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Configuration variables control the behavior of Ren'Py's implementation, allowing Ren'Py itself to be customized in a myriad of ways. These range from the common such as changing the screen size to the obscure adding new kinds of archive files. Ren'Py's implementation makes the assumption that, once the GUI system has initialized, configuration variables will not change.
The things that a user sees when looking at a Ren'Py game can be divided into images and user interface. Images are displayed to the user using the scene, show, and hide statements, and are generally part of the story being told. Everything else the user sees is part of the user interface, which is customized using screens. Screens have two main functions. The first is to display information to the user.
A displayable is an object that can be shown to the user. Ren'Py displayables can be used in many ways. When a Ren'Py function or variable expects a displayable, there are five things that can be provided:. When such a string is given, a dynamic image is created. A dynamic image has text interpolation performed at the start of each interaction such as say statements and menus. The resulting string is processed according to the rules above.
How to make your ren'py game fully compatible with sandbox adventure?
The most commonly used displayable is Image, which lo a file from disk and displays it. Since Image is so commonly used, when a string giving a filename is used in a context that expects a displayable, an Image is automatically created. The only time it's necessary to use Image directly is when you want to create an image with renpy screen size properties. The only reason to set this to False is when using an image as input to a shader.
Loading an Image from a file on disk and decoding it so it can be drawn to the screen takes a long amount of time. While measured in the tenths or hundreds of seconds, the duration of the loading process is long enough that it can prevent an acceptable framerate, and become annoying to the user. Since an Image is of a fixed size, and doesn't change in response to input, game state, or the size of the area available to it, an Image can be loaded before it is needed and placed into an area of memory known as the image cache.
Once an Image is decoded and in the cache, it can be quickly drawn to the screen. Ren'Py attempts to predict the images that will be used in the future, and lo them into the image cache before they are used. When space in the cache is needed for other images, Ren'Py will remove images that are no longer being used. By default, Ren'Py will predictively cache up to 8 screens worth of image data.
If your screen is x, then a screen's worth of data is one x image, two x images, and so on. This can be changed with the config. Although the precise amount is dependent on implementation details and there is ificant overhead, as a rule of thumb, each pixel in the image cache consumes 4 bytes of main memory and 4 bytes of video memory.
We call these displayables image-like because they take up a rectangular area of the screen, and do not react to input. These differ from renpy screen size images by varying their size to fill an area Frame, Tile, and Solidor by allowing the user to specify their size Composite, Crop, Null.
They are not image manipulators. Image-like displayables take Position Style Properties. This displayable takes its colors from childand its alpha channel from the multiplication of the alpha channels of child and mask. The result is a displayable that has the same colors as childis transparent where either child or mask is transparent, and is opaque where child and mask are both opaque.
The child and mask parameters may be arbitrary displayables. The size of the AlphaMask is the size of. Note that this takes different arguments from im. AlphaMaskwhich uses the mask's red channel. This object provides border size and tiling information to a Frame.
It can also provide padding information that can be supplied to the padding style property of a window or frame. This creates a new displayable of sizeby compositing other displayables. The remaining positional arguments are used to place images inside the Composite. The remaining positional arguments should come in groups of two, with the first member of each group an x, y tuple, and the second member of a group is a displayable that is composited at that position.
This creates a displayable by cropping child to rectwhere rect is an x, y, width, height tuple. A DynamicImage is a displayable that has text interpolation performed on it to yield a string giving a new displayable. Such interpolation is performed at the start of each interaction. This flattens childwhich may be made up of multiple textures, into a single texture. Certain operations, like the alpha transform property, apply to every texture making up a displayable, which can yield incorrect when the textures overlap on screen.
Flatten creates a single texture from multiple textures, which can prevent this problem. Flatten is a relatively expensive operation, and so should only be used when absolutely required. A renpy screen size that resizes an image to fill the available area, while preserving the width and height of its borders. It is often used as the background of a window or button.
Screen resolutions? what's the pixel size of your game?
Using a frame to resize an image to double its size. A displayable that creates an empty box on the screen. The size of the box is controlled by width and height. This can be used when a displayable requiresbut no child is suitable, or as a spacer inside a box.
See Text Displayables. Dynamic displayables display displayable based on the state of the game. They do not take any properties, as their layout is controlled by the properties of the child displayable they return.
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Note that these dynamic displayables always display their current state. Because of this, a dynamic displayable will not participate in a transition. Or more precisely, it will display the same thing in both the old and new states of the transition. By de, dynamic displayables are intended to be used for things that change rarely and when an image define this way is off screen Such as a character customization systemand not for things that change frequently, such as character emotions.
This is a displayable that changes what it is showing based on Python conditions. The positional arguments should be given in groups of two, where each group consists of:. The first true condition has its displayable shown, at least one condition should always be true. A displayable that can change its child based on a Python function, over the course of an interaction.
Screen resolutions? what's the pixel size of your game?
As a special case, function may also be a python string that evaluates to a displayable. In that case, function is run once per interaction. This is a displayable that changes what it is showing based on the images are showing on the screen. The positional argument should be given in groups of two, where each group consists of:.
One use of ShowingSwitch is to have images change depending on the current emotion of a character. For example:.
The At function produces a displayable from a displayable and one or more transforms. Given a displayable dapplies each of the transforms in args to it. The transforms are applied in left-to-right order, so that the outermost transform is the rightmost argument. Layout boxes are displayables that lay out their children on the screen. They can lay out the children in a horizontal or vertical manner, or lay them out using the standard positioning algorithm. The box displayables take any of positional and keyword arguments.
Positional arguments should be displayables that are added to the box as children. Keyword arguments are style properties that are applied to the box. A box that fills the screen. Its members are laid out from back to front, with their position properties controlling their position. The Grid layout displays its children in a grid on the screen.
It takes Position Style Properties and the spacing style property.
Lays out displayables in a grid. The first two positional arguments are the of columns and rows in the grid. This transition uses a control displayable almost always some sort of animated transform to transition from one displayable to another. The transform is evaluated. The new displayable is used where the transform is opaque, and the old displayable is used when it is transparent. An image manipulator is a displayable that takes an image or image manipulator, and either lo it or performs an operation on it.