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# Code Only
*.ttf
*.jpg
*.png
*.ogg
# Ren'Py
saves/
tmp/
# Compiled source
*.pyc
*.rpyb
*.rpyc
*.rpymc
__pycache__/
cache/
# Log files
errors.txt
files.txt
log.txt
traceback.txt
# Generated by MacOS
.DS_Store
# Vim
*.swp

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.vscode/settings.json vendored Normal file
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{
"files.exclude": {
"**/*.rpyc": true,
"**/*.rpa": true,
"**/*.rpymc": true,
"**/cache/": true
}
}

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{
"files.exclude": {
"**/*.rpyc": true,
"**/*.rpa": true,
"**/*.rpymc": true,
"**/cache/": true
},
"editor.tokenColorCustomizations": {
"textMateRules": [
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"settings": {
"fontStyle": ""
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"settings": {
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################################################################################
## Initialization
################################################################################
## The init offset statement causes the initialization statements in this file
## to run before init statements in any other file.
init offset = -2
## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
gui.init(1920, 1080)
## Enable checks for invalid or unstable properties in screens or transforms
define config.check_conflicting_properties = True
################################################################################
## GUI Configuration Variables
################################################################################
## Colors ######################################################################
##
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#0099cc'
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#888888'
## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = '#aaaaaa'
## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#66c1e0'
## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = '#ffffff'
## The color used for a text button when it cannot be selected.
define gui.insensitive_color = '#8888887f'
## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = '#003d51'
define gui.hover_muted_color = '#005b7a'
## The colors used for dialogue and menu choice text.
define gui.text_color = '#ffffff'
define gui.interface_text_color = '#ffffff'
## Fonts and Font Sizes ########################################################
## The font used for in-game text.
define gui.text_font = "sarasa-mono-sc-regular.ttf"
## The font used for character names.
define gui.name_text_font = "sarasa-mono-sc-regular.ttf"
## The font used for out-of-game text.
define gui.interface_text_font = "sarasa-mono-sc-regular.ttf"
## The size of normal dialogue text.
define gui.text_size = 33
## The size of character names.
define gui.name_text_size = 45
## The size of text in the game's user interface.
define gui.interface_text_size = 33
## The size of labels in the game's user interface.
define gui.label_text_size = 36
## The size of text on the notify screen.
define gui.notify_text_size = 24
## The size of the game's title.
define gui.title_text_size = 75
## Main and Game Menus #########################################################
## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.png"
define gui.game_menu_background = "gui/game_menu.png"
## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.
## The height of the textbox containing dialogue.
define gui.textbox_height = 278
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
define gui.textbox_yalign = 1.0
## The placement of the speaking character's name, relative to the textbox.
## These can be a whole number of pixels from the left or top, or 0.5 to center.
define gui.name_xpos = 360
define gui.name_ypos = 0
## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0
## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = None
## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)
## If True, the background of the namebox will be tiled, if False, the
## background of the namebox will be scaled.
define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 402
define gui.dialogue_ypos = 75
## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 1116
## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0
## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed.
## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = None
## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(6, 6, 6, 6)
## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False
## The font used by the button.
define gui.button_text_font = gui.interface_text_font
## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size
## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color
## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
## is right).
define gui.button_text_xalign = 0.0
## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is
## used for.
##
## These customizations are used by the default interface:
define gui.radio_button_borders = Borders(27, 6, 6, 6)
define gui.check_button_borders = Borders(27, 6, 6, 6)
define gui.confirm_button_text_xalign = 0.5
define gui.page_button_borders = Borders(15, 6, 15, 6)
define gui.quick_button_borders = Borders(15, 6, 15, 0)
define gui.quick_button_text_size = 21
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.quick_button_text_selected_color = gui.accent_color
## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.
# define gui.navigation_button_width = 250
## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.
define gui.choice_button_width = 1185
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(150, 8, 150, 8)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = '#888888'
define gui.choice_button_text_hover_color = "#ffffff"
define gui.choice_button_text_insensitive_color = '#8888887f'
## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot uses
## image files in gui/button, like the other kinds of buttons.
## The save slot button.
define gui.slot_button_width = 414
define gui.slot_button_height = 309
define gui.slot_button_borders = Borders(15, 15, 15, 15)
define gui.slot_button_text_size = 21
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
define gui.slot_button_text_selected_idle_color = gui.selected_color
define gui.slot_button_text_selected_hover_color = gui.hover_color
## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 384
define config.thumbnail_height = 216
## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 3
define gui.file_slot_rows = 2
## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.
## The position of the left side of the navigation buttons, relative to the left
## side of the screen.
define gui.navigation_xpos = 60
## The vertical position of the skip indicator.
define gui.skip_ypos = 15
## The vertical position of the notify screen.
define gui.notify_ypos = 68
## The spacing between menu choices.
define gui.choice_spacing = 33
## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 6
## Controls the amount of spacing between preferences.
define gui.pref_spacing = 15
## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0
## The spacing between file page buttons.
define gui.page_spacing = 0
## The spacing between file slots.
define gui.slot_spacing = 15
## The position of the main menu text.
define gui.main_menu_text_xalign = 1.0
## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.
## Generic frames.
define gui.frame_borders = Borders(6, 6, 6, 6)
## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(60, 60, 60, 60)
## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(24, 8, 75, 8)
## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(24, 8, 60, 8)
## Should frame backgrounds be tiled?
define gui.frame_tile = False
## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars. All of the other
## bars are only used in creator-written screens.
## The height of horizontal bars, scrollbars, and sliders. The width of vertical
## bars, scrollbars, and sliders.
define gui.bar_size = 38
define gui.scrollbar_size = 18
define gui.slider_size = 38
## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False
## Horizontal borders.
define gui.bar_borders = Borders(6, 6, 6, 6)
define gui.scrollbar_borders = Borders(6, 6, 6, 6)
define gui.slider_borders = Borders(6, 6, 6, 6)
## Vertical borders.
define gui.vbar_borders = Borders(6, 6, 6, 6)
define gui.vscrollbar_borders = Borders(6, 6, 6, 6)
define gui.vslider_borders = Borders(6, 6, 6, 6)
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"
## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.
## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250
## The height of a history screen entry, or None to make the height variable at
## the cost of performance.
define gui.history_height = 210
## Additional space to add between history screen entries.
define gui.history_spacing = 0
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = 233
define gui.history_name_ypos = 0
define gui.history_name_width = 233
define gui.history_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = 255
define gui.history_text_ypos = 3
define gui.history_text_width = 1110
define gui.history_text_xalign = 0.0
## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 15, 0, 30)
## The maximum number of NVL-mode entries Ren'Py will display. When more entries
## than this are to be show, the oldest entry will be removed.
define gui.nvl_list_length = 6
## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = 173
## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 15
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 645
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 225
define gui.nvl_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 675
define gui.nvl_text_ypos = 12
define gui.nvl_text_width = 885
define gui.nvl_text_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 360
define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 1170
define gui.nvl_thought_xalign = 0.0
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 675
define gui.nvl_button_xalign = 0.0
## Localization ################################################################
## This controls where a line break is permitted. The default is suitable
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language
define gui.language = "unicode"
################################################################################
## Mobile devices
################################################################################
init python:
## This increases the size of the quick buttons to make them easier to touch
## on tablets and phones.
@gui.variant
def touch():
gui.quick_button_borders = Borders(60, 21, 60, 0)
## This changes the size and spacing of various GUI elements to ensure they
## are easily visible on phones.
@gui.variant
def small():
## Font sizes.
gui.text_size = 45
gui.name_text_size = 54
gui.notify_text_size = 38
gui.interface_text_size = 45
gui.button_text_size = 45
gui.label_text_size = 51
## Adjust the location of the textbox.
gui.textbox_height = 360
gui.name_xpos = 120
gui.dialogue_xpos = 135
gui.dialogue_width = 1650
## Change the size and spacing of various things.
gui.slider_size = 54
gui.choice_button_width = 1860
gui.choice_button_text_size = 45
gui.navigation_spacing = 30
gui.pref_button_spacing = 15
gui.history_height = 285
gui.history_text_width = 1035
gui.quick_button_text_size = 30
## File button layout.
gui.file_slot_cols = 2
gui.file_slot_rows = 2
## NVL-mode.
gui.nvl_height = 255
gui.nvl_name_width = 458
gui.nvl_name_xpos = 488
gui.nvl_text_width = 1373
gui.nvl_text_xpos = 518
gui.nvl_text_ypos = 8
gui.nvl_thought_width = 1860
gui.nvl_thought_xpos = 30
gui.nvl_button_width = 1860
gui.nvl_button_xpos = 30

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## This file contains options that can be changed to customize your game.
##
## 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.
## Basics ######################################################################
## A human-readable name of the game. This is used to set the default window
## title, and shows up in the interface and error reports.
##
## The _() surrounding the string marks it as eligible for translation.
define config.name = _("我用Galgame摆烂了你的面试过程")
## Determines if the title given above is shown on the main menu screen. Set
## this to False to hide the title.
define gui.show_name = True
## The version of the game.
define config.version = "1.0"
## Text that is placed on the game's about screen. Place the text between the
## triple-quotes, and leave a blank line between paragraphs.
define gui.about = _p("""
""")
## A short name for the game used for executables and directories in the built
## distribution. This must be ASCII-only, and must not contain spaces, colons,
## or semicolons.
define build.name = "PineappleInterview"
## Sounds and music ############################################################
## These three variables control, among other things, which mixers are shown
## to the player by default. Setting one of these to False will hide the
## appropriate mixer.
define config.has_sound = True
define config.has_music = True
define config.has_voice = True
## To allow the user to play a test sound on the sound or voice channel,
## uncomment a line below and use it to set a sample sound to play.
# define config.sample_sound = "sample-sound.ogg"
# define config.sample_voice = "sample-voice.ogg"
## Uncomment the following line to set an audio file that will be played while
## the player is at the main menu. This file will continue playing into the
## game, until it is stopped or another file is played.
# define config.main_menu_music = "main-menu-theme.ogg"
## Transitions #################################################################
##
## These variables set transitions that are used when certain events occur.
## Each variable should be set to a transition, or None to indicate that no
## transition should be used.
## Entering or exiting the game menu.
define config.enter_transition = dissolve
define config.exit_transition = dissolve
## Between screens of the game menu.
define config.intra_transition = dissolve
## A transition that is used after a game has been loaded.
define config.after_load_transition = None
## Used when entering the main menu after the game has ended.
define config.end_game_transition = None
## A variable to set the transition used when the game starts does not exist.
## Instead, use a with statement after showing the initial scene.
## Window management ###########################################################
##
## This controls when the dialogue window is displayed. If "show", it is always
## displayed. If "hide", it is only displayed when dialogue is present. If
## "auto", the window is hidden before scene statements and shown again once
## dialogue is displayed.
##
## After the game has started, this can be changed with the "window show",
## "window hide", and "window auto" statements.
define config.window = "auto"
## Transitions used to show and hide the dialogue window
define config.window_show_transition = Dissolve(.2)
define config.window_hide_transition = Dissolve(.2)
## Preference defaults #########################################################
## Controls the default text speed. The default, 0, is infinite, while any other
## number is the number of characters per second to type out.
default preferences.text_cps = 0
## The default auto-forward delay. Larger numbers lead to longer waits, with 0
## to 30 being the valid range.
default preferences.afm_time = 15
## Save directory ##############################################################
##
## Controls the platform-specific place Ren'Py will place the save files for
## this game. The save files will be placed in:
##
## Windows: %APPDATA\RenPy\<config.save_directory>
##
## Macintosh: $HOME/Library/RenPy/<config.save_directory>
##
## Linux: $HOME/.renpy/<config.save_directory>
##
## This generally should not be changed, and if it is, should always be a
## literal string, not an expression.
define config.save_directory = "PineappleInterview-1724679674"
## Icon ########################################################################
##
## The icon displayed on the taskbar or dock.
define config.window_icon = "gui/window_icon.png"
## Build configuration #########################################################
##
## This section controls how Ren'Py turns your project into distribution files.
init python:
## 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, and "**.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)
## To archive files, classify them as 'archive'.
# build.classify('game/**.png', 'archive')
# build.classify('game/**.jpg', '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')
## A Google Play license key is required to perform in-app purchases. It can be
## found in the Google Play developer console, under "Monetize" > "Monetization
## Setup" > "Licensing".
# define build.google_play_key = "..."
## The username and project name associated with an itch.io project, separated
## by a slash.
# define build.itch_project = "renpytom/test-project"

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define bl = Character('菠萝', color="#fffec8")
define w = Character('我', color="#c8c8ff")
define zz = Character('竹子', color="#c8ffc8")
define rm2 = Character('舍友2', color="#ffc8c8")
define rm3 = Character('舍友3', color="#ffc8c8")
define rm4 = Character('舍友4', color="#ffc8c8")
define rm5 = Character('舍友5', color="#ffc8c8")
define rm6 = Character('舍友6', color="#ffc8c8")
label start:
label chapter_1_1:
#play music main
scene bg classroom
with fade
#play effect after_class_ring
rm4 "哦噫。还在玩啊?已经下课了都。"
"""
舍友[rm4.name]朝着我这边走来。很随意地站在走道里问道。
教室里只有寥寥数十人,大四的课程就是这样。
大家都在忙自己的事情,大四的课程对于实际的毕业影响也不大,因此翘课是常事。
老师也对此睁一只眼闭一只眼,这样你好我好大家好的奇妙默契在大学里稀疏平常。
也拜此所赐,我在这样的课上玩手机也是没问题的。
"""
w "我这局游戏还没打完,我打完再走。我待会还得去趟超市,你们先回吧。"
"我向它甩了甩我的手机,意思是给它看看。"
rm4 "行吧,那我们先回了。"
# play effect walk
"""
[rm4.name]和其它舍友一起先回宿舍了。
其实我根本没有在打游戏。只是单纯的找个借口想把舍友支走罢了。
手机屏幕上摆着的也只不过是一个普通的聊天界面罢了。
上课的时候我实际上也没有在玩手机。虽然玩手机老师也不会介意的。
我事实上是在对着手机屏幕发呆而已。心里一直在思考些事情,但这会又完全记不起我思考了些什么。
"""
w "想去校园里走走。。。"
"""
不经意间,我突然嘀咕出这么一句话来。
还记得四年前刚来这个大学的时候,为了熟悉校园,我花了一整个下午逛完了校园。
现在要离开这个承载了我四年回忆的地方,果然还是想再看最后一眼啊。
"""
# play effect walk
"说罢,我动了动身子,起身离开教室"
scene bg fountain
with fade
"""
为了避免和舍友撞个正着,我刻意走的很慢,选择了一条平时不会有很多学生经过的道路。
走到了一处喷泉前。喷泉建在学校内的湖边上,平常从未见过它开启,也许只有重要的时候才会开吧。
我站在喷泉旁对着夕阳发呆。
今年的冬天格外地寒冷,现在都已经四月了,天气还不算很热。
更准确地说,是大地刚从寒冷中缓过劲来。
春天是万物复苏的季节,但我却不怎么喜欢春天。
因为春天令我烦躁。相比而言我更喜欢秋天,丝丝寒意,肃杀,凋零,这是才是我喜欢的季节。
站在夕阳下,春天的温度慢慢沁满身心,我也有些烦躁起来。
我的大学生活已经接近尾声。回想起这四年的大学生活,感慨良多。
我没有像网上的帖子说的那样,被分到一个氛围不好的寝室。
相反,我的舍友都很好。
从刚分到一个宿舍开始时的生疏,到现在的什么都和舍友分享,甚至开一些稍微过分的玩笑。
我是真心觉得能进入这个学校,分到这个宿舍,是我一生的缘分。
但是现在到了该分别的时候了。我需要决定我的去向了。是工作,还是考研二战,又或者是家里蹲?
舍友们都已经找到了自己的归宿。
[rm4.name]去年就已经接到公司的Offer了。
[rm5.name]和[rm2.name]已经过了考研初试。
[rm3.name]在准备考研二战。
至于[rm6.name],他坐在寝室里悠闲度日,准备回家接手家里的大矿山。
去年我考研因为贪于玩乐,没有好好复习,导致最终有两个科目完全达不到线,以悲剧收场。
我认定我这自由散漫的种性格是不适合考研复习的,考研二战是没有什么可能了。
家里的基业又不像那位有矿山的舍友那样宏伟。
看来找工作是唯一的出路了。
"""
w "唉。。。"
"我长叹了一口气"
w "看来只能先找一份工作了。"
w "像大家一样。"
label chapter_1_2:
scene bg dorm
with fade
"""
回到寝室后,我开始准备我的简历。
打开空白的Word文档我才意识到我连简历怎么写都不知道。
还是问问已经找到工作的[rm4.name]吧。
"""
w "[rm4.name],你的简历模板有没有,能不能借我一份。"
rm4 "简历模板啊,等等,我找一找。"
rm4 "啊,找到了。"
rm4 "我发给你。"
w "OK我收到了。"
w "这里面这些东西一般怎么填啊,有没有啥技巧。"
"我指着我刚打开的发送过来的模板说道"
rm4 "呣。。。"
rm4 "上面的个人信息你就按你的真实情况填就行了。"
rm4 "下面最重要的也就项目经历,得奖记录,个人追求什么的。"
rm4 "你按你的想法直接填就行。没有什么技巧的。"
rm4 "我们这也没多少东西能写上去。"
rm4 "你就把你能写的都写上去就行了。"
w "OK我知道了到时候有问题我再问你。"
rm4 "OK。"
"[rm4.name]说完就转过头去,继续玩他的游戏了。"
"""
唔。。。项目经历,得奖记录,个人追求是吗。。。
我先熟练地填写了我的个人信息。大学四年间已经不记得填写了多少份与之类似的身份信息表了。
"""
w "唔呣,接下来就该写项目经历了。"
"""
说实在的,大学生能有多少项目经历呢?
只不过是硬撑内容罢了。
但。。。该写的还是要写的。不可能在简历上留空白的。
俗话不是说:不会做,写个“解”字也比空在那好吗。
"""
w "项目经历到底写些什么好呢?"
menu choice_cv_1:
"写嵌入式系统课设":
w "还是写大学里做的课设保险一点吧。"
w "毕竟大家都是那么写的。"
"""
我的大学生活没有什么新鲜事。
大多时间都是在教室,食堂,寝室之间三线奔波。
我只是兢兢业业地完成老师布置的作业,课设要求的设计内容。
可能课设也就是我唯一能写在简历里的内容了。
"""
"写一些我的开源拙作":
w "虽然大家都在写自己的课设。"
w "但我还是想写有我自己风格的内容。"
"""
我的大学生活多数时候是比较平淡的,但在某些时候我还是很享受它的。
许多人都是在教室,食堂,寝室之间三线奔波。只是单纯地完成老师布置的作业,课设要求的设计内容。
但我对于每一个课设都热情十足。因为我对自由软件情有独钟。
我经常喜欢在课设中跳脱教师给定的操作说明,使用一些我知道的自由软件替换标准操作中的非自由软件。
比如别人都在用MATLAB计算和画图我却用GNU Octave。别人都在用Adobe Premiere剪辑视频我则使用Kdenlive。
这些开源替代对于大学课设来说已经足够替代那些非自由软件了。
我也乐在其中。
也正因为如此我为了某些课设的特殊需求也写了几个小的开源项目发布在了GitHub上。
这是我大学生活中唯一感到快乐的事情。
虽然这个快乐我并不能和我的朋友们分享,因为他们并不了解开源软件。
"""
label after_choice_cv_1:
#play effect writing
w "OK项目经历就先这样。。。"
rm5 "[rm2.name]!你抢到了吗?"
rm2 "还没呢,你那里刷出来了吗?"
"""
旁边传来吵闹的声音。
看起来似乎是[rm2.name]和[rm5.name]在抢补录名额。
它们俩人过了初试,但是复试没有通过,因此现在双双在抢补录名额。
"""
rm2 "我抢到了!你那呢?"
rm5 "还没呢,我这网页没动静啊?"
rm2 "看片看多了电脑卡了吧。"
"[rm2.name]略带调侃意味地说道。然后挪了挪椅子站了起来,倚在[rm5.name]床铺旁看他操作。"
rm5 "哦哦哦,终于抢到了!棒!"
"[rm2.name]没呆多久,看起来[rm5.name]也已经抢到了补录名额。"
"""
不过这一切都和我无关。因为我连考研的初试都没过。
也就没有资格参与所谓的补录。
眼下还是完成这份简历更重要。
"""
w "好了,接下来就该得奖记录了。"
"""
我并没有获得什么值得写出来的奖项。
或者说我从小到大,都从来没有为了奖项而主动去努力过。
上了大学后也获得过一些奖项,但那些奖项都是类似参与奖那样的,不知名的小奖。
里面唯一能看的是所谓蓝桥杯,但那也是仗着大牛舍友,附带出来的签到奖罢了。
我真不知道哪些奖项可以写上去。
"""
w "得奖记录到底写些什么好呢?"
menu choice_cv_2:
"只有蓝桥杯能写了":
w "那只能写蓝桥杯了。"
"""
带着不情愿的心情,我只能把蓝桥杯签到奖的内容写了上去。
这是我唯一能写的奖项了。
"""
"也许不一定要是世俗定义的奖项":
w "也许我可以写一些别的。"
w "比如我在GitHub上的工程。"
"""
我经常在GitHub开源我写的各种代码。
它们有些是课设需要,有些则是我一时兴起开发着玩的。
巧合的是,其中有那么一款,服务于某个特定领域的软件,被那个领域里的人广泛所知。
如果我完整地陈述缘由,并附上与之相关的褒奖的文章,也不是不可以。
"""
w "我想可以写它"
"""
没错。开源软件是我的梦想,也是我大学生活中唯一的快乐。
虽然有被对面拒绝的风险,但我还是想真实地表达出我的追求。
这个世界需要更多的开源软件。让更多人意识到开源软件的替代,而不是无脑地去选择那些付费商业私有软件是我的追求。
"""
label after_choice_cv_2:
#play effect writing
w "好了,简历应该就先这样了。"
"""
环顾四周,[rm2.name]和[rm5.name]沉浸在补录通过的快乐中。
[rm4.name]在打着游戏。
[rm3.name]在那里安静地戴着耳塞看书备战。
[rm6.name]则不知去向,也许是出去快乐去了。
虽然大家现在还都在一个寝室里,但我觉得我已经和他们隔了一道可悲的厚障壁了。
"""
".:. Good 结局。"
return

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