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[adonthell-wastesedge-commits] Release_0-3-1 7b028da 127/237: UPDATED in
From: |
Kai Sterker |
Subject: |
[adonthell-wastesedge-commits] Release_0-3-1 7b028da 127/237: UPDATED intro sequence |
Date: |
Mon, 25 Jul 2016 18:15:06 +0000 (UTC) |
tag: Release_0-3-1
commit 7b028dad34bc71241d5543599900824e4bdd4791
Author: adondev <adondev>
Commit: adondev <adondev>
UPDATED intro sequence
FIXED oliver's script
---
scripts/init.py | 6 +-
scripts/modules/intro.py | 190 +++++++++++++++++++----------
scripts/modules/main_menu.py | 2 +-
scripts/schedules/mapcharacters/oliver.py | 12 +-
4 files changed, 134 insertions(+), 76 deletions(-)
diff --git a/scripts/init.py b/scripts/init.py
index 9a7770f..975946a 100755
--- a/scripts/init.py
+++ b/scripts/init.py
@@ -67,21 +67,21 @@ class title_screen:
# -- load our images
self.bag_o = win_image ()
- self.bag_o.load_pnm ("gfx/cutscene/jewelbag_open.pnm")
+ self.bag_o.load_raw ("gfx/cutscene/jewelbag_open.img")
self.bag_o.set_alpha (0)
self.bag_o.move (0, 0)
self.bag_o.pack ()
self.bag_o.set_visible (0)
self.bag_c = win_image ()
- self.bag_c.load_pnm ("gfx/cutscene/jewelbag_closed.pnm")
+ self.bag_c.load_raw ("gfx/cutscene/jewelbag_closed.img")
self.bag_c.set_visible (1)
self.bag_c.set_alpha (0)
self.bag_c.move (0, 0)
self.bag_c.pack ()
self.bag_t = win_image ()
- self.bag_t.load_pnm ("gfx/cutscene/adonthell_03.pnm")
+ self.bag_t.load_raw ("gfx/cutscene/adonthell_03.img")
self.bag_t.move (33, 86)
self.bag_t.pack ()
self.bag_t.set_visible (0)
diff --git a/scripts/modules/intro.py b/scripts/modules/intro.py
index 83c3407..cc53115 100644
--- a/scripts/modules/intro.py
+++ b/scripts/modules/intro.py
@@ -14,18 +14,19 @@ da = drawing_area ()
da.resize (screen_length (), screen_height ())
da.move (0, 0)
-# The 3 forest images...
+# The images...
im1 = image ()
im2 = image ()
im3 = image ()
bg = image ()
+inn_close = image ()
-im1.load_pnm ("gfx/cutscene/forest3.pnm")
-im2.load_pnm ("gfx/cutscene/forest2.pnm")
+im1.load_raw ("gfx/cutscene/forest3.img")
+im2.load_raw ("gfx/cutscene/forest2.img")
im2.set_mask (1)
-im3.load_pnm ("gfx/cutscene/forest1.pnm")
+im3.load_raw ("gfx/cutscene/forest1.img")
im3.set_mask (1)
-bg.load_pnm ("gfx/cutscene/intro_bg.pnm")
+bg.load_raw ("gfx/cutscene/intro_bg.img")
bg.set_alpha (0)
imblack = image ()
@@ -45,7 +46,7 @@ o3 = 0
# The text window.
theme = win_manager_get_theme ("original")
-font = win_manager_get_font ("original")
+font = win_manager_get_font ("white")
cont = win_container ()
cont.resize (250, 100)
cont.move ((screen_length () - cont.length ())/2,
@@ -73,13 +74,38 @@ business in her name,\ntrusting me to follow in good
speed.",
"A lone Half-Elf, may travel with much\nmore speed than an Elven
lady and her\nservants, so she \
was now only a day\nahead. The thought nearly caused me\nto forget \
the harshness of the road.",
- "Still, Waste's Edge was a welcome sight.")
+ "Still, Waste's Edge was a welcome sight.",
+ "As you approach the trading post, there\nseems to be little sign
of life. Eventually\nyou find the \
+Redwyne Inn, which seems\nto be the main building here.",
+ "The heavy wooden doors are closed,\nand no one is there \
+to let you in. As you\napproach the gate, you suddenly hear a voice from
within.")
cont.set_visible_background (0);
cont.set_visible_border (0);
cont.set_visible_all (1);
cont.set_activate (1)
+# Images for the speech
+bubbg = (image (), image(), image())
+bubbg[0].load_raw ("gfx/cutscene/intro_inn.img")
+bubbg[1].load_raw ("gfx/cutscene/intro_guard.img")
+bubbg[2].load_raw ("gfx/cutscene/intro_player.img")
+
+# Text for the speech
+bubtext = (("Halt! Stand and declare yourself, stranger!", "red", 25, 5, 350,
1),
+ ("I am $name, come as an agent for my employer. Tell me, is this
the trading \
+post of Waste's Edge?", "yellow", 130, 5, 500, 2),
+ ("That it is, but this is all you'll see of it.", "red", 25, 5,
300, 1),
+ ("If you turn now and make haste, you should be able to make safe
camping \
+before dark.", "red", 25, 5, 400, 1),
+ ("Turn back? Whatever for? And why is the gate of a free trading
post locked \
+against a footsore traveller?", "yellow", 130, 5, 500, 0),
+ ("I am sorry, traveller, but the post is barred and you must be
off.", "red", 25, 5, 300, 0),
+ ("There has been trouble inside and I have instructions to turn
away all who \
+need not be here.", "red", 25, 5, 400, 0),
+ ("Trouble? Why then, I must get inside. My employer will need me
close at \
+hand!", "yellow", 130, 15, 500, 0))
+
wintextocc = 0
wincpt = 0
windelay = 0
@@ -87,73 +113,100 @@ bgcpt = 0
status = -1
+letsexit = 0
+
screen_clear ()
gametime_start_action ()
-while not input_has_been_pushed (SDLK_ESCAPE) and not input_has_been_pushed
(SDLK_SPACE):
+while not input_has_been_pushed (SDLK_ESCAPE) and not input_has_been_pushed
(SDLK_SPACE) and not letsexit:
# Update the stuff
input_update ()
for i in range (0, gametime_frames_to_do ()):
- # Magic number
- if o1 >= 4:
- x1 = update_im (im1, x1)
- o1 = 0
- else: o1 = o1 + 1
-
- # Magic number
- if o2 >= 2:
- x2 = update_im (im2, x2)
- o2 = 0
- else: o2 = o2 + 1
-
- # Magic number
- if o3 >= 1:
- x3 = update_im (im3, x3)
- o3 = 0
- else: o3 = o3 + 1
-
- # Update the label text
- if wintextocc < len (wintext):
- if wincpt < len (wintext[wintextocc]):
- windelay = windelay + 1
- if windelay >= 10:
- if wincpt == 0: lab.set_text ("")
- lab.add_text (wintext[wintextocc][wincpt])
- wincpt = wincpt + 1
- windelay = 0
- else:
+
+ # 1st part: forest scrolling and fade to the inn, with
+ #the text appearing letter-by-letter
+ if status < 4:
+ # Magic number
+ if o1 >= 4:
+ x1 = update_im (im1, x1)
+ o1 = 0
+ else: o1 = o1 + 1
+
+ # Magic number
+ if o2 >= 2:
+ x2 = update_im (im2, x2)
+ o2 = 0
+ else: o2 = o2 + 1
+
+ # Magic number
+ if o3 >= 1:
+ x3 = update_im (im3, x3)
+ o3 = 0
+ else: o3 = o3 + 1
+
+ # Update the label text
+ if wintextocc < len (wintext):
+ if wincpt < len (wintext[wintextocc]):
windelay = windelay + 1
- # Shall we fade to the Inn view?
- if status == 0 and wintextocc == len (wintext) - 1 and
windelay == - 250: status = 1
+ if windelay >= 10:
+ if wincpt == 0: lab.set_text ("")
+ lab.add_text (wintext[wintextocc][wincpt])
+ wincpt = wincpt + 1
+ windelay = 0
+ else:
+ windelay = windelay + 1
+ # Shall we fade to the Inn view?
+ if status == 0 and wintextocc == 5 and windelay == -
250: status = 1
+ else:
+ wintextocc = wintextocc + 1
+ wincpt = 0
+ windelay = -500
else:
- wintextocc = wintextocc + 1
- wincpt = 0
- windelay = -500
+ # Switch to close inn view?
+ if windelay == -300:
+ status = 4
+ windelay = 0
+ wintextocc = 0
+ else: windelay = windelay + 1
- cont.update ()
-
- # Fade to the forest
- if status == -1:
- if (imblack.alpha ()) > 0:
- imblack.set_alpha (imblack.alpha () - 1)
- else: status = 0
-
- # Fade to the Inn view.
- if status == 1 or status == 2:
- if (bg.alpha ()) < 255:
- bg.set_alpha (bg.alpha () + 1)
- if bg.alpha () == 150:
- # Start scrolling
- status = 2
-
- if status == 2:
- if bgy < bg.height () - screen_height ():
- bgcpt = bgcpt + 1
- if bgcpt == 2:
- bgy = bgy + 1
- bgcpt = 0
- else: status = 3
+ cont.update ()
+
+ # Fade to the forest
+ if status == -1:
+ if (imblack.alpha ()) > 0:
+ imblack.set_alpha (imblack.alpha () - 1)
+ else: status = 0
+
+ # Fade to the Inn view.
+ if status == 1 or status == 2:
+ if (bg.alpha ()) < 255:
+ bg.set_alpha (bg.alpha () + 1)
+ if bg.alpha () == 150:
+ # Start scrolling
+ status = 2
+
+ if status == 2:
+ if bgy < bg.height () - screen_height ():
+ bgcpt = bgcpt + 1
+ if bgcpt == 2:
+ bgy = bgy + 1
+ bgcpt = 0
+ else: status = 3
+
+ # 2nd part: speech between Talan and the player.
+ if status >=4:
+ if windelay >= 0 and wintextocc < len (bubtext):
+ windelay = -bubtext[wintextocc][4]
+ bub = text_bubble (bubtext[wintextocc][0],
bubtext[wintextocc][1], "original")
+ bub.move (bubtext[wintextocc][2], bubtext[wintextocc][3])
+ windelay = windelay + 1
+ currentbg = bubtext[wintextocc][5]
+ else:
+ windelay = windelay + 1
+ if windelay >= 0:
+ wintextocc = wintextocc + 1
+ if wintextocc == len (bubtext): letsexit = 1
# Draw the entire scene
if status < 3:
@@ -161,13 +214,18 @@ while not input_has_been_pushed (SDLK_ESCAPE) and not
input_has_been_pushed (SDL
draw_im (im2, x2)
draw_im (im3, x3)
- if status > 0:
+ if status > 0 and status < 4:
bg.draw (0, -bgy, da)
if status == -1:
imblack.draw (0, 0)
- cont.draw ()
+ if status < 4:
+ cont.draw ()
+
+ if status >= 4:
+ bubbg[currentbg].draw (0, 0)
+ bub.draw ()
screen_show ()
gametime_update ()
diff --git a/scripts/modules/main_menu.py b/scripts/modules/main_menu.py
index 09cff53..3a9d794 100755
--- a/scripts/modules/main_menu.py
+++ b/scripts/modules/main_menu.py
@@ -48,7 +48,7 @@ class main_menu (win_container):
self.py_signal_connect (self.on_update, win_event_UPDATE)
self.a_title = win_image()
- self.a_title.load_pnm ("gfx/cutscene/adonthell_green.pnm")
+ self.a_title.load_raw ("gfx/cutscene/adonthell_green.img")
self.a_title.set_mask (1)
self.a_title.move ((self.length() - self.a_title.length())/2, y_pos)
self.a_title.thisown = 0
diff --git a/scripts/schedules/mapcharacters/oliver.py
b/scripts/schedules/mapcharacters/oliver.py
index a9b374c..1fb90c7 100755
--- a/scripts/schedules/mapcharacters/oliver.py
+++ b/scripts/schedules/mapcharacters/oliver.py
@@ -47,7 +47,7 @@ class oliver:
x, y = self.offsets[i][:2]
x = x + orloth.posx ()
y = y + orloth.posy ()
- if myself.set_goal (x, y, NO_MOVE): break
+ if myself.set_goal (x, y): break
i = i + 1
myself.set_val ("goto_players_room", 2)
@@ -65,23 +65,23 @@ class oliver:
# -- Player's room
if location == 12:
- myself.set_goal (5, 1, NO_MOVE)
+ myself.set_goal (5, 1)
# -- First floor
elif location == 9:
- myself.set_goal (8, 1, NO_MOVE)
+ myself.set_goal (8, 1)
# -- Second floor (this shouldn't happen, but it once did ...)
elif location == 14:
- myself.set_goal (4, 1, NO_MOVE)
+ myself.set_goal (4, 1)
# -- Common Room
elif location == 1:
- myself.set_goal (13, 8, NO_MOVE)
+ myself.set_goal (13, 8)
# -- Yard, our final goal (for now)
elif location == 0:
- myself.set_goal (25, 15, NO_MOVE)
+ myself.set_goal (25, 15)
myself.set_val ("goto_barn", 0)
myself.set_val ("todo", 2)
- [adonthell-wastesedge-commits] Release_0-3-1 91abdcd 136/237: FIXED Makefile.am (intro.py was missing), (continued)
- [adonthell-wastesedge-commits] Release_0-3-1 91abdcd 136/237: FIXED Makefile.am (intro.py was missing), Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 30316f6 132/237: ADDED initial dialogue with Talan to get into the inn, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 7a0f9fe 050/237: Minor changes to the map., Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 21f36d0 059/237: Slight fix., Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 b40a92e 134/237: ADDED Lucia's schedule and furnitures, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 64e91d5 033/237: UPDATE to some schedules and dialogues, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 d6dfa6e 064/237: Added characters portraits, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 0933dbf 063/237: How could I forget them ... ? ; ), Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 a681af9 028/237: Modularized event scripts, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 18d2266 131/237: FIXED installation, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 7b028da 127/237: UPDATED intro sequence,
Kai Sterker <=
- [adonthell-wastesedge-commits] Release_0-3-1 290bfde 086/237: ADDED portraits of Talan and Player, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 f3b822a 070/237: Furniturized the houses., Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 dfdc8cc 035/237: Finished Orloth's dialogue, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 398bec8 143/237: IMPROVED Bjarn's dialogue and text bubbles, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 c0d92f8 138/237: Further cleaning up of dialogues, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 a1e51e2 061/237: ADDED Jelom, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 c8dd4ff 133/237: Finished map forest., Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 bcd3b16 141/237: FIXED previous commit of old stuff, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 e167248 062/237: Fixed a bug in displaying bubbles, Kai Sterker, 2016/07/25
- [adonthell-wastesedge-commits] Release_0-3-1 8e16709 166/237: ADDED some Barn <-> Silverhair teleport magic :), Kai Sterker, 2016/07/25