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-rw-r--r--game/gui/battle.rpy16
-rw-r--r--game/script.rpy8
2 files changed, 23 insertions, 1 deletions
diff --git a/game/gui/battle.rpy b/game/gui/battle.rpy
index 054f66b..f43ca65 100644
--- a/game/gui/battle.rpy
+++ b/game/gui/battle.rpy
@@ -156,6 +156,22 @@ screen battle_core():
draggable False
yalign 1.0
# Display the sphere
+ ## FIXME
+ ## Alternative 1 - Make this a button
+ ## Player clicks on the button - some function is called
+ ## TODO: What does the function do?
+ ## → backup = copy.copy(Battle["spheres"])
+ ## → (We actually could just copy the whole `Battle`
+ ## and allow players to "revert"/"reset" the screen)
+ ## → Probably waits for you to click/tap on another sphere?
+ ## Once it finishes, it swaps the elements in Battle["spheres"] array
+ ## The blitting is frequent enough
+ ## So you don't need to cast a redraw() nor anything
+ ## Just swap them and it *should* work right away as far as
+ ## visual goes
+ ## -----------
+ ## Note: You do not need to preserve the original array
+ ## However, well, if the array gets corrupted........
drag:
child ("gfx/sphere/"+str(Battle["spheres"][0])+".png")
draggable False
diff --git a/game/script.rpy b/game/script.rpy
index 17f6a5d..2f1f7ca 100644
--- a/game/script.rpy
+++ b/game/script.rpy
@@ -7,7 +7,7 @@ image banner_ = "gfx/actionarea.png"
# Inform you are now ingame
label start:
# Begin the initial displays
- # TODO: a fairy :(
+ # TODO: Use something more fantasy than a spinner?
scene black
show spinner at truecenter
@@ -151,6 +151,12 @@ label loop:
$ hud_show()
+
+ ## Maybe you still haven't done the prologue?
+ if (persistent.nickname is None):
+ jump prologue
+
+ ## Main loop
menu:
"World Map":
jump quest_select