"
frame:
hbox:
spacing 9
text _("Skipping")
text "▸" at delayed_blink(0.0, 1.0) style "skip_triangle"
text "▸" at delayed_blink(0.2, 1.0) style "skip_triangle"
text "▸" at delayed_blink(0.4, 1.0) style "skip_triangle"
## This transform is used to blink the arrows one after another.
transform delayed_blink(delay, cycle):
alpha .5
pause delay
block:
linear .2 alpha 1.0
pause .2
linear .2 alpha 0.5
pause (cycle - .4)
repeat
style skip_frame is empty
style skip_text is gui_text
style skip_triangle is skip_text
style skip_frame:
ypos gui.skip_ypos
background Frame("gui/skip.png", gui.skip_frame_borders, tile=gui.frame_tile)
padding gui.skip_frame_borders.padding
style skip_text:
size gui.notify_text_size
style skip_triangle:
## We have to use a font that has the BLACK RIGHT-POINTING SMALL TRIANGLE
## glyph in it.
font "DejaVuSans.ttf"
## Notify screen ###############################################################
##
## The notify screen is used to show the player a message. (For example, when
## the game is quicksaved or a screenshot has been taken.)
##
## https://www.renpy.org/doc/html/screen_special.html#notify-screen
screen notify(message):
zorder 100
style_prefix "notify"
frame at notify_appear:
text "[message!tq]"
timer 3.25 action Hide('notify')
transform notify_appear:
on show:
alpha 0
linear .25 alpha 1.0
on hide:
linear .5 alpha 0.0
style notify_frame is empty
style notify_text is gui_text
style notify_frame:
ypos gui.notify_ypos
background Frame("gui/notify.png", gui.notify_frame_borders, tile=gui.frame_tile)
padding gui.notify_frame_borders.padding
style notify_text:
properties gui.text_properties("notify")
## NVL screen ##################################################################
##
## This screen is used for NVL-mode dialogue and menus.
##
## https://www.renpy.org/doc/html/screen_special.html#nvl
screen nvl(dialogue, items=None):
window:
style "nvl_window"
has vbox:
spacing gui.nvl_spacing
## Displays dialogue in either a vpgrid or the vbox.
if gui.nvl_height:
vpgrid:
cols 1
yinitial 1.0
use nvl_dialogue(dialogue)
else:
use nvl_dialogue(dialogue)
## Displays the menu, if given. The menu may be displayed incorrectly if
## config.narrator_menu is set to True.
for i in items:
textbutton i.caption:
action i.action
style "nvl_button"
add SideImage() xalign 0.0 yalign 1.0
screen nvl_dialogue(dialogue):
for d in dialogue:
window:
id d.window_id
fixed:
yfit gui.nvl_height is None
if d.who is not None:
text d.who:
id d.who_id
text d.what:
id d.what_id
## This controls the maximum number of NVL-mode entries that can be displayed at
## once.
define config.nvl_list_length = gui.nvl_list_length
style nvl_window is default
style nvl_entry is default
style nvl_label is say_label
style nvl_dialogue is say_dialogue
style nvl_button is button
style nvl_button_text is button_text
style nvl_window:
xfill True
yfill True
background "gui/nvl.png"
padding gui.nvl_borders.padding
style nvl_entry:
xfill True
ysize gui.nvl_height
style nvl_label:
xpos gui.nvl_name_xpos
xanchor gui.nvl_name_xalign
ypos gui.nvl_name_ypos
yanchor 0.0
xsize gui.nvl_name_width
min_width gui.nvl_name_width
textalign gui.nvl_name_xalign
style nvl_dialogue:
xpos gui.nvl_text_xpos
xanchor gui.nvl_text_xalign
ypos gui.nvl_text_ypos
xsize gui.nvl_text_width
min_width gui.nvl_text_width
textalign gui.nvl_text_xalign
layout ("subtitle" if gui.nvl_text_xalign else "tex")
style nvl_thought:
xpos gui.nvl_thought_xpos
xanchor gui.nvl_thought_xalign
ypos gui.nvl_thought_ypos
xsize gui.nvl_thought_width
min_width gui.nvl_thought_width
textalign gui.nvl_thought_xalign
layout ("subtitle" if gui.nvl_text_xalign else "tex")
style nvl_button:
properties gui.button_properties("nvl_button")
xpos gui.nvl_button_xpos
xanchor gui.nvl_button_xalign
style nvl_button_text:
properties gui.text_properties("nvl_button")
## Bubble screen ###############################################################
##
## The bubble screen is used to display dialogue to the player when using speech
## bubbles. The bubble screen takes the same parameters as the say screen, must
## create a displayable with the id of "what", and can create displayables with
## the "namebox", "who", and "window" ids.
##
## https://www.renpy.org/doc/html/bubble.html#bubble-screen
screen bubble(who, what):
style_prefix "bubble"
window:
id "window"
if who is not None:
window:
id "namebox"
style "bubble_namebox"
text who:
id "who"
text what:
id "what"
style bubble_window is empty
style bubble_namebox is empty
style bubble_who is default
style bubble_what is default
style bubble_window:
xpadding 30
top_padding 5
bottom_padding 5
style bubble_namebox:
xalign 0.5
style bubble_who:
xalign 0.5
textalign 0.5
color "#000"
style bubble_what:
align (0.5, 0.5)
text_align 0.5
layout "subtitle"
color "#000"
define bubble.frame = Frame("gui/bubble.png", 55, 55, 55, 95)
define bubble.thoughtframe = Frame("gui/thoughtbubble.png", 55, 55, 55, 55)
define bubble.properties = {
"bottom_left" : {
"window_background" : Transform(bubble.frame, xzoom=1, yzoom=1),
"window_bottom_padding" : 27,
},
"bottom_right" : {
"window_background" : Transform(bubble.frame, xzoom=-1, yzoom=1),
"window_bottom_padding" : 27,
},
"top_left" : {
"window_background" : Transform(bubble.frame, xzoom=1, yzoom=-1),
"window_top_padding" : 27,
},
"top_right" : {
"window_background" : Transform(bubble.frame, xzoom=-1, yzoom=-1),
"window_top_padding" : 27,
},
"thought" : {
"window_background" : bubble.thoughtframe,
}
}
define bubble.expand_area = {
"bottom_left" : (0, 0, 0, 22),
"bottom_right" : (0, 0, 0, 22),
"top_left" : (0, 22, 0, 0),
"top_right" : (0, 22, 0, 0),
"thought" : (0, 0, 0, 0),
}
################################################################################
## Mobile Variants
################################################################################
style pref_vbox:
variant "medium"
xsize 675
## Since a mouse may not be present, we replace the quick menu with a version
## that uses fewer and bigger buttons that are easier to touch.
screen quick_menu():
variant "touch"
zorder 100
if quick_menu:
hbox:
style_prefix "quick"
xalign 0.5
yalign 1.0
textbutton _("Back") action Rollback()
textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
textbutton _("Auto") action Preference("auto-forward", "toggle")
textbutton _("Menu") action ShowMenu()
style window:
variant "small"
background "gui/phone/textbox.png"
style radio_button:
variant "small"
foreground "gui/phone/button/radio_[prefix_]foreground.png"
style check_button:
variant "small"
foreground "gui/phone/button/check_[prefix_]foreground.png"
style nvl_window:
variant "small"
background "gui/phone/nvl.png"
style main_menu_frame:
variant "small"
background "gui/phone/overlay/main_menu.png"
style game_menu_outer_frame:
variant "small"
background "gui/phone/overlay/game_menu.png"
style game_menu_navigation_frame:
variant "small"
xsize 510
style game_menu_content_frame:
variant "small"
top_margin 0
style pref_vbox:
variant "small"
xsize 600
style bar:
variant "small"
ysize gui.bar_size
left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile)
style vbar:
variant "small"
xsize gui.bar_size
top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)
style scrollbar:
variant "small"
ysize gui.scrollbar_size
base_bar Frame("gui/phone/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
thumb Frame("gui/phone/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
style vscrollbar:
variant "small"
xsize gui.scrollbar_size
base_bar Frame("gui/phone/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
thumb Frame("gui/phone/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
style slider:
variant "small"
ysize gui.slider_size
base_bar Frame("gui/phone/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
thumb "gui/phone/slider/horizontal_[prefix_]thumb.png"
style vslider:
variant "small"
xsize gui.slider_size
base_bar Frame("gui/phone/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
thumb "gui/phone/slider/vertical_[prefix_]thumb.png"
style slider_vbox:
variant "small"
xsize None
style slider_slider:
variant "small"
xsize 900