Jam13Yuuka/game/screens/dialogue_screens.rpy

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## Say screen ##################################################################
##
## The say screen is used to display dialogue to the player. It takes two
## parameters, who and what, which are the name of the speaking character and
## the text to be displayed, respectively. (The who parameter can be None if no
## name is given.)
##
## This screen must create a text displayable with id "what", as Ren'Py uses
## this to manage text display. It can also create displayables with id "who"
## and id "window" to apply style properties.
##
## https://www.renpy.org/doc/html/screen_special.html#say
screen say(who, what):
style_prefix "say"
window:
id "window"
if who is not None:
window:
id "namebox"
style "namebox"
text who id "who"
text what id "what"
## If there's a side image, display it in front of the text.
add SideImage() xalign 0.0 yalign 1.0
## Make the namebox available for styling through the Character object.
init python:
config.character_id_prefixes.append('namebox')
# Style for the dialogue window
style window:
xalign 0.5
yalign 0.975
xysize (1836, 348)
padding (100, 20, 40, 40)
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background Image("gui/textbox.png", xalign=0.5, yalign=1.0)
# Style for the dialogue
style say_dialogue:
adjust_spacing False
ypos 60
# The style for dialogue said by the narrator
style say_thought:
is say_dialogue
# Style for the box containing the speaker's name
style namebox:
xpos 20
xysize (None, None)
# background Frame("gui/namebox.png", 5, 5, 5, 5, tile=False, xalign=0.0)
padding (10, 10, 10, 10)
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# Style for the text with the speaker's name
style say_label:
color '#f93c3e'
xalign 0.0
yalign 0.5
size gui.name_text_size
font gui.name_text_font
## Quick Menu screen ###########################################################
##
## The quick menu is displayed in-game to provide easy access to the out-of-game
## menus.
screen quick_menu():
## Ensure this appears on top of other screens.
zorder 200
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if quick_menu:
hbox:
style_prefix "quick"
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spacing -5
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textbutton _("Back") action Rollback()
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textbutton _("Codex") action ShowMenu('category_welcome')
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textbutton _("History") action ShowMenu('history')
textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
textbutton _("Auto") action Preference("auto-forward", "toggle")
textbutton _("Save") action ShowMenu('save')
textbutton _("Prefs") action ShowMenu('preferences')
textbutton _("Relax") action HideInterface()
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## This code ensures that the quick_menu screen is displayed in-game, whenever
## the player has not explicitly hidden the interface.
init python:
config.overlay_screens.append("quick_menu")
default quick_menu = True
style quick_hbox:
xalign 0.5
yalign 1.0 yoffset -8
spacing 8
style quick_button:
background None
padding (15, 6, 15, 0)
style quick_button_text:
size 100
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selected_color '#f93c3e'
idle_color "#aaa"
## NVL screen ##################################################################
##
## This screen is used for NVL-mode dialogue and menus.
##
## https://www.renpy.org/doc/html/screen_special.html#nvl
screen nvl(dialogue, items=None):
window:
style "nvl_window"
has vbox
spacing 15
use nvl_dialogue(dialogue)
## Displays the menu, if given. The menu may be displayed incorrectly if
## config.narrator_menu is set to True.
for i in items:
textbutton i.caption:
action i.action
style "nvl_button"
add SideImage() xalign 0.0 yalign 1.0
screen nvl_dialogue(dialogue):
for d in dialogue:
window:
id d.window_id
fixed:
yfit True
if d.who is not None:
text d.who:
id d.who_id
text d.what:
id d.what_id
## This controls the maximum number of NVL-mode entries that can be displayed at
## once.
define config.nvl_list_length = 6
# The style for the NVL "textbox"
style nvl_window:
is default
xfill True yfill True
background "gui/nvl.png"
padding (0, 15, 0, 30)
# The style for the text of the speaker's name
style nvl_label:
is say_label
xpos 645 xanchor 1.0
ypos 0 yanchor 0.0
xsize 225
min_width 225
textalign 1.0
# The style for dialogue in NVL
style nvl_dialogue:
is say_dialogue
xpos 675
ypos 12
xsize 885
min_width 885
# The style for dialogue said by the narrator in NVL
style nvl_thought:
is nvl_dialogue
style nvl_button:
xpos 675
xanchor 0.0
## Bubble screen ###############################################################
##
## The bubble screen is used to display dialogue to the player when using speech
## bubbles. The bubble screen takes the same parameters as the say screen, must
## create a displayable with the id of "what", and can create displayables with
## the "namebox", "who", and "window" ids.
##
## https://www.renpy.org/doc/html/bubble.html#bubble-screen
screen bubble(who, what):
style_prefix "bubble"
window:
id "window"
if who is not None:
window:
id "namebox"
style "bubble_namebox"
text who:
id "who"
text what:
id "what"
style bubble_window:
is empty
xpadding 30
top_padding 5
bottom_padding 5
style bubble_namebox:
is empty
xalign 0.5
style bubble_who:
is default
xalign 0.5
textalign 0.5
color "#000"
style bubble_what:
is default
align (0.5, 0.5)
text_align 0.5
layout "subtitle"
color "#000"
define bubble.frame = Frame("gui/bubble.png", 55, 55, 55, 95)
define bubble.thoughtframe = Frame("gui/thoughtbubble.png", 55, 55, 55, 55)
define bubble.properties = {
"bottom_left" : {
"window_background" : Transform(bubble.frame, xzoom=1, yzoom=1),
"window_bottom_padding" : 27,
},
"bottom_right" : {
"window_background" : Transform(bubble.frame, xzoom=-1, yzoom=1),
"window_bottom_padding" : 27,
},
"top_left" : {
"window_background" : Transform(bubble.frame, xzoom=1, yzoom=-1),
"window_top_padding" : 27,
},
"top_right" : {
"window_background" : Transform(bubble.frame, xzoom=-1, yzoom=-1),
"window_top_padding" : 27,
},
"thought" : {
"window_background" : bubble.thoughtframe,
}
}
define bubble.expand_area = {
"bottom_left" : (0, 0, 0, 22),
"bottom_right" : (0, 0, 0, 22),
"top_left" : (0, 22, 0, 0),
"top_right" : (0, 22, 0, 0),
"thought" : (0, 0, 0, 0),
}