Main Room and Genie scaling
* Fixed room scaling * Fixed genie scaling
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@ -2,6 +2,7 @@
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# Emotes
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image emo_exclaim:
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zoom 2.0
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"characters/emotes/animated/exlaim_01.webp"
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pause.1
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"characters/emotes/animated/exlaim_02.webp"
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File diff suppressed because it is too large
Load Diff
@ -9,11 +9,11 @@ default states.sna.map_location = "room_potions"
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# Image states
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default states.sna.image.xpos = 525
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default states.sna.image.xpos = 1050
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default states.sna.image.ypos = 0
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default states.sna.image.zorder = 15
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default states.sna.image.xzoom = 1
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default states.sna.image.zoom = 0.5
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default states.sna.image.zoom = 0.85
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default states.sna.image.face = "snape_01"
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default states.sna.image.animation = []
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@ -265,10 +265,11 @@ init -1 python:
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def position(self, x=None, y=None, flip=None):
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"""Set the position to be used on next update."""
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# TODO: TEMPORARY FIX FOR SCALING; TO BE REPLACED BY NEW CHIBI IMPLEMENTATION IN THE FUTURE
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(x,y) = self.resolve_position(x,y)
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if flip is not None:
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self.flip = flip
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self.pos = (x,y)
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self.pos = (x*2,y*2)
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def resolve_position(self, x=None, y=None):
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"""Compute new position from place keywords (or just ints) for one or both of the coordinates."""
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File diff suppressed because it is too large
Load Diff
@ -1,10 +1,10 @@
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default main_room = Room("main_room", "main_room_menu")
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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")
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default fireplace_OBJ = RoomObject(main_room, "fireplace", pos=(1386, 554), idle="fireplace_idle_shadow", focus_mask="fireplace_hover", foreground=None, action=Jump("fireplace"), tooltip="Light/Extinguish")
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default cupboard_OBJ = RoomObject(
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main_room,
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"cupboard",
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pos=(260, 280),
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pos=(520, 560),
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idle="cupboard_idle",
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action={
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"Open Inventory": (Text("🎒", align=(0.5, 0.5)), Jump("inventory"), "True"),
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@ -15,7 +15,7 @@ default cupboard_OBJ = RoomObject(
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)
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default phoenix_OBJ = RoomObject(
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main_room, "phoenix",
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pos=(557, 272),
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pos=(1114, 544),
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idle="phoenix_idle",
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hover="phoenix_hover",
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focus_mask="phoenix_idle",
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@ -29,7 +29,7 @@ default phoenix_OBJ = RoomObject(
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default door_OBJ = RoomObject(
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main_room,
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"door",
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pos=(898, 315),
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pos=(1796, 630),
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idle="door_idle",
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focus_mask="door_hover",
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action={
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@ -44,12 +44,12 @@ default door_OBJ = RoomObject(
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},
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tooltip="Door"
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)
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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)
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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)
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default candleL_OBJ = RoomObject(main_room, "candle_left", pos=(700, 320), idle="candle_left", foreground=None, action=ToggleVariable("candleL_OBJ.foreground", "candle_fire", None), zorder=3)
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default candleR_OBJ = RoomObject(main_room, "candle_right", pos=(1666, 450), idle="candle_right", foreground=None, action=ToggleVariable("candleR_OBJ.foreground", "candle_fire", None), zorder=3)
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default desk_OBJ = RoomObject(
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main_room,
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"desk",
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pos=(370, 336),
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pos=(740, 672),
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idle="ch_gen sit_behind_desk",
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hover="ch_gen sit_behind_desk_hover",
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focus_mask="ch_gen sit_behind_desk",
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@ -63,25 +63,25 @@ default desk_OBJ = RoomObject(
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hovered=Show(
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"gui_tooltip",
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img="emo_exclaim",
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xx=335,
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yy=210
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xx=670,
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yy=420
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),
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unhovered=Hide("gui_tooltip"),
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tooltip="Desk",
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zorder=1
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)
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default poster_OBJ = RoomObject(main_room, "poster", pos=(364, 285), idle=Null(127, 166), action=Jump("enlarge_poster"), zorder=-1)
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default trophy_OBJ = RoomObject(main_room, "trophy", pos=(650, 120), idle=Null(), action=None, zorder=-1)
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default chair_OBJ = RoomObject(main_room, "chair", pos=(793, 300), idle="chair_right", action=None, zorder=0)
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default chair_left_OBJ = RoomObject(main_room, "chair", pos=(333, 300), idle="chair_left", action=None, zorder=0, hidden=True)
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default poster_OBJ = RoomObject(main_room, "poster", pos=(728, 570), idle=Null(127, 166), action=Jump("enlarge_poster"), zorder=-1)
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default trophy_OBJ = RoomObject(main_room, "trophy", pos=(1300, 240), idle=Null(), action=None, zorder=-1)
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default chair_OBJ = RoomObject(main_room, "chair", pos=(1586, 600), idle="chair_right", action=None, zorder=0)
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default chair_left_OBJ = RoomObject(main_room, "chair", pos=(666, 600), idle="chair_left", action=None, zorder=0, hidden=True)
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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))
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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))
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default owl_OBJ = RoomObject(main_room, "owl", pos=(910, 578), idle="owl_letter", hover="owl_letter_hover", action=Jump("letter_open_all"), tooltip=_("Check Mail"), hidden=True, anchor=(0.5, 1.0))
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default parcel_OBJ = RoomObject(main_room, "parcel", pos=(804, 580), idle="parcel", action=Jump("parcel_open_all"), tooltip=_("Check Parcel"), hidden=True, anchor=(0.5, 1.0))
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default rug_OBJ = RoomObject(main_room, "rug", pos=(482, 392), idle=Null(), action=None, zorder=0)
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default chandelier_OBJ = RoomObject(main_room, "chandelier", pos=(536, 24), idle=Null(), action=None, zorder=5)
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default window_OBJ = RoomObject(main_room, "window", pos=(459, 192), idle=Null(), action=None, zorder=0)
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default safe_OBJ = RoomObject(main_room, "safe", pos=(73, 324), idle=Text("Safe", color="#fff"), action=Jump("inventory"), zorder=0)
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default rug_OBJ = RoomObject(main_room, "rug", pos=(964, 784), idle=Null(), action=None, zorder=0)
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default chandelier_OBJ = RoomObject(main_room, "chandelier", pos=(1072, 48), idle=Null(), action=None, zorder=5)
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default window_OBJ = RoomObject(main_room, "window", pos=(918, 384), idle=Null(), action=None, zorder=0)
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default safe_OBJ = RoomObject(main_room, "safe", pos=(146, 648), idle=Text("Safe", color="#fff"), action=Jump("inventory"), zorder=0)
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screen main_room():
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tag room
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