Initial commit of a silly game I made to learn Ren'Py.

This commit is contained in:
Amber McCloughan 2023-04-28 23:24:05 -04:00
commit 945f256746
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# macOS-related files
.DS_Store
.AppleDouble
.LSOverride
# Windows-related files
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db
[Dd]esktop.ini
# Python related files.
*.pyc
*.pyo
*.pyi
*.egg-info
# Editor/tool files.
*~
*.bak
.gdb_history
# Compiled Ren'Py files.
*.rpyc
*.rpyb
*.rpymc
# Ren'Py log files.
log.txt
errors.txt
traceback.txt
lint.txt
# Created directories.
saves/
tmp/
cache/
# Executables.
/renpy.exe
/renpy2.exe
/renpy3.exe
/renpy-32.exe
/renpy.sh
/renpy2.sh
/renpy3.sh
/renpy.app
/renpy2.app
/renpy3.app
/7z.sfx
# Libraries.
/lib
# Platforms.
/rapt
/rapt2
/rapt3
/renios
/renios2
/renios3
/web
/web2
/web3
# Docs.
/sphinx/source/inc
/sphinx/source/thequestion.rst
/doc
/doc-web
/LICENSE.txt
# Gui template.
/gui/game/gui
# Editors.
/jedit
/atom
/vscode
# Generated source.
/renpy/vc_version.py
/module/gen/
/module/gen3/
/module/gen-static/
/module/gen3-static/
/tutorial/game/tutorial_director.rpy
# Module build.
/module/build
/module/dist
/module/emscripten-static
# Download target.
/dl
# Pygame_sdl2.
/pygame_sdl2
# Steam.
steam_appid.txt
/steamapi.py
# Android.
*.keystore
# Type analysis.
/typings
# Live2D
cubism
CubismSdkForNative-4-*.zip
# Created files.
/screenshot*
.android.json
# Old files.
/0old
# Works in progress, throwaway scripts, etc.
/scratch
/*-dists

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################################################################################
## Initialization
################################################################################
## The init offset statement causes the initialization statements in this file
## to run before init statements in any other file.
init offset = -2
## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
gui.init(2560, 1440)
################################################################################
## GUI Configuration Variables
################################################################################
## Colors ######################################################################
##
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#660066'
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#aaaaaa'
## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = '#888888'
## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#660066'
## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = '#555555'
## The color used for a text button when it cannot be selected.
define gui.insensitive_color = '#aaaaaa7f'
## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = '#a366a3'
define gui.hover_muted_color = '#c199c1'
## The colors used for dialogue and menu choice text.
define gui.text_color = '#404040'
define gui.interface_text_color = '#404040'
## Fonts and Font Sizes ########################################################
## The font used for in-game text.
define gui.text_font = "DejaVuSans.ttf"
## The font used for character names.
define gui.name_text_font = "DejaVuSans.ttf"
## The font used for out-of-game text.
define gui.interface_text_font = "DejaVuSans.ttf"
## The size of normal dialogue text.
define gui.text_size = 44
## The size of character names.
define gui.name_text_size = 60
## The size of text in the game's user interface.
define gui.interface_text_size = 44
## The size of labels in the game's user interface.
define gui.label_text_size = 48
## The size of text on the notify screen.
define gui.notify_text_size = 32
## The size of the game's title.
define gui.title_text_size = 100
## Main and Game Menus #########################################################
## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.png"
define gui.game_menu_background = "gui/game_menu.png"
## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.
## The height of the textbox containing dialogue.
define gui.textbox_height = 370
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
define gui.textbox_yalign = 1.0
## The placement of the speaking character's name, relative to the textbox.
## These can be a whole number of pixels from the left or top, or 0.5 to center.
define gui.name_xpos = 480
define gui.name_ypos = 0
## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0
## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = None
## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)
## If True, the background of the namebox will be tiled, if False, the
## background of the namebox will be scaled.
define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 536
define gui.dialogue_ypos = 100
## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 1488
## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0
## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed.
## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = None
## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(8, 8, 8, 8)
## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False
## The font used by the button.
define gui.button_text_font = gui.interface_text_font
## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size
## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color
## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
## is right).
define gui.button_text_xalign = 0.0
## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is
## used for.
##
## These customizations are used by the default interface:
define gui.radio_button_borders = Borders(36, 8, 8, 8)
define gui.check_button_borders = Borders(36, 8, 8, 8)
define gui.confirm_button_text_xalign = 0.5
define gui.page_button_borders = Borders(20, 8, 20, 8)
define gui.quick_button_borders = Borders(20, 8, 20, 0)
define gui.quick_button_text_size = 28
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.quick_button_text_selected_color = gui.accent_color
## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.
# define gui.navigation_button_width = 250
## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.
define gui.choice_button_width = 1580
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(200, 10, 200, 10)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#cccccc"
define gui.choice_button_text_hover_color = "#ffffff"
define gui.choice_button_text_insensitive_color = "#444444"
## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot uses
## image files in gui/button, like the other kinds of buttons.
## The save slot button.
define gui.slot_button_width = 552
define gui.slot_button_height = 412
define gui.slot_button_borders = Borders(20, 20, 20, 20)
define gui.slot_button_text_size = 28
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
define gui.slot_button_text_selected_idle_color = gui.selected_color
define gui.slot_button_text_selected_hover_color = gui.hover_color
## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 512
define config.thumbnail_height = 288
## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 3
define gui.file_slot_rows = 2
## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.
## The position of the left side of the navigation buttons, relative to the left
## side of the screen.
define gui.navigation_xpos = 80
## The vertical position of the skip indicator.
define gui.skip_ypos = 20
## The vertical position of the notify screen.
define gui.notify_ypos = 90
## The spacing between menu choices.
define gui.choice_spacing = 44
## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 8
## Controls the amount of spacing between preferences.
define gui.pref_spacing = 20
## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0
## The spacing between file page buttons.
define gui.page_spacing = 0
## The spacing between file slots.
define gui.slot_spacing = 20
## The position of the main menu text.
define gui.main_menu_text_xalign = 1.0
## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.
## Generic frames.
define gui.frame_borders = Borders(8, 8, 8, 8)
## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(80, 80, 80, 80)
## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(32, 10, 100, 10)
## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(32, 10, 80, 10)
## Should frame backgrounds be tiled?
define gui.frame_tile = False
## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars. All of the other
## bars are only used in creator-written screens.
## The height of horizontal bars, scrollbars, and sliders. The width of vertical
## bars, scrollbars, and sliders.
define gui.bar_size = 50
define gui.scrollbar_size = 24
define gui.slider_size = 50
## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False
## Horizontal borders.
define gui.bar_borders = Borders(8, 8, 8, 8)
define gui.scrollbar_borders = Borders(8, 8, 8, 8)
define gui.slider_borders = Borders(8, 8, 8, 8)
## Vertical borders.
define gui.vbar_borders = Borders(8, 8, 8, 8)
define gui.vscrollbar_borders = Borders(8, 8, 8, 8)
define gui.vslider_borders = Borders(8, 8, 8, 8)
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"
## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.
## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250
## The height of a history screen entry, or None to make the height variable at
## the cost of performance.
define gui.history_height = 280
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = 310
define gui.history_name_ypos = 0
define gui.history_name_width = 310
define gui.history_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = 340
define gui.history_text_ypos = 4
define gui.history_text_width = 1480
define gui.history_text_xalign = 0.0
## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 20, 0, 40)
## The maximum number of NVL-mode entries Ren'Py will display. When more entries
## than this are to be show, the oldest entry will be removed.
define gui.nvl_list_length = 6
## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = 230
## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 20
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 860
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 300
define gui.nvl_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 900
define gui.nvl_text_ypos = 16
define gui.nvl_text_width = 1180
define gui.nvl_text_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 480
define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 1560
define gui.nvl_thought_xalign = 0.0
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 900
define gui.nvl_button_xalign = 0.0
## Localization ################################################################
## This controls where a line break is permitted. The default is suitable
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language
define gui.language = "unicode"
################################################################################
## Mobile devices
################################################################################
init python:
## This increases the size of the quick buttons to make them easier to touch
## on tablets and phones.
@gui.variant
def touch():
gui.quick_button_borders = Borders(80, 28, 80, 0)
## This changes the size and spacing of various GUI elements to ensure they
## are easily visible on phones.
@gui.variant
def small():
## Font sizes.
gui.text_size = 60
gui.name_text_size = 72
gui.notify_text_size = 50
gui.interface_text_size = 60
gui.button_text_size = 60
gui.label_text_size = 68
## Adjust the location of the textbox.
gui.textbox_height = 480
gui.name_xpos = 160
gui.dialogue_xpos = 180
gui.dialogue_width = 2200
## Change the size and spacing of various things.
gui.slider_size = 72
gui.choice_button_width = 2480
gui.choice_button_text_size = 60
gui.navigation_spacing = 40
gui.pref_button_spacing = 20
gui.history_height = 380
gui.history_text_width = 1380
gui.quick_button_text_size = 40
## File button layout.
gui.file_slot_cols = 2
gui.file_slot_rows = 2
## NVL-mode.
gui.nvl_height = 340
gui.nvl_name_width = 610
gui.nvl_name_xpos = 650
gui.nvl_text_width = 1830
gui.nvl_text_xpos = 690
gui.nvl_text_ypos = 10
gui.nvl_thought_width = 2480
gui.nvl_thought_xpos = 40
gui.nvl_button_width = 2480
gui.nvl_button_xpos = 40

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## This file contains options that can be changed to customize your game.
##
## Lines beginning with two '#' marks are comments, and you shouldn't uncomment
## them. Lines beginning with a single '#' mark are commented-out code, and you
## may want to uncomment them when appropriate.
## Basics ######################################################################
## A human-readable name of the game. This is used to set the default window
## title, and shows up in the interface and error reports.
##
## The _() surrounding the string marks it as eligible for translation.
define config.name = _("Oprah")
## Determines if the title given above is shown on the main menu screen. Set
## this to False to hide the title.
define gui.show_name = True
## The version of the game.
define config.version = "1.0"
## Text that is placed on the game's about screen. Place the text between the
## triple-quotes, and leave a blank line between paragraphs.
define gui.about = _p("""
""")
## A short name for the game used for executables and directories in the built
## distribution. This must be ASCII-only, and must not contain spaces, colons,
## or semicolons.
define build.name = "Oprah"
## Sounds and music ############################################################
## These three variables control, among other things, which mixers are shown
## to the player by default. Setting one of these to False will hide the
## appropriate mixer.
define config.has_sound = True
define config.has_music = True
define config.has_voice = True
## To allow the user to play a test sound on the sound or voice channel,
## uncomment a line below and use it to set a sample sound to play.
# define config.sample_sound = "sample-sound.ogg"
# define config.sample_voice = "sample-voice.ogg"
## Uncomment the following line to set an audio file that will be played while
## the player is at the main menu. This file will continue playing into the
## game, until it is stopped or another file is played.
# define config.main_menu_music = "main-menu-theme.ogg"
## Transitions #################################################################
##
## These variables set transitions that are used when certain events occur.
## Each variable should be set to a transition, or None to indicate that no
## transition should be used.
## Entering or exiting the game menu.
define config.enter_transition = dissolve
define config.exit_transition = dissolve
## Between screens of the game menu.
define config.intra_transition = dissolve
## A transition that is used after a game has been loaded.
define config.after_load_transition = None
## Used when entering the main menu after the game has ended.
define config.end_game_transition = None
## A variable to set the transition used when the game starts does not exist.
## Instead, use a with statement after showing the initial scene.
## Window management ###########################################################
##
## This controls when the dialogue window is displayed. If "show", it is always
## displayed. If "hide", it is only displayed when dialogue is present. If
## "auto", the window is hidden before scene statements and shown again once
## dialogue is displayed.
##
## After the game has started, this can be changed with the "window show",
## "window hide", and "window auto" statements.
define config.window = "auto"
## Transitions used to show and hide the dialogue window
define config.window_show_transition = Dissolve(.2)
define config.window_hide_transition = Dissolve(.2)
## Preference defaults #########################################################
## Controls the default text speed. The default, 0, is infinite, while any other
## number is the number of characters per second to type out.
default preferences.text_cps = 0
## The default auto-forward delay. Larger numbers lead to longer waits, with 0
## to 30 being the valid range.
default preferences.afm_time = 15
## Save directory ##############################################################
##
## Controls the platform-specific place Ren'Py will place the save files for
## this game. The save files will be placed in:
##
## Windows: %APPDATA\RenPy\<config.save_directory>
##
## Macintosh: $HOME/Library/RenPy/<config.save_directory>
##
## Linux: $HOME/.renpy/<config.save_directory>
##
## This generally should not be changed, and if it is, should always be a
## literal string, not an expression.
define config.save_directory = "Oprah-1682141088"
## Icon ########################################################################
##
## The icon displayed on the taskbar or dock.
define config.window_icon = "gui/window_icon.png"
## Build configuration #########################################################
##
## This section controls how Ren'Py turns your project into distribution files.
init python:
## The following functions take file patterns. File patterns are case-
## insensitive, and matched against the path relative to the base directory,
## with and without a leading /. If multiple patterns match, the first is
## used.
##
## In a pattern:
##
## / is the directory separator.
##
## * matches all characters, except the directory separator.
##
## ** matches all characters, including the directory separator.
##
## For example, "*.txt" matches txt files in the base directory, "game/
## **.ogg" matches ogg files in the game directory or any of its
## subdirectories, and "**.psd" matches psd files anywhere in the project.
## Classify files as None to exclude them from the built distributions.
build.classify('**~', None)
build.classify('**.bak', None)
build.classify('**/.**', None)
build.classify('**/#**', None)
build.classify('**/thumbs.db', None)
## To archive files, classify them as 'archive'.
# build.classify('game/**.png', 'archive')
# build.classify('game/**.jpg', 'archive')
## Files matching documentation patterns are duplicated in a mac app build,
## so they appear in both the app and the zip file.
build.documentation('*.html')
build.documentation('*.txt')
## A Google Play license key is required to download expansion files and perform
## in-app purchases. It can be found on the "Services & APIs" page of the Google
## Play developer console.
# define build.google_play_key = "..."
## The username and project name associated with an itch.io project, separated
## by a slash.
# define build.itch_project = "renpytom/test-project"

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# The script of the game goes in this file.
# Declare characters used by this game. The color argument colorizes the
# name of the character.
define o = Character("Oprah")
define j = Character("Jerry")
# The game starts here.
label start:
# Show a background. This uses a placeholder by default, but you can
# add a file (named either "bg room.png" or "bg room.jpg") to the
# images directory to show it.
scene bg apartment
# This shows a character sprite. A placeholder is used, but you can
# replace it by adding a file named "eileen happy.png" to the images
# directory.
"It was a sunny Taco Tuesday afternoon, and Oprah Winfrey was standing around in her friend Jerry Seinfeld's apartment."
# These display lines of dialogue.
o "Oh, Jerry. My soup is so hairy!"
show oprah happy
with dissolve
o "And let me tell you, Jerry. It absolutely reeks of garlic powder!"
"Jerry turns into a snail, but a snail that is capable of human speech."
hide oprah happy
show oprah happy at left
show jerry happy at right
with dissolve
j "Oprah, I love wafting the scent of this soup, even as this small but rotund snail!"
# This ends the game.
"Jerry was not lying this time."
hide oprah happy
hide jerry happy
scene black
"This would be the end of Jerry's life."
"He would be destroyed by Oprah in a magnificent moment of rage."
return

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