"Į "There are a few ways to refer to the image. "Į "This can be done using the add statement, which adds an image or other displayable to the screen. ![]() "Į "Sometimes you'll have a displayable, like an image, that you want to add to a screen. But these are the ones you can expect to see in your game, in the default screens. "Į "There are a few more properties than these, and you can find the rest in the documentation. "Į "For example, when the style_prefix property is 'green', the vbox has the 'green_vbox' style, and the text in it has the 'green_text' style. "Į "The style_prefix property sets the prefix of the style that's used for a displayable and its children. ") style "green_text "Į "The style property lets you specify the style of a single displayable. This used to apply per-Character styles, and help with auto-forward mode. "Į "It tells Ren'Py which displayables are the background window, 'who' is speaking, and 'what' is being said. Outside of the say screen, it isn't used much. ![]() # textbutton "Choice 2" action Return(1) default TrueĮ "The id property is mostly used with the say screen, which is used to show dialogue. # text _("This is an event.") at textform "):Į "The at property applies a transform to the displayable, the same way the at clause in the show statement does. Text _( "And the world turned upside down. When the container a displayable is in supports it, you can use properties like align, anchor, pos, and so so on. ")Į "First off, every screen language displayable supports the position properties. ":Į "There are a few properties that every screen language displayable shares. "Common properties all displayables share. Here, I'll tell you about some of the most important ones. E "There are quite a few screen displayables.
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