default main_room = Room("main_room", "main_room_menu") 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") default cupboard_OBJ = RoomObject(main_room, "cupboard", pos=(260, 280), idle="cupboard_idle", action=Jump("cupboard"), tooltip="Rummage") default phoenix_OBJ = RoomObject( main_room, "phoenix", pos=(557, 272), idle="phoenix_idle", hover="phoenix_hover", focus_mask="phoenix_idle", background="phoenix_feather", action={ "Feed": (Text("Feed"), Jump("phoenix_feed"), "True"), "Pet": (Text("Pet"), Jump("phoenix_pet"), "True") }, tooltip="Phoenix" ) default door_OBJ = RoomObject(main_room, "door", pos=(898, 315), idle="door_idle", focus_mask="door_hover", action=Jump("door"), tooltip="Door") 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) 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) default desk_OBJ = RoomObject( main_room, "desk", pos=(370, 336), idle="ch_gen sit_behind_desk", hover="ch_gen sit_behind_desk_hover", focus_mask="ch_gen sit_behind_desk", action={ "Sleep": (Text("Slee"), If(game.daytime, Return("night_start"), Return("day_start")), "True"), "Jerk Off": (Text("Jerk"), Jump("jerk_off"), "True"), "Do Paperwork": (Text("Work"), Jump("paperwork"), "True"), "Open Inventory": (Text("Inve"), Jump("inventory"), "True"), "Open Deck Builder": (Text("Deck"), Jump("deck_builder"), "states.cardgame.unlocked"), }, hovered=Show( "gui_tooltip", img="emo_exclaim", xx=335, yy=210 ), unhovered=Hide("gui_tooltip"), tooltip="Desk", zorder=1 ) default poster_OBJ = RoomObject(main_room, "poster", pos=(364, 285), idle=Null(127, 166), action=Jump("enlarge_poster"), zorder=-1) default trophy_OBJ = RoomObject(main_room, "trophy", pos=(650, 120), idle=Null(), action=None, zorder=-1) default chair_OBJ = RoomObject(main_room, "chair", pos=(793, 300), idle="chair_right", action=None, zorder=0) default chair_left_OBJ = RoomObject(main_room, "chair", pos=(333, 300), idle="chair_left", action=None, zorder=0, hidden=True) 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)) 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)) default rug_OBJ = RoomObject(main_room, "rug", pos=(482, 392), idle=Null(), action=None, zorder=0) default chandelier_OBJ = RoomObject(main_room, "chandelier", pos=(536, 24), idle=Null(), action=None, zorder=5) default window_OBJ = RoomObject(main_room, "window", pos=(459, 192), idle=Null(), action=None, zorder=0) screen main_room(): tag room zorder 0 sensitive room_menu_active default objects = sorted(main_room.objects, key=lambda x: x.zorder) # Hotkeys if room_menu_active and game.day > 1 and not renpy.android: use hotkeys_main add "weather [game.weather]" xycenter (430, 218) # Walls if game.daytime: add "main_room_idle_day" else: add "main_room_idle_night" for obj in objects: imagebutton: anchor obj.get_anchor() pos obj.get_pos() idle obj.get_idle() hover obj.get_hover() foreground obj.foreground background obj.background focus_mask obj.focus_mask tooltip obj.tooltip hovered obj.hovered unhovered obj.unhovered action obj.get_action() label main_room: call room("main_room", stop_sound=False) call gen_walk(action="enter", xpos="desk", ypos="base", speed=1.5) call gen_chibi("sit_behind_desk") with d3 if game.daytime: jump day_resume else: jump night_resume # Return to main_room at menu point (after quests and events) # Used to return from main room interactions label main_room_menu: hide screen bld1 with d3 if game.daytime: jump day_resume else: jump night_resume