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21.
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The default layer used by ui functions. This layer is cleared at the end of each interaction.
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(no translation yet)
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Located in
../../source/displaying_images.rst:75
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22.
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screens
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(no translation yet)
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Located in
../../source/displaying_images.rst:79
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23.
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This layer is used by the screen system.
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(no translation yet)
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Located in
../../source/displaying_images.rst:79
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24.
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overlay
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(no translation yet)
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Located in
../../source/displaying_images.rst:84
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25.
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The default layer used when a ui function is called from within an overlay function. This layer is cleared when an interaction is restarted.
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(no translation yet)
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Located in
../../source/displaying_images.rst:82
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26.
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Additional layers can be defined by updating :var:`config.layers`, and the various other layer-related config variables. Using :func:`renpy.layer_at_list`, one or more transforms can be applied to a layer.
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(no translation yet)
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Located in
../../source/displaying_images.rst:86
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27.
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Image Statement
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(no translation yet)
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Located in
../../source/displaying_images.rst:94
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28.
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An image statement is used to define an image. An image statement consists of a single logical line beginning with the keyword ``image``, followed by an image name, an equals sign (``=``), and a displayable. For example::
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(no translation yet)
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Located in
../../source/displaying_images.rst:96
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29.
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The image statement must be run at init-time, before game code runs. When not contained inside an init block, image statements are run at init-time, as if they were placed inside an init block of priority 0.
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(no translation yet)
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Located in
../../source/displaying_images.rst:110
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30.
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See also the :ref:`ATL variant of the image statement. <atl-image-statement>`
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(no translation yet)
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Located in
../../source/displaying_images.rst:115
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