# Get the data from the_question.


#begin characters
define l = Character(_("Lucy"), color="#ffcccc")
#end characters

#begin images
image bg cave = "cave.jpg"
image lucy happy = "lucy_happy.png"
image lucy mad = "lucy_mad.png"
#end images

#begin slowdissolve
define slowdissolve = Dissolve(1.0)
#end slowdissolve

label tutorial_dialogue:

    e "Probably the best way to learn Ren'Py is to see it in action. In this tutorial, I'll be showing you some of the things Ren'Py can do, and also showing you how to do them."

    show example example1

#begin example1
    e "Code examples will show up in a window like the one above. You'll need to click outside of the example window in order to advance the tutorial."

    e "When an example is bigger than the screen, you can scroll around in it using the mouse wheel or by simply dragging the mouse."
#end example1

    hide example

    e "To create a new project, you can click New Project in the Ren'Py launcher."

    e "If it's your first time making a Ren'Py game, you'll be asked to pick a directory to store your projects in."

    e "You'll then be asked for the name of the project, and also to choose a theme for the interface."

    e "Once that's done, Ren'Py will automatically create a directory an fill it with the files needed to make a project."

    e "If you have Java installed, you'll be able to click Edit Script to open your project's script."

    e "Let's see the simplest possible Ren'Py game."

    scene black
    with dissolve

#begin dialogue1
    "Wow, It's really really dark in here."

    "Lucy" "Better watch out. You don't want to be eaten by a Grue."
#end dialogue1

    scene bg washington
    show eileen happy
    with dissolve

    show example start dialogue1

    e "I'll show you the code for that example."

    e "This code demonstrates two kinds of Ren'Py statements, labels and say statements."

    e "The first line is a label statement. The label statement is used to give a name to a place in the program."

    e "In this case, we're naming a place \"start\". The start label is special, as it marks the place a game begins running."

    e "The next line is a simple say statement. It consists of a string beginning with a double-quote, and ending at the next double-quote."

    e "Special characters in strings can be escaped with a backslash. To include \" in a string, we have to write \\\"."

    scene black
    with dissolve

    "Wow, It's really really dark in here."

    scene bg washington
    show eileen happy
    with dissolve

    show example start dialogue1

    e "When Ren'Py sees a single string on a line by itself, it uses the narrator to say that string. So a single string can be used to express a character's thoughts."

    scene black
    with dissolve

    "Lucy" "Better watch out. You don't want to be eaten by a Grue."

    scene bg washington
    show eileen happy
    with dissolve

    show example start dialogue1

    e "When we have two strings separated by a space, the first is used as the character's name, and the second is what the character is saying."

    e "This two-argument form of the say statement is used for dialogue, where a character is speaking out loud."

    e "If you'd like, you can run this game yourself by erasing everything in your project's script.rpy file, and replacing it with the code in the box above."

    e "Be sure to preserve the spacing before lines. That's known as indentation, and it's used to help Ren'Py group lines of script into blocks."

    hide example


    e "Using a string for a character's name is inconvenient, for two reasons."

    e "The first is that's it's a bit verbose. While typing \"Lucy\" isn't so bad, imagine if you had to type \"Eileen Richardson\" thousands of times."

    e "The second is that it doesn't leave any place to put styling, which can change the look of a character."

    e "To solve these problems, Ren'Py lets you define Characters."

    show example characters

    e "Here's an example Character definition. It begins with the word \"define\". That tells Ren'Py that we are defining something."

    e "Define is followed by a short name for the character, like \"l\". We'll be able to use that short name when writing dialogue."

    e "This is followed by an equals sign, and the thing that we're defining. In this case, it's a Character."

    e "On the first line, the character's name is given to be \"Lucy\", and her name will be drawn a reddish color."

    e "These short names are case-sensitive. Capital L is a different name from lower-case l, so you'll need to be careful about that."

    hide example

    e "Now that we have a character defined, we can use it to say dialogue."

    scene black
    with dissolve

    #begin dialogue2
    l "Why are you trying to put words into my mouth? And who are you calling \"it\"?"

    l "What's more, what are you going to do about the Grue problem? Are you just going to leave me here?"
    #end dialogue2

    scene bg washington
    show eileen happy
    with dissolve

    show example characters start dialogue1 dialogue2

    e "Here's the full game, including the two new lines of dialogue, both of which use the Character we defined to say dialogue."

    e "The one-argument form of the say statement is unchanged, but in the two-argument form, instead of the first string we can use a short name."

    e "When this say statement is run, Ren'Py will look up the short name, which is really a Python variable. It will then use the associated Character to show the dialogue."

    e "The Character object controls who is speaking, the color of their name, and many other properties of the dialogue."

    hide example

    e "Since the bulk of a visual novel is dialogue, we've tried to make it as easy to write as possible."

    e "Hopefully, by allowing the use of short names for characters, we've succeeded."

    return

label tutorial_images:

    e "A visual novel isn't much without images. So let's add some images to our little game."

    e "Before we can show images, we must first put the image files into the game directory."

    e "The easiest way to open the game directory is to click the Game Directory button in the Ren'Py launcher."

    e "All of the image files we'll be using here are in the game directory, under the tutorial directory, under the Ren'Py directory."

    show example images

    e "Here are some sample image definitions. They should be placed at the start of the file, without any indentation."

    e "The image statement begins with the keyword \"image\", which is followed by an image name, a space-separated list of words."

    e "The first word in the image name is the image tag. For the first image the tag is \"bg\", and for the others, it's \"lucy\"."

    e "This is followed by an equals sign, and a string giving an image name."

    e "A string giving an image name is only one of the dozens of kinds of displayable that Ren'Py supports."

    hide example

    e "Let's see what those look like in the game."


    #begin images1
    scene bg cave
    show lucy happy

    l "Now that the lights are on, we don't have to worry about Grues anymore."

    show lucy mad at right

    l "But what's the deal with me being in a cave? Eileen gets to be out in the sun, and I'm stuck here!"
    #end images1

    scene bg washington
    show eileen happy
    with dissolve

    show example start images1

    e "Here's the script for that scene. Notice how it includes two new statements, the scene and show statement."

    e "The scene statement clears the screen, and then adds a background image."

    e "The show statement adds a background image on top of all the other images on the screen."

    e "If there was already an image with the same tag, the new image is used to replace the old one."

    e "Changes to the list of shown images take place instantly, so in the example, the user won't see the background by itself."

    e "The second show statement has an at clause, which gives a location on the screen. Common locations are left, right, and center, but you can define many more."

    #begin showbehind
    show logo base at logopos behind eileen
    #end showbehind

    show example showbehind

    e "In this example, we show an image named logo base, and we show it at a user-defined position, logopos."

    e "We also specify that it should be shown behind another image, in this case eileen. That's me."

    #begin hide1
    hide logo
    #end hide1

    show example hide1

    e "Finally, there's the hide statement, which hides the image with the given tag."

    e "Since the show statement replaces an image, and the scene statement clears the scene, it's pretty rare to hide an image."

    e "The main use is for when a character or prop leaves before the scene is over."

    hide example

    return


label tutorial_transitions:

    e "It can be somewhat jarring for the game to jump from place to place."

    scene bg whitehouse
    pause .5
    scene bg washington
    show eileen happy

    e "To help take some of edge off a change in scene, Ren'Py supports the use of transitions. Let's try that scene change again, but this time we'll use transitions."

    #begin trans1
    scene bg whitehouse
    with Dissolve(.5)

    pause .5

    scene bg washington
    show eileen happy
    with Dissolve(.5)
    #end trans1

    show example trans1

    e "That's much smoother. Here's some example code showing how we include transitions in our game."

    e "It uses the with statement. The with statement causes the scene to transition from the last things shown to the things currently being shown."

    e "It takes a transition as an argument. In this case, we're using the Dissolve transition. This transition takes as an argument the amount of time the dissolve should take."

    e "In this case, each transition takes half a second."

    show example slowdissolve

    e "We can define a short name for a transition, using the define statement. Here, we're defining slowdissolve to be a dissolve that takes a whole second."

    #begin trans2
    scene bg whitehouse
    with slowdissolve

    scene bg washington
    show eileen happy
    with slowdissolve
    #end trans2

    show example trans2
    with dissolve

    e "Once a transition has been given a short name, we can use it in our game."

    hide example

    e "Ren'Py defines some transitions for you, like dissolve, fade, and move. For more complex or customized transitions, you'll have to define your own."

    e "If you're interested, check out the Transitions Gallery section of the tutorial."

    return

label tutorial_music:

    e "Another important part of a visual novel or simulation game is the soundtrack."

    e "Ren'Py breaks sound up into channels. The channel a sound is played on determines if the sound loops, and if it is saved and restored with the game."

    e "When a sound is played on the music channel, it is looped, and it is saved when the game is saved."

    e "When the channel named sound is used, the sound is played once and then stopped. It isn't saved."

    e "The sounds themselves are stored in audio files. Ren'Py supports the Ogg Vorbis, mp3, mp2, and wav file formats."

    e "Let's check out some of the commands that can effect the music channel."

    #begin sound1
    play music "sunflower-slow-drag.ogg" fadeout 1
    queue music "sunflower-slow-drag.ogg"
    #end sound1

    show example sound1
    with dissolve

    e "The play music command replaces the currently playing music, and replaces it with the named filename."

    e "If you specify the currently-playing song, it will restart it."

    e "If the optional fadeout clause is given, it will fade out the currently playing music before starting the new music."

    e "The queue statement also adds music to the named channel, but it waits until the currently-playing song is finished before playing the new music."

    #begin sound2
    stop music fadeout 1
    #end sound2

    show example sound2
    with dissolve

    e "The third statement is the stop statement. It stops the music playing on a channel. It too takes the fadeout clause."

    show example sound3
    with dissolve

    #begin sound3
    play sound "tower_clock.ogg"
    #end sound3

    e "Unlike the music channel, playing a sound on the sound channel causes it to play only once."

    show example sound4
    with dissolve

    #begin sound4
    queue sound "tower_clock.ogg"
    queue sound "tower_clock.ogg"
    queue sound "tower_clock.ogg"
    #end sound4

    e "You can queue up multiple sounds on the sound channel, but they will only play one at a time."

    play music "sunflower-slow-drag.ogg"

    hide example
    with dissolve

    e "Ren'Py has separate mixers for sound, music, and voices, so the player can adjust them as he likes."

    return

label tutorial_menus:

    e "Many visual novels require the player to make choices from in-game menus. These choices can add some challenge to the game, or adjust it to the player's preferences."

    e "Do you think your game will use menus?"

#begin menu1
    menu:
        "Yes, I do.":
            jump choice1_yes

        "No, I don't.":
            jump choice1_no

label choice1_yes:

    $ menu_flag = True

    e "While creating a multi-path visual novel can be a bit more work, it can yield a unique experience."

    jump choice1_done

label choice1_no:

    $ menu_flag = False

    e "Games without menus are called kinetic novels, and there are dozens of them available to play."

    jump choice1_done

label choice1_done:

    # ... the game continues here.
#end menu1

    show example menu1
    with dissolve

    e "Here, you can see the code for that menu. If you scroll down, you can see the code we run after the menu."

    e "Menus are introduced by the menu statement. The menu statement takes an indented block, in which each line must contain a choice in quotes."

    e "The choices must end with a colon, as each choice has its own block of Ren'Py code, that is run when that choice is selected."

    e "Here, each block jumps to a label. While you could put small amounts of Ren'Py code inside a menu label, it's probably good practice to usually jump to a bigger block of code."

    e "Scrolling down past the menu, you can see the labels that the menu jumps to. There are three labels here, named choice1_yes, choice1_no, and choice1_done."

    e "When the first menu choice is picked, we jump to the choice1_yes, which runs two lines of script before jumping to choice1_done."

    e "Similarly, picking the second choice jumps us to choice1_no, which also runs two lines of script."

    e "The lines beginning with the dollar sign are lines of python code, which are used to set a flag based on the user's choice."

    e "The flag is named menu_flag, and it's set to True or False based on the user's choice. The if statement can be used to test a flag, so the game can remember the user's choices."

    hide example menu1
    pause .25

#begin menu2
    if menu_flag:

        e "For example, I remember that you plan to use menus in your game."

    else:

        e "For example, I remember that you're planning to make a kinetic novel, without menus."
#end menu2

    show example menu2

    e "Here's an example that shows how we can test a flag, and do different things if it is true or not."

    hide example menu2

    e "Although we won't demonstrate it here, Ren'Py supports making decisions based on a combinations of points, flags, and other factors."

    e "One of Ren'Py's big advantages is the flexibility using a scripting language like Python provides us. It lets us easily scale from kinetic novels to complex simulation games."

    e "We look forward to seeing what you make with it."

    return
