Merge branch 'master' into improved_epilogue_menu

This commit is contained in:
2024-10-06 21:08:29 -05:00
20 changed files with 1290 additions and 138 deletions

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@@ -352,6 +352,18 @@ init 1 python:
# aight, time for the stuff that isn't gallery required.
### SPLASHSCREEN
image caveintrosequence:
"caveintro"
alpha 0
time 0.5
linear 3.5 alpha 1
time 10
linear 1 alpha 0
### OTHER

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@@ -0,0 +1,91 @@
# RoundedCorners() rounds the corners of a displayable you give it
python early:
import collections, pygame_sdl2 as pygame
def normalize_color(col):
a = col[3] / 255.0
r = a * col[0] / 255.0
g = a * col[1] / 255.0
b = a * col[2] / 255.0
return (r, g, b, a)
_rounded_corners_relative = {
None: 0.0,
"min": 1.0,
"max": 2.0,
"width": 3.0,
"height": 4.0,
}
def RoundedCorners(child, radius, relative=None, outline_width=0.0, outline_color="#fff", **kwargs):
if not isinstance(radius, tuple): radius = (radius,) * 4
relative = _rounded_corners_relative[relative]
outline_color = normalize_color(Color(outline_color))
return Transform(child, mesh=True, shader="shader.rounded_corners", u_radius=radius, u_relative=relative, u_outline_color=outline_color, u_outline_width=outline_width, **kwargs)
CurriedRoundedCorners = renpy.curry(RoundedCorners)
renpy.register_shader("shader.rounded_corners", variables="""
uniform vec4 u_radius;
uniform float u_outline_width;
uniform vec4 u_outline_color;
uniform float u_relative;
uniform sampler2D tex0;
attribute vec2 a_tex_coord;
varying vec2 v_tex_coord;
uniform vec2 u_model_size;
""", vertex_200="""
v_tex_coord = a_tex_coord;
""", fragment_functions="""
float rounded_rectangle(vec2 p, vec2 b, float r) {
return length(max(abs(p) - b + r, 0.0)) - r;
}
float get_radius(vec2 uv_minus_center, vec4 radius) {
vec2 xy = (uv_minus_center.x > 0.0) ? radius.xy : radius.zw;
float r = (uv_minus_center.y > 0.0) ? xy.x : xy.y;
return r;
}
""", fragment_200="""
vec2 center = u_model_size.xy / 2.0;
vec2 uv = (v_tex_coord.xy * u_model_size.xy);
vec2 uv_minus_center = uv - center;
float radius = get_radius(uv_minus_center, u_radius);
vec4 color = texture2D(tex0, v_tex_coord);
if (u_relative != 0.0) {
float side_size;
if (u_relative == 1.0) {
side_size = u_model_size.x;
} else if (u_relative == 2.0) {
side_size = u_model_size.y;
} else if (u_relative == 3.0) {
side_size = min(u_model_size.x, u_model_size.y);
} else {
side_size = max(u_model_size.x, u_model_size.y);
}
radius *= side_size;
}
if (u_outline_width > 0.0) {
vec2 center_outline = center - u_outline_width;
float crop1 = rounded_rectangle(uv - center, center, radius);
float crop2 = rounded_rectangle(uv - center, center_outline, radius - u_outline_width);
float coeff1 = smoothstep(1.0, -1.0, crop1);
float coeff2 = smoothstep(1.0, -1.0, crop2);
float outline_coeff = (coeff1 - coeff2);
gl_FragColor = mix(vec4(0.0), mix(color, u_outline_color, outline_coeff), coeff1);
}
else {
float crop = rounded_rectangle(uv_minus_center, center, radius);
gl_FragColor = mix(color, vec4(0.0), smoothstep(0.0, 1.0, crop));
}
""")

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@@ -1,24 +1,10 @@
label splashscreen:
$ persistent.splashtype = random.randint(0,2000 - 1)
image caveintrosequence:
"caveintro"
alpha 0
time 0.5
linear 3.5 alpha 1
time 10
linear 1 alpha 0
show caveintrosequence
play sound 'audio/OST/startup.ogg'
pause 11.2
stop sound
if (persistent.languaged_up is None):
$ persistent.languaged_up = True
$ preferences.set_volume('ui', config.default_sfx_volume) # hack
call screen lang_sel
if not renpy.get_autoreload():
show caveintrosequence
play sound 'audio/OST/startup.ogg'
pause 11.2
stop sound
return

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@@ -36,7 +36,7 @@ init python:
notice = _("NOTICE: Please keep in mind this is a fan translation, and as such it may not be completely accurate to the original intent of any written lines.")
languages = [
{'image': 'gui/flag/USofA.png', 'name': 'English', 'value': None },
{'image': 'gui/flag/USofA.png', 'name': 'English', 'value': 'en' },
{'image': 'gui/flag/Mexico.png', 'name': 'Español', 'value': 'es'},
{'image': 'gui/flag/Rus.png', 'name': 'Русский', 'value': 'ru'},
{'image': 'gui/flag/Poland.png', 'name': 'Polski', 'value': 'pl'},
@@ -106,7 +106,7 @@ screen lang_sel():
imagebutton:
idle darkie(languages[i]["image"])
hover glowie(languages[i]["image"])
action If(languages[i]["value"] in persistent.seenWarning or languages[i]["value"] == None,
action If(languages[i]["value"] in persistent.seenWarning or languages[i]["value"] == 'en',
true = [Language(languages[i]["value"]), MainMenu(False,False)],
# Important to change the language before calling notice. Otherwise it will be in english.
false = [Language(languages[i]["value"]), AddToSet(set=persistent.seenWarning, value=languages[i]["value"]), Show(screen="OkPrompt", message=notice, go_menu=True)]
@@ -122,7 +122,7 @@ screen lang_button(lang):
spacing 15
textbutton lang["name"]:
activate_sound "audio/ui/uiRollover.wav"
action If(lang["value"] in persistent.seenWarning or lang["value"] == None,
action If(lang["value"] in persistent.seenWarning or lang["value"] == 'en',
true = [Language(lang["value"])],
false = [Language(lang["value"]), AddToSet(set=persistent.seenWarning, value=lang["value"]), Show(screen="OkPrompt", message=notice, go_menu=False)]
)