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