forked from SilverStudioGames/WTS
LoafyLemon
5c952fe7da
* Added language switch option (WIP) * Fixed translation generation cache cleanup * Fixed python strings being untranslatable (partially)
71 lines
2.3 KiB
Plaintext
71 lines
2.3 KiB
Plaintext
label update_snape:
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$ snape_flip = 1
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return
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define character.snape_say = Character(_("Severus Snape"), show_icon="snape")
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init python:
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def sna(what, face=None, xpos=None, ypos=None, pos=None, flip=None, trans=None, animation=False, wand=False, **kwargs):
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global snape_xpos, snape_ypos, snape_face, snape_animation, snape_zorder, snape_flip, snape_zoom
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redraw = False
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tag = "snape_main"
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layer = "screens"
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#showing = renpy.showing(name=tag, layer=layer)
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if xpos != None or ypos != None:
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xpos = snape_xpos if xpos == None else sprite_pos.get("x").get(xpos, xpos)
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ypos = snape_ypos if ypos == None else sprite_pos.get("y").get(ypos, ypos)
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snape_xpos = xpos
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snape_ypos = ypos
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redraw = True
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head_ypos = sprite_pos.get("y").get("head")
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head_only = snape_ypos == head_ypos
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# The easiest way to fix image positions for Snape is to use offsets.
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# It's not ideal, but it's better than having to change all calls manually.
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if snape_ypos in ("head", head_ypos):
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xoffset = -25
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yoffset = 150
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else:
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xoffset = -50
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yoffset = 0
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if face:
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snape_face = face
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redraw = True
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if animation != False:
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snape_animation = animation
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redraw = True
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if flip != None:
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snape_flip = -1 if flip else 1
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redraw = True
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if redraw:
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base_transform = doll_transform((snape_xpos + xoffset, snape_ypos + yoffset), snape_zoom, snape_flip)
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sprite = Image("characters/snape/main/"+snape_face+".webp")
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if wand:
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sprite = Fixed(sprite, "characters/snape/main/wand.webp")
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at_list = [base_transform]
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if animation:
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at_list.append(snape_animation)
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renpy.show(name=tag, at_list=at_list, layer=layer, what=sprite, zorder=snape_zorder)
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if not renpy.in_rollback():
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if trans:
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renpy.with_statement(trans)
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else:
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renpy.with_statement(d2)
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if what:
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character.snape_say(what, **kwargs)
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if head_only:
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renpy.hide(name=tag, layer=layer)
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