![]() $ oldy = 0 #So I was thinking of using variables to check whether if they clicked a new area or not. $ oldx = 0 #I would like to check if the player chooses the right object everytime he clicks the mouse. Maybe you could check if there's something wrong in my code? Right now the game is working but it's not going the way I want it to. ![]() The background is just one picture so I would know if the player chose the correct object in the background by checking its mouse position when clicked. Special initialization to work on a PC.I'm trying to make a game where the player has to find a certain object in the background. This includes the Nintendo Switch Pro Controller, which requires Gamepads that do not work without special initialization are disabled byĭefault. ![]() Is generated, with the the "repeat_" prefix. Analog axis events have the form "pad_*axis*_pos", Gamepad buttons have an event name of the form "pad_*button*_press" or Gamepad bindings work by mappingĪ gamepad event to one or more Ren'Py event names. Gamepad bindings work a little differently. performance =, image_load_log =, profile_once =, memory_profile =, ) toggle_music =, viewport_up =, viewport_down =, # Profile commands. console =, console_older =, console_newer =, # Director director =, # Ignored (kept for backwards compatibility). drag_activate =, drag_deactivate =, # Debug console. bar_activate =, bar_deactivate =, bar_left =, bar_right =, bar_up =, bar_down =, # Delete a save. skip =, stop_skipping =, toggle_skip =, fast_skip =, # Bar. viewport_leftarrow =, viewport_rightarrow =, viewport_uparrow =, viewport_downarrow =, viewport_wheelup =, viewport_wheeldown =, viewport_drag_start =, viewport_drag_end =, viewport_pageup =, viewport_pagedown =, # These keys control skipping. input_backspace =, input_enter =, input_left =, input_right =, input_up =, input_down =, input_delete =, input_home =, input_end =, input_copy =, input_paste =, input_jump_word_left =, input_jump_word_right =, input_delete_word =, input_delete_full =, # Viewport. button_ignore =, button_select =, button_alternate =, button_alternate_ignore =, # Input. focus_left =, focus_right =, focus_up =, focus_down =, # Button. rollforward =, dismiss =, dismiss_unfocused =, # Pause. self_voicing =, clipboard_voicing =, debug_voicing =, # Say. ![]() rollback =, screenshot =, toggle_afm =, toggle_fullscreen =, game_menu =, hide_windows =, launch_editor =, dump_styles =, reload_game =, inspector =, full_inspector =, developer =, quit =, iconify =, help =, choose_renderer =, progress_screen =, accessibility =, # Accessibility. keymap = dict ( # Bindings present almost everywhere, unless explicitly # disabled. Statement, and removes the space key from that list.Ĭonfig. Theįollowing adds the 't' key to the list of keys that dismiss a say To change a binding, update the appropriate list in config.keymap. keyup Matches when the key is being released.įor example, the keysym "shift_alt_K_F5" will match the F5 key being pressed keydown Matches when the key is being pressed down (the default). Without this prefix do not match repeats. repeat Matches when the key is a repeat due to the key being held down. noshift Matches when the Shift key is not pressed. shift Matches when the Shift key is pressed. Usually triggers skipping.) osctrl This is alt on the Macintosh, and ctrl elsewhere. This prefix match when the meta key is not pressed. meta Matches if the meta, Command, or Windows key is pressed. Underscores: alt Matches if the Alt key is pressed. Keyboard keysyms may be preceded by the following prefixes, separated by "K_BACKSPACE", "K_RETURN", and "K_TAB" a full list of this kind of keysyms may Keyboard keysyms can also be the symbolic name for the key. Released will not match keyup_a, as no text is generated. Is only useful when an event generates text - for example, the a key being Note that these are case sensitive, "a" does not match "A". Examples of these keysyms include "a", "A", and "7". This is useful forīinding alphabetic keys and numbers. The first is a string containing aĬharacter that is generated when a key is pressed. "mouseup_1" is a release of that button, and "mousedown_4" is a turn of the Where buttons 1, 2, and 3 are the left, middle, and right buttons, whileīuttons 4 and 5 are generated by scrolling the wheel up and down.įor example, "mousedown_1" is generally a press of the left mouse button, Mouse buttons use keysyms of the form 'mouseup_#' or 'mousedown_#', In Ren'Py keysyms are strings representing mouse buttons, joystick buttons, Many players have learned the default set of Ren'Py keybindings, andĮxpect them to be the same from game to game.
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