LoafyLemon
38d2494bc3
big work what was reliable before is now not, in recent versions of renpy, which is why we added that new config (which I put in say.rpy, but it can be moved somewhere else) Also fixes the game_menu's title position, incidentally some changes are incompatible with my diary and achievement branches, respectively, they will need to be merged with a bit of manual care
290 lines
12 KiB
Plaintext
290 lines
12 KiB
Plaintext
init python:
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def shop_item_sortfilter(item, sortby="Price (Asc)", filtering=None):
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# Always sort alphabetically first.
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item = sorted(item, key=lambda x: natsort_key(x.name))
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if sortby == "Price (Asc)":
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item.sort(key=lambda x: x.price, reverse=False)
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elif current_sorting == "Price (Desc)":
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item.sort(key=lambda x: x.price, reverse=True)
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return item
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label shop_item:
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$ gui.in_context("shop_item_menu")
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return
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label shop_item_menu(xx=150, yy=90):
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python:
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inventory_dict = {
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"Gifts": inventory.get_instances_of_type("gift"),
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"Books": inventory.get_instances_of_type("book"),
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"Scrolls": inventory.get_instances_of_type("scroll"),
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"Ingredients": inventory.get_instances_of_type("ingredient"),
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"Decorations": inventory.get_instances_of_type("decoration"),
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"Quest Items": inventory.get_instances_of_type("quest"),
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}
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items_shown = 36
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current_page = 0
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current_category = next(iter(inventory_dict.keys()))
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current_sorting = "Price (Asc)"
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if current_category in {"Gifts", "Ingredients"}:
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category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.unlocked)]
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elif current_category in {"Books", "Scrolls", "Decorations", "Quest Items"}:
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category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.owned < x.limit and x.unlocked)]
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menu_items = shop_item_sortfilter(category_items, current_sorting)
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menu_items_length = len(menu_items)
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current_item = next(iter(menu_items), None)
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show screen shop_item(xx, yy)
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label .after_init:
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$ renpy.dynamic(__choice = ui.interact())
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if __choice[0] == "select":
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$ current_item = __choice[1]
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elif __choice[0] == "category":
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$ current_category = __choice[1]
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if current_category in {"Gifts", "Ingredients"}:
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$ category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.unlocked)]
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elif current_category in {"Books", "Scrolls", "Decorations", "Quest Items"}:
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$ category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.owned < x.limit and x.unlocked)]
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$ menu_items = shop_item_sortfilter(category_items, current_sorting)
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$ menu_items_length = len(menu_items)
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$ current_page = 0
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$ current_item = next(iter(menu_items), None)
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pass
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elif __choice == "inc":
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$ current_page += 1
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elif __choice == "dec":
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$ current_page += -1
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elif __choice == "sort":
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if current_sorting == "Price (Asc)":
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$ current_sorting = "Price (Desc)"
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elif current_sorting == "Price (Desc)":
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$ current_sorting = "Price (Asc)"
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$ menu_items = shop_item_sortfilter(category_items, current_sorting)
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elif __choice == "buy":
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$ renpy.call("purchase_item", current_item)
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if current_category in {"Gifts", "Ingredients"}:
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$ category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.unlocked)]
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elif current_category in {"Books", "Scrolls", "Decorations", "Quest Items"}:
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$ category_items = [x for x in inventory_dict[current_category] if (x.price > 0 and x.owned < x.limit and x.unlocked)]
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$ menu_items = shop_item_sortfilter(category_items, current_sorting)
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$ menu_items_length = len(menu_items)
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if not current_item in menu_items:
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# We should avoid changing currently selected item when it's still possible to obtain it.
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$ current_item = next(iter(menu_items), None)
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else:
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show screen blktone
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with d3
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menu:
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ger "Are you done shopping, sir?"
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"-Yes, I'm done-":
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hide screen shop_item
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hide screen blktone
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return
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"-Not yet-":
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hide screen blktone
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with d3
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jump .after_init
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screen shop_item(xx, yy):
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tag shop_item
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zorder 15
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modal True
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add "gui_fade"
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if renpy.mobile:
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use close_button_background
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use close_button
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fixed:
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if settings.get("animations"):
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at gui_animation
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use shop_item_menu(xx, yy)
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use shop_item_menuitem(xx, yy)
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screen shop_item_menu(xx, yy):
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window:
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style "empty"
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style_prefix gui.theme('achievements')
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pos (xx, yy)
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xysize (207, 454)
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use invisible_button()
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add gui.format("interface/achievements/{}/panel_left.webp")
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vbox:
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pos (6, 41)
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for category in inventory_dict.keys():
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vbox:
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textbutton category:
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style "empty"
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xsize 195 ysize 16
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text_xalign 0.5
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if current_category == category:
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background gui.format("interface/achievements/{}/highlight_left.webp")
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else:
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hover_background gui.format("interface/achievements/{}/highlight_left.webp")
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action Return(["category", category])
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add gui.format("interface/achievements/{}/spacer_left.webp")
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vbox:
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style_prefix gui.theme('achievements_filters')
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pos (6, 384)
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button action NullAction() style "empty" xsize 195 ysize 32
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textbutton "Sort by: [current_sorting]" action Return("sort")
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screen shop_item_menuitem(xx, yy):
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window:
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style "empty"
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style_prefix gui.theme()
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pos (xx+217, yy-53)
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xysize (560, 507)
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use invisible_button()
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add "interface/achievements/inventory.webp"
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add gui.format("interface/achievements/{}/panel.webp")
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#Western Egg
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button xsize 90 ysize 60 action Play("sound", "sounds/plushie.ogg") xalign 0.5 style "empty"
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text "Store" size 22 xalign 0.5 ypos 65
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if current_item is None or current_item.currency == "gold":
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text "{color=#daa520}G{/color} {outlinecolor=#ffffff00}[game.gold]{/outlinecolor}" size 16 pos (24, 70) outlines [ (2, "#000", 0, 0) ]
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else:
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text "{color=#2055da}T{/color} {outlinecolor=#ffffff00}[tokens]{/outlinecolor}" size 16 pos (24, 70) outlines [ (2, "#000", 0, 0) ]
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# Page counter
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if menu_items_length > items_shown:
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hbox:
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xanchor 1.0
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pos (540, 24)
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spacing 5
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add "interface/page.webp" yanchor 0.5 ypos 53
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text str(current_page+1)+"/"+str(int(math.ceil(menu_items_length/items_shown))) ypos 44 size 16
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vbox:
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pos (570, 186)
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spacing 10
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imagebutton:
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idle gui.format("interface/frames/{}/arrow_up.webp")
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if not current_page <= 0:
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hover image_hover(gui.format("interface/frames/{}/arrow_up.webp"))
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action Return("dec")
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imagebutton:
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idle Transform(gui.format("interface/frames/{}/arrow_up.webp"), yzoom=-1)
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if current_page < math.ceil((menu_items_length-1)/items_shown)-1:
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hover Transform(image_hover(gui.format("interface/frames/{}/arrow_up.webp")), yzoom=-1)
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action Return("inc")
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# Add items
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for i in range(current_page*items_shown, (current_page*items_shown)+items_shown):
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if i < menu_items_length:
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$ price = menu_items[i].price
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$ row = (i // 9) % 4
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$ col = i % 9
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frame:
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style "empty"
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xsize 48
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ysize 48
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pos (24+58*(col), 113+58*(row))
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add gui.format("interface/achievements/{}/iconbox.webp")
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if not current_item is None and current_item.id == menu_items[i].id:
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add "interface/achievements/glow.webp" align (0.5, 0.5) zoom 0.105 alpha 0.7 at rotate_circular
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add crop_image_zoom(
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menu_items[i].get_image(), 42, 42,
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(menu_items[i].currency != "tokens" or tokens < menu_items[i].price) and (menu_items[i].owned >= 99 or game.gold < menu_items[i].price)
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) align (0.5, 0.5)
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button:
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style gui.theme("overlay_button")
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background "interface/achievements/glass_iconbox.webp"
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xsize 46 ysize 46
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action Return(["select", menu_items[i]])
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tooltip menu_items[i].name
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if menu_items[i].owned > 0:
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text str(menu_items[i].owned) size 10 align (0.1, 0.1) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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if menu_items[i].currency == "tokens":
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if tokens >= menu_items[i].price:
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text "{color=#2055da}T{/color} [price]" size 10 pos (0.95, 0.95) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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else:
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text "{color=#2055da}T{/color} {color=#ff0000}[price]{/color}" size 10 pos (0.95, 0.95) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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else:
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if game.gold >= menu_items[i].price:
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text "{color=#daa520}G{/color} [price]" size 10 pos (0.95, 0.95) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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else:
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text "{color=#daa520}G{/color} {color=#ff0000}[price]{/color}" size 10 pos (0.95, 0.95) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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if menu_items_length <= 0:
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text "Nothing here yet" align (0.5, 0.5) size 24
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if current_item:
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frame:
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style "empty"
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xsize 96
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ysize 96
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pos (24, 375)
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add gui.format("interface/achievements/{}/icon_selected.webp")
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add crop_image_zoom(
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current_item.get_image(), 84, 84,
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(current_item.currency != "tokens" or tokens < current_item.price) and (current_item.owned >= 99 or game.gold < current_item.price)
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) align (0.5, 0.5)
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add "interface/achievements/glass_selected.webp" pos (6, 6)
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if current_item.owned > 0:
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text "[current_item.owned]" size 14 align (0.1, 0.1) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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if current_item.currency == "tokens":
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if tokens >= current_item.price:
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text "{color=#2055da}T{/color} [current_item.price]" size 14 pos (0.9, 0.9) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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else:
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text "{color=#2055da}T{/color} {color=#ff0000}[current_item.price]{/color}" size 14 pos (0.90, 0.90) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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else:
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if game.gold >= current_item.price:
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text "{color=#daa520}G{/color} [current_item.price]" size 14 pos (0.9, 0.9) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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else:
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text "{color=#daa520}G{/color} {color=#ff0000}[current_item.price]{/color}" size 14 pos (0.90, 0.90) anchor (1.0, 1.0) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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add gui.format("interface/achievements/{}/highlight.webp") pos (112, 375)
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add gui.format("interface/achievements/{}/spacer.webp") pos (120, 398)
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hbox:
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spacing 5
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xalign 0.5
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text current_item.name ypos 380 size 16 xoffset 45
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textbutton "Buy":
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xysize (90, 26)
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xalign 0.89
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xoffset 45
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ypos 374
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text_size 16
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sensitive ((current_item.currency == "tokens" and tokens >= current_item.price) or (current_item.owned < 99 and game.gold >= current_item.price))
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action Return("buy")
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hbox:
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pos (132, 407)
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xsize 410
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text current_item.desc size 12
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