WTS/game/scripts/variables.rpy
LoafyLemon df724981d2 House Points and Currencies
* Added common style properties for houses
* Added unique displayable for gold when in the main room
* Unified currency screen to support arbitrary displayables and properties.
* Unified transforms
* Put interface elements onto interface layer
* Hooked house points into the new currency screen
* Improved animation and display of values during animation.
* Allow independent animation of each supplied displayable
* Remove redundant code
2024-04-27 18:12:13 +01:00

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#TODO Move variable defaults to appropriate files, leave common ones here (and rename this file to _Variables_.rpy or something)
init offset = -1
default current_payout = 0
# Used to pause events/summons for a number of days
default ss_event_pause = 0
default ss_summon_pause = 0
default nt_event_pause = 0
default nt_summon_pause = 0
default hg_event_pause = 0
default hg_summon_pause = 0
default cc_event_pause = 0
default cc_summon_pause = 0
default ll_event_pause = 0
default ll_summon_pause = 0
default ag_event_pause = 0
default ag_summon_pause = 0
default sb_event_pause = 0
default sb_summon_pause = 0
# Sprite positioning
default nxpos = 0
default nypos = 0
init python:
class Environment(object):
"""Encapsulation for special variables and flags."""
def __init__(self):
# Pseudo-constants
self._seed = renpy.random.randint(0, 999999)
# Protected
self._gold = 0
self._tokens = 0
self._day = 0
self._points = {
"gryffindor": 122,
"slytherin": 35,
"hufflepuff": 25,
"ravenclaw": 31
}
self._weather = "clear"
# Normal values
self.daytime = True
self.difficulty = 2
self.cheats = False
self.moon = True
self.houses = {
"gryffindor": {
"properties": {
"color": "#A74D2A",
}
},
"slytherin": {
"properties": {
"color": "#3A734B",
}
},
"ravenclaw": {
"properties": {
"color": "#5974C2",
}
},
"hufflepuff": {
"properties": {
"color": "#FBC60A",
}
}
}
# Currencies
@property
def gold(self):
return self._gold
@gold.setter
def gold(self, value):
old_value = self._gold
properties = {"pos": (70, 370)}
if (adjusted := value - old_value) < 0:
displayables = (Text(f"-{adjusted}{{color=#FF0000}}{{size=-12}}{{unicode}} ▼{{/unicode}}{{/size}}{{/color}}", style="currency_alt_text"),)
properties["at"] = smooth_swipe(-50, 0)
else:
displayables = (Text(f"+{adjusted}{{color=#00FF00}}{{size=-12}}{{unicode}} ▲{{/unicode}}{{/size}}{{/color}}", style="currency_alt_text"),)
properties["at"] = smooth_swipe(0, -50)
self._gold = max(0, min(value, 99999))
if not renpy.in_rollback() and not _in_replay:
renpy.hide_screen("currency")
renpy.show_screen("currency", old_value, value, "💰")
if states.room == "main_room":
renpy.hide_screen("currency_alt")
renpy.show_screen("currency_alt", displayables, properties)
@property
def tokens(self):
return self._tokens
@tokens.setter
def tokens(self, value):
old = self._tokens
self._tokens = max(0, min(value, 99999))
if not renpy.in_rollback() and not _in_replay:
renpy.hide_screen("currency")
renpy.show_screen("currency", old, self._tokens, "🪙")
# Time
@property
def day(self):
return self._day
@day.setter
def day(self, value):
self._day = max(0, value)
# Weather
@property
def weather(self):
return self._weather
@weather.setter
def weather(self, value):
self._weather = Weather.set_weather(value)
# House Points
def set_points(self, d):
properties = {"spacing": 15, "align": (0.5, 0.1)}
displayables = []
difference = {}
for house, value in d.items():
old_value = self._points[house]
if (adjusted := value - old_value) < 0:
disp = At(Text(f"-{adjusted}{{color=#FF0000}}{{size=-12}}{{unicode}} ▼{{/unicode}}{{/size}}{{/color}}", style="currency_alt_text", **self.houses[house]["properties"]), smooth_swipe(-50, 0))
else:
disp = At(Text(f"+{adjusted}{{color=#00FF00}}{{size=-12}}{{unicode}} ▲{{/unicode}}{{/size}}{{/color}}", style="currency_alt_text", **self.houses[house]["properties"]), smooth_swipe(0, -50))
displayables.append(disp)
value = min(max(1, value), 99999)
self._points[house] = value
difference[house] = adjusted
if not renpy.in_rollback() and not _in_replay:
renpy.hide_screen("currency_alt")
renpy.show_screen("currency_alt", displayables, properties)
@property
def gryffindor(self):
return self._points["gryffindor"]
@gryffindor.setter
def gryffindor(self, value):
self.set_points({"gryffindor": value})
@property
def slytherin(self):
return self._points["slytherin"]
@slytherin.setter
def slytherin(self, value):
self.set_points({"slytherin": value})
@property
def ravenclaw(self):
return self._points["ravenclaw"]
@ravenclaw.setter
def ravenclaw(self, value):
self.set_points({"ravenclaw": value})
@property
def hufflepuff(self):
return self._points["hufflepuff"]
@hufflepuff.setter
def hufflepuff(self, value):
self.set_points({"hufflepuff": value})
# Randomisation
@property
def seed(self):
return self._seed
# @functools.cache # <-- Causes side effects
def _random(self, day):
seed = self.seed + day
return renpy.random.Random(seed=seed)
@property
def random(self):
return self._random(self.day)
default states.env = Environment()