thanks alex actually i am dumb i forgot i changed the name of loop thats why it was not workingAlex wrote: ↑Tue May 17, 2022 2:26 pmThis will end the game if only trap cards are remain onscreen - viewtopic.php?f=51&t=18047&p=552135&sid ... f9#p552110
Simple minigames (Screen Language only).
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Do not post questions here!
This forum is for example code you want to show other people. Ren'Py questions should be asked in the Ren'Py Questions and Announcements forum.
Re: Simple minigames (Screen Language only).
Re: Simple minigames (Screen Language only).
Hey Alex sorry to bother you again
But can you help me to make that if trap cards are matched only then time will be reduced other wise not
Ex: trap card A is matched time will reduce.
Non trap card B is matched no time will be reduced.
Thanks and again sorry for causing you problem
But can you help me to make that if trap cards are matched only then time will be reduced other wise not
Ex: trap card A is matched time will reduce.
Non trap card B is matched no time will be reduced.
Thanks and again sorry for causing you problem
Re: Simple minigames (Screen Language only).
Hm, I'm not quite get it...Max987r wrote: ↑Tue May 31, 2022 9:48 am Hey Alex sorry to bother you again
But can you help me to make that if trap cards are matched only then time will be reduced other wise not
Ex: trap card A is matched time will reduce.
Non trap card B is matched no time will be reduced.
Thanks and again sorry for causing you problem
Trap cards are not matched (they are unique) and if player open such card - he get time penalty (5 sec. in this sample) - viewtopic.php?f=51&t=18047&start=105#p552128
And if player open ordinary card (matched or not) he get no penalty at all.
Re: Simple minigames (Screen Language only).
Alex wrote: ↑Tue May 31, 2022 11:19 amHm, I'm not quite get it...Max987r wrote: ↑Tue May 31, 2022 9:48 am Hey Alex sorry to bother you again
But can you help me to make that if trap cards are matched only then time will be reduced other wise not
Ex: trap card A is matched time will reduce.
Non trap card B is matched no time will be reduced.
Thanks and again sorry for causing you problem
Trap cards are not matched (they are unique) and if player open such card - he get time penalty (5 sec. in this sample) - viewtopic.php?f=51&t=18047&start=105#p552128
And if player open ordinary card (matched or not) he get no penalty at all.
My question is can we make if certain cards are matched time will be reduced?
Let's say for ex:
There are cards A,B,C,D,T (in pair)
If you match card A,B,C,D no time penalty
But if you match card T time will be dropped
Re: Simple minigames (Screen Language only).
Mmm, try to add one more key to describe card, like "c_penalty" that will store the number of seconds.
Code: Select all
# And make the cards_list that describes all the cards
$ cards_list = []
python:
for i in range (0, len(values_list) ):
time_penalty = 0.0
if values_list[i] == 'T':
time_penalty = 5.0
cards_list.append ( {"c_number":i, "c_value": values_list[i], "c_chosen":False, "c_penalty":time_penalty} )
Code: Select all
# If cards are matched, will check if player has opened all the cards
else:
$ renpy.pause (1.0, hard = True)
# time penalty for card type <---
$ time -= cards_list[turned_cards_numbers[0]]["c_penalty"]
python:
# Let's remove opened cards from game field
# But if you prefere to let them stay - just comment out next 2 lines
for i in range (0, len(turned_cards_numbers) ):
cards_list[turned_cards_numbers[i]]["c_value"] = Null()
for j in cards_list:
if j["c_chosen"] == False and j["c_value"] not in trap_cards: # <---
renpy.jump ("memo_game_loop")
renpy.jump ("memo_game_win")
Re: Simple minigames (Screen Language only).
Alex wrote: ↑Wed Jun 01, 2022 6:38 amMmm, try to add one more key to describe card, like "c_penalty" that will store the number of seconds.So, later you can use its valueCode: Select all
# And make the cards_list that describes all the cards $ cards_list = [] python: for i in range (0, len(values_list) ): time_penalty = 0.0 if values_list[i] == 'T': time_penalty = 5.0 cards_list.append ( {"c_number":i, "c_value": values_list[i], "c_chosen":False, "c_penalty":time_penalty} )
Code: Select all
# If cards are matched, will check if player has opened all the cards else: $ renpy.pause (1.0, hard = True) # time penalty for card type <--- $ time -= cards_list[turned_cards_numbers[0]]["c_penalty"] python: # Let's remove opened cards from game field # But if you prefere to let them stay - just comment out next 2 lines for i in range (0, len(turned_cards_numbers) ): cards_list[turned_cards_numbers[i]]["c_value"] = Null() for j in cards_list: if j["c_chosen"] == False and j["c_value"] not in trap_cards: # <--- renpy.jump ("memo_game_loop") renpy.Jump ("memo_game_win")
it worked but got a new problem
1st: how can I add multiple values?
Code: Select all
if values_list[i] == 'T':
I will add my code as well, so you can see it
Code: Select all
##### The game screen
screen memo_scr_h:
add "bbg.png"
##### Timer
timer 1.0 action If (memo_timer > 1, SetVariable("memo_timer", memo_timer - 1), Jump("memoria_game_lose_hard") ) repeat True
text str(memo_timer) xalign 0.5 yalign 0.05 size 60 color "#61048D"
##### Cards
#
# To use images, just comment out lines that show text and uncomment lines that show images
grid 6 4:
xalign 0.2
yalign 0.5
for card in cards_list:
button:
padding (2, 2, 2, 2)
xsize 130
ysize 185
if card["c_chosen"]: # shows the face of the card
#text card["c_value"] # will show text
add card["c_value"] # will show image
else: # shows the back of the card
#text "X" # will show text
add "y" # will show image
action If ( (card["c_chosen"] or not can_click), None, [SetDict(cards_list[card["c_number"]], "c_chosen", True), Return(card["c_number"]) ] )
init:
python:
def cards_shuffle(x):
renpy.random.shuffle(x)
return x
##### Images
image a = "1.png" # different card images
image b = "2.png"
image c = "3.png"
image d = "4.png"
image e = "5.png"
image f = "6.png"
image g = "7.png"
image h = "8.png"
image i = "9.png"
image j = "10.png"
image k = "11.png"
image l = "12.png"
image y = "back.png" # back of the card
label memoria_game_hard:
#####
#
# At first, let's set the cards to play (the amount should match the grid size - in this example 16)
$ values_list = ["a", "a", "b", "b", "c", "c", "d", "d", "e", "e", "f", "f", "h", "h", "g", "g", "i", "i", "j", "j" , "k", "l", "k", "l"]
#trap card
#$ trap_card = ["k", "l"]
# Then - shuffle them
$ values_list = cards_shuffle(values_list)
# And make the cards_list that describes all the cards
$ cards_list = []
python:
for i in range (0, len(values_list) ):
time_penalty = 0.0
if values_list[i] == 'j':
time_penalty = 5.0
cards_list.append ( {"c_number":i, "c_value": values_list[i], "c_chosen":False, "c_penalty":time_penalty} )
# Before start the game, let's set the timer
$ memo_timer = 50
# Shows the game screen
show screen memo_scr_h
# The game loop
label memo_game_loop_h:
$ can_click = True
$ turned_cards_numbers = []
$ turned_cards_values = []
# Let's set the amount of cards that should be opened each turn (all of them should match to win)
$ turns_left = 2
label turns_loop_h:
if turns_left > 0:
$ result = ui.interact()
$ memo_timer = memo_timer
$ turned_cards_numbers.append (cards_list[result]["c_number"])
$ turned_cards_values.append (cards_list[result]["c_value"])
$ turns_left -= 1
jump turns_loop_m
# To prevent further clicking befor chosen cards will be processed
$ can_click = False
# If not all the opened cards are matched, will turn them face down after pause
if turned_cards_values.count(turned_cards_values[0]) != len(turned_cards_values):
$ renpy.pause (1.0, hard = True)
python:
for i in range (0, len(turned_cards_numbers) ):
cards_list[turned_cards_numbers[i]]["c_chosen"] = False
# If cards are matched, will check if player has opened all the cards
else:
$ renpy.pause (1.0, hard = True)
# time penalty for card type <---
$ memo_timer -= cards_list[turned_cards_numbers[0]]["c_penalty"]
python:
# Let's remove opened cards from game field
# But if you prefere to let them stay - just comment out next 2 lines
for i in range (0, len(turned_cards_numbers) ):
cards_list[turned_cards_numbers[i]]["c_value"] = Null()
for j in cards_list:
if j["c_chosen"] == False:
renpy.jump ("memo_game_loop_h")
renpy.jump ("memoria_game_win_hard")
jump memo_game_loop_h
label memoria_game_lose_hard:
hide screen memo_scr_h
$ renpy.pause (0.1, hard = True)
$ renpy.pause (0.1, hard = True)
"You lose! Try again."
jump memoria_game_hard
label memoria_game_win_hard:
hide screen memo_scr_h
$ renpy.pause (0.1, hard = True)
$ renpy.pause (0.1, hard = True)
"You win!"
jump VNmode1
Re: Simple minigames (Screen Language only).
Like thisMax987r wrote: ↑Sat Jun 04, 2022 12:17 pm ...1st: how can I add multiple values?...Code: Select all
if values_list[i] == 'T':
Code: Select all
# And make the cards_list that describes all the cards
$ cards_list = []
python:
for i in range (0, len(values_list) ):
time_penalty = 0.0
if values_list[i] == 'j':
time_penalty = 5.0
elif values_list[i] == 'k':
time_penalty = 7.0
elif values_list[i] == 'l':
time_penalty = 15.0
cards_list.append ( {"c_number":i, "c_value": values_list[i], "c_chosen":False, "c_penalty":time_penalty} )
Check your code once again - it should be
Code: Select all
# If cards are matched, will check if player has opened all the cards
else:
$ renpy.pause (1.0, hard = True)
# time penalty for card type
$ time -= cards_list[turned_cards_numbers[0]]["c_penalty"]
python:
# Let's remove opened cards from game field
# But if you prefere to let them stay - just comment out next 2 lines
for i in range (0, len(turned_cards_numbers) ):
cards_list[turned_cards_numbers[i]]["c_value"] = Null()
for j in cards_list:
if j["c_chosen"] == False and j["c_value"] not in trap_cards: # <--- !!!
renpy.jump ("memo_game_loop")
renpy.Jump ("memo_game_win")
And check the typo in label's name
Code: Select all
label turns_loop_h:
if turns_left > 0:
$ result = ui.interact()
$ memo_timer = memo_timer
$ turned_cards_numbers.append (cards_list[result]["c_number"])
$ turned_cards_values.append (cards_list[result]["c_value"])
$ turns_left -= 1
jump turns_loop_h # <--- not turns_loop__m
Re: Simple minigames (Screen Language only).
Thanks Alex it works i found out a line from past edit causing not to work i fixed it thanks you very much.
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Re: Simple minigames (Screen Language only).
Hey Alex, thanks so much for the code! I have a couple probably stupid questions about the fifteen game. Firstly, once the game is finished, clicking on the tiles always advances to the next label, but I actually want the player to only be able to advance by clicking a button. The button works fine, I don't need any help with that, just with turning off the sensitivity of the tiles. Secondly, how do you set it so the last tile in the grid is always the missing one? I tried
but I wasn't sure what numbers I should be putting in there. It's a 3 by 3 grid, but 3*3 didn't work, and single digit numbers like 9 just broke it.
Code: Select all
$ empty_tile_value = grid_width*grid_height
Re: Simple minigames (Screen Language only).
Hi, futuresoon!
To make tiles unclickable you need to set 'sensitive' property to tile buttons, like (some clipped code)
Code: Select all
screen fifteen_scr():
##### Game field.
frame:
# code code code
grid grid_width grid_height spacing 0:
for every_tile in tiles_list:
if every_tile["tile_value"] == empty_tile_value and not fifteen_is_solved:
null
else:
button:
# code code code
action # code code code
sensitive fifteen_can_click # <---
Code: Select all
label fifteen_game:
# code code code
# Some variables:
# will let us control if the missed tile should be shown
$ fifteen_is_solved = False
# sets the timer to make game more difficult
$ fifteen_timer = 1000
# will let us control the timer
$ timer_on = False
# will let us control if player can interact with tiles
$ fifteen_can_click = False # <---
# This will show the game screen.
show screen fifteen_scr
# code code code
# The game loop.
label fifteen_game_loop:
$ fifteen_can_click = True # <--- player can click tiles
$ result = ui.interact()
$ fifteen_timer = fifteen_timer
if result == "time_is_up":
jump fifteen_lose
python:
for j in tiles_list:
if j["tile_value"]-1 != j["tile_number"]: # will continue the game if at least one tile is not in its place
renpy.jump("fifteen_game_loop")
jump fifteen_win
label fifteen_win:
$ fifteen_can_click = False # <---
# This will turn off the timer.
$ timer_on = False
$ renpy.pause(0.1, hard = True)
$ renpy.pause(0.1, hard = True)
# This will show the missed tile in its place.
$ fifteen_is_solved = True
"You win!"
hide screen fifteen_scr
return
label fifteen_lose:
$ fifteen_can_click = False # <---
$ timer_on = False
$ renpy.pause(0.1, hard = True)
$ renpy.pause(0.1, hard = True)
"To slow... Try again."
hide screen fifteen_scr
jump fifteen_game
Code: Select all
$ empty_tile_value = grid_width*grid_height
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Re: Simple minigames (Screen Language only).
Thank you so much for responding, it works perfectly now!
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