For complex versions with variable height sauces and cheese etc we would need to first see your data setup for handling those values...
In general though, you just have a function to return a composite that is comprised of pairs of values representing:
(x pos, y pos), "the image"
Search found 1628 matches
- Wed Apr 14, 2021 1:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help with burger stacking layeredimage logic
- Replies: 3
- Views: 495
- Wed Apr 14, 2021 1:41 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Help with burger stacking layeredimage logic
- Replies: 3
- Views: 495
Re: Help with burger stacking layeredimage logic
A dynamic composite might be simplest... init python: def burger_composite(st at): bun_height = 50 * (len(stacklayer)+1) return Composite( (400, bun_height), ### the size (0, bun_height - 50), "/images/ingredients/ing_bottombun.png", ### the base placed at image height minus 50 ## extra la...
- Sun Apr 11, 2021 4:57 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Color-changing bar
- Replies: 4
- Views: 583
Re: Color-changing bar
https://github.com/RenpyRemix/extra-animated-value
Also includes value that updates as the bar moves...
Also includes value that updates as the bar moves...
- Sat Apr 10, 2021 7:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Adding Matrixcolor to Side Images Automatically Based on Scene
- Replies: 5
- Views: 613
Re: Adding Matrixcolor to Side Images Automatically Based on Scene
Simplest then is to set one or two defaults and alter the screen say to show the SideImage using those in the function... default tint = (1.0, 1.0, 1.0) default brightness = 1.0 ### in say screen add im.MatrixColor(SideImage(), im.matrix.tint(*tint)*im.matrix.brightness(brightness)) label wherever: ...
- Sat Apr 10, 2021 6:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Adding Matrixcolor to Side Images Automatically Based on Scene
- Replies: 5
- Views: 613
Re: Adding Matrixcolor to Side Images Automatically Based on Scene
What version of Ren'Py are you using?
Do you only mean SideImages or others?
Do you only mean SideImages or others?
- Sat Apr 03, 2021 9:24 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How to implement a one-time notification?
- Replies: 2
- Views: 429
Re: How to implement a one-time notification?
Just put the notification inside a conditional block based on the same criteria as the gallery unlock...
Code: Select all
if not persistent.unlock condition:
$ renpy.notify("unlocked")
$ persistent.unlock code
- Sat Apr 03, 2021 9:13 am
- Forum: Ren'Py Questions and Announcements
- Topic: Navigating through a gallery screen with the arrow keys
- Replies: 2
- Views: 407
Re: Navigating through a gallery screen with the arrow keys
You would want to write your own screen _gallery and include keys for the events you want You can find the base screen defined at the end of {sdk_folder}/renpy/common/00gallery.rpy. Just copy/paste that to your own file (unindent it as it should not be in an init block in your code) and add new line...
- Tue Mar 30, 2021 5:43 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Live Composite help
- Replies: 3
- Views: 831
Re: Live Composite help
remove the leading / from the paths (and add the extension where applicable)
(0,0), "images/characters/novellamouthclosed.png",
(0,0), "images/characters/novellamouthclosed.png",
- Sun Mar 28, 2021 5:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Make a large sprite "hang" off the screen?
- Replies: 1
- Views: 643
Re: Make a large sprite "hang" off the screen?
Avoid using align and instead set the anchor and position independently... transform farthest_left: # anchor sets the point on the image that should be placed at the position... 0.5 is the middle xanchor 0.5 # pos sets the position in the container (in this case the entire screen) at which to put th...
- Fri Mar 26, 2021 9:41 pm
- Forum: Ren'Py Questions and Announcements
- Topic: function run in the background
- Replies: 2
- Views: 510
- Fri Mar 26, 2021 9:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Very long words- word wrap
- Replies: 11
- Views: 1069
Re: Very long words- word wrap
Yup, always sanitize user input rather than work around it.
Either restrict it to length or pixel width, allow characters you (or your font of choice) are okay with and omit everything else.
Either restrict it to length or pixel width, allow characters you (or your font of choice) are okay with and omit everything else.
- Tue Mar 23, 2021 2:01 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Using a Call Statement Without Advancing The Script
- Replies: 3
- Views: 449
Re: [Question] Using a Call Statement Without Advancing The Script
Call() supports a from_current attribute which when set to True should return to the current rather than next statement.
- Mon Mar 22, 2021 2:28 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Can you adjust the {nw} command?
- Replies: 3
- Views: 492
Re: Can you adjust the {nw} command?
e "Hello{w=2.0}{nw}"
e "World"
e "World"
- Sun Mar 14, 2021 2:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Getting a Character object in the say screen
- Replies: 7
- Views: 613
Re: Getting a Character object in the say screen
I think this uses "[lucy_name]" as the key in char_map, but the `who` passed in to the say screen is "Lucy", so you need a different mapping. (Actually, just to confuse the issue, `who` contains "[lucy_name]" during prediction but "Lucy" when called for effec...
- Sun Mar 14, 2021 7:19 am
- Forum: Ren'Py Questions and Announcements
- Topic: Getting a Character object in the say screen
- Replies: 7
- Views: 613
Re: Getting a Character object in the say screen
An alternative is to build a map between the non interpolated names and objects and then use that to lookup the object within the screen... # define, not default (globals not store) as we do not want to save character objects define char_map = {} init python: def Character(*args, **kwargs): char_obj...