init python: def shop_item_sortfilter(item, sortby="Price (Asc)", filtering=None): # Always sort alphabetically first. item = sorted(item, key=lambda x: natsort_key(x.name)) if sortby == "Price (Asc)": item.sort(key=lambda x: x.price, reverse=False) elif current_sorting == "Price (Desc)": item.sort(key=lambda x: x.price, reverse=True) return item label shop_item: $ gui.in_context("shop_item_menu") return label shop_item_menu(xx=150, yy=90): python: inventory_dict = { "Gifts": inventory.get_instances_of_type("gift"), "Books": inventory.get_instances_of_type("book"), "Scrolls": inventory.get_instances_of_type("scroll"), "Ingredients": inventory.get_instances_of_type("ingredient"), "Decorations": inventory.get_instances_of_type("decoration"), "Quest Items": inventory.get_instances_of_type("quest"), } items_shown = 36 current_page = 0 current_category = next(iter(inventory_dict.keys())) current_sorting = "Price (Asc)" if current_category in {"Gifts", "Ingredients"}: category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.unlocked)] elif current_category in {"Books", "Scrolls", "Decorations", "Quest Items"}: category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.owned < x.limit and x.unlocked)] menu_items = shop_item_sortfilter(category_items, current_sorting) menu_items_length = len(menu_items) current_item = next(iter(menu_items), None) show screen shop_item(xx, yy) label .after_init: $ renpy.dynamic(__choice = ui.interact()) if __choice[0] == "select": $ current_item = __choice[1] elif __choice[0] == "category": $ current_category = __choice[1] if current_category in {"Gifts", "Ingredients"}: $ category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.unlocked)] elif current_category in {"Books", "Scrolls", "Decorations", "Quest Items"}: $ category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.owned < x.limit and x.unlocked)] $ menu_items = shop_item_sortfilter(category_items, current_sorting) $ menu_items_length = len(menu_items) $ current_page = 0 $ current_item = next(iter(menu_items), None) pass elif __choice == "inc": $ current_page += 1 elif __choice == "dec": $ current_page += -1 elif __choice == "sort": if current_sorting == "Price (Asc)": $ current_sorting = "Price (Desc)" elif current_sorting == "Price (Desc)": $ current_sorting = "Price (Asc)" $ menu_items = shop_item_sortfilter(category_items, current_sorting) elif __choice == "buy": $ renpy.call("purchase_item", current_item) if current_category in {"Gifts", "Ingredients"}: $ category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.unlocked)] elif current_category in {"Books", "Scrolls", "Decorations", "Quest Items"}: $ category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.owned < x.limit and x.unlocked)] $ menu_items = shop_item_sortfilter(category_items, current_sorting) $ menu_items_length = len(menu_items) if not current_item in menu_items: # We should avoid changing currently selected item when it's still possible to obtain it. $ current_item = next(iter(menu_items), None) else: show screen blktone with d3 menu: ger "Are you done shopping, sir?" "-Yes, I'm done-": hide screen shop_item hide screen blktone return "-Not yet-": hide screen blktone with d3 jump .after_init screen shop_item(xx, yy): tag shop_item zorder 15 modal True add "gui_fade" if renpy.mobile: use close_button_background use close_button fixed: if settings.get("animations"): at gui_animation use shop_item_menu(xx, yy) use shop_item_menuitem(xx, yy) screen shop_item_menu(xx, yy): window: style "empty" style_prefix gui.theme('achievements') pos (xx, yy) xysize (207, 454) use invisible_button() add gui.format("interface/achievements/{}/panel_left.webp") vbox: pos (6, 41) for category in inventory_dict.keys(): vbox: textbutton category: style "empty" xsize 195 ysize 16 text_xalign 0.5 if current_category == category: background gui.format("interface/achievements/{}/highlight_left.webp") else: hover_background gui.format("interface/achievements/{}/highlight_left.webp") action Return(["category", category]) add gui.format("interface/achievements/{}/spacer_left.webp") vbox: style_prefix gui.theme('achievements_filters') pos (6, 384) button action NullAction() style "empty" xsize 195 ysize 32 textbutton "Sort by: [current_sorting]" action Return("sort") screen shop_item_menuitem(xx, yy): window: style "empty" style_prefix gui.theme() pos (xx+217, yy-53) xysize (560, 507) use invisible_button() add "interface/achievements/inventory.webp" add gui.format("interface/achievements/{}/panel.webp") #Western Egg button xsize 90 ysize 60 action Play("sound", "sounds/plushie.ogg") xalign 0.5 style "empty" text "Store" size 22 xalign 0.5 ypos 65 if current_item is None or current_item.currency == "gold": text "{color=#daa520}G{/color} {outlinecolor=#ffffff00}[states.env.gold]{/outlinecolor}" size 16 pos (24, 70) outlines [ (2, "#000", 0, 0) ] else: text "{color=#2055da}T{/color} {outlinecolor=#ffffff00}[tokens]{/outlinecolor}" size 16 pos (24, 70) outlines [ (2, "#000", 0, 0) ] # Page counter if menu_items_length > items_shown: hbox: xanchor 1.0 pos (540, 24) spacing 5 add "interface/page.webp" yanchor 0.5 ypos 53 text str(current_page+1)+"/"+str(int(math.ceil(menu_items_length/items_shown))) ypos 44 size 16 vbox: pos (570, 186) spacing 10 imagebutton: idle gui.format("interface/frames/{}/arrow_up.webp") if not current_page <= 0: hover image_hover(gui.format("interface/frames/{}/arrow_up.webp")) action Return("dec") imagebutton: idle Transform(gui.format("interface/frames/{}/arrow_up.webp"), yzoom=-1) if current_page < math.ceil((menu_items_length-1)/items_shown)-1: hover Transform(image_hover(gui.format("interface/frames/{}/arrow_up.webp")), yzoom=-1) action Return("inc") # Add items for i in range(current_page*items_shown, (current_page*items_shown)+items_shown): if i < menu_items_length: $ price = menu_items[i].price $ row = (i // 9) % 4 $ col = i % 9 frame: style "empty" xsize 48 ysize 48 pos (24+58*(col), 113+58*(row)) add gui.format("interface/achievements/{}/iconbox.webp") if not current_item is None and current_item.id == menu_items[i].id: add "interface/achievements/glow.webp" align (0.5, 0.5) zoom 0.105 alpha 0.7 at rotate_circular add crop_image_zoom( menu_items[i].get_image(), 42, 42, (menu_items[i].currency != "tokens" or tokens < menu_items[i].price) and (menu_items[i].owned >= 99 or states.env.gold < menu_items[i].price) ) align (0.5, 0.5) button: style gui.theme("overlay_button") background "interface/achievements/glass_iconbox.webp" xsize 46 ysize 46 action Return(["select", menu_items[i]]) tooltip menu_items[i].name if menu_items[i].owned > 0: text str(menu_items[i].owned) size 10 align (0.1, 0.1) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] if menu_items[i].currency == "tokens": if tokens >= menu_items[i].price: text "{color=#2055da}T{/color} [price]" size 10 pos (0.95, 0.95) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] else: text "{color=#2055da}T{/color} {color=#ff0000}[price]{/color}" size 10 pos (0.95, 0.95) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] else: if states.env.gold >= menu_items[i].price: text "{color=#daa520}G{/color} [price]" size 10 pos (0.95, 0.95) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] else: text "{color=#daa520}G{/color} {color=#ff0000}[price]{/color}" size 10 pos (0.95, 0.95) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] if menu_items_length <= 0: text "Nothing here yet" align (0.5, 0.5) size 24 if current_item: frame: style "empty" xsize 96 ysize 96 pos (24, 375) add gui.format("interface/achievements/{}/icon_selected.webp") add crop_image_zoom( current_item.get_image(), 84, 84, (current_item.currency != "tokens" or tokens < current_item.price) and (current_item.owned >= 99 or states.env.gold < current_item.price) ) align (0.5, 0.5) add "interface/achievements/glass_selected.webp" pos (6, 6) if current_item.owned > 0: text "[current_item.owned]" size 14 align (0.1, 0.1) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] if current_item.currency == "tokens": if tokens >= current_item.price: text "{color=#2055da}T{/color} [current_item.price]" size 14 pos (0.9, 0.9) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] else: text "{color=#2055da}T{/color} {color=#ff0000}[current_item.price]{/color}" size 14 pos (0.90, 0.90) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] else: if states.env.gold >= current_item.price: text "{color=#daa520}G{/color} [current_item.price]" size 14 pos (0.9, 0.9) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] else: text "{color=#daa520}G{/color} {color=#ff0000}[current_item.price]{/color}" size 14 pos (0.90, 0.90) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ] add gui.format("interface/achievements/{}/highlight.webp") pos (112, 375) add gui.format("interface/achievements/{}/spacer.webp") pos (120, 398) hbox: spacing 5 xalign 0.5 text current_item.name ypos 380 size 16 xoffset 45 textbutton "Buy": xysize (90, 26) xalign 0.89 xoffset 45 ypos 374 text_size 16 sensitive ((current_item.currency == "tokens" and tokens >= current_item.price) or (current_item.owned < 99 and states.env.gold >= current_item.price)) action Return("buy") hbox: pos (132, 407) xsize 410 text current_item.desc size 12