diff --git a/android-icon_foreground.png b/android-icon_foreground.png new file mode 100644 index 0000000..1851be8 Binary files /dev/null and b/android-icon_foreground.png differ diff --git a/android-presplash.jpg b/android-presplash.jpg new file mode 100644 index 0000000..cf9e623 Binary files /dev/null and b/android-presplash.jpg differ diff --git a/game/gui.rpy b/game/gui.rpy index 4e06c17..d8a3daf 100644 --- a/game/gui.rpy +++ b/game/gui.rpy @@ -30,7 +30,7 @@ define gui.idle_color = '#D5D507' ## The small color is used for small text, which needs to be brighter/darker to ## achieve the same effect. -define gui.idle_small_color = '#0001FF' +define gui.idle_small_color = '#00E1FF' ## The color that is used for buttons and bars that are hovered. define gui.hover_color = '#00FF03' @@ -121,11 +121,9 @@ 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 = 350 +define gui.name_xpos = 395 #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 = 0.5 @@ -447,14 +445,14 @@ init python: ## Font sizes. gui.text_size = 44 - gui.name_text_size = 48 + gui.name_text_size = 46 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_xpos = 395 gui.name_ypos = -85 ## Adjust the location of the textbox. diff --git a/game/images/animations/fang tail.webm b/game/images/animations/fang tail.webm new file mode 100644 index 0000000..cdcbeb7 Binary files /dev/null and b/game/images/animations/fang tail.webm differ diff --git a/game/images/cgs/wounds01.jpg b/game/images/cgs/wounds01.jpg new file mode 100644 index 0000000..824ce53 Binary files /dev/null and b/game/images/cgs/wounds01.jpg differ diff --git a/game/images/cgs/wounds02.jpg b/game/images/cgs/wounds02.jpg new file mode 100644 index 0000000..1a9e035 Binary files /dev/null and b/game/images/cgs/wounds02.jpg differ diff --git a/game/images/cgs/wounds03.jpg b/game/images/cgs/wounds03.jpg new file mode 100644 index 0000000..008514e Binary files /dev/null and b/game/images/cgs/wounds03.jpg differ diff --git a/game/images/cgs/wounds04.jpg b/game/images/cgs/wounds04.jpg new file mode 100644 index 0000000..056a3b1 Binary files /dev/null and b/game/images/cgs/wounds04.jpg differ diff --git a/game/images/cgs/wounds05.jpg b/game/images/cgs/wounds05.jpg new file mode 100644 index 0000000..ceab38d Binary files /dev/null and b/game/images/cgs/wounds05.jpg differ diff --git a/game/images/cgs/wounds06.jpg b/game/images/cgs/wounds06.jpg new file mode 100644 index 0000000..262512c Binary files /dev/null and b/game/images/cgs/wounds06.jpg differ diff --git a/game/images/cgs/wounds07.jpg b/game/images/cgs/wounds07.jpg new file mode 100644 index 0000000..99a1b4c Binary files /dev/null and b/game/images/cgs/wounds07.jpg differ diff --git a/game/images/cgs/wounds08.jpg b/game/images/cgs/wounds08.jpg new file mode 100644 index 0000000..d417d07 Binary files /dev/null and b/game/images/cgs/wounds08.jpg differ diff --git a/game/images/cgs/wounds09.jpg b/game/images/cgs/wounds09.jpg new file mode 100644 index 0000000..9891c66 Binary files /dev/null and b/game/images/cgs/wounds09.jpg differ diff --git a/game/mods/README.md b/game/mods/README.md new file mode 100644 index 0000000..cf6b09b --- /dev/null +++ b/game/mods/README.md @@ -0,0 +1,54 @@ +The game loads an alternate storyline.rpy, this allows you to control the flow of the game's storytelling +Examples include: +- You want to inject more stuff inbetween chapters, maybe you hate time skip writing +- You want to have more of an after story kind of ordeal, for example expanding Ending 2 +- You want to replace the entire story route +You can still call the vanilla game's chapters like the intro (call chapter_1) for example but you might want to either copy the vanilla scripts and mix in your edits to have full control + +You will need to learn bit of Ren'Py & bit of actual Python anyways but you don't have to think too hard in learning anything new other than familiarizing with this game's script.rpy's already defined Character objects and images, you can freely ignore most of the UI and so on for the inexperienced but passionate artist and/or writer. + +Textbox limitation: ~300 characters / four lines, the maximum in the vanilla game's script is around roughly ~278 and that only barely overflows to four lines, so <200 characters / three lines of text should be fine. + +--- Ideal file structure of your mod --- + In the root of the mods folder: + folder_of_your_mod_name + - name_of_storyline.rpy + -> asset_folder + - asset.png + -> script_folder + - script.rpy + + name_of_storyline.rpy +``` +init python: + # Modding Support variables + # 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 += [{ + 'Name': "Mod Name", + 'Label': "mod_storyline" + }]; + +image template_sample = Image("mods/folder_of_your_mod_name/asset_folder/asset.png") + +label mod_storyline: + call chapter_1_new +``` + + script_folder/script.rpy +``` +label chapter_1_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 +``` + +The funny thing is I don't even like 'fanfictions' to begin with but this mod support allows these 'fanfictions', ironic. + diff --git a/game/mods_example/template/chapter2_redo.rpy b/game/mods_example/template/chapter2_redo.rpy new file mode 100644 index 0000000..a5a1b71 --- /dev/null +++ b/game/mods_example/template/chapter2_redo.rpy @@ -0,0 +1,11 @@ + + +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_example/template/img/sample.png b/game/mods_example/template/img/sample.png new file mode 100644 index 0000000..a90472f Binary files /dev/null and b/game/mods_example/template/img/sample.png differ diff --git a/game/mods_example/template/storyline_ex.rpy b/game/mods_example/template/storyline_ex.rpy new file mode 100644 index 0000000..ab3f492 --- /dev/null +++ b/game/mods_example/template/storyline_ex.rpy @@ -0,0 +1,15 @@ + +init python: + # Modding Support variables + # 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 += [{ + 'Name': "Example Mod Name", + 'Label': "storyline_ex" + }]; + +image template_sample = Image("mods_example/template/img/sample.png") + +label storyline_ex: + call chapter_2_new diff --git a/game/options.rpy b/game/options.rpy index 9c47ee2..4427632 100644 --- a/game/options.rpy +++ b/game/options.rpy @@ -23,7 +23,7 @@ define gui.show_name = True ## The version of the game. -define config.version = "Patchy-patch5.1.1" +define config.version = "Monster-Update-6" ## Text that is placed on the game's about screen. Place the text between the ## triple-quotes, and leave a blank line between paragraphs. @@ -83,7 +83,7 @@ define config.exit_transition = dissolve ## Between screens of the game menu. -define config.intra_transition = dissolve +define config.intra_transition = Dissolve(0.20) ## A transition that is used after a game has been loaded. @@ -191,6 +191,11 @@ init python: build.classify('**/#**', None) build.classify('**/thumbs.db', None) + # Do not include mod_examples as part of the build process + build.classify('game/mods_example/**', None) + build.classify('game/mods_example/.**', None) + + ## To archive files, classify them as 'archive'. # build.classify('game/**.png', 'archive') diff --git a/game/screens.rpy b/game/screens.rpy index 994dd40..253ebf7 100644 --- a/game/screens.rpy +++ b/game/screens.rpy @@ -1,20 +1,24 @@ -###Updater Python stuff### +###Updater Python stuff### init python: - if persistent.updateresult is None: - persistent.updateresult = "No new version is available" - if persistent.autoup is None: - persistent.autoup = False - if persistent.updateWebServer is None: - persistent.updateWebServer = "http://updates.snootgame.xyz/updates.json" - - def UpdateCheck(): - # WHY YES I ONLY ALLOW PEOPLE USING MY FRAMEWORK TO CHECK FOR AN UPDATE EVERY SIX FUCKING HOURS HOW DID YOU KNOW - # NOPE check_interval=5 (5 SECONDS) FUCK YOU - pendingVersion = updater.UpdateVersion(persistent.updateWebServer, check_interval=5) - if pendingVersion == None or pendingVersion == config.version or "TEST" in pendingVersion: - persistent.updateresult = "No new version is available" - else: - persistent.updateresult = pendingVersion + if renpy.variant("pc"): #Don't run this on mobile, not supported + if persistent.updateresult is None: + persistent.updateresult = "No new version is available" + if persistent.autoup is None: + persistent.autoup = False + if persistent.updateWebServer is None: + persistent.updateWebServer = "http://updates.snootgame.xyz/updates.json" + + def UpdateCheck(): + # WHY YES I ONLY ALLOW PEOPLE USING MY FRAMEWORK TO CHECK FOR AN UPDATE EVERY SIX FUCKING HOURS HOW DID YOU KNOW + # NOPE check_interval=5 (5 SECONDS) FUCK YOU + pendingVersion = updater.UpdateVersion(persistent.updateWebServer, check_interval=5) + if pendingVersion == None or pendingVersion == config.version or "TEST" in pendingVersion: + persistent.updateresult = "No new version is available" + else: + persistent.updateresult = pendingVersion + + def ToggleAutoUpdate(): + persistent.autoup = not persistent.autoup ################################################################################ ## Initialization @@ -44,7 +48,7 @@ style gui_text: style button: properties gui.button_properties("button") - activate_sound "audio/ui/uiClick.wav" + activate_sound "audio/ui/uiClick.wav" style button_text is gui_text: properties gui.text_properties("button") @@ -120,7 +124,7 @@ screen say(who, what): id "window" if who is not None: - background Image("gui/textbox.png", xalign=0.5, yalign=1.0) + background Image("gui/textbox_long.png", xalign=0.5, yalign=1.0) window: id "namebox" style "namebox" @@ -130,7 +134,6 @@ screen say(who, what): text what id "what" - ## If there's a side image, display it above the text. Do not display on the ## phone variant - there's no room. if not renpy.variant("small"): @@ -164,9 +167,6 @@ style namebox: xpos gui.name_xpos ypos gui.name_ypos -style namebox_large is namebox: - xpos gui.name_large_xpos - style say_label: properties gui.text_properties("name", accent=True) xalign gui.name_xalign @@ -281,22 +281,21 @@ screen quick_menu(): ## Ensure this appears on top of other screens. zorder 100 if quick_menu: - window: - background "gui/namebox.png" - xpos 1.45 - ypos 0.977 - grid 1 4: - style_prefix "quick" - xalign -0.005 - yalign 0.010 + window: + xpos 1.45 + ypos 0.977 + vbox: + style_prefix "quick" + 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') ] \ - ] ) + 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 @@ -401,7 +400,7 @@ 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() ], .. ] @@ -434,16 +433,17 @@ screen main_menu(): else: add "gui/snootgame.png" vbox: - spacing 25 + spacing 10 xpos 1885 - yalign 0.9 + ypos 1130 use main_menu_buttons("gui/button/menubuttons/template_idle.png", - [ \ - [ "Start", Start() ], \ - [ "Load", ShowMenu("load") ], \ - [ "Options", ShowMenu("preferences") ], \ + [ + [ "Start", Start() ], + [ "Mods", ShowMenu("mod_menu") ], + [ "Load", ShowMenu("load") ], + [ "Options", ShowMenu("preferences") ], [ "Extras", ShowMenu("extras") ], \ - [ "Quit", Quit(confirm=not main_menu) ] \ + [ "Quit", Quit(confirm=not main_menu) ] ] ) on "show" action renpy.start_predict_screen("cg_gallery") @@ -666,34 +666,40 @@ screen updates(): xoffset 80 xmaximum 1100 label "[config.name!t]" - text _("Version [config.version!t]\n") + text _("Version [config.version!t]") if updater.can_update(): - label _("{color=#00FF00}Update directory exists, updating is possible!{/color}") + label _("{color=#00FF00}{size=32}Update directory exists, updating is possible!\n{/size}{/color}") else: - 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!") activate_sound "audio/ui/uiRollover.wav" action [Notify("Checking for update..."), Function(UpdateCheck)] - label _("Update Check Result:\n") - text _("[persistent.updateresult!t]\n") - if persistent.updateresult != "No new version is available": - textbutton _("Update Now!") activate_sound "audio/ui/uiNotification.wav" action [updater.Update(persistent.updateWebServer, force=False)] - else: - textbutton _("Update Now!") activate_sound "audio/ui/uiBack.wav" action [Notify("Nothing to update to!")] - label _("Update Server:\n") + label _("{color=#FF0000}{size=32}Update directory does not exist or is corrupt!\n{/size}{/color}") + + label _("Auto Update:") + label _("{color=#FFFFFF}{size=32}Automatic Updates: [persistent.autoup!t]{/size}{/color}") + textbutton _("{size=36}Toggle Automatic Updates\n{/size}") action [Notify("Toggling Automatic Updates..."), Function(ToggleAutoUpdate)] + + label _("Update Checker:") + label _("{color=#FFFFFF}{size=32}[persistent.updateresult!t]{/size}{/color}") + textbutton _("{size=36}Check for Update\n{/size}") action [Notify("Checking for update..."), Function(UpdateCheck)] + + label _("Updater:") + label _("{color=#FFFFFF}{size=32}Server URL (click to edit):{/size}{/color}") + default input_on = False button: key_events True if input_on: - input: - default "[persistent.updateWebServer!t]" size 24 color '#FFFFFF' + input: + default "[persistent.updateWebServer!t]" size 36 color '#FFFFFF' value FieldInputValue(persistent, 'updateWebServer') length 49 copypaste True else: - text persistent.updateWebServer size 24 color '#FFFF00' + text persistent.updateWebServer size 36 color '#FFFF00' action ToggleScreenVariable('input_on') style_prefix "quick" + if persistent.updateresult != "No new version is available": + textbutton _("{size=36}Update Now!\n{/size}") activate_sound "audio/ui/uiNotification.wav" action [updater.Update(persistent.updateWebServer, force=False)] + else: + textbutton _("{size=36}Update Now!\n{/size}") activate_sound "audio/ui/uiBack.wav" action [Notify("Nothing to update to!")] use extrasnavigation ## Load and Save screens ####################################################### @@ -1144,7 +1150,7 @@ screen extrasnavigation(): [ "Help", ShowMenu("help") ], [ "About", ShowMenu("about") ], [ "Updates", ShowMenu("updates") ], - [ "Gallery", ShowMenu("cg_gallery") ], + [ "Gallery", ShowMenu("cg_gallery_0") ], [ "Return", ShowMenu("main_menu") ] ] ) @@ -1619,8 +1625,8 @@ style pref_vbox: screen quick_button(filename, label, function): variant "small" button: - xmaximum 180 - ymaximum 100 + xmaximum 124 + ymaximum 124 action function fixed: add filename xalign 0.5 yalign 0.5 zoom 1.75 @@ -1631,6 +1637,7 @@ screen quick_menu(): zorder 100 if quick_menu: hbox: + spacing 28 style_prefix "quick" xalign 0.5 yalign 0.975 @@ -1642,6 +1649,28 @@ screen quick_menu(): [ "Menu", ShowMenu() ] \ ] ) +screen extrasnavigation(): #Updates are removed (not even supported by Ren'Py) + variant "small" + 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 + use main_menu_buttons("gui/button/menubuttons/template_idle.png", + [ + [ "Help", ShowMenu("help") ], + [ "About", ShowMenu("about") ], + [ "Gallery", ShowMenu("cg_gallery_0") ], + [ "Return", ShowMenu("main_menu") ] + ] ) + style radio_button: variant "small" foreground "gui/phone/button/radio_[prefix_]foreground.png" diff --git a/game/script.rpy b/game/script.rpy index 008b5c8..48bb42f 100644 --- a/game/script.rpy +++ b/game/script.rpy @@ -13,17 +13,23 @@ #Why yes all my code was formerly in one massive file called "script" thats 28k lines long, how could you tell? #Licensed under the GNU AGPL v3, for more information check snootgame.xyz or the LICENSE file that should have came with this work. +init -1 python: + # Modding Support variables + # All mod rpy files must run a small init python script + mod_dir = "mods/"; + mod_menu_access = []; + init python: - import random - import webbrowser - #function for insult layers - def showCG(): + import random + import webbrowser + #function for insult layers + def showCG(): files = ["text0", "text1", "text2", "text3", "text4", "text5", "text6", "text7", "text8", "text9"] length = len(files) picked = random.randint(0,length - 1) fileName = files[picked] renpy.show(fileName, at_list=[randPosition]) - if persistent.scroll == True: + if persistent.scroll == True: config.keymap['dismiss'].append('mousedown_4') transform randPosition: @@ -80,40 +86,35 @@ 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") #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 +define A = Character ('Anon',color="#36E12D", who_outlines=[(1, '#0C300A')]) # Light Green +define F = Character ('Fang',color="#B4D4CE", who_outlines=[(1, '#112D27')]) # Light Cyan +define Lucy = Character ('Lucy',color="#B4D4CE", who_outlines=[(1, '#112D27')]) # Light Cyan +define Ro = Character ('Rosa',color="#FE712B", who_outlines=[(1, '#3D1809')]) # Red-Orange +define St = Character ('Stella',color="#D2FFAA", who_outlines=[(1, '#203011')]) # Light Green +define N = Character ('Naomi',color="#F8B9A0", who_outlines=[(1, '#291A1B')]) # Peach +define Nas = Character ('Naser',color="#F89E38", who_outlines=[(1, '#2D2D2D')]) # Orange +define T = Character ('Trish',color="#B675E6", who_outlines=[(1, '#1F0632')]) # Purple +define Attendant = Character ('Attendant',color="#8A0036", who_outlines=[(1, '#FFFFFF')]) # Maroon +define Sp = Character ('Spears',color="#C4C3C3", who_outlines=[(1, '#272727')]) # Light Grey +define Re = Character ('Reed',color="#ED4C5B", who_outlines=[(1, '#361013')]) # Bright Red +define D = Character ('Driver',color="#FFC63A", who_outlines=[(1, '#4D280A')]) # Yellow-Orange +define FM = Character ('Fangs Mom',color="#FFD8F6", who_outlines=[(1, '#361730')]) # Bright Pink +define FD = Character ('Fangs Dad',color="#D8A09A", who_outlines=[(1, '#190E0F')]) # Desaturated Orange +define Tsuki = Character ('Mr. Tsuki',color="#A7F2A2", who_outlines=[(1, '#320E3B')]) # Pear Green +define unknown = Character ('(???)',color="#000000", who_outlines=[(1, '#FFFFFF')]) # Black +define jingo = Character ('Mr. Jingo',color="#CD8283", who_outlines=[(1, '#0F0D49')]) # Desaturated Red +define MaitD = Character ('Maitre D',color="#241630", who_outlines=[(1, '#241630')]) # Cobalt Blue +define Moe = Character('Moe',color="#A5BEED", who_outlines=[(1, '#342210')]) # Desaturated Blue +define Vince = Character ('Vince',color="#FFC63A", who_outlines=[(1, '#4D280A')]) # Yellow-Orange +define Waitress = Character ('Waitress',color="#F691C8", who_outlines=[(1, '#402E3A')]) # Pink #long TB chars - -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) - +define AnonAndFang = Character('Anon and Fang',color="72DFA8", who_outlines=[(1, '#113623')]) +define SV = Character ('Street Vendor',color="#F8E120", who_outlines=[(1, '#361504')]) +define carl = Character ('Mr. Carldewskii',color="#E19E40", who_outlines=[(1, '#03223B')]) +define Drf = Character ('Dr. Fernsworth',color="#253354", who_outlines=[(1, '#334573')]) +define FRT = Character ('Fang Reed & Trish',color="#4963A5", who_outlines=[(1, '#FFFFFF')]) #Extra image translations #siloettes @@ -303,7 +304,7 @@ label splashscreen: UpdateCheck() if persistent.updateresult != "No new version is available": updater.update(persistent.updateWebServer, force=True) - + stop sound return diff --git a/game/script/10.an-excellent-reason-to-start-abusing-mod-powers.rpy b/game/script/10.an-excellent-reason-to-start-abusing-mod-powers.rpy index ed860e1..8b23884 100644 --- a/game/script/10.an-excellent-reason-to-start-abusing-mod-powers.rpy +++ b/game/script/10.an-excellent-reason-to-start-abusing-mod-powers.rpy @@ -115,32 +115,32 @@ label chapter_10: A "...Fine..." - scene wounds1 with fade + scene wounds01 with fade pause 2 scene black with fade "I step into my tiny shower stall and turn on the water." "The shower head sputters before it starts weakly spraying lukewarm water." - scene wounds2 with fade + scene wounds02 with fade "The temperature of the water doesn’t help the tension in my muscles or the bruises marring my skin." "I stretch around and see massive blotches of purple and black splattered across my torso." - scene wounds3 + scene wounds03 "Each contusion is hot to the touch under my fingers and the pain is intense." - scene wounds4 + scene wounds04 "The worst is across my chest where the bollard hit me." - scene wounds5 + scene wounds05 "I eventually get finished examining my wicked wounds and step out of the bathroom. Fang is on her phone doing Raptor Jesus knows what." - scene wounds6 + scene wounds06 "Fang then pats the bed" @@ -148,7 +148,7 @@ label chapter_10: "I walk over and lie down on my stomach" - scene wounds7 + scene wounds07 F "Jesus that's bad..." @@ -193,11 +193,11 @@ label chapter_10: A "Hm?" F "I need to do the front." - scene wounds8 + scene wounds08 "Oh." "Okay then. I roll over onto my back." - scene wounds9 + scene wounds09 "And find myself face to beak with her." "Dangerously close." @@ -350,4 +350,4 @@ label chapter_10: stop music fadeout 1.0 "..." - return \ No newline at end of file + return diff --git a/game/script/2.fourth-day-of-school.rpy b/game/script/2.fourth-day-of-school.rpy index df54cbf..d09b4b6 100644 --- a/game/script/2.fourth-day-of-school.rpy +++ b/game/script/2.fourth-day-of-school.rpy @@ -1244,7 +1244,7 @@ label chapter_2: A "Huh?" - Re "Get your phone out man… Look up {color=#66cc33}'LW_S9znpklI'{/color}.." + Re "Get your phone out man… Look up {color=#66cc33}'T9nXyUye3pg'{/color}.." A "How did you say that out loud?" diff --git a/game/script/5.fang-and-anon-cut-class-to-talk-on-the-roof.rpy b/game/script/5.fang-and-anon-cut-class-to-talk-on-the-roof.rpy index d852480..4245468 100644 --- a/game/script/5.fang-and-anon-cut-class-to-talk-on-the-roof.rpy +++ b/game/script/5.fang-and-anon-cut-class-to-talk-on-the-roof.rpy @@ -288,7 +288,7 @@ label chapter_5: label movie: A "FANG!" stop music fadeout 1.0 - image fang tail = Movie(play="animations/fangtail.webm",loop=True) + image fang tail = Movie(play="animations/fang tail.webm",loop=True) scene fang tail with fade @@ -2547,3 +2547,7 @@ label chapter_5: "..." return + +label fang_movie: + scene fang tail with fade + "" diff --git a/game/src/cg_gallery.rpy b/game/src/cg_gallery.rpy index 8afdf17..aec52ca 100644 --- a/game/src/cg_gallery.rpy +++ b/game/src/cg_gallery.rpy @@ -1,100 +1,292 @@ init python: # CONST PARAMS + ALLOW_ZOOM = False GALLERY_COLS = 3 - GALLERY_CGS_PER_PAGE = 6 PREFERRED_WIDTH = 432 #px (1920 * 0.225) PREFERRED_HEIGHT = 243 #px (1080 * 0.225) + PREFERRED_ASPECT_RATIO = 16.0/9.0 # 1.7777.. 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/" + ACCEPTED_EXTENSIONS = ["jpg", "webm"] + CG_PATHS = [ + #CG doesn't really make sense + { 'path': "images/cgs/", 'name': "CG", 'eval': None }, + { 'path': "images/animations/", 'name': "Animations", 'eval': None }, + { 'path': "images/NotForKids!/", 'name': "Lewd", + 'eval': 'persistent.lewd == True' + } + ] + #path: folder, name: shows up in gallery, eval: runs eval() on string - # GALLERY OBJECT - # Handles unlockables via ren'py - g = Gallery() - g.transition = dissolve - g.locked_button = NOT_UNLOCKED_COVER + """ + Data structure that holds the data for each cg and button + item is name, fn is fullpath + ext is the file extension + { item: str; fn: str; cg: Displayable; ext: str; wh: [] }[] + (reference in this init python, actually used in screens) + """ + gallery_items = [] - # 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 = [] + # key dict pair, cg <-> cgs' galleryitems [] + gallery_dic = {} # + for cp in CG_PATHS: + gallery_dic[cp['name']] = [] # # 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 + # (cg: string; ext: string; w: float + def cg(fname, ext, w): + scale = PREFERRED_WIDTH * 100.0 / w / 100.0 + #scale = box_ratio(wh) + return im.FactorScale(fname, scale, scale, False) # Reads /images/cgs dir for all image files - # Populates g:Gallery and galleryItems - # Appends extra spaces at the end + # Populates galleryItems # () -> None def loadGallery(): list_img = renpy.list_images() +#if ext is "webm": # 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]) + for cp in CG_PATHS: + for ext in ACCEPTED_EXTENSIONS: + path = cp['path'] + _str = path+str+"."+ext + + if renpy.loadable(_str): #brute force + image = renpy.image_size(Image(_str)) + + gallery_dic[cp['name']] += [{ + "item": str, + "fn": _str, + "cg": cg(_str, ext, image[0]), + "ext": ext, + "wh": image + }] 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 + # hard code the webm because renpy is really dumb and doesn't add Movies properly until much later + fang_webm = 'images/animations/fang tail.webm' + gallery_dic['Animations'] = [{ + "item": 'fang tail', + "fn": fang_webm, + "cg": Movie(fang_webm),#cg(_str, 'webm', 1920), + "ext": 'webm', + "wh": [1920, 1080] + }] + + #for zooming in and out + zoom_arr = [0.25, 0.375, 0.5, 0.625, 0.75, 0.875, 1.0, 1.125, 1.25, 1.5, 1.75, 2.0] + + """ + for x in range(1,5): + _zoom = 1.0 + _zoom *= 1+(x*0.25) + zoom_arr.append(_zoom) + + for y in range(9,1,-1): + _zoom = 1.0 + _zoom *= (y*0.125) + zoom_arr.append(_zoom) + + zoom_arr.sort() + """ +""" +'Recursive' / Loopable / Roundtrip Screens +_0 <-> _1 +""" +#There is renpy.restart_interaction but since I wrote all this, it's too late +#screen cg_gallery(flag, __yoffset = 0, origin = 'CG'): +screen cg_gallery_0(__yoffset = 0, origin = 'CG'): + tag menu + use cg_gallery('1', __yoffset, origin) +screen cg_gallery_1( __yoffset = 0, origin = 'CG'): + tag menu + use cg_gallery('0', __yoffset, origin) + +#screen view_image(fn, _origin, zoom=1): +screen view_image_a(fn, _origin, zoom = zoom_arr.index(1.0)): + tag menu + use view_image(fn, _origin, zoom, 'b') +screen view_image_b(fn, _origin, zoom = zoom_arr.index(1.0)): + tag menu + use view_image(fn, _origin, zoom, 'a') + +""" +CG Gallery screen - A screen that shows the image gallery +Basically Gallery Object has terrible defaults, so I just wrote my own stuff +""" +screen cg_gallery(flag, __yoffset = 0, origin = 'CG'): + + if main_menu: + key "game_menu" action ShowMenu("main_menu") + + + frame: + pass + add gui.main_menu_background + add gui.game_menu_background + + tag menu + + python: + empty_spaces = gallery_rows = item_counter = 0 + + gallery_items = gallery_dic[origin] + items = len(gallery_items) + gallery_rows = (items / GALLERY_COLS) + 1 + empty_spaces = GALLERY_COLS - (items % GALLERY_COLS) + + + vbox: + transform: + zoom 0.95 + hbox: + style_prefix "navigation" + xalign 0.5 + + spacing gui.navigation_spacing + + for cp in CG_PATHS: + if cp['name'] == origin: + textbutton _(cp['name']) text_color gui.selected_color text_xalign 0.5 + else: + if cp['eval'] is None: + textbutton _(cp['name']) action ShowMenu('cg_gallery_'+flag, 0, cp['name']) text_xalign 0.5 + elif eval(cp['eval']): + textbutton _(cp['name']) action ShowMenu('cg_gallery_'+flag, 0, cp['name']) text_xalign 0.5 + else: + textbutton _(cp['name']) text_xalign 0.5 + textbutton _("Return") action ShowMenu('main_menu') text_xalign 0.5 + + if _in_replay: + textbutton _("End Replay") action EndReplay(confirm=True) + elif not main_menu: + textbutton _("Main Menu") action MainMenu() + + transform: + zoom 0.95 + xcenter 0.525 + ycenter 0.525 + + viewport: + yinitial __yoffset + scrollbars "vertical" + mousewheel True + draggable True + pagekeys True + xfill True + + grid GALLERY_COLS gallery_rows: + xcenter 0.5 + ycenter 0.5 + for item in gallery_items: + # Should properly fix with actual margin difference but good + # enough or the actual position + python: + item_counter += 1 + yoffset = item_counter / 3 * PREFERRED_HEIGHT * 1.15 + yoffset = int( yoffset + (PREFERRED_HEIGHT * 1.15)) + + use flag_button(item, yoffset, origin) + + for i in range(0, empty_spaces): + null height 20 + + +""" +if/else flow control & extra parameters for Buttons +""" +screen flag_button(item, yoffset, origin): + python: + flag = renpy.seen_image(item['item']) + + if flag: + button: + if item['ext'] == "webm": + action Replay('fang_movie')#ShowMenu('view_movie', item, ShowMenu('cg_gallery_0', yoffset, origin)) + else: + action ShowMenu('view_image_a', item, ShowMenu('cg_gallery_0', yoffset, origin)) + xcenter 0.5 ycenter 0.5 + padding (1,0,1,2) + vbox: + text item["item"] xalign 0.5 + add item["cg"] fit 'contain' xcenter 0.5 ycenter 0.5 size (PREFERRED_WIDTH, PREFERRED_HEIGHT) + else: + vbox: + ymaximum PREFERRED_HEIGHT + xcenter 0.5 ycenter 0.5 + text "? ? ?" xalign 0.5 + add NOT_UNLOCKED_COVER + + +screen view_movie(item, _origin): + tag menu + key "game_menu" action _origin + python: + renpy.movie_cutscene(item['item'], None, -1) + frame: + pass + #scene fang tail with fade + + +""" +view_image, Loads the image in fullscreen with viewport control. +""" +screen view_image(item, _origin, zoom = zoom_arr.index(1.0), flag='a'): + python: + zoom_a = zoom+1 + zoom_a_f = ShowMenu('view_image_'+flag, item, _origin, zoom_a) + zoom_b = zoom-1 + zoom_b_f = ShowMenu('view_image_'+flag, item, _origin, zoom_b) + + tag menu + key "game_menu" action _origin + + # mousewheel & insert+delete + if (ALLOW_ZOOM): + if zoom < len(zoom_arr)-1: #zoom in + key 'mousedown_4' action zoom_a_f + key 'K_INSERT' action zoom_a_f + if zoom > 0: #and (item['wh'][0] <= 1920 or item['wh'][1] <= 1080): + key 'mousedown_5' action zoom_b_f + key 'K_DELETE' action zoom_b_f + + viewport id "vie": + #Ren'Py isn't smart enough to not edgescroll while pressed, + #so we'll have to disable this for mobile + if renpy.variant("pc"): + edgescroll (300, 1800) + draggable True + arrowkeys True + pagekeys True + xfill False + yfill False + add item['fn'] zoom zoom_arr[zoom] anchor (0.55, 0.55) + +#Reuse quick buttons, Ren'Py handles touch input lazy, it doesn't have +#double finger pinch zoom, it translates taps as mouse events - have to use +#buttons + hbox: + style_prefix "quick" + xalign 0.5 + yalign 0.975 + if (ALLOW_ZOOM) and renpy.variant("small"): + use quick_buttons("gui/button/uioptionbuttons/template_idle.png", + [ + [ "+", zoom_a_f ], + [ "-", zoom_b_f ], + [ "Return", zoom_b_f ] + ] ) + else: + use quick_buttons("gui/button/uioptionbuttons/template_idle.png", + [ + [ "Return", _origin ] + ] ) diff --git a/game/src/mod_menu.rpy b/game/src/mod_menu.rpy new file mode 100644 index 0000000..a068e04 --- /dev/null +++ b/game/src/mod_menu.rpy @@ -0,0 +1,69 @@ +# 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 + vbox: + #xpos 1885 + spacing 18 +#yalign 0.98 + + #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: + use mod_menu_buttons("gui/button/menubuttons/template_idle.png", mod_menu_access ) + else: + use mod_menu_button("gui/button/menubuttons/template_idle.png", "You have no mods", None) diff --git a/game/storyline.rpy b/game/storyline.rpy index 5c1e906..846d6ba 100644 --- a/game/storyline.rpy +++ b/game/storyline.rpy @@ -58,4 +58,4 @@ label ending: if tradwife: scene c10 with fade pause 20 - return \ No newline at end of file + return