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

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label update_snape:
$ snape_flip = 1
return
define character.snape_say = Character("Severus Snape", show_icon="snape")
init python:
def sna(what, face=None, xpos=None, ypos=None, pos=None, flip=None, trans=None, animation=False, wand=False, **kwargs):
global snape_xpos, snape_ypos, snape_face, snape_animation, snape_zorder, snape_flip, snape_zoom
redraw = False
tag = "snape_main"
layer = "screens"
#showing = renpy.showing(name=tag, layer=layer)
if xpos != None or ypos != None:
xpos = snape_xpos if xpos == None else sprite_pos.get("x").get(xpos, xpos)
ypos = snape_ypos if ypos == None else sprite_pos.get("y").get(ypos, ypos)
snape_xpos = xpos
snape_ypos = ypos
redraw = True
head_ypos = sprite_pos.get("y").get("head")
head_only = snape_ypos == head_ypos
# 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 snape_ypos in ("head", head_ypos):
xoffset = -25
yoffset = 150
else:
xoffset = -50
yoffset = 0
if face:
snape_face = face
redraw = True
if animation != False:
snape_animation = animation
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redraw = True
if flip != None:
snape_flip = -1 if flip else 1
redraw = True
if redraw:
base_transform = doll_transform((snape_xpos + xoffset, snape_ypos + yoffset), snape_zoom, snape_flip)
sprite = Image("characters/snape/main/"+snape_face+".webp")
if wand:
sprite = Fixed(sprite, "characters/snape/main/wand.webp")
at_list = [base_transform]
if animation:
at_list.append(snape_animation)
renpy.show(name=tag, at_list=at_list, layer=layer, what=sprite, zorder=snape_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)