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9.
Screens have two main functions. The first is to display information to the user. Information can be displayed using text, bars, and images. Some of the information displayed in this manner is vital to gameplay. The `say` screen, for example, is used to display dialogue to the user, including the character's name and what she is saying.
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Located in ../../source/screens.rst:31
10.
The other thing a screen can do is to allow the user to interact with the game. Buttons and bars allow the user to invoke actions and adjust values. Ren'Py includes a pool of pre-defined actions, allowing the user to advance the game, control preferences, load and save games, and invoke many other actions. A game-maker can also write new actions in Python.
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Located in ../../source/screens.rst:37
11.
Screens are updated at the start of each interaction, and each time an interaction is restarted.
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Located in ../../source/screens.rst:44
12.
**Screen code must not cause side effects that are visible from outside the screen.** Ren'Py will run screen code multiple times, as it deems necessary. It runs screen code as part of the image prediction process, before the screen is first shown. As a result, if screen code has side effects, those side effects may occur at unpredictable times.
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Located in ../../source/screens.rst:47
13.
A screen has a scope associated with it, giving values to some variables. When a variable is accessed by a screen, it's first looked up in the scope, and then looked up as a global variable.
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Located in ../../source/screens.rst:54
14.
Screen Language
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Located in ../../source/screens.rst:59
15.
The screen language is a mostly-declarative way of displaying screens. It consists of a statement that declares a new screen, statements that add displayables to that screen, and control statements.
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Located in ../../source/screens.rst:61
16.
Here's an example of a screen.::
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Located in ../../source/screens.rst:66
17.
The first line of this is a screen statement, a Ren'Py language statement that's used to declare a screen. The name of the screen is `say`, so this is the screen that's used to display dialogue.
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Located in ../../source/screens.rst:76
18.
The screen contains a window, which has been given the id of "window". This window contains a vertical box, and the spacing inside that box is 10 pixels. It contains two text fields, one of the name of the speaker, and the other with the speaker's id.
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Located in ../../source/screens.rst:80
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