The simplest would be to rely on lists.
Python:
default availablesHeroines = []
default dancingHeroines = []
default strippingHeroines = []
default specialHeroines = []
screen clubWorks():
frame:
xpos 100
ypos 100
grid 1 3:
for i in range(0, 3 ):
if len( dancingHeroines ) <= i:
add "blank.png"
else:
add ( "avatars/{}.png".format( dancingHeroines[i] ) )
frame:
xpos 100
ypos 300
grid 1 3:
for i in range(0, 3 ):
if len( strippingHeroines ) <= i:
add "blank.png"
else:
add ( "avatars/{}.png".format( strippingHeroines[i] ) )
frame:
xpos 100
ypos 500
grid 1 3:
for i in range(0, 3 ):
if len( specialHeroines ) <= i:
add "blank.png"
else:
add ( "avatars/{}.png".format( specialHeroines[i] ) )
frame:
xpos 500
ypos 100
grid 4 3:
for i in range(0, 13 ):
if len( heroines ) <= i:
add "blank.png"
else:
add ( "avatars/{}.png".format( heroines[i] ) )
It's just a raw canvas, to effectively works you need to use
drag
instead of
add
, in order to benefit from the
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feature and then have an easily usable interface. And of course the visual is totally limited. But basically it's how it can be done.
It's also the best approach since it's totally independent of the rest of your game design. I wrote this example with in mind the heroines' name be used to fill the list, but it can be whatever else you want. If you use objects to represent them, it still works, either by having the
__str__
or
__repr__
method return the name, or by calling whatever attribute or method that would return the name. If you use ID, either the avatar images are named accordingly to those ID, or you call a function/method that translate it into a name.