### Popup a menu and apply a transform to whatever's under it?

Posted:

**Thu Oct 06, 2016 9:18 am**I've got this transform based on Alex's code from this topic. It works just as I want it to, if I apply it to things as they show up in the game script. Like so:

Then:

But what I want is to use this effect during

So... the transform function itself works great, but I don't know if it's possible to create a function that will

There may be no such method and I can ham-fist a manual version during pop-ups and NVL only - but I'd love to have a single function for it, and to be able to do game menus this way too.

Code: Select all

```
init:
transform blur(child):
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(1.0))
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.6))
xoffset -1
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.6))
xoffset 1
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.6))
yoffset -1
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.6))
yoffset 1
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.3))
xoffset -2
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.3))
xoffset 2
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.3))
yoffset -2
contains:
im.MatrixColor(child, im.matrix.saturation(.5) * im.matrix.tint(1.0, 0.8, 0.6) * im.matrix.brightness(0.2) * im.matrix.opacity(0.3))
yoffset 2
```

Code: Select all

```
label start:
show eileen happy:
xpos 0.5
$ renpy.pause()
show eileen happy at blur
with dissolve
"Some good memories"
#or whatever, you get the idea. Feel free to use this code and play with the values
```

**NVL**, and when I display images on a new layer (the idea being you click an object in the scene, and a small pop-up image shows a closeup of that object, while the rest of the images are blurred in the background).*And*, possibly for going to**Preferences**or**Save/Load**, or the "Are you sure you want to quit?" screen... instead of having one specific game menu root image.So... the transform function itself works great, but I don't know if it's possible to create a function that will

*apply this transform*to the whole background and any characters currently visible, when those new screens are called... and remove it and restore the previous images when the screens are dismissed.**Is this too much to ask?**There may be no such method and I can ham-fist a manual version during pop-ups and NVL only - but I'd love to have a single function for it, and to be able to do game menus this way too.