WTS/game/scripts/characters/snape/common.rpy

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label update_snape:
$ states.sna.image.xzoom = 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:
def sna(what, face=None, xpos=None, ypos=None, pos=None, flip=None, trans=None, animation=False, wand=False, **kwargs):
redraw = False
tag = "snape_main"
layer = "screens"
#showing = renpy.showing(name=tag, layer=layer)
if xpos is not None or ypos is not None:
xpos = states.sna.image.xpos if xpos is None else sprite_pos.get("x").get(xpos, xpos)
ypos = states.sna.image.ypos if ypos is None else sprite_pos.get("y").get(ypos, ypos)
states.sna.image.xpos = xpos
states.sna.image.ypos = ypos
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redraw = True
head_ypos = sprite_pos.get("y").get("head")
head_only = states.sna.image.ypos == head_ypos
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# The easiest way to fix image positions for Snape is to use offsets.
# It's not ideal, but it's better than having to change all calls manually.
if states.sna.image.ypos in ("head", head_ypos):
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xoffset = -25
yoffset = 150
else:
xoffset = -50
yoffset = 0
if face:
states.sna.image.face = face
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redraw = True
if animation != False:
states.sna.image.animation = animation
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redraw = True
if flip is not None:
states.sna.image.xzoom = -1 if flip else 1
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redraw = True
if redraw:
base_transform = doll_transform((states.sna.image.xpos + xoffset, states.sna.image.ypos + yoffset), states.sna.image.zoom, states.sna.image.xzoom)
sprite = Image("characters/snape/main/"+states.sna.image.face+".webp")
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if wand:
sprite = Fixed(sprite, "characters/snape/main/wand.webp")
at_list = [base_transform]
if animation:
at_list.append(states.sna.image.animation)
renpy.show(name=tag, at_list=at_list, layer=layer, what=sprite, zorder=states.sna.image.zorder)
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if not renpy.in_rollback():
if trans:
renpy.with_statement(trans)
else:
renpy.with_statement(d2)
if what:
character.snape_say(what, **kwargs)
if head_only:
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renpy.hide(name=tag, layer=layer)