colors muted

This commit is contained in:
Nio 2021-07-17 16:37:32 +10:00
parent 0f3481c705
commit 1a09e1c776
6 changed files with 367 additions and 421 deletions

View File

@ -23,10 +23,10 @@ init python:
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#a2029f'
define gui.accent_color = '#A2029F'
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#d5d507'
define gui.idle_color = '#D5D507'
## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
@ -47,10 +47,19 @@ define gui.insensitive_color = '#8888887f'
define gui.muted_color = '#3d1466'
define gui.hover_muted_color = '#5b1e99'
## The colors used for dialogue and menu choice text.
## The colors used for dialogue and menu choice text
define gui.text_color = '#ffffff'
#define gui.text_color_outline = '#00000000'
define gui.interface_text_color = '#ffffff'
## Default font outline color
define gui.default_outline = '#000'
## Namebox outline color
define gui.name_outline = '#000000dd'
define gui.main_menu_color = '#FFF'
## Fonts and Font Sizes ########################################################
@ -64,23 +73,30 @@ define gui.name_text_font = "gui/FallingSky.otf"
define gui.interface_text_font = "gui/FallingSky.otf"
## The size of normal dialogue text.
define gui.text_size = 40
define gui.text_size = 42
#define gui.text_outlines = [ (absolute(0.5), gui.text_color_outline, 0, 0) ]
## The size of character names.
define gui.name_text_size = 45
define gui.name_text_outlines = [ (absolute(1.5), gui.name_outline, 0, 0) ]
## The size of text in the game's user interface.
define gui.interface_text_size = 33
define gui.interface_text_outlines = [ (1, gui.default_outline, 0, 0) ]
## The size of labels in the game's user interface.
define gui.label_text_size = 36
define gui.label_text_outlines = [ (2, gui.default_outline, 0, 0) ]
## The size of text on the notify screen.
define gui.notify_text_size = 24
#define gui.notify_text_outlines = [ (2, gui.default_outline, 0, 0) ]
## The size of the game's title.
define gui.title_text_size = 75
#define gui.title_text_outlines = [ (2, gui.default_outline, 0, 0) ]
define gui.main_menu_text_size = 60
## Main and Game Menus #########################################################
@ -105,12 +121,14 @@ 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 = 285
define gui.name_ypos = -90
define gui.name_xpos = 350
define gui.name_ypos = -85
define gui.name_large_xpos = 395
## 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
define gui.name_xalign = 0.5
## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
@ -125,21 +143,21 @@ define gui.namebox_borders = Borders(5, 5, 5, 5)
## 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.
#To make the text with the characters align to the normal text, I set this to match up and make it "just werk". It is a horrible, hacky fix, but werks none the less. I hope this fix is so bad that I never get to write gui code ever again.
define gui.dialogue_xpos = 365
define gui.dialogue_ypos = 47
## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 1116
#It's still bad but it could be legitmately worse
define gui.dialogue_ypos = 20
define gui.dialogue_xpos = 220
define gui.dialogue_width = 1460
## 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
define gui.window_yoffset = 0
define gui.input_yoffset = 0
## Buttons #####################################################################
##
@ -428,18 +446,23 @@ init python:
if renpy.variant("small"):
## Font sizes.
gui.text_size = 45
gui.name_text_size = 54
gui.text_size = 44
gui.name_text_size = 48
gui.notify_text_size = 38
gui.interface_text_size = 45
gui.button_text_size = 45
gui.label_text_size = 51
## Namebox
gui.name_xpos = 345
gui.name_ypos = -85
## Adjust the location of the textbox.
gui.textbox_height = 360
gui.name_xpos = 120
gui.text_xpos = 135
gui.text_width = 1650
gui.dialogue_ypos = 20
gui.dialogue_xpos = 240
gui.dialogue_width = 1460
gui.window_yoffset = -75
## Change the size and spacing of various things.
gui.slider_size = 54
@ -453,10 +476,6 @@ init python:
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
@ -474,4 +493,7 @@ init python:
gui.nvl_button_xpos = 30
## Input, OSK, very specific
if renpy.variant("small") or renpy.variant("touch"):
gui.input_yoffset = -625

Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

View File

@ -119,11 +119,13 @@ screen say(who, what):
id "window"
if who is not None:
background Image("gui/textbox.png", xalign=0.5, yalign=1.0)
window:
id "namebox"
style "namebox"
text who id "who"
else:
background Image("gui/textbox_no_hitch.png", xalign=0.5, yalign=1.0)
text what id "what"
@ -152,23 +154,23 @@ style window:
xfill True
yalign gui.textbox_yalign
ysize gui.textbox_height
background Image("gui/textbox_no_hitch.png", xalign=0.5, yalign=1.0)
xoffset 0
yoffset gui.window_yoffset
xcenter 0.5
style namebox:
xalign 0.5
xpos gui.name_xpos
xanchor gui.name_xalign
xsize gui.namebox_width
ypos gui.name_ypos
ysize gui.namebox_height
background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile, xalign=gui.name_xalign)
padding gui.namebox_borders.padding
style namebox_large is namebox:
xpos gui.name_large_xpos
style say_label:
properties gui.text_properties("name", accent=True)
xalign gui.name_xalign
yalign 0.5
xanchor gui.name_xalign
style say_dialogue:
properties gui.text_properties("dialogue")
@ -192,12 +194,13 @@ screen input(prompt):
style_prefix "input"
window:
add Image("gui/textbox_no_hitch.png", xalign=0.5, yalign=1.0, yoffset=gui.input_yoffset) #for mobile OSK
vbox:
xalign gui.dialogue_text_xalign
xpos gui.dialogue_xpos
xsize gui.dialogue_width
ypos gui.dialogue_ypos
yoffset gui.input_yoffset #for mobile OSK
text prompt style "input_prompt"
input id "input"
@ -257,6 +260,21 @@ style choice_button_text is default:
## The quick menu is displayed in-game to provide easy access to the out-of-game
## menus.
screen quick_button(filename, label, function):
button:
xmaximum 80
ymaximum 72
action function
fixed:
add filename xalign 0.5 yalign 0.5 zoom 1
text label xalign 0.5 yalign 0.5 xanchor 0.5 size 22 style "quick_button_text"
# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
# Reuse the same image string and keep things 'neat'.
screen quick_buttons(filename, label_functions):
for l_f in label_functions:
use quick_button(filename, l_f[0], l_f[1])
screen quick_menu():
## Ensure this appears on top of other screens.
@ -268,14 +286,16 @@ screen quick_menu():
ypos 0.977
grid 1 4:
style_prefix "quick"
xalign 0.0
yalign 0.0
#imagebutton auto "gui/button/uioptionbuttons/skip_%s.png" action Rollback()
imagebutton auto "gui/button/uioptionbuttons/skip_%s.png" action Skip() alternate Skip(fast=True, confirm=True)
imagebutton auto "gui/button/uioptionbuttons/save_%s.png" action ShowMenu('save')
imagebutton auto "gui/button/uioptionbuttons/auto_%s.png" action Preference("auto-forward", "toggle")
imagebutton auto "gui/button/uioptionbuttons/load_%s.png" action ShowMenu('load')
xalign -0.005
yalign 0.010
use quick_buttons("gui/button/uioptionbuttons/template_idle.png", \
[ \
[ "Skip", Skip() ], \
[ "Save", ShowMenu('save') ], \
[ "Auto", Preference("auto-forward", "toggle") ], \
[ "Load", ShowMenu('load') ] \
] )
screen score_menu():
zorder 100
@ -292,7 +312,6 @@ screen score_menu():
text "DEBUG SCORE CARD"
## This code ensures that the quick_menu screen is displayed in-game, whenever
## the player has not explicitly hidden the interface.
init python:
@ -307,14 +326,17 @@ style quick_button:
properties gui.button_properties("quick_button")
style quick_button_text:
properties gui.button_text_properties("quick_button")
#properties gui.button_text_properties("quick_button")
color gui.selected_color
hover_color gui.hover_color
selected_color gui.accent_color
################################################################################
## Main and Game Menu Screens
################################################################################
## Navigation screen ###########################################################
## Navigation screen ##########################################################
##
## This screen is included in the main and game menus, and provides navigation
## to other menus, and to start the game.
@ -332,8 +354,10 @@ screen navigation():
textbutton _("History") action ShowMenu("history")
textbutton _("Save") action ShowMenu("save")
textbutton _("Load") action ShowMenu("load")
textbutton _("Delete") action ShowMenu("delete")
textbutton _("Options") action ShowMenu("preferences")
textbutton _("Extras") action ShowMenu("extras")
#textbutton _("Extras") action ShowMenu("extras")
textbutton _("Return") action Return()
if _in_replay:
@ -345,11 +369,11 @@ screen navigation():
textbutton _("Main Menu") action MainMenu()
#textbutton _("Debug Score Card") action ShowMenu("score_menu")
if renpy.variant("pc"):
#if renpy.variant("pc"):
## The quit button is banned on iOS and unnecessary on Android and
## Web.
textbutton _("Quit") action Quit()
#textbutton _("Quit") action Quit()
style navigation_button is gui_button
@ -369,6 +393,22 @@ style navigation_button_text:
##
## https://www.renpy.org/doc/html/screen_special.html#main-menu
#similar to quick_button funcs
screen main_menu_button(filename, label, function):
button:
xmaximum 500
ymaximum 129
action function
fixed:
add filename xalign 0.5 yalign 0.5 zoom 1
text label xalign 0.5 yalign 0.5 xanchor 0.5
# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
# Reuse the same image string and keep things 'neat'.
screen main_menu_buttons(filename, label_functions):
for l_f in label_functions:
use main_menu_button(filename, l_f[0], l_f[1])
screen main_menu():
## This ensures that any other menu screen is replaced.
@ -386,21 +426,25 @@ screen main_menu():
## The use statement includes another screen inside this one. The actual
## contents of the main menu are in the navigation screen.
vbox:
xpos 1940
yalign 0.03
if persistent.splashtype == 1:
add "gui/sneedgame.png"
else:
add "gui/snootgame.png"
xpos 1940
yalign 0.03
if persistent.splashtype == 1:
add "gui/sneedgame.png"
else:
add "gui/snootgame.png"
vbox:
spacing 25
xpos 1885
yalign 0.9
imagebutton auto "gui/button/menubuttons/startbutton_%s.png" action Start()
imagebutton auto "gui/button/menubuttons/loadbutton_%s.png" action ShowMenu("load")
imagebutton auto "gui/button/menubuttons/optionsbutton_%s.png" action ShowMenu("preferences")
imagebutton auto "gui/button/menubuttons/extrasbutton_%s.png" action ShowMenu("extras")
imagebutton auto "gui/button/menubuttons/quitbutton_%s.png" action Quit(confirm=not main_menu)
spacing 25
xpos 1885
yalign 0.9
use main_menu_buttons("gui/button/menubuttons/template_idle.png",
[ \
[ "Start", Start() ], \
[ "Load", ShowMenu("load") ], \
[ "Options", ShowMenu("preferences") ], \
[ "Extras", ShowMenu("extras") ], \
[ "Quit", Quit(confirm=not main_menu) ] \
] )
on "show" action renpy.start_predict_screen("cg_gallery")
style main_menu_frame is empty
style main_menu_vbox is vbox
@ -419,10 +463,13 @@ style main_menu_vbox:
xoffset -30
xmaximum 1200
yalign 1.0
yoffset -30
yoffset -60
style main_menu_text:
properties gui.text_properties("main_menu", accent=True)
properties gui.text_properties("main_menu") #, accent=True)
color gui.main_menu_color
hover_color gui.hover_color
size gui.main_menu_text_size
style main_menu_title:
properties gui.text_properties("title")
@ -496,11 +543,6 @@ screen game_menu(title, scroll=None, yinitial=0.0):
use navigation
textbutton _("Return"):
style "return_button"
action Return()
label title
if main_menu:
@ -573,7 +615,7 @@ screen about():
add gui.main_menu_background
add gui.extras_submenu_panel
## This empty frame darkens the main menu.
frame:
pass
@ -582,9 +624,10 @@ screen about():
## contents of the main menu are in the navigation screen.
vbox:
xpos 1240
## yalign 0.03
ypos 800
yalign 0.00
yoffset 100
xoffset 80
xmaximum 1100
label "[config.name!t]"
text _("Version [config.version!t]\n")
@ -592,120 +635,9 @@ screen about():
if gui.about:
text "[gui.about!t]\n"
text _("{size=24}Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]\nTo find more information about the game (and its source code) please visit {a=https://www.snootgame.xyz/}our website{/a}.{/size}")
textbutton "Back to Extras" action ShowMenu("extras")
vbox:
xpos 1942
# xalign 1.0
yalign 0.95
use extrasnavigation
style main_menu_frame is empty
style main_menu_vbox is vbox
style main_menu_text is gui_text
style main_menu_title is main_menu_text
style main_menu_version is main_menu_text
style main_menu_frame:
xsize 420
yfill True
background "gui/overlay/main_menu.png"
style main_menu_vbox:
xalign 1.0
xoffset -30
xmaximum 1200
yalign 1.0
yoffset -30
style main_menu_text:
properties gui.text_properties("main_menu", accent=True)
style main_menu_title:
properties gui.text_properties("title")
## Gallery screen ################################################################
##
## This screen holds the Gallery.
##
screen gallery():
tag menu
## This use statement includes the game_menu screen inside this one. The
## vbox child is then included inside the viewport inside the game_menu
## screen.
style_prefix "main_menu"
add gui.main_menu_background
add gui.extras_submenu_panel
frame:
pass
vbox:
xpos 500
yalign 0.2
textbutton "Back to Extras" action ShowMenu("extras")
vbox:
viewport id "gallery":
xpos 700
ypos 1000
style_prefix "gallery"
use images
text _("") ## Not sure why, but this keeps the vbox below working ... Renpy quirk? Does it kill scrolling in the viewport? Tune in when we have the gallery populated in the images screen.
vbox:
xpos 1942
# xalign 1.0
yalign 0.95
use extrasnavigation
style main_menu_frame is empty
style main_menu_vbox is vbox
style main_menu_text is gui_text
style main_menu_title is main_menu_text
style main_menu_version is main_menu_text
style main_menu_frame:
xsize 420
yfill True
background "gui/overlay/main_menu.png"
style main_menu_vbox:
xalign 1.0
xoffset -30
xmaximum 1200
yalign 1.0
yoffset -30
style main_menu_text:
properties gui.text_properties("main_menu", accent=True)
style main_menu_title:
properties gui.text_properties("title")
## Images Screen ################################################################
##
## This is the screen that actually houses the images of the gallery
screen images():
tag menu
style_prefix "main_menu"
frame:
pass
vbox:
xpos 600
ypos 600
text _("Placeholder for gallery.")
style_prefix "quick"
text _("{size=30}Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]\nTo find more information about the game (and its source code) please visit {a=https://www.snootgame.xyz/}our website{/a}.{/size}") text_align 0
use extrasnavigation
## Updates screen ################################################################
##
@ -715,12 +647,11 @@ screen images():
screen updates():
tag menu
style_prefix "main_menu"
add gui.main_menu_background
add gui.extras_submenu_background
add gui.extras_submenu_panel
## This empty frame darkens the main menu.
frame:
pass
@ -729,14 +660,16 @@ screen updates():
## contents of the main menu are in the navigation screen.
vbox:
xpos 1140
ypos 900
label _("[config.name!t]")
text _("Your Version is [config.version!t]\n")
yalign 0.00
yoffset 100
xoffset 80
xmaximum 1100
label "[config.name!t]"
text _("Version [config.version!t]\n")
if updater.can_update():
label _("{size=26}Update directory exists, updating is possible!{/size}")
label _("{color=#00FF00}Update directory exists, updating is possible!{/color}")
else:
label _("{size=26}Update directory does not exist or is corrupt!{/size}")
label _("{color=#FF0000}Update directory does not exist or is corrupt!{/color}")
textbutton _("Enable Automatic Updates") action [Notify("Toggling Automatic Updates..."), ToggleVariable("persistent.autoup", True, False)]
text _("Automatic Updates: [persistent.autoup!t]\n")
textbutton _("Check for Update!") action [Notify("Checking for update..."), Function(UpdateCheck)]
@ -746,56 +679,21 @@ screen updates():
textbutton _("Update Now!") action updater.Update(persistent.updateWebServer, force=False)
else:
textbutton _("Update Now!") action Notify("Nothing to update to!")
label _("Update Server:\n")
default input_on = False
button:
key_events True
if input_on:
input:
default "[persistent.updateWebServer!t]" size 20 color '#FFFFFF'
default "[persistent.updateWebServer!t]" size 24 color '#FFFFFF'
value FieldInputValue(persistent, 'updateWebServer')
length 49
copypaste True
else:
text persistent.updateWebServer size 20 color '#FFFF00'
text persistent.updateWebServer size 24 color '#FFFF00'
action ToggleScreenVariable('input_on')
textbutton "Back to Extras" action ShowMenu("extras")
vbox:
xpos 1942
# xalign 1.0
yalign 0.95
use extrasnavigation
style main_menu_frame is empty
style main_menu_vbox is vbox
style main_menu_text is gui_text
style main_menu_title is main_menu_text
style main_menu_version is main_menu_text
style main_menu_frame:
xsize 420
yfill True
background "gui/overlay/main_menu.png"
style main_menu_vbox:
xalign 1.0
xoffset -30
xmaximum 1200
yalign 1.0
yoffset -30
style main_menu_text:
properties gui.text_properties("main_menu", accent=True)
style main_menu_title:
properties gui.text_properties("title")
style_prefix "quick"
use extrasnavigation
## Load and Save screens #######################################################
##
@ -819,8 +717,13 @@ screen load():
use file_slots(_("Load"))
screen delete():
screen file_slots(title):
tag menu
use file_slots(_("Delete"), True)
screen file_slots(title, flag=False):
default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves"))
@ -832,13 +735,13 @@ screen file_slots(title):
## buttons do.
order_reverse True
## The page name, which can be edited by clicking on a button.
## The page name
button:
style "page_label"
key_events True
xalign 0.5
action page_name_value.Toggle()
#action page_name_value.Toggle()
input:
style "page_label_text"
@ -858,13 +761,16 @@ screen file_slots(title):
$ slot = i + 1
button:
action FileAction(slot)
if flag:
action FileDelete(slot)
else:
action FileAction(slot)
has vbox
add FileScreenshot(slot) xalign 0.5
text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("empty slot")):
text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("Empty Slot")):
style "slot_time_text"
text FileSaveName(slot):
@ -939,7 +845,7 @@ screen preferences():
tag menu
use game_menu(_("Preferences"), scroll="viewport"):
use game_menu(_("Options"), scroll="viewport"):
vbox:
@ -951,7 +857,7 @@ screen preferences():
vbox:
style_prefix "radio"
label _("Display")
textbutton _("Window") action Preference("display", "window")
textbutton _("Window") action Preference("display", "any window")
textbutton _("Fullscreen") action Preference("display", "fullscreen")
vbox:
@ -965,6 +871,11 @@ screen preferences():
label _("Naughty Stuff")
textbutton _("Enable Lewd Images") action ToggleVariable("persistent.lewd", True, False)
vbox:
style_prefix "check"
label _("Requires Restart")
textbutton _("Enable Forward-Scroll Movement") action ToggleVariable("persistent.scroll", True, False)
vbox:
style_prefix "check"
@ -1199,96 +1110,36 @@ screen extras():
add gui.main_menu_background
## This empty frame darkens the main menu.
frame:
pass
## The use statement includes another screen inside this one. The actual
## contents of the main menu are in the navigation screen.
# vbox:
# xpos 1940
# yalign 0.03
# if persistent.splashtype == 1:
# add "gui/sneedgame.png"
# else:
# add "gui/snootgame.png"
# vbox:
# spacing 25
# xpos 1885
# yalign 0.9
# imagebutton auto "gui/button/menubuttons/helpbutton_%s.png" action ShowMenu("help")
# imagebutton auto "gui/button/menubuttons/aboutbutton_%s.png" action ShowMenu("about")
# imagebutton auto "gui/button/menubuttons/updatesbutton_%s.png" action ShowMenu("updates")
# imagebutton auto "gui/button/menubuttons/gallerybutton_%s.png" action ShowMenu("gallery")
# imagebutton auto "gui/button/menubuttons/returnbutton_%s.png" action ShowMenu("main_menu")
# # if gui.show_name:
# #
# # vbox:
# # text "[config.version]":
# # style "main_menu_version"
vbox:
xpos 1942
# xalign 1.0
yalign 0.95
use extrasnavigation
style main_menu_frame is empty
style main_menu_vbox is vbox
style main_menu_text is gui_text
style main_menu_title is main_menu_text
style main_menu_version is main_menu_text
style main_menu_frame:
xsize 420
yfill True
background "gui/overlay/main_menu.png"
style main_menu_vbox:
xalign 1.0
xoffset -30
xmaximum 1200
yalign 1.0
yoffset -30
style main_menu_text:
properties gui.text_properties("main_menu", accent=True)
style main_menu_title:
properties gui.text_properties("title")
use extrasnavigation
##Extras Navigation Screen #####################################################
##
##This screen is to be reused in
screen extrasnavigation():
screen extrasnavigation():
vbox:
#xalign 1.0
xpos 665
ypos 270
xpos 1940
yalign 0.03
if persistent.splashtype == 1:
add "gui/sneedgame.png"
else:
add "gui/snootgame.png"
vbox:
spacing 25
# xpos 590
xalign 0.79
yalign 1.0 #0.9
imagebutton auto "gui/button/menubuttons/helpbutton_%s.png" action ShowMenu('help')
imagebutton auto "gui/button/menubuttons/aboutbutton_%s.png" action ShowMenu('about')
imagebutton auto "gui/button/menubuttons/updatesbutton_%s.png" action ShowMenu('updates')
#imagebutton auto "gui/button/menubuttons/gallerybutton_%s.png" action ShowMenu('gallery')
imagebutton auto "gui/button/menubuttons/gallerybutton_%s.png" action Notify('coming soon ;)')
imagebutton auto "gui/button/menubuttons/returnbutton_%s.png" action ShowMenu('main_menu')
xpos 1885
yalign 0.9
use main_menu_buttons("gui/button/menubuttons/template_idle.png",
[
[ "Help", ShowMenu("help") ],
[ "About", ShowMenu("about") ],
[ "Updates", ShowMenu("updates") ],
[ "Gallery", ShowMenu("cg_gallery") ],
[ "Return", ShowMenu("main_menu") ]
] )
## Help screen #################################################################
##
@ -1304,7 +1155,7 @@ screen help():
add gui.main_menu_background
add gui.extras_submenu_panel
## This empty frame darkens the main menu.
frame:
pass
@ -1317,37 +1168,30 @@ screen help():
# yalign 0.4
# spacing 23
hbox:
xpos 200
## ypos 1000
yalign 0.3
spacing 23
style_prefix "help"
textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
textbutton _("Mouse") action SetScreenVariable("device", "mouse")
if GamepadExists():
textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")
textbutton "Back to Extras" action ShowMenu("extras")
fixed:
hbox:
xpos 200
spacing 23
style_prefix "help"
textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
textbutton _("Mouse") action SetScreenVariable("device", "mouse")
if GamepadExists():
textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")
vbox:
yalign 0.5
xpos 1100
if device == "keyboard":
use keyboard_help
elif device == "mouse":
use mouse_help
elif device == "gamepad":
use gamepad_help
text _("") ## again in here to keep vbox in check
use extrasnavigation
vbox:
xpos 1100
ypos 1000
# yalign 0.4
if device == "keyboard":
use keyboard_help
elif device == "mouse":
use mouse_help
elif device == "gamepad":
use gamepad_help
text _("") ## again in here to keep vbox in check
vbox:
xpos 1942
# xalign 1.0
yalign 0.95
use extrasnavigation
screen keyboard_help():
style_prefix "help"
@ -1419,7 +1263,7 @@ screen mouse_help():
text _("Rolls forward to later dialogue.")
screen gamepad_help():
screen gamepad_help():
style_prefix "help"
hbox:
label _("Right Trigger\nA/Bottom Button")
@ -1471,32 +1315,6 @@ style help_label_text:
xalign 1.0
text_align 1.0
style main_menu_frame is empty
# style main_menu_vbox is vbox
# style main_menu_text is gui_text
# style main_menu_title is main_menu_text
# style main_menu_version is main_menu_text
style main_menu_frame:
xsize 420
yfill True
background "gui/overlay/main_menu.png"
style main_menu_vbox:
xalign 1.0
xoffset -30
xmaximum 1200
yalign 1.0
yoffset -30
style main_menu_text:
properties gui.text_properties("main_menu", accent=True)
style main_menu_title:
properties gui.text_properties("title")
################################################################################
## Additional screens
################################################################################
@ -1789,28 +1607,33 @@ style pref_vbox:
## Since a mouse may not be present, we replace the quick menu with a version
## that uses fewer and bigger buttons that are easier to touch.
#redefine function
screen quick_button(filename, label, function):
variant "small"
button:
xmaximum 180
ymaximum 100
action function
fixed:
add filename xalign 0.5 yalign 0.5 zoom 1.75
text label xalign 0.5 yalign 0.5 size 42 style "quick_button_text"
screen quick_menu():
variant "touch"
variant "small"
zorder 100
if quick_menu:
hbox:
style_prefix "quick"
xalign 0.5
yalign 1.0
textbutton _("Back") action Rollback()
textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
textbutton _("Auto") action Preference("auto-forward", "toggle")
textbutton _("Menu") action ShowMenu()
style window:
variant "small"
background "gui/phone/textbox.png"
yalign 0.975
use quick_buttons("gui/button/uioptionbuttons/template_idle.png", \
[ \
[ "Back", Rollback() ], \
[ "Skip", Skip() ], \
[ "Auto", Preference("auto-forward", "toggle") ], \
[ "Menu", ShowMenu() ] \
] )
style radio_button:
variant "small"
@ -1824,10 +1647,6 @@ style nvl_window:
variant "small"
background "gui/phone/nvl.png"
style main_menu_frame:
variant "small"
background "gui/phone/overlay/main_menu.png"
style game_menu_outer_frame:
variant "small"
background "gui/phone/overlay/game_menu.png"

View File

@ -23,9 +23,8 @@ init python:
picked = random.randint(0,length - 1)
fileName = files[picked]
renpy.show(fileName, at_list=[randPosition])
#for issue #13 not finalized
#if persistent.scroll == True:
# config.keymap['dismiss'].append('mousedown_5')
if persistent.scroll == True:
config.keymap['dismiss'].append('mousedown_4')
transform randPosition:
alpha 0.0
@ -81,34 +80,40 @@ transform randPosition:
# attribute guitar:
# "guitar.webp"
#Raw Image & kwargs for long textboxes
define long_textbox_img = Image("gui/textbox_long.png", xalign=0.5, yalign=1.0)
define long_textbox = { "window_background": long_textbox_img, 'namebox_style': "namebox_large" }
#Characters
define A = Character ('Anon',color="#36E12D",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-120,who_ypos=110) #Light Green
define F = Character ('Fang',color="#7E2DE1",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Purple
define Lucy = Character ('Lucy',color="#7E2DE1",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Purple
define Ro = Character ('Rosa',color="#E12D36",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Red
define St = Character ('Stella',color="#E17E2D",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #orang
define N = Character ('Naomi',color="#2D36E1",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Blue
define Nas = Character ('Naser',color="#501D5E",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Dark Purple
define T = Character ('Trish',color="#8A0036",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Maroon
define Attendant = Character ('Attendant',color="#8A0036",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-155,who_ypos=111) #Maroon
define Sp = Character ('Spears',color="#7B8A00",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Dark Yellow
define Re = Character ('Reed',color="#368A00",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Dark Green
define D = Character ('Driver',color="#098A00",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111)
define FM = Character ('Fangs Mom',color="#EA1A84",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=108)
define FD = Character ('Fangs Dad',color="#1A1CEA",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=108)
define Tsuki = Character ('Mr. Tsuki',color="#CEAF23",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-150,who_ypos=111)
define unknown = Character (' (???)',color="#000000",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110)
define jingo = Character ('Mr. Jingo',color="#42C053",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110)
define MaitD = Character ('Maitre D',color="#42C053",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110)
define Moe = Character(' Moe',color="#42C053",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110)
define Vince = Character ('Vince',color="#3C770D",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Dark Green
define Waitress = Character ('Waitress',color="#C89B19",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-140,who_ypos=111) #Gold
define A = Character ('Anon',color="#36E12D") #Light Green
define F = Character ('Fang',color="#7E2DE1") #Purple
define Lucy = Character ('Lucy',color="#7E2DE1") #Purple
define Ro = Character ('Rosa',color="#E12D36") #Red
define St = Character ('Stella',color="#E17E2D") #orang
define N = Character ('Naomi',color="#2D36E1") #Blue
define Nas = Character ('Naser',color="#501D5E") #Dark Purple
define T = Character ('Trish',color="#8A0036") #Maroon
define Attendant = Character ('Attendant',color="#8A0036") #Maroon
define Sp = Character ('Spears',color="#7B8A00") #Dark Yellow
define Re = Character ('Reed',color="#368A00") #Dark Green
define D = Character ('Driver',color="#098A00")
define FM = Character ('Fangs Mom',color="#EA1A84")
define FD = Character ('Fangs Dad',color="#1A1CEA")
define Tsuki = Character ('Mr. Tsuki',color="#CEAF23")
define unknown = Character ('(???)',color="#000000")
define jingo = Character ('Mr. Jingo',color="#42C053")
define MaitD = Character ('Maitre D',color="#42C053")
define Moe = Character('Moe',color="#42C053")
define Vince = Character ('Vince',color="#3C770D") #Dark Green
define Waitress = Character ('Waitress',color="#C89B19") #Gold
#long TB chars
define AnonAndFang = Character(' Anon and Fang',color="34F313",window_background="gui/textbox_long.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110)
define SV = Character ('Street Vendor',color="#420046",window_background="gui/textbox_long.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-145,who_ypos=110)
define carl = Character ('Mr. Carldewskii',color="#4963A5",window_background="gui/textbox_long.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110)
define Drf = Character (' Dr. Fernsworth',color="#4963A5",window_background="gui/textbox_long.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110)
define AnonAndFang = Character('Anon and Fang',color="34F313", **long_textbox)
define SV = Character ('Street Vendor',color="#420046", **long_textbox)
define carl = Character ('Mr. Carldewskii',color="#4963A5", **long_textbox)
define Drf = Character ('Dr. Fernsworth',color="#4963A5", **long_textbox)
define FRT = Character ('Fang Reed & Trish',color="#4963A5", **long_textbox)
#Extra image translations
#siloettes

View File

@ -1377,7 +1377,7 @@ label chapter_2:
A "Well…"
"Fang Reed and Trish" "Ohfuck. Sorry Anon, we gotta bail."
FRT "Ohfuck. Sorry Anon, we gotta bail."
show fang neutral flip
show trish neutral flip
hide trish with moveoutright
@ -1513,4 +1513,4 @@ label chapter_2:
scene black with fade
return
return

100
game/src/cg_gallery.rpy Normal file
View File

@ -0,0 +1,100 @@
init python:
# CONST PARAMS
GALLERY_COLS = 3
GALLERY_CGS_PER_PAGE = 6
PREFERRED_WIDTH = 432 #px (1920 * 0.225)
PREFERRED_HEIGHT = 243 #px (1080 * 0.225)
DEFAULT_WIDTH_SCALE_RATIO = round(float(PREFERRED_WIDTH) / float(1920), 4)
DEFAULT_HEIGHT_SCALE_RATIO = round(float(PREFERRED_HEIGHT) / float(1080), 4)
NOT_UNLOCKED_COVER = im.FactorScale("gui/gallery/unlocked_cg_button_cover.png", DEFAULT_WIDTH_SCALE_RATIO, DEFAULT_HEIGHT_SCALE_RATIO)
ACCEPTED_EXTENSIONS = ["jpg", "png"]
CG_PATHS = "images/cgs/"
# GALLERY OBJECT
# Handles unlockables via ren'py
g = Gallery()
g.transition = dissolve
g.locked_button = NOT_UNLOCKED_COVER
# GALLERY ITEMS
# Data structure that holds the data for each cg and button
# item is the key in the Gallery
# ext is the file extension
# { item: string; cg: Displayable; ext: string }[]
galleryItems = []
# Make a scaled cg button
# (cg: string; ext: string; w: float; h: float; unlocked?: boolean): Displayable
def cg(fname, ext, w, h):
scaleFactor = getBoxNormalizerRatio(w, h)
return im.FactorScale(CG_PATHS + fname + "." + ext, scaleFactor["x"], scaleFactor["y"], False)
# Create an object in g:Gallery, add to galleryItems
# (imageName: string; ext: string; w: float; h: float) -> None
def addGalleryItem(imageName, ext, w, h):
g.button(imageName)
g.image(imageName)
horizontalPan = Pan((w - 1920, h - 1080), (0, h - 1080), 30.0)
verticalPan = Pan((w - 1920, h - 1080), (w - 1920, 0), 30.0)
g.transform(horizontalPan if w > h else verticalPan) #TODO: niceify
str = "renpy.seen_image('"+imageName+"')"
g.condition(str)
galleryItems.append({
"item": imageName,
"cg": cg(imageName, ext, w, h),
"ext": ext
})
return
# Reads /images/cgs dir for all image files
# Populates g:Gallery and galleryItems
# Appends extra spaces at the end
# () -> None
def loadGallery():
list_img = renpy.list_images()
# Add each image to the gallery
for str in list_img:
_str = CG_PATHS+str+"."+ACCEPTED_EXTENSIONS[0]
if renpy.loadable(_str): #brute force
image = renpy.image_size(Image(_str))
addGalleryItem(str, ACCEPTED_EXTENSIONS[0], image[0], image[1])
return
# Returns what params to call im.FactorScale with for cg button size
# Basically the delta diff dimensions
# (w: int; h: int) -> { x: float; y: float }
def getBoxNormalizerRatio(w, h):
x = round(float(PREFERRED_WIDTH) / float(w), 4)
y = round(float(PREFERRED_HEIGHT) / float(h), 4)
return { "x": x, "y": y }
# Call to loading the gallery
loadGallery()
## CG Gallery screen ########################################################
## A screen that shows the image gallery
screen cg_gallery():
python:
items = len(galleryItems)
galleryRows = (items / GALLERY_COLS) + 1
extraSpaces = GALLERY_COLS - (items % GALLERY_COLS)
tag menu
use game_menu(_("Gallery"), scroll="viewport"):
grid GALLERY_COLS galleryRows:
spacing 8
for item in galleryItems:
# vbox:
# text item["item"] size 8
add g.make_button(item["item"], item["cg"], xalign = 0.5, yalign = 0.5)
# Add empty items to fill grid after last cg button
for i in range(0, extraSpaces):
null height 20