diff --git a/game/mods/template/chapter2_redo.rpy b/game/mods/template/chapter2_redo.rpy index bbc2fe0..a5a1b71 100644 --- a/game/mods/template/chapter2_redo.rpy +++ b/game/mods/template/chapter2_redo.rpy @@ -3,7 +3,9 @@ label chapter_2_new: show template_sample at scenter "Sample Text" + hide template_sample + play music 'audio/OST/Those Other Two Weirdos.ogg' show anon neutral flip at aright with dissolve A "Sample Text" return diff --git a/game/mods/template/storyline_ex.rpy b/game/mods/template/storyline_ex.rpy index 1d2b34c..7dfff18 100644 --- a/game/mods/template/storyline_ex.rpy +++ b/game/mods/template/storyline_ex.rpy @@ -4,7 +4,10 @@ init python: # All mod rpy files must have title of their mod (this shows up on a button) # and finally the label that controls the flow of dialogue - mod_menu_access += [["Example Mod", "storyline_ex"]]; + mod_menu_access += [{ + 'Name': "Example Mod Name", + 'Label': "storyline_ex" + }]; image template_sample = Image("mods/template/img/sample.png") diff --git a/game/screens.rpy b/game/screens.rpy index 6b00e85..1367151 100644 --- a/game/screens.rpy +++ b/game/screens.rpy @@ -263,7 +263,6 @@ screen quick_menu(): zorder 100 if quick_menu: window: - background "gui/namebox.png" xpos 1.45 ypos 0.977 vbox: @@ -299,6 +298,7 @@ screen score_menu(): init python: config.overlay_screens.append("quick_menu") + default quick_menu = True style quick_button is default @@ -382,7 +382,7 @@ screen main_menu_button(filename, label, function): ymaximum 129 action function fixed: - add filename xalign 0.5 yalign 0.5 zoom 1 + add filename xalign 0.5 yalign 0.5 zoom 1 xanchor 0 xcenter 0.5 ycenter 0.5 text label xalign 0.5 yalign 0.5 xanchor 0.5 # label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ] @@ -471,34 +471,76 @@ style main_menu_title: ## Mod Menu screen ############################################################ ## ## Handles jumping to the mods scripts +## Could be more lean but if this is going to one of last time I touch the UI, +## then fine by me ## +#similar to quick_button funcs +screen mod_menu_button(filename, label, function): + button: + xmaximum 600 + ymaximum 129 + action function + fixed: + add filename xalign 0.5 yalign 0.5 zoom 0.9 + text label xalign 0.5 yalign 0.5 xanchor 0.5 size 34 + +# arr is [{ +# 'Name': string (name that appears on the button) +# 'Label': string (jump label) +# }, { .. } ] +# Reuse the same image string and keep things 'neat'. +screen mod_menu_buttons(filename, arr): + for x in arr: + use mod_menu_button(filename, x['Name'], Start(x['Label'])) + screen mod_menu(): tag menu + + style_prefix "main_menu" + + add gui.main_menu_background + + frame: + xsize 420 + yfill True + background "gui/overlay/main_menu.png" + +#side_yfill True + vbox: + xpos 1940 + yalign 0.03 + if persistent.splashtype == 1: + add "gui/sneedgame.png" + else: + add "gui/snootgame.png" + viewport: + # this could be better but its ok for now + xpos 1885-540 + xmaximum 540 + ymaximum 0.8 + ypos 200 yinitial 0 scrollbars "vertical" mousewheel True draggable True pagekeys True - -#side_yfill True vbox: - spacing 10 - xpos 1885 - yalign 0.98 + #xpos 1885 + spacing 18 +#yalign 0.98 - use main_menu_button("gui/button/menubuttons/template_idle.png", + #buttons are messed up but that's ok + use mod_menu_button("gui/button/menubuttons/template_idle.png", "Return", ShowMenu("main_menu")) - if len(mod_menu_access) is not 0: - for x in mod_menu_access: - use main_menu_button("gui/button/menubuttons/template_idle.png", - x[0], Start(x[1]) ) + use mod_menu_buttons("gui/button/menubuttons/template_idle.png", mod_menu_access ) else: - use main_menu_button("gui/button/menubuttons/template_idle.png", + use mod_menu_button("gui/button/menubuttons/template_idle.png", "You have no mods", None) + ## Game Menu screen ############################################################ ## ## This lays out the basic common structure of a game menu screen. It's called