define l = Character("Lucy", color="#ffcccc") = letter color
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label start:
    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!"
    show logo base at rightish behind eileen
    hide logo base
    show eileen happy:
        xalign 0.75
        yalign 1.0
 transform slightleft:
    xalign 0.25
    yalign 1.0
 = show image, specify its place, and hide it, transform is for saving the setting
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    scene bg whitehouse
    with Dissolve(.5)
    pause .5
    scene bg washington
    show eileen happy
    with Dissolve(.5)
define slowdissolve = Dissolve(1.0)
= transitions, define is for saving the setting
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    play music "sunflower-slow-drag.ogg" fadeout 1
    queue music "sunflower-slow-drag.ogg"
     stop music fadeout 1
     play sound "tower_clock.ogg"
= playing music and sounds
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    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.
    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."
menu:
    e "Finally, this shows how you can show dialogue and menus at the same time.
Understand?"
    "Yes.":
        e "Great."
    "No.":
        e "If you look at the example, before the first choice, there's an indented
say statement."
= choices, can use if statement so the game remembers a choice
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----------------------
    python:
        name = renpy.input("What's your name?")
        name = name.strip() or "Guy Shy"
    e "To interpolate a variable, write it in square brackets. Isn't that right,
[name]?"
define g = Character("[name]")
     $ answer = 42
    $ flag = True
    e "Variable interpolation also works with other variables. Here, the answer is
[answer] and the flag is [flag]."
= for player input
-----------------------------------------------------------------------------------
--------------------------
e "For example, we might want to have text that is {b}bold{/b}, {i}italic{/i},
{s}struckthrough{/s}, or {u}underlined{/u}."
    e "The color text tag changes the {color=#0080c0}color{/color} of the text."
     e "The p tag breaks a paragraph,{p}and waits for the player to click."
    e "If it is given a number as an argument,{p=1.5}it waits that many seconds."
     e "The w tag also waits for a click,{w} except it doesn't break lines,{w=.5}
the way p does."
     eslow "The nw tag causes Ren'Py to continue past slow text,{nw}"
    with flashbulb
    extend " to the next statement."
define e_shout = Character("Eileen", who_color="#c8ffc8", what_size=34)
define e_whisper = Character("Eileen", who_color="#c8ffc8", what_size=18)
define narrator = Character(what_italic=True)
 image logo rotated = Transform("logo base", rotate=45)
define flashbulb = Fade(0.2, 0.0, 0.8, color='#fff')
    with flashbulb
show bg whitehouse
    with fade
  play audio "punch.opus"
  with vpunch
     play audio "punch.opus"
    with hpunch
= change text style, shout and whisper, define narrator, rotate image, define
flashbulb, shake screen horizontally
with hpunch and vertically with vpunch