# base_bar Frame("gui/phone/scrollbar/horizontal_bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile) # bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile) # top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile) # right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile) # left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile) # background "gui/phone/overlay/game_menu.png" # background "gui/phone/overlay/main_menu.png" # foreground "gui/phone/button/check_foreground.png" # that uses fewer and bigger buttons that are easier to touch. # Since a mouse may not be present, we replace the quick menu with a version # properties gui.button_text_properties("quick_button") # properties gui.button_properties("quick_button") # config.overlay_screens.append("quick_menu") # the player has not explicitly hidden the interface. # This code ensures that the quick_menu screen is displayed in-game, whenever # textbutton _("Prefs") action ShowMenu('preferences') # textbutton _("Q.Load") action QuickLoad() # textbutton _("Q.Save") action QuickSave() # textbutton _("Save") action ShowMenu('save') # textbutton _("Auto") action Preference("auto-forward", "toggle") # textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True) # textbutton _("History") action ShowMenu('history') # Ensure this appears on top of other screens. # The quick menu is displayed in-game to provide easy access to the out-of-game Questions or Comments?įeel free to send in any AG-related questions! Our Ask Box is always open.Code: Select all # Quick Menu screen # It’ll be publicly released by the end of the week, so look forward to a weekend (or post-Thanksgiving, if you are in America) game demo! You’ll get the earliest notification for its release if you are following us on Twitter and/or are in the Discord server. The DMR Demo beta has been going very smoothly and is wrapping up in the next few hours. Return # example use in script scene bg town # /end # END COPY # pause after showing the window renpy. show_screen( "say_star") # show star qmenu simmultaneously # /end renpy. _window = True # Argent Games if not renpy. # copied _window_show code from source # if store. """show adv window""" # pause before we show the window renpy. Hide_adv_qmenu() # if the player opened the menu, hide it # /end # END COPY # pause after we hide the window renpy. Hide_adv_qmenu() # if the player opened the menu, hide it # /end renpy. # copied _window_hide code from source # if not store. Return show_default_transition = Dissolve(. the trans argument is for if we want to use some special transition outside of the default one. We also always want some sort of short pause before and after we show/hide the window, so they’ve been added to the function. The Ren’Py Python version of window hide/show is a _window_hide() and _window_show() function, and we copied it over from source below. To automatically show/hide the navigation elements with the dialogue boxes, we made a wrapper for the default window hide/show and added a few extra features. This can lead to errors with missing or multiple navigation elements. For DMR, we have the navigation elements in a separate screen for various design reasons, so we have to manually show/hide them alongside the dialogue box. Making a one-liner window hide/show function for working with multiple screens Window hiding and showingįor previous games, our quick menu/navigation was in the same screen as the dialogue box (for both ADV and NVL modes), so using the default Ren’Py window hide and window show worked well. Ren'Py: Customizing window hide and show for qmenus on a separate Games
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |