push the damn thing

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Mappening 2022-08-04 19:28:52 -05:00
commit c8a3a8386a
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{
"files.exclude": {
"**/*.rpyc": true,
"**/*.rpa": true,
"**/*.rpymc": true,
"**/cache/": true
}
}

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# Space-Lady-Game
awooga sexo a star in my ass

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I'm sorry, but errors were detected in your script. Please correct the
errors listed below, and try again.
File "game/script.rpy", line 27: expected '=' not found.
define L&C = Character('Lyra/Clodius', base, color="#ffffff", who_outlines=[(gui.name_text_thickness, "#860a0a")], **kwargs)
^
File "game/script.rpy", line 36: expected statement.
Language(None)
^
File "game/script.rpy", line 39: expected statement.
Language("spanish")
^
File "game/script.rpy", line 60: end of line expected.
L "{i}If you tell anyone this stuff they'd sic a spook squad on your ass so fast and turn your ass into gravel and foundation."{/i}
^
File "game/script.rpy", line 741: expected statement.
L&C "Lyra I-/Clodius I-"
^
File "game/script.rpy", line 874: expected statement.
>>
^
File "game/script.rpy", line 1168: end of line expected.
L "{i}I-it's okay, Clodius…"{/i}
^
File "game/script.rpy", line 1170: end of line expected.
L "{i}I said yes earlier, didn't I?"{/i}
^
File "game/script.rpy", line 1172: end of line expected.
L "{i}I like you, too."{/i}
^
File "game/script.rpy", line 1303: end of line expected.
{i}L "It looks like I'm in witness protection whenever I'm on a date with you!"{/i}
^
Ren'Py Version: Ren'Py 8.0.1.22070801
Thu Aug 4 18:44:15 2022

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"""
ATL Text Tags Ren'Py Module
2021 Daniel Westfall <SoDaRa2595@gmail.com>
http://twitter.com/sodara9
I'd appreciate being given credit if you do end up using it! :D Would really
make my day to know I helped some people out!
Really hope this can help the community create some really neat ways to spice
up their dialogue!
http://opensource.org/licenses/mit-license.php
Forum Post: https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=60527&sid=75b4eb1aa5212a33cbfe9b0354e5376b
Github: https://github.com/SoDaRa/Kinetic-Text-Tags
itch.io: https://wattson.itch.io/kinetic-text-tags
"""
# 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.
# General Notes:
# I have not tested every transform property and such some may not work as indended
# Most common ones work fine such as pos and offset.
# I can't imagine this being an issue for most of them. However I imagine that
# anchor, xanchor, yanchor, fit and events may not have the indended effect.
# Tranforms used for ATLText must take up time if they repeat
# The following will cause an error:
# transform random_pos(range):
# xpos (random.random() * range)
# ypos (random.random() * range)
# # If there were a pause 0.01 here, it'd be fine. w/o it, renpy flags this as an infinite loop.
# repeat
# Sadly, repeating a section a limited number of times does not work.
# As an example:
# transform text_rotate_3d(time=1.5):
# matrixanchor (0.5,0.5)
# matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
# linear time matrixtransform RotateMatrix(180,0,180) * OffsetMatrix(0,0,100)
# linear time matrixtransform RotateMatrix(360,0,360) * OffsetMatrix(0,0,100)
# matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
# repeat 3
# matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
# linear time matrixtransform RotateMatrix(180,0,180) * OffsetMatrix(0,0,50)
# linear time matrixtransform RotateMatrix(360,0,360) * OffsetMatrix(0,0,0)
# The 'repeat 3' will be skipped and instead just fall through into the next section.
# Thus, repeated sections must be included manually. Which sucks but idk a way
# around it right now.
# Thankfully, infinite repeats work without issue.
# Using matrixtransform and zpos is possible. However, standard text is applied on
# the screens layer. Using:
# camera screens:
# perspective True
# Will enable that layer to use the 3D stage.
# HOWEVER!!!
# Doing so will prevent the user from being able to interact with any buttons
# on that layer. Therefore, it is advised that if you want to use the 3D stage
# for text transforms, you have it be handled on a layer.
# Below is an example of how to implement this.
# While making this I frequently had the source code up for things
# Relevant bits to look over were:
# defaultstore.rpy for how At() works
# display/motion.py for how various kinda of movement are handled
# display/transform.py for the TransformState, Tranform and ATLTransform classes
# atl.py for ATLTransformBase class, which handles a lot of functions for ATLTransform
# display/accelerator.pyx for how Tranform handles rendering.
transform bounce:
ease 0.5 yoffset 10 matrixcolor TintMatrix("#f00")
ease 0.5 yoffset -10 matrixcolor TintMatrix("#00f")
repeat
transform bounce_text(yoff):
ease 0.5 ypos yoff
ease 0.5 ypos -yoff
repeat
transform rotate_text(speed):
linear speed rotate 180
linear speed rotate 360
rotate 0
repeat
transform drop_text(letter, time):
contains:
letter
contains:
letter
yoffset 0 alpha 1
easeout_circ time yoffset 50 alpha 0
letter
repeat
transform fade_in_text(time=0.5, distance=20):
alpha 0 xoffset distance
ease time alpha 1 xoffset 0
# Doing the following will help with using 3D stage transforms on say screen text
# Defining the new layer below the screens layer to allow it to go behind anything on the screens layer
# define config.layers = [ 'master', 'transient', 'threeD_text', 'screens', 'overlay' ]
# Tell the character to use our new layer to display the screen.
# define e_3d = Character("Eileen3D", show_layer="threeD_text")
# And before using the character, be sure to do:
# camera threeD_text:
# perspective True
# And the 3D stage things should work.
# You can also make this layer the default for showing the say screen by doing.
# define config.say_layer = "threeD_text"
# Also remember you can override elements of a character for a line, such as with:
# "Here's a narration line with an override to {atl=-0.1, text_rotate_3d}allow for 3D Text.{/atl}" (show_layer="threeD_text")
transform text_rotate_3d(time=1.5):
matrixanchor (0.5,0.5)
matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
linear time matrixtransform RotateMatrix(180,0,0) * OffsetMatrix(0,0,100)
linear time matrixtransform RotateMatrix(360,0,0) * OffsetMatrix(0,0,100)
matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
repeat
init python:
class ATLText(renpy.Displayable):
def __init__(self, child, transforms, offset=0, hold=False,**kwargs):
super(ATLText, self).__init__(**kwargs)
self.child = At(child, *transforms)
self.offset = offset
self.hold = hold
# If your ATL uses 2+ contains for a character to be used twice, then
# a fixed is made to contain them. During rendering, this can lead
# to a render that is far larger than the actual character's render.
# To combat this, I'm having it check the original Text's render size
# so we can use that instead. This shouldn't have many consequences,
# but if you observe something weird, maybe try removing the below and
# using the child render's size in the render function
child_render = renpy.render(child, 0, 0, 0, 0)
self.width, self.height = child_render.get_size()
# Because of how renpy handles transforms on screens in 7.4.7, we
# have to update the internals of the transform to get the appropriate
# time on it. Otherwise our offset won't have the correct effect.
# If you're using Renpy 7.4.6 or below and this causes issues, you
# can remove this bit.
if config.atl_start_on_show:
renpy.render(self.child, 0, 0, 0, 0)
def render(self, width, height, st, at):
# Apply the time offset.
st = st + self.offset
at = at + self.offset
if self.hold:
st = max(st, 0)
at = max(at, 0)
# Get child render and our output render
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)
# Next section is to figure out the offset applied to the blit
# Get_Placement returns a tuple containing:
# xpos, ypos, xanchor, yanchor, xoffset, yoffset, subpixel
child_pos = self.child.state.get_placement()
# Sometimes the output of get_placement has some None values in there.
# So use this to get safe output.
def none_to_float(param):
if param is None:
return 0.0
return param
child_xpos = none_to_float(child_pos[0]) + none_to_float(child_pos[4])
child_ypos = none_to_float(child_pos[1]) + none_to_float(child_pos[5])
render.blit(child_render, (child_xpos,child_ypos))
renpy.redraw(self, 0)
return render
def visit(self):
return [ self.child ]
# Allows one to use one or more ATL transforms to define a movement for text.
# Arguments are separated by ',' and transform parameters are separated by '~'
# The offset and hold arguments are optional.
# Arguments:
# offset: (float/'#'/'-#') The time offset between two characters (in seconds).
# If #, then it use's the user's cps setting as the offset
# If -#, does the above but treats it as negative.
# See Notes for details on negative offsets
# hold: ('#') Tells the displayable to hold the value at 0 if time is negative.
# Is ignored if offset is positive.
# See Notes on negative offsets for more details.
# transform_name: (string) The name of a defined transform.
# Will throw an error if doesn't exist
# param: (float/string/'#') A parameter for the transform. Must be ordered by position.
# All numbers will be interpreted as floats. Strings should evaluate to a displayable, a global variable OR
# optionally, can be left as '#' in order to use the current character as a displayable parameter.
# (No current support for keyword args)
# Notes:
# - Transforms are applied using an At() displayable and are added in the same order.
#
# - If a negative offset is supplied, we have to be careful of what time
# we supply to the ATL's render function. If we give it a negtive number, it
# will treat that value as it's new 0 seconds. So if we feed it -2 seconds
# to start, then when it reaches -1.8 seconds, it'll treat that as 0.2 seconds.
# This has the effect of syncronizing every letter, which isn't what we want.
#
# - To combat this, if a negative offset is given I instead push the first
# letter forward in time. That way each subsequent character can approach
# zero with the negative offset.
# So, for example, if we have 6 characters and the offset is to be -0.2 seconds,
# then the 1st character will start at 1.0 seconds, 2nd will start at 0.8,
# and so on until the 6th character starts at 0 seconds.
#
# - However, this may not always be the ideal setup for all transforms,
# such as fades. An alternative is then to hold the time at 0 until it becomes
# positive. Which is what the 'hold' argument applies.
# Re-using the example from before, every character starts at 0 seconds,
# The 1st character will start to move immediately, but the 2nd character
# will wait 0.2 seconds before starting. The 3rd waits 0.4, 4th waits 0.6,
# until the 6th character waits 1.0 seconds before starting.
#
# Examples:
# {atl=[offset],[hold],[transform_name]~[param]~...),...}Text{/atl}
# {atl=0.1, rotate_text~0.5, bounce_text~10}Text{/atl}
# {atl=drop_text~#~0.5}Text{/atl}
# {atl=-#,#,fade_in_text~1.0~-100}Text{/atl}
def atl_tag(tag, argument, contents):
new_list = []
# Split the argument into a list of transforms and their parameters
arg_list = argument.split(',')
atl_list = []
time_offset = 0
hold = False
# Check for an offset
# See if we want to use the current cps settings
if arg_list[0] == "#" or arg_list[0] == "-#":
if preferences.text_cps is not 0:
time_offset = (1.0 / preferences.text_cps)
if arg_list[0] == "-#":
time_offset = time_offset * -1.0
arg_list.pop(0)
# Attempt checking if the first parameter is a float.
else:
try:
time_offset = float(arg_list[0])
arg_list.pop(0)
except:
time_offset = 0
if arg_list[0] == "#":
hold = True
arg_list.pop(0)
# Go through the arguments for transforms.
# Returns False if it finds a "#" in the params without text set
# Otherwise returns a list of transforms
def arg_handler(arg_list, text=None):
return_list = []
for arg in arg_list:
if '~' in arg:
txt_param_list = arg.split('~')
arg = txt_param_list[0].strip()
# Remove the name of the transform from the parameters list
txt_param_list.pop(0)
param_list = []
for i in range(len(txt_param_list)):
param = None
txt_param_list[i] = txt_param_list[i].strip()
# If a #, then we'll have to do some special stuff later
if txt_param_list[i] == "#":
if text == None: # If we weren't supplied a way to handle this, return
return False
param_list.append(text)
continue
# Attempt a float
try:
param = float(txt_param_list[i])
except ValueError:
param = None
# Attempt a global variable
if param == None and txt_param_list[i] in globals():
param = globals()[txt_param_list[i]]
# Attempt a displayable
elif param == None:
param = renpy.displayable(txt_param_list[i])
param_list.append(param)
return_list.append(globals()[arg](*param_list))
else:
arg = arg.strip()
return_list.append(globals()[arg])
return return_list
# Setup char_index
char_index = 0
count_back = False # Used to know if we count forwards or backwards
# If offset is negative and we aren't holding time at zero, count
# the number of characters so char_index can count down to 0.
if time_offset < 0 and not hold:
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
char_index += len(text)
# Handles adding images into text. Remove if you don't want this behavior
elif kind == renpy.TEXT_TAG:
if text.find("image") != -1:
char_index += 1
time_offset = time_offset * -1.0
count_back = True
atl_list = arg_handler(arg_list) # Attempt to get a list of atl functions
# Usual kinetic-text-tag text handling
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))
if atl_list == False:
# If we got a false earlier, then we know we want to call
# one of the transforms with the text character as a parameter
# so we generate the atl_list necessary for each character.
new_atl_list = arg_handler(arg_list, char_text)
char_disp = ATLText(char_text, new_atl_list, char_index * time_offset, hold)
else:
char_disp = ATLText(char_text, atl_list, char_index * time_offset, hold)
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
if count_back:
char_index -= 1
else:
char_index += 1
elif kind == renpy.TEXT_TAG:
# Handles adding images into text. Remove if you don't want this behavior
if text.find("image") != -1:
tag, _, value = text.partition("=")
my_img = renpy.displayable(value)
if atl_list == False:
new_atl_list = arg_handler(arg_list, my_img)
img_disp = ATLText(my_img, new_atl_list, char_index * time_offset, hold)
else:
img_disp = ATLText(my_img, atl_list, char_index * time_offset, hold)
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
if count_back:
char_index -= 1
else:
char_index += 1
elif not my_style.add_tags(text):
new_list.append((kind, text))
else:
new_list.append((kind,text))
return new_list
config.custom_text_tags["atl"] = atl_tag

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renpy.ftl
renpy.solid
renpy.alpha renpy.texture
renpy.geometry renpy.solid
renpy.texture
renpy.geometry renpy.texture
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################################################################################
## Initialization
################################################################################
## The init offset statement causes the initialization statements in this file
## to run before init statements in any other file.
init offset = -2
## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
gui.init(1920, 1080)
################################################################################
## GUI Configuration Variables
################################################################################
## Colors ######################################################################
##
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#9933ff'
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#888888'
## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = '#aaaaaa'
## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#c184ff'
## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = '#ffffff'
## The color used for a text button when it cannot be selected.
define gui.insensitive_color = '#8888887f'
## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = '#3d1466'
define gui.hover_muted_color = '#5b1e99'
## The colors used for dialogue and menu choice text.
define gui.text_color = '#ffffff'
define gui.interface_text_color = '#ffffff'
## Fonts and Font Sizes ########################################################
## The font used for in-game text.
define gui.text_font = "DejaVuSans.ttf"
## The font used for character names.
define gui.name_text_font = "DejaVuSans.ttf"
## The font used for out-of-game text.
define gui.interface_text_font = "DejaVuSans.ttf"
## The size of normal dialogue text.
define gui.text_size = 33
## The size of character names.
define gui.name_text_size = 45
## The size of text in the game's user interface.
define gui.interface_text_size = 33
## The size of labels in the game's user interface.
define gui.label_text_size = 36
## The size of text on the notify screen.
define gui.notify_text_size = 24
## The size of the game's title.
define gui.title_text_size = 75
## Main and Game Menus #########################################################
## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.png"
define gui.game_menu_background = "gui/game_menu.png"
## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.
## The height of the textbox containing dialogue.
define gui.textbox_height = 278
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
define gui.textbox_yalign = 1.0
## The placement of the speaking character's name, relative to the textbox.
## These can be a whole number of pixels from the left or top, or 0.5 to center.
define gui.name_xpos = 360
define gui.name_ypos = 0
## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0
## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = None
## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)
## If True, the background of the namebox will be tiled, if False, the
## background of the namebox will be scaled.
define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 402
define gui.dialogue_ypos = 75
## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 1116
## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0
## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed.
## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = None
## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(6, 6, 6, 6)
## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False
## The font used by the button.
define gui.button_text_font = gui.interface_text_font
## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size
## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color
## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
## is right).
define gui.button_text_xalign = 0.0
## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is
## used for.
##
## These customizations are used by the default interface:
define gui.radio_button_borders = Borders(27, 6, 6, 6)
define gui.check_button_borders = Borders(27, 6, 6, 6)
define gui.confirm_button_text_xalign = 0.5
define gui.page_button_borders = Borders(15, 6, 15, 6)
define gui.quick_button_borders = Borders(15, 6, 15, 0)
define gui.quick_button_text_size = 21
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.quick_button_text_selected_color = gui.accent_color
## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.
# define gui.navigation_button_width = 250
## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.
define gui.choice_button_width = 1185
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(150, 8, 150, 8)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#cccccc"
define gui.choice_button_text_hover_color = "#ffffff"
define gui.choice_button_text_insensitive_color = "#444444"
## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot uses
## image files in gui/button, like the other kinds of buttons.
## The save slot button.
define gui.slot_button_width = 414
define gui.slot_button_height = 309
define gui.slot_button_borders = Borders(15, 15, 15, 15)
define gui.slot_button_text_size = 21
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
define gui.slot_button_text_selected_idle_color = gui.selected_color
define gui.slot_button_text_selected_hover_color = gui.hover_color
## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 384
define config.thumbnail_height = 216
## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 3
define gui.file_slot_rows = 2
## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.
## The position of the left side of the navigation buttons, relative to the left
## side of the screen.
define gui.navigation_xpos = 60
## The vertical position of the skip indicator.
define gui.skip_ypos = 15
## The vertical position of the notify screen.
define gui.notify_ypos = 68
## The spacing between menu choices.
define gui.choice_spacing = 33
## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 6
## Controls the amount of spacing between preferences.
define gui.pref_spacing = 15
## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0
## The spacing between file page buttons.
define gui.page_spacing = 0
## The spacing between file slots.
define gui.slot_spacing = 15
## The position of the main menu text.
define gui.main_menu_text_xalign = 1.0
## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.
## Generic frames.
define gui.frame_borders = Borders(6, 6, 6, 6)
## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(60, 60, 60, 60)
## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(24, 8, 75, 8)
## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(24, 8, 60, 8)
## Should frame backgrounds be tiled?
define gui.frame_tile = False
## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars. All of the other
## bars are only used in creator-written screens.
## The height of horizontal bars, scrollbars, and sliders. The width of vertical
## bars, scrollbars, and sliders.
define gui.bar_size = 38
define gui.scrollbar_size = 18
define gui.slider_size = 38
## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False
## Horizontal borders.
define gui.bar_borders = Borders(6, 6, 6, 6)
define gui.scrollbar_borders = Borders(6, 6, 6, 6)
define gui.slider_borders = Borders(6, 6, 6, 6)
## Vertical borders.
define gui.vbar_borders = Borders(6, 6, 6, 6)
define gui.vscrollbar_borders = Borders(6, 6, 6, 6)
define gui.vslider_borders = Borders(6, 6, 6, 6)
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"
## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.
## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250
## The height of a history screen entry, or None to make the height variable at
## the cost of performance.
define gui.history_height = 210
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = 233
define gui.history_name_ypos = 0
define gui.history_name_width = 233
define gui.history_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = 255
define gui.history_text_ypos = 3
define gui.history_text_width = 1110
define gui.history_text_xalign = 0.0
## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 15, 0, 30)
## The maximum number of NVL-mode entries Ren'Py will display. When more entries
## than this are to be show, the oldest entry will be removed.
define gui.nvl_list_length = 6
## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = 173
## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 15
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 645
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 225
define gui.nvl_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 675
define gui.nvl_text_ypos = 12
define gui.nvl_text_width = 885
define gui.nvl_text_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 360
define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 1170
define gui.nvl_thought_xalign = 0.0
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 675
define gui.nvl_button_xalign = 0.0
## Localization ################################################################
## This controls where a line break is permitted. The default is suitable
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language
define gui.language = "unicode"
################################################################################
## Mobile devices
################################################################################
init python:
## This increases the size of the quick buttons to make them easier to touch
## on tablets and phones.
@gui.variant
def touch():
gui.quick_button_borders = Borders(60, 21, 60, 0)
## This changes the size and spacing of various GUI elements to ensure they
## are easily visible on phones.
@gui.variant
def small():
## Font sizes.
gui.text_size = 45
gui.name_text_size = 54
gui.notify_text_size = 38
gui.interface_text_size = 45
gui.button_text_size = 45
gui.label_text_size = 51
## Adjust the location of the textbox.
gui.textbox_height = 360
gui.name_xpos = 120
gui.dialogue_xpos = 135
gui.dialogue_width = 1650
## Change the size and spacing of various things.
gui.slider_size = 54
gui.choice_button_width = 1860
gui.choice_button_text_size = 45
gui.navigation_spacing = 30
gui.pref_button_spacing = 15
gui.history_height = 285
gui.history_text_width = 1035
gui.quick_button_text_size = 30
## File button layout.
gui.file_slot_cols = 2
gui.file_slot_rows = 2
## NVL-mode.
gui.nvl_height = 255
gui.nvl_name_width = 458
gui.nvl_name_xpos = 488
gui.nvl_text_width = 1373
gui.nvl_text_xpos = 518
gui.nvl_text_ypos = 8
gui.nvl_thought_width = 1860
gui.nvl_thought_xpos = 30
gui.nvl_button_width = 1860
gui.nvl_button_xpos = 30

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