update to MU6

This commit is contained in:
Nio 2021-08-07 19:51:40 +10:00
parent 8f6393ab79
commit d59f59ca88
26 changed files with 572 additions and 194 deletions

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@ -30,7 +30,7 @@ define gui.idle_color = '#D5D507'
## The small color is used for small text, which needs to be brighter/darker to ## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect. ## 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. ## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#00FF03' 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. ## 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. ## 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_ypos = -85
define gui.name_large_xpos = 395
## The horizontal alignment of the character's name. This can be 0.0 for left- ## 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. ## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.5 define gui.name_xalign = 0.5
@ -447,14 +445,14 @@ init python:
## Font sizes. ## Font sizes.
gui.text_size = 44 gui.text_size = 44
gui.name_text_size = 48 gui.name_text_size = 46
gui.notify_text_size = 38 gui.notify_text_size = 38
gui.interface_text_size = 45 gui.interface_text_size = 45
gui.button_text_size = 45 gui.button_text_size = 45
gui.label_text_size = 51 gui.label_text_size = 51
## Namebox ## Namebox
gui.name_xpos = 345 gui.name_xpos = 395
gui.name_ypos = -85 gui.name_ypos = -85
## Adjust the location of the textbox. ## Adjust the location of the textbox.

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54
game/mods/README.md Normal file
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@ -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.

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@ -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

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@ -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

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@ -23,7 +23,7 @@ define gui.show_name = True
## The version of the game. ## 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 ## Text that is placed on the game's about screen. Place the text between the
## triple-quotes, and leave a blank line between paragraphs. ## triple-quotes, and leave a blank line between paragraphs.
@ -83,7 +83,7 @@ define config.exit_transition = dissolve
## Between screens of the game menu. ## 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. ## A transition that is used after a game has been loaded.
@ -191,6 +191,11 @@ init python:
build.classify('**/#**', None) build.classify('**/#**', None)
build.classify('**/thumbs.db', 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'. ## To archive files, classify them as 'archive'.
# build.classify('game/**.png', 'archive') # build.classify('game/**.png', 'archive')

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@ -1,20 +1,24 @@
###Updater Python stuff### ###Updater Python stuff###
init python: init python:
if persistent.updateresult is None: if renpy.variant("pc"): #Don't run this on mobile, not supported
persistent.updateresult = "No new version is available" if persistent.updateresult is None:
if persistent.autoup is None: persistent.updateresult = "No new version is available"
persistent.autoup = False if persistent.autoup is None:
if persistent.updateWebServer is None: persistent.autoup = False
persistent.updateWebServer = "http://updates.snootgame.xyz/updates.json" 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 def UpdateCheck():
# NOPE check_interval=5 (5 SECONDS) FUCK YOU # WHY YES I ONLY ALLOW PEOPLE USING MY FRAMEWORK TO CHECK FOR AN UPDATE EVERY SIX FUCKING HOURS HOW DID YOU KNOW
pendingVersion = updater.UpdateVersion(persistent.updateWebServer, check_interval=5) # NOPE check_interval=5 (5 SECONDS) FUCK YOU
if pendingVersion == None or pendingVersion == config.version or "TEST" in pendingVersion: pendingVersion = updater.UpdateVersion(persistent.updateWebServer, check_interval=5)
persistent.updateresult = "No new version is available" if pendingVersion == None or pendingVersion == config.version or "TEST" in pendingVersion:
else: persistent.updateresult = "No new version is available"
persistent.updateresult = pendingVersion else:
persistent.updateresult = pendingVersion
def ToggleAutoUpdate():
persistent.autoup = not persistent.autoup
################################################################################ ################################################################################
## Initialization ## Initialization
@ -44,7 +48,7 @@ style gui_text:
style button: style button:
properties gui.button_properties("button") properties gui.button_properties("button")
activate_sound "audio/ui/uiClick.wav" activate_sound "audio/ui/uiClick.wav"
style button_text is gui_text: style button_text is gui_text:
properties gui.text_properties("button") properties gui.text_properties("button")
@ -120,7 +124,7 @@ screen say(who, what):
id "window" id "window"
if who is not None: 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: window:
id "namebox" id "namebox"
style "namebox" style "namebox"
@ -130,7 +134,6 @@ screen say(who, what):
text what id "what" text what id "what"
## If there's a side image, display it above the text. Do not display on the ## If there's a side image, display it above the text. Do not display on the
## phone variant - there's no room. ## phone variant - there's no room.
if not renpy.variant("small"): if not renpy.variant("small"):
@ -164,9 +167,6 @@ style namebox:
xpos gui.name_xpos xpos gui.name_xpos
ypos gui.name_ypos ypos gui.name_ypos
style namebox_large is namebox:
xpos gui.name_large_xpos
style say_label: style say_label:
properties gui.text_properties("name", accent=True) properties gui.text_properties("name", accent=True)
xalign gui.name_xalign xalign gui.name_xalign
@ -281,22 +281,21 @@ screen quick_menu():
## Ensure this appears on top of other screens. ## Ensure this appears on top of other screens.
zorder 100 zorder 100
if quick_menu: if quick_menu:
window: window:
background "gui/namebox.png" xpos 1.45
xpos 1.45 ypos 0.977
ypos 0.977 vbox:
grid 1 4: style_prefix "quick"
style_prefix "quick" xalign -0.005
xalign -0.005 yalign 0.010
yalign 0.010
use quick_buttons("gui/button/uioptionbuttons/template_idle.png", \ use quick_buttons("gui/button/uioptionbuttons/template_idle.png",
[ \ [
[ "Skip", Skip() ], \ [ "Skip", Skip() ],
[ "Save", ShowMenu('save') ], \ [ "Save", ShowMenu('save') ],
[ "Auto", Preference("auto-forward", "toggle") ], \ [ "Auto", Preference("auto-forward", "toggle") ],
[ "Load", ShowMenu('load') ] \ [ "Load", ShowMenu('load') ]
] ) ] )
screen score_menu(): screen score_menu():
zorder 100 zorder 100
@ -401,7 +400,7 @@ screen main_menu_button(filename, label, function):
ymaximum 129 ymaximum 129
action function action function
fixed: 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 text label xalign 0.5 yalign 0.5 xanchor 0.5
# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ] # label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
@ -434,16 +433,17 @@ screen main_menu():
else: else:
add "gui/snootgame.png" add "gui/snootgame.png"
vbox: vbox:
spacing 25 spacing 10
xpos 1885 xpos 1885
yalign 0.9 ypos 1130
use main_menu_buttons("gui/button/menubuttons/template_idle.png", use main_menu_buttons("gui/button/menubuttons/template_idle.png",
[ \ [
[ "Start", Start() ], \ [ "Start", Start() ],
[ "Load", ShowMenu("load") ], \ [ "Mods", ShowMenu("mod_menu") ],
[ "Options", ShowMenu("preferences") ], \ [ "Load", ShowMenu("load") ],
[ "Options", ShowMenu("preferences") ],
[ "Extras", ShowMenu("extras") ], \ [ "Extras", ShowMenu("extras") ], \
[ "Quit", Quit(confirm=not main_menu) ] \ [ "Quit", Quit(confirm=not main_menu) ]
] ) ] )
on "show" action renpy.start_predict_screen("cg_gallery") on "show" action renpy.start_predict_screen("cg_gallery")
@ -666,34 +666,40 @@ screen updates():
xoffset 80 xoffset 80
xmaximum 1100 xmaximum 1100
label "[config.name!t]" label "[config.name!t]"
text _("Version [config.version!t]\n") text _("Version [config.version!t]")
if updater.can_update(): 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: else:
label _("{color=#FF0000}Update directory does not exist or is corrupt!{/color}") label _("{color=#FF0000}{size=32}Update directory does not exist or is corrupt!\n{/size}{/color}")
textbutton _("Enable Automatic Updates") action [Notify("Toggling Automatic Updates..."), ToggleVariable("persistent.autoup", True, False)]
text _("Automatic Updates: [persistent.autoup!t]\n") label _("Auto Update:")
textbutton _("Check for Update!") activate_sound "audio/ui/uiRollover.wav" action [Notify("Checking for update..."), Function(UpdateCheck)] label _("{color=#FFFFFF}{size=32}Automatic Updates: [persistent.autoup!t]{/size}{/color}")
label _("Update Check Result:\n") textbutton _("{size=36}Toggle Automatic Updates\n{/size}") action [Notify("Toggling Automatic Updates..."), Function(ToggleAutoUpdate)]
text _("[persistent.updateresult!t]\n")
if persistent.updateresult != "No new version is available": label _("Update Checker:")
textbutton _("Update Now!") activate_sound "audio/ui/uiNotification.wav" action [updater.Update(persistent.updateWebServer, force=False)] label _("{color=#FFFFFF}{size=32}[persistent.updateresult!t]{/size}{/color}")
else: textbutton _("{size=36}Check for Update\n{/size}") action [Notify("Checking for update..."), Function(UpdateCheck)]
textbutton _("Update Now!") activate_sound "audio/ui/uiBack.wav" action [Notify("Nothing to update to!")]
label _("Update Server:\n") label _("Updater:")
label _("{color=#FFFFFF}{size=32}Server URL (click to edit):{/size}{/color}")
default input_on = False default input_on = False
button: button:
key_events True key_events True
if input_on: if input_on:
input: input:
default "[persistent.updateWebServer!t]" size 24 color '#FFFFFF' default "[persistent.updateWebServer!t]" size 36 color '#FFFFFF'
value FieldInputValue(persistent, 'updateWebServer') value FieldInputValue(persistent, 'updateWebServer')
length 49 length 49
copypaste True copypaste True
else: else:
text persistent.updateWebServer size 24 color '#FFFF00' text persistent.updateWebServer size 36 color '#FFFF00'
action ToggleScreenVariable('input_on') action ToggleScreenVariable('input_on')
style_prefix "quick" 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 use extrasnavigation
## Load and Save screens ####################################################### ## Load and Save screens #######################################################
@ -1144,7 +1150,7 @@ screen extrasnavigation():
[ "Help", ShowMenu("help") ], [ "Help", ShowMenu("help") ],
[ "About", ShowMenu("about") ], [ "About", ShowMenu("about") ],
[ "Updates", ShowMenu("updates") ], [ "Updates", ShowMenu("updates") ],
[ "Gallery", ShowMenu("cg_gallery") ], [ "Gallery", ShowMenu("cg_gallery_0") ],
[ "Return", ShowMenu("main_menu") ] [ "Return", ShowMenu("main_menu") ]
] ) ] )
@ -1619,8 +1625,8 @@ style pref_vbox:
screen quick_button(filename, label, function): screen quick_button(filename, label, function):
variant "small" variant "small"
button: button:
xmaximum 180 xmaximum 124
ymaximum 100 ymaximum 124
action function action function
fixed: fixed:
add filename xalign 0.5 yalign 0.5 zoom 1.75 add filename xalign 0.5 yalign 0.5 zoom 1.75
@ -1631,6 +1637,7 @@ screen quick_menu():
zorder 100 zorder 100
if quick_menu: if quick_menu:
hbox: hbox:
spacing 28
style_prefix "quick" style_prefix "quick"
xalign 0.5 xalign 0.5
yalign 0.975 yalign 0.975
@ -1642,6 +1649,28 @@ screen quick_menu():
[ "Menu", ShowMenu() ] \ [ "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: style radio_button:
variant "small" variant "small"
foreground "gui/phone/button/radio_[prefix_]foreground.png" foreground "gui/phone/button/radio_[prefix_]foreground.png"

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@ -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? #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. #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: init python:
import random import random
import webbrowser import webbrowser
#function for insult layers #function for insult layers
def showCG(): def showCG():
files = ["text0", "text1", "text2", "text3", "text4", "text5", "text6", "text7", "text8", "text9"] files = ["text0", "text1", "text2", "text3", "text4", "text5", "text6", "text7", "text8", "text9"]
length = len(files) length = len(files)
picked = random.randint(0,length - 1) picked = random.randint(0,length - 1)
fileName = files[picked] fileName = files[picked]
renpy.show(fileName, at_list=[randPosition]) renpy.show(fileName, at_list=[randPosition])
if persistent.scroll == True: if persistent.scroll == True:
config.keymap['dismiss'].append('mousedown_4') config.keymap['dismiss'].append('mousedown_4')
transform randPosition: transform randPosition:
@ -80,40 +86,35 @@ transform randPosition:
# attribute guitar: # attribute guitar:
# "guitar.webp" # "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 #Characters
define A = Character ('Anon',color="#36E12D") #Light Green define A = Character ('Anon',color="#36E12D", who_outlines=[(1, '#0C300A')]) # Light Green
define F = Character ('Fang',color="#7E2DE1") #Purple define F = Character ('Fang',color="#B4D4CE", who_outlines=[(1, '#112D27')]) # Light Cyan
define Lucy = Character ('Lucy',color="#7E2DE1") #Purple define Lucy = Character ('Lucy',color="#B4D4CE", who_outlines=[(1, '#112D27')]) # Light Cyan
define Ro = Character ('Rosa',color="#E12D36") #Red define Ro = Character ('Rosa',color="#FE712B", who_outlines=[(1, '#3D1809')]) # Red-Orange
define St = Character ('Stella',color="#E17E2D") #orang define St = Character ('Stella',color="#D2FFAA", who_outlines=[(1, '#203011')]) # Light Green
define N = Character ('Naomi',color="#2D36E1") #Blue define N = Character ('Naomi',color="#F8B9A0", who_outlines=[(1, '#291A1B')]) # Peach
define Nas = Character ('Naser',color="#501D5E") #Dark Purple define Nas = Character ('Naser',color="#F89E38", who_outlines=[(1, '#2D2D2D')]) # Orange
define T = Character ('Trish',color="#8A0036") #Maroon define T = Character ('Trish',color="#B675E6", who_outlines=[(1, '#1F0632')]) # Purple
define Attendant = Character ('Attendant',color="#8A0036") #Maroon define Attendant = Character ('Attendant',color="#8A0036", who_outlines=[(1, '#FFFFFF')]) # Maroon
define Sp = Character ('Spears',color="#7B8A00") #Dark Yellow define Sp = Character ('Spears',color="#C4C3C3", who_outlines=[(1, '#272727')]) # Light Grey
define Re = Character ('Reed',color="#368A00") #Dark Green define Re = Character ('Reed',color="#ED4C5B", who_outlines=[(1, '#361013')]) # Bright Red
define D = Character ('Driver',color="#098A00") define D = Character ('Driver',color="#FFC63A", who_outlines=[(1, '#4D280A')]) # Yellow-Orange
define FM = Character ('Fangs Mom',color="#EA1A84") define FM = Character ('Fangs Mom',color="#FFD8F6", who_outlines=[(1, '#361730')]) # Bright Pink
define FD = Character ('Fangs Dad',color="#1A1CEA") define FD = Character ('Fangs Dad',color="#D8A09A", who_outlines=[(1, '#190E0F')]) # Desaturated Orange
define Tsuki = Character ('Mr. Tsuki',color="#CEAF23") define Tsuki = Character ('Mr. Tsuki',color="#A7F2A2", who_outlines=[(1, '#320E3B')]) # Pear Green
define unknown = Character ('(???)',color="#000000") define unknown = Character ('(???)',color="#000000", who_outlines=[(1, '#FFFFFF')]) # Black
define jingo = Character ('Mr. Jingo',color="#42C053") define jingo = Character ('Mr. Jingo',color="#CD8283", who_outlines=[(1, '#0F0D49')]) # Desaturated Red
define MaitD = Character ('Maitre D',color="#42C053") define MaitD = Character ('Maitre D',color="#241630", who_outlines=[(1, '#241630')]) # Cobalt Blue
define Moe = Character('Moe',color="#42C053") define Moe = Character('Moe',color="#A5BEED", who_outlines=[(1, '#342210')]) # Desaturated Blue
define Vince = Character ('Vince',color="#3C770D") #Dark Green define Vince = Character ('Vince',color="#FFC63A", who_outlines=[(1, '#4D280A')]) # Yellow-Orange
define Waitress = Character ('Waitress',color="#C89B19") #Gold define Waitress = Character ('Waitress',color="#F691C8", who_outlines=[(1, '#402E3A')]) # Pink
#long TB chars #long TB chars
define AnonAndFang = Character('Anon and Fang',color="72DFA8", who_outlines=[(1, '#113623')])
define AnonAndFang = Character('Anon and Fang',color="34F313", **long_textbox) define SV = Character ('Street Vendor',color="#F8E120", who_outlines=[(1, '#361504')])
define SV = Character ('Street Vendor',color="#420046", **long_textbox) define carl = Character ('Mr. Carldewskii',color="#E19E40", who_outlines=[(1, '#03223B')])
define carl = Character ('Mr. Carldewskii',color="#4963A5", **long_textbox) define Drf = Character ('Dr. Fernsworth',color="#253354", who_outlines=[(1, '#334573')])
define Drf = Character ('Dr. Fernsworth',color="#4963A5", **long_textbox) define FRT = Character ('Fang Reed & Trish',color="#4963A5", who_outlines=[(1, '#FFFFFF')])
define FRT = Character ('Fang Reed & Trish',color="#4963A5", **long_textbox)
#Extra image translations #Extra image translations
#siloettes #siloettes
@ -303,7 +304,7 @@ label splashscreen:
UpdateCheck() UpdateCheck()
if persistent.updateresult != "No new version is available": if persistent.updateresult != "No new version is available":
updater.update(persistent.updateWebServer, force=True) updater.update(persistent.updateWebServer, force=True)
stop sound stop sound
return return

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@ -115,32 +115,32 @@ label chapter_10:
A "...Fine..." A "...Fine..."
scene wounds1 with fade scene wounds01 with fade
pause 2 pause 2
scene black with fade scene black with fade
"I step into my tiny shower stall and turn on the water." "I step into my tiny shower stall and turn on the water."
"The shower head sputters before it starts weakly spraying lukewarm 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 doesnt help the tension in my muscles or the bruises marring my skin." "The temperature of the water doesnt 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." "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." "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." "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." "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" "Fang then pats the bed"
@ -148,7 +148,7 @@ label chapter_10:
"I walk over and lie down on my stomach" "I walk over and lie down on my stomach"
scene wounds7 scene wounds07
F "Jesus that's bad..." F "Jesus that's bad..."
@ -193,11 +193,11 @@ label chapter_10:
A "Hm?" A "Hm?"
F "I need to do the front." F "I need to do the front."
scene wounds8 scene wounds08
"Oh." "Oh."
"Okay then. I roll over onto my back." "Okay then. I roll over onto my back."
scene wounds9 scene wounds09
"And find myself face to beak with her." "And find myself face to beak with her."
"Dangerously close." "Dangerously close."
@ -350,4 +350,4 @@ label chapter_10:
stop music fadeout 1.0 stop music fadeout 1.0
"..." "..."
return return

View File

@ -1244,7 +1244,7 @@ label chapter_2:
A "Huh?" 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?" A "How did you say that out loud?"

View File

@ -288,7 +288,7 @@ label chapter_5:
label movie: label movie:
A "FANG!" A "FANG!"
stop music fadeout 1.0 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 scene fang tail with fade
@ -2547,3 +2547,7 @@ label chapter_5:
"..." "..."
return return
label fang_movie:
scene fang tail with fade
""

View File

@ -1,100 +1,292 @@
init python: init python:
# CONST PARAMS # CONST PARAMS
ALLOW_ZOOM = False
GALLERY_COLS = 3 GALLERY_COLS = 3
GALLERY_CGS_PER_PAGE = 6
PREFERRED_WIDTH = 432 #px (1920 * 0.225) PREFERRED_WIDTH = 432 #px (1920 * 0.225)
PREFERRED_HEIGHT = 243 #px (1080 * 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_WIDTH_SCALE_RATIO = round(float(PREFERRED_WIDTH) / float(1920), 4)
DEFAULT_HEIGHT_SCALE_RATIO = round(float(PREFERRED_HEIGHT) / float(1080), 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) NOT_UNLOCKED_COVER = im.FactorScale("gui/gallery/unlocked_cg_button_cover.png", DEFAULT_WIDTH_SCALE_RATIO, DEFAULT_HEIGHT_SCALE_RATIO)
ACCEPTED_EXTENSIONS = ["jpg", "png"] ACCEPTED_EXTENSIONS = ["jpg", "webm"]
CG_PATHS = "images/cgs/" 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 Data structure that holds the data for each cg and button
g = Gallery() item is name, fn is fullpath
g.transition = dissolve ext is the file extension
g.locked_button = NOT_UNLOCKED_COVER { item: str; fn: str; cg: Displayable; ext: str; wh: [] }[]
(reference in this init python, actually used in screens)
"""
gallery_items = []
# GALLERY ITEMS # key dict pair, cg <-> cgs' galleryitems []
# Data structure that holds the data for each cg and button gallery_dic = {} #
# item is the key in the Gallery for cp in CG_PATHS:
# ext is the file extension gallery_dic[cp['name']] = [] #
# { item: string; cg: Displayable; ext: string }[]
galleryItems = []
# Make a scaled cg button # Make a scaled cg button
# (cg: string; ext: string; w: float; h: float; unlocked?: boolean): Displayable # (cg: string; ext: string; w: float
def cg(fname, ext, w, h): def cg(fname, ext, w):
scaleFactor = getBoxNormalizerRatio(w, h) scale = PREFERRED_WIDTH * 100.0 / w / 100.0
return im.FactorScale(CG_PATHS + fname + "." + ext, scaleFactor["x"], scaleFactor["y"], False) #scale = box_ratio(wh)
return im.FactorScale(fname, scale, scale, 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 # Reads /images/cgs dir for all image files
# Populates g:Gallery and galleryItems # Populates galleryItems
# Appends extra spaces at the end
# () -> None # () -> None
def loadGallery(): def loadGallery():
list_img = renpy.list_images() list_img = renpy.list_images()
#if ext is "webm":
# Add each image to the gallery # Add each image to the gallery
for str in list_img: for str in list_img:
_str = CG_PATHS+str+"."+ACCEPTED_EXTENSIONS[0] for cp in CG_PATHS:
if renpy.loadable(_str): #brute force for ext in ACCEPTED_EXTENSIONS:
image = renpy.image_size(Image(_str)) path = cp['path']
addGalleryItem(str, ACCEPTED_EXTENSIONS[0], image[0], image[1]) _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 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 # Call to loading the gallery
loadGallery() loadGallery()
## CG Gallery screen ######################################################## # hard code the webm because renpy is really dumb and doesn't add Movies properly until much later
## A screen that shows the image gallery fang_webm = 'images/animations/fang tail.webm'
screen cg_gallery(): gallery_dic['Animations'] = [{
python: "item": 'fang tail',
items = len(galleryItems) "fn": fang_webm,
galleryRows = (items / GALLERY_COLS) + 1 "cg": Movie(fang_webm),#cg(_str, 'webm', 1920),
extraSpaces = GALLERY_COLS - (items % GALLERY_COLS) "ext": 'webm',
tag menu "wh": [1920, 1080]
use game_menu(_("Gallery"), scroll="viewport"): }]
grid GALLERY_COLS galleryRows:
spacing 8 #for zooming in and out
for item in galleryItems: 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]
# vbox:
# text item["item"] size 8 """
add g.make_button(item["item"], item["cg"], xalign = 0.5, yalign = 0.5) for x in range(1,5):
# Add empty items to fill grid after last cg button _zoom = 1.0
for i in range(0, extraSpaces): _zoom *= 1+(x*0.25)
null height 20 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 ]
] )

69
game/src/mod_menu.rpy Normal file
View File

@ -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)

View File

@ -58,4 +58,4 @@ label ending:
if tradwife: if tradwife:
scene c10 with fade scene c10 with fade
pause 20 pause 20
return return