init -1 python:
import renpy.store as store
import renpy.exports as renpy # we need this so Ren'Py properly handles rollback with classes
from operator import attrgetter # we need this for sorting items
inv_page = 0 # initial page of teh inventory screen
item = None
class Player(renpy.store.object):
def __init__(self, name, max_hp=0, max_mp=0, element=None):
self.name=name
self.max_hp=max_hp
self.hp=max_hp
self.max_mp=max_mp
self.mp=max_mp
self.element=element
player = Player("Derp", 100, 50)
class Item(store.object):
def __init__(self, name, player=None, hp=0, mp=0, element="", image="", cost=0):
self.name = name
self.player=player # which character can use this item?
self.hp = hp # does this item restore hp?
self.mp = mp # does this item restore mp?
self.element=element # does this item change elemental damage?
self.image=image # image file to use for this item
self.cost=cost # how much does it cost in shops?
def use(self): #here we define what should happen when we use the item
if self.hp>0: #healing item
player.hp = player.hp+self.hp
if player.hp > player.max_hp: # can't heal beyond max HP
player.hp = player.max_hp
inventory.drop(self) # consumable item - drop after use
elif self.mp>0: #mp restore item
player.mp = player.mp+self.mp
if player.mp > player.max_mp: # can't increase MP beyond max MP
player.mp = player.max_mp
inventory.drop(self) # consumable item - drop after use
else:
player.element=self.element #item to change elemental damage; we don't drop it, since it's not a consumable item
class Inventory(store.object):
def __init__(self, money=10):
self.currentItem = None
self.money = money
self.items = []
def add(self, item): # a simple method that adds an item; we could also add conditions here (like check if there is space in the inventory)
self.items.append(item)
def drop(self, item):
self.items.remove(item)
def buy(self, item):
if self.money >= item.cost:
self.items.append(item)
self.money -= item.cost
def updateSelected(self, item=None):
if item is not None:
self.currentItem = item.name
else:
self.currentItem = None
def item_use():
item.use()
#Tooltips:
style.tips_top = Style(style.default)
#style.title.font="gui/arial.ttf"
style.tips_top.size=14
style.tips_top.color="fff"
style.tips_top.outlines=[(3, "6b7eef", 0,0)]
style.tips_top.kerning = 5
style.tips_bottom = Style(style.tips_top)
style.tips_top.size=20
style.tips_bottom.outlines=[(0, "6b7eef", 1, 1), (0, "6b7eef", 2, 2)]
style.tips_bottom.kerning = 2
style.button.background=Frame("gui/frame.png",25,25)
style.button.yminimum=52
style.button.xminimum=52
style.button_text.color="000"
showitems = True #turn True to debug the inventory
# def display_items_overlay():
# if showitems:
# inventory_show = "Money:" + str(inventory.money) + " HP: " + str(player.hp) + " bullets: " + str(player.mp) + " element: " + str(player.element) + "\nInventory: "
# for i in range(0, len(inventory.items)):
# item_name = inventory.items[i].name
# if i > 0:
# inventory_show += ", "
# inventory_show += item_name
# ui.frame()
# ui.text(inventory_show, color="#000")
# config.overlay_functions.append(display_items_overlay)
screen inventory_button:
textbutton "Show Inventory" action [Hide("inventory_button"), Call("inv")] align (.95,.04)
screen inventory_screen:
modal True #prevent clicking on other stuff when inventory is shown
#use battle_frame(char=player, position=(.97,.20)) # we show characters stats (mp, hp) on the inv. screen
#use battle_frame(char=dog, position=(.97,.50))
window:
add "gui/inventory.png" # the background
xysize(1920, 1080)
align(0.0, 0.0)
hbox align (.95,.04) spacing 20:
textbutton "Close Inventory" action [Show("inventory_button"), Return()]
$ x = 515 # coordinates of the top left item position
$ y = 25
$ i = 0
$ sorted_items = sorted(inventory.items, key=attrgetter('element'), reverse=True) # we sort the items, so non-consumable items that change elemental damage (guns) are listed first
$ next_inv_page = inv_page + 1
if next_inv_page > int(len(inventory.items)/9):
$ next_inv_page = 0
for item in sorted_items:
if i+1 <= (inv_page+1)*9 and i+1>inv_page*9:
$ x += 190
if i%3==0:
$ y += 170
$ x = 515
$ pic = item.image
$ my_tooltip = "tooltip_inventory_" + pic.replace("gui/inv_", "").replace(".png", "") # we use tooltips to describe what the item does.
imagebutton idle pic hover pic xpos x ypos y action [Hide("gui_tooltip"), SetVariable("item", item), Function(renpy.invoke_in_new_context, inventory.updateSelected, item), item_use, Function(renpy.restart_interaction)] hovered [ Play ("sound", "sfx/click.wav"), Show("gui_tooltip", my_picture=my_tooltip, my_tt_ypos=693) ] unhovered [Hide("gui_tooltip")] at inv_eff
if player.element and (player.element==item.element): #indicate the selected gun
add "gui/selected.png" xpos x ypos y anchor(.5,.5)
$ i += 1
if len(inventory.items)>9:
textbutton _("Next Page") action [SetVariable('inv_page', next_inv_page), Show("inventory_screen")] xpos .475 ypos .83
screen gui_tooltip (my_picture="", my_tt_xpos=58, my_tt_ypos=687):
add my_picture xpos my_tt_xpos ypos my_tt_ypos
init -1:
transform inv_eff: # too lazy to make another version of each item, we just use ATL to make hovered items super bright
zoom 0.5 xanchor 0.5 yanchor 0.5
on idle:
linear 0.2 alpha 1.0
on hover:
linear 0.2 alpha 2.5
image information = Text("INFORMATION", style="tips_top")
#Tooltips-inventory:
image tooltip_inventory_chocolate=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("Generic chocolate to heal\n40 points of health.", style="tips_bottom"))
image tooltip_inventory_banana=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("A healthy banana full of potassium! You can also use it as ammo for your guns! O.O Recharges 20 bullets.", style="tips_bottom"))
image tooltip_inventory_gun=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("An gun that looks like something a cop would\ncarry around. Most effective on humans.", style="tips_bottom"))
image tooltip_inventory_laser=LiveComposite((665, 73), (3,0), ImageReference("information"), (3,30), Text("An energy gun that shoots photon beams.\nMost effective on aliens.", style="tips_bottom"))
image sidewalk = "Sidewalk.jpg"
# The game starts here.
label start:
python:
player = Player("Derp", 100, 50)
player.hp = 50
player.mp = 10
chocolate = Item("Chocolate", hp=40, image="gui/inv_chocolate.png")
banana = Item("Banana", mp=20, image="gui/inv_banana.png")
gun = Item("Gun", element="bullets", image="gui/inv_gun.png", cost=7)
laser = Item("Laser Gun", element="laser", image="gui/inv_laser.png")
inventory = Inventory()
#add items to the initial inventory:
inventory.add(chocolate)
inventory.add(chocolate)
inventory.add(banana)
scene sidewalk
"Me" "Lalala~"
show screen inventory_button
"Look! An inventory button!"
"Strange guy" "Hey! You wanna buy a gun?"
"Me" "Okay"
$inventory.buy(gun)
"Me" "Nice"
$inventory.add(laser)
"You found a laser gun!"
"The end."
return
label inv:
$ renpy.retain_after_load()
call screen inventory_screen
return