WTS/game/scripts/characters/tonks/common.rpy
LoafyLemon a5d78748d7 Refactor say functions, Bug fixes
* 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.
2024-09-26 16:58:42 +01:00

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define tonks_haircolor_table = {
"angry": [Color((164, 34, 34, 255)), Color((219, 83, 83, 255))],
"upset": [Color((228, 93, 34, 255)), Color((246, 193, 170, 255))],
"happy": [Color((255, 213, 23, 255)), Color((255, 239, 167, 255))],
"disgusted": [Color((111, 205, 75, 255)), Color((200, 237, 186, 255))],
"scared": [Color((238, 238, 241, 255)), Color((249, 249, 250, 255))],
"horny": [Color((255, 105, 180, 255)), Color((251, 205, 222, 255))],
"sad": [Color((64, 75, 205, 255)), Color((182, 186, 237, 255))],
}
label update_tonks:
# Chibi Update
$ tonks_chibi.update()
$ tonks_chibi.position(flip=False)
$ tonks.xzoom = 1
hide screen ton_cloth_pile
$ tonks.get_equipped("hair").set_color(tonks_haircolor)
return
label end_tonks_event:
call ton_chibi("hide")
hide tonks_main
with d3
pause.5
call update_tonks
$ states.last_girl = states.active_girl
$ states.active_girl = None
$ states.ton.busy = True
$ tonks.wear("all")
$ tonks.set_cum(None)
$ tonks.set_face(tears=False, cheeks=False)
call music_block
jump main_room_menu
define character.tonks_say = Character("name_tonks_genie", show_icon="tonks", dynamic=True)
init python:
def ton(what, mouth=None, eyes=None, eyebrows=None, pupils=None, cheeks=None, tears=None,
emote=None, face=None, xpos=None, ypos=None, pos=None, flip=None, trans=None,
animation=False, **kwargs):
def update_face(face_attrs):
"""Update Tonks' face with provided attributes."""
if any(face_attrs.values()):
tonks.set_face(**face_attrs)
return True
return False
def update_position(xpos, ypos):
"""Update Tonks' position based on xpos and ypos."""
if xpos is not None or ypos is not None:
xpos = tonks.pos[0] if xpos is None else sprite_pos.get("x", {}).get(xpos, xpos)
ypos = tonks.pos[1] if ypos is None else sprite_pos.get("y", {}).get(ypos, ypos)
tonks.pos = (xpos, ypos)
return True
return False
def handle_temp_attributes(temp_face):
"""Handle temporary face and hair attributes."""
if temp_face:
last_face = tonks.get_face()
temp_data = dict(zip(temp_face[::2], temp_face[1::2]))
temp_hair = temp_data.pop("hair", None)
tonks.set_face(**temp_data)
return last_face, temp_hair
return None, None
def update_hair(temp_hair):
"""Update Tonks' hair color if necessary."""
if temp_hair:
last_hair = tonks.get_equipped("hair").color
new_color = tonks_haircolor_table.get(temp_hair)
tonks.get_equipped("hair").set_color(new_color)
return last_hair
return None
def show_tonks(redraw, head_only):
"""Show or hide Tonks depending on the state."""
if redraw and not head_only:
tonks.show(force=True)
renpy.with_statement({"dolls": trans or d1})
elif head_only:
tonks.hide()
def reset_attributes(last_face, last_hair, head_only):
"""Reset temporary face and hair attributes."""
if last_face:
tonks.set_face(**last_face)
if last_hair:
tonks.get_equipped("hair").set_color(last_hair)
show_tonks(True, head_only)
# Determine name prefix and suffix
name_prefix = f'Tonks {{size=-20}}"' if name_tonks_genie != "Tonks" else ""
name_suffix = '"{/size}' if name_prefix else ""
# If no visual changes, just make Tonks speak
if not any((mouth, eyes, eyebrows, pupils, cheeks, tears, emote, xpos, ypos, flip, trans, animation)):
character.tonks_say(what, who_prefix=name_prefix, who_suffix=name_suffix, **kwargs)
return
# Handle position update
redraw = update_position(xpos, ypos)
# Handle emote, animation, and flipping
if emote:
tonks.set_emote(emote)
redraw = True
if animation:
tonks.animation = animation
redraw = True
if flip is not None:
tonks.xzoom = -1 if flip else 1
redraw = True
# Handle face update and temporary attributes
face_attrs = {"mouth": mouth, "eyes": eyes, "eyebrows": eyebrows, "pupils": pupils, "cheeks": cheeks, "tears": tears}
redraw = redraw or update_face(face_attrs)
temp_face = renpy.game.context().temporary_attributes
last_face, temp_hair = handle_temp_attributes(temp_face)
last_hair = update_hair(temp_hair)
redraw = redraw or bool(temp_face)
# Handle display logic
head_only = tonks.pos[1] == sprite_pos.get("y", {}).get("head")
show_tonks(redraw, head_only)
# Handle dialog and doll positioning
if what:
side_doll = None
if head_only:
xpos = sprite_pos.get("x", {}).get("right_corner", 0) - 25 if tonks.xzoom == 1 else sprite_pos.get("x", {}).get("left_corner", 0) + 25
ypos = tonks.pos[1]
side_doll = At(tonks.image, doll_transform((xpos, ypos), tonks.zoom, tonks.xzoom))
character.tonks_say(what, who_prefix=name_prefix, who_suffix=name_suffix, show_side_doll=side_doll, **kwargs)
# Reset face and hair if modified temporarily
reset_attributes(last_face, last_hair, head_only)