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Added AllPlatforms version, based on Ren'Py engine, provided by fk1995
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MewX committed May 12, 2017
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3 changes: 3 additions & 0 deletions AllPlatforms/README.md
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# 全平台移植版本

感谢fk1995提供,该版本基于`Ren'Py`引擎,欢迎大家提交pull requests 以及修复BUG!
371 changes: 371 additions & 0 deletions AllPlatforms/options.rpy
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## This file contains some of the options that can be changed to customize
## your Ren'Py game. It only contains the most common options... there
## is quite a bit more customization you can do.
##
## Lines beginning with two '#' marks are comments, and you shouldn't
## uncomment them. Lines beginning with a single '#' mark are
## commented-out code, and you may want to uncomment them when
## appropriate.

init -1 python hide:

## Should we enable the use of developer tools? This should be
## set to False before the game is released, so the user can't
## cheat using developer tools.

config.developer = True

## These control the width and height of the screen.

config.screen_width = 800
config.screen_height = 600

## This controls the title of the window, when Ren'Py is
## running in a window.

config.window_title = u"CROSS✝CHANNEL"

# These control the name and version of the game, that are reported
# with tracebacks and other debugging logs.
config.name = "Cross Channel"
config.version = "1.01"

#########################################
# Themes

## We then want to call a theme function. theme.roundrect is
## a theme that features the use of rounded rectangles.
##
## The theme function takes a number of parameters that can
## customize the color scheme.

theme.crayon(
## Theme: Crayon
## Color scheme: Fine China

## The color of an idle widget face.
widget = "#6A7183",

## The color of a focused widget face.
widget_hover = "#1A2B47",

## The color of the text in a widget.
widget_text = "#C9C9CB",

## The color of the text in a selected widget. (For
## example, the current value of a preference.)
widget_selected = "#E3E3E4",

## The color of a disabled widget face.
disabled = "#ADB9CC",

## The color of disabled widget text.
disabled_text = "#DFBA14",

## The color of informational labels.
label = "#39435E",

## The color of a frame containing widgets.
frame = "#ADB9CC",

## The background of the main menu. This can be a color
## beginning with '#', or an image filename. The latter
## should take up the full height and width of the screen.
mm_root = "#F7F7FA",

## The background of the game menu. This can be a color
## beginning with '#', or an image filename. The latter
## should take up the full height and width of the screen.
gm_root = "#F7F7FA",

## If this is True, the in-game window is rounded. If False,
## the in-game window is square.
rounded_window = False,

## And we're done with the theme. The theme will customize
## various styles, so if we want to change them, we should
## do so below.
)


#########################################
## These settings let you customize the window containing the
## dialogue and narration, by replacing it with an image.

## The background of the window. In a Frame, the two numbers
## are the size of the left/right and top/bottom borders,
## respectively.

# style.window.background = Frame("frame.png", 12, 12)

## Margin is space surrounding the window, where the background
## is not drawn.

# style.window.left_margin = 6
# style.window.right_margin = 6
# style.window.top_margin = 6
# style.window.bottom_margin = 6

## Padding is space inside the window, where the background is
## drawn.

# style.window.left_padding = 6
# style.window.right_padding = 6
# style.window.top_padding = 6
# style.window.bottom_padding = 6

## This is the minimum height of the window, including the margins
## and padding.

# style.window.yminimum = 250


#########################################
## This lets you change the placement of the main menu.

## The way placement works is that we find an anchor point
## inside a displayable, and a position (pos) point on the
## screen. We then place the displayable so the two points are
## at the same place.

## An anchor/pos can be given as an integer or a floating point
## number. If an integer, the number is interpreted as a number
## of pixels from the upper-left corner. If a floating point,
## the number is interpreted as a fraction of the size of the
## displayable or screen.

# style.mm_menu_frame.xpos = 0.5
# style.mm_menu_frame.xanchor = 0.5
# style.mm_menu_frame.ypos = 0.75
# style.mm_menu_frame.yanchor = 0.5


#########################################
## These let you customize the default font used for text in Ren'Py.

## The file containing the default font.

# style.default.font = "DejaVuSans.ttf"

## The default size of text.

# style.default.size = 22

## Note that these only change the size of some of the text. Other
## buttons have their own styles.
config.thumbnail_width=100
config.thumbnail_height=75

#########################################
## These settings let you change some of the sounds that are used by
## Ren'Py.

## Set this to False if the game does not have any sound effects.

config.has_sound = True

## Set this to False if the game does not have any music.

config.has_music = True

## Set this to True if the game has voicing.

config.has_voice = True

## Sounds that are used when button and imagemaps are clicked.

# style.button.activate_sound = "click.wav"
# style.imagemap.activate_sound = "click.wav"

## Sounds that are used when entering and exiting the game menu.

# config.enter_sound = "click.wav"
# config.exit_sound = "click.wav"

## A sample sound that can be played to check the sound volume.

# config.sample_sound = "click.wav"

## Music that is played while the user is at the main menu.

# config.main_menu_music = "main_menu_theme.ogg"


#########################################
## Help.

## This lets you configure the help option on the Ren'Py menus.
## It may be:
## - A label in the script, in which case that label is called to
## show help to the user.
## - A file name relative to the base directory, which is opened in a
## web browser.
## - None, to disable help.
config.help = "README.html"


#########################################
## Transitions.

## Used when entering the game menu from the game.
config.enter_transition = ImageDissolve("sys/EFMSK_02_MSK.bmp",0.2,ramplen=64)

## Used when exiting the game menu to the game.
config.exit_transition = ImageDissolve("sys/EFMSK_02_MSK.bmp",0.2,ramplen=64)

## Used between screens of the game menu.
config.intra_transition = ImageDissolve("sys/EFMSK_02_MSK.bmp",0.2,ramplen=64)

## Used when entering the game menu from the main menu.
config.main_game_transition = ImageDissolve("sys/EFMSK_02_MSK.bmp",0.2,ramplen=32)

## Used when returning to the main menu from the game.
config.game_main_transition = ImageDissolve("sys/EFMSK_06_MSK.bmp",time = 1.0,ramplen=32)

## Used when entering the main menu from the splashscreen.
config.end_splash_transition = ImageDissolve("sys/EFMSK_06_MSK.bmp",ramplen = 64 ,time = 1.0)

## Used when entering the main menu after the game has ended.
config.end_game_transition = dissolve

## Used when a game is loaded.
config.after_load_transition = ImageDissolve("sys/CHATNS_WIP.bmp",ramplen = 256 ,time = 1.0,alpha=False)

## Used when the window is shown.
config.window_show_transition = None

## Used when the window is hidden.
config.window_hide_transition = None

## Used when showing NVL-mode text directly after ADV-mode text.
config.adv_nvl_transition = dissolve

## Used when showing ADV-mode text directly after NVL-mode text.
config.nvl_adv_transition = dissolve

## Used when yesno is shown.
config.enter_yesno_transition = dissolve

## Used when the yesno is hidden.
config.exit_yesno_transition = dissolve

## Used when entering a replay
config.enter_replay_transition = dissolve

## Used when exiting a replay
config.exit_replay_transition = dissolve

## Used when the image is changed by a say statement with image attributes.

config.say_attribute_transition = None
config.windows_icon = "icon.png"
config.window_icon = "icon.png"
config.default_language = "simplified_chinese"
if renpy.version(tuple=True)[1]>=99 or renpy.version(tuple=True)[0]>6:
config.gestures["n"] = "game_menu"
config.gestures["s"] = "rollback"
config.gestures["w"] = "K_F7"
config.gestures["e"] = "K_F6"
config.gestures["s_e"] = "K_BACKQUOTE"
#########################################
## This is the name of the directory where the game's data is
## stored. (It needs to be set early, before any other init code
## is run, so the persistent information can be found by the init code.)
python early:
config.save_directory = "CrossChannel-1424578441"

init -1 python hide:
#########################################
## Default values of Preferences.

## Note: These options are only evaluated the first time a
## game is run. To have them run a second time, delete
## game/saves/persistent

## Should we start in fullscreen mode?

config.default_fullscreen = False

## The default text speed in characters per second. 0 is infinite.

#config.default_text_cps = 0

## The default auto-forward time setting.

config.default_afm_time = 10

#########################################
## More customizations can go here.


## This section contains information about how to build your project into
## distribution files.
init python:

## The name that's used for directories and archive files. For example, if
## this is 'mygame-1.0', the windows distribution will be in the
## directory 'mygame-1.0-win', in the 'mygame-1.0-win.zip' file.
build.directory_name = "CrossChannel-1.01"

## The name that's uses for executables - the program that users will run
## to start the game. For example, if this is 'mygame', then on Windows,
## users can click 'mygame.exe' to start the game.
build.executable_name = "C+C"

## If True, Ren'Py will include update information into packages. This
## allows the updater to run.
build.include_update = False

## File patterns:
##
## The following functions take file patterns. File patterns are case-
## insensitive, and matched against the path relative to the base
## directory, with and without a leading /. If multiple patterns match,
## the first is used.
##
##
## In a pattern:
##
## /
## Is the directory separator.
## *
## Matches all characters, except the directory separator.
## **
## Matches all characters, including the directory separator.
##
## For example:
##
## *.txt
## Matches txt files in the base directory.
## game/**.ogg
## Matches ogg files in the game directory or any of its subdirectories.
## **.psd
## Matches psd files anywhere in the project.

## Classify files as None to exclude them from the built distributions.

build.classify('**~', None)
build.classify('**.bak', None)
build.classify('**/.**', None)
build.classify('**/#**', None)
build.classify('**/thumbs.db', None)
if renpy.android or renpy.ios:
build.classify('game/**.mp4', None)
else:
build.classify('game/**.mpg', None)
## To archive files, classify them as 'archive'.

build.classify('game/**.png', 'archive')
build.classify('game/**.bmp', 'archive')
build.classify('game/**.jpg', 'archive')
build.classify('game/**.ogg', 'archive')
build.classify('game/**.otf', 'archive')
build.classify('game/**.ttf', 'archive')
build.classify('game/**.ttc', 'archive')

## Files matching documentation patterns are duplicated in a mac app
## build, so they appear in both the app and the zip file.

build.documentation('*.html')
build.documentation('*.txt')

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