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Re: Simple minigames (Screen Language only).

Posted: Wed May 18, 2022 8:53 am
by Max987r
Alex wrote: Tue May 17, 2022 2:26 pm
Max987r wrote: Tue May 17, 2022 1:58 pm ...I need your help to figure out how to make even some card ie trap cards remain on screen game ends?
This will end the game if only trap cards are remain onscreen - viewtopic.php?f=51&t=18047&p=552135&sid ... f9#p552110
thanks alex actually i am dumb i forgot i changed the name of loop thats why it was not working

Re: Simple minigames (Screen Language only).

Posted: Tue May 31, 2022 9:48 am
by Max987r
Hey Alex sorry to bother you again :cry:

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).

Posted: Tue May 31, 2022 11:19 am
by Alex
Max987r wrote: Tue May 31, 2022 9:48 am Hey Alex sorry to bother you again :cry:

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 🙇
Hm, I'm not quite get it...
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).

Posted: Wed Jun 01, 2022 1:10 am
by Max987r
Alex wrote: Tue May 31, 2022 11:19 am
Max987r wrote: Tue May 31, 2022 9:48 am Hey Alex sorry to bother you again :cry:

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 🙇
Hm, I'm not quite get it...
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).

Posted: Wed Jun 01, 2022 6:38 am
by Alex
Max987r wrote: Wed Jun 01, 2022 1:10 am 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
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} )
So, later you can use its value

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).

Posted: Sat Jun 04, 2022 12:17 pm
by Max987r
Alex wrote: Wed Jun 01, 2022 6:38 am
Max987r wrote: Wed Jun 01, 2022 1:10 am 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
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} )
So, later you can use its value

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':
 
2nd: after you match all card even the trap cards not removed(matched) i want game to end ?

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).

Posted: Sat Jun 04, 2022 2:45 pm
by Alex
Max987r wrote: Sat Jun 04, 2022 12:17 pm ...1st: how can I add multiple values?

Code: Select all

 if values_list[i] == 'T':
 
...
Like this

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} )
Max987r wrote: Sat Jun 04, 2022 12:17 pm ...2nd: after you match all card even the trap cards not removed(matched) i want game to end ?...
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).

Posted: Mon Jun 06, 2022 10:44 am
by Max987r
Thanks Alex it works i found out a line from past edit causing not to work i fixed it thanks you very much.

Re: Simple minigames (Screen Language only).

Posted: Sat Jan 14, 2023 4:38 am
by futuresoon
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

Code: Select all

    $ empty_tile_value = grid_width*grid_height
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.

Re: Simple minigames (Screen Language only).

Posted: Sat Jan 14, 2023 8:41 am
by Alex
futuresoon wrote: Sat Jan 14, 2023 4:38 am ...
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 # <---
So, later you'll be able to change the value of 'fifteen_can_click' variable (True/False) to make tiles clickable/unclickable.

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
As for setting the last tile to be the missing one, just uncomment the line

Code: Select all

$ empty_tile_value = grid_width*grid_height
no need to change it (last tile is calculated as game board width multiplied by game board height, that were set earlier in code).

Re: Simple minigames (Screen Language only).

Posted: Sat Jan 14, 2023 3:27 pm
by futuresoon
Thank you so much for responding, it works perfectly now!