Standardize on LF line endings.

This commit is contained in:
Tom Rothamel
2023-02-13 23:50:51 -05:00
parent a1f631285f
commit 80b3e8236e
27 changed files with 6727 additions and 6725 deletions
+1 -1
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@@ -1,4 +1,4 @@
# This file contains strings used by RAPT, so the Ren'Py translation framework
# can find them. It's automatically generated by rapt/update_translations.py, and
# hence should not be changed by hand.
+1 -1
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@@ -1,4 +1,4 @@
# Copyright 2004-2023 Tom Rothamel <pytom@bishoujo.us>
# Copyright 2004-2023 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
+1 -1
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@@ -1,4 +1,4 @@
# Copyright 2004-2023 Tom Rothamel <pytom@bishoujo.us>
# Copyright 2004-2023 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
+228 -228
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@@ -1,228 +1,228 @@
# Copyright 2020 Sylvain Beucler
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
init -1500 python:
import pygame_sdl2
@renpy.pure
class _TouchKeyboardTextInput(Action, DictEquality):
"""
Simulate text input
"""
def __init__(self, char):
self.char = char
def __call__(self):
import pygame_sdl2
pygame_sdl2.event.post(pygame_sdl2.event.Event(
pygame_sdl2.TEXTINPUT,
text=self.char))
@renpy.pure
class _TouchKeyboardBackspace(Action, DictEquality):
"""
Simulate backspace
"""
def __call__(self):
pygame_sdl2.event.post(pygame_sdl2.event.Event(
pygame_sdl2.KEYDOWN,
key=pygame_sdl2.K_BACKSPACE,
scancode=pygame_sdl2.K_BACKSPACE,
unicode='', mod=0, repeat=False,
))
pygame_sdl2.event.post(pygame_sdl2.event.Event(
pygame_sdl2.KEYUP,
key=pygame_sdl2.K_BACKSPACE,
scancode=pygame_sdl2.K_BACKSPACE,
unicode='', mod=0, repeat=False,
))
@renpy.pure
class _TouchKeyboardReturn(Action, DictEquality):
"""
Simulate return
"""
def __call__(self):
import pygame_sdl2
# avoid loop when K_RETURN activates our button
renpy.exports.hide_screen('_touch_keyboard', layer='screens')
renpy.restart_interaction()
pygame_sdl2.event.post(pygame_sdl2.event.Event(
pygame_sdl2.KEYDOWN,
key=pygame_sdl2.K_RETURN,
scancode=pygame_sdl2.K_RETURN,
unicode='', mod=0, repeat=False,
))
pygame_sdl2.event.post(pygame_sdl2.event.Event(
pygame_sdl2.KEYUP,
key=pygame_sdl2.K_RETURN,
scancode=pygame_sdl2.K_RETURN,
unicode='', mod=0, repeat=False,
))
init -1500:
transform _touch_keyboard:
mesh True
alpha 0.6
xalign 0.5
style _touch_keyboard_button:
hover_background "#f00"
style _touch_keyboard_button_text:
color "#fff"
font "DejaVuSans.ttf"
outlines [ (absolute(3), "#000", absolute(0), absolute(0)) ]
size gui._scale(55)
min_width gui._scale(55)
textalign 0.5
screen _touch_keyboard:
zorder 1100
style_prefix "_touch_keyboard"
hbox:
at _touch_keyboard
grid 7 7:
textbutton "A" action _TouchKeyboardTextInput('A')
textbutton "B" action _TouchKeyboardTextInput('B')
textbutton "C" action _TouchKeyboardTextInput('C')
textbutton "D" action _TouchKeyboardTextInput('D')
textbutton "E" action _TouchKeyboardTextInput('E')
textbutton "F" action _TouchKeyboardTextInput('F')
textbutton "G" action _TouchKeyboardTextInput('G')
textbutton "H" action _TouchKeyboardTextInput('H')
textbutton "I" action _TouchKeyboardTextInput('I')
textbutton "J" action _TouchKeyboardTextInput('J')
textbutton "K" action _TouchKeyboardTextInput('K')
textbutton "L" action _TouchKeyboardTextInput('L')
textbutton "M" action _TouchKeyboardTextInput('M')
textbutton "N" action _TouchKeyboardTextInput('N')
textbutton "O" action _TouchKeyboardTextInput('O')
textbutton "P" action _TouchKeyboardTextInput('P')
textbutton "Q" action _TouchKeyboardTextInput('Q')
textbutton "R" action _TouchKeyboardTextInput('R')
textbutton "S" action _TouchKeyboardTextInput('S')
textbutton "T" action _TouchKeyboardTextInput('T')
textbutton "U" action _TouchKeyboardTextInput('U')
textbutton "V" action _TouchKeyboardTextInput('V')
textbutton "W" action _TouchKeyboardTextInput('W')
textbutton "X" action _TouchKeyboardTextInput('X')
textbutton "Y" action _TouchKeyboardTextInput('Y')
textbutton "Z" action _TouchKeyboardTextInput('Z')
null
null
textbutton "+" action _TouchKeyboardTextInput('+')
textbutton "-" action _TouchKeyboardTextInput('-')
textbutton "0" action _TouchKeyboardTextInput('0')
textbutton "1" action _TouchKeyboardTextInput('1')
textbutton "2" action _TouchKeyboardTextInput('2')
textbutton "3" action _TouchKeyboardTextInput('3')
textbutton "4" action _TouchKeyboardTextInput('4')
textbutton "*" action _TouchKeyboardTextInput('*')
textbutton "/" action _TouchKeyboardTextInput('/')
textbutton "5" action _TouchKeyboardTextInput('5')
textbutton "6" action _TouchKeyboardTextInput('6')
textbutton "7" action _TouchKeyboardTextInput('7')
textbutton "8" action _TouchKeyboardTextInput('8')
textbutton "9" action _TouchKeyboardTextInput('9')
textbutton "#" action _TouchKeyboardTextInput('#')
textbutton "$" action _TouchKeyboardTextInput('$')
textbutton "=" action _TouchKeyboardTextInput('=')
textbutton "<" action _TouchKeyboardTextInput('<')
textbutton ">" action _TouchKeyboardTextInput('>')
textbutton "_" action _TouchKeyboardTextInput('_')
null
null width 30
grid 7 7:
textbutton "a" action _TouchKeyboardTextInput('a')
textbutton "b" action _TouchKeyboardTextInput('b')
textbutton "c" action _TouchKeyboardTextInput('c')
textbutton "d" action _TouchKeyboardTextInput('d')
textbutton "e" action _TouchKeyboardTextInput('e')
textbutton "f" action _TouchKeyboardTextInput('f')
textbutton "g" action _TouchKeyboardTextInput('g')
textbutton "h" action _TouchKeyboardTextInput('h')
textbutton "i" action _TouchKeyboardTextInput('i')
textbutton "j" action _TouchKeyboardTextInput('j')
textbutton "k" action _TouchKeyboardTextInput('k')
textbutton "l" action _TouchKeyboardTextInput('l')
textbutton "m" action _TouchKeyboardTextInput('m')
textbutton "n" action _TouchKeyboardTextInput('n')
textbutton "o" action _TouchKeyboardTextInput('o')
textbutton "p" action _TouchKeyboardTextInput('p')
textbutton "q" action _TouchKeyboardTextInput('q')
textbutton "r" action _TouchKeyboardTextInput('r')
textbutton "s" action _TouchKeyboardTextInput('s')
textbutton "t" action _TouchKeyboardTextInput('t')
textbutton "u" action _TouchKeyboardTextInput('u')
textbutton "v" action _TouchKeyboardTextInput('v')
textbutton "w" action _TouchKeyboardTextInput('w')
textbutton "x" action _TouchKeyboardTextInput('x')
textbutton "y" action _TouchKeyboardTextInput('y')
textbutton "z" action _TouchKeyboardTextInput('z')
null
null
textbutton "|" action _TouchKeyboardTextInput('|')
textbutton "~" action _TouchKeyboardTextInput('~')
textbutton "%" action _TouchKeyboardTextInput('%')
textbutton "&" action _TouchKeyboardTextInput('&')
textbutton "@" action _TouchKeyboardTextInput('@')
textbutton "(" action _TouchKeyboardTextInput('(')
textbutton ")" action _TouchKeyboardTextInput(')')
textbutton "." action _TouchKeyboardTextInput('.')
textbutton "!" action _TouchKeyboardTextInput('!')
textbutton ":" action _TouchKeyboardTextInput(':')
textbutton ";" action _TouchKeyboardTextInput(';')
textbutton "\"" action _TouchKeyboardTextInput('\"')
null
null
textbutton "␣" action _TouchKeyboardTextInput(' ')
null
null
textbutton "←" action _TouchKeyboardBackspace()
null
null
textbutton "⏎" action _TouchKeyboardReturn()
# Copyright 2020 Sylvain Beucler
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
init -1500 python:
import pygame_sdl2
@renpy.pure
class _TouchKeyboardTextInput(Action, DictEquality):
"""
Simulate text input
"""
def __init__(self, char):
self.char = char
def __call__(self):
import pygame_sdl2
pygame_sdl2.event.post(pygame_sdl2.event.Event(
pygame_sdl2.TEXTINPUT,
text=self.char))
@renpy.pure
class _TouchKeyboardBackspace(Action, DictEquality):
"""
Simulate backspace
"""
def __call__(self):
pygame_sdl2.event.post(pygame_sdl2.event.Event(
pygame_sdl2.KEYDOWN,
key=pygame_sdl2.K_BACKSPACE,
scancode=pygame_sdl2.K_BACKSPACE,
unicode='', mod=0, repeat=False,
))
pygame_sdl2.event.post(pygame_sdl2.event.Event(
pygame_sdl2.KEYUP,
key=pygame_sdl2.K_BACKSPACE,
scancode=pygame_sdl2.K_BACKSPACE,
unicode='', mod=0, repeat=False,
))
@renpy.pure
class _TouchKeyboardReturn(Action, DictEquality):
"""
Simulate return
"""
def __call__(self):
import pygame_sdl2
# avoid loop when K_RETURN activates our button
renpy.exports.hide_screen('_touch_keyboard', layer='screens')
renpy.restart_interaction()
pygame_sdl2.event.post(pygame_sdl2.event.Event(
pygame_sdl2.KEYDOWN,
key=pygame_sdl2.K_RETURN,
scancode=pygame_sdl2.K_RETURN,
unicode='', mod=0, repeat=False,
))
pygame_sdl2.event.post(pygame_sdl2.event.Event(
pygame_sdl2.KEYUP,
key=pygame_sdl2.K_RETURN,
scancode=pygame_sdl2.K_RETURN,
unicode='', mod=0, repeat=False,
))
init -1500:
transform _touch_keyboard:
mesh True
alpha 0.6
xalign 0.5
style _touch_keyboard_button:
hover_background "#f00"
style _touch_keyboard_button_text:
color "#fff"
font "DejaVuSans.ttf"
outlines [ (absolute(3), "#000", absolute(0), absolute(0)) ]
size gui._scale(55)
min_width gui._scale(55)
textalign 0.5
screen _touch_keyboard:
zorder 1100
style_prefix "_touch_keyboard"
hbox:
at _touch_keyboard
grid 7 7:
textbutton "A" action _TouchKeyboardTextInput('A')
textbutton "B" action _TouchKeyboardTextInput('B')
textbutton "C" action _TouchKeyboardTextInput('C')
textbutton "D" action _TouchKeyboardTextInput('D')
textbutton "E" action _TouchKeyboardTextInput('E')
textbutton "F" action _TouchKeyboardTextInput('F')
textbutton "G" action _TouchKeyboardTextInput('G')
textbutton "H" action _TouchKeyboardTextInput('H')
textbutton "I" action _TouchKeyboardTextInput('I')
textbutton "J" action _TouchKeyboardTextInput('J')
textbutton "K" action _TouchKeyboardTextInput('K')
textbutton "L" action _TouchKeyboardTextInput('L')
textbutton "M" action _TouchKeyboardTextInput('M')
textbutton "N" action _TouchKeyboardTextInput('N')
textbutton "O" action _TouchKeyboardTextInput('O')
textbutton "P" action _TouchKeyboardTextInput('P')
textbutton "Q" action _TouchKeyboardTextInput('Q')
textbutton "R" action _TouchKeyboardTextInput('R')
textbutton "S" action _TouchKeyboardTextInput('S')
textbutton "T" action _TouchKeyboardTextInput('T')
textbutton "U" action _TouchKeyboardTextInput('U')
textbutton "V" action _TouchKeyboardTextInput('V')
textbutton "W" action _TouchKeyboardTextInput('W')
textbutton "X" action _TouchKeyboardTextInput('X')
textbutton "Y" action _TouchKeyboardTextInput('Y')
textbutton "Z" action _TouchKeyboardTextInput('Z')
null
null
textbutton "+" action _TouchKeyboardTextInput('+')
textbutton "-" action _TouchKeyboardTextInput('-')
textbutton "0" action _TouchKeyboardTextInput('0')
textbutton "1" action _TouchKeyboardTextInput('1')
textbutton "2" action _TouchKeyboardTextInput('2')
textbutton "3" action _TouchKeyboardTextInput('3')
textbutton "4" action _TouchKeyboardTextInput('4')
textbutton "*" action _TouchKeyboardTextInput('*')
textbutton "/" action _TouchKeyboardTextInput('/')
textbutton "5" action _TouchKeyboardTextInput('5')
textbutton "6" action _TouchKeyboardTextInput('6')
textbutton "7" action _TouchKeyboardTextInput('7')
textbutton "8" action _TouchKeyboardTextInput('8')
textbutton "9" action _TouchKeyboardTextInput('9')
textbutton "#" action _TouchKeyboardTextInput('#')
textbutton "$" action _TouchKeyboardTextInput('$')
textbutton "=" action _TouchKeyboardTextInput('=')
textbutton "<" action _TouchKeyboardTextInput('<')
textbutton ">" action _TouchKeyboardTextInput('>')
textbutton "_" action _TouchKeyboardTextInput('_')
null
null width 30
grid 7 7:
textbutton "a" action _TouchKeyboardTextInput('a')
textbutton "b" action _TouchKeyboardTextInput('b')
textbutton "c" action _TouchKeyboardTextInput('c')
textbutton "d" action _TouchKeyboardTextInput('d')
textbutton "e" action _TouchKeyboardTextInput('e')
textbutton "f" action _TouchKeyboardTextInput('f')
textbutton "g" action _TouchKeyboardTextInput('g')
textbutton "h" action _TouchKeyboardTextInput('h')
textbutton "i" action _TouchKeyboardTextInput('i')
textbutton "j" action _TouchKeyboardTextInput('j')
textbutton "k" action _TouchKeyboardTextInput('k')
textbutton "l" action _TouchKeyboardTextInput('l')
textbutton "m" action _TouchKeyboardTextInput('m')
textbutton "n" action _TouchKeyboardTextInput('n')
textbutton "o" action _TouchKeyboardTextInput('o')
textbutton "p" action _TouchKeyboardTextInput('p')
textbutton "q" action _TouchKeyboardTextInput('q')
textbutton "r" action _TouchKeyboardTextInput('r')
textbutton "s" action _TouchKeyboardTextInput('s')
textbutton "t" action _TouchKeyboardTextInput('t')
textbutton "u" action _TouchKeyboardTextInput('u')
textbutton "v" action _TouchKeyboardTextInput('v')
textbutton "w" action _TouchKeyboardTextInput('w')
textbutton "x" action _TouchKeyboardTextInput('x')
textbutton "y" action _TouchKeyboardTextInput('y')
textbutton "z" action _TouchKeyboardTextInput('z')
null
null
textbutton "|" action _TouchKeyboardTextInput('|')
textbutton "~" action _TouchKeyboardTextInput('~')
textbutton "%" action _TouchKeyboardTextInput('%')
textbutton "&" action _TouchKeyboardTextInput('&')
textbutton "@" action _TouchKeyboardTextInput('@')
textbutton "(" action _TouchKeyboardTextInput('(')
textbutton ")" action _TouchKeyboardTextInput(')')
textbutton "." action _TouchKeyboardTextInput('.')
textbutton "!" action _TouchKeyboardTextInput('!')
textbutton ":" action _TouchKeyboardTextInput(':')
textbutton ";" action _TouchKeyboardTextInput(';')
textbutton "\"" action _TouchKeyboardTextInput('\"')
null
null
textbutton "␣" action _TouchKeyboardTextInput(' ')
null
null
textbutton "←" action _TouchKeyboardBackspace()
null
null
textbutton "⏎" action _TouchKeyboardReturn()
+11 -9
View File
@@ -9,7 +9,7 @@ import sys
def process(fn):
with open(fn, "r") as f:
with open(fn, "rb") as f:
data = f.read()
data = data.decode("utf-8")
@@ -18,16 +18,18 @@ def process(fn):
data = u"\ufeff" + data
data = data.encode("utf-8")
with open(fn, "w") as f:
with open(fn, "wb") as f:
f.write(data)
for directory, dirs, files in os.walk(sys.argv[1]):
for fn in files:
fn = os.path.join(directory, fn)
for dn in sys.argv[1:]:
if not fn.endswith(".rpy"):
continue
for directory, dirs, files in os.walk(dn):
for fn in files:
fn = os.path.join(directory, fn)
print(fn)
process(fn)
if not fn.endswith(".rpy") or fn.endswith(".rpym") or fn.endswith(".py"):
continue
print(fn)
process(fn)
+1 -1
View File
@@ -1,4 +1,4 @@
image b0 red = "#f00"
image b0 red = "#f00"
image b0 green = "#0f0"
image b0 blue = "#00f"
image b1 red = "#f00"
+498 -498
View File
@@ -1,498 +1,498 @@
# This file is in the public domain. Feel free to modify it as a basis
# for your own screens.
##############################################################################
# Say
#
# Screen that's used to display adv-mode dialogue.
# http://www.renpy.org/doc/html/screen_special.html#say
screen say:
# Defaults for side_image and two_window
default side_image = None
default two_window = False
# Decide if we want to use the one-window or two-window varaint.
if not two_window:
# The one window variant.
window:
id "window"
has vbox:
style "say_vbox"
if who:
text who id "who"
text what id "what"
else:
# The two window variant.
vbox:
style "say_two_window_vbox"
if who:
window:
style "say_who_window"
text who:
id "who"
window:
id "window"
has vbox:
style "say_vbox"
text what id "what"
# If there's a side image, display it above the text.
if side_image:
add side_image
else:
add SideImage() xalign 0.0 yalign 1.0
##############################################################################
# Choice
#
# Screen that's used to display in-game menus.
# http://www.renpy.org/doc/html/screen_special.html#choice
screen choice:
window:
style "menu_window"
xalign 0.5
yalign 0.5
vbox:
style "menu"
spacing 2
for caption, action, chosen in items:
if action:
button:
action action
style "menu_choice_button"
text caption style "menu_choice"
else:
text caption style "menu_caption"
init -2 python:
config.narrator_menu = True
style.menu_window.set_parent(style.default)
style.menu_choice.set_parent(style.button_text)
style.menu_choice.clear()
style.menu_choice_button.set_parent(style.button)
style.menu_choice_button.xminimum = int(config.screen_width * 0.75)
style.menu_choice_button.xmaximum = int(config.screen_width * 0.75)
##############################################################################
# Input
#
# Screen that's used to display renpy.input()
# http://www.renpy.org/doc/html/screen_special.html#input
screen input:
window:
has vbox
text prompt
input id "input"
##############################################################################
# Nvl
#
# Screen used for nvl-mode dialogue and menus.
# http://www.renpy.org/doc/html/screen_special.html#nvl
screen nvl:
window:
style "nvl_window"
has vbox:
style "nvl_vbox"
# Display dialogue.
for who, what, who_id, what_id, window_id in dialogue:
window:
id window_id
has hbox:
spacing 10
if who is not None:
text who id who_id
text what id what_id
# Display a menu, if given.
if items:
vbox:
id "menu"
for caption, action, chosen in items:
if action:
button:
style "nvl_menu_choice_button"
action action
text caption style "nvl_menu_choice"
else:
text caption style "nvl_dialogue"
add SideImage() xalign 0.0 yalign 1.0
##############################################################################
# Main Menu
#
# Screen that's used to display the main menu, when Ren'Py first starts
# http://www.renpy.org/doc/html/screen_special.html#main-menu
screen main_menu:
# This ensures that any other menu screen is replaced.
tag menu
# The background of the main menu.
window:
style "mm_root"
# The main menu buttons.
frame:
style_group "mm"
xalign .98
yalign .98
has vbox
textbutton _("Start Game") action Start()
textbutton _("Music Room") action ShowMenu("music_room")
textbutton _("Load Game") action ShowMenu("load")
textbutton _("Preferences") action ShowMenu("preferences")
textbutton _("Help") action Help(help='http://renpy.org/doc/html/index.html')
textbutton _("Quit") action Quit(confirm=False)
if autotest:
timer .5 action Start("autostart")
init -2 python:
# Make all the main menu buttons be the same size.
style.mm_button.size_group = "mm"
##############################################################################
# Navigation
#
# Screen that's included in other screens to display the game menu
# navigation and background.
# http://www.renpy.org/doc/html/screen_special.html#navigation
screen navigation:
# The background of the game menu.
window:
style "gm_root"
# The various buttons.
frame:
style_group "gm_nav"
xalign .98
yalign .98
has vbox
textbutton _("Return") action Return()
textbutton _("Preferences") action ShowMenu("preferences")
textbutton _("Save Game") action ShowMenu("save")
textbutton _("Load Game") action ShowMenu("load")
textbutton _("Main Menu") action MainMenu()
textbutton _("Help") action Help()
textbutton _("Quit") action Quit()
init -2 python:
style.gm_nav_button.size_group = "gm_nav"
##############################################################################
# Save, Load
#
# Screens that allow the user to save and load the game.
# http://www.renpy.org/doc/html/screen_special.html#save
# http://www.renpy.org/doc/html/screen_special.html#load
# Since saving and loading are so similar, we combine them into
# a single screen, file_picker. We then use the file_picker screen
# from simple load and save screens.
screen file_picker:
frame:
style "file_picker_frame"
has vbox
# The buttons at the top allow the user to pick a
# page of files.
hbox:
style_group "file_picker_nav"
textbutton _("Previous"):
action FilePagePrevious()
textbutton _("Auto"):
action FilePage("auto")
for i in range(1, 9):
textbutton str(i):
action FilePage(i)
textbutton _("Next"):
action FilePageNext()
$ columns = 2
$ rows = 5
# Display a grid of file slots.
grid columns rows:
transpose True
xfill True
style_group "file_picker"
# Display ten file slots, numbered 1 - 10.
for i in range(1, columns * rows + 1):
# Each file slot is a button.
button:
action FileAction(i)
xfill True
has hbox
# Add the screenshot.
add FileScreenshot(i)
# Format the description, and add it as text.
$ description = "% 2s. %s\n%s" % (
FileSlotName(i, columns * rows),
FileTime(i, empty=_("Empty Slot.")),
FileSaveName(i))
text description
key "save_delete" action FileDelete(i)
screen save:
# This ensures that any other menu screen is replaced.
tag menu
use navigation
use file_picker
screen load:
# This ensures that any other menu screen is replaced.
tag menu
use navigation
use file_picker
init -2 python:
style.file_picker_frame = Style(style.menu_frame)
style.file_picker_nav_button = Style(style.small_button)
style.file_picker_nav_button_text = Style(style.small_button_text)
style.file_picker_button = Style(style.large_button)
style.file_picker_text = Style(style.large_button_text)
##############################################################################
# Preferences
#
# Screen that allows the user to change the preferences.
# http://www.renpy.org/doc/html/screen_special.html#prefereces
screen preferences:
tag menu
# Include the navigation.
use navigation
# Put the navigation columns in a three-wide grid.
grid 3 1:
style_group "prefs"
xfill True
# The left column.
vbox:
frame:
style_group "pref"
has vbox
label _("Display")
textbutton _("Window") action Preference("display", "window")
textbutton _("Fullscreen") action Preference("display", "fullscreen")
frame:
style_group "pref"
has vbox
label _("Transitions")
textbutton _("All") action Preference("transitions", "all")
textbutton _("None") action Preference("transitions", "none")
frame:
style_group "pref"
has vbox
label _("Text Speed")
bar value Preference("text speed")
frame:
style_group "pref"
has vbox
textbutton _("Joystick...") action ShowMenu("joystick_preferences")
vbox:
frame:
style_group "pref"
has vbox
label _("Skip")
textbutton _("Seen Messages") action Preference("skip", "seen")
textbutton _("All Messages") action Preference("skip", "all")
frame:
style_group "pref"
has vbox
textbutton _("Begin Skipping") action Skip()
frame:
style_group "pref"
has vbox
label _("After Choices")
textbutton _("Stop Skipping") action Preference("after choices", "stop")
textbutton _("Keep Skipping") action Preference("after choices", "skip")
frame:
style_group "pref"
has vbox
label _("Auto-Forward Time")
bar value Preference("auto-forward time")
vbox:
frame:
style_group "pref"
has vbox
label _("Music Volume")
bar value Preference("music volume")
frame:
style_group "pref"
has vbox
label _("Sound Volume")
bar value Preference("sound volume")
if config.sample_sound:
textbutton "Test":
action Play("sound", config.sample_sound)
style "soundtest_button"
frame:
style_group "pref"
has vbox
label _("Voice Volume")
bar value Preference("voice volume")
if config.sample_voice:
textbutton "Test":
action Play("voice", config.sample_voice)
style "soundtest_button"
init -2 python:
style.pref_frame.xfill = True
style.pref_frame.xmargin = 5
style.pref_frame.top_margin = 5
style.pref_vbox.xfill = True
style.pref_button.size_group = "pref"
style.pref_button.xalign = 1.0
style.pref_slider.xmaximum = 192
style.pref_slider.xalign = 1.0
style.soundtest_button.xalign = 1.0
##############################################################################
# Yes/No Prompt
#
# Screen that asks the user a yes or no question.
# http://www.renpy.org/doc/html/screen_special.html#yesno-prompt
screen yesno_prompt:
modal True
window:
style "gm_root"
frame:
style_group "yesno"
xfill True
xmargin .05
ypos .1
yanchor 0
ypadding .05
has vbox:
xalign .5
yalign .5
spacing 30
label _(message):
xalign 0.5
hbox:
xalign 0.5
spacing 100
textbutton _("Yes") action yes_action
textbutton _("No") action no_action
init -2 python:
style.yesno_button.size_group = "yesno"
style.yesno_label_text.textalign = 0.5
# This file is in the public domain. Feel free to modify it as a basis
# for your own screens.
##############################################################################
# Say
#
# Screen that's used to display adv-mode dialogue.
# http://www.renpy.org/doc/html/screen_special.html#say
screen say:
# Defaults for side_image and two_window
default side_image = None
default two_window = False
# Decide if we want to use the one-window or two-window varaint.
if not two_window:
# The one window variant.
window:
id "window"
has vbox:
style "say_vbox"
if who:
text who id "who"
text what id "what"
else:
# The two window variant.
vbox:
style "say_two_window_vbox"
if who:
window:
style "say_who_window"
text who:
id "who"
window:
id "window"
has vbox:
style "say_vbox"
text what id "what"
# If there's a side image, display it above the text.
if side_image:
add side_image
else:
add SideImage() xalign 0.0 yalign 1.0
##############################################################################
# Choice
#
# Screen that's used to display in-game menus.
# http://www.renpy.org/doc/html/screen_special.html#choice
screen choice:
window:
style "menu_window"
xalign 0.5
yalign 0.5
vbox:
style "menu"
spacing 2
for caption, action, chosen in items:
if action:
button:
action action
style "menu_choice_button"
text caption style "menu_choice"
else:
text caption style "menu_caption"
init -2 python:
config.narrator_menu = True
style.menu_window.set_parent(style.default)
style.menu_choice.set_parent(style.button_text)
style.menu_choice.clear()
style.menu_choice_button.set_parent(style.button)
style.menu_choice_button.xminimum = int(config.screen_width * 0.75)
style.menu_choice_button.xmaximum = int(config.screen_width * 0.75)
##############################################################################
# Input
#
# Screen that's used to display renpy.input()
# http://www.renpy.org/doc/html/screen_special.html#input
screen input:
window:
has vbox
text prompt
input id "input"
##############################################################################
# Nvl
#
# Screen used for nvl-mode dialogue and menus.
# http://www.renpy.org/doc/html/screen_special.html#nvl
screen nvl:
window:
style "nvl_window"
has vbox:
style "nvl_vbox"
# Display dialogue.
for who, what, who_id, what_id, window_id in dialogue:
window:
id window_id
has hbox:
spacing 10
if who is not None:
text who id who_id
text what id what_id
# Display a menu, if given.
if items:
vbox:
id "menu"
for caption, action, chosen in items:
if action:
button:
style "nvl_menu_choice_button"
action action
text caption style "nvl_menu_choice"
else:
text caption style "nvl_dialogue"
add SideImage() xalign 0.0 yalign 1.0
##############################################################################
# Main Menu
#
# Screen that's used to display the main menu, when Ren'Py first starts
# http://www.renpy.org/doc/html/screen_special.html#main-menu
screen main_menu:
# This ensures that any other menu screen is replaced.
tag menu
# The background of the main menu.
window:
style "mm_root"
# The main menu buttons.
frame:
style_group "mm"
xalign .98
yalign .98
has vbox
textbutton _("Start Game") action Start()
textbutton _("Music Room") action ShowMenu("music_room")
textbutton _("Load Game") action ShowMenu("load")
textbutton _("Preferences") action ShowMenu("preferences")
textbutton _("Help") action Help(help='http://renpy.org/doc/html/index.html')
textbutton _("Quit") action Quit(confirm=False)
if autotest:
timer .5 action Start("autostart")
init -2 python:
# Make all the main menu buttons be the same size.
style.mm_button.size_group = "mm"
##############################################################################
# Navigation
#
# Screen that's included in other screens to display the game menu
# navigation and background.
# http://www.renpy.org/doc/html/screen_special.html#navigation
screen navigation:
# The background of the game menu.
window:
style "gm_root"
# The various buttons.
frame:
style_group "gm_nav"
xalign .98
yalign .98
has vbox
textbutton _("Return") action Return()
textbutton _("Preferences") action ShowMenu("preferences")
textbutton _("Save Game") action ShowMenu("save")
textbutton _("Load Game") action ShowMenu("load")
textbutton _("Main Menu") action MainMenu()
textbutton _("Help") action Help()
textbutton _("Quit") action Quit()
init -2 python:
style.gm_nav_button.size_group = "gm_nav"
##############################################################################
# Save, Load
#
# Screens that allow the user to save and load the game.
# http://www.renpy.org/doc/html/screen_special.html#save
# http://www.renpy.org/doc/html/screen_special.html#load
# Since saving and loading are so similar, we combine them into
# a single screen, file_picker. We then use the file_picker screen
# from simple load and save screens.
screen file_picker:
frame:
style "file_picker_frame"
has vbox
# The buttons at the top allow the user to pick a
# page of files.
hbox:
style_group "file_picker_nav"
textbutton _("Previous"):
action FilePagePrevious()
textbutton _("Auto"):
action FilePage("auto")
for i in range(1, 9):
textbutton str(i):
action FilePage(i)
textbutton _("Next"):
action FilePageNext()
$ columns = 2
$ rows = 5
# Display a grid of file slots.
grid columns rows:
transpose True
xfill True
style_group "file_picker"
# Display ten file slots, numbered 1 - 10.
for i in range(1, columns * rows + 1):
# Each file slot is a button.
button:
action FileAction(i)
xfill True
has hbox
# Add the screenshot.
add FileScreenshot(i)
# Format the description, and add it as text.
$ description = "% 2s. %s\n%s" % (
FileSlotName(i, columns * rows),
FileTime(i, empty=_("Empty Slot.")),
FileSaveName(i))
text description
key "save_delete" action FileDelete(i)
screen save:
# This ensures that any other menu screen is replaced.
tag menu
use navigation
use file_picker
screen load:
# This ensures that any other menu screen is replaced.
tag menu
use navigation
use file_picker
init -2 python:
style.file_picker_frame = Style(style.menu_frame)
style.file_picker_nav_button = Style(style.small_button)
style.file_picker_nav_button_text = Style(style.small_button_text)
style.file_picker_button = Style(style.large_button)
style.file_picker_text = Style(style.large_button_text)
##############################################################################
# Preferences
#
# Screen that allows the user to change the preferences.
# http://www.renpy.org/doc/html/screen_special.html#prefereces
screen preferences:
tag menu
# Include the navigation.
use navigation
# Put the navigation columns in a three-wide grid.
grid 3 1:
style_group "prefs"
xfill True
# The left column.
vbox:
frame:
style_group "pref"
has vbox
label _("Display")
textbutton _("Window") action Preference("display", "window")
textbutton _("Fullscreen") action Preference("display", "fullscreen")
frame:
style_group "pref"
has vbox
label _("Transitions")
textbutton _("All") action Preference("transitions", "all")
textbutton _("None") action Preference("transitions", "none")
frame:
style_group "pref"
has vbox
label _("Text Speed")
bar value Preference("text speed")
frame:
style_group "pref"
has vbox
textbutton _("Joystick...") action ShowMenu("joystick_preferences")
vbox:
frame:
style_group "pref"
has vbox
label _("Skip")
textbutton _("Seen Messages") action Preference("skip", "seen")
textbutton _("All Messages") action Preference("skip", "all")
frame:
style_group "pref"
has vbox
textbutton _("Begin Skipping") action Skip()
frame:
style_group "pref"
has vbox
label _("After Choices")
textbutton _("Stop Skipping") action Preference("after choices", "stop")
textbutton _("Keep Skipping") action Preference("after choices", "skip")
frame:
style_group "pref"
has vbox
label _("Auto-Forward Time")
bar value Preference("auto-forward time")
vbox:
frame:
style_group "pref"
has vbox
label _("Music Volume")
bar value Preference("music volume")
frame:
style_group "pref"
has vbox
label _("Sound Volume")
bar value Preference("sound volume")
if config.sample_sound:
textbutton "Test":
action Play("sound", config.sample_sound)
style "soundtest_button"
frame:
style_group "pref"
has vbox
label _("Voice Volume")
bar value Preference("voice volume")
if config.sample_voice:
textbutton "Test":
action Play("voice", config.sample_voice)
style "soundtest_button"
init -2 python:
style.pref_frame.xfill = True
style.pref_frame.xmargin = 5
style.pref_frame.top_margin = 5
style.pref_vbox.xfill = True
style.pref_button.size_group = "pref"
style.pref_button.xalign = 1.0
style.pref_slider.xmaximum = 192
style.pref_slider.xalign = 1.0
style.soundtest_button.xalign = 1.0
##############################################################################
# Yes/No Prompt
#
# Screen that asks the user a yes or no question.
# http://www.renpy.org/doc/html/screen_special.html#yesno-prompt
screen yesno_prompt:
modal True
window:
style "gm_root"
frame:
style_group "yesno"
xfill True
xmargin .05
ypos .1
yanchor 0
ypadding .05
has vbox:
xalign .5
yalign .5
spacing 30
label _(message):
xalign 0.5
hbox:
xalign 0.5
spacing 100
textbutton _("Yes") action yes_action
textbutton _("No") action no_action
init -2 python:
style.yesno_button.size_group = "yesno"
style.yesno_label_text.textalign = 0.5
+248 -248
View File
@@ -1,248 +1,248 @@
init python:
import os
autotest = False
def auto_command():
ap = renpy.arguments.ArgumentParser()
args = ap.parse_args()
global autotest
autotest = True
config.auto_choice_delay = 0.5
_preferences.afm_time = 0.5
_preferences.afm_enable = True
os.environ["RENPY_SIMPLE_EXCEPTIONS"] = "1"
return True
renpy.arguments.register_command("auto", auto_command)
JAPANESE = "../../sdk-fonts/SourceHanSansLite.ttf"
image eileen happy = "eileen_happy.png"
image eileen vhappy = "eileen_vhappy.png"
image eileen concerned = "eileen_concerned.png"
###############################################################################
# Welcome
###############################################################################
label autostart:
call text
call get_image_bounds
$ renpy.quit()
label start:
"Welcome to the Ren'Py test cases. This is meant for automatic consumption, so it may be weird if you're just reading this."
menu start_loop:
"Choose a test case:"
"Text":
call text
"Get Image Bounds":
call get_image_bounds
"Retain after Load":
call retain_after_load
"Gallery":
call gallery
"Done.":
return
jump start_loop
###############################################################################
# Text
###############################################################################
init python:
_preferences.text_cps = 100
style.red = Style(style.default)
style.red.color = "#f00"
style.ruby_style = Style(style.default)
style.ruby_style.size = 12
style.ruby_style.yoffset = -18
define ruby = Character(None, what_line_leading=10, what_ruby_style=style.ruby_style)
# label main_menu:
# return
screen vtext_test:
fixed:
area (0, 0, 400, 300)
add "#000"
fixed:
area (400, 300, 400, 300)
add "#000"
text "「可愛いね〜」と、彼女は言った。":
vertical True
font JAPANESE
xpos 400 ypos 100
xanchor 0.5
yanchor 0.0
screen text1:
frame:
has vbox
text "Testing bold, color, italics, underline, and strikethrough.":
bold True
italic True
underline True
strikethrough True
color "#000"
text "Testing font and size.":
font JAPANESE
size 30
text "Testing drop_shadow.":
drop_shadow [ (2, 2) ]
drop_shadow_color "#000"
text "Testing outlines.":
outlines [ (2, "#000", 0, 0) ]
text "Testing changing the kerning value, with AA turned off.":
kerning 2
antialias False
null height 10
text "Justification: The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs.":
justify True
null height 10
text "Greedy: The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs.":
layout "greedy"
justify True
null height 10
text "Subtitle: The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs.":
language "korean-with-spaces"
layout "subtitle"
xalign 0.5
textalign 0.5
text "ビジュアルノベル、ヴィジュアルノベル(visual novel)とは、コンピュータゲームの一ジャンルである。ビジュアルノベルそれ自体もアドベンチャーゲームの一種に分類される。ノベルゲームやサウンドノベルと呼ばれることもある。":
font JAPANESE
text "Min-width & Textalign":
min_width 400
textalign 1.0
text "This will be typed out slowly.":
slow_cps 40
label text:
# Text tag tests.
"{alpha=0.1}This text is barely readable!{/alpha}"
"{alpha=-0.1}This text is 10%% more transparent than the default.{/alpha}"
"{alpha=*0.5}This text is half as opaque as the default.{/alpha}"
show screen text1
"..."
hide screen text1
show screen vtext_test
"..."
hide screen test1
$ a = 42
$ b = "{b}"
"42 =/= [a], {{b} =/= [b!q]"
"This line is displayed at normal speed. {cps=200}This is displayed at faster speed.{/cps} {cps=50}This is displayed at slower speed.{/cps} {cps=*.5}This is displayed at half speed.{/cps}"
ruby "Testing ruby: S{rt}s{/rt}ingle, {rb}Word{/rb}{rt}word{/rt}."
"{k=-.5}Kerning can be adjusted by the k tag.{/k}\nKerning can be adjusted by the k tag.\n{k=.5}Kerning can be adjusted by the k tag.{/k}"
"Testing color {color=#f00}red{/color}, {color=#ff0f}yellow{/color}, {color=#00ff00}green{/color}, {color=#0000ffff}blue{/color}."
"Testing size {size=18}absolute{/size}, {size=-6}smaller{/size}, {size=+6}bigger{/size}."
"Testing an {font=[JAPANESE]}alternate font{/font}."
"Testing a {=red}custom text tag{/=red}."
"Testing {b}bold{/b}, {i}italics{/i}, {u}underline{/u}, and {s}strikethrough{/s}."
"Testing {b}{i}bold italic{/i} and {plain}plain{/plain} tags.{/b}"
"Testing the {a=http://www.renpy.org}hyperlink{/a} tag."
"Testing the space{space=40}and vspace{vspace=40}tags."
"Testing paragraph{p}and non-paragraph {w}waits."
"Testing paragraph{p=1}and non-paragraph {w=1}timed waits."
"Testing the {w}fast display tag. {fast}There should not have been any waits."
"Testing no-wait mode{nw}"
"No-wait mode worked."
return
###############################################################################
# Get Image Bounds
###############################################################################
label get_image_bounds:
show eileen happy at center
$ bounds = renpy.get_image_bounds("eileen")
"Eileen's bounding box: [bounds]"
return
###############################################################################
# Retain on Load
###############################################################################
screen retain_after_load(label):
frame:
has vbox
label label
text "value = [value]"
textbutton "Increase Value" action SetVariable("value", value+1)
textbutton "Decrease Value" action SetVariable("value", value-1)
textbutton "Done" action Return(True)
label retain_after_load:
$ value = 1
"..."
"The value is [value] (should always be 1)."
"..."
$ renpy.retain_after_load()
call screen retain_after_load("In Retain after Load Mode")
call screen retain_after_load("Not in Retain after Load Mode")
return
return
init python:
import os
autotest = False
def auto_command():
ap = renpy.arguments.ArgumentParser()
args = ap.parse_args()
global autotest
autotest = True
config.auto_choice_delay = 0.5
_preferences.afm_time = 0.5
_preferences.afm_enable = True
os.environ["RENPY_SIMPLE_EXCEPTIONS"] = "1"
return True
renpy.arguments.register_command("auto", auto_command)
JAPANESE = "../../sdk-fonts/SourceHanSansLite.ttf"
image eileen happy = "eileen_happy.png"
image eileen vhappy = "eileen_vhappy.png"
image eileen concerned = "eileen_concerned.png"
###############################################################################
# Welcome
###############################################################################
label autostart:
call text
call get_image_bounds
$ renpy.quit()
label start:
"Welcome to the Ren'Py test cases. This is meant for automatic consumption, so it may be weird if you're just reading this."
menu start_loop:
"Choose a test case:"
"Text":
call text
"Get Image Bounds":
call get_image_bounds
"Retain after Load":
call retain_after_load
"Gallery":
call gallery
"Done.":
return
jump start_loop
###############################################################################
# Text
###############################################################################
init python:
_preferences.text_cps = 100
style.red = Style(style.default)
style.red.color = "#f00"
style.ruby_style = Style(style.default)
style.ruby_style.size = 12
style.ruby_style.yoffset = -18
define ruby = Character(None, what_line_leading=10, what_ruby_style=style.ruby_style)
# label main_menu:
# return
screen vtext_test:
fixed:
area (0, 0, 400, 300)
add "#000"
fixed:
area (400, 300, 400, 300)
add "#000"
text "「可愛いね〜」と、彼女は言った。":
vertical True
font JAPANESE
xpos 400 ypos 100
xanchor 0.5
yanchor 0.0
screen text1:
frame:
has vbox
text "Testing bold, color, italics, underline, and strikethrough.":
bold True
italic True
underline True
strikethrough True
color "#000"
text "Testing font and size.":
font JAPANESE
size 30
text "Testing drop_shadow.":
drop_shadow [ (2, 2) ]
drop_shadow_color "#000"
text "Testing outlines.":
outlines [ (2, "#000", 0, 0) ]
text "Testing changing the kerning value, with AA turned off.":
kerning 2
antialias False
null height 10
text "Justification: The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs.":
justify True
null height 10
text "Greedy: The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs.":
layout "greedy"
justify True
null height 10
text "Subtitle: The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs. The quick brown fox jumped over the lazy dogs.":
language "korean-with-spaces"
layout "subtitle"
xalign 0.5
textalign 0.5
text "ビジュアルノベル、ヴィジュアルノベル(visual novel)とは、コンピュータゲームの一ジャンルである。ビジュアルノベルそれ自体もアドベンチャーゲームの一種に分類される。ノベルゲームやサウンドノベルと呼ばれることもある。":
font JAPANESE
text "Min-width & Textalign":
min_width 400
textalign 1.0
text "This will be typed out slowly.":
slow_cps 40
label text:
# Text tag tests.
"{alpha=0.1}This text is barely readable!{/alpha}"
"{alpha=-0.1}This text is 10%% more transparent than the default.{/alpha}"
"{alpha=*0.5}This text is half as opaque as the default.{/alpha}"
show screen text1
"..."
hide screen text1
show screen vtext_test
"..."
hide screen test1
$ a = 42
$ b = "{b}"
"42 =/= [a], {{b} =/= [b!q]"
"This line is displayed at normal speed. {cps=200}This is displayed at faster speed.{/cps} {cps=50}This is displayed at slower speed.{/cps} {cps=*.5}This is displayed at half speed.{/cps}"
ruby "Testing ruby: S{rt}s{/rt}ingle, {rb}Word{/rb}{rt}word{/rt}."
"{k=-.5}Kerning can be adjusted by the k tag.{/k}\nKerning can be adjusted by the k tag.\n{k=.5}Kerning can be adjusted by the k tag.{/k}"
"Testing color {color=#f00}red{/color}, {color=#ff0f}yellow{/color}, {color=#00ff00}green{/color}, {color=#0000ffff}blue{/color}."
"Testing size {size=18}absolute{/size}, {size=-6}smaller{/size}, {size=+6}bigger{/size}."
"Testing an {font=[JAPANESE]}alternate font{/font}."
"Testing a {=red}custom text tag{/=red}."
"Testing {b}bold{/b}, {i}italics{/i}, {u}underline{/u}, and {s}strikethrough{/s}."
"Testing {b}{i}bold italic{/i} and {plain}plain{/plain} tags.{/b}"
"Testing the {a=http://www.renpy.org}hyperlink{/a} tag."
"Testing the space{space=40}and vspace{vspace=40}tags."
"Testing paragraph{p}and non-paragraph {w}waits."
"Testing paragraph{p=1}and non-paragraph {w=1}timed waits."
"Testing the {w}fast display tag. {fast}There should not have been any waits."
"Testing no-wait mode{nw}"
"No-wait mode worked."
return
###############################################################################
# Get Image Bounds
###############################################################################
label get_image_bounds:
show eileen happy at center
$ bounds = renpy.get_image_bounds("eileen")
"Eileen's bounding box: [bounds]"
return
###############################################################################
# Retain on Load
###############################################################################
screen retain_after_load(label):
frame:
has vbox
label label
text "value = [value]"
textbutton "Increase Value" action SetVariable("value", value+1)
textbutton "Decrease Value" action SetVariable("value", value-1)
textbutton "Done" action Return(True)
label retain_after_load:
$ value = 1
"..."
"The value is [value] (should always be 1)."
"..."
$ renpy.retain_after_load()
call screen retain_after_load("In Retain after Load Mode")
call screen retain_after_load("Not in Retain after Load Mode")
return
return
+1 -1
View File
@@ -1,4 +1,4 @@
init python:
init python:
mr_track = ""
+468 -468
View File
@@ -1,468 +1,468 @@
################################################################################
## Initialization
################################################################################
## The init offset statement causes the init code in this file to run before
## init code in any other file.
init offset = -2
## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
gui.init(1280, 720)
################################################################################
## GUI Configuration Variables
################################################################################
## Colors ######################################################################
##
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#cc6600'
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#555555'
## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = '#aaaaaa'
## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#e0a366'
## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = '#ffffff'
## The color used for a text button when it cannot be selected.
define gui.insensitive_color = '#5555557f'
## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = '#512800'
define gui.hover_muted_color = '#7a3d00'
## The colors used for dialogue and menu choice text.
define gui.text_color = '#ffffff'
define gui.interface_text_color = '#ffffff'
## Fonts and Font Sizes ########################################################
## The font used for in-game text.
define gui.text_font = "DejaVuSans.ttf"
## The font used for character names.
define gui.name_text_font = "DejaVuSans.ttf"
## The font used for out-of-game text.
define gui.interface_text_font = "DejaVuSans.ttf"
## The size of normal dialogue text.
define gui.text_size = 22
## The size of character names.
define gui.name_text_size = 30
## The size of text in the game's user interface.
define gui.interface_text_size = 24
## The size of labels in the game's user interface.
define gui.label_text_size = 28
## The size of text on the notify screen.
define gui.notify_text_size = 16
## The size of the game's title.
define gui.title_text_size = 50
## Main and Game Menus #########################################################
## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.png"
define gui.game_menu_background = "gui/game_menu.png"
## The color of the main menu.
define gui.main_menu_text_color = "#ffaa22"
## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.
## The height of the textbox containing dialogue.
define gui.textbox_height = 185
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
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 = 240
define gui.name_ypos = 0
## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0
## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = None
## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)
## If True, the background of the namebox will be tiled, if False, the
## background if the namebox will be scaled.
define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 268
define gui.dialogue_ypos = 50
## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 744
## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0
## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed.
## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = 36
## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(4, 4, 4, 4)
## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False
## The font used by the button.
define gui.button_text_font = gui.interface_text_font
## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size
## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color
## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
## is right).
define gui.button_text_xalign = 0.0
## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is
## used for.
##
## These customizations are used by the default interface:
define gui.radio_button_borders = Borders(25, 4, 4, 4)
define gui.check_button_borders = Borders(25, 4, 4, 4)
define gui.confirm_button_text_xalign = 0.5
define gui.page_button_borders = Borders(10, 4, 10, 4)
define gui.quick_button_borders = Borders(10, 4, 10, 0)
define gui.quick_button_text_size = 14
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.quick_button_text_selected_color = gui.accent_color
## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.
# define gui.navigation_button_width = 250
## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.
define gui.choice_button_width = 790
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(100, 5, 100, 5)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#cccccc"
define gui.choice_button_text_hover_color = "#ffffff"
## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot uses
## image files in gui/button, like the other kinds of buttons.
## The save slot button.
define gui.slot_button_width = 276
define gui.slot_button_height = 206
define gui.slot_button_borders = Borders(10, 10, 10, 10)
define gui.slot_button_text_size = 14
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 256
define config.thumbnail_height = 144
## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 3
define gui.file_slot_rows = 2
## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.
## The position of the left side of the navigation buttons, relative to the left
## side of the screen.
define gui.navigation_xpos = 40
## The vertical position of the skip indicator.
define gui.skip_ypos = 10
## The vertical position of the notify screen.
define gui.notify_ypos = 45
## The spacing between menu choices.
define gui.choice_spacing = 22
## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 4
## Controls the amount of spacing between preferences.
define gui.pref_spacing = 10
## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0
## The spacing between file page buttons.
define gui.page_spacing = 0
## The spacing between file slots.
define gui.slot_spacing = 10
## The position of the main menu text.
define gui.main_menu_text_xalign = 0.0
## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.
## Generic frames that are introduced by player code.
define gui.frame_borders = Borders(4, 4, 4, 4)
## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(40, 40, 40, 40)
## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(16, 5, 50, 5)
## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(16, 5, 40, 5)
## Should frame backgrounds be tiled?
define gui.frame_tile = False
## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars. All of the other
## bars are only used in creator-written code.
## The height of horizontal bars, scrollbars, and sliders. The width of vertical
## bars, scrollbars, and sliders.
define gui.bar_size = 36
define gui.scrollbar_size = 12
define gui.slider_size = 30
## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False
## Horizontal borders.
define gui.bar_borders = Borders(4, 4, 4, 4)
define gui.scrollbar_borders = Borders(4, 4, 4, 4)
define gui.slider_borders = Borders(4, 4, 4, 4)
## Vertical borders.
define gui.vbar_borders = Borders(4, 4, 4, 4)
define gui.vscrollbar_borders = Borders(4, 4, 4, 4)
define gui.vslider_borders = Borders(4, 4, 4, 4)
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"
## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.
## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250
## The height of a history screen entry, or None to make the height variable at
## the cost of performance.
define gui.history_height = 140
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = 150
define gui.history_name_ypos = 0
define gui.history_name_width = 150
define gui.history_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = 170
define gui.history_text_ypos = 5
define gui.history_text_width = 740
define gui.history_text_xalign = 0.0
## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 10, 0, 20)
## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = 115
## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 10
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 430
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 150
define gui.nvl_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 450
define gui.nvl_text_ypos = 8
define gui.nvl_text_width = 590
define gui.nvl_text_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 240
define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 780
define gui.nvl_thought_xalign = 0.0
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 450
define gui.nvl_button_xalign = 0.0
## Localization ################################################################
## This controls where a line break is permitted. The default is suitable
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language
define gui.language = "unicode"
################################################################################
## Mobile devices
################################################################################
init python:
## This increases the size of the quick buttons to make them easier to touch
## on tablets and phones.
@gui.variant
def touch():
gui.quick_button_borders = Borders(40, 14, 40, 0)
## This changes the size and spacing of various GUI elements to ensure they
## are easily visible on phones.
@gui.variant
def small():
## Font sizes.
gui.text_size = 30
gui.name_text_size = 36
gui.notify_text_size = 25
gui.interface_text_size = 36
gui.button_text_size = 34
gui.label_text_size = 36
## Adjust the location of the textbox.
gui.textbox_height = 240
gui.name_xpos = 80
gui.dialogue_xpos = 90
gui.dialogue_width = 1100
## Change the size and spacing of items in the game menu.
gui.choice_button_width = 1240
gui.navigation_spacing = 20
gui.pref_button_spacing = 10
gui.history_height = 190
gui.history_text_width = 690
## File button layout.
gui.file_slot_cols = 2
gui.file_slot_rows = 2
## NVL-mode.
gui.nvl_height = 170
gui.nvl_name_width = 305
gui.nvl_name_xpos = 325
gui.nvl_text_width = 915
gui.nvl_text_xpos = 345
gui.nvl_text_ypos = 5
gui.nvl_thought_width = 1240
gui.nvl_thought_xpos = 20
gui.nvl_button_width = 1240
gui.nvl_button_xpos = 20
## Quick buttons.
gui.quick_button_text_size = 20
################################################################################
## Initialization
################################################################################
## The init offset statement causes the init code in this file to run before
## init code in any other file.
init offset = -2
## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
gui.init(1280, 720)
################################################################################
## GUI Configuration Variables
################################################################################
## Colors ######################################################################
##
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#cc6600'
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#555555'
## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = '#aaaaaa'
## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#e0a366'
## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = '#ffffff'
## The color used for a text button when it cannot be selected.
define gui.insensitive_color = '#5555557f'
## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = '#512800'
define gui.hover_muted_color = '#7a3d00'
## The colors used for dialogue and menu choice text.
define gui.text_color = '#ffffff'
define gui.interface_text_color = '#ffffff'
## Fonts and Font Sizes ########################################################
## The font used for in-game text.
define gui.text_font = "DejaVuSans.ttf"
## The font used for character names.
define gui.name_text_font = "DejaVuSans.ttf"
## The font used for out-of-game text.
define gui.interface_text_font = "DejaVuSans.ttf"
## The size of normal dialogue text.
define gui.text_size = 22
## The size of character names.
define gui.name_text_size = 30
## The size of text in the game's user interface.
define gui.interface_text_size = 24
## The size of labels in the game's user interface.
define gui.label_text_size = 28
## The size of text on the notify screen.
define gui.notify_text_size = 16
## The size of the game's title.
define gui.title_text_size = 50
## Main and Game Menus #########################################################
## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.png"
define gui.game_menu_background = "gui/game_menu.png"
## The color of the main menu.
define gui.main_menu_text_color = "#ffaa22"
## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.
## The height of the textbox containing dialogue.
define gui.textbox_height = 185
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
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 = 240
define gui.name_ypos = 0
## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0
## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = None
## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)
## If True, the background of the namebox will be tiled, if False, the
## background if the namebox will be scaled.
define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 268
define gui.dialogue_ypos = 50
## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 744
## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0
## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed.
## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = 36
## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(4, 4, 4, 4)
## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False
## The font used by the button.
define gui.button_text_font = gui.interface_text_font
## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size
## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color
## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
## is right).
define gui.button_text_xalign = 0.0
## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is
## used for.
##
## These customizations are used by the default interface:
define gui.radio_button_borders = Borders(25, 4, 4, 4)
define gui.check_button_borders = Borders(25, 4, 4, 4)
define gui.confirm_button_text_xalign = 0.5
define gui.page_button_borders = Borders(10, 4, 10, 4)
define gui.quick_button_borders = Borders(10, 4, 10, 0)
define gui.quick_button_text_size = 14
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.quick_button_text_selected_color = gui.accent_color
## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.
# define gui.navigation_button_width = 250
## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.
define gui.choice_button_width = 790
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(100, 5, 100, 5)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#cccccc"
define gui.choice_button_text_hover_color = "#ffffff"
## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot uses
## image files in gui/button, like the other kinds of buttons.
## The save slot button.
define gui.slot_button_width = 276
define gui.slot_button_height = 206
define gui.slot_button_borders = Borders(10, 10, 10, 10)
define gui.slot_button_text_size = 14
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 256
define config.thumbnail_height = 144
## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 3
define gui.file_slot_rows = 2
## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.
## The position of the left side of the navigation buttons, relative to the left
## side of the screen.
define gui.navigation_xpos = 40
## The vertical position of the skip indicator.
define gui.skip_ypos = 10
## The vertical position of the notify screen.
define gui.notify_ypos = 45
## The spacing between menu choices.
define gui.choice_spacing = 22
## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 4
## Controls the amount of spacing between preferences.
define gui.pref_spacing = 10
## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0
## The spacing between file page buttons.
define gui.page_spacing = 0
## The spacing between file slots.
define gui.slot_spacing = 10
## The position of the main menu text.
define gui.main_menu_text_xalign = 0.0
## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.
## Generic frames that are introduced by player code.
define gui.frame_borders = Borders(4, 4, 4, 4)
## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(40, 40, 40, 40)
## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(16, 5, 50, 5)
## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(16, 5, 40, 5)
## Should frame backgrounds be tiled?
define gui.frame_tile = False
## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars. All of the other
## bars are only used in creator-written code.
## The height of horizontal bars, scrollbars, and sliders. The width of vertical
## bars, scrollbars, and sliders.
define gui.bar_size = 36
define gui.scrollbar_size = 12
define gui.slider_size = 30
## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False
## Horizontal borders.
define gui.bar_borders = Borders(4, 4, 4, 4)
define gui.scrollbar_borders = Borders(4, 4, 4, 4)
define gui.slider_borders = Borders(4, 4, 4, 4)
## Vertical borders.
define gui.vbar_borders = Borders(4, 4, 4, 4)
define gui.vscrollbar_borders = Borders(4, 4, 4, 4)
define gui.vslider_borders = Borders(4, 4, 4, 4)
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"
## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.
## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250
## The height of a history screen entry, or None to make the height variable at
## the cost of performance.
define gui.history_height = 140
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = 150
define gui.history_name_ypos = 0
define gui.history_name_width = 150
define gui.history_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = 170
define gui.history_text_ypos = 5
define gui.history_text_width = 740
define gui.history_text_xalign = 0.0
## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 10, 0, 20)
## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = 115
## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 10
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 430
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 150
define gui.nvl_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 450
define gui.nvl_text_ypos = 8
define gui.nvl_text_width = 590
define gui.nvl_text_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 240
define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 780
define gui.nvl_thought_xalign = 0.0
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 450
define gui.nvl_button_xalign = 0.0
## Localization ################################################################
## This controls where a line break is permitted. The default is suitable
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language
define gui.language = "unicode"
################################################################################
## Mobile devices
################################################################################
init python:
## This increases the size of the quick buttons to make them easier to touch
## on tablets and phones.
@gui.variant
def touch():
gui.quick_button_borders = Borders(40, 14, 40, 0)
## This changes the size and spacing of various GUI elements to ensure they
## are easily visible on phones.
@gui.variant
def small():
## Font sizes.
gui.text_size = 30
gui.name_text_size = 36
gui.notify_text_size = 25
gui.interface_text_size = 36
gui.button_text_size = 34
gui.label_text_size = 36
## Adjust the location of the textbox.
gui.textbox_height = 240
gui.name_xpos = 80
gui.dialogue_xpos = 90
gui.dialogue_width = 1100
## Change the size and spacing of items in the game menu.
gui.choice_button_width = 1240
gui.navigation_spacing = 20
gui.pref_button_spacing = 10
gui.history_height = 190
gui.history_text_width = 690
## File button layout.
gui.file_slot_cols = 2
gui.file_slot_rows = 2
## NVL-mode.
gui.nvl_height = 170
gui.nvl_name_width = 305
gui.nvl_name_xpos = 325
gui.nvl_text_width = 915
gui.nvl_text_xpos = 345
gui.nvl_text_ypos = 5
gui.nvl_thought_width = 1240
gui.nvl_thought_xpos = 20
gui.nvl_button_width = 1240
gui.nvl_button_xpos = 20
## Quick buttons.
gui.quick_button_text_size = 20
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# Declare characters used by this game.
# Declare characters used by this game.
define s = Character(_("Sylvie"), color="#c8ffc8")
define m = Character(_("Me"), color="#c8c8ff")
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# Disable the director until the director example enables it.
# Disable the director until the director example enables it.
default _director_enable = False
python early hide:
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python early:
python early:
# This maps from example name to the text of a fragment.
examples = { }
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################################################################################
## Initialization
################################################################################
## The init offset statement causes the init code in this file to run before
## init code in any other file.
init offset = -2
## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
gui.init(1280, 720)
################################################################################
## GUI Configuration Variables
################################################################################
## Colors ######################################################################
##
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#0099cc'
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#888888'
## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = '#aaaaaa'
## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#66c1e0'
## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = '#ffffff'
## The color used for a text button when it cannot be selected.
define gui.insensitive_color = '#5555557f'
## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = '#003d51'
define gui.hover_muted_color = '#005b7a'
## The colors used for dialogue and menu choice text.
define gui.text_color = '#ffffff'
define gui.interface_text_color = '#ffffff'
## Fonts and Font Sizes ########################################################
## The font used for in-game text.
define gui.text_font = "DejaVuSans.ttf"
## The font used for character names.
define gui.name_text_font = "DejaVuSans.ttf"
## The font used for out-of-game text.
define gui.interface_text_font = "DejaVuSans.ttf"
## The size of normal dialogue text.
define gui.text_size = 22
## The size of character names.
define gui.name_text_size = 30
## The size of text in the game's user interface.
define gui.interface_text_size = 24
## The size of labels in the game's user interface.
define gui.label_text_size = 28
## The size of text on the notify screen.
define gui.notify_text_size = 16
## The size of the game's title.
define gui.title_text_size = 50
## Main and Game Menus #########################################################
## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.jpg"
define gui.game_menu_background = "images/bg washington.jpg"
## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.
## The height of the textbox containing dialogue.
define gui.textbox_height = 185
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
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 = 240
define gui.name_ypos = 0
## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0
## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = None
## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)
## If True, the background of the namebox will be tiled, if False, the
## background of the namebox will be scaled.
define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 268
define gui.dialogue_ypos = 50
## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 744
## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0
## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed.
## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = None
## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(4, 4, 4, 4)
## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False
## The font used by the button.
define gui.button_text_font = gui.interface_text_font
## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size
## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color
## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
## is right).
define gui.button_text_xalign = 0.0
## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is
## used for.
##
## These customizations are used by the default interface:
define gui.radio_button_borders = Borders(25, 4, 4, 4)
define gui.check_button_borders = Borders(25, 4, 4, 4)
define gui.confirm_button_text_xalign = 0.5
define gui.page_button_borders = Borders(10, 4, 10, 4)
define gui.quick_button_borders = Borders(10, 4, 10, 0)
define gui.quick_button_text_size = 14
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.quick_button_text_selected_color = gui.accent_color
## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.
# define gui.navigation_button_width = 250
## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.
define gui.choice_button_width = 790
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(100, 5, 100, 5)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#cccccc"
define gui.choice_button_text_hover_color = "#ffffff"
## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot uses
## image files in gui/button, like the other kinds of buttons.
## The save slot button.
define gui.slot_button_width = 276
define gui.slot_button_height = 206
define gui.slot_button_borders = Borders(10, 10, 10, 10)
define gui.slot_button_text_size = 14
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 256
define config.thumbnail_height = 144
## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 3
define gui.file_slot_rows = 2
## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.
## The position of the left side of the navigation buttons, relative to the left
## side of the screen.
define gui.navigation_xpos = 40
## The vertical position of the skip indicator.
define gui.skip_ypos = 10
## The vertical position of the notify screen.
define gui.notify_ypos = 45
## The spacing between menu choices.
define gui.choice_spacing = 8
## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 4
## Controls the amount of spacing between preferences.
define gui.pref_spacing = 10
## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0
## The spacing between file page buttons.
define gui.page_spacing = 0
## The spacing between file slots.
define gui.slot_spacing = 10
## The position of the main menu text.
define gui.main_menu_text_xalign = 0.0
## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.
## Generic frames that are introduced by player code.
define gui.frame_borders = Borders(20, 8, 20, 8)
## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(40, 40, 40, 40)
## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(16, 5, 50, 5)
## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(16, 5, 40, 5)
## Should frame backgrounds be tiled?
define gui.frame_tile = False
## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars. All of the other
## bars are only used in creator-written code.
## The height of horizontal bars, scrollbars, and sliders. The width of vertical
## bars, scrollbars, and sliders.
define gui.bar_size = 36
define gui.scrollbar_size = 12
define gui.slider_size = 30
## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False
## Horizontal borders.
define gui.bar_borders = Borders(4, 4, 4, 4)
define gui.scrollbar_borders = Borders(4, 4, 4, 4)
define gui.slider_borders = Borders(4, 4, 4, 4)
## Vertical borders.
define gui.vbar_borders = Borders(4, 4, 4, 4)
define gui.vscrollbar_borders = Borders(4, 4, 4, 4)
define gui.vslider_borders = Borders(4, 4, 4, 4)
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"
## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.
## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250
## The height of a history screen entry, or None to make the height variable at
## the cost of performance.
define gui.history_height = 140
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = 150
define gui.history_name_ypos = 0
define gui.history_name_width = 150
define gui.history_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = 170
define gui.history_text_ypos = 5
define gui.history_text_width = 740
define gui.history_text_xalign = 0.0
## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 10, 0, 20)
## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = 115
## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 10
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 430
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 150
define gui.nvl_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 450
define gui.nvl_text_ypos = 8
define gui.nvl_text_width = 590
define gui.nvl_text_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 240
define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 780
define gui.nvl_thought_xalign = 0.0
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 450
define gui.nvl_button_xalign = 0.0
## Localization ################################################################
## This controls where a line break is permitted. The default is suitable
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language
define gui.language = "unicode"
################################################################################
## Mobile devices
################################################################################
init python:
## This increases the size of the quick buttons to make them easier to touch
## on tablets and phones.
@gui.variant
def touch():
gui.quick_button_borders = Borders(40, 14, 40, 0)
## This changes the size and spacing of various GUI elements to ensure they
## are easily visible on phones.
@gui.variant
def small():
## Font sizes.
gui.text_size = 30
gui.name_text_size = 36
gui.notify_text_size = 25
gui.interface_text_size = 36
gui.button_text_size = 34
gui.label_text_size = 36
## Adjust the location of the textbox.
gui.textbox_height = 240
gui.name_xpos = 80
gui.dialogue_xpos = 90
gui.dialogue_width = 1100
## Change the size and spacing of items in the game menu.
gui.choice_button_width = 1240
gui.navigation_spacing = 20
gui.pref_button_spacing = 10
gui.history_height = 190
gui.history_text_width = 690
## File button layout.
gui.file_slot_cols = 2
gui.file_slot_rows = 2
## NVL-mode.
gui.nvl_height = 170
gui.nvl_name_width = 305
gui.nvl_name_xpos = 325
gui.nvl_text_width = 915
gui.nvl_text_xpos = 345
gui.nvl_text_ypos = 5
gui.nvl_thought_width = 1240
gui.nvl_thought_xpos = 20
gui.nvl_button_width = 1240
gui.nvl_button_xpos = 20
## Quick buttons.
gui.quick_button_text_size = 20
################################################################################
## Initialization
################################################################################
## The init offset statement causes the init code in this file to run before
## init code in any other file.
init offset = -2
## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
gui.init(1280, 720)
################################################################################
## GUI Configuration Variables
################################################################################
## Colors ######################################################################
##
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#0099cc'
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#888888'
## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = '#aaaaaa'
## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#66c1e0'
## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = '#ffffff'
## The color used for a text button when it cannot be selected.
define gui.insensitive_color = '#5555557f'
## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = '#003d51'
define gui.hover_muted_color = '#005b7a'
## The colors used for dialogue and menu choice text.
define gui.text_color = '#ffffff'
define gui.interface_text_color = '#ffffff'
## Fonts and Font Sizes ########################################################
## The font used for in-game text.
define gui.text_font = "DejaVuSans.ttf"
## The font used for character names.
define gui.name_text_font = "DejaVuSans.ttf"
## The font used for out-of-game text.
define gui.interface_text_font = "DejaVuSans.ttf"
## The size of normal dialogue text.
define gui.text_size = 22
## The size of character names.
define gui.name_text_size = 30
## The size of text in the game's user interface.
define gui.interface_text_size = 24
## The size of labels in the game's user interface.
define gui.label_text_size = 28
## The size of text on the notify screen.
define gui.notify_text_size = 16
## The size of the game's title.
define gui.title_text_size = 50
## Main and Game Menus #########################################################
## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.jpg"
define gui.game_menu_background = "images/bg washington.jpg"
## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.
## The height of the textbox containing dialogue.
define gui.textbox_height = 185
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
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 = 240
define gui.name_ypos = 0
## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0
## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = None
## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)
## If True, the background of the namebox will be tiled, if False, the
## background of the namebox will be scaled.
define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 268
define gui.dialogue_ypos = 50
## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 744
## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0
## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed.
## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = None
## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(4, 4, 4, 4)
## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False
## The font used by the button.
define gui.button_text_font = gui.interface_text_font
## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size
## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color
## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
## is right).
define gui.button_text_xalign = 0.0
## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is
## used for.
##
## These customizations are used by the default interface:
define gui.radio_button_borders = Borders(25, 4, 4, 4)
define gui.check_button_borders = Borders(25, 4, 4, 4)
define gui.confirm_button_text_xalign = 0.5
define gui.page_button_borders = Borders(10, 4, 10, 4)
define gui.quick_button_borders = Borders(10, 4, 10, 0)
define gui.quick_button_text_size = 14
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.quick_button_text_selected_color = gui.accent_color
## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.
# define gui.navigation_button_width = 250
## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.
define gui.choice_button_width = 790
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(100, 5, 100, 5)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#cccccc"
define gui.choice_button_text_hover_color = "#ffffff"
## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot uses
## image files in gui/button, like the other kinds of buttons.
## The save slot button.
define gui.slot_button_width = 276
define gui.slot_button_height = 206
define gui.slot_button_borders = Borders(10, 10, 10, 10)
define gui.slot_button_text_size = 14
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 256
define config.thumbnail_height = 144
## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 3
define gui.file_slot_rows = 2
## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.
## The position of the left side of the navigation buttons, relative to the left
## side of the screen.
define gui.navigation_xpos = 40
## The vertical position of the skip indicator.
define gui.skip_ypos = 10
## The vertical position of the notify screen.
define gui.notify_ypos = 45
## The spacing between menu choices.
define gui.choice_spacing = 8
## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 4
## Controls the amount of spacing between preferences.
define gui.pref_spacing = 10
## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0
## The spacing between file page buttons.
define gui.page_spacing = 0
## The spacing between file slots.
define gui.slot_spacing = 10
## The position of the main menu text.
define gui.main_menu_text_xalign = 0.0
## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.
## Generic frames that are introduced by player code.
define gui.frame_borders = Borders(20, 8, 20, 8)
## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(40, 40, 40, 40)
## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(16, 5, 50, 5)
## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(16, 5, 40, 5)
## Should frame backgrounds be tiled?
define gui.frame_tile = False
## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars. All of the other
## bars are only used in creator-written code.
## The height of horizontal bars, scrollbars, and sliders. The width of vertical
## bars, scrollbars, and sliders.
define gui.bar_size = 36
define gui.scrollbar_size = 12
define gui.slider_size = 30
## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False
## Horizontal borders.
define gui.bar_borders = Borders(4, 4, 4, 4)
define gui.scrollbar_borders = Borders(4, 4, 4, 4)
define gui.slider_borders = Borders(4, 4, 4, 4)
## Vertical borders.
define gui.vbar_borders = Borders(4, 4, 4, 4)
define gui.vscrollbar_borders = Borders(4, 4, 4, 4)
define gui.vslider_borders = Borders(4, 4, 4, 4)
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"
## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.
## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250
## The height of a history screen entry, or None to make the height variable at
## the cost of performance.
define gui.history_height = 140
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = 150
define gui.history_name_ypos = 0
define gui.history_name_width = 150
define gui.history_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = 170
define gui.history_text_ypos = 5
define gui.history_text_width = 740
define gui.history_text_xalign = 0.0
## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 10, 0, 20)
## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = 115
## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 10
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 430
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 150
define gui.nvl_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 450
define gui.nvl_text_ypos = 8
define gui.nvl_text_width = 590
define gui.nvl_text_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 240
define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 780
define gui.nvl_thought_xalign = 0.0
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 450
define gui.nvl_button_xalign = 0.0
## Localization ################################################################
## This controls where a line break is permitted. The default is suitable
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language
define gui.language = "unicode"
################################################################################
## Mobile devices
################################################################################
init python:
## This increases the size of the quick buttons to make them easier to touch
## on tablets and phones.
@gui.variant
def touch():
gui.quick_button_borders = Borders(40, 14, 40, 0)
## This changes the size and spacing of various GUI elements to ensure they
## are easily visible on phones.
@gui.variant
def small():
## Font sizes.
gui.text_size = 30
gui.name_text_size = 36
gui.notify_text_size = 25
gui.interface_text_size = 36
gui.button_text_size = 34
gui.label_text_size = 36
## Adjust the location of the textbox.
gui.textbox_height = 240
gui.name_xpos = 80
gui.dialogue_xpos = 90
gui.dialogue_width = 1100
## Change the size and spacing of items in the game menu.
gui.choice_button_width = 1240
gui.navigation_spacing = 20
gui.pref_button_spacing = 10
gui.history_height = 190
gui.history_text_width = 690
## File button layout.
gui.file_slot_cols = 2
gui.file_slot_rows = 2
## NVL-mode.
gui.nvl_height = 170
gui.nvl_name_width = 305
gui.nvl_name_xpos = 325
gui.nvl_text_width = 915
gui.nvl_text_xpos = 345
gui.nvl_text_ypos = 5
gui.nvl_thought_width = 1240
gui.nvl_thought_xpos = 20
gui.nvl_button_width = 1240
gui.nvl_button_xpos = 20
## Quick buttons.
gui.quick_button_text_size = 20
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image logo blink:
image logo blink:
"logo base"
pause 0.5
linear .5 alpha 0.0
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example minigame:
example minigame:
init python:
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example translate_font:
example translate_font:
translate japanese python:
gui.text_font = "MTLc3m.ttf"
gui.name_text_font = "MTLc3m.ttf"
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testcase player_experience:
scroll "Bar" until "Player Experience"
click until "Yes."
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image bg band = Transform("concert1", zoom=.75)
image bg band = Transform("concert1", zoom=.75)
image logo small = Transform("logo base", zoom=.66)
image concert:
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label distribute:
label distribute:
e "One thing Ren'Py makes easy is building distributions of your visual novel so you can give it to players."
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# Declare an nvl-version of eileen.
# Declare an nvl-version of eileen.
example nvl1:
define nvle = Character(_("Eileen"), color="#c8ffc8", kind=nvl)
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#begin characters
#begin characters
define l = Character(_("Lucy"), color="#ffcccc")
#end characters
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label screen_displayables:
label screen_displayables:
e "There are quite a few screen displayables. Here, I'll tell you about some of the most important ones."
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