WTS/game/scripts/inventory/game.rpy

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init python:
def show_gold(st, at, old, new):
if st > 1.0:
return Text("G {}".format(new)), None
else:
if new > old:
value = int( (new-old)*(1.0-st) ) + 1
d = Text("G {}\n+{}".format(old + int((new-old)*st), value))
else:
value = int( (old-new)*(1.0-st) ) + 1
d = Text("G {}\n-{}".format(old - int((old-new)*st), value))
return d, 0.01
class Game(object):
weather_types = ("clear", "cloudy", "overcast", "blizzard", "snow", "storm", "rain")
weather_weights = (35, 35, 20, 5, 10, 10, 15)
def __init__(self, gold=0, day=0):
# Protected values
self._gold = gold
self._day = day
self._gryf = 0
self._slyt = 0
self._rave = 0
self._huff = 0
self._weather = "clear"
# Normal values
self.daytime = True
self.difficulty = 2
self.cheats = False
self.moon = True
@property
def gold(self):
return self._gold
@gold.setter
def gold(self, value):
old = self._gold
self._gold = max(0, min(value, 99999))
if not renpy.in_rollback() and not _in_replay:
renpy.hide_screen("gold")
renpy.show_screen("gold", old, self._gold)
@property
def day(self):
return self._day
@day.setter
def day(self, value):
self._day = max(0, min(value, 99999))
@property
def weather(self):
return self._weather
@weather.setter
def weather(self, value):
if value == "random":
value = renpy.random.choices(self.weather_types, weights=self.weather_weights)[0]
if not value in self.weather_types:
raise ValueError("Unsupported weather type: '{}'".format(value))
self._weather = value
moon_cycle = renpy.random.randint(5, 9)
self.moon = (self.day % moon_cycle == 0)
screen gold(old, new):
tag gold
zorder 50
default d = DynamicDisplayable(show_gold, old, new)
frame:
xpadding 10
ysize 44
xminimum 80
background Frame(gui.format("interface/frames/{}/iconmed.webp"), 6, 6)
pos (50, 50)
add d yoffset 3
timer 3.0 action Hide("gold")
default game = Game()
# Points change displayable
# Day change displayable
# Add one of X generator