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transform move(x1,y1,z1,x2,y2,z2,d):
xcenter x1 ycenter y1 zoom z1
linear d xcenter x2 ycenter y2 zoom z2
transform endbutton(x,y):
xcenter x ycenter y zoom .5
block:
linear 2.0 ycenter (y+.01)
linear 2.0 ycenter (y-.01)
repeat
screen gallery:
tag menu
default zoomend = ""
add "gfx/mainmenu.jpg"
add "snow"
if zoomend!="jacob":
imagebutton idle (im.Alpha("gfx/endjacob.png",.3)) hover "gfx/endjacob.png" action (SetScreenVariable("zoomend","jacob")) at endbutton(.1,.4)
else:
add "gfx/endjacob.png" at move(.1,.4,.5,.5,.5,1.0,2)
add "gfx/fslogo.png" at mainlogo()
frame style "default":
xalign .5 yalign .99
has hbox spacing 15
textbutton _("go back to main menu") action Show("main_menu") style "default" text_style "maintxt"
2. you click on the first (and for now unique) button to set the variable zoomend = "jacob"
3. the button is hidden correctly, but the add statement with the move ATL doesn't work at all. It just pop-ups the sprite at fullsize, ignoring the linear zoom that normally shows up
I'm a failure at screen language. I can code this without problem using the good old label->jump loop, which seems the only way I can code anything interactive in Ren'Py