###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 ################################################################################ ## Initialization ################################################################################ init offset = -1 ################################################################################ ## Styles ################################################################################ style default: properties gui.text_properties() language gui.language style input: properties gui.text_properties("input", accent=True) adjust_spacing False style hyperlink_text: properties gui.text_properties("hyperlink", accent=True) hover_underline True style gui_text: properties gui.text_properties("interface") style button: properties gui.button_properties("button") style button_text is gui_text: properties gui.text_properties("button") yalign 0.5 style label_text is gui_text: properties gui.text_properties("label", accent=True) style prompt_text is gui_text: properties gui.text_properties("prompt") style bar: ysize gui.bar_size left_bar Frame("gui/bar/left.png", gui.bar_borders, tile=gui.bar_tile) right_bar Frame("gui/bar/right.png", gui.bar_borders, tile=gui.bar_tile) style vbar: xsize gui.bar_size top_bar Frame("gui/bar/top.png", gui.vbar_borders, tile=gui.bar_tile) bottom_bar Frame("gui/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile) style scrollbar: ysize gui.scrollbar_size base_bar Frame("gui/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) thumb Frame("gui/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) style vscrollbar: xsize gui.scrollbar_size base_bar Frame("gui/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) thumb Frame("gui/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) style slider: ysize gui.slider_size base_bar Frame("gui/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile) thumb "gui/slider/horizontal_[prefix_]thumb.png" style vslider: xsize gui.slider_size base_bar Frame("gui/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile) thumb "gui/slider/vertical_[prefix_]thumb.png" style frame: padding gui.frame_borders.padding background Frame("gui/frame.png", gui.frame_borders, tile=gui.frame_tile) ################################################################################ ## In-game screens ################################################################################ ## Say screen ################################################################## ## ## The say screen is used to display dialogue to the player. It takes two ## parameters, who and what, which are the name of the speaking character and ## the text to be displayed, respectively. (The who parameter can be None if no ## name is given.) ## ## This screen must create a text displayable with id "what", as Ren'Py uses ## this to manage text display. It can also create displayables with id "who" ## and id "window" to apply style properties. ## ## https://www.renpy.org/doc/html/screen_special.html#say screen say(who, what): style_prefix "say" window: id "window" if who is not None: window: id "namebox" style "namebox" text who id "who" 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"): add SideImage() xalign 0.0 yalign 1.0 ## Make the namebox available for styling through the Character object. init python: config.character_id_prefixes.append('namebox') style window is default style say_label is default style say_dialogue is default style say_thought is say_dialogue style namebox is default style namebox_label is say_label style window: xalign 0.5 xfill True yalign gui.textbox_yalign ysize gui.textbox_height background Image("gui/textbox_no_hitch.png", xalign=0.5, yalign=1.0) style namebox: 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 say_label: properties gui.text_properties("name", accent=True) xalign gui.name_xalign yalign 0.5 style say_dialogue: properties gui.text_properties("dialogue") xpos gui.dialogue_xpos xsize gui.dialogue_width ypos gui.dialogue_ypos ## Input screen ################################################################ ## ## This screen is used to display renpy.input. The prompt parameter is used to ## pass a text prompt in. ## ## This screen must create an input displayable with id "input" to accept the ## various input parameters. ## ## https://www.renpy.org/doc/html/screen_special.html#input screen input(prompt): style_prefix "input" window: vbox: xalign gui.dialogue_text_xalign xpos gui.dialogue_xpos xsize gui.dialogue_width ypos gui.dialogue_ypos text prompt style "input_prompt" input id "input" style input_prompt is default style input_prompt: xalign gui.dialogue_text_xalign properties gui.text_properties("input_prompt") style input: xalign gui.dialogue_text_xalign xmaximum gui.dialogue_width ## Choice screen ############################################################### ## ## This screen is used to display the in-game choices presented by the menu ## statement. The one parameter, items, is a list of objects, each with caption ## and action fields. ## ## https://www.renpy.org/doc/html/screen_special.html#choice screen choice(items): style_prefix "choice" vbox: for i in items: textbutton i.caption action i.action ## When this is true, menu captions will be spoken by the narrator. When false, ## menu captions will be displayed as empty buttons. define config.narrator_menu = True style choice_vbox is vbox style choice_button is button style choice_button_text is button_text style choice_vbox: xalign 0.5 ypos 405 yanchor 0.5 spacing gui.choice_spacing style choice_button is default: properties gui.button_properties("choice_button") style choice_button_text is default: properties gui.button_text_properties("choice_button") ## Quick Menu screen ########################################################### ## ## The quick menu is displayed in-game to provide easy access to the out-of-game ## menus. 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 0.0 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') screen score_menu(): zorder 100 window: background "gui/debug.webp" xalign -1.0 yalign 0.0 grid 1 3: style_prefix "score" xalign 0.0 yalign 0.0 text "anons: " + str(anonscore) text "fang: " + str(fangscore) 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: config.overlay_screens.append("quick_menu") default quick_menu = True style quick_button is default style quick_button_text is button_text style quick_button: properties gui.button_properties("quick_button") style quick_button_text: properties gui.button_text_properties("quick_button") ################################################################################ ## Main and Game Menu Screens ################################################################################ ## Navigation screen ########################################################### ## ## This screen is included in the main and game menus, and provides navigation ## to other menus, and to start the game. screen navigation(): vbox: style_prefix "navigation" xpos gui.notMM_navigation_xpos yalign 0.5 spacing gui.navigation_spacing textbutton _("History") action ShowMenu("history") textbutton _("Save") action ShowMenu("save") textbutton _("Load") action ShowMenu("load") textbutton _("Options") action ShowMenu("preferences") textbutton _("Extras") action ShowMenu("extras") if _in_replay: textbutton _("End Replay") action EndReplay(confirm=True) elif not main_menu: textbutton _("Main Menu") action MainMenu() #textbutton _("Debug Score Card") action ShowMenu("score_menu") if renpy.variant("pc"): ## The quit button is banned on iOS and unnecessary on Android and ## Web. textbutton _("Quit") action Quit() style navigation_button is gui_button style navigation_button_text is gui_button_text style navigation_button: size_group "navigation" properties gui.button_properties("navigation_button") style navigation_button_text: properties gui.button_text_properties("navigation_button") ## Main Menu screen ############################################################ ## ## Used to display the main menu when Ren'Py starts. ## ## https://www.renpy.org/doc/html/screen_special.html#main-menu screen main_menu(): ## This ensures that any other menu screen is replaced. tag menu style_prefix "main_menu" 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/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) 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 main_menu_version: # properties gui.text_properties("version") ## Game Menu screen ############################################################ ## ## This lays out the basic common structure of a game menu screen. It's called ## with the screen title, and displays the background, title, and navigation. ## ## The scroll parameter can be None, or one of "viewport" or "vpgrid". When ## this screen is intended to be used with one or more children, which are ## transcluded (placed) inside it. screen game_menu(title, scroll=None, yinitial=0.0): style_prefix "game_menu" if main_menu: add gui.main_menu_background else: add gui.game_menu_background frame: style "game_menu_outer_frame" hbox: ## Reserve space for the navigation section. frame: style "game_menu_navigation_frame" frame: style "game_menu_content_frame" if scroll == "viewport": viewport: yinitial yinitial scrollbars "vertical" mousewheel True draggable True pagekeys True side_yfill True vbox: transclude elif scroll == "vpgrid": vpgrid: cols 1 yinitial yinitial scrollbars "vertical" mousewheel True draggable True pagekeys True side_yfill True transclude else: transclude use navigation textbutton _("Return"): style "return_button" action Return() label title if main_menu: key "game_menu" action ShowMenu("main_menu") style game_menu_outer_frame is empty style game_menu_navigation_frame is empty style game_menu_content_frame is empty style game_menu_viewport is gui_viewport style game_menu_side is gui_side style game_menu_scrollbar is gui_vscrollbar style game_menu_label is gui_label style game_menu_label_text is gui_label_text style return_button is navigation_button style return_button_text is navigation_button_text style game_menu_outer_frame: bottom_padding 45 top_padding 180 background "gui/overlay/game_menu.png" style game_menu_navigation_frame: xsize 420 yfill True style game_menu_content_frame: left_margin 60 right_margin 30 top_margin 15 style game_menu_viewport: xsize 1380 style game_menu_vscrollbar: unscrollable gui.unscrollable style game_menu_side: spacing 15 style game_menu_label: xpos 75 ysize 180 style game_menu_label_text: size gui.title_text_size color gui.accent_color yalign 0.5 style return_button: xpos gui.navigation_xpos yalign 1.0 yoffset -45 ## About screen ################################################################ ## ## This screen gives credit and copyright information about the game and Ren'Py. ## ## There's nothing special about this screen, and hence it also serves as an ## example of how to make a custom screen. screen about(): tag menu style_prefix "main_menu" add gui.main_menu_background add gui.extras_submenu_panel ## 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 1240 ## yalign 0.03 ypos 800 label "[config.name!t]" text _("Version [config.version!t]\n") ## gui.about is usually set in options.rpy. 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.") ## Updates screen ################################################################ ## ## This screen houses the updates option using the built-in updates capabilities of Ren'Py. ## screen updates(): tag menu style_prefix "main_menu" add gui.main_menu_background add gui.extras_submenu_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 1140 ypos 900 label _("{color=#5D009C}[config.name!t]{/color}") text _("{color=#5D009C}Your Version is [config.version!t]\n{/color}") if updater.can_update(): label _("{color=#5D009C}{size=26}Update directory exists, updating is possible!{/size}{/color}") else: label _("{color=#5D009C}{size=26}Update directory does not exist or is corrupt!{/size}") textbutton _("Enable Automatic Updates") action [Notify("Toggling Automatic Updates..."), ToggleVariable("persistent.autoup", True, False)] text _("{color=#5D009C}Automatic Updates: [persistent.autoup!t]\n{/color}") textbutton _("Check for Update!") action [Notify("Checking for update..."), Function(UpdateCheck)] label _("{color=#5D009C}Update Check Result:\n{/color}") text _("{color=#5D009C}[persistent.updateresult!t]\n{/color}") if persistent.updateresult != "No new version is available": textbutton _("Update Now!") action updater.Update(persistent.updateWebServer, force=False) else: textbutton _("Update Now!") action Notify("Nothing to update to!") label _("{color=#5D009C}Update Server:\n{/color}") default input_on = False button: key_events True if input_on: input: default "[persistent.updateWebServer!t]" size 20 color '#FFFFFF' value FieldInputValue(persistent, 'updateWebServer') length 49 copypaste True else: text persistent.updateWebServer size 20 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") ## Load and Save screens ####################################################### ## ## These screens are responsible for letting the player save the game and load ## it again. Since they share nearly everything in common, both are implemented ## in terms of a third screen, file_slots. ## ## https://www.renpy.org/doc/html/screen_special.html#save https:// ## www.renpy.org/doc/html/screen_special.html#load screen save(): tag menu use file_slots(_("Save")) screen load(): tag menu use file_slots(_("Load")) screen file_slots(title): default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves")) use game_menu(title): fixed: ## This ensures the input will get the enter event before any of the ## buttons do. order_reverse True ## The page name, which can be edited by clicking on a button. button: style "page_label" key_events True xalign 0.5 action page_name_value.Toggle() input: style "page_label_text" value page_name_value ## The grid of file slots. grid gui.file_slot_cols gui.file_slot_rows: style_prefix "slot" xalign 0.5 yalign 0.5 spacing gui.slot_spacing for i in range(gui.file_slot_cols * gui.file_slot_rows): $ slot = i + 1 button: 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")): style "slot_time_text" text FileSaveName(slot): style "slot_name_text" key "save_delete" action FileDelete(slot) ## Buttons to access other pages. hbox: style_prefix "page" xalign 0.5 yalign 1.0 spacing gui.page_spacing textbutton _("<") action FilePagePrevious() if config.has_autosave: textbutton _("{#auto_page}A") action FilePage("auto") if config.has_quicksave: textbutton _("{#quick_page}Q") action FilePage("quick") ## range(1, 10) gives the numbers from 1 to 9. for page in range(1, 10): textbutton "[page]" action FilePage(page) textbutton _(">") action FilePageNext() style page_label is gui_label style page_label_text is gui_label_text style page_button is gui_button style page_button_text is gui_button_text style slot_button is gui_button style slot_button_text is gui_button_text style slot_time_text is slot_button_text style slot_name_text is slot_button_text style page_label: xpadding 75 ypadding 5 style page_label_text: text_align 0.5 layout "subtitle" hover_color gui.hover_color style page_button: properties gui.button_properties("page_button") style page_button_text: properties gui.button_text_properties("page_button") style slot_button: properties gui.button_properties("slot_button") style slot_button_text: properties gui.button_text_properties("slot_button") ## Preferences screen ########################################################## ## ## The preferences screen allows the player to configure the game to better suit ## themselves. ## ## https://www.renpy.org/doc/html/screen_special.html#preferences screen preferences(): tag menu use game_menu(_("Preferences"), scroll="viewport"): vbox: hbox: box_wrap True if renpy.variant("pc") or renpy.variant("web"): vbox: style_prefix "radio" label _("Display") textbutton _("Window") action Preference("display", "window") textbutton _("Fullscreen") action Preference("display", "fullscreen") vbox: style_prefix "radio" label _("Rollback Side") textbutton _("Disable") action Preference("rollback side", "disable") textbutton _("Left") action Preference("rollback side", "left") textbutton _("Right") action Preference("rollback side", "right") vbox: style_prefix "check" label _("Naughty Stuff") textbutton _("Enable Lewd Images") action ToggleVariable("persistent.lewd", True, False) vbox: style_prefix "check" label _("Skip") textbutton _("Unseen Text") action Preference("skip", "toggle") textbutton _("After Choices") action Preference("after choices", "toggle") textbutton _("Transitions") action InvertSelected(Preference("transitions", "toggle")) ## Additional vboxes of type "radio_pref" or "check_pref" can be ## added here, to add additional creator-defined preferences. null height (4 * gui.pref_spacing) hbox: style_prefix "slider" box_wrap True vbox: label _("Text Speed") bar value Preference("text speed") label _("Auto-Forward Time") bar value Preference("auto-forward time") vbox: if config.has_music: label _("Music Volume") hbox: bar value Preference("music volume") if config.has_sound: label _("Sound Volume") hbox: bar value Preference("sound volume") if config.sample_sound: textbutton _("Test") action Play("sound", config.sample_sound) if config.has_voice: label _("Voice Volume") hbox: bar value Preference("voice volume") if config.sample_voice: textbutton _("Test") action Play("voice", config.sample_voice) if config.has_music or config.has_sound or config.has_voice: null height gui.pref_spacing textbutton _("Mute All"): action Preference("all mute", "toggle") style "mute_all_button" style pref_label is gui_label style pref_label_text is gui_label_text style pref_vbox is vbox style radio_label is pref_label style radio_label_text is pref_label_text style radio_button is gui_button style radio_button_text is gui_button_text style radio_vbox is pref_vbox style check_label is pref_label style check_label_text is pref_label_text style check_button is gui_button style check_button_text is gui_button_text style check_vbox is pref_vbox style slider_label is pref_label style slider_label_text is pref_label_text style slider_slider is gui_slider style slider_button is gui_button style slider_button_text is gui_button_text style slider_pref_vbox is pref_vbox style mute_all_button is check_button style mute_all_button_text is check_button_text style pref_label: top_margin gui.pref_spacing bottom_margin 3 style pref_label_text: yalign 1.0 style pref_vbox: xsize 338 style radio_vbox: spacing gui.pref_button_spacing style radio_button: properties gui.button_properties("radio_button") foreground "gui/button/radio_[prefix_]foreground.png" style radio_button_text: properties gui.button_text_properties("radio_button") style check_vbox: spacing gui.pref_button_spacing style check_button: properties gui.button_properties("check_button") foreground "gui/button/check_[prefix_]foreground.png" style check_button_text: properties gui.button_text_properties("check_button") style slider_slider: xsize 525 style slider_button: properties gui.button_properties("slider_button") yalign 0.5 left_margin 15 style slider_button_text: properties gui.button_text_properties("slider_button") style slider_vbox: xsize 675 ## History screen ############################################################## ## ## This is a screen that displays the dialogue history to the player. While ## there isn't anything special about this screen, it does have to access the ## dialogue history stored in _history_list. ## ## https://www.renpy.org/doc/html/history.html screen history(): tag menu ## Avoid predicting this screen, as it can be very large. predict False use game_menu(_("History"), scroll=("vpgrid" if gui.history_height else "viewport"), yinitial=1.0): style_prefix "history" for h in _history_list: window: ## This lays things out properly if history_height is None. has fixed: yfit True if h.who: label h.who: style "history_name" substitute False ## Take the color of the who text from the Character, if ## set. if "color" in h.who_args: text_color h.who_args["color"] $ what = renpy.filter_text_tags(h.what, allow=gui.history_allow_tags) text what: substitute False if not _history_list: label _("The dialogue history is empty.") ## This determines what tags are allowed to be displayed on the history screen. define gui.history_allow_tags = set() style history_window is empty style history_name is gui_label style history_name_text is gui_label_text style history_text is gui_text style history_text is gui_text style history_label is gui_label style history_label_text is gui_label_text style history_window: xfill True ysize gui.history_height style history_name: xpos gui.history_name_xpos xanchor gui.history_name_xalign ypos gui.history_name_ypos xsize gui.history_name_width style history_name_text: min_width gui.history_name_width text_align gui.history_name_xalign style history_text: xpos gui.history_text_xpos ypos gui.history_text_ypos xanchor gui.history_text_xalign xsize gui.history_text_width min_width gui.history_text_width text_align gui.history_text_xalign layout ("subtitle" if gui.history_text_xalign else "tex") style history_label: xfill True style history_label_text: xalign 0.5 ## Extras screen######################################################## ## A screen that combines help, about, updates, gallery, screen extras(): tag menu style_prefix "main_menu" 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") ##Extras Navigation Screen ##################################################### ## ##This screen is to be reused in screen extrasnavigation(): vbox: #xalign 1.0 xpos 665 ypos 270 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') ## Help screen ################################################################# ## ## A screen that gives information about key and mouse bindings. It uses other ## screens (keyboard_help, mouse_help, and gamepad_help) to display the actual ## help. screen help(): tag menu style_prefix "main_menu" add gui.main_menu_background add gui.extras_submenu_panel ## This empty frame darkens the main menu. frame: pass default device = "keyboard" # vbox: # xpos 1100 # ## ypos 1000 # 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") 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" hbox: label _("Enter") text _("Advances dialogue and activates the interface.") hbox: label _("Space") text _("Advances dialogue without selecting choices.") hbox: label _("Arrow Keys") text _("Navigate the interface.") hbox: label _("Escape") text _("Accesses the game menu.") hbox: label _("Ctrl") text _("Skips dialogue while held down.") hbox: label _("Tab") text _("Toggles dialogue skipping.") hbox: label _("Page Up") text _("Rolls back to earlier dialogue.") hbox: label _("Page Down") text _("Rolls forward to later dialogue.") hbox: label "H" text _("Hides the user interface.") hbox: label "S" text _("Takes a screenshot.") hbox: label "V" text _("Toggles assistive {a=https://www.renpy.org/l/voicing}self-voicing{/a}.") screen mouse_help(): style_prefix "help" hbox: label _("Left Click") text _("Advances dialogue and activates the interface.") hbox: label _("Middle Click") text _("Hides the user interface.") hbox: label _("Right Click") text _("Accesses the game menu.") hbox: label _("Mouse Wheel Up\nClick Rollback Side") text _("Rolls back to earlier dialogue.") hbox: label _("Mouse Wheel Down") text _("Rolls forward to later dialogue.") screen gamepad_help(): style_prefix "help" hbox: label _("Right Trigger\nA/Bottom Button") text _("Advances dialogue and activates the interface.") hbox: label _("Left Trigger\nLeft Shoulder") text _("Rolls back to earlier dialogue.") hbox: label _("Right Shoulder") text _("Rolls forward to later dialogue.") hbox: label _("D-Pad, Sticks") text _("Navigate the interface.") hbox: label _("Start, Guide") text _("Accesses the game menu.") hbox: label _("Y/Top Button") text _("Hides the user interface.") textbutton _("Calibrate") action GamepadCalibrate() #this bit is might need trimming or rework style help_button is gui_button style help_button_text is gui_button_text style help_label is gui_label style help_label_text is gui_label_text style help_text is gui_text style help_button: properties gui.button_properties("help_button") xmargin 12 style help_button_text: properties gui.button_text_properties("help_button") style help_label: xsize 375 right_padding 30 style help_label_text: size gui.text_size 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 ################################################################################ ## Confirm screen ############################################################## ## ## The confirm screen is called when Ren'Py wants to ask the player a yes or no ## question. ## ## https://www.renpy.org/doc/html/screen_special.html#confirm screen confirm(message, yes_action, no_action): ## Ensure other screens do not get input while this screen is displayed. modal True zorder 200 style_prefix "confirm" add "gui/overlay/confirm.png" frame: vbox: xalign .5 yalign .5 spacing 45 label _(message): style "confirm_prompt" xalign 0.5 hbox: xalign 0.5 spacing 150 textbutton _("Yes") action yes_action textbutton _("No") action no_action ## Right-click and escape answer "no". key "game_menu" action no_action style confirm_frame is gui_frame style confirm_prompt is gui_prompt style confirm_prompt_text is gui_prompt_text style confirm_button is gui_medium_button style confirm_button_text is gui_medium_button_text style confirm_frame: background Frame([ "gui/confirm_frame.png", "gui/frame.png"], gui.confirm_frame_borders, tile=gui.frame_tile) padding gui.confirm_frame_borders.padding xalign .5 yalign .5 style confirm_prompt_text: text_align 0.5 layout "subtitle" style confirm_button: properties gui.button_properties("confirm_button") style confirm_button_text: properties gui.button_text_properties("confirm_button") ## Skip indicator screen ####################################################### ## ## The skip_indicator screen is displayed to indicate that skipping is in ## progress. ## ## https://www.renpy.org/doc/html/screen_special.html#skip-indicator screen skip_indicator(): zorder 100 style_prefix "skip" frame: hbox: spacing 9 text _("Skipping") text "▸" at delayed_blink(0.0, 1.0) style "skip_triangle" text "▸" at delayed_blink(0.2, 1.0) style "skip_triangle" text "▸" at delayed_blink(0.4, 1.0) style "skip_triangle" ## This transform is used to blink the arrows one after another. transform delayed_blink(delay, cycle): alpha .5 pause delay block: linear .2 alpha 1.0 pause .2 linear .2 alpha 0.5 pause (cycle - .4) repeat style skip_frame is empty style skip_text is gui_text style skip_triangle is skip_text style skip_frame: ypos gui.skip_ypos background Frame("gui/skip.png", gui.skip_frame_borders, tile=gui.frame_tile) padding gui.skip_frame_borders.padding style skip_text: size gui.notify_text_size style skip_triangle: ## We have to use a font that has the BLACK RIGHT-POINTING SMALL TRIANGLE ## glyph in it. font "DejaVuSans.ttf" ## Notify screen ############################################################### ## ## The notify screen is used to show the player a message. (For example, when ## the game is quicksaved or a screenshot has been taken.) ## ## https://www.renpy.org/doc/html/screen_special.html#notify-screen screen notify(message): zorder 100 style_prefix "notify" frame at notify_appear: text "[message!tq]" timer 3.25 action Hide('notify') transform notify_appear: on show: alpha 0 linear .25 alpha 1.0 on hide: linear .5 alpha 0.0 style notify_frame is empty style notify_text is gui_text style notify_frame: ypos gui.notify_ypos background Frame("gui/notify.png", gui.notify_frame_borders, tile=gui.frame_tile) padding gui.notify_frame_borders.padding style notify_text: properties gui.text_properties("notify") ## NVL screen ################################################################## ## ## This screen is used for NVL-mode dialogue and menus. ## ## https://www.renpy.org/doc/html/screen_special.html#nvl screen nvl(dialogue, items=None): window: style "nvl_window" has vbox: spacing gui.nvl_spacing ## Displays dialogue in either a vpgrid or the vbox. if gui.nvl_height: vpgrid: cols 1 yinitial 1.0 use nvl_dialogue(dialogue) else: use nvl_dialogue(dialogue) ## Displays the menu, if given. The menu may be displayed incorrectly if ## config.narrator_menu is set to True, as it is above. for i in items: textbutton i.caption: action i.action style "nvl_button" add SideImage() xalign 0.0 yalign 1.0 screen nvl_dialogue(dialogue): for d in dialogue: window: id d.window_id fixed: yfit gui.nvl_height is None if d.who is not None: text d.who: id d.who_id text d.what: id d.what_id ## This controls the maximum number of NVL-mode entries that can be displayed at ## once. define config.nvl_list_length = gui.nvl_list_length style nvl_window is default style nvl_entry is default style nvl_label is say_label style nvl_dialogue is say_dialogue style nvl_button is button style nvl_button_text is button_text style nvl_window: xfill True yfill True background "gui/nvl.png" padding gui.nvl_borders.padding style nvl_entry: xfill True ysize gui.nvl_height style nvl_label: xpos gui.nvl_name_xpos xanchor gui.nvl_name_xalign ypos gui.nvl_name_ypos yanchor 0.0 xsize gui.nvl_name_width min_width gui.nvl_name_width text_align gui.nvl_name_xalign style nvl_dialogue: xpos gui.nvl_text_xpos xanchor gui.nvl_text_xalign ypos gui.nvl_text_ypos xsize gui.nvl_text_width min_width gui.nvl_text_width text_align gui.nvl_text_xalign layout ("subtitle" if gui.nvl_text_xalign else "tex") style nvl_thought: xpos gui.nvl_thought_xpos xanchor gui.nvl_thought_xalign ypos gui.nvl_thought_ypos xsize gui.nvl_thought_width min_width gui.nvl_thought_width text_align gui.nvl_thought_xalign layout ("subtitle" if gui.nvl_text_xalign else "tex") style nvl_button: properties gui.button_properties("nvl_button") xpos gui.nvl_button_xpos xanchor gui.nvl_button_xalign style nvl_button_text: properties gui.button_text_properties("nvl_button") ################################################################################ ## Mobile Variants ################################################################################ style pref_vbox: variant "medium" xsize 675 ## 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. screen quick_menu(): variant "touch" 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" style radio_button: variant "small" foreground "gui/phone/button/radio_[prefix_]foreground.png" style check_button: variant "small" foreground "gui/phone/button/check_[prefix_]foreground.png" 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" style game_menu_navigation_frame: variant "small" xsize 510 style game_menu_content_frame: variant "small" top_margin 0 style pref_vbox: variant "small" xsize 600 style bar: variant "small" ysize gui.bar_size left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile) right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile) style vbar: variant "small" xsize gui.bar_size top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile) bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile) style scrollbar: variant "small" ysize gui.scrollbar_size base_bar Frame("gui/phone/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) thumb Frame("gui/phone/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) style vscrollbar: variant "small" xsize gui.scrollbar_size base_bar Frame("gui/phone/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) thumb Frame("gui/phone/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile) style slider: variant "small" ysize gui.slider_size base_bar Frame("gui/phone/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile) thumb "gui/phone/slider/horizontal_[prefix_]thumb.png" style vslider: variant "small" xsize gui.slider_size base_bar Frame("gui/phone/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile) thumb "gui/phone/slider/vertical_[prefix_]thumb.png" style slider_pref_vbox: variant "small" xsize None style slider_pref_slider: variant "small" xsize 900