Complete lyra game
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"""
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ATL Text Tags Ren'Py Module
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2021 Daniel Westfall <SoDaRa2595@gmail.com>
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http://twitter.com/sodara9
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I'd appreciate being given credit if you do end up using it! :D Would really
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make my day to know I helped some people out!
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Really hope this can help the community create some really neat ways to spice
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up their dialogue!
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http://opensource.org/licenses/mit-license.php
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Forum Post: https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=60527&sid=75b4eb1aa5212a33cbfe9b0354e5376b
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Github: https://github.com/SoDaRa/Kinetic-Text-Tags
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itch.io: https://wattson.itch.io/kinetic-text-tags
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"""
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# Permission is hereby granted, free of charge, to any person
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# obtaining a copy of this software and associated documentation files
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# (the "Software"), to deal in the Software without restriction,
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# including without limitation the rights to use, copy, modify, merge,
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# publish, distribute, sublicense, and/or sell copies of the Software,
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# and to permit persons to whom the Software is furnished to do so,
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# subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be
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# included in all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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# General Notes:
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# I have not tested every transform property and such some may not work as indended
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# Most common ones work fine such as pos and offset.
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# I can't imagine this being an issue for most of them. However I imagine that
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# anchor, xanchor, yanchor, fit and events may not have the indended effect.
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# Tranforms used for ATLText must take up time if they repeat
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# The following will cause an error:
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# transform random_pos(range):
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# xpos (random.random() * range)
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# ypos (random.random() * range)
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# # If there were a pause 0.01 here, it'd be fine. w/o it, renpy flags this as an infinite loop.
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# repeat
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# Sadly, repeating a section a limited number of times does not work.
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# As an example:
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# transform text_rotate_3d(time=1.5):
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# matrixanchor (0.5,0.5)
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# matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
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# linear time matrixtransform RotateMatrix(180,0,180) * OffsetMatrix(0,0,100)
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# linear time matrixtransform RotateMatrix(360,0,360) * OffsetMatrix(0,0,100)
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# matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
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# repeat 3
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# matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
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# linear time matrixtransform RotateMatrix(180,0,180) * OffsetMatrix(0,0,50)
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# linear time matrixtransform RotateMatrix(360,0,360) * OffsetMatrix(0,0,0)
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# The 'repeat 3' will be skipped and instead just fall through into the next section.
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# Thus, repeated sections must be included manually. Which sucks but idk a way
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# around it right now.
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# Thankfully, infinite repeats work without issue.
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# Using matrixtransform and zpos is possible. However, standard text is applied on
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# the screens layer. Using:
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# camera screens:
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# perspective True
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# Will enable that layer to use the 3D stage.
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# HOWEVER!!!
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# Doing so will prevent the user from being able to interact with any buttons
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# on that layer. Therefore, it is advised that if you want to use the 3D stage
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# for text transforms, you have it be handled on a layer.
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# Below is an example of how to implement this.
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# While making this I frequently had the source code up for things
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# Relevant bits to look over were:
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# defaultstore.rpy for how At() works
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# display/motion.py for how various kinda of movement are handled
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# display/transform.py for the TransformState, Tranform and ATLTransform classes
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# atl.py for ATLTransformBase class, which handles a lot of functions for ATLTransform
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# display/accelerator.pyx for how Tranform handles rendering.
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transform bounce:
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ease 0.5 yoffset 10 matrixcolor TintMatrix("#f00")
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ease 0.5 yoffset -10 matrixcolor TintMatrix("#00f")
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repeat
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transform bounce_text(yoff):
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ease 0.5 ypos yoff
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ease 0.5 ypos -yoff
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repeat
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transform rotate_text(speed):
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linear speed rotate 180
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linear speed rotate 360
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rotate 0
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repeat
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transform drop_text(letter, time):
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contains:
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letter
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contains:
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letter
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yoffset 0 alpha 1
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easeout_circ time yoffset 50 alpha 0
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letter
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repeat
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transform fade_in_text(time=0.5, distance=20):
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alpha 0 xoffset distance
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ease time alpha 1 xoffset 0
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# Doing the following will help with using 3D stage transforms on say screen text
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# Defining the new layer below the screens layer to allow it to go behind anything on the screens layer
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# define config.layers = [ 'master', 'transient', 'threeD_text', 'screens', 'overlay' ]
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# Tell the character to use our new layer to display the screen.
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# define e_3d = Character("Eileen3D", show_layer="threeD_text")
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# And before using the character, be sure to do:
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# camera threeD_text:
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# perspective True
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# And the 3D stage things should work.
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# You can also make this layer the default for showing the say screen by doing.
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# define config.say_layer = "threeD_text"
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# Also remember you can override elements of a character for a line, such as with:
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# "Here's a narration line with an override to {atl=-0.1, text_rotate_3d}allow for 3D Text.{/atl}" (show_layer="threeD_text")
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transform text_rotate_3d(time=1.5):
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matrixanchor (0.5,0.5)
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matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
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linear time matrixtransform RotateMatrix(180,0,0) * OffsetMatrix(0,0,100)
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linear time matrixtransform RotateMatrix(360,0,0) * OffsetMatrix(0,0,100)
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matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
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repeat
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init python:
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class ATLText(renpy.Displayable):
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def __init__(self, child, transforms, offset=0, hold=False,**kwargs):
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super(ATLText, self).__init__(**kwargs)
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self.child = At(child, *transforms)
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self.offset = offset
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self.hold = hold
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# If your ATL uses 2+ contains for a character to be used twice, then
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# a fixed is made to contain them. During rendering, this can lead
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# to a render that is far larger than the actual character's render.
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# To combat this, I'm having it check the original Text's render size
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# so we can use that instead. This shouldn't have many consequences,
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# but if you observe something weird, maybe try removing the below and
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# using the child render's size in the render function
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child_render = renpy.render(child, 0, 0, 0, 0)
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self.width, self.height = child_render.get_size()
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# Because of how renpy handles transforms on screens in 7.4.7, we
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# have to update the internals of the transform to get the appropriate
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# time on it. Otherwise our offset won't have the correct effect.
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# If you're using Renpy 7.4.6 or below and this causes issues, you
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# can remove this bit.
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if config.atl_start_on_show:
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renpy.render(self.child, 0, 0, 0, 0)
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def render(self, width, height, st, at):
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# Apply the time offset.
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st = st + self.offset
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at = at + self.offset
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if self.hold:
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st = max(st, 0)
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at = max(at, 0)
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# Get child render and our output render
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child_render = renpy.render(self.child, width, height, st, at)
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# self.width, self.height = child_render.get_size()
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render = renpy.Render(self.width, self.height)
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# Next section is to figure out the offset applied to the blit
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# Get_Placement returns a tuple containing:
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# xpos, ypos, xanchor, yanchor, xoffset, yoffset, subpixel
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child_pos = self.child.state.get_placement()
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# Sometimes the output of get_placement has some None values in there.
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# So use this to get safe output.
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def none_to_float(param):
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if param is None:
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return 0.0
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return param
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child_xpos = none_to_float(child_pos[0]) + none_to_float(child_pos[4])
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child_ypos = none_to_float(child_pos[1]) + none_to_float(child_pos[5])
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render.blit(child_render, (child_xpos,child_ypos))
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renpy.redraw(self, 0)
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return render
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def visit(self):
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return [ self.child ]
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# Allows one to use one or more ATL transforms to define a movement for text.
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# Arguments are separated by ',' and transform parameters are separated by '~'
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# The offset and hold arguments are optional.
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# Arguments:
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# offset: (float/'#'/'-#') The time offset between two characters (in seconds).
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# If #, then it use's the user's cps setting as the offset
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# If -#, does the above but treats it as negative.
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# See Notes for details on negative offsets
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# hold: ('#') Tells the displayable to hold the value at 0 if time is negative.
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# Is ignored if offset is positive.
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# See Notes on negative offsets for more details.
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# transform_name: (string) The name of a defined transform.
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# Will throw an error if doesn't exist
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# param: (float/string/'#') A parameter for the transform. Must be ordered by position.
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# All numbers will be interpreted as floats. Strings should evaluate to a displayable, a global variable OR
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# optionally, can be left as '#' in order to use the current character as a displayable parameter.
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# (No current support for keyword args)
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# Notes:
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# - Transforms are applied using an At() displayable and are added in the same order.
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#
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# - If a negative offset is supplied, we have to be careful of what time
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# we supply to the ATL's render function. If we give it a negtive number, it
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# will treat that value as it's new 0 seconds. So if we feed it -2 seconds
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# to start, then when it reaches -1.8 seconds, it'll treat that as 0.2 seconds.
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# This has the effect of syncronizing every letter, which isn't what we want.
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#
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# - To combat this, if a negative offset is given I instead push the first
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# letter forward in time. That way each subsequent character can approach
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# zero with the negative offset.
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# So, for example, if we have 6 characters and the offset is to be -0.2 seconds,
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# then the 1st character will start at 1.0 seconds, 2nd will start at 0.8,
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# and so on until the 6th character starts at 0 seconds.
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#
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# - However, this may not always be the ideal setup for all transforms,
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# such as fades. An alternative is then to hold the time at 0 until it becomes
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# positive. Which is what the 'hold' argument applies.
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# Re-using the example from before, every character starts at 0 seconds,
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# The 1st character will start to move immediately, but the 2nd character
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# will wait 0.2 seconds before starting. The 3rd waits 0.4, 4th waits 0.6,
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# until the 6th character waits 1.0 seconds before starting.
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#
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# Examples:
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# {atl=[offset],[hold],[transform_name]~[param]~...),...}Text{/atl}
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# {atl=0.1, rotate_text~0.5, bounce_text~10}Text{/atl}
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# {atl=drop_text~#~0.5}Text{/atl}
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# {atl=-#,#,fade_in_text~1.0~-100}Text{/atl}
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def atl_tag(tag, argument, contents):
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new_list = []
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# Split the argument into a list of transforms and their parameters
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arg_list = argument.split(',')
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atl_list = []
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time_offset = 0
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hold = False
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# Check for an offset
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# See if we want to use the current cps settings
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if arg_list[0] == "#" or arg_list[0] == "-#":
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if preferences.text_cps is not 0:
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time_offset = (1.0 / preferences.text_cps)
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if arg_list[0] == "-#":
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time_offset = time_offset * -1.0
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arg_list.pop(0)
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# Attempt checking if the first parameter is a float.
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else:
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try:
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time_offset = float(arg_list[0])
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arg_list.pop(0)
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except:
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time_offset = 0
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if arg_list[0] == "#":
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hold = True
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arg_list.pop(0)
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# Go through the arguments for transforms.
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# Returns False if it finds a "#" in the params without text set
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# Otherwise returns a list of transforms
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def arg_handler(arg_list, text=None):
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return_list = []
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for arg in arg_list:
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if '~' in arg:
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txt_param_list = arg.split('~')
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arg = txt_param_list[0].strip()
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# Remove the name of the transform from the parameters list
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txt_param_list.pop(0)
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param_list = []
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for i in range(len(txt_param_list)):
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param = None
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txt_param_list[i] = txt_param_list[i].strip()
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# If a #, then we'll have to do some special stuff later
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if txt_param_list[i] == "#":
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if text == None: # If we weren't supplied a way to handle this, return
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return False
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param_list.append(text)
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continue
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# Attempt a float
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try:
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param = float(txt_param_list[i])
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except ValueError:
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param = None
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# Attempt a global variable
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if param == None and txt_param_list[i] in globals():
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param = globals()[txt_param_list[i]]
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# Attempt a displayable
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elif param == None:
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param = renpy.displayable(txt_param_list[i])
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param_list.append(param)
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return_list.append(globals()[arg](*param_list))
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else:
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arg = arg.strip()
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return_list.append(globals()[arg])
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return return_list
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# Setup char_index
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char_index = 0
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count_back = False # Used to know if we count forwards or backwards
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# If offset is negative and we aren't holding time at zero, count
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# the number of characters so char_index can count down to 0.
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if time_offset < 0 and not hold:
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for kind,text in contents:
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if kind == renpy.TEXT_TEXT:
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char_index += len(text)
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# Handles adding images into text. Remove if you don't want this behavior
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elif kind == renpy.TEXT_TAG:
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if text.find("image") != -1:
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char_index += 1
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time_offset = time_offset * -1.0
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count_back = True
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atl_list = arg_handler(arg_list) # Attempt to get a list of atl functions
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# Usual kinetic-text-tag text handling
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my_style = DispTextStyle()
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for kind,text in contents:
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if kind == renpy.TEXT_TEXT:
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for char in text:
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char_text = Text(my_style.apply_style(char))
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if atl_list == False:
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# If we got a false earlier, then we know we want to call
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# one of the transforms with the text character as a parameter
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# so we generate the atl_list necessary for each character.
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new_atl_list = arg_handler(arg_list, char_text)
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char_disp = ATLText(char_text, new_atl_list, char_index * time_offset, hold)
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else:
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char_disp = ATLText(char_text, atl_list, char_index * time_offset, hold)
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new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
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if count_back:
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char_index -= 1
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else:
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char_index += 1
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elif kind == renpy.TEXT_TAG:
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# Handles adding images into text. Remove if you don't want this behavior
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if text.find("image") != -1:
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tag, _, value = text.partition("=")
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my_img = renpy.displayable(value)
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if atl_list == False:
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new_atl_list = arg_handler(arg_list, my_img)
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img_disp = ATLText(my_img, new_atl_list, char_index * time_offset, hold)
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else:
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img_disp = ATLText(my_img, atl_list, char_index * time_offset, hold)
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new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
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if count_back:
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char_index -= 1
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else:
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char_index += 1
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elif not my_style.add_tags(text):
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new_list.append((kind, text))
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else:
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new_list.append((kind,text))
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return new_list
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config.custom_text_tags["atl"] = atl_tag
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BIN
game/audio/chill_1.ogg
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game/audio/chill_1.ogg
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game/audio/chill_2.ogg
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game/audio/chill_2.ogg
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game/audio/chill_4.ogg
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game/audio/chill_4.ogg
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game/audio/chill_5.ogg
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game/audio/chill_5.ogg
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BIN
game/audio/chill_6.ogg
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game/audio/chill_6.ogg
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game/audio/chill_7.ogg
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game/audio/chill_7.ogg
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game/audio/chill_8.ogg
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game/audio/chill_8.ogg
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game/audio/mkultraed.ogg
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game/audio/mkultraed.ogg
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Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 56 KiB |
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game/images/cg15b.png
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game/images/cg15b.png
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After Width: | Height: | Size: 523 KiB |
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Before Width: | Height: | Size: 2.7 MiB After Width: | Height: | Size: 1.6 MiB |
@ -1,841 +0,0 @@
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"""
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Kinetic Text Tags Ren'Py Module
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2021 Daniel Westfall <SoDaRa2595@gmail.com>
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http://twitter.com/sodara9
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I'd appreciate being given credit if you do end up using it! :D Would really
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make my day to know I helped some people out!
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Really hope this can help the community create some really neat ways to spice
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up their dialogue!
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http://opensource.org/licenses/mit-license.php
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Github: https://github.com/SoDaRa/Kinetic-Text-Tags
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itch.io: https://wattson.itch.io/kinetic-text-tags
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||||
Forum Post: https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=60527&sid=75b4eb1aa5212a33cbfe9b0354e5376b
|
||||
"""
|
||||
# Permission is hereby granted, free of charge, to any person
|
||||
# obtaining a copy of this software and associated documentation files
|
||||
# (the "Software"), to deal in the Software without restriction,
|
||||
# including without limitation the rights to use, copy, modify, merge,
|
||||
# publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
# and to permit persons to whom the Software is furnished to do so,
|
||||
# subject to the following conditions:
|
||||
#
|
||||
# The above copyright notice and this permission notice shall be
|
||||
# included in all copies or substantial portions of the Software.
|
||||
#
|
||||
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
### UPDATE ###
|
||||
# With the new ATL text tag, a handful of effects I've made have become redundant.
|
||||
# Namely the bounce (bt), fadein (fi) and rotation (rotat) effects.
|
||||
# However, I'll leave them in here for posterity and in case someone would like
|
||||
# to reuse some of the code for whatever purpose.
|
||||
# Plus the bounce and fadein may be faster to type for some. And I'd probably
|
||||
# break some code if I did. Though feel free to remove them if you find them
|
||||
# to be clutter.
|
||||
|
||||
##### Our preference to disable the chaos text #####
|
||||
default preferences.chaos_on = False # You can change this to be gui.chaos_text or persistent.chaos_text if you'd prefer.
|
||||
|
||||
init python:
|
||||
import random
|
||||
import math
|
||||
|
||||
# This will maintain what styles we want to apply and help us apply them
|
||||
class DispTextStyle():
|
||||
# Notes:
|
||||
# - "" denotes a style tag. Since it's usually {=user_style} and we partition
|
||||
# it over the '=', it ends up being an empty string
|
||||
# - If you want to add your own tags to the list, I recommend adding them
|
||||
# before the ""
|
||||
# - Self-closing tags should not be added here and should be handled
|
||||
# in the text tag function.
|
||||
custom_tags = ["omega", "bt", "fi", "sc", "rotat", "chaos", "move"]
|
||||
accepted_tags = ["", "b", "s", "u", "i", "color", "alpha", "font", "size", "outlinecolor", "plain", 'cps']
|
||||
custom_cancel_tags = ["/" + tag for tag in custom_tags]
|
||||
cancel_tags = ["/" + tag for tag in accepted_tags]
|
||||
def __init__(self):
|
||||
self.tags = {}
|
||||
|
||||
# For setting style properties. Returns false if it accepted none of the tags
|
||||
def add_tags(self, char):
|
||||
tag, _, value = char.partition("=") # Separate the tag and its info
|
||||
# Add tag to dictionary if we accept it
|
||||
if tag in self.accepted_tags or tag in self.custom_tags:
|
||||
if value == "":
|
||||
self.tags[tag] = True
|
||||
else:
|
||||
self.tags[tag] = value
|
||||
return True
|
||||
# Remove mark tag as cleared if should no longer apply it
|
||||
if tag in self.cancel_tags or tag in self.custom_cancel_tags:
|
||||
tag = tag.replace("/", "")
|
||||
self.tags.pop(tag)
|
||||
return True
|
||||
return False # If we got any other tag, tell the function to let it pass
|
||||
|
||||
# Applies all style properties to the string
|
||||
def apply_style(self, char):
|
||||
new_string = ""
|
||||
# Go through and apply all the tags
|
||||
new_string += self.start_tags()
|
||||
# Add the character in the middle
|
||||
new_string += char
|
||||
# Now close all the tags we opened
|
||||
new_string += self.end_tags()
|
||||
return new_string
|
||||
|
||||
# Spits out start tags. Primarily used for SwapText
|
||||
def start_tags(self):
|
||||
new_string = ""
|
||||
# Go through the custom tags
|
||||
for tag in self.custom_tags:
|
||||
if tag in self.tags:
|
||||
if self.tags[tag] == True:
|
||||
new_string += "{" + tag + "}"
|
||||
else:
|
||||
new_string += "{" + tag + "=" +self.tags[tag] + "}"
|
||||
# Go through the standard tags
|
||||
for tag in self.accepted_tags:
|
||||
if tag in self.tags:
|
||||
if self.tags[tag] == True:
|
||||
new_string += "{" + tag + "}"
|
||||
else:
|
||||
new_string += "{" + tag + "=" +self.tags[tag] + "}"
|
||||
return new_string
|
||||
|
||||
# Spits out ending tags. Primarily used for SwapText
|
||||
def end_tags(self):
|
||||
new_string = ""
|
||||
# The only tags we are required to end are any custom text tags.
|
||||
# And should also end them in the reverse order they were applied.
|
||||
reversed_cancels = [tag for tag in self.custom_cancel_tags]
|
||||
reversed_cancels.reverse()
|
||||
for tag in reversed_cancels:
|
||||
temp = tag.replace("/", "")
|
||||
if temp in self.tags:
|
||||
new_string += "{" + tag + "}"
|
||||
return new_string
|
||||
|
||||
|
||||
### TEXT WRAPPER CLASSES ###
|
||||
# Basic text displacement demonstration
|
||||
class BounceText(renpy.Displayable):
|
||||
def __init__(self, child, char_offset, amp=20, period=4.0, speed = 1.0, **kwargs):
|
||||
|
||||
# Pass additional properties on to the renpy.Displayable
|
||||
# constructor.
|
||||
super(BounceText, self).__init__(**kwargs) # REMEMBER TO RENAME HERE TO YOUR CLASS
|
||||
|
||||
# For all of my classes, I assume I am being passed a displayable
|
||||
# of class Text. If you might not, I recommend going with the default of
|
||||
# self.child = renpy.displayable(child)
|
||||
self.child = child
|
||||
self.amp = amp # The amplitude of the sine wave
|
||||
self.char_offset = char_offset # The offset into the sine wave
|
||||
self.period = period # Affects the distance between peaks in the wave.
|
||||
self.speed = speed # Affects how fast our wave moves as a function of time.
|
||||
|
||||
def render(self, width, height, st, at):
|
||||
# Where the current offset is calculated
|
||||
# (self.char_offset * -.1) makes it look like the left side is leading
|
||||
# We use st to allow this to change over time
|
||||
curr_height = math.sin(self.period*((st * self.speed)+(float(self.char_offset) * -.1))) * float(self.amp)
|
||||
|
||||
#### A Transform can be used for several effects ####
|
||||
# t = Transform(child=self.child, alpha = curr_height)
|
||||
|
||||
# Create a render from the child.
|
||||
# Replace self.child with t to include an alpha or zoom transform
|
||||
child_render = renpy.render(self.child, width, height, st, at)
|
||||
|
||||
self.width, self.height = child_render.get_size()
|
||||
render = renpy.Render(self.width, self.height)
|
||||
|
||||
# This will position our child's render. Replacing our need for an offset Transform
|
||||
render.subpixel_blit(child_render, (0, curr_height))
|
||||
|
||||
renpy.redraw(self, 0) # This lets it know to redraw this indefinitely
|
||||
return render
|
||||
|
||||
def event(self, ev, x, y, st):
|
||||
return self.child.event(ev, x, y, st)
|
||||
|
||||
def visit(self):
|
||||
return [ self.child ]
|
||||
|
||||
# Simple fade in. Helps show some ideas for timing
|
||||
# May want to modify to allow it to skip to the end if the user clicks.
|
||||
# Otherwise plays for the full time given.
|
||||
class FadeInText(renpy.Displayable):
|
||||
def __init__(self, child, char_num, fade_time, slide_distance=100, **kwargs):
|
||||
super(FadeInText, self).__init__(**kwargs)
|
||||
|
||||
# The child.
|
||||
self.child = child
|
||||
self.fade_time = fade_time
|
||||
self.display_time = .01
|
||||
self.slide_distance = slide_distance
|
||||
# This is to get seconds per character on screen for later
|
||||
# Allowing this effect to scale with the player's desired text speed
|
||||
cps = 0.0
|
||||
if preferences.text_cps is not 0: # Avoid division by 0.0
|
||||
cps = (1.0 / preferences.text_cps)
|
||||
self.time_offset = char_num * cps # How long to wait before doing things
|
||||
|
||||
def render(self, width, height, st, at):
|
||||
curr_alpha = 0.0
|
||||
xoff = 5.0
|
||||
if st > self.time_offset:
|
||||
adjust_st = st - self.time_offset # Adjust for time delay
|
||||
curr_alpha = adjust_st/self.fade_time
|
||||
xoff = max(self.slide_distance - ((adjust_st/self.fade_time) * self.slide_distance), 0)
|
||||
# Example of using transform to adjust alpha
|
||||
t = Transform(child=self.child, alpha = curr_alpha)
|
||||
child_render = renpy.render(t, width, height, st, at)
|
||||
|
||||
self.width, self.height = child_render.get_size()
|
||||
render = renpy.Render(self.width, self.height)
|
||||
render.subpixel_blit(child_render, (xoff, 0))
|
||||
# Stop redrawing when the animation is finished.
|
||||
if st <= self.fade_time + self.time_offset:
|
||||
renpy.redraw(self, 0)
|
||||
return render
|
||||
|
||||
def visit(self):
|
||||
return [ self.child ]
|
||||
|
||||
# Simple random motion effect
|
||||
class ScareText(renpy.Displayable):
|
||||
def __init__(self, child, square=2, **kwargs):
|
||||
super(ScareText, self).__init__(**kwargs)
|
||||
|
||||
self.child = child
|
||||
|
||||
self.square = square # The size of the square it will wobble within.
|
||||
# Include more variables if you'd like to have more control over the positioning.
|
||||
|
||||
def render(self, width, height, st, at):
|
||||
# Randomly move the offset of the text's render.
|
||||
xoff = (random.random()-.5) * float(self.square)
|
||||
yoff = (random.random()-.5) * float(self.square)
|
||||
|
||||
child_render = renpy.render(self.child, width, height, st, at)
|
||||
self.width, self.height = child_render.get_size()
|
||||
render = renpy.Render(self.width, self.height)
|
||||
|
||||
render.subpixel_blit(child_render, (xoff, yoff))
|
||||
renpy.redraw(self, 0)
|
||||
return render
|
||||
|
||||
def visit(self):
|
||||
return [ self.child ]
|
||||
|
||||
# Demonstration of changing text styles on the fly
|
||||
# Could also predefine some styles and swap between those as well!
|
||||
# Also for this effect in particular, I ---HIGHLY--- advise building in some way to disable it
|
||||
# as it can be pretty harsh on the eyes.
|
||||
# An example of how you can make this a preference option is included below.
|
||||
class ChaosText(renpy.Displayable):
|
||||
# Some may want to have this list be more of a global variable than baked into the class.
|
||||
font_list = ["FOT-PopJoyStd-B.otf", "GrenzeGotisch-VariableFont_wght.ttf", "Pacifico-Regular.ttf", "RobotoSlab-ExtraBold.ttf",\
|
||||
"RobotoSlab-Medium.ttf", "SyneTactile-Regular.ttf", "TurretRoad-Bold.ttf", "TurretRoad-ExtraBold.ttf", "TurretRoad-ExtraLight.ttf", \
|
||||
"TurretRoad-Light.ttf", "TurretRoad-Medium.ttf", "TurretRoad-Regular.ttf"]
|
||||
#Just a list so we can pull any hex value randomly
|
||||
color_choice = ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F"]
|
||||
def __init__(self, orig_text, **kwargs):
|
||||
|
||||
super(ChaosText, self).__init__(**kwargs) #REMEMBER TO RENAME HERE TO YOUR CLASS
|
||||
|
||||
# Create our child
|
||||
self.child = renpy.text.text.Text(orig_text)
|
||||
self.orig_text = orig_text
|
||||
self.last_style = None # This will be used for renders if the user wants to stop chaos text
|
||||
|
||||
def render(self, width, height, st, at):
|
||||
if not preferences.chaos_on: # This preference is defined near the top of this file. And can be set in the preferences screen (see line 783-787 in screens.rpy)
|
||||
if self.last_style is not None: # If this is our first render, then should do that first
|
||||
# Rest of this is just a repeat of what's below.
|
||||
self.child.set_text(self.last_style.apply_style(self.orig_text))
|
||||
child_render = renpy.render(self.child, width, height, st, at)
|
||||
self.width, self.height = child_render.get_size()
|
||||
render = renpy.Render(self.width, self.height)
|
||||
render.subpixel_blit(child_render, (0, 0))
|
||||
return render
|
||||
|
||||
# We'll create a new text style for this render
|
||||
new_style = DispTextStyle()
|
||||
new_color = ""
|
||||
# Create a random color using hex values
|
||||
for i in range(0,6):
|
||||
new_color += renpy.random.choice(self.color_choice)
|
||||
new_color = "#" + new_color
|
||||
new_style.add_tags("color=" + str(new_color))
|
||||
# Random size
|
||||
rand_size = renpy.random.randint(0,50)
|
||||
new_style.add_tags("size="+str(rand_size))
|
||||
# Random font
|
||||
rand_font = renpy.random.choice(self.font_list)
|
||||
new_style.add_tags("font="+rand_font)
|
||||
#Apply our style to our Text child
|
||||
self.child.set_text(new_style.apply_style(self.orig_text))
|
||||
# Create a render from the child.
|
||||
child_render = renpy.render(self.child, width, height, st, at)
|
||||
self.width, self.height = child_render.get_size()
|
||||
render = renpy.Render(self.width, self.height)
|
||||
render.subpixel_blit(child_render, (0, 0))
|
||||
renpy.redraw(self,0)
|
||||
|
||||
self.last_style = new_style # Save the current style for if the user wishes to turn off the Chaos tag
|
||||
return render
|
||||
|
||||
def visit(self):
|
||||
return [ self.child ]
|
||||
|
||||
# Demonstration of using a Transform on the text and applying rotation
|
||||
class RotateText(renpy.Displayable):
|
||||
def __init__(self, child, speed=300, **kwargs):
|
||||
super(RotateText, self).__init__(**kwargs)
|
||||
|
||||
self.child = child
|
||||
|
||||
self.speed = speed # The speed of our rotation
|
||||
|
||||
def render(self, width, height, st, at):
|
||||
|
||||
theta = math.radians(st * float(self.speed))
|
||||
t = Transform(child=self.child, rotate=st*float(self.speed))
|
||||
child_render = renpy.render(t, width, height/2, st, at)
|
||||
|
||||
self.width, self.height = child_render.get_size()
|
||||
render = renpy.Render(self.width, self.height/2)
|
||||
|
||||
# Problem with using a Transform though is that each character will be padded
|
||||
# Because the rotation may make it wider or taller depending on the character and angle.
|
||||
# How best to tackle this though may vary depending on how you'd like to implement it.
|
||||
render.blit(child_render, (0,0))
|
||||
renpy.redraw(self, 0)
|
||||
return render
|
||||
|
||||
def visit(self):
|
||||
return [ self.child ]
|
||||
|
||||
# The following is an alternative version of rotate that allows for rotation in the x and y axis
|
||||
# Functionally equivalent to using a Transform and flipping it using ATL xzoom and yzoom constrained between 0 and 1
|
||||
# Using a Transform might be better in some cases, but I'll leave this here for anyone who'd prefer to work with angles
|
||||
# for this kind of effect.
|
||||
# Other matrix functions of note include
|
||||
# renpy.display.matrix.perspective(w,h,n,p,f)
|
||||
# renpy.display.matrix.screen_projection(w,h) < Renpy space to OpenGL viewport
|
||||
# renpy.display.matrix.texture_projection(w,h) < Renpy space to OpenGL render-to-texture
|
||||
# You can look up more about them in the renpy\display\matrix_functions.pyx file
|
||||
# Credit to the FancyText module creator yukinogatari for the idea.
|
||||
# FancyText module can be found at https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=59587
|
||||
"""
|
||||
class RotateText(renpy.Displayable):
|
||||
def __init__(self, child, speed=100, **kwargs):
|
||||
super(RotateText, self).__init__(**kwargs)
|
||||
|
||||
self.child = child
|
||||
self.speed = speed # The speed of our rotation
|
||||
|
||||
def render(self, width, height, st, at):
|
||||
angle = st * self.speed
|
||||
# Which parameter you put the 'angle' into will affect which axis the render rotates on.
|
||||
# Try moving it around and seeing what happens.
|
||||
rotation_m = renpy.display.matrix.rotate(angle,0,0)
|
||||
|
||||
child_render = renpy.render(self.child, width, height, st, at)
|
||||
c_width, c_height = child_render.get_size()
|
||||
# This applies the rotation to our child's render.
|
||||
child_render.reverse = rotation_m
|
||||
|
||||
self.width, self.height = child_render.get_size()
|
||||
render = renpy.Render(self.width, self.height)
|
||||
|
||||
# Math nerds might realize I'm not offsetting the transform.
|
||||
# While renpy.display.matrix.offset(x,y,z) is a thing, it won't change much
|
||||
# The real place to apply the offset is in your final blit. Which is what we'll calculate here
|
||||
|
||||
# Rotations on x axis
|
||||
theta2 = math.radians(st * float(self.speed) + 180)
|
||||
c = math.cos(theta2) + 1.0
|
||||
xoff = 0
|
||||
yoff = c * self.height
|
||||
if yoff > self.height:
|
||||
yoff = self.height
|
||||
|
||||
render.subpixel_blit(child_render, (xoff,yoff))
|
||||
renpy.redraw(self, 0)
|
||||
return render
|
||||
|
||||
def visit(self):
|
||||
return [ self.child ]
|
||||
"""
|
||||
|
||||
# Simple text swap effect
|
||||
# It can be prone to having letters out of place when part of a larger string
|
||||
# I recommended you pass it the entire line to avoid this issue.
|
||||
# Can also just define every line it'll need in advance and just tell it which
|
||||
# ones to swap to to be extra sneaky. Then the text won't be in your script at all!
|
||||
class SwapText(renpy.Displayable):
|
||||
def __init__(self, start_tags, text1, text2, end_tags, swap_time, **kwargs):
|
||||
super(SwapText, self).__init__(**kwargs)
|
||||
#Style tags we'll need as well as the text
|
||||
self.start_tags = start_tags
|
||||
self.text1 = text1
|
||||
self.text2 = text2
|
||||
self.end_tags = end_tags
|
||||
# How long between swapping text
|
||||
self.s_time = swap_time
|
||||
# An internal timer to keep track of when to swap
|
||||
self.timer = 0.0
|
||||
# Determines if we swap to text1 or text2 next
|
||||
self.swap_to_1 = False
|
||||
self.child = Text(start_tags + text1 + end_tags)
|
||||
self.st = 0.0
|
||||
|
||||
|
||||
def render(self, width, height, st, at):
|
||||
delta = st - self.st # How long since last update
|
||||
self.timer += delta
|
||||
if self.timer > self.s_time:
|
||||
# If time to swap, determine which one to swap to.
|
||||
if self.swap_to_1:
|
||||
self.child.set_text(self.start_tags + self.text1 + self.end_tags)
|
||||
self.swap_to_1 = False
|
||||
self.timer = 0.0
|
||||
else:
|
||||
self.child.set_text(self.start_tags + self.text2 + self.end_tags)
|
||||
self.swap_to_1 = True
|
||||
self.timer = 0.0
|
||||
|
||||
child_render = renpy.render(self.child, width, height, st, at)
|
||||
self.width, self.height = child_render.get_size()
|
||||
render = renpy.Render(self.width, self.height)
|
||||
render.subpixel_blit(child_render, (0,0))
|
||||
renpy.redraw(self, 0)
|
||||
|
||||
self.st = st # So we can check how long since last update
|
||||
return render
|
||||
|
||||
def visit(self):
|
||||
return [ self.child ]
|
||||
|
||||
# An example of text that moves and reacts to the mouse.
|
||||
# Sidenote: The position the mouse is distorted if the screen is resized.
|
||||
# I did try to find a way to counteract this, but didn't have much luck.
|
||||
# Seems to only happen on the x component though. No clue why.
|
||||
# If anyone can pinpoint the issue, please let me know and I'll be happy to fix it.
|
||||
class MoveText(renpy.Displayable):
|
||||
def __init__(self, child, **kwargs):
|
||||
super(MoveText, self).__init__(**kwargs)
|
||||
self.affect_distance = 150
|
||||
self.child = child
|
||||
self.mouse_pos = (1000,1000)
|
||||
self.pos = (0,0)
|
||||
|
||||
def render(self, width, height, st, at):
|
||||
child_render = renpy.render(self.child, width, height, st, at)
|
||||
self.width, self.height = child_render.get_size()
|
||||
render = renpy.Render(self.width, self.height)
|
||||
# x and y we get in the event function are relative to the top left corner of the displayable initially.
|
||||
# So we'll want to update it to reflect the actual position of our text
|
||||
trans_x = self.mouse_pos[0] - self.pos[0] - (self.width / 2)
|
||||
trans_y = self.mouse_pos[1] - self.pos[1] - (self.height / 2)
|
||||
|
||||
vl = math.hypot(trans_x,trans_y)
|
||||
xpos, ypos = self.pos
|
||||
# Can skip calculation if vector length is further than our specified effect distance
|
||||
if vl < self.affect_distance:
|
||||
distance = 3.0 * (self.affect_distance-vl) / self.affect_distance
|
||||
xpos -= distance * trans_x / vl
|
||||
ypos -= distance * trans_y / vl
|
||||
self.pos = (xpos, ypos) # Preserve the new pos
|
||||
# Use our child's position as determined by the event function
|
||||
render.subpixel_blit(child_render, (xpos, ypos))
|
||||
renpy.redraw(self, 0)
|
||||
return render
|
||||
|
||||
def event(self, ev, x, y, st):
|
||||
self.mouse_pos = (x,y)
|
||||
# Pass the event to our child.
|
||||
return self.child.event(ev, x, y, st)
|
||||
|
||||
def visit(self):
|
||||
return [ self.child ]
|
||||
|
||||
|
||||
### CUSTOM TAG FUNCTIONS ###
|
||||
# Letters move in a sine wave.
|
||||
# Arguments are separated by dashes.
|
||||
# Arguments:
|
||||
# 'a': (int) The amplitude (height) of the text's sine wave motion. How high and low it'll go from it's default position in pixels.
|
||||
# 'p': (float) The period of the wave. Distance between peaks in the wave.
|
||||
# 's': (float) The speed of the wave. How fast it moves with time.
|
||||
# Example: {bt=[height]}Text{/bt}
|
||||
# Example: {bt=h5-p2.0-s0.5}Text{/bt}
|
||||
# If a lone number is given, it is treated as the amplitude only to ensure backwards compatibility
|
||||
# Example: {bt=10}Text{/bt}
|
||||
def bounce_tag(tag, argument, contents):
|
||||
new_list = [ ] # The list we will be appending our displayables into
|
||||
amp, period, speed = 20, 4.0, 1.0
|
||||
if argument == "": # If the argument received is blank, insert a default value
|
||||
amp = 20
|
||||
else:
|
||||
argument = argument.split('-')
|
||||
if len(argument) == 1 and argument[0][0].isdigit(): # Default behavior to ensure backward compatibility
|
||||
amp = int(argument[0])
|
||||
else:
|
||||
for arg in argument:
|
||||
if arg[0] == 'a':
|
||||
amp = int(arg[1:])
|
||||
elif arg[0] == 'p':
|
||||
period = float(arg[1:])
|
||||
elif arg[0] == 's':
|
||||
speed = float(arg[1:])
|
||||
|
||||
char_offset = 0 # Since we want our text to move in a wave,
|
||||
# we want to let each character know where it is in the wave.
|
||||
# So they move in harmony. Otherwise they rise and fall all together.
|
||||
my_style = DispTextStyle() # This will keep track of what tags and styling to add to each letter
|
||||
for kind,text in contents:
|
||||
if kind == renpy.TEXT_TEXT:
|
||||
for char in text: # Extract every character from the string
|
||||
char_text = Text(my_style.apply_style(char)) # Create a Text displayable with our styles applied
|
||||
char_disp = BounceText(char_text, char_offset, amp=amp, period=period, speed=speed) # Put the Text into the Wrapper
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) # Add it back in as a displayable
|
||||
char_offset += 1
|
||||
elif kind == renpy.TEXT_TAG:
|
||||
if text.find("image") != -1:
|
||||
tag, _, value = text.partition("=")
|
||||
my_img = renpy.displayable(value)
|
||||
img_disp = BounceText(my_img, char_offset, amp=amp, period=period, speed=speed)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
|
||||
char_offset += 1
|
||||
elif not my_style.add_tags(text):
|
||||
new_list.append((kind, text))
|
||||
# I honestly never got around to testing this. Not often the text
|
||||
# already has a displayable in it. Let me know if it breaks though.
|
||||
elif kind == renpy.TEXT_DISPLAYABLE:
|
||||
char_disp = BounceText(text, char_offset, amp=amp, period=period, speed=speed)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
|
||||
char_offset += 1
|
||||
else: # Don't touch any other type of content
|
||||
new_list.append((kind,text))
|
||||
|
||||
return new_list
|
||||
|
||||
# Letters will start off to the right & invisible. And will then move left while increasing their opacity. Good for meditation and calm text.
|
||||
# offset: (int) Offset within the line. Needed to help time start of fade-in with other slow text characters.
|
||||
# time: (float) How long in seconds the animation lasts.
|
||||
# distance: (int) How many pixels the fade in occurs across
|
||||
# Example: {fi=[offset]-[time]-[distance]}Text{/fi}
|
||||
def fade_in_tag(tag, argument, contents):
|
||||
new_list = [ ]
|
||||
my_index, fade_time, slide_distance = 0, 5.0, 100
|
||||
if argument != "":
|
||||
argument = argument.split('-')
|
||||
if len(argument) > 0:
|
||||
my_index = int(argument[0])
|
||||
if len(argument) > 1:
|
||||
fade_time = float(argument[1])
|
||||
if len(argument) > 2:
|
||||
slide_distance = int(argument[2])
|
||||
my_style = DispTextStyle()
|
||||
for kind,text in contents:
|
||||
if kind == renpy.TEXT_TEXT:
|
||||
for char in text:
|
||||
if char == ' ':
|
||||
new_list.append((renpy.TEXT_TEXT, ' ')) # Skips blank space since looks weird counting it
|
||||
continue
|
||||
char_text = Text(my_style.apply_style(char))
|
||||
char_disp = FadeInText(char_text, my_index, fade_time, slide_distance)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
|
||||
my_index += 1
|
||||
elif kind == renpy.TEXT_TAG:
|
||||
if text.find("image") != -1:
|
||||
tag, _, value = text.partition("=")
|
||||
my_img = renpy.displayable(value)
|
||||
img_disp = FadeInText(my_img, my_index, fade_time, slide_distance)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
|
||||
my_index += 1
|
||||
elif not my_style.add_tags(text):
|
||||
new_list.append((kind, text))
|
||||
else:
|
||||
new_list.append((kind,text))
|
||||
return new_list
|
||||
|
||||
# Letters change position every frame randomly. Good for very angry or quivering dialogue.
|
||||
# range: (int) Letters are confined to a square around their default location. Range determines length of the sides of that square.
|
||||
# Higher values will make it very chaotic while smaller values will make it quite minimal.
|
||||
# Example: {sc=[range]}Text{/sc}
|
||||
def scare_tag(tag, argument, contents):
|
||||
new_list = [ ]
|
||||
if argument == "":
|
||||
argument = 5
|
||||
my_style = DispTextStyle()
|
||||
for kind,text in contents:
|
||||
if kind == renpy.TEXT_TEXT:
|
||||
for char in text:
|
||||
char_text = Text(my_style.apply_style(char))
|
||||
char_disp = ScareText(char_text, argument)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
|
||||
elif kind == renpy.TEXT_TAG:
|
||||
if text.find("image") != -1:
|
||||
tag, _, value = text.partition("=")
|
||||
my_img = renpy.displayable(value)
|
||||
img_disp = ScareText(my_img, argument)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
|
||||
elif not my_style.add_tags(text):
|
||||
new_list.append((kind, text))
|
||||
else:
|
||||
new_list.append((kind,text))
|
||||
|
||||
return new_list
|
||||
|
||||
# Letters change their font, color and size every frame.
|
||||
# Example: {chaos}Text{/chaos}
|
||||
# Honestly more a demonstration of what can be done than useful in it's own right.
|
||||
# If you create tags this chaotic, please include a way to turn it off for people with epilepsy.
|
||||
def chaos_tag(tag, argument, contents):
|
||||
new_list = [ ]
|
||||
my_style = DispTextStyle()
|
||||
for kind,text in contents:
|
||||
if kind == renpy.TEXT_TEXT:
|
||||
for char in text:
|
||||
char_disp = ChaosText(my_style.apply_style(char))
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
|
||||
elif kind == renpy.TEXT_TAG:
|
||||
if not my_style.add_tags(text):
|
||||
new_list.append((kind, text))
|
||||
else:
|
||||
new_list.append((kind,text))
|
||||
|
||||
return new_list
|
||||
|
||||
# Letters rotate in place. Good for stylized intros or UI
|
||||
# Speed: (int) How fast the rotation will be.
|
||||
# Example: {rotat=[speed]}Text{/rotat}
|
||||
def rotate_tag(tag, argument, contents):
|
||||
new_list = [ ]
|
||||
# Argument here will reprsent the desired speed of the rotation.
|
||||
if argument == "":
|
||||
argument = 400
|
||||
else:
|
||||
argument = int(argument)
|
||||
my_style = DispTextStyle()
|
||||
for kind,text in contents:
|
||||
if kind == renpy.TEXT_TEXT:
|
||||
for char in text:
|
||||
char_text = Text(my_style.apply_style(char))
|
||||
char_disp = RotateText(char_text, argument)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
|
||||
elif kind == renpy.TEXT_TAG:
|
||||
if text.find("image") != -1:
|
||||
tag, _, value = text.partition("=")
|
||||
my_img = renpy.displayable(value)
|
||||
img_disp = RotateText(my_img, argument)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
|
||||
elif not my_style.add_tags(text):
|
||||
new_list.append((kind, text))
|
||||
else:
|
||||
new_list.append((kind,text))
|
||||
|
||||
return new_list
|
||||
|
||||
# Causes letters to change between two strings every couple of seconds.
|
||||
# text1: (String) First set of characters to display. Should be equal to the length of the characters we're replacing
|
||||
# text2: (String) Second set of characters to display. Should be equal to the length of text1
|
||||
# swap_time: (int) Length of time between character swap
|
||||
# Arguments are separated by '@'. Length of strings should not exceed length of text they are replacing.
|
||||
# Example: {swap=Text@Four@0.5}Text{}
|
||||
# This is a pretty static way of doing it mostly made to demonstrate the concept.
|
||||
# Included for others to build upon for their needs.
|
||||
def swap_tag(tag, argument, contents):
|
||||
new_list = [ ]
|
||||
if argument == "":
|
||||
return contents
|
||||
text1, _, argument = argument.partition("@")
|
||||
text2, _, argument = argument.partition("@")
|
||||
if len(text1) != len(text2):
|
||||
new_list.append((renpy.TEXT_TEXT, "ERROR!"))
|
||||
swap_time = float(argument)
|
||||
|
||||
my_style = DispTextStyle()
|
||||
for kind,text in contents:
|
||||
if kind == renpy.TEXT_TEXT:
|
||||
# This one replaces the whole text rather than extracting over letters
|
||||
# That way it can take up this whole block with its own Text displayable
|
||||
char_disp = SwapText(my_style.start_tags(), text1, text2, my_style.end_tags(), swap_time)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
|
||||
elif kind == renpy.TEXT_TAG:
|
||||
if not my_style.add_tags(text):
|
||||
new_list.append((kind, text))
|
||||
else:
|
||||
new_list.append((kind,text))
|
||||
return new_list
|
||||
|
||||
# Makes it so the text within moves away from the mouse. More example of what can be done than useful
|
||||
# Example: {move}Text{/move}
|
||||
def move_tag(tag, argument, contents):
|
||||
new_list = [ ]
|
||||
my_style = DispTextStyle()
|
||||
for kind,text in contents:
|
||||
if kind == renpy.TEXT_TEXT:
|
||||
for char in text:
|
||||
char_text = Text(my_style.apply_style(char))
|
||||
char_disp = MoveText(char_text)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
|
||||
elif kind == renpy.TEXT_TAG:
|
||||
if text.find("image") != -1:
|
||||
tag, _, value = text.partition("=")
|
||||
my_img = renpy.displayable(value)
|
||||
img_disp = MoveText(my_img)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
|
||||
elif not my_style.add_tags(text):
|
||||
new_list.append((kind, text))
|
||||
else:
|
||||
new_list.append((kind,text))
|
||||
return new_list
|
||||
|
||||
# Some text effects won't allow for a paragraph break if applied to a whole line
|
||||
# Which can cause your text to just continue straight off the screen.
|
||||
# To amend this, you can insert the {para} tag.
|
||||
# This will let the Text displayable holding us know when to wrap.
|
||||
# Can also use \n in most cases. But leaving this for people who may already be using it
|
||||
# or for cases where \n doesn't work.
|
||||
def paragraph_tag(tag, argument):
|
||||
return [(renpy.TEXT_PARAGRAPH, "")]
|
||||
|
||||
# This tag is made to automatically wrap several Classes inside one another
|
||||
# This is to reduce strain on the render pipeline and memory from nested classes
|
||||
# Notes:
|
||||
# GradientText and GlitchText are omitted because they were made after the 1.0 release.
|
||||
# SwapText and MoveText are omitted for possible issues.
|
||||
# SwapText because is not included in this due to it replacing whole sections rather than
|
||||
# individual letters. Would be better to embed an Omega inside a SwapText.
|
||||
# MoveText because of potential issues of having things like BounceText affect
|
||||
# affecting the position of the letter visually.
|
||||
# Would be better to have an event call attached to one of those so it can account
|
||||
# for the transformations of other tags
|
||||
# Argument Notes (all tag args accept same arguments as original tag):
|
||||
# BT: BounceText
|
||||
# SC: ScareText
|
||||
# FI: FadeInText
|
||||
# ROT: RotateText
|
||||
# CH: ChaosText
|
||||
# All tag arguments are seperated by @.
|
||||
# Example: {omega=BT=[bt_arg]@SC=[sc_arg]@FI=[fi_arg1]-[fi_arg2]@ROT=[rot_arg]@CH}Text{/omega}
|
||||
def omega_tag(tag, argument, contents):
|
||||
new_list = [ ]
|
||||
if argument == "": # This tag must have arguments
|
||||
return contents
|
||||
# Variable for each of our tags. None if it takes one argument.
|
||||
# Boolean if 0 or many arguments.
|
||||
bt_tag = None
|
||||
sc_tag = None
|
||||
fi_tag = False
|
||||
rot_tag = None
|
||||
chao_tag = False
|
||||
fi_arg_1 = None
|
||||
fi_arg_2 = None
|
||||
|
||||
args = [ ]
|
||||
arg_count = argument.count('@') # Count how many partitions we will need to make
|
||||
for x in range(arg_count): # Extract all the tags and arguments with them
|
||||
new_arg, _, argument = argument.partition('@')
|
||||
args.append(new_arg)
|
||||
args.append(argument)
|
||||
# Determine what tags we'll need to apply and the arguments associated with them
|
||||
for arg in args:
|
||||
tag, _, value = arg.partition('=')
|
||||
if tag == "BT":
|
||||
if value is not "":
|
||||
bt_tag = value
|
||||
else:
|
||||
bt_tag = 10
|
||||
elif tag == "SC":
|
||||
if value is not "":
|
||||
bt_tag = value
|
||||
else:
|
||||
bt_tag = 5
|
||||
# Multiargument tag example. Be sure to use different partitions for these
|
||||
elif tag == "FI":
|
||||
fi_tag = True
|
||||
str1, _, str2 = value.partition('-')
|
||||
fi_arg_1 = int(str1)
|
||||
fi_arg_2 = float(str2)
|
||||
elif tag == "ROT":
|
||||
rot_tag = value
|
||||
elif tag == "CH":
|
||||
chao_tag = True
|
||||
|
||||
my_style = DispTextStyle()
|
||||
my_index = 0 # Some Classes will need an index
|
||||
for kind,text in contents:
|
||||
if kind == renpy.TEXT_TEXT:
|
||||
for char in text:
|
||||
# Apply base Wrappers to letter
|
||||
if chao_tag:
|
||||
char_disp = ChaosText(my_style.apply_style(char))
|
||||
else:
|
||||
char_disp = Text(my_style.apply_style(char))
|
||||
# Apply further Wraps
|
||||
# Be sure to consider if the order will be important to you
|
||||
if bt_tag is not None:
|
||||
char_disp = BounceText(char_disp, my_index, bt_tag)
|
||||
if sc_tag is not None:
|
||||
char_disp = ScareText(char_disp, sc_tag)
|
||||
if fi_tag:
|
||||
char_disp = FadeInText(char_disp, my_index + fi_arg_1, fi_arg_2)
|
||||
if rot_tag is not None:
|
||||
char_disp = RotateText(char_disp, rot_tag)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
|
||||
elif kind == renpy.TEXT_TAG:
|
||||
if not my_style.add_tags(text):
|
||||
new_list.append((kind, text))
|
||||
else:
|
||||
new_list.append((kind,text))
|
||||
|
||||
return new_list
|
||||
|
||||
"""
|
||||
# Template tag function to copy off of.
|
||||
def TEMPLATE_tag(tag, argument, contents):
|
||||
new_list = [ ]
|
||||
if argument == "":
|
||||
argument = 5
|
||||
my_style = DispTextStyle()
|
||||
for kind,text in contents:
|
||||
if kind == renpy.TEXT_TEXT:
|
||||
for char in text:
|
||||
char_text = Text(my_style.apply_style(char))
|
||||
char_disp = TEMPLATEText(char_text, argument)
|
||||
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
|
||||
elif kind == renpy.TEXT_TAG:
|
||||
if not my_style.add_tags(text):
|
||||
new_list.append((kind, text))
|
||||
else:
|
||||
new_list.append((kind,text))
|
||||
return new_list
|
||||
"""
|
||||
|
||||
# Define our new text tags
|
||||
config.custom_text_tags["bt"] = bounce_tag
|
||||
config.custom_text_tags["fi"] = fade_in_tag
|
||||
config.custom_text_tags["sc"] = scare_tag
|
||||
config.custom_text_tags["rotat"] = rotate_tag
|
||||
config.custom_text_tags["chaos"] = chaos_tag
|
||||
config.custom_text_tags["swap"] = swap_tag
|
||||
config.custom_text_tags["move"] = move_tag
|
||||
config.custom_text_tags["omega"] = omega_tag
|
||||
config.self_closing_custom_text_tags["para"] = paragraph_tag
|
||||
# Template tag function
|
||||
#config.custom_text_tags[""] = _tag
|
@ -12,7 +12,7 @@
|
||||
##
|
||||
## The _() surrounding the string marks it as eligible for translation.
|
||||
|
||||
define config.name = _("sexo_space_lady_game")
|
||||
define config.name = _("A Star in her Eyes")
|
||||
|
||||
|
||||
## Determines if the title given above is shown on the main menu screen. Set
|
||||
@ -30,6 +30,10 @@ define config.version = "1.0"
|
||||
## triple-quotes, and leave a blank line between paragraphs.
|
||||
|
||||
define gui.about = _p("""
|
||||
A game made by Cavemanon, an upcoming indie game team comprised of many members from around the world. Currently developing {color=#f1a5d8}Exit 665{/color}, {color=#f1a5d8}I Wani Hug that Gator!{/color}, and potentially more!
|
||||
|
||||
You can find out about most recent updates and developments at our {a=https://twitter.com/Cavemanon}twitter{/a}.
|
||||
|
||||
""")
|
||||
|
||||
|
||||
@ -37,7 +41,7 @@ define gui.about = _p("""
|
||||
## distribution. This must be ASCII-only, and must not contain spaces, colons,
|
||||
## or semicolons.
|
||||
|
||||
define build.name = "sexo_space_lady_game"
|
||||
define build.name = "A_Star_in_her_Eyes"
|
||||
|
||||
|
||||
## Sounds and music ############################################################
|
||||
@ -48,7 +52,7 @@ define build.name = "sexo_space_lady_game"
|
||||
|
||||
define config.has_sound = True
|
||||
define config.has_music = True
|
||||
define config.has_voice = True
|
||||
define config.has_voice = False
|
||||
|
||||
|
||||
## To allow the user to play a test sound on the sound or voice channel,
|
||||
@ -120,7 +124,7 @@ define config.window_hide_transition = Dissolve(.2)
|
||||
## Controls the default text speed. The default, 0, is infinite, while any other
|
||||
## number is the number of characters per second to type out.
|
||||
|
||||
default preferences.text_cps = 0
|
||||
default preferences.text_cps = 50
|
||||
|
||||
|
||||
## The default auto-forward delay. Larger numbers lead to longer waits, with 0
|
||||
|
1228
game/script.rpy
1228
game/script.rpy
File diff suppressed because it is too large
Load Diff
@ -1 +0,0 @@
|
||||
hello
|
Loading…
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Reference in New Issue
Block a user