forked from SilverStudioGames/WTS
386 lines
14 KiB
Plaintext
386 lines
14 KiB
Plaintext
init 5 python:
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# def pairwise(iterable):
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# a = iter(iterable)
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# return zip(a, a)
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class DollChibi(renpy.Displayable):
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layers_additional = {
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"back": -100,
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"front": 100,
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"skin": 0.1,
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"extra": 1,
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}
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extensions = [ ".jpg", ".jpeg", ".png", ".webp" ]
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def __init__(self, name, doll, pose="stand", layer="screens", zorder=12, zoom=0.28, *args, **properties):
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super(DollChibi, self).__init__(**properties)
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self.name = name
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self.doll = doll
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self.pose = pose
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self.idle = "stand"
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self.layer = layer
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self.zorder = zorder
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self.zoom = zoom
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self.pos = (0,0)
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self.xzoom = 1
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# Animation
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self.anim_speed = 1.0
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self.anim_fps = 8.0
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self.anim_trans = None
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self.anim_interval = None
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self.anim_interval_total = None
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self.anim_path = None
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self.anim_constructor()
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# ATL
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self.atl_time = 0
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self.atl_time_total = 0
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self.atl_partial = None
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self.atl_looping = False
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self.atl_pause = False
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self.atl_at_list = []
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def anim_constructor(self):
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"""This function is responsible for creating an animation out of raw image files."""
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doll = self.doll
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path = f"characters/{self.name}/chibi/{self.pose}"
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files = [f for f in renpy.list_files() if f.startswith(path)]
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images = []
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groups = {}
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# Construct Animation
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for fn in files:
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root = os.path.dirname(fn)
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name, ext = os.path.splitext(os.path.basename(fn))
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frame = name.split("_")[0]
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if not ext.lower() in self.extensions:
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continue
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d = renpy.displayable(fn)
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if name.isdigit() and root.endswith(path):
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# Create frame group if filename is a frame number and not a cloth
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groups.setdefault(name, {}).setdefault(0, [d]) # Body layer is zorder zero
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continue
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# Get frame id, clothing type, and clothing id
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ctype, cid = root.rsplit("/")[-2::]
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if not frame in groups:
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# Frame group is missing, skip construction
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continue
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# Check if clothing type slot is occupied and currently visible
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if (not doll.is_equipped(ctype) or
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not doll.is_worn(ctype)):
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continue
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equipped = doll.get_equipped(ctype)
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zorder = equipped.zorder
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# Check if the supplied file is a special layer,
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# in which case we need to treat it differently
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for layer, modifier, in self.layers_additional.items():
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suffix = f"_{layer}"
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if name.endswith(suffix):
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zorder += modifier
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cid = cid.removesuffix(suffix)
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break
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# Check if clothing type matches
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if not equipped.type == ctype:
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continue
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# Check if clothing id matches, if not, add fallback image instead
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if not equipped.id == cid:
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fpath = f"{path}/{ctype}/fallback/0"
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for i in self.extensions:
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f = fpath + i
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if renpy.loadable(f):
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d = renpy.displayable(f)
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break
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groups[frame].setdefault(zorder, []).append(d)
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# Iterate through frame groups and nested zorder groups
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for fgroup in groups.values():
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igroup = []
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# Sort zorder groups
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for zgroup in dict(sorted(fgroup.items())).values():
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# Unpack zorder groups into displayables
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igroup.append(Fixed(*zgroup, fit_first=True))
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images.append(Fixed(*igroup, fit_first=True))
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if not images:
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raise IOError(f"Animation Constructor could not find any images inside directory:\n\n\"{path}\"")
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# For singular images it's optimal to halt the animation,
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# instead of replaying the same frame over and over again.
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frames = len(images)
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if frames > 1:
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interval = self.anim_speed / self.anim_fps
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else:
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interval = (365.25 * 86400.0) # About one year
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self.anim_path = path
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self.anim_frames = frames
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self.anim_interval = interval
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self.anim_interval_total = (frames * interval)
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self.anim_images = images
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self.anim_prev_images = [ images[-1] ] + images[:-1]
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def render(self, width, height, st, at):
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# Animation Renderer
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t = st % self.anim_interval_total
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trans = self.anim_trans
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interval = self.anim_interval
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# Trigger event after animation time elapses
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if st > self.atl_time_total:
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renpy.timeout(0)
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for image, prev in zip(self.anim_images, self.anim_prev_images):
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if t < interval:
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if not renpy.game.less_updates:
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renpy.redraw(self, interval - t)
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if trans and st >= interval:
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image = trans(old_widget=prev, new_widget=image)
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im = renpy.render(image, width, height, t, at)
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width, height = im.get_size()
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rv = renpy.Render(width, height)
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rv.blit(im, (0, 0))
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return rv
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else:
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t = t - interval
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def event(self, ev, x, y, st):
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# Determine pose change if show time exceeds animation time.
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# Looping animations ignore this check because they are rebuilt every loop.
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if renpy.in_rollback():
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# We don't want to use 'raise renpy.IgnoreEvent' because it blocks events in other displayables, including interfaces
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return
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elif renpy.is_skipping():
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self.stop()
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return
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elif ((not self.atl_looping and st > self.atl_time_total)
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or (ev.type == pygame.MOUSEBUTTONUP and ev.button == 1)
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or (ev.type == pygame.KEYDOWN and ev.key in [pygame.K_RETURN, pygame.K_SPACE, pygame.K_KP_ENTER, pygame.K_SELECT])):
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self.stop()
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# def per_interact(self):
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# # Handle interrupt events
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# if (renpy.is_skipping() or self.atl_pause) and not self.pose == self.idle:
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# self.stop()
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def set_pose(self, pose):
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if self.pose == pose:
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return
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self.pose = pose
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self.anim_constructor()
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def set_idle(self, pose):
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if self.idle == pose:
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return
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self.idle = pose
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self.anim_constructor()
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def stop(self):
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# Freezes the animation
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path, _, _, _ = self.atl_partial.args
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pos = path[-1]
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xzoom = 1 if (path[-1] > path[-2]) else -1
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zpos = self.zorder + (1.0 / (pos[1] / config.screen_height))
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self.pos = pos
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self.xzoom = xzoom
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self.atl_time = 0
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self.atl_time_total = 0
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self.set_pose(self.idle)
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transform = Transform(pos=pos, zoom=self.zoom, xzoom=xzoom, anchor=(0.5, 1.0))
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self.show(transform, self.atl_at_list, self.layer, zpos)
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def move(self, path, speed=1.0, pause=True, loop=False, warper="linear", at_list=[], pose="walk", repeat=None, wrap=True, reverse=True):
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"""Makes chibi move"""
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self.atl_looping = loop
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self.atl_pause = pause
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self.atl_at_list = at_list
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if isinstance(path, tuple):
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path = [path]
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# If 'A' position is not supplied for A -> B movement, use last known position instead.
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if len(path) < 2:
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path = [self.pos] + path
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# If reverse and loop/repeat is True, and pathing has more than two entries,
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# use complex looping by joining the reversed paths
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elif reverse and (loop or repeat):
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# Reverses the list, strips last entry from the reverse list, and finally joins them.
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path += path[1::-1]
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if repeat:
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path *= repeat
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if wrap:
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# Wrap pathing back to starting position
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path.append(path[0])
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self.set_pose(pose)
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# Note: Warper names and their count can change over time,
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# so it's easier to just evaluate the input.
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# List of available warpers:
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# https://www.renpy.org/doc/html/atl.html?#warpers
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warper = eval(f"_warper.{warper}")
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distances = []
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times = []
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if loop:
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# Append first position as last to create a looped path.
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path.append(path[0])
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# Calculate distances and timings using euclidean distance algorithm.
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for xy1, xy2 in zip(path, path[1:]):
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x1, y1 = xy1
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x2, y2 = xy2
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distance = math.hypot(x2 - x1, y2 - y1)
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time = distance / (100.0 * speed)
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distances.append(distance)
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times.append(time)
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# Calculate total ATL time required to reach the destination
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total_time = sum(times)
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self.atl_time_total = total_time
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# Recalculate animation intervals when necessary, including speed factors.
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frames = self.anim_frames
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if frames > 1:
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interval = (self.anim_speed / self.anim_fps) / speed
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interval_total = (frames * interval)
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self.anim_interval = interval
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self.anim_interval_total = interval_total
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# renpy.partial allows us to pass arguments into a transform function.
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partial = renpy.partial(self.move_atl, path, times, loop, warper)
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self.atl_partial = partial
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transform = Transform(function=partial, anchor=(0.5, 1.0))
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self.show(transform, at_list, self.layer, self.zorder)
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if pause:
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if loop:
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renpy.pause(None)
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else:
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renpy.pause(total_time)
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return (distances, times)
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def move_atl(self, path, times, loop, warper, trans, st, at):
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"""Animations are time based, so each segment will happen at a specific frame time."""
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if self.atl_time_total == 0:
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# Stops updating the animation
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return None
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if loop:
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timer = st % self.atl_time_total
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else:
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timer = st
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if timer > self.atl_time_total:
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return None
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internal_time = 0
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current_segment = 0
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# TODO: This loop feels unnecessary, need to find a better way.
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for i, t in enumerate(times):
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if (internal_time + t) > timer:
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current_segment = i
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break
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internal_time += t
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segment_time = (timer - internal_time) / times[current_segment]
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next_segment = current_segment + 1
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# Adjust XY position
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trans.pos = renpy.atl.interpolate(warper(segment_time), path[current_segment], path[next_segment], renpy.atl.PROPERTIES["pos"])
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self.pos = trans.pos
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# Adjust X zoom based on target X position
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# 1 = Facing Right, -1 = Facing Left
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trans.xzoom = -1 if (path[current_segment][0] > path[next_segment][0]) else 1
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self.xzoom = trans.xzoom
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# Adjust zoom
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trans.zoom = self.zoom
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# Adjust Z position based on Y axis
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# TODO: Add room support with bottom, middle, and top vanishing points.
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# room_scale = 0.5
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# zpos1 = ((path[current_segment][1] / 600.0) * 1000.0) * room_scale
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# zpos2 = ((path[next_segment][1] / 600.0) * 1000.0) * room_scale
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# trans.zpos = renpy.atl.interpolate(warper(segment_time), zpos1, zpos2, renpy.atl.PROPERTIES["zpos"])
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# self.zpos = trans.zpos
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# TODO: Using zorders is suboptimal and expensive, using 3D staging would be preferable.
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zpos = self.zorder + (1.0 / (self.pos[1] / config.screen_height))
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renpy.change_zorder(self.layer, self.name, zpos)
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return 0
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def show(self, transform, at_list, layer, zorder):
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# The safest way to restart the transform is to rebuild it.
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# Other methods proved to be too finicky...
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image = At(self, transform) # IMPORTANT: Enable perspective and gl_depth for 3D staging
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if not renpy.is_init_phase():
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renpy.show(name=self.name, what=image, at_list=at_list, layer=layer, zorder=zorder)
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init offset = 5
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default hooch_chibi = DollChibi(name="hooch", doll=hooch)
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default cho_chibi_new = DollChibi(name="cho", doll=cho)
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label chibitest:
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"Rollback block"
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$ renpy.block_rollback()
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"repeat 3"
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$ cho_chibi_new.move(path=[(500, 421), (650, 521), (800, 421)], repeat=3)
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"loop"
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$ cho_chibi_new.move(path=[(500, 421), (650, 521), (800, 421)], loop=True)
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"End"
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jump main_room_menu
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