LoafyLemon
dc212e80d1
* Added `sound` sfx channel * Refactored and unified sound & music calls * Fixed missing sounds in astoria events * Removed hide_screens label (Redundant) * Removed play_music, play_sound call labels
66 lines
1.7 KiB
Plaintext
66 lines
1.7 KiB
Plaintext
# Set the scene for a given room
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label room(room=None, hide_screens=True, stop_sound=True):
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# Hide all screens (only room related screens are shown)
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if hide_screens:
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$ renpy.scene("screens")
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# Stop sound effects (necessary when changing rooms)
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if stop_sound:
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stop background fadeout 0.5
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stop weather fadeout 0.5
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$ renpy.stop_predict("images/rooms/{}/*.webp".format(current_room))
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$ current_room = room
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$ renpy.start_predict("images/rooms/{}/*.webp".format(current_room))
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if room == "main_room":
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# Update sound effects
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call weather_sound
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show screen main_room
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if mailbox.get_letters() and not owl_away:
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$ owl_OBJ.hidden = False
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play sound "sounds/owl.ogg"
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if mailbox.get_parcels():
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$ parcel_OBJ.hidden = False
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# User interface
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call update_ui_points
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show screen ui_top_bar
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elif room == "weasley_store":
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show screen weasley_store_room
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elif room == "clothing_store":
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show screen clothing_store
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elif room == "seventh_floor":
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show screen seventh_floor
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elif room == "room_of_requirement":
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show screen room_of_requirement
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show screen room_of_requirement_overlay
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elif room == "quidditch_pitch":
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show screen quid_pitch_back
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show screen quid_pitch_mid
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show screen quid_pitch_front
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elif room == "quidditch_stands":
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call quidditch_stands(reset=True)
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elif room == "quidditch_stands2":
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call quidditch_stands2(reset=True)
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elif room == "snape_office":
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show screen snape_office
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elif room == "boxing_ring":
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show screen boxing_ring
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show screen boxing_ring_overlay
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return
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