Once the item is in the inventory, the player can use the item on another part of the screen to unlock a visual (short animation or another image with a clue to be clicked on and add to the inventory, etc.)
I'm playing around with:
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init python:
def detective_dragged(drags, drop):And then I found this: http://lemmasoft.renai.us/forums/viewto ... ry#p193803
I'm hoping for something similar to Drawn: (http://www.bigfishgames.com/download-ga ... index.html). There's a display box in the bottom thirds of the screen and you'll collect items and then drag them to the right spot to unlock things. (Not the only element to this game, but hoping to include drag and drop to do this.)
So I wanted to try making the inventory. Just to test it out, I tried:
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screen inventory_scr:
hbox:
xalign 0.5 yalign 0.4
idle "icon.png"
hover "icon.png"
action QuickSave()And I can hide it:
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textbutton "Return" action Hide("inventory_scr") xalign 0.1 yalign 0.9 xminimum 100And a button to show the inventory when needed within the quick_menu:
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textbutton _("Inventory") action Show('inventory_scr"')It gave me an error.
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idle is not a keyword argument or valid child for the hbox statement.So I'm wondering about clicking on the item so that it goes to the inventory screen and making the item drag-able (instead of just clickable).
Something within the inventory screen like setting up the drag group position within the inventory screen.