Gouvernathor
b3c16ff0d7
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
163 lines
6.5 KiB
Plaintext
163 lines
6.5 KiB
Plaintext
init python:
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def generate_puzzle(grid, difficulty, blank):
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tiles = grid*grid
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difficulty = difficulty * tiles
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puzzle = list(range(tiles))
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renpy.random.shuffle(puzzle)
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def is_valid():
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inversions = 0
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for x in range(tiles):
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for y in range(x+1, tiles):
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if not (puzzle[x] == blank or puzzle[y] == blank) and puzzle[x] > puzzle[y]:
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inversions += 1
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# If the grid width is odd, then every solvable state has an even number of inversions.
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# If the grid width is even, then every solvable state has:
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# an even number of inversions if the blank is on an odd numbered row counting from the bottom OR
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# an odd number of inversions if the blank is on an even numbered row counting from the bottom
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if (grid % 2 == 1):
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is_solvable = (inversions % 2 == 0)
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else:
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blank_row = grid - (puzzle.index(blank) // grid)
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is_solvable = (inversions % 2 != blank_row % 2)
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too_difficult = (inversions <= difficulty)
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return (is_solvable and not too_difficult)
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while not is_valid():
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renpy.random.shuffle(puzzle)
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return puzzle
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screen puzzle_minigame():
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tag puzzle
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zorder 30
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default tries = 0
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default tiles = generate_puzzle(grid=4, difficulty=game.difficulty, blank=15)
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default hint = False
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$ score = 0
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add "gui_fade"
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use close_button()
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use meter(fill=100-tries)
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frame:
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align (0.5, 0.5)
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background Transform("interface/puzzle/background.webp", align=(0.5, 0.5))
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grid 4 4:
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for i, tile in enumerate(tiles):
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$ img = "interface/puzzle/{}.webp".format(tile)
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$ empty = tiles.index(15)
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$ is_valid = (i in (empty-1, empty+1, empty-4, empty+4)
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and not ( (empty % 4 == 3) and (i % 4 == 0) )
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and not ( (empty % 4 == 0) and (i % 4 == 3) ) )
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$ action = None
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$ hover = None
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if i is empty:
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$ idle = Null()
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elif not is_valid:
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$ idle = img
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else:
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$ action = [SetScreenVariable("tries", tries+1), Function(list_swap_values, tiles, empty, i)]
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$ idle = At(img, pulse_hover(pause=3.0, strength=0.075))
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$ hover = image_hover(idle)
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if i == tile:
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$ score += 1
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imagebutton:
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xysize (94, 94)
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idle idle
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hover hover
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action action
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if hint:
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button:
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style "empty"
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align (0.5, 0.5)
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background Transform("interface/puzzle/background.webp", align=(0.5, 0.5))
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add "interface/puzzle/puzzle.webp"
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action NullAction()
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if score >= 15:
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timer 0.1 action Return(True)
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vbox:
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yanchor 0.0
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ypos 0.85
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xalign .5
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textbutton "-Hint-" xalign 0.5 action ToggleScreenVariable("hint", True, False)
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if tries >= 75:
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textbutton "-Force it open-" xalign 0.5 action Return(False) at pulse_hover
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if config.developer:
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textbutton "-Solve it-" xalign 0.5 action SetScreenVariable("tiles", list(range(16)))
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label puzzle_minigame:
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call screen puzzle_minigame()
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$ renpy.block_rollback()
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if _return == True:
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gen "Finally..." ("base", xpos="far_left", ypos="head")
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gen "What is this?" ("base", xpos="far_left", ypos="head")
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gen "Sweet, phoenix tears! Down the hatch we go." ("base", xpos="far_left", ypos="head")
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play sound "sounds/pop03.ogg"
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play sound2 "sounds/gulp.ogg"
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pause 1
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play sound "sounds/gulp.ogg"
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gen "...." ("base", xpos="far_left", ypos="head")
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gen "I feel no difference..." ("base", xpos="far_left", ypos="head")
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$ achievements.unlock("puzzle")
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elif _return == False:
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gen "Fuck it..." ("angry", xpos="far_left", ypos="head")
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play sound "sounds/door_down.ogg"
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with hpunch
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"{size=32}*Smash*{/size}"
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play sound "sounds/glass_shatter.ogg"
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gen "A broken bottle..." ("base", xpos="far_left", ypos="head")
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gen "Oh well, too late now. Back to my usual--" ("base", xpos="far_left", ypos="head")
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else: # Closed
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gen "(Maybe next time...)" ("base", xpos="far_left", ypos="head")
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jump main_room_menu
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gen "Hold on a second, there's a book in here..." ("base", xpos="far_left", ypos="head")
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gen "Seems to be some sort of notebook, I'll skim through it..." ("base", xpos="far_left", ypos="head")
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call book_start
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gen "\"My dear phoenix has been losing his feathers lately, I think it's time soon\"..." ("base", xpos="far_left", ypos="head")
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gen "(Time for what?)" ("base", xpos="far_left", ypos="head")
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gen "\"That Potter boy is mighty cute, looks just like his father\"..." ("base", xpos="far_left", ypos="head")
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gen "(Well, well...)" ("grin", xpos="far_left", ypos="head")
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gen "\"Severus gave me a weird look today, I wonder what he thinks about my\"..." ("base", xpos="far_left", ypos="head")
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gen "(This is all trash...)" ("angry", xpos="far_left", ypos="head")
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gen "(Wait a minute... this seems interesting.)" ("base", xpos="far_left", ypos="head")
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gen "\"I was walking around in the seventh floor corridor looking for a bathroom\"..." ("base", xpos="far_left", ypos="head")
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gen "\"Whilst searching, a room that I had never seen before appeared, filled with chamber pots... But when I returned later, it was gone\"." ("base", xpos="far_left", ypos="head")
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call book_end
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gen "(I've seen enough magic to know where this is going... I should investigate that corridor on the seventh floor.)" ("base", xpos="far_left", ypos="head")
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call give_reward("You've unlocked something on the 7th floor, check your map to get there.","/images/rooms/room_of_requirement/mirror.webp")
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if states.cardgame.unlocked:
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gen "What's this?" ("base", xpos="far_left", ypos="head")
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call give_reward("You have found a card at the bottom of the box!", "images/cardgame/t1/other/elf_v1.webp")
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$ unlocked_cards += [card_item_elf]
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$ states.map.seventh_floor.unlocked = True
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$ puzzle_box_ITEM.owned = 0
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$ puzzle_box_ITEM.used = True
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$ chair_OBJ.hidden = False
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if game.daytime:
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jump night_start
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else:
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jump day_start
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