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screens.rpy
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screens.rpy
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## Initialization
################################################################################
init offset = -1
################################################################################
## Styles
################################################################################
style default:
font gui.default_font
size gui.text_size
color gui.text_color
outlines [(2, "#000000aa", 0, 0)]
line_overlap_split 1
line_spacing 1
style default_monika is normal:
slow_cps 30
style edited is default:
font "gui/font/VerilySerifMono.otf"
kerning 8
outlines [(10, "#000", 0, 0)]
xpos gui.text_xpos
xanchor gui.text_xalign
xsize gui.text_width
ypos gui.text_ypos
text_align gui.text_xalign
layout ("subtitle" if gui.text_xalign else "tex")
style normal is default:
xpos gui.text_xpos
xanchor gui.text_xalign
xsize gui.text_width
ypos gui.text_ypos
text_align gui.text_xalign
layout ("subtitle" if gui.text_xalign else "tex")
style input:
color gui.accent_color
style hyperlink_text:
color gui.accent_color
hover_color gui.hover_color
hover_underline True
style splash_text:
size 24
color "#000"
font gui.default_font
text_align 0.5
outlines []
style poemgame_text:
yalign 0.5
font "gui/font/Halogen.ttf"
size 30
color "#000"
outlines []
hover_xoffset -3
hover_outlines [(3, "#fef", 0, 0), (2, "#fcf", 0, 0), (1, "#faf", 0, 0)]
style gui_text:
font gui.interface_font
color gui.interface_text_color
size gui.interface_text_size
style button:
properties gui.button_properties("button")
style button_text is gui_text:
properties gui.button_text_properties("button")
yalign 0.5
style label_text is gui_text:
color gui.accent_color
size gui.label_text_size
style prompt_text is gui_text:
color gui.text_color
size gui.interface_text_size
#style bar:
# ysize gui.bar_size
# left_bar Frame("gui/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
# right_bar Frame("gui/bar/right.png", gui.bar_borders, tile=gui.bar_tile)
style vbar:
xsize gui.bar_size
top_bar Frame("gui/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
bottom_bar Frame("gui/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)
style bar:
ysize 18
base_bar Frame("gui/scrollbar/horizontal_poem_bar.png", tile=False)
thumb Frame("gui/scrollbar/horizontal_poem_thumb.png", top=6, right=6, tile=True)
style scrollbar:
ysize 18
base_bar Frame("gui/scrollbar/horizontal_poem_bar.png", tile=False)
thumb Frame("gui/scrollbar/horizontal_poem_thumb.png", top=6, right=6, tile=True)
unscrollable "hide"
bar_invert True
style vscrollbar:
xsize 18
base_bar Frame("gui/scrollbar/vertical_poem_bar.png", tile=False)
thumb Frame("gui/scrollbar/vertical_poem_thumb.png", left=6, top=6, tile=True)
unscrollable "hide"
bar_invert True
#style vscrollbar:
# xsize gui.scrollbar_size
# base_bar Frame("gui/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
# thumb Frame("gui/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
style slider:
ysize 18
base_bar Frame("gui/scrollbar/horizontal_poem_bar.png", tile=False)
thumb "gui/slider/horizontal_hover_thumb.png"
style vslider:
xsize gui.slider_size
base_bar Frame("gui/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
thumb "gui/slider/vertical_[prefix_]thumb.png"
style frame:
padding gui.frame_borders.padding
background Frame("gui/frame.png", gui.frame_borders, tile=gui.frame_tile)
################################################################################
## In-game screens
################################################################################
## Say screen ##################################################################
##
## The say screen is used to display dialogue to the player. It takes two
## parameters, who and what, which are the name of the speaking character and
## the text to be displayed, respectively. (The who parameter can be None if no
## name is given.)
##
## This screen must create a text displayable with id "what", as Ren'Py uses
## this to manage text display. It can also create displayables with id "who"
## and id "window" to apply style properties.
##
## https://www.renpy.org/doc/html/screen_special.html#say
screen say(who, what):
style_prefix "say"
window:
id "window"
text what id "what"
if who is not None:
window:
style "namebox"
text who id "who"
# If there's a side image, display it above the text. Do not display
# on the phone variant - there's no room.
if not renpy.variant("small"):
add SideImage() xalign 0.0 yalign 1.0
use quick_menu
style window is default
style say_label is default
style say_dialogue is default
style say_thought is say_dialogue
style namebox is default
style namebox_label is say_label
style window:
xalign 0.5
xfill True
yalign gui.textbox_yalign
ysize gui.textbox_height
background Image("gui/textbox.png", xalign=0.5, yalign=1.0)
style window_monika is window:
background Image("gui/textbox_monika.png", xalign=0.5, yalign=1.0)
style namebox:
xpos gui.name_xpos
xanchor gui.name_xalign
xsize gui.namebox_width
ypos gui.name_ypos
ysize gui.namebox_height
background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile, xalign=gui.name_xalign)
padding gui.namebox_borders.padding
style say_label:
color gui.accent_color
font gui.name_font
size gui.name_text_size
xalign gui.name_xalign
yalign 0.5
outlines [(3, "#b59", 0, 0), (1, "#b59", 1, 1)]
style say_dialogue:
xpos gui.text_xpos
xanchor gui.text_xalign
xsize gui.text_width
ypos gui.text_ypos
text_align gui.text_xalign
layout ("subtitle" if gui.text_xalign else "tex")
image ctc:
xalign 0.81 yalign 0.98 xoffset -5 alpha 0.0 subpixel True
"gui/ctc.png"
block:
easeout 0.75 alpha 1.0 xoffset 0
easein 0.75 alpha 0.5 xoffset -5
repeat
## Input screen ################################################################
##
## This screen is used to display renpy.input. The prompt parameter is used to
## pass a text prompt in.
##
## This screen must create an input displayable with id "input" to accept the
## various input parameters.
##
## http://www.renpy.org/doc/html/screen_special.html#input
image input_caret:
Solid("#b59")
size (2,25) subpixel True
block:
linear 0.35 alpha 0
linear 0.35 alpha 1
repeat
screen input(prompt):
style_prefix "input"
window:
vbox:
xpos gui.text_xpos
xanchor 0.5
ypos gui.text_ypos
text prompt style "input_prompt"
input id "input"
style input_prompt is default
style input_prompt:
xmaximum gui.text_width
xalign gui.text_xalign
text_align gui.text_xalign
style input:
caret "input_caret"
xmaximum gui.text_width
xalign 0.5
text_align 0.5
## Choice screen ###############################################################
##
## This screen is used to display the in-game choices presented by the menu
## statement. The one parameter, items, is a list of objects, each with caption
## and action fields.
##
## http://www.renpy.org/doc/html/screen_special.html#choice
screen choice(items):
style_prefix "choice"
vbox:
for i in items:
textbutton i.caption action i.action
## When this is true, menu captions will be spoken by the narrator. When false,
## menu captions will be displayed as empty buttons.
define config.narrator_menu = True
style choice_vbox is vbox
style choice_button is button
style choice_button_text is button_text
style choice_vbox:
xalign 0.5
ypos 270
yanchor 0.5
spacing gui.choice_spacing
style choice_button is default:
properties gui.button_properties("choice_button")
hover_sound gui.hover_sound
activate_sound gui.activate_sound
style choice_button_text is default:
properties gui.button_text_properties("choice_button")
outlines []
init python:
def RigMouse():
currentpos = renpy.get_mouse_pos()
targetpos = [640, 345]
if currentpos[1] < targetpos[1]:
renpy.display.draw.set_mouse_pos((currentpos[0] * 9 + targetpos[0]) / 10.0, (currentpos[1] * 9 + targetpos[1]) / 10.0)
screen rigged_choice(items):
style_prefix "choice"
vbox:
for i in items:
textbutton i.caption action i.action
timer 1.0/30.0 repeat True action Function(RigMouse)
## When this is true, menu captions will be spoken by the narrator. When false,
## menu captions will be displayed as empty buttons.
define config.narrator_menu = True
style choice_vbox is vbox
style choice_button is button
style choice_button_text is button_text
style choice_vbox:
xalign 0.5
ypos 270
yanchor 0.5
spacing gui.choice_spacing
style choice_button is default:
properties gui.button_properties("choice_button")
hover_sound gui.hover_sound
activate_sound gui.activate_sound
style choice_button_text is default:
properties gui.button_text_properties("choice_button")
outlines []
## Quick Menu screen ###########################################################
##
## The quick menu is displayed in-game to provide easy access to the out-of-game
## menus.
screen quick_menu():
# Ensure this appears on top of other screens.
zorder 100
if quick_menu:
# Add an in-game quick menu.
hbox:
style_prefix "quick"
xalign 0.5
yalign 0.995
#textbutton _("Back") action Rollback()
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 _("Load") action ShowMenu('load')
#textbutton _("Q.Save") action QuickSave()
#textbutton _("Q.Load") action QuickLoad()
textbutton _("Settings") action ShowMenu('preferences')
## This code ensures that the quick_menu screen is displayed in-game, whenever
## the player has not explicitly hidden the interface.
#init python:
# config.overlay_screens.append("quick_menu")
default quick_menu = True
#style quick_button is default
#style quick_button_text is button_text
style quick_button:
properties gui.button_properties("quick_button")
activate_sound gui.activate_sound
style quick_button_text:
properties gui.button_text_properties("quick_button")
outlines []
################################################################################
# Main and Game Menu Screens
################################################################################
## Navigation screen ###########################################################
##
## This screen is included in the main and game menus, and provides navigation
## to other menus, and to start the game.
init python:
def FinishEnterName():
if not player: return
renpy.hide_screen("name_input")
renpy.jump_out_of_context("start")
screen navigation():
vbox:
style_prefix "navigation"
xpos gui.navigation_xpos
yalign 0.8
spacing gui.navigation_spacing
if not persistent.autoload or not main_menu:
if main_menu:
if persistent.playthrough == 1:
textbutton _("ŔŗñĮ¼»ŧþŀÂŻŕěōì«") action If(persistent.playername, true=Start(), false=Show(screen="name_input", message="Please enter your name", ok_action=Function(FinishEnterName)))
else:
textbutton _("New Game") action If(persistent.playername, true=Start(), false=Show(screen="name_input", message="Please enter your name", ok_action=Function(FinishEnterName)))
else:
textbutton _("History") action [ShowMenu("history"), SensitiveIf(renpy.get_screen("history") == None)]
textbutton _("Save Game") action [ShowMenu("save"), SensitiveIf(renpy.get_screen("save") == None)]
textbutton _("Load Game") action [ShowMenu("load"), SensitiveIf(renpy.get_screen("load") == None)]
if _in_replay:
textbutton _("End Replay") action EndReplay(confirm=True)
elif not main_menu:
if persistent.playthrough != 3:
textbutton _("Main Menu") action MainMenu()
else:
textbutton _("Main Menu") action NullAction()
textbutton _("Settings") action [ShowMenu("preferences"), SensitiveIf(renpy.get_screen("preferences") == None)]
#textbutton _("About") action ShowMenu("about")
if renpy.variant("pc"):
## Help isn't necessary or relevant to mobile devices.
textbutton _("Help") action Help("README.html")
## The quit button is banned on iOS and unnecessary on Android.
textbutton _("Quit") action Quit(confirm=not main_menu)
else:
timer 1.75 action Start("autoload_yurikill")
style navigation_button is gui_button
style navigation_button_text is gui_button_text
style navigation_button:
size_group "navigation"
properties gui.button_properties("navigation_button")
hover_sound gui.hover_sound
activate_sound gui.activate_sound
style navigation_button_text:
properties gui.button_text_properties("navigation_button")
font "gui/font/RifficFree-Bold.ttf"
color "#fff"
outlines [(4, "#b59", 0, 0), (2, "#b59", 2, 2)]
hover_outlines [(4, "#fac", 0, 0), (2, "#fac", 2, 2)]
insensitive_outlines [(4, "#fce", 0, 0), (2, "#fce", 2, 2)]
## Main Menu screen ############################################################
##
## Used to display the main menu when Ren'Py 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
style_prefix "main_menu"
if persistent.ghost_menu:
add "white"
add "menu_art_y_ghost"
add "menu_art_n_ghost"
else:
add "menu_bg"
add "menu_art_y"
add "menu_art_n"
add "menu_art_m"
add "menu_art_s"
frame:
pass
## The use statement includes another screen inside this one. The actual
## contents of the main menu are in the navigation screen.
use navigation
if gui.show_name:
vbox:
text "[config.name!t]":
style "main_menu_title"
text "[config.version]":
style "main_menu_version"
if not persistent.ghost_menu:
add "menu_particles"
add "menu_particles"
add "menu_particles"
add "menu_logo"
if persistent.ghost_menu:
add "menu_art_s_ghost"
add "menu_art_m_ghost"
else:
if persistent.playthrough == 1 or persistent.playthrough == 2:
add "menu_art_s_glitch"
else:
add "menu_art_s"
add "menu_particles"
if persistent.playthrough != 4:
add "menu_art_m"
add "menu_fade"
key "K_ESCAPE" action Quit(confirm=False)
style main_menu_frame is empty
style main_menu_vbox is vbox
style main_menu_text is gui_text
style main_menu_title is main_menu_text
style main_menu_version is main_menu_text:
color "#000000"
size 16
outlines []
style main_menu_frame:
xsize 310
yfill True
background "menu_nav"
style main_menu_vbox:
xalign 1.0
xoffset -20
xmaximum 800
yalign 1.0
yoffset -20
style main_menu_text:
xalign 1.0
layout "subtitle"
text_align 1.0
color gui.accent_color
style main_menu_title:
size gui.title_text_size
## Game Menu screen ############################################################
##
## This lays out the basic common structure of a game menu screen. It's called
## with the screen title, and displays the background, title, and navigation.
##
## The scroll parameter can be None, or one of "viewport" or "vpgrid". When this
## screen is intended to be used with one or more children, which are
## transcluded (placed) inside it.
screen game_menu_m():
$ persistent.menu_bg_m = True
add "gui/menu_bg_m.png"
timer 0.3 action Hide("game_menu_m")
screen game_menu(title, scroll=None):
# Add the backgrounds.
if main_menu:
add gui.main_menu_background
else:
key "mouseup_3" action Return()
add gui.game_menu_background
style_prefix "game_menu"
frame:
style "game_menu_outer_frame"
hbox:
# Reserve space for the navigation section.
frame:
style "game_menu_navigation_frame"
frame:
style "game_menu_content_frame"
if scroll == "viewport":
viewport:
scrollbars "vertical"
mousewheel True
draggable True
yinitial 1.0
side_yfill True
vbox:
transclude
elif scroll == "vpgrid":
vpgrid:
cols 1
yinitial 1.0
scrollbars "vertical"
mousewheel True
draggable True
side_yfill True
transclude
else:
transclude
use navigation
if not main_menu and persistent.playthrough == 2 and not persistent.menu_bg_m and renpy.random.randint(0, 49) == 0:
on "show" action Show("game_menu_m")
textbutton _("Return"):
style "return_button"
action Return()
label title
if main_menu:
key "game_menu" action ShowMenu("main_menu")
style game_menu_outer_frame is empty
style game_menu_navigation_frame is empty
style game_menu_content_frame is empty
style game_menu_viewport is gui_viewport
style game_menu_side is gui_side
style game_menu_scrollbar is gui_vscrollbar
style game_menu_label is gui_label
style game_menu_label_text is gui_label_text
style return_button is navigation_button
style return_button_text is navigation_button_text
style game_menu_outer_frame:
bottom_padding 30
top_padding 120
background "gui/overlay/game_menu.png"
style game_menu_navigation_frame:
xsize 280
yfill True
style game_menu_content_frame:
left_margin 40
right_margin 20
top_margin 10
style game_menu_viewport:
xsize 920
style game_menu_vscrollbar:
unscrollable gui.unscrollable
style game_menu_side:
spacing 10
style game_menu_label:
xpos 50
ysize 120
style game_menu_label_text:
font "gui/font/RifficFree-Bold.ttf"
size gui.title_text_size
color "#fff"
outlines [(6, "#b59", 0, 0), (3, "#b59", 2, 2)]
yalign 0.5
style return_button:
xpos gui.navigation_xpos
yalign 1.0
yoffset -30
## About screen ################################################################
##
## This screen gives credit and copyright information about the game and Ren'Py.
##
## There's nothing special about this screen, and hence it also serves as an
## example of how to make a custom screen.
screen about():
tag menu
## This use statement includes the game_menu screen inside this one. The
## vbox child is then included inside the viewport inside the game_menu
## screen.
use game_menu(_("About"), scroll="viewport"):
style_prefix "about"
vbox:
label "[config.name!t]"
text _("Version [config.version!t]\n")
## gui.about is usually set in options.rpy.
if gui.about:
text "[gui.about!t]\n"
text _("Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]")
## This is redefined in options.rpy to add text to the about screen.
define gui.about = ""
style about_label is gui_label
style about_label_text is gui_label_text
style about_text is gui_text
style about_label_text:
size gui.label_text_size
## Load and Save screens #######################################################
##
## These screens are responsible for letting the player save the game and load
## it again. Since they share nearly everything in common, both are implemented
## in terms of a third screen, file_slots.
##
## https://www.renpy.org/doc/html/screen_special.html#save
## https://www.renpy.org/doc/html/screen_special.html#load
screen save():
tag menu
use file_slots(_("Save"))
screen load():
tag menu
use file_slots(_("Load"))
init python:
def FileActionMod(name, page=None, **kwargs):
if persistent.playthrough == 1 and not persistent.deleted_saves and renpy.current_screen().screen_name[0] == "load" and FileLoadable(name):
return Show(screen="dialog", message="File error: \"characters/sayori.chr\"\n\nThe file is missing or corrupt.",
ok_action=Show(screen="dialog", message="The save file is corrupt. Starting a new game.", ok_action=Function(renpy.full_restart, label="start")))
elif persistent.playthrough == 3 and renpy.current_screen().screen_name[0] == "save":
return Show(screen="dialog", message="There's no point in saving anymore.\nDon't worry, I'm not going anywhere.", ok_action=Hide("dialog"))
else:
return FileAction(name)
screen file_slots(title):
default page_name_value = FilePageNameInputValue()
use game_menu(title):
fixed:
## This ensures the input will get the enter event before any of the
## buttons do.
order_reverse True
# The page name, which can be edited by clicking on a button.
button:
style "page_label"
#key_events True
xalign 0.5
#action page_name_value.Toggle()
input:
style "page_label_text"
value page_name_value
## The grid of file slots.
grid gui.file_slot_cols gui.file_slot_rows:
style_prefix "slot"
xalign 0.5
yalign 0.5
spacing gui.slot_spacing
for i in range(gui.file_slot_cols * gui.file_slot_rows):
$ slot = i + 1
button:
action FileActionMod(slot)
has vbox
add FileScreenshot(slot) xalign 0.5
text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("empty slot")):
style "slot_time_text"
text FileSaveName(slot):
style "slot_name_text"
key "save_delete" action FileDelete(slot)
## Buttons to access other pages.
hbox:
style_prefix "page"
xalign 0.5
yalign 1.0
spacing gui.page_spacing
#textbutton _("<") action FilePagePrevious(max=9, wrap=True)
#textbutton _("{#auto_page}A") action FilePage("auto")
#textbutton _("{#quick_page}Q") action FilePage("quick")
# range(1, 10) gives the numbers from 1 to 9.
for page in range(1, 10):
textbutton "[page]" action FilePage(page)
#textbutton _(">") action FilePageNext(max=9, wrap=True)
style page_label is gui_label
style page_label_text is gui_label_text
style page_button is gui_button
style page_button_text is gui_button_text
style slot_button is gui_button
style slot_button_text is gui_button_text
style slot_time_text is slot_button_text
style slot_name_text is slot_button_text
style page_label:
xpadding 50
ypadding 3
style page_label_text:
color "#000"
outlines []
text_align 0.5
layout "subtitle"
hover_color gui.hover_color
style page_button:
properties gui.button_properties("page_button")
style page_button_text:
properties gui.button_text_properties("page_button")
outlines []
style slot_button:
properties gui.button_properties("slot_button")
style slot_button_text:
properties gui.button_text_properties("slot_button")
color "#666"
outlines []
## Preferences screen ##########################################################
##
## The preferences screen allows the player to configure the game to better suit
## themselves.
##
## https://www.renpy.org/doc/html/screen_special.html#preferences
screen preferences():
tag menu
if renpy.mobile:
$ cols = 2
else:
$ cols = 4
use game_menu(_("Settings"), scroll="viewport"):
vbox:
xoffset 50
hbox:
box_wrap True
if renpy.variant("pc"):
vbox:
style_prefix "radio"
label _("Display")
textbutton _("Window") action Preference("display", "window")
textbutton _("Fullscreen") action Preference("display", "fullscreen")
if config.developer:
vbox:
style_prefix "radio"
label _("Rollback Side")
textbutton _("Disable") action Preference("rollback side", "disable")
textbutton _("Left") action Preference("rollback side", "left")
textbutton _("Right") action Preference("rollback side", "right")
vbox:
style_prefix "check"
label _("Skip")
textbutton _("Unseen Text") action Preference("skip", "toggle")
textbutton _("After Choices") action Preference("after choices", "toggle")
#textbutton _("Transitions") action InvertSelected(Preference("transitions", "toggle"))
## Additional vboxes of type "radio_pref" or "check_pref" can be
## added here, to add additional creator-defined preferences.
null height (4 * gui.pref_spacing)
hbox:
style_prefix "slider"
box_wrap True
vbox:
label _("Text Speed")
#bar value Preference("text speed")
bar value FieldValue(_preferences, "text_cps", range=180, max_is_zero=False, style="slider", offset=20)
label _("Auto-Forward Time")
bar value Preference("auto-forward time")
vbox:
if config.has_music:
label _("Music Volume")
hbox:
bar value Preference("music volume")
if config.has_sound:
label _("Sound Volume")
hbox: