WTS/game/scripts/rooms/labels.rpy
LoafyLemon dc212e80d1 Audio
* 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
2023-03-11 22:01:39 +00:00

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# Set the scene for a given room
label room(room=None, hide_screens=True, stop_sound=True):
# Hide all screens (only room related screens are shown)
if hide_screens:
$ renpy.scene("screens")
# Stop sound effects (necessary when changing rooms)
if stop_sound:
stop background fadeout 0.5
stop weather fadeout 0.5
$ renpy.stop_predict("images/rooms/{}/*.webp".format(current_room))
$ current_room = room
$ renpy.start_predict("images/rooms/{}/*.webp".format(current_room))
if room == "main_room":
# Update sound effects
call weather_sound
show screen main_room
if mailbox.get_letters() and not owl_away:
$ owl_OBJ.hidden = False
play sound "sounds/owl.ogg"
if mailbox.get_parcels():
$ parcel_OBJ.hidden = False
# User interface
call update_ui_points
show screen ui_top_bar
elif room == "weasley_store":
show screen weasley_store_room
elif room == "clothing_store":
show screen clothing_store
elif room == "seventh_floor":
show screen seventh_floor
elif room == "room_of_requirement":
show screen room_of_requirement
show screen room_of_requirement_overlay
elif room == "quidditch_pitch":
show screen quid_pitch_back
show screen quid_pitch_mid
show screen quid_pitch_front
elif room == "quidditch_stands":
call quidditch_stands(reset=True)
elif room == "quidditch_stands2":
call quidditch_stands2(reset=True)
elif room == "snape_office":
show screen snape_office
elif room == "boxing_ring":
show screen boxing_ring
show screen boxing_ring_overlay
return