WTS/game/scripts/rooms/main_room/init.rpy
LoafyLemon 2ef20d57da Clarify and simplify weather (by
Gouvernathor)

remove two blank images (useless and slower than Null())
clarify in weather.rpy which are images directly shown on the screen and not just ingredients for the others
simplify the screen code
2024-03-24 17:53:07 +00:00

76 lines
3.9 KiB
Plaintext

default main_room = Room("main_room")
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=Jump("phoenix"), tooltip="Interact")
default door_OBJ = RoomObject(main_room, "door", pos=(898, 315), idle="door_idle", focus_mask="door_hover", action=Jump("door"), tooltip="Summon")
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=Jump("desk"), 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