Files
IWaniHugThatGator-Demo-Public/game/screens.rpy
2024-03-06 19:57:33 -06:00

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init -1 python:
#idk non-functional dummies for uisounds hackery
#coming soon
def onclick_audio(flag, _audioflag=False):
audio_filename=["audio/ui/snd_ui_option_on.wav", "audio/ui/snd_ui_option_off.wav"]
if _audioflag:
audio_filename=["audio/ui/snd_ui_option_off.wav", "audio/ui/snd_ui_option_on.wav"]
renpy.play(audio_filename[int(bool(flag))])
# def ToggleMuteAll():
# if preferences.all_mute == True:
# renpy.play("audio/ui/snd_ui_option_off.wav")
# else:
# renpy.play("audio/ui/snd_ui_option_on.wav")
# preferences.all_mute = not preferences.all_mute
################################################################################
## 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
default _window_alpha = 1.0
default notagoodtime_ui = False
default textbox_nobox = False
default textbox_offset = 0
default namebox_offset = 0
screen say(who, what):
if notagoodtime_ui:
$ textbox_image = "gui/textbox_long_old.png"
$ textbox_name_image = "gui/textbox_no_hitch_old.png"
$ textbox_name_style = "old_namebox"
else:
$ textbox_image = "gui/textbox_long.png"
$ textbox_name_image = "gui/textbox_no_hitch.png"
$ textbox_name_style = "namebox"
style_prefix "say"
window:
id "window"
if who is not None:
background Transform(Image(textbox_image, xalign=0.5, yalign=1.0), alpha=store._window_alpha)
window:
id "namebox"
style textbox_name_style
text who id "who" yoffset textbox_offset + namebox_offset
else:
background Transform(Image(textbox_name_image, xalign=0.5, yalign=1.0), alpha=store._window_alpha)
if notagoodtime_ui:
text what id "what" yoffset textbox_offset xpos 365 xsize 1116 ypos 47 size 40
else:
text what id "what" yoffset textbox_offset
## 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
xoffset 0
yoffset gui.window_yoffset
xcenter 0.5
style namebox:
xalign 0.5
xpos gui.name_xpos
ypos gui.name_ypos
style old_namebox:
xalign 0.5
xpos gui.name_xpos
ypos gui.name_ypos - 5
style say_label:
properties gui.text_properties("name", accent=True)
xalign gui.name_xalign
yalign 0.5
xanchor gui.name_xalign
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:
add Image("gui/textbox_no_hitch.png", xalign=0.5, yalign=1.0, yoffset=gui.input_yoffset) #for mobile OSK
vbox:
xanchor gui.dialogue_text_xalign
xpos gui.dialogue_xpos
xsize gui.dialogue_width
ypos gui.dialogue_ypos
yoffset gui.input_yoffset #for mobile OSK
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):
if notagoodtime_ui:
style_prefix "old_choice"
vbox:
for i in items:
textbutton i.caption action i.action activate_sound None
else:
style_prefix "choice"
vbox:
for i in items:
textbutton i.caption action i.action
## When this is true, menu captions will be spoken by the narrator. When false,
## menu captions will be displayed as empty buttons.
define config.narrator_menu = True
style choice_vbox is vbox
style choice_button is button
style choice_button_text is button_text
style old_choice_vbox is choice_vbox
style old_choice_button_text is choice_button_text
style old_choice_button is choice_button
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")
activate_sound "audio/ui/snd_ui_click.wav"
style choice_button_text is default:
properties gui.button_text_properties("choice_button")
style old_choice_button is default:
properties gui.button_properties("choice_button")
idle_background Frame("/gui/button/old_choice_idle_background.png")
hover_background Frame("/gui/button/old_choice_hover_background.png")
## Quick Menu screen ###########################################################
##
## The quick menu is displayed in-game to provide easy access to the out-of-game
## menus.
screen quick_button(filename, label, function=NullAction(), function2=NullAction()):
if notagoodtime_ui == False:
button:
xsize 71
ysize 71
action function
alternate function2
if 'Return' in label or 'Back' in label or 'Menu' in label:
activate_sound "audio/ui/snd_ui_back.wav"
else:
activate_sound "audio/ui/snd_ui_click.wav"
fixed:
add filename xalign 0.5 yalign 0.5 zoom 1
text label xalign 0.5 yalign 0.5 size 22 style "quick_button_text"
else:
button:
at transform:
on hover:
matrixcolor BrightnessMatrix(-0.15) * SaturationMatrix(0.6)
zoom 1.056
blur 1.0
on idle:
matrixcolor BrightnessMatrix(0.0) * SaturationMatrix(1.0)
zoom 1.0
blur 0
xsize 71
ysize 71
action function
add filename zoom 1 xalign 0.5 yalign 0.5
text label size 19 xalign 0.5 yalign 0.5 style "old_quick_button_text"
# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
# Reuse the same image string and keep things 'neat'.
screen quick_buttons(filename, label_functions):
if notagoodtime_ui:
grid 1 4:
for l_f in label_functions:
use quick_button(filename, l_f[0], l_f[1], l_f[2])
else:
for l_f in label_functions:
use quick_button(filename, l_f[0], l_f[1], l_f[2])
screen quick_menu():
## Ensure this appears on top of other screens.
zorder 100
window:
xpos 1.45
ypos 0.977
vbox:
if quick_menu:
at showSkip
else:
at hideSkip
if notagoodtime_ui == False:
style_prefix "quick"
spacing 1
$ quick_button_image = "gui/button/uioptionbuttons/template_idle.png"
else:
style_prefix "quick"
xalign 0.0
yalign 0.0
$ quick_button_image = "gui/button/uioptionbuttons/template_idle_old.png"
use quick_buttons(quick_button_image,
[
[ _("Skip"), Skip(), Skip(fast=True, confirm=True) ],
[ _("Save"), ShowMenu('save'), NullAction() ],
[ _("Auto"), Preference("auto-forward", "toggle"), NullAction() ],
[ _("Load"), ShowMenu('load'), NullAction() ]
] )
## 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:
color "#FFFFFF"
hover_color gui.hover_color
selected_color "#3affb3"
style old_quick_button_text:
color "#000000"
hover_color "#000000"
selected_color "#000000"
outlines [ (0, "#000", 0, 0) ]
kerning 0.5
default skipping_cutscene = False
screen cutscene(label=None, auto_show_quickmenu=True):
# Some cutscenes will have conditions outside of the screen check for this variable.
# The game will probably throw an exception if this screen does not exist before the check is made (Which is the point, as it only should be accompanied by the cutscene handler)
default skipping_cutscene = False
on "show" action SetVariable("quick_menu", False)
if auto_show_quickmenu:
on "hide" action SetVariable("quick_menu", True)
key ["K_UP","K_DOWN", "dismiss"] action If(skipping_cutscene, true = If(label!=None,
true=Jump(label), false=Hide()),
false = [SetScreenVariable("skipping_cutscene", True), SetVariable("quick_menu", True)])
use skip_confirm(skipping_cutscene)
screen skip_confirm(shown):
style_prefix "skip"
# Used for incredibly gay toggle so that I can properly fade out the frame
default state = 0
if shown:
$state = 1
timer 3.0 action [SetScreenVariable("skipping_cutscene", False), SetVariable("quick_menu", False)]
frame:
text _("Press again to skip")
at showSkip
else:
if state == 1:
frame:
text _("Press again to skip")
at hideSkip
transform showSkip:
alpha 0
easein_cubic 0.3 alpha 1
transform hideSkip:
alpha 1
easeout_cubic 0.3 alpha 0
################################################################################
## 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.
transform tf_navigation_hover:
zoom 1.1
transform tf_navigation_idle:
zoom 1.1
screen navigation():
vbox:
style_prefix "navigation"
xpos gui.notMM_navigation_xpos
yalign 0.5
spacing gui.navigation_spacing
textbutton _("History") activate_sound "audio/ui/snd_ui_click.wav" action ShowMenu("history")
textbutton _("Save") activate_sound "audio/ui/snd_ui_click.wav" action ShowMenu("save")
textbutton _("Load") activate_sound "audio/ui/snd_ui_click.wav" action ShowMenu("load")
textbutton _("Delete") activate_sound "audio/ui/snd_ui_click.wav" action ShowMenu("delete")
textbutton _("Options") activate_sound "audio/ui/snd_ui_click.wav" action ShowMenu("preferences")
#textbutton _("Extras") action ShowMenu("extras")
textbutton _("Return") activate_sound "audio/ui/snd_ui_back.wav" action Return()
if _in_replay:
textbutton _("End Replay") activate_sound "audio/ui/snd_ui_back.wav" action EndReplay(confirm=True)
elif not main_menu:
textbutton _("Main Menu") activate_sound "audio/ui/snd_ui_back.wav" action MainMenu()
if not main_menu and persistent.enable_chapter_select:
textbutton _("Chapter Select") activate_sound "audio/ui/snd_ui_click.wav" action Start("chapter_select")
#if renpy.variant("pc"):
## The quit button is banned on iOS and unnecessary on Android and
## Web.
#textbutton _("Quit") action Quit()
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.button_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
#similar to quick_button funcs
screen main_menu_button(filename, label, function):
button:
xmaximum 300
ymaximum 129
action function
if 'Back' in label or 'Return' in label or 'Quit' in label or 'Main Menu' in label:
activate_sound "audio/ui/snd_ui_back.wav"
else:
activate_sound "audio/ui/snd_ui_click.wav"
fixed:
add filename zoom 1 xcenter 0.5 ycenter 0.5
text label xalign 0.5 yalign 0.4 size 50 outlines [ (absolute(3), "#342F6C") ]
#image bonus_flash:
# "gui/button/menubuttons/title_button.png"
# matrixcolor TintMatrix(Color((5*255, 5*255, 5*255)))
# easeout_cubic 0.30 matrixcolor TintMatrix(Color((255, 255, 255)))
# pause 0.133
# repeat 4
image template_black_m = Composite(
(511, 129),
(6, 5), Crop((0, 0, 511-12, 129-12), Solid("#000000", width=2, height=2)),
(0, 0), "gui/button/menubuttons/title_button.png",
(0, 0), "gui/button/menubuttons/title_button.png"
)
image template_black:
"template_black_m"
matrixcolor TintMatrix(Color((0, 0, 0)))
alpha 0.8
# screen bonus_chapter_button(f="gui/button/menubuttons/template_idle.png"):
# #("gui/button/menubuttons/template_idle.png", "Bonus Chapters", ShowMenu("ex_ch_menu"))
# button:
# xmaximum 500
# ymaximum 129
# xysize (500, 129)
# action ShowMenu("ex_ch_menu")
# activate_sound "audio/ui/snd_ui_click.wav"
# fixed:
# if persistent.old_endings != persistent.endings:
# add "bonus_flash" xalign 0.5 yalign 0.5 zoom 1 xanchor 0 xcenter 0.5 ycenter 0.5
# $ persistent.old_endings = persistent.endings
# else:
# add f xalign 0.5 yalign 0.5 zoom 1 xanchor 0 xcenter 0.5 ycenter 0.5
# text "Crash the game" xalign 0.5 yalign 0.5 xanchor 0.5
# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
# Reuse the same image string and keep things 'neat'.
screen main_menu_buttons(filename, label_functions):
for l_f in label_functions:
use main_menu_button(filename, l_f[0], l_f[1])
#transform bonus_notif:
# pause 6.00
# easeout_cubic 0.65 alpha 0
label before_main_menu:
$ renpy.music.play("<loop 61.931333>" + DEFAULT_MUSIC_FILEPATH + "mus_titlescreen" + DEFAULT_MUSIC_EXTENSION, channel="music", loop=True)
return
screen main_menu():
# Shit sucks but it's the only way to translate the rpc
$ discord.set(**{ "details" : __("In the Main Menu."),
"large_image" : "gamelogo",
"large_text" : __("Playing Wani."),
"small_image" : "gameicon",
"small_text" : "Olivia",
"buttons" : [dict(label = __("Website"), url = "https://hugthegator.xyz/"),
dict(label = __("Steam page"), url = "https://store.steampowered.com/app/1895350/I_Wani_Hug_that_Gator/")]
})
## This ensures that any other menu screen is replaced.
tag menu
style_prefix "main_menu"
add gui.main_menu_background
## This empty frame darkens the main menu.
frame:
pass
#if renpy.seen_image("big ending"):
# style_prefix "main_menu_ex"
# add "big ending"
#else:
# style_prefix "main_menu"
# add gui.main_menu_background
#
# ## This empty frame darkens the main menu.
# frame:
# pass
#if persistent.old_endings != persistent.endings:
# fixed:
# xalign 0.125
# yalign 0.5
# xsize int(1920/2)
# ysize int(1080/4)
# at bonus_notif
# fixed:
# add Solid("#000")
# add Solid(gui.accent_color) xysize ( int(1920/2)-20, int(1080/4)-12 ):
# xalign 0.5
# yalign 0.5
# if persistent.endings == 0b1111:
# text "You have unlocked all bonus chapters!" style "main_menu_text" yalign 0.5
# else:
# text "You have unlocked new bonus chapters, complete unseen endings to see more!" style "main_menu_text" yalign 0.5
## The use statement includes another screen inside this one. The actual
## contents of the main menu are in the navigation screen.
add "gui/title_overlay.png"
hbox:
xalign 0.5
spacing 1
ypos 30
if can_see_epilogue():
# Need a containter for the transform, won't work with use
hbox:
at call_attention
use main_menu_button("gui/button/menubuttons/title_button.png", _("E4 Epilogue"), Start("e4_epilogue"))
else:
use main_menu_button("gui/button/menubuttons/title_button.png", _("Start"), Start())
if persistent.enable_chapter_select:
use main_menu_button("gui/button/menubuttons/title_button.png", _("Start from..."), Start("chapter_select"))
# use bonus_chapter_button()
use main_menu_buttons("gui/button/menubuttons/title_button.png",
[
[ _("Load"), ShowMenu("load") ],
[ _("Options"), ShowMenu("preferences") ],
[ _("Extras"), ShowMenu("extras") ], \
[ _("Quit"), Quit(confirm=not main_menu) ]
] )
#on "show" action renpy.start_predict_screen("cg_gallery")
vbox:
xpos 1810
yalign 0.36
if persistent.splashtype == 1:
add "anim_logoalt" zoom 0.5
else:
add "anim_logo" zoom 0.5
if persistent.epilogue_message == 1:
use OkPrompt(_("Complete the other endings to get something extra!"), False)
python:
if persistent.epilogue_message == 1:
persistent.epilogue_message = 2
transform call_attention:
easein_cubic 0.5 matrixcolor TintMatrix(Color((255*2, 255*2, 255*2)))
0.3
easeout_cubic 0.5 matrixcolor TintMatrix(Color((255/2, 255/2, 255/2)))
repeat
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:
ysize 120
xfill True
#background "gui/title_overlay.png"
style main_menu_vbox:
xalign 1.0
xoffset -30
xmaximum 1200
yalign 1.0
yoffset -60
style main_menu_text:
properties gui.text_properties("main_menu") #, accent=True)
color gui.main_menu_color
hover_color gui.hover_color
size gui.main_menu_text_size
style main_menu_title:
properties gui.text_properties("title")
style main_menu_ex is main_menu
style main_menu_ex_vbox is main_menu_vbox
style main_menu_ex_text is main_menu_text
style main_menu_ex_frame is main_menu_frame
#style main_menu_ex_button:
#color "#222"
#background "gui/button/menubuttons/template_idle.png"
#xalign 0.5 yalign 0.5 zoom 1 xanchor 0 xcenter 0.5 ycenter 0.5
#style main_menu_ex_button:
#color "#222"
#style main_menu_version:
# properties gui.text_properties("version")
# style
## 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". When
## 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):
style_prefix "game_menu"
if main_menu:
add gui.main_menu_background
add "gui/backdrop.png"
add "gui/seperator.png"
else:
add gui.game_menu_background
add "gui/backdrop.png"
add "gui/seperator.png"
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:
transclude
elif scroll == "vpgrid":
vpgrid:
cols 1
yinitial yinitial
scrollbars "vertical"
mousewheel True
draggable True
pagekeys True
side_yfill True
transclude
else:
transclude
use navigation
add "gui/banner.png"
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 game_menu_label_text:
xpos 0
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():
key "game_menu" action ShowMenu("extras")
tag menu
style_prefix "main_menu"
add gui.main_menu_background
add "gui/backdrop.png"
## This empty frame darkens the main menu.
frame:
pass
## The use statement includes another screen inside this one. The actual
## contents of the main menu are in the navigation screen.
viewport:
scrollbars "vertical"
mousewheel True
draggable True
yalign 0.00
yoffset 200
xoffset 80
xmaximum 1800
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"
style_prefix "quick"
text _("{size=30}Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]\n\nTo find more information about the game please visit {a=https://www.hugthegator.xyz/}our website{/a}.{/size}") text_align 0
null height 50
label _("Extra credits:")
null height 20
hbox:
spacing 50
box_wrap True
# When you put in your credits, copy and paste this vbox in the hbox indentation and make your changes.
vbox:
text _("Translation (Spanish):")
null height 20
text ("{size=30}Queso2033 Anon\nSanManon\nCereal Anon{/size}")
null height 50
text _("Art Assets (Spanish):")
null height 20
text ("{size=30}Cereal Anon{/size}")
null height 50
text ("Proofreaders (Spanish):")
null height 20
text ("{size=30}Vincent\nLubsol\nRakanswain17\nManulstars y Darkadibuja\nLana\nNingusta\nLoloman2111\nRioo\nTomasllade{/size}")
null height 100
null height 150 # Have to pad out due to the Yoffset
use extrasnavigation
## 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 delete():
tag menu
use file_slots(_("Delete"), True)
screen file_slots(title, flag=False):
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
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:
if flag:
action FileDelete(slot)
else:
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 _("<") activate_sound "audio/ui/snd_ui_click.wav" action FilePagePrevious()
if config.has_autosave:
textbutton _("{#auto_page}A") activate_sound "audio/ui/snd_ui_click.wav" action FilePage("auto")
if config.has_quicksave:
textbutton _("{#quick_page}Q") activate_sound "audio/ui/snd_ui_click.wav" action FilePage("quick")
## range(1, 10) gives the numbers from 1 to 9.
for page in range(1, 10):
textbutton "[page]" activate_sound "audio/ui/snd_ui_click.wav" action FilePage(page)
textbutton _(">") activate_sound "audio/ui/snd_ui_click.wav" action FilePageNext(max=9)
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:
text_align 0.5
layout "subtitle"
hover_color gui.hover_color
style page_button:
properties gui.button_properties("page_button")
style page_button_text:
properties gui.button_text_properties("page_button")
style slot_button:
properties gui.button_properties("slot_button")
style slot_button_text:
properties gui.button_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(_("Options"), scroll="viewport"):
vbox:
hbox:
spacing 5
box_wrap True
vbox:
style_prefix "radio"
label _("Display")
textbutton _("Window") activate_sound "audio/ui/snd_ui_option_on.wav" action Preference("display", "any window")
textbutton _("Fullscreen") activate_sound "audio/ui/snd_ui_option_on.wav" action Preference("display", "fullscreen")
vbox:
style_prefix "radio"
label _("Rollback Side")
textbutton _("Disable") activate_sound "audio/ui/snd_ui_option_on.wav" action Preference("rollback side", "disable")
textbutton _("Left") activate_sound "audio/ui/snd_ui_option_on.wav" action Preference("rollback side", "left")
textbutton _("Right") activate_sound "audio/ui/snd_ui_option_on.wav" action Preference("rollback side", "right")
vbox:
style_prefix "check"
label _("Naughty Stuff")
textbutton _("Enable Saucy Images") action [Function(onclick_audio, persistent.lewd), ToggleVariable("persistent.lewd", True, False)]
vbox:
style_prefix "check"
label _("Requires Restart")
textbutton _("Enable Forward-Scroll Movement") action [Function(onclick_audio, persistent.scroll), ToggleVariable("persistent.scroll", True, False)]
textbutton _("Enable Discord Rich Presence") activate_sound "audio/ui/snd_ui_option_on.wav" action [ToggleVariable("persistent.Discord", True, False), Function(discord.toggled)]
if renpy.variant(["mobile", "steam_deck"]):
vbox:
style_prefix "check"
label _("Performance")
textbutton _("Disable heavy text animations.") action [Function(onclick_audio, persistent.text_no_heavy_ATL), ToggleVariable("persistent.text_no_heavy_ATL", True, False)]
vbox:
style_prefix "check"
label _("Skip")
textbutton _("Unseen Text") action [Function(onclick_audio, preferences.skip_unseen), ToggleVariable("preferences.skip_unseen", True, False)]
textbutton _("After Choices") action [Function(onclick_audio, preferences.skip_after_choices), ToggleVariable("preferences.skip_after_choices", True, False)]
textbutton _("Transitions") action [Function(onclick_audio, preferences.transitions, True), ToggleVariable("preferences.transitions", 0, 2)]
vbox:
style_prefix "check"
label _("Developer Tools")
textbutton _("Enable Chapter Select") activate_sound "audio/ui/snd_ui_option_on.wav" action ToggleVariable("persistent.enable_chapter_select", True, False)
textbutton _("Enable Debug Scores") activate_sound "audio/ui/snd_ui_option_on.wav" action ToggleVariable("persistent.enable_debug_scores", True, False)
vbox:
style_prefix "check"
label _("Language")
vpgrid:
rows len(languages)
cols 1
mousewheel True
draggable True
xsize 676
ysize 250
if len(languages)>4:
scrollbars "vertical"
for lang in languages:
fixed:
xsize 300
ysize 60
use lang_button(lang)
if played_demo:
vbox:
style_prefix "check"
label _("Demo options")
textbutton _("Ask to skip to new content") activate_sound "audio/ui/snd_ui_option_on.wav" action ToggleVariable("persistent.skip_ask", True, False)
if not main_menu:
if persistent.enable_debug_scores:
$ monitor_story_variables(False)
$ monitor_story_variables(True)
else:
$ monitor_story_variables(False)
## 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") yalign 0.5
textbutton _("Reset"):
action Function(preferences.set_volume, 'music', config.default_music_volume)
if config.has_sound:
label _("Sound Volume")
hbox:
bar value Preference("sfx volume") yalign 0.5
textbutton _("Reset"):
action Function(preferences.set_volume, 'sfx', config.default_sfx_volume)
if config.sample_sound:
textbutton _("Test") action Play("sound", config.sample_sound)
label _("UI Sounds Volume")
hbox:
bar value Preference("ui volume") yalign 0.5
textbutton _("Reset"):
yalign 0.5
action Function(preferences.set_volume, 'ui', config.default_sfx_volume)
if config.has_voice:
label _("Voice Volume")
hbox:
bar value Preference("voice volume") yalign 0.5
textbutton _("Reset"):
yalign 0.5
action Function(preferences.set_volume, 'voice', config.default_sfx_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.button_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.button_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.button_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):
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 = set()
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_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
## Extras screen########################################################
## A screen that combines help, about, updates, gallery,
screen extras():
tag menu
style_prefix "main_menu"
add gui.main_menu_background
add "gui/title_overlay.png"
## This empty frame darkens the main menu.
frame:
pass
vbox:
xpos 1810
yalign 0.36
if persistent.splashtype == 1:
add "anim_logoalt" zoom 0.5
else:
add "anim_logo" zoom 0.5
use extrasnavigation
##Drawings Handler screen
screen saveDrawingsHandler(img):
zorder 999
modal True
style_prefix "confirm"
add "gui/overlay/confirm.png"
python:
errorCode = testGetDrawingCompat()
errMsg = ""
if errorCode == 0:
errMsg = False
if errorCode == 1:
errMsg = _("You don't have a compatible file-picker program. Please install any of the following: \n\n applescript, kdialog, yad, xdialog, zenity, matedialog, shellementary, qarma")
if errMsg is not False:
frame:
vbox:
xalign .5
yalign .5
spacing 30
label _(errMsg):
style "confirm_prompt"
xalign 0.5
hbox:
xalign 0.5
spacing 100
textbutton _("Ok") action Hide("saveDrawingsHandler", dissolve)
else:
frame:
vbox:
xalign .5
yalign .5
spacing 30
label _("A file dialog will appear prompting you for a place to save your drawings."):
style "confirm_prompt"
xalign 0.5
hbox:
xalign 0.5
spacing 100
textbutton _("Ok") action [Function(saveDrawing,img), Hide("saveDrawingsHandler", dissolve)]
screen drawings_screen():
$ Lana = populate_drawings()
key "game_menu" action ShowMenu("extras")
tag menu
frame:
background Transform(gui.main_menu_background, matrixcolor=TintMatrix('#222'))
padding (20, 20)
hbox:
style_prefix "navigation"
fixed:
ysize 1080
xsize 150
vbox:
at left
textbutton _("< Return") action ShowMenu("extras")
add Null(0,50)
vbox:
label _("Your gallery") text_size 80
add Null(0, 40)
if len(Lana) > 0:
vpgrid:
cols 4
draggable True
mousewheel True
scrollbars "vertical"
for drawing in Lana:
fixed:
xsize 400
ysize 300
button:
add drawing:
fit "contain"
align (0.5,0.5)
action Show("show_drawing", dissolve, img=drawing)
at truecenter
at truecenter
else:
text _("Start creating art and it will appear here!") at truecenter
screen show_drawing(img):
modal True
imagebutton:
idle img
action Hide("show_drawing", dissolve)
at Transform(align=(0.5, 0.5))
if not renpy.android and not renpy.variant("steam_deck"):
style_prefix "navigation"
textbutton _("Export drawing") action Show(screen="saveDrawingsHandler",img=img) text_size 40 at center
# key ["mouseup_1", "mouseup_3"] action Hide("show_drawing", dissolve)
transform glow(img):
img
easein_cubic 0.30 matrixcolor TintMatrix(Color((255*1.5, 255*1.5, 255*1.5)))
init python:
def populate_drawings():
rv = []
for file in renpy.list_files(True):
if file.endswith(".png") and "drawings/" in file:
rv.append(file)
return rv
##Extras Navigation Screen #####################################################
##
##This screen is to be reused in
screen extrasnavigation():
#vbox:
# xpos 1940
# yalign 0.03
#
# if persistent.splashtype == 1:
# add "gui/sneedgame.png"
# else:
# add "gui/snootgame.png"
hbox:
xalign 0.5
spacing 1
ypos 30
use main_menu_buttons("gui/button/menubuttons/title_button.png",
[
[ _("Help"), ShowMenu("help") ],
[ _("About"), ShowMenu("about") ],
[ _("Achievements"), ShowMenu("achievements_screen") ],
[ _("Mods"), ShowMenu("mod_menu") ],
[ _("Drawings"), ShowMenu("drawings_screen") ],
[ _("Return"), ShowMenu("main_menu") ]
] )
#add Null(0, 129)
## 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():
key "game_menu" action ShowMenu("extras")
tag menu
style_prefix "main_menu"
add gui.main_menu_background
add "gui/backdrop.png"
## This empty frame darkens the main menu.
frame:
pass
default device = "keyboard"
# vbox:
# xpos 1100
# ## ypos 1000
# yalign 0.4
# spacing 23
fixed:
vbox:
xalign 0.8
yalign 0.5
spacing 23
style_prefix "help"
textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
textbutton _("Mouse") action SetScreenVariable("device", "mouse")
if GamepadExists():
textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")
vbox:
yalign 0.5
xpos 1100
if device == "keyboard":
use keyboard_help
elif device == "mouse":
use mouse_help
elif device == "gamepad":
use gamepad_help
text _("") ## again in here to keep vbox in check
use extrasnavigation
screen keyboard_help():
style_prefix "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. Also escapes the Gallery.")
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}.")
screen mouse_help():
style_prefix "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. Also escapes the Gallery.")
hbox:
label _("Mouse Wheel Up\nClick Rollback Side")
text _("Rolls back to earlier dialogue.")
hbox:
label _("Mouse Wheel Down")
text _("Rolls forward to later dialogue.")
screen gamepad_help():
style_prefix "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")
text _("Accesses the game menu.")
hbox:
label _("Y/Top Button")
text _("Hides the user interface.")
textbutton _("Calibrate") action GamepadCalibrate() xalign 0.3 ypos 50
#this bit is might need trimming or rework
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.button_text_properties("help_button")
size 40
style help_label:
xsize 375
right_padding 30
style help_label_text:
size gui.text_size
xalign 1.0
## Achievement screen ##############################################################
##
##
screen achievements_screen():
tag menu
key "game_menu" action ShowMenu("extras")
style_prefix "main_menu"
add gui.main_menu_background
add "gui/backdrop.png"
use extrasnavigation
vpgrid:
draggable True
mousewheel True
yfill False xfill True
scrollbars "vertical"
spacing 20
align (0.5,1.0)
xsize int(config.screen_width) ysize int(config.screen_height*0.8)
cols 1
for i in achievements:
use achievement_screen(i)
null height 1
screen achievement_screen(cheevo):
style_prefix 'achievement'
frame:
xpadding 50
ypadding 20
background Frame("gui/backdrop.png")
xfill True
hbox:
spacing 90
if cheevo.has():
add cheevo.unlocked_image:
fit "scale-down" ysize 200 align (0.5, 0.5)
else:
add cheevo.locked_image:
fit "scale-down" ysize 200 align (0.5, 0.5)
vbox:
spacing 5
if cheevo.has():
label cheevo.getName() style_prefix "unlocked_achievement"
else:
label cheevo.getName() style_prefix "achievement"
text cheevo.getDesc()
style achievement_label:
padding (2, 2)
style achievement_label_text:
size 40 color '#a8a8a87f'
style unlocked_achievement_label:
padding (2, 2)
style unlocked_achievement_label_text:
size 40 color '#bed3ff'
################################################################################
## 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") activate_sound "audio/ui/snd_ui_click.wav" action yes_action
textbutton _("No") activate_sound "audio/ui/snd_ui_back.wav" 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:
layout "subtitle"
style confirm_button:
properties gui.button_properties("confirm_button")
style confirm_button_text:
properties gui.button_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, as it is above.
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.button_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
################################################################################
# Why would a mouse be present
## 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.
#redefine function
screen quick_button(filename, label, function, function2):
variant ["mobile", "steam_deck"]
if notagoodtime_ui:
button:
at transform:
on hover:
matrixcolor BrightnessMatrix(-0.15) * SaturationMatrix(0.6)
zoom 1.056
blur 1.0
on idle:
matrixcolor BrightnessMatrix(0.0) * SaturationMatrix(1.0)
zoom 1.0
blur 0
xsize 71
ysize 71
action function
add filename zoom 1 xalign 0.5 yalign 0.5
text label size 19 xalign 0.5 yalign 0.5 style "old_quick_button_text"
else:
button:
xmaximum 124
ymaximum 124
action function
alternate function2
fixed:
add filename xalign 0.5 yalign 0.5 zoom 1.75
text label xalign 0.5 yalign 0.5 size 42 style "quick_button_text"
screen quick_menu():
variant ["mobile", "steam_deck"]
zorder 100
if not notagoodtime_ui:
hbox:
if quick_menu:
at showSkip
else:
at hideSkip
spacing 28
style_prefix "quick"
xalign 0.5
yalign 0.975
use quick_buttons("gui/button/uioptionbuttons/template_idle.png", \
[ \
[ _("Back"), Rollback(), NullAction() ], \
[ _("Skip"), Skip(), Skip(fast=True, confirm=True) ], \
[ _("Auto"), Preference("auto-forward", "toggle"), NullAction() ], \
[ _("Menu"), ShowMenu(), NullAction() ] \
] )
else:
window:
xpos 1.45
ypos 0.977
vbox:
if quick_menu:
at showSkip
else:
at hideSkip
style_prefix "quick"
xalign 0.0
yalign 0.0
use quick_buttons("gui/button/uioptionbuttons/template_idle_old.png",
[
[ _("Skip"), Skip(), Skip(fast=True, confirm=True) ],
[ _("Save"), ShowMenu('save'), NullAction() ],
[ _("Auto"), Preference("auto-forward", "toggle"), NullAction() ],
[ _("Load"), ShowMenu('load'), NullAction() ]
] )
screen quick_menu():
## Ensure this appears on top of other screens.
zorder 100
window:
xpos 1.45
ypos 0.977
vbox:
if quick_menu:
at showSkip
else:
at hideSkip
if notagoodtime_ui == False:
style_prefix "quick"
spacing 1
$ quick_button_image = "gui/button/uioptionbuttons/template_idle.png"
else:
style_prefix "quick"
xalign 0.0
yalign 0.0
$ quick_button_image = "gui/button/uioptionbuttons/template_idle_old.png"
use quick_buttons(quick_button_image,
[
[ _("Skip"), Skip(), Skip(fast=True, confirm=True) ],
[ _("Save"), ShowMenu('save'), NullAction() ],
[ _("Auto"), Preference("auto-forward", "toggle"), NullAction() ],
[ _("Load"), ShowMenu('load'), NullAction() ]
] )
screen extrasnavigation(): #Updates are removed (not even supported by Ren'Py)
variant ["mobile", "steam_deck"]
hbox:
xalign 0.5
spacing 2
ypos 30
use main_menu_buttons("gui/button/menubuttons/title_button.png",
[
#[ _("Help"), ShowMenu("help") ], You just press the screen, not mamy instructions needed
[ _("About"), ShowMenu("about") ],
[ _("Achievements"), ShowMenu("achievements_screen") ],
[ _("Mods"), ShowMenu("mod_menu") ],
[ _("Drawings"), ShowMenu("drawings_screen") ],
[ _("Return"), ShowMenu("main_menu") ]
] )
style radio_button:
variant ["mobile", "steam_deck"]
foreground "gui/phone/button/radio_[prefix_]foreground.png"
style check_button:
variant ["mobile", "steam_deck"]
foreground "gui/phone/button/check_[prefix_]foreground.png"
style nvl_window:
variant ["mobile", "steam_deck"]
background "gui/phone/nvl.png"
style game_menu_outer_frame:
variant ["mobile", "steam_deck"]
#background "gui/phone/overlay/game_menu.png"
style game_menu_navigation_frame:
variant ["mobile", "steam_deck"]
xsize 510
style game_menu_content_frame:
variant ["mobile", "steam_deck"]
left_margin -20
right_margin 0
top_margin 15
style pref_vbox:
variant ["mobile", "steam_deck"]
xsize 600
style bar:
variant ["mobile", "steam_deck"]
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 ["mobile", "steam_deck"]
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 ["mobile", "steam_deck"]
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 ["mobile", "steam_deck"]
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 ["mobile", "steam_deck"]
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 ["mobile", "steam_deck"]
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_pref_vbox:
variant ["mobile", "steam_deck"]
xsize None
style slider_pref_slider:
variant ["mobile", "steam_deck"]
xsize 900
screen preferences():
variant ["mobile", "steam_deck"]
tag menu
use game_menu(_("Options"), scroll="viewport"):
vbox:
spacing 20
hbox:
vbox:
style_prefix "radio"
label _("Rollback Side")
textbutton _("Disable") activate_sound "audio/ui/snd_ui_option_on.wav" action Preference("rollback side", "disable")
textbutton _("Left") activate_sound "audio/ui/snd_ui_option_on.wav" action Preference("rollback side", "left")
textbutton _("Right") activate_sound "audio/ui/snd_ui_option_on.wav" action Preference("rollback side", "right")
vbox:
vbox:
style_prefix "check"
label _("Naughty Stuff")
textbutton _("Enable Saucy Images") action [Function(onclick_audio, persistent.lewd), ToggleVariable("persistent.lewd", True, False)]
vbox:
style_prefix "check"
label _("Developer Tools")
textbutton _("Enable Chapter Select") activate_sound "audio/ui/snd_ui_option_on.wav" action ToggleVariable("persistent.enable_chapter_select", True, False)
textbutton _("Enable Debug Scores") activate_sound "audio/ui/snd_ui_option_on.wav" action ToggleVariable("persistent.enable_debug_scores", True, False)
hbox:
vbox:
style_prefix "check"
label _("Language")
vpgrid:
rows len(languages)
cols 1
mousewheel True
draggable True
xsize 300
ysize 250
if len(languages)>4:
scrollbars "vertical"
for lang in languages:
fixed:
xsize 300
ysize 60
use lang_button(lang)
vbox:
style_prefix "check"
label _("Skip")
textbutton _("Unseen Text") action [Function(onclick_audio, preferences.skip_unseen), ToggleVariable("preferences.skip_unseen", True, False)]
textbutton _("After Choices") action [Function(onclick_audio, preferences.skip_after_choices), ToggleVariable("preferences.skip_after_choices", True, False)]
textbutton _("Transitions") action [Function(onclick_audio, preferences.transitions, True), ToggleVariable("preferences.transitions", 0, 2)]
hbox:
vbox:
style_prefix "check"
label _("Performance")
textbutton _("Disable heavy text animations.") action [Function(onclick_audio, persistent.text_no_heavy_ATL), ToggleVariable("persistent.text_no_heavy_ATL", True, False)]
hbox:
style_prefix "slider"
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") #yalign 0.5
textbutton _("Reset"):
action Function(preferences.set_volume, 'music', config.default_music_volume)
if config.has_sound:
label _("Sound Volume")
hbox:
bar value Preference("sfx volume") #yalign 0.5
textbutton _("Reset"):
action Function(preferences.set_volume, 'sfx', config.default_sfx_volume)
if config.sample_sound:
textbutton _("Test") action Play("sound", config.sample_sound)
label _("UI Sounds Volume")
hbox:
bar value Preference("ui volume") #yalign 0.5
textbutton _("Reset"):
yalign 0.5
action Function(preferences.set_volume, 'ui', config.default_sfx_volume)
if config.has_voice:
label _("Voice Volume")
hbox:
bar value Preference("voice volume") #yalign 0.5
textbutton _("Reset"):
yalign 0.5
action Function(preferences.set_volume, 'voice', config.default_sfx_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"