LoafyLemon
588f1df01b
* Added wheel menu constructor * Added new features to the phoenix * Added desk and phoenix objects to the wheelmenu
110 lines
4.5 KiB
Plaintext
110 lines
4.5 KiB
Plaintext
default main_room = Room("main_room", "main_room_menu")
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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")
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default cupboard_OBJ = RoomObject(main_room, "cupboard", pos=(260, 280), idle="cupboard_idle", action=Jump("cupboard"), tooltip="Rummage")
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default phoenix_OBJ = RoomObject(
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main_room, "phoenix",
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pos=(557, 272),
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idle="phoenix_idle",
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hover="phoenix_hover",
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focus_mask="phoenix_idle",
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background="phoenix_feather",
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action={
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"Feed": (Text("Feed"), Jump("phoenix_feed"), "True"),
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"Pet": (Text("Pet"), Jump("phoenix_pet"), "True")
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},
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tooltip="Phoenix"
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)
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default door_OBJ = RoomObject(main_room, "door", pos=(898, 315), idle="door_idle", focus_mask="door_hover", action=Jump("door"), tooltip="Door")
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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)
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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)
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default desk_OBJ = RoomObject(
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main_room, "desk",
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pos=(370, 336),
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idle="ch_gen sit_behind_desk",
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hover="ch_gen sit_behind_desk_hover",
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focus_mask="ch_gen sit_behind_desk",
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action={
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"Sleep": (Text("Slee"), If(game.daytime, Return("night_start"), Return("day_start")), "True"),
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"Jerk Off": (Text("Jerk"), Jump("jerk_off"), "True"),
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"Do Paperwork": (Text("Work"), Jump("paperwork"), "True"),
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"Open Inventory": (Text("Inve"), Jump("inventory"), "True"),
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"Open Deck Builder": (Text("Deck"), Jump("deck_builder"), "states.cardgame.unlocked"),
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},
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hovered=Show(
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"gui_tooltip",
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img="emo_exclaim",
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xx=335,
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yy=210
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),
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unhovered=Hide("gui_tooltip"),
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tooltip="Desk",
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zorder=1
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)
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default poster_OBJ = RoomObject(main_room, "poster", pos=(364, 285), idle=Null(127, 166), action=Jump("enlarge_poster"), zorder=-1)
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default trophy_OBJ = RoomObject(main_room, "trophy", pos=(650, 120), idle=Null(), action=None, zorder=-1)
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default chair_OBJ = RoomObject(main_room, "chair", pos=(793, 300), idle="chair_right", action=None, zorder=0)
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default chair_left_OBJ = RoomObject(main_room, "chair", pos=(333, 300), idle="chair_left", action=None, zorder=0, hidden=True)
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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))
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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))
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default rug_OBJ = RoomObject(main_room, "rug", pos=(482, 392), idle=Null(), action=None, zorder=0)
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default chandelier_OBJ = RoomObject(main_room, "chandelier", pos=(536, 24), idle=Null(), action=None, zorder=5)
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default window_OBJ = RoomObject(main_room, "window", pos=(459, 192), idle=Null(), action=None, zorder=0)
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screen main_room():
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tag room
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zorder 0
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sensitive room_menu_active
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default objects = sorted(main_room.objects, key=lambda x: x.zorder)
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# Hotkeys
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if room_menu_active and game.day > 1 and not renpy.android:
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use hotkeys_main
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add "weather [game.weather]" xycenter (430, 218)
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# Walls
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if game.daytime:
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add "main_room_idle_day"
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else:
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add "main_room_idle_night"
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for obj in objects:
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imagebutton:
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anchor obj.get_anchor()
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pos obj.get_pos()
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idle obj.get_idle()
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hover obj.get_hover()
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foreground obj.foreground
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background obj.background
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focus_mask obj.focus_mask
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tooltip obj.tooltip
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hovered obj.hovered
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unhovered obj.unhovered
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action obj.get_action()
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label main_room:
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call room("main_room", stop_sound=False)
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call gen_walk(action="enter", xpos="desk", ypos="base", speed=1.5)
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call gen_chibi("sit_behind_desk")
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with d3
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if game.daytime:
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jump day_resume
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else:
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jump night_resume
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# Return to main_room at menu point (after quests and events)
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# Used to return from main room interactions
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label main_room_menu:
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hide screen bld1
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with d3
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if game.daytime:
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jump day_resume
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else:
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jump night_resume
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