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example.rpy
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### Demo Script Example ###
# This script, but not the artwork associated with it, is in the
# public domain. Feel free to use it as the basis for your own
# game.
# If you're trying to understand this script, I recommend skipping
# down to the line beginning with 'label start:', at least on your
# first read-through.
# This init block runs first, and sets up all sorts of things that
# are used by the rest of the game. Variables that are set in init
# blocks are _not_ saved, unless they are changed later on in the
# program.
init:
# Set up the size of the screen, and the window title.
$ config.screen_width = 800
$ config.screen_height = 600
$ config.window_title = "The Ren'Py Demo Game"
# Declare the images that are used in the program.
# Backgrounds.
image bg carillon = "carillon.jpg"
image bg whitehouse = "whitehouse.jpg"
image bg washington = "washington.jpg"
image bg onememorial = "1memorial.jpg"
image black = Solid((0, 0, 0, 255))
# Character pictures.
image eileen happy = "9a_happy.png"
image eileen vhappy = "9a_vhappy.png"
image eileen concerned = "9a_concerned.png"
# A character object. This object lets us have the character say
# dialogue without us having to repeatedly type her name. It also
# lets us change the color of her name.
$ e = Character('Eileen', color=(200, 255, 200, 255))
# The start label marks the place where the main menu jumps to to
# begin the actual game.
label start:
# The save_name variable sets the name of the save game. Like all
# variables declared outside of init blocks, this variable is
# saved and restored with a save file.
$ save_name = "Introduction"
# This variable is only used by our game. If it's true, it means
# that we won the date.
$ date = False
# Clear the game runtime timer, so it doesn't reflect time spent
# sitting at the main menu.
$ renpy.clear_game_runtime()
# Start some music playing in the background.
$ renpy.music_start('sun-flower-slow-drag.mid')
# Now, set up the first scene. We first fade in our washington
# background, and then we dissolve in the image of Eileen on top
# of it.
scene bg washington with fade
show eileen vhappy with dissolve
# Store the current version of Ren'Py into a variable, so we can
# interpolate it into the next line.
$ version = renpy.version()
# Display a line of dialogue. In this case, we manually specify
# who's saying the line of dialogue. We also interpolate in the
# version of Ren'Py we're using.
"Girl" "Hi, and welcome to the %(version)s demo program."
# This instantly replaces the very happy picture of Eileen with
# one showing her merely happy. It demonstrates how the show
# statement lets characters change emotions.
show eileen happy
# Another line of dialogue.
"Girl" "My name is Eileen, and while I plan to one day star in a
real game, for now I'm here to tell you about Ren'Py."
# This line used the e character object, which displays Eileen's
# name in green. The use of a short name for a character object
# lets us save typing when writing the bulk of the dialogue.
e "Ren'Py is a language and engine for writing and playing visual
novel games."
e "Our goal is to allow people to be able to write the script for
a game, and with very little effort, turn that script into
a working game."
e "I can tell you about the features of Ren'Py games, or how to write
your own game. What do you want to know about?"
# This variable is used to save the choices that have been made in
# the main menu.
$ seen_set = [ ]
label choices:
# We change the save name here.
$ save_name = "Question Menu"
# This is the main menu, that lets the user decide what he wants
# to hear about.
menu:
# The set menu clause ensures that each menu choice can only
# be chosen once.
set seen_set
# This is a menu choice. When chosen, the statements in its
# block are executed.
"What are some user-visible features of Ren'Py games?":
# We call the features label. The from clause needs to be
# here to ensure that save games work, even after we
# change the script. It was added automatically.
call features from _call_features_1
# When we're done talking about features, jump back up
# to choices.
jump choices
# Another choice.
"How do I write my own games with it?":
call writing from _call_writing_1
jump choices
"Can you demonstrate more features to me?":
call demonstrate from _call_demonstrate_1
jump choices
# This choice has a condition associated with it. It is only
# displayed if the condition is true (in this case, if we have
# selected at least one other choice has been chosen.)
"Where can I find out more?" if seen_set:
call find_out_more from _call_find_out_more_1
jump choices
"Why are we in Washington, DC?":
call washington from _call_washington_1
jump choices
"I think I've heard enough." if seen_set:
jump ending
# This is the section on writing games.
label writing:
# Change the title of the save games.
$ save_name = "Writing Games"
# We start off with a bunch of dialogue.
e "If you want to write a game, we recommend that you read the
Ren'Py reference, which you can get from our web page,
http://www.bishoujo.us/renpy/."
e "But here, we'll go over some of the basics of writing Ren'Py
scripts. It might make sense if you open the source for this
game."
e "The source for this game can be found in the file
game/script.rpy."
e "The goal of Ren'Py is to make writing the game similar to
typing up the script on the computer."
e "For example, a line of dialogue is expressed by putting the
character's name next to the dialogue string."
# A string by itself like this displays without a name associated
# with it. So it's useful for dialogue and narration.
"I somehow remember that strings by themselves are displayed as
thoughts or narration."
e "The menu statement makes it easy to create menus."
e "A number of statements let you control what is shown on the
screen."
# This scene statement has a with clause associated with it. In
# this case (based on what is defined in the init clause at the
# top of this script), it causes a fade to black, and then back
# to the new scene.
scene bg whitehouse with fade
e "The scene statement clears the scene list, which is the list of
things that are shown on the screen."
# This shows an image, and dissolves it in.
show eileen happy with dissolve
e "The show statement shows another image on the screen."
# The at clause here, displays the character on the left side of
# the screen. The with clause causes us to slide from the old
# position to the new position.
show eileen happy at left with move
e "Images can take at clauses that specify where on the screen
they are shown."
show eileen vhappy at left
e "Showing a new image with the same first part of the name
replaces the image in the scene list."
hide eileen with dissolve
e "Finally, the hide statement hides an image, which is useful
when a character leaves the scene."
show eileen happy with dissolve
e "Don't worry, I'm not going anywhere."
e "The with statement is used to cause transitions to
happen. Transitions like fade..."
# This statement hides the transient stuff from being included
# in the next fade.
with None
# This with statement causes things to fade without changing the
# scene.
with fade
e "... or dissolve ..."
# In this block, the scene statement clears the scene list. So we
# have to reshow the eileen happy image, so that it appears that
# just the background is dissolving. Sneaky.
with None
scene bg washington
show eileen happy
with dissolve
e "... are easily invoked."
e "We now provide a series of user-interface functions, that allow
the programmer to create fairly complex interfaces."
e "Ren'Py also includes a number of control statements, and even
lets you include python code."
e "Rather than go into this here, you can read all about it in the
reference."
e "You can see a number of features in action by asking me to
demonstrate them at the next menu."
e "If you want to make changes, you can edit the script for this
game by editing game/script.rpy"
e "When you've made a change, just re-run the game to see your
change in action."
e "Would you like to know about something else?"
# We return back up to the menu that lets the user pick a topic.
return
# This ends the well-commented portion of this script.
label features:
$ save_name = "Features"
e "Ren'Py provides a number of gameplay features, giving the user
a good experience while freeing up the game author to write his
game."
e "What are some of these features? Well, first of all, we take
care of displaying the screen, as well as dialogue and menus."
e "You can navigate through the game using the keyboard or the
mouse. If you've gotten this far, you've probably figured that
out already."
e "Right-clicking or pressing escape will bring you to the game
menu."
e "The game menu lets you save or load the game. Ren'Py doesn't
limit the number of save slots available. You can create as
many slots as you can stand."
e "A preferences screen on the game menu lets you change the
fullscreen mode, control skipping, text speed, and
transitions, and turn sound and music on and off."
e "The game menu also lets you restart or quit the game. But you
wouldn't want to do that, would you?"
e "Finally, the game menu lets you set up the game
preferences. These preferences are saved between games."
show eileen vhappy
e "The next feature is really neat."
show eileen happy
menu rollback_menu:
"Would you like to hear about rollback?"
"Yes.":
pass
"No.":
jump after_rollback
e "Rollback is a feature that only Ren'Py has. It lets you go back
in time in a game."
e "For example, you can go back to a menu and save or make a
different choice."
e "You can access it by pressing page up or scrolling up on your
mouse wheel."
e "Why don't you try it by going back to the last menu and
choosing 'No.' instead of 'Yes.'"
e "Press page up or scroll up the mouse wheel."
show eileen concerned
e "Well, are you going to try it?"
e "Your loss."
e "Moving on."
label after_rollback:
show eileen happy
e "Ren'Py gives you a few ways of skipping dialogue. Pressing
control quickly skips dialogue you've seen at least once."
e "Pressing Tab toggles the skipping of dialogue you've seen at
least once."
e "Pressing page down or scrolling the mouse wheel down will let
you skip dialogue you've seen this session. This is useful
after a rollback."
e "If you want to try these, you might want to rollback a bit
first, so you can skip over something you've seen already."
e "Finally, Ren'Py has predictive image loading, so you rarely
have to wait for a new image to load."
e "Remember, all these features are built into the engine or
standard library. So every game written with Ren'Py has them."
e "Is there anything else you'd like to know about?"
return
label find_out_more:
$ save_name = "Find Out More"
e "There are a few places you can go to find out more about
Ren'Py."
e "The Ren'Py homepage, http://www.bishoujo.us/renpy/, is probably
the best place to start."
e "There, you can download new versions of Ren'Py, and read the
tutorial online."
e "If you have questions, the best place to ask them is the Ren'Py
forum of the Lemmasoft forums."
e "Just go to http://lemmasoft.renai.us/forums/, and click on
Ren'Py."
e "We thank Blue Lemma for hosting our forum."
e "Finally, feel free to email or IM us if you need help. You can
get the addresses to use from http://www.bishoujo.us/renpy/."
e "We really want people to make their own games with Ren'Py, and
if there's anything we can do to help, just tell us."
e "Is there anything I can help you with now?"
return
label washington:
$ save_name = "Washington, DC"
e "We're in Washington, DC because over Summer 2004 American
Bishoujo's home base was just outside of DC."
scene bg whitehouse
show eileen happy at left
with fade
e "Even though we've moved back to New York, we took a bunch of
pictures, and decided to use them."
show eileen concerned at left
e "It was easier than drawing new pictures for this demo."
show eileen happy at left
e "Do you have a favorite landmark in or around DC?"
menu:
"The White House.":
e "I was supposed to go on a tour of the West Wing, once."
show eileen concerned
e "They wouldn't let us in."
e "The secret service guy who was supposed to show us
around was out of town that day."
e "Too bad."
"The National Mall.":
e "It's always fun to go down to the national mall."
e "You can visit the monuments, or see one of the
museums."
e "I guess you could run out of things to do after a while
but I didn't over the course of a summer."
"The Netherlands Carillon.":
jump netherlands
jump post_netherlands
label netherlands:
show eileen vhappy at left
e "You've been to the Netherlands Carillon?"
scene bg carillon
show eileen vhappy at left
with dissolve
e "It may not be much to look at but the sound of the bells is
really neat."
e "I love going there. Saturdays during the summer, they have
these recitals in the park where a guy comes and plays the
bells live."
e "You can climb to the top and talk to him, if you're not afraid
of heights."
e "Once, I saw a little girl there, maybe three or four years old.
The guy played the bumblebee song for here, and he even let her play the last
note. It was so cute!"
e "I haven't been there for so long."
menu:
"Would you like to go there sometime?":
e "You mean, together?"
e "Sure, why not. How does next Saturday sound?"
e "It's a date."
$ date = True
"That sounds nice.":
show eileen happy at left
e "Well, it is."
label post_netherlands:
scene bg washington
show eileen happy
with fade
e "Anyway, is there anything else you want to know about Ren'Py?"
return
label ending:
$ save_name = "Ending"
e "Well, that's okay."
e "I hope you'll consider using Ren'Py for your next game
project."
show eileen vhappy
e "Thanks for viewing this demo!"
if date:
e "And I'll see you on Saturday."
scene black with dissolve
"Ren'Py and the Ren'Py demo were written by PyTom."
'The background music is "Sun Flower Slow Drag" by S. Joplin
(1868-1917). Thanks to the Mutopia project for making it
available.'
'The author would like to thank everyone who makes original
English-language bishoujo games, and the people on the Lemmasoft forums
who encouraged him.'
"We can't wait to see what you do with this. Good luck!"
$ minutes, seconds = divmod(int(renpy.get_game_runtime()), 60)
"It took you %(minutes)d minutes and %(seconds)d seconds to
finish this demo."
$ renpy.full_restart()
label speedtest:
with None
scene bg whitehouse
show eileen happy
with dissolve
e "Okay, I'm going to run the speedtest on your system."
e "I'll only be testing the performance of the dissolve
transition. It taxes your system the most, as it needs to
redraw the entire screen each frame."
$ frames = config.frames
with None
scene bg washington
show eileen happy
with Dissolve(5.0)
$ frames = config.frames - frames
$ fps = frames / 5.0
e "Well, your system displayed %(frames)d frames in five
seconds. That's %(fps).1f fps."
e "Remember, this is the worst-case speed, as usually we can just
draw the parts of the screen that have changed."
e "Thanks for viewing the secret speed test."
return
# Setup the secret key for the speedtest.
init:
python:
config.keymap['speedtest'] = [ 'S' ]
config.underlay.append(renpy.Keymap(speedtest=renpy.curried_call_in_new_context('speedtest')))
init:
# This is just some example code to show the ui functions in
# action. You probably want to delete this (and the call to
# day_planner above) from your game. This code isn't really all
# that useful except as an example.
python:
def day_planner():
periods = [ 'Morning', 'Afternoon', 'Evening' ]
choices = [ 'Study', 'Exercise',
'Eat', 'Drink', 'Be Merry' ]
plan = { 'Morning' : 'Eat',
'Afternoon' : 'Drink',
'Evening' : 'Be Merry' }
day = 'March 25th'
stats = [
('Strength', 100, 10),
('Intelligence', 100, 25),
('Moxie', 100, 100),
('Chutzpah', 100, 75),
]
editing = None
def button(text, selected, returns, **properties):
style = 'button'
style_text = 'button_text'
if selected:
style='selected_button'
style_text='selected_button_text'
ui.button(clicked=ui.returns(returns),
style=style, **properties)
ui.text(text, style=style_text)
while True:
# Stats Window
ui.window(xpos=0,
ypos=0,
xanchor='left',
yanchor='top',
xfill=True,
yminimum=200,
)
ui.vbox()
ui.text('Statistics')
ui.null(height=20)
for name, range, value in stats:
ui.hbox()
ui.text(name, minwidth=150)
ui.bar(600, 22, range, value, ypos=0.5, yanchor='center')
ui.close()
ui.close()
# Period Selection Window.
ui.window(xpos=0,
ypos=200,
xanchor='left',
yanchor='top',
xfill=False,
xminimum=300
)
ui.vbox(xpos=0.5, xanchor='center')
ui.text(day, xpos=0.5, xanchor='center', textalign=0.5)
ui.null(height=20)
for i in periods:
face = i + ": " + plan[i]
button(face, editing == i, ("edit", i))
ui.null(height=20)
ui.textbutton("Continue", clicked=ui.returns(("done", True)))
ui.null(height=20)
ui.close()
# Choice window.
if editing:
ui.window(xpos=300,
ypos=200,
xanchor='left',
yanchor='top',
xfill=False,
xminimum=500
)
ui.vbox()
ui.text("What will you do in the %s?" % editing.lower())
ui.null(height=20)
for i in choices:
button(i, plan[editing] == i, ("set", i),
xpos=0, xanchor='left')
ui.close()
# Window at the bottom.
ui.window()
ui.vbox()
ui.text("To get to the next screen, click the 'Continue' button.")
ui.close()
type, value = ui.interact()
if type == "done":
break
if type == "edit":
editing = value
if type == "set":
plan[editing] = value
editing = None
return plan
init:
image movie = Movie()
python:
povname = ""
pov = DynamicCharacter("povname", color=(255, 0, 0, 255))
$ ectc = Character('Eileen', color=(200, 255, 200, 255),
ctc = anim.Blink("arrow.png"))
$ ectcf = Character('Eileen', color=(200, 255, 200, 255),
ctc = anim.Blink("arrow.png", xpos=760, ypos=560),
ctc_position="fixed")
image eileen animated = Animation(
"9a_vhappy.png", 1.0,
"9a_happy.png", 1.0)
image smanim = anim.SMAnimation(
"r",
anim.State("r", Solid((255, 0, 0, 255))),
anim.State("g", Solid((0, 255, 0, 255))),
anim.State("b", Solid((0, 0, 255, 255))),
anim.Edge("r", .5, "g", dissolve),
anim.Edge("r", .5, "b", dissolve),
anim.Edge("g", .5, "r", dissolve),
anim.Edge("g", .5, "b", dissolve),
anim.Edge("b", .5, "r", dissolve),
anim.Edge("b", .5, "g", dissolve),
)
image cyan base = Image("cyan.png")
image cyan crop = im.Crop("cyan.png", 100, 0, 100, 200)
image cyan composite = im.Composite((200, 300),
(0, 0), "cyan.png",
(0, 50), "cyan.png",
(0, 100), "cyan.png")
image cyan green = im.Map("cyan.png", bmap=im.ramp(0, 0))
image cyan alpha = im.Alpha("cyan.png", 0.5)
image eileen alpha = im.Alpha("9a_happy.png", 0.5)
$ cyanpos = Position(xpos=700, xanchor='right', ypos=100, yanchor='top')
init:
$ slowcirciris = ImageDissolve("circiris.png", 5.0, 8)
$ circirisout = ImageDissolve("circiris.png", 1.0, 8)
$ circirisin = ImageDissolve("circiris.png", 1.0, 8, reverse=True)
$ demotrans = ImageDissolve("demotrans.png", 3.0, 128)
image circiris = "circiris.png"
label demonstrate:
scene bg washington
show eileen happy
e "I can give you a demonstration of some of the features in
Ren'Py, but you'll have to tell me what it is you'd like to
have demonstrated."
menu demo_menu:
"Simple transitions, updated in 4.8.5":
e "Okay, I can tell you about simple transitions. We call
them simple because they aren't that flexible."
e "But don't let that get you down, since they're the
transitions you'll probably use the most."
with None
scene bg whitehouse
show eileen happy
with dissolve
e "The dissolve transition is probably the most useful,
blending one scene into another."
with None
with fade
e "The fade transition fades to black, and then fades back
in to the new scene."
e "If you're going to stay at a black screen, you'll
probably want to use dissolve rather than fade."
with None
scene bg washington
show eileen happy
with pixellate
e "The pixellate transition pixellates out the old scene,
switches to the new scene, and then unpixellates that."
e "It's probably not appropriate for most games, but we
think it's kind of neat."
e "Finally, we can point out that motions can be used as
transitions."
"..."
"......"
$ renpy.play('punch.wav')
with vpunch
e "Hey! Pay attention."
e "I was about to demonstrate vpunch... well, I guess I just
did."
$ renpy.play('punch.wav')
with hpunch
e "We can also shake the screen horizontally, with hpunch."
"ImageDissolve transitions, added in 4.8.7.":
e "ImageDissolve allows us to have dissolve transitions that are
controlled by images."
e "This lets us specify very complex transitions, fairly
simply."
e "Let's try some, and then I'll show how they work."
e "There are two ImageDissolve transitions present by
default in the standard library."
scene black with blinds
scene bg washington
show eileen happy
with blinds
e "The blinds transition opens and closes what looks like
vertical blinds."
scene black with squares
scene bg washington
show eileen happy
with squares
e "The squares transition uses these squares to show
things."
e "I'm not sure why anyone would want to use it, but it
was used in some translated games, so we added it."
e "There are also a few transitions that aren't in the
standard library."
e "These ones require images the size of the screen, and
so we couldn't include them as the size of the screen
can change from game to game."
e "You can find them defined in the source of the demo
script."
scene black with circirisin
e "We can hide things with a circirisin..."
with None
scene bg washington
show eileen happy
with circirisout
e "... and show them again with a circirisout."
e "It's even possible to have weird custom transitions."
scene circiris with demotrans
e "What we're showing here is the picture that's used in
the circiris transitions."
e "If you take a look, the center of it is white, while
the edges are darker."
e "When we use an ImageDissolve, the white will dissolve
in first, followed by progressively darker colors."
e "Let's try it."
with None
scene bg washington
show eileen happy
with slowcirciris
e "It's also possible to reverse the transition, so that
the black pixels are dissolved in first."
"CropMove transitions, added in 4.5.":
e "The CropMove transition class lets us provide a wide
range of transition effects."
hide eileen with dissolve
e "I'll stand offscreen, so you can see some of its modes. I'll read
out the mode name after each transition."
scene bg whitehouse with wiperight
e "We first have wiperight..."
scene bg washington with wipeleft
e "...followed by wipeleft... "
scene bg whitehouse with wipeup
e "...wipeup..."
scene bg washington with wipedown
e "...and wipedown."
e "Next, the slides."
scene bg whitehouse with slideright
e "Slideright..."
scene bg washington with slideleft
e "...slideleft..."
scene bg whitehouse with slideup
e "...slideup..."
scene bg washington with slidedown
e "and slidedown."
e "While the slide transitions slide in the new scene, the
slideaways slide out the old scene."
scene bg whitehouse with slideawayright
e "Slideawayright..."
scene bg washington with slideawayleft
e "...slideawayleft..."
scene bg whitehouse with slideawayup
e "...slideawayup..."
scene bg washington with slideawaydown
e "and slideawaydown."
e "We also have a couple of transitions that use a
rectangular iris."
scene bg whitehouse with irisout
e "There's irisout..."
with None
scene bg washington
show eileen happy
with irisin
e "... and irisin."
e "It's enough to make you feel a bit dizzy."
"Positions and movement, updated in 4.8.":