################################################################################ ## ## Achievements for Ren'Py by Feniks (feniksdev.itch.io / feniksdev.com) ## ################################################################################ ## This file contains code for an achievement system in Ren'Py. It is designed ## as a wrapper to the built-in achievement system, so it hooks into the ## Steam backend as well if you set up your achievement IDs the same as in ## the Steam backend. ## ## You don't have to register the achievements or anything with the backend, ## or worry about syncing - that's all automatically done for you when the ## achievements are declared and granted. ## ## To get started, declare a few achievements below. Some samples are included. ## You may also replace the `image locked_achievement` image with something ## appropriate - this image is used as the default "Locked" image for all your ## achievements unless you specify something else. ## ## Then you can make a button to go to your achievement gallery screen, e.g. # textbutton _("Achievements") action ShowMenu("achievement_gallery") ## This will show the achievement gallery screen, declared below. You can ## further customize it however you like. ## If you click on an achievement in the gallery during development (this will ## not happen in a release build), it will toggle the achievement on/off. ## This will also let you see the achievement popup screen, similarly declared ## below. It can be customized however you like. ## ## If you use this code in your projects, credit me as Feniks @ feniksdev.com ## ## Leave a comment on the tool page on itch.io or an issue on the GitHub ## if you run into any issues. ################################################################################ ################################################################################ ## CONFIGURATION ################################################################################ ## This is a configuration value which determines whether the in-game ## achievement popup should appear when Steam is detected. Since Steam ## already has its own built-in popup, you may want to set this to False ## if you don't want to show the in-game popup alongside it. ## The in-game popup will still work on non-Steam builds, such as builds ## released DRM-free on itch.io. define myconfig.INGAME_POPUP_WITH_STEAM = True ## The length of time the in-game popup spends hiding itself (see ## transform achievement_popout below). define myconfig.ACHIEVEMENT_HIDE_TIME = 1.0 ## True if the game should show in-game achievement popups when an ## achievement is earned. You can set this to False if you just want an ## achievement gallery screen and don't want any popups. define myconfig.SHOW_ACHIEVEMENT_POPUPS = True ## This can be set to a sound that plays when the achievement popup appears. ## None does not play a sound. define myconfig.ACHIEVEMENT_SOUND = None # "audio/sfx/achievement.ogg" ## If the sound plays, this sets the channel it will play on. The audio ## channel plays on the sfx mixer, and can play overlapping sounds if multiple ## achievements are earned at once. define myconfig.ACHIEVEMENT_CHANNEL = "audio" ## A callback, or list of callbacks, which are called when an achievement ## is granted. It is called with one argument, the achievement which ## was granted. It is only called if the achievement has not previously ## been earned. See the README for more information. define myconfig.ACHIEVEMENT_CALLBACK = [ ## This first example is an achievement which unlocks after two other ## achievements have been granted ("hidden_achievement" and ## "hidden_description"). #LinkedAchievement(hidden3=['hidden_achievement', 'hidden_description']), ## The second example is an achievement which unlocks after all achievements ## have been granted. This is a special case. # LinkedAchievement(platinum_achievement='all'), ] init python: ## This is a built-in configuration value. It will set the position of ## the Steam popup. You can change this to any of the following: ## "top_left", "top_right", "bottom_left", "bottom_right" ## You may want to use this to ensure any Steam notifications don't conflict ## with the position of the built-in notification, if you're using both. achievement.steam_position = None ################################################################################ ## DEFINING ACHIEVEMENTS ################################################################################ define long_term = Achievement( name=_("Long Term"), id="long_term", description=_("You left on your own."), locked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), unlocked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), hidden=True, ) define scare_tactics = Achievement( name=_("Scare Tactics"), id="scare_tactics", description=_("You frightened your students off."), locked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), unlocked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), hidden=True, ) define very_loud_quitting = Achievement( name=_("Very Loud Quitting"), id="very_loud_quitting", description=_("The faculty walked out on you."), locked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), unlocked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), hidden=True, ) define she_has_your_back = Achievement( name=_("She Has Your Back"), id="she_has_your_back", description=_("Either Reimu, Marisa, or Alice had your back."), locked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), unlocked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), hidden=True, ) define they_have_your_back = Achievement( name=_("They Have Your Back"), id="they_have_your_back", description=_("Your class had your back."), locked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), unlocked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), hidden=True, ) define hedgehog_dilemma_solved = Achievement( name=_("Hedgehog's Dilemma Solved"), id="hedgehog_dilemma_solved", description=_("You were proud and stubborn until the end."), locked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), unlocked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), hidden=True, ) define retroactive = Achievement( name=_("Retroactive"), id="retroactive", description=_("You made your decision."), locked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), unlocked_image=Transform("gui/blank.png", matrixcolor=SepiaMatrix()), hidden=True, ) # ## Replace this with whatever locked image you want to use as the default # ## for a locked achievement. # image locked_achievement = Text("?") # ## Example 1 ################################################################### # ## This is how you declare achievements. You will use `define` and NOT # ## `default`, so you can update the achievements later (you wouldn't want the # ## description to be tied to a specific save file, for example). # ## The order you declare achievements in is the order they will appear in the # ## achievement gallery, by default. # define sample_achievement = Achievement( # ## The human-readable name, as it'll appear in the popup and in the gallery. # name=_("Sample Achievement"), # ## The id is used for Steam integration, and should match whatever ID # ## you have set up in the Steam backend (if using). # id="sample_achievement", # ## Description. # description=_("This is a sample achievement."), # ## The image used in the popup and in the gallery once this achievement # ## is unlocked. # unlocked_image="gui/window_icon.png", # ## By default all achievements use the "locked_achievement" image (declared # ## above), but if you wanted to provide a different image, this is how # ## you would specify it. It's used in the achievement gallery when the # ## achievement is locked. # locked_image="locked_achievement", # ## All achievements are hidden=False by default, but you can change it to # ## hidden=True if you'd like the title/description to show as ??? in the # ## achievement gallery. See Examples 3 and 4 for examples of this. # hidden=False, # ) # ## You can grant an achievement in-game with `$ sample_achievement.grant()` # ## Example 2 ################################################################### # define progress_achievement = Achievement( # name=_("Progress Achievement"), # id="progress_achievement", # description=_("This is an achievement with a progress bar."), # unlocked_image=Transform("gui/window_icon.png", matrixcolor=InvertMatrix()), # ## To record progress, you need to specify a stat_max. This means you can # ## show a progress bar with % completion towards the achievement. It is # ## useful if, for example, you have an achievement counting how many # ## chapters the player has completed which unlocks when they have seen all # ## the chapters. # stat_max=12, # ## You can also provide a stat_modulo, which means the achievement is only # ## updated in the Steam backend every time the stat reaches a multiple of # ## the modulo. # ## Alternatively, this system also lets you set stat_update_percent instead, # ## so if you want it to update every 10% it progresses, you can set # # stat_update_percent=10 # ## This is most useful for achievements with a large number of steps, # ## like a general % completion achievement. Maybe there are 600 things to # ## complete for the achievement, but obviously 0.1% increments are pretty # ## meaningless so you can either set stat_modulo=6 or stat_update_percent=1 # ## and it will update Steam every 6 steps or every 1%. # ) # ## To update progress towards completion of this achievement, you can use # # $ progress_achievement.add_progress(1) # ## where 1 is how much progress is added to the stat (so, the first time it # ## is called for the above example it'd be 1/12, the second it'd be 2/12, etc). # ## # ## Alternatively, you can directly set the progress like: # # $ progress_achievement.progress(5) # ## This will directly set progress to 5, making the above example 5/12 for # ## example. This can be useful if you're doing something like using a set to # ## track unique progress towards the achievement e.g. # # $ persistent.seen_endings.add("end1") # # $ ending_achievement.progress(len(persistent.seen_endings)) # ## This will prevent the achievement from being added to multiple times if the # ## player sees the same ending multiple times. # ## Example 3 ################################################################### # ## This achievement is "hidden", that is, its name and description appear as # ## ??? in the achievement gallery until it is unlocked. # define hidden_achievement = Achievement( # name=_("Hidden Achievement"), # id="hidden_achievement", # description=_("This hidden achievement hides both the name and description."), # unlocked_image=Transform("gui/window_icon.png", matrixcolor=BrightnessMatrix(-1.0)), # hidden=True, ## The important bit that hides the name and description # ) # ## Example 4 ################################################################### # define hidden_description = Achievement( # name=_("Hidden Description"), # id="hidden_description", # description=_("This hidden achievement hides only the description."), # unlocked_image=Transform("gui/window_icon.png", matrixcolor=SepiaMatrix()), # hide_description=True, ## The important bit that hides only the description # ) # ## Example 5 ################################################################### # ## This achievement unlocks automatically when the other two hidden achievements # ## are unlocked. This is set up via myconfig.ACHIEVEMENT_CALLBACK earlier in # ## the file. # define hidden_double_unlock = Achievement( # name=_("You found it"), # id="hidden3", # description=_("This achievement unlocks automatically when the other two hidden achievements are unlocked."), # unlocked_image=Transform("gui/window_icon.png", matrixcolor=ContrastMatrix(0.0)), # hidden=True, # ## Besides just setting hide_description=True to set it to "???", you can # ## optionally provide your own custom description here, which is only # ## shown until the achievement is unlocked. # hide_description=_("Try unlocking the other two hidden achievements before this one."), # ) # ## Example 6 ################################################################### # ## This -2 makes sure it's declared before the other achievements. This is # ## so it shows up first in the list even though it's defined all the way down # ## here. # define -2 all_achievements = Achievement( # name=_("Platinum Achievement"), # id="platinum_achievement", # description=_("Congrats! You unlocked every achievement!"), # unlocked_image=Transform("gui/window_icon.png", matrixcolor=BrightnessMatrix(1.0)), # hide_description=_("Get all other achievements."), # ) ################################################################################ ## SCREENS ################################################################################ ## POPUP SCREEN ################################################################################ ## A screen which shows a popup for an achievement the first time ## it is obtained. You may modify this however you like. ## The relevant information is: ## a.name = the human-readable name of the achievement ## a.description = the description ## a.unlocked_image = the image of the achievement, now that it's unlocked ## a.timestamp = the time the achievement was unlocked at screen achievement_popup(a, tag, num): zorder 190 ## Allows multiple achievements to be slightly offset from each other. ## This number should be at least as tall as one achievement. default achievement_yoffset = num*170 frame: style_prefix 'achieve_popup' ## The transform that makes it pop out at achievement_popout() ## Offsets the achievement down if there are multiple yoffset achievement_yoffset has hbox add a.unlocked_image: ## Make sure the image is within a certain size. Useful because ## often popups are smaller than the full gallery image. ## In this case it will not exceed 95 pixels tall but will retain ## its dimensions. fit "contain" ysize 95 align (0.5, 0.5) vbox: text a.name size 100 text a.description size 100 ## Hide the screen after 5 seconds. You can change the time but shouldn't ## change the action. timer 5.0 action [Hide("achievement_popup"), Show('finish_animating_achievement', num=num, _tag=tag+"1")] style achieve_popup_frame: is confirm_frame align (0.0, 0.0) style achieve_popup_hbox: spacing 10 style achieve_popup_vbox: spacing 2 ## A transform that pops the achievement out from the left side of ## the screen and bounces it slightly into place, then does the ## reverse when the achievement is hidden. transform achievement_popout(): ## The `on show` event occurs when the screen is first shown. on show: ## Align it off-screen at the left. Note that no y information is ## given, as that is handled on the popup screen. xpos 0.0 xanchor 1.0 ## Ease it on-screen easein_back 1.0 xpos 0.0 xanchor 0.0 ## The `on hide, replaced` event occurs when the screen is hidden. on hide, replaced: ## Ease it off-screen again. ## This uses the hide time above so it supports displaying multiple ## achievements at once. easeout_back myconfig.ACHIEVEMENT_HIDE_TIME xpos 0.0 xanchor 1.0 ################################################################################ ## ACHIEVEMENT GALLERY SCREEN ################################################################################ ## The screen displaying a list of the achievements the player has earned. ## Feel free to update the styling for this however you like; this is just one ## way to display the various information. screen ending_gallery(): tag menu add VBox(Transform("#292835", ysize=110), "#21212db2") # Background ############################################################################ ## Version 1 ############################################################### ## If you're using a default template/typical Ren'Py layout, uncomment ## the following: # use game_menu(_("Achievement Gallery"), scroll='viewport'): ############################################################################ ## Version 2 ############################################################### ## Otherwise, if you'd like this to be independent of the game menu, ## use the following: if main_menu: textbutton _("Return") action Return(): style "return_button" align (1.0, 1.0) viewport: mousewheel True draggable True pagekeys True scrollbars "vertical" xalign 0.5 yalign 0.5 xsize int(config.screen_width*0.6) ysize int(config.screen_height*0.7) xfill False yfill False has vbox spacing 20 ############################################################################ ## Version 3 ############################################################### ## You might also consider a vpgrid layout like so: # textbutton _("Return") action Return() align (1.0, 1.0) # vpgrid: # cols 2 # mousewheel True draggable True pagekeys True # scrollbars "vertical" # xalign 0.5 yalign 0.5 # xsize 1500 ysize int(config.screen_height*0.7) # yspacing 70 xspacing 50 ############################################################################ ## This list contains every achievement you declared. You can also ## create your own lists to iterate over, if desired. That would be ## useful if you wanted to group achievements by category, for example. for a in Achievement.all_achievements: button: style_prefix 'achievement' ## During development, you can click on achievements in the ## gallery and they will toggle on/off. if config.developer: action a.Toggle() has hbox # if a.idle_img: # fixed: # align (0.5, 0.5) # xysize (155, 155) # add a.idle_img fit "scale-down" ysize 155 align (0.5, 0.5) # else: # null width -10 vbox: text a.name size 100 text a.description size 100 # if a.has(): # ## There are two ways to display the timestamp. The # ## first is automatically formatted like # ## Unlocked Sep 14, 2023 @ 6:45 PM # text a.timestamp size 100 # ## If you want to format it yourself, you can use # ## the get_timestamp method: # # text __("Achieved at ") + a.get_timestamp(__("%H:%M on %Y/%m/%d")) # ## The above example would display the timestamp like: # ## Achieved at 18:45 on 2023/09/14 # ## See https://strftime.org/ for formatting # ## Note also the double underscores for translation. # elif a.stat_max: # # Has a bar to show stat progress. # ## NOTE: If you don't want to show the progress *bar*, # ## you can remove this entire block (or potentially just # ## keep the text and not the bar if you like). # fixed: # fit_first True # bar value a.stat_progress range a.stat_max: # style 'achievement_bar' # text "[a.stat_progress]/[a.stat_max]": # style_suffix "progress_text" ## So there's a bit of space at the bottom after scrolling all the way. null height 100 ## A header that shows how many achievements you've earned, out of ## the total number of achievements in the game. Feel free to remove ## or relocate this. label __("Endings: ") + "{earned}/{total}".format( earned=Achievement.num_earned(), total=Achievement.num_total()): text_size 100 xalign 0.5 text_color "#f93c3e" top_padding 15 ## This is an example of a button you might have during development which ## will reset all achievement progress at once. It can also be provided ## to players if you'd like them to be able to reset their achievement ## progress. if main_menu: textbutton "Reset Progress" action Achievement.Reset() align (1.0, 0.0) style achievement_button: size_group 'achievement' xmaximum 750 style achievement_label: padding (2, 2) style achievement_label_text: size 40 color "#ff8335" style achievement_hbox: spacing 10 style achievement_vbox: spacing 2 style achievement_bar: xmaximum 600