LoafyLemon
a5d78748d7
* Refactored say functions to be more clear and easier to maintain * Fixed Tonks' hair colour not updating after the temporary change * Fixed character sprites being displayed above CGs when they shouldn't.
109 lines
3.9 KiB
Plaintext
109 lines
3.9 KiB
Plaintext
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label end_hooch_event:
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hide hooch_main
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with d3
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pause.5
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$ hooch.xzoom = 1
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$ states.last_girl = states.active_girl
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$ states.active_girl = None
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$ states.hoo.busy = True
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$ hooch.wear("all")
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$ hooch.set_cum(None)
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$ hooch.set_face(tears=False, cheeks=False)
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call music_block
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jump main_room_menu
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define character.hooch_say = Character("name_hooch_genie", show_icon="hooch", dynamic=True)
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init python:
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def hoo(what, mouth=None, eyes=None, eyebrows=None, pupils=None, cheeks=None, tears=None,
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emote=None, face=None, xpos=None, ypos=None, pos=None, flip=None, trans=None,
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animation=False, **kwargs):
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def update_face(face_attrs):
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"""Update Hooch's face with provided attributes."""
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if any(face_attrs.values()):
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hooch.set_face(**face_attrs)
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return True
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return False
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def update_position(xpos, ypos):
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"""Update Hooch's position based on xpos and ypos."""
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if xpos is not None or ypos is not None:
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xpos = hooch.pos[0] if xpos is None else sprite_pos.get("x", {}).get(xpos, xpos)
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ypos = hooch.pos[1] if ypos is None else sprite_pos.get("y", {}).get(ypos, ypos)
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hooch.pos = (xpos, ypos)
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return True
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return False
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def handle_temp_attributes(temp_face):
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"""Handle temporary face attributes."""
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if temp_face:
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last_face = hooch.get_face()
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temp_data = dict(zip(temp_face[::2], temp_face[1::2]))
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hooch.set_face(**temp_data)
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return last_face
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return None
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def show_hooch(redraw, head_only):
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"""Show or hide Hooch depending on the state."""
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if redraw and not head_only:
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hooch.show(force=True)
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renpy.with_statement({"dolls": trans or d1})
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elif head_only:
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hooch.hide()
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def reset_attributes(last_face):
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"""Reset temporary face attributes."""
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if last_face:
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hooch.set_face(**last_face)
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# If no visual changes, just make Hooch speak
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if not any((mouth, eyes, eyebrows, pupils, cheeks, tears, emote, xpos, ypos, flip, trans, animation)):
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character.hooch_say(what, **kwargs)
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return
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# Handle position update
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redraw = update_position(xpos, ypos)
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# Handle emote, animation, and flipping
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if emote:
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hooch.set_emote(emote)
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redraw = True
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if animation:
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hooch.animation = animation
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redraw = True
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if flip is not None:
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hooch.xzoom = -1 if flip else 1
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redraw = True
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# Handle face update and temporary attributes
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face_attrs = {"mouth": mouth, "eyes": eyes, "eyebrows": eyebrows, "pupils": pupils, "cheeks": cheeks, "tears": tears}
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redraw = redraw or update_face(face_attrs)
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temp_face = renpy.game.context().temporary_attributes
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last_face = handle_temp_attributes(temp_face)
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redraw = redraw or bool(temp_face)
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# Handle display logic
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head_only = hooch.pos[1] == sprite_pos.get("y", {}).get("head")
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show_hooch(redraw, head_only)
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# Handle dialog and doll positioning
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if what:
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side_doll = None
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if head_only:
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xpos = sprite_pos.get("x", {}).get("right_corner", 0) - 25 if hooch.xzoom == 1 else sprite_pos.get("x", {}).get("left_corner", 0) + 25
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ypos = hooch.pos[1]
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side_doll = At(hooch.image, doll_transform((xpos, ypos), hooch.zoom, hooch.xzoom))
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character.hooch_say(what, who_prefix=name_prefix, who_suffix=name_suffix, show_side_doll=side_doll, **kwargs)
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# Reset face if modified temporarily
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reset_attributes(last_face)
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