forked from SilverStudioGames/WTS
80 lines
3.9 KiB
Plaintext
80 lines
3.9 KiB
Plaintext
|
default main_room = Room("main_room")
|
||
|
|
||
|
default fireplace_OBJ = RoomObject(main_room, "fireplace", pos=(693, 277), idle="fireplace_idle_shadow", focus_mask="fireplace_hover", foreground=None, action=Jump("fireplace"), tooltip="Light/Extinguish")
|
||
|
default cupboard_OBJ = RoomObject(main_room, "cupboard", pos=(260, 280), idle="cupboard_idle", action=Jump("cupboard"), tooltip="Rummage")
|
||
|
default phoenix_OBJ = RoomObject(main_room, "phoenix", pos=(557, 272), idle="phoenix_idle", hover="phoenix_hover", focus_mask="phoenix_idle", background="phoenix_feather", action=Jump("phoenix"), tooltip="Interact")
|
||
|
default door_OBJ = RoomObject(main_room, "door", pos=(898, 315), idle="door_idle", focus_mask="door_hover", action=Jump("door"), tooltip="Summon")
|
||
|
default candleL_OBJ = RoomObject(main_room, "candle_left", pos=(350, 160), idle="candle_left", foreground=None, action=ToggleVariable("candleL_OBJ.foreground", "candle_fire", None), zorder=3)
|
||
|
default candleR_OBJ = RoomObject(main_room, "candle_right", pos=(833, 225), idle="candle_right", foreground=None, action=ToggleVariable("candleR_OBJ.foreground", "candle_fire", None), zorder=3)
|
||
|
default desk_OBJ = RoomObject(main_room, "desk", pos=(370, 336), idle="ch_gen sit_behind_desk", hover="ch_gen sit_behind_desk_hover", focus_mask="ch_gen sit_behind_desk", action=Jump("desk"), hovered=Show("gui_tooltip", img="emo_exclaim", xx=335, yy=210), unhovered=Hide("gui_tooltip"), tooltip="Desk", zorder=1)
|
||
|
default poster_OBJ = RoomObject(main_room, "poster", pos=(364, 285), idle=Null(127, 166), action=Jump("enlarge_poster"), zorder=-1)
|
||
|
default trophy_OBJ = RoomObject(main_room, "trophy", pos=(650, 120), idle=Null(), action=None, zorder=-1)
|
||
|
default chair_OBJ = RoomObject(main_room, "chair", pos=(793, 300), idle="chair_right", action=None, zorder=0)
|
||
|
default chair_left_OBJ = RoomObject(main_room, "chair", pos=(333, 300), idle="chair_left", action=None, zorder=0, hidden=True)
|
||
|
|
||
|
default owl_OBJ = RoomObject(main_room, "owl", pos=(455, 289), idle="owl_letter", hover="owl_letter_hover", action=Jump("letter_open_all"), tooltip="Check Mail", hidden=True, anchor=(0.5, 1.0))
|
||
|
default parcel_OBJ = RoomObject(main_room, "parcel", pos=(402, 290), idle="parcel", action=Jump("parcel_open_all"), tooltip="Check Parcel", hidden=True, anchor=(0.5, 1.0))
|
||
|
|
||
|
default rug_OBJ = RoomObject(main_room, "rug", pos=(482, 392), idle=Null(), action=None, zorder=0)
|
||
|
default chandelier_OBJ = RoomObject(main_room, "chandelier", pos=(536, 24), idle=Null(), action=None, zorder=5)
|
||
|
default window_OBJ = RoomObject(main_room, "window", pos=(459, 192), idle=Null(), action=None, zorder=0)
|
||
|
|
||
|
screen main_room():
|
||
|
tag room
|
||
|
zorder 0
|
||
|
sensitive room_menu_active
|
||
|
|
||
|
default objects = sorted(main_room.objects, key=lambda x: x.zorder)
|
||
|
|
||
|
# Hotkeys
|
||
|
if room_menu_active and game.day > 1 and not renpy.android:
|
||
|
use hotkeys_main
|
||
|
|
||
|
use weather
|
||
|
|
||
|
# Walls
|
||
|
if game.daytime:
|
||
|
add "main_room_idle_day"
|
||
|
else:
|
||
|
add "main_room_idle_night"
|
||
|
|
||
|
for obj in objects:
|
||
|
imagebutton:
|
||
|
anchor obj.get_anchor()
|
||
|
pos obj.get_pos()
|
||
|
idle obj.get_idle()
|
||
|
hover obj.get_hover()
|
||
|
foreground obj.foreground
|
||
|
background obj.background
|
||
|
focus_mask obj.focus_mask
|
||
|
tooltip obj.tooltip
|
||
|
hovered obj.hovered
|
||
|
unhovered obj.unhovered
|
||
|
action obj.get_action()
|
||
|
|
||
|
label main_room:
|
||
|
call room("main_room", stop_sound=False)
|
||
|
call reset_menu_position
|
||
|
call music_block
|
||
|
call gen_walk(action="enter", xpos="desk", ypos="base", speed=1.5)
|
||
|
call gen_chibi("sit_behind_desk")
|
||
|
with d3
|
||
|
|
||
|
if game.daytime:
|
||
|
jump day_resume
|
||
|
else:
|
||
|
jump night_resume
|
||
|
|
||
|
# Return to main_room at menu point (after quests and events)
|
||
|
# Used to return from main room interactions
|
||
|
label main_room_menu:
|
||
|
hide screen bld1
|
||
|
with d3
|
||
|
|
||
|
call reset_menu_position
|
||
|
|
||
|
if game.daytime:
|
||
|
jump day_resume
|
||
|
else:
|
||
|
jump night_resume
|