546 lines
20 KiB
Plaintext
546 lines
20 KiB
Plaintext
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# init python:
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# def shop_dress_sortfilter(item, sortby="Price (Asc)", filtering=None):
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# # Always sort alphabetically first.
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# item = sorted(item, key=lambda x: natsort_key(x.name))
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# if sortby == "Price (Asc)":
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# item.sort(key=lambda x: x.price, reverse=False)
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# elif current_sorting == "Price (Desc)":
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# item.sort(key=lambda x: x.price, reverse=True)
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# if sortby == "Lewdness (Asc)":
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# item.sort(key=get_outfit_score, reverse=False)
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# elif current_sorting == "Lewdness (Desc)":
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# item.sort(key=get_outfit_score, reverse=True)
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# return item
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# label shop_dress:
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# $ gui.in_context("shop_dress_menu")
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# return
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# label shop_dress_menu:
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# python:
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# current_sorting = "Price (Asc)"
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# category_items = {"hermione": hermione.outfits, "tonks": tonks.outfits, "cho": cho.outfits, "luna": luna.outfits, "astoria": astoria.outfits, "susan": susan.outfits}
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# current_category = "hermione"
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# store_cart = set()
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# menu_items = shop_dress_sortfilter((x for x in category_items.get(current_category, []) if (x.unlocked == False and x.price > 0 and x not in store_cart)), current_sorting)
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# current_item = next(iter(menu_items), None)
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# parcel_callbacks = []
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# show screen shop_dress()
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# label .after_init:
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# $ renpy.dynamic(__choice = ui.interact())
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# if __choice[0] == "category":
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# $ current_category = __choice[1]
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# $ menu_items = shop_dress_sortfilter((x for x in category_items.get(current_category, []) if (x.unlocked == False and x.price > 0 and x not in store_cart)), current_sorting)
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# $ current_item = next(iter(menu_items), None)
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# elif __choice[0] == "buy":
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# show screen blktone
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# with d3
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# if states.env.gold < __choice[1].price:
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# gen "(I don't have enough gold.)" ("base", xpos="far_left", ypos="head")
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# else:
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# if len(store_cart) < 5:
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# $ renpy.call("purchase_outfit", __choice[1])
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# play sound "sounds/money.ogg"
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# $ states.env.gold -= __choice[1].price
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# $ store_cart.add(__choice[1])
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# $ menu_items = shop_dress_sortfilter((x for x in category_items.get(current_category, []) if (x.unlocked == False and x.price > 0 and x not in store_cart)), current_sorting)
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# $ current_item = next(iter(menu_items), None)
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# if len(store_cart) < 5:
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# maf "Anything else?"
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# else:
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# maf "That was your fifth order, sir, I'm afraid it will have to be your last one."
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# else:
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# maf "I'm sorry luv but that's as much as you can order for now."
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# hide screen blktone
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# with d3
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# elif __choice == "sort":
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# if current_sorting == "Price (Asc)":
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# $ current_sorting = "Price (Desc)"
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# elif current_sorting == "Price (Desc)":
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# $ current_sorting = "Lewdness (Asc)"
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# elif current_sorting == "Lewdness (Asc)":
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# $ current_sorting = "Lewdness (Desc)"
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# elif current_sorting == "Lewdness (Desc)":
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# $ current_sorting = "Price (Asc)"
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# $ menu_items = shop_dress_sortfilter([x for x in category_items.get(current_category, []) if bool(x.unlocked == False and x.price > 0 and not x in store_cart)], current_sorting)
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# else: # Close
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# if len(store_cart) < 5:
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# show screen blktone
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# with d3
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# menu:
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# maf "Are you finished shopping, dearie?"
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# "-Yes, I'm done-":
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# pass
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# "-Not yet-":
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# hide screen blktone
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# with d3
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# jump .after_init
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# if store_cart:
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# $ transit_time = len(store_cart)+1
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# $ packaging_fee = 45 + ( (len(store_cart)-1) * 20 )
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# menu:
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# maf "If you pay extra, I could hire a bunch of elves to speed things up..."
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# "\"Fine. ([packaging_fee] gold)\"" if states.env.gold >= packaging_fee:
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# $ states.env.gold -= packaging_fee
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# $ transit_time = int(transit_time/2)
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# "\"Fine. ([packaging_fee] gold)\"" (style="disabled") if states.env.gold < packaging_fee:
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# maf "Sorry luv, but it appears you have no gold left."
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# "-No thanks-":
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# pass
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# hide screen shop_dress
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# hide screen blktone
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# $ _tmp = "tomorrow" if transit_time == 1 else f"in about {transit_time} days"
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# maf "You can expect a parcel [_tmp]."
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# # Executes callbacks upon receival of the parcel.
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# $ curry = renpy.curry(execute_callbacks)(parcel_callbacks) if parcel_callbacks else None
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# $ parcel_callbacks = []
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# $ Parcel(contents=[(k, 1) for k in store_cart], wait=transit_time, func=curry).send()
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# return
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# else:
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# gen "Nothing has caught my eye I'm afraid." ("base", xpos="far_left", ypos="head")
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# maf "Maybe next time."
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# return
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# jump .after_init
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# screen shop_dress():
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# tag shop_dress
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# zorder 15
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# modal True
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# add "gui_fade"
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# if renpy.mobile:
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# use close_button_background
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# use close_button
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# fixed:
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# if settings.get("animations"):
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# at gui_animation
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# use shop_dress_menu()
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# use shop_dress_menuitem()
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# screen shop_dress_menu():
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# tag shop_menu
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# zorder 15
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# style_prefix "shop"
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# default icon_bg = gui.format("interface/achievements/{}/iconbox.webp")
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# default icon_frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
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# default panel = gui.format("interface/frames/{}/panel_left.webp")
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# default highlight = gui.format("interface/achievements/{}/highlight_left_b.webp")
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# window:
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# pos (150, 90)
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# xysize (207, 454)
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# background panel
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# use invisible_button()
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# vbox:
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# pos (6, 6)
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# for category in category_items.keys():
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# if get_character_unlock(category):
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# $ icon = Fixed(icon_bg, Frame( Transform(f"interface/icons/head/{category}.webp", fit="contain"), xysize=(42, 42), offset=(3, 3)), "interface/achievements/glass_iconbox.webp")
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# vbox:
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# textbutton category:
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# style "empty"
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# xysize (195, 48)
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# text_align (0.6, 0.5)
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# text_xanchor 0.5
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# text_size 20
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# foreground icon
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# hover_background highlight
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# selected_background highlight
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# selected (current_category == category)
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# action Return(["category", category])
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# add gui.format("interface/frames/{}/spacer_left.webp")
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# vbox:
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# style_prefix gui.theme('achievements_filters')
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# pos (6, 384)
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# button action None
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# textbutton "Sort by: [current_sorting]" action Return("sort")
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# screen shop_dress_menuitem():
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# tag shop_menuitem
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# zorder 16
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# style_prefix "shop"
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# default icon_size = (144, 288)
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# default icon_frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
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# default panel = gui.format("interface/frames/{}/panel.webp")
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# window:
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# pos (367, 37)
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# xysize (560, 501)
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# background panel
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# use invisible_button()
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# text "Shop" size 22 xalign 0.5 ypos 65
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# if current_item:
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# frame:
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# xalign 0.5
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# ypos 412
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# vbox:
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# xalign 0.5
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# add gui.format("interface/achievements/{}/highlight.webp")# pos (112, 375)
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# add gui.format("interface/achievements/{}/spacer.webp")# pos (120, 398)
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# text "[current_item.desc]" size 12 yoffset 6
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# text "[current_item.name]" xalign 0.5 ypos 3 size 16
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# $ frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
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# textbutton "Buy":
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# style "inventory_button"
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# background frame
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# xalign 0.95
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# action Return(["buy", current_item])
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# vpgrid:
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# rows 1
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# xspacing 5
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# yspacing 2
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# draggable True
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# mousewheel "horizontal"
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# scrollbars "horizontal"
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# xmaximum 512
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# ypos 106
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# xalign 0.5
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# at transform:
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# mesh True
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# for item in menu_items:
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# $ icon = Transform(item.image, crop=(215, 0, 680, 1200), mesh=True, gl_pixel_perfect=True)
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# $ is_modded = item.is_modded()
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# $ is_affordable = bool(states.env.gold >= item.price)
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# button:
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# style "shop_outfit_button"
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# xysize icon_size
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# background Transform(icon, xsize=144, ysize=288, fit="contain", anchor=(0.5, 1.0), align=(0.5, 1.0), yoffset=-6)
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# selected (current_item == item)
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# action SetVariable("current_item", item)
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# add icon_frame
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# if is_affordable:
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# text "{color=#daa520}G{/color} [item.price]" xalign 0.5 ypos 10 color "#ffffff" outlines [ (1, "#000", 0, 0) ] style "shop_outfit_text"
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# else:
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# text "{color=#daa520}G{/color} {color=#ff0000}[item.price]{/color}" xalign 0.5 ypos 10 color "#ffffff" outlines [ (1, "#000", 0, 0) ] style "shop_outfit_text"
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# if config.developer:
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# $ outfit_score = get_outfit_score(item)
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# text "{color=#fff}score{/color} [outfit_score]" align (0.1, 0.98) color "#ffffff" outlines [ (1, "#000", 0, 0) ] size 8
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# hbox:
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# offset (5, -5)
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# align (0.0, 1.0)
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# if is_modded:
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# text "M" color "#00b200"
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# style shop_window is empty
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# style shop_outfit_button is empty:
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# foreground None
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# hover_foreground "#ffffff80"
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# selected_foreground "#ffffff40"
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# activate_sound "sounds/click.ogg"
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# style shop_outfit_button_text is default:
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# size 14
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# style shop_outfit_text:
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# size 20
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# Functions (Initialised after wardrobe)
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init 5 python in clothing_store:
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get_icon = renpy.store.wardrobe.get_icon # Simple Proxy since both interfaces share the same code
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def buy():
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renpy.play("sounds/money.ogg")
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pass
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def change_section(section):
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scope = renpy.get_screen("clothing_store_interface").scope
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scope["character"] = renpy.store.get_character_object(section)
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scope["selected_section"] = section
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scope["selected_item"] = next(outfits(section), None)
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def add_remove_outfit(outfit):
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scope = renpy.get_screen("clothing_store_interface").scope
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cart = scope["cart"]
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if outfit in cart:
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# Remove the outfit from the cart if it's already there and there are more than one item
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cart ^= {outfit}
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elif len(cart) < 5:
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# Add the outfit to the cart if it's not already there and there are less than five items
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cart |= {outfit}
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else:
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renpy.notify("You can only have five items in your cart.")
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renpy.sound.play("sounds/fail.ogg")
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def select_outfit(outfit):
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scope = renpy.get_screen("clothing_store_interface").scope
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scope["selected_item"] = outfit
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renpy.restart_interaction()
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def exit():
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scope = renpy.get_screen("clothing_store_interface").scope
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renpy.play("sounds/curtain_close.ogg")
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# Handle exit animation
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scope["navigation_last_frame_atl"] = renpy.store.navigation_last_frame_hide
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scope["navigation_atl"] = renpy.store.wardrobe_hide
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scope["character_atl"] = renpy.store.wardrobe_character_hide
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scope["navigation_exit"] = True
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# Reset states
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renpy.restart_interaction()
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def outfits(section):
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scope = renpy.get_screen("clothing_store_interface").scope
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character = scope["character"]
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# Sort the outfits by price in ascending order
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sorted_outfits = sorted((x for x in reversed(character.outfits) if not x.unlocked and x.price > 0), key=lambda outfit: outfit.price)
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return iter(sorted_outfits)
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def discuss(outfit):
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renpy.store._skipping = True
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renpy.suspend_rollback(False)
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renpy.block_rollback()
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renpy.call_in_new_context("discuss_outfit", outfit)
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renpy.store._skipping = False
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def wheelmenu(outfit):
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scope = renpy.get_screen("clothing_store_interface").scope
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character = scope["character"]
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cart = scope["cart"]
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exit_action = renpy.store.Function(renpy.hide_screen, "wheelmenu")
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select_action = renpy.store.Function(select_outfit, outfit)
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add_remove_action = renpy.store.Function(add_remove_outfit, outfit)
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d = {
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_("select"): (renpy.store.Text("✅", align=(0.5, 0.5)), [exit_action, select_action])
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}
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if outfit in cart:
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d[_("Remove from cart")] = (renpy.store.Text("🛒", align=(0.5, 0.5)), [exit_action, add_remove_action])
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else:
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d[_("Add to cart")] = (renpy.store.Text("🛒", align=(0.5, 0.5)), [exit_action, add_remove_action])
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btns = renpy.store.create_wheelmenu(d)
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renpy.play("sounds/qubodup-click1.ogg")
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renpy.show_screen("wheelmenu", btns, pos=None, close_action=exit_action)
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# Context
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label clothing_store_interface(inter_pause=True):
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$ disable_game_menu()
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play sound "sounds/curtain_open.ogg"
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if inter_pause:
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# Ensures all irrelevant screens are hidden before capturing the surface tree
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with Pause(0.2)
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call screen clothing_store_interface
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$ enable_game_menu()
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# jump expression f"{states.active_girl}_requests"
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jump main_room_menu
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# Interface
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screen clothing_store_interface():
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layer "interface"
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zorder 0
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style_prefix "store"
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default navigation_atl = wardrobe_show
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default character_atl = wardrobe_character_show
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default last_frame = (screenshot.capture() or screenshot.image)
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default navigation_last_frame_atl = navigation_last_frame_show
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default navigation_exit = False
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default character = get_character_object("tonks")
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default selected_section = "tonks"
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default selected_item = next(clothing_store.outfits(selected_section), None)
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default cart = set()
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$ total_price = sum([item.price for item in cart])
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$ total_gold = states.env.gold-total_price
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add last_frame at navigation_last_frame_atl
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add "gui_fade_both" at gui_fade
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if navigation_exit:
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timer 0.4 action Return()
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if selected_item:
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add selected_item.image align (1.0, 1.0) zoom 0.6 at character_atl
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frame:
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style "empty"
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at navigation_atl
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vbox:
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style_prefix "navigation_tabs"
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pos (540, 428)
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at navigation_tabs_show
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textbutton _("Discuss") action Function(clothing_store.discuss, selected_item) style "navigation_tabs_button_special" at navigation_tabs
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textbutton (_("Remove from cart") if selected_item in cart else _("Add to cart")) action Function(clothing_store.add_remove_outfit, selected_item) selected (selected_item in cart) style "store_tabs_button_add_remove" at navigation_tabs
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textbutton _("Checkout") action clothing_store.buy sensitive (states.env.gold >= total_price and cart) at navigation_tabs
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null height 35
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textbutton _("Exit") action clothing_store.exit keysym "K_ESCAPE" at navigation_tabs
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if selected_item:
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vbox:
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at character_atl
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pos (972, 468)
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vbox:
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xoffset -36
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text _("[states.env.gold]G") xalign 1.0
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text _("-[total_price]G") xalign 1.0
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add "frame_spacer" xsize 100
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if total_gold >= 0:
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text _("[total_gold]G") xalign 1.0
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else:
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text _("[total_gold]G") color "#ad0000" xalign 1.0
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label _("G") + str(selected_item.price) xoffset -50
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frame:
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at navigation_atl
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vbox:
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# Sections
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hbox:
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spacing 0
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for i in states.dolls:
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button:
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add clothing_store.get_icon(i) xysize (64, 64)
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tooltip i
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action Function(clothing_store.change_section, i) selected (selected_section == i)
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null height 3
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add "frame_spacer" xsize 500 xalign 0.5
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null height 3
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# Outfit List
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vpgrid:
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cols 5
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spacing 4
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mousewheel True
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scrollbars "vertical"
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for outfit in clothing_store.outfits(selected_section):
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button:
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style "store_rectangular_button"
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add outfit.button.child
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label "G[outfit.price]" style "store_label_small"
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if outfit in cart:
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add Transform(Text("🛒"), align=(1.0, 1.0), size=(24, 24))
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if renpy.android:
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action Function(clothing_store.wheelmenu, outfit)
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else:
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action Function(clothing_store.select_outfit, outfit)
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alternate Function(clothing_store.wheelmenu, outfit)
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selected (selected_item == outfit)
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style store_rectangular_button is wardrobe_item_button:
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xysize (96, 168)
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background Transform("wheelmenu_frame_vertical", xysize=(96,168))
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hover_background At(Transform("wheelmenu_frame_opaque_vertical", xysize=(96,168)), wheelmenu_hover_anim)
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selected_background Fixed(Transform("wheelmenu_frame_vertical", xysize=(96,168)), At(Transform("interface/achievements/glow.webp", align=(0.5, 0.5), size=(96, 96), alpha=0.5), rotate_circular))
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selected_hover_background Fixed(At(Transform("wheelmenu_frame_vertical", xysize=(96,168)), wheelmenu_hover_anim), At(Transform("interface/achievements/glow.webp", align=(0.5, 0.5), size=(96, 96), alpha=0.5), rotate_circular))
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selected_foreground None
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style store_frame is wardrobe_frame
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style store_button is wardrobe_button
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style store_text is wardrobe_text:
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color "#FFFFFF"
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style store_label:
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background Image("gui/creamy_pumpkin_pie/store/price_tag.png", oversample=3)
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style store_label_text:
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anchor (1.0, 0.5)
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text_align 1.0
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pos (110, 30)
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color "#000000"
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outlines [(2, "#8BA5D9", 1, 1)]
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hinting "bytecode"
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size 24
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style store_label_small:
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align (0.0, 1.0)
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xysize (68, 28)
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background Frame(Image("gui/creamy_pumpkin_pie/store/price_tag.png", oversample=6), 20, 10, tile=False, fit="contain")
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style store_label_small_text:
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anchor (1.0, 0.5)
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text_align 1.0
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pos (50, 16)
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color "#000000"
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outlines [(1, "#8BA5D9", 1, 1)]
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hinting "bytecode"
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size 14
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style store_tabs_button_add_remove is navigation_tabs_button:
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ysize 35
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left_padding 15
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right_padding 30
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selected_right_padding 30
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background Frame(Transform(Image("gui/creamy_pumpkin_pie/book/book_tab.png", oversample=4), matrixcolor=HueMatrix(180.0)), 0, 0, 80, 0, tile=False)
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selected_background Frame(Transform(Image("gui/creamy_pumpkin_pie/book/book_tab.png", oversample=4), matrixcolor=HueMatrix(275.0)), 0, 0, 80, 0, tile=False)
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insensitive_background Frame(Transform(Image("gui/creamy_pumpkin_pie/book/book_tab.png", oversample=4), matrixcolor=SaturationMatrix(0.0)), 0, 0, 80, 0, tile=False)
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activate_sound "sounds/woosh2.ogg"
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selected_activate_sound "sounds/woosh.ogg"
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style store_tabs_button_add_remove_text is navigation_tabs_button_text:
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selected_xoffset 0
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