Code: Select all
screen dialogue_wheel:
imagemap:
ground "wheel_1_idle.png"
hover "wheel_1_hover.png"
hotspot (645, 471, 1280, 720) action [SetVariable("choice", 1), Return()]
imagemap:
ground "wheel_2_idle.png"
hover "wheel_2_hover.png"
hotspot (710, 558, 1280, 720) action [SetVariable("choice", 2), Return()]
imagemap:
ground "wheel_3_idle.png"
hover "wheel_3_hover.png"
hotspot (645, 639, 1280, 720) action [SetVariable("choice", 3), Return()]
imagemap:
ground "wheel_4_idle.png"
hover "wheel_4_hover.png"
hotspot (236, 471, 1280, 720) action [SetVariable("choice", 4), Return()]
imagemap:
ground "wheel_5_idle.png"
hover "wheel_5_hover.png"
hotspot (167, 556, 1280, 720) action [SetVariable("choice", 5), Return()]
imagemap:
ground "wheel_6_idle.png"
hover "wheel_6_hover.png"
hotspot (236, 639, 1280, 720) action [SetVariable("choice", 6), Return()]
This is a super quick mockup of how I want it to look and work in the context of the game itself: Basically I want choice menu buttons aligned to fit around the outside of the wheel with a transparent background (no visible button, just the text). When I hover over a button, the text should light up as well as the relevant section of the dialogue wheel. I would also need a way to maintain the button alignment when I don't need to use all 6 choices. I'm thinking an empty/invisible button but I'm not sure.
I'm having a hell of a time trying to figure out how to implement it though. I don't know if this should be done through customizing styles in screens.rpy or through imagemaps. I was reading through this thread last night and while it has a lot of good information in it, I wasn't able to figure out how to adapt it to my situation. If anyone could give me some advice on where to start, I would really appreciate it!