Basic Structure of a Visual Novel in Pygame
Introduction
A visual novel is a video game genre that focuses on narrative and interaction through player decisions. In Pygame, a Python library for game development, you can create visual novels efficiently. This documentation details the basic structure and provides examples to help you build a visual novel using Pygame.
Basic Structure of a Visual Novel
A visual novel generally consists of the following parts:
- Introduction Screen
- Dialog and Text Management
- Image and Background Management
- Choice Options
- Saving and Loading System
Introduction Screen with Animation
Instead of a static screen, you can add a simple animation to make the introduction more attractive.
Example:
import pygame
import sys
import time
pygame.init()
# Display configuration
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("TÃtulo de la Novela Visual")
# Colors and font
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
font = pygame.font.Font(None, 74)
def show_intro_screen():
logo = pygame.image.load('logo.png') # Make sure you have a logo
logo_rect = logo.get_rect(center=(400, 300))
clock = pygame.time.Clock()
start_time = time.time()
duration = 5 # Animation duration in seconds
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN: # Press Enter to start
return
elapsed_time = time.time() - start_time
if elapsed_time < duration:
screen.fill(WHITE)
alpha = int(255 * (elapsed_time / duration))
logo.set_alpha(alpha)
screen.blit(logo, logo_rect)
else:
return
pygame.display.flip()
clock.tick(60)
show_intro_screen()
Advanced Dialog and Text System
Example:
import pygame
import json
import sys
import time
# IPygame initialization
pygame.init()
# Display configuration
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Visual Novel Title")
# Colors and fonts
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
dialogue_font = pygame.font.Font(None, 36)
def load_dialogues(filename='dialogues.json'):
with open(filename, 'r') as file:
return json.load(file)
def show_text(dialogues, scene_name, text_speed=0.05):
screen.fill(WHITE)
scene_dialogues = dialogues.get(scene_name, [])
y_offset = 50
for dialogue in scene_dialogues:
character = dialogue.get('character', 'Unknown')
text = dialogue.get('text', '')
# Show character name
character_surface = dialogue_font.render(f"{character}:", True, BLACK)
screen.blit(character_surface, (50, y_offset))
y_offset += 40
# Show text with writing effect
temp_text = ""
for char in text:
temp_text += char
screen.fill(WHITE)
screen.blit(character_surface, (50, y_offset - 40))
text_surface = dialogue_font.render(temp_text, True, BLACK)
screen.blit(text_surface, (50, y_offset))
pygame.display.flip()
time.sleep(text_speed)
y_offset += 40
# Wait until the player presses a key.
waiting = True
while waiting:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE: # Advance with the space bar
waiting = False
def main():
dialogues = load_dialogues()
# Show the first scene
show_text(dialogues, 'scene1')
# Show the second scene
show_text(dialogues, 'scene2')
if __name__ == "__main__":
main()
JSON File Structure
First, create a JSON file containing your dialogs. This file can be structured as follows:
dialogues.json Example:
{
"scene1": [
{
"character": "Starring",
"text": "Hello, welcome to the visual novel."
},
{
"character": "Narrator",
"text": "This is where your adventure begins."
}
],
"scene2": [
{
"character": "Starring",
"text": "What do you want to do today?"
},
{
"character": "Option 1",
"text": "Go to the store."
},
{
"character": "Option 2",
"text": "Go to the park"
}
]
}
Dynamic Image and Background Management
You can manage multiple backgrounds and characters, as well as dynamically change depending on the story.
Example:
def show_background(image_path):
background = pygame.image.load(image_path)
screen.blit(background, (0, 0))
pygame.display.flip()
def show_character(image_path, position, scale_factor=1.0):
character = pygame.image.load(image_path)
if scale_factor != 1.0:
new_size = (int(character.get_width() * scale_factor), int(character.get_height() * scale_factor))
character = pygame.transform.scale(character, new_size)
screen.blit(character, position)
pygame.display.flip()
def update_scene(background_path, character_paths):
show_background(background_path)
for character, pos, scale in character_paths:
show_character(character, pos, scale)
# Example of use
update_scene('background1.png', [('character1.png', (100, 400), 1.0), ('character2.png', (300, 400), 0.8)])
Election System with Effects
Choice options can have visual and sound effects to enhance the experience.
Example:
import pygame
def show_choices(choices):
screen.fill(WHITE)
choice_font = pygame.font.Font(None, 36)
y_offset = 400
choice_rects = []
for idx, choice in enumerate(choices):
choice_text = choice_font.render(f"{idx + 1}. {choice}", True, BLACK)
choice_rect = choice_text.get_rect(topleft=(50, y_offset))
screen.blit(choice_text, choice_rect.topleft)
choice_rects.append(choice_rect)
y_offset += 40
pygame.display.flip()
# Election sound effect
selection_sound = pygame.mixer.Sound('select.wav') # You can use any type of audio file
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key in (pygame.K_1, pygame.K_2): # Assuming there are 2 options
selection_sound.play()
return int(event.key) - pygame.K_1
choices = ["Go to the store", "Go to the park"]
chosen_option = show_choices(choices)
print(f"You chose the option {chosen_option + 1}")
Complete Saving and Loading System
Implement a save system that can handle multiple game states and data.
Example:
import pickle
def save_game(state, filename='savegame.pkl'):
with open(filename, 'wb') as f:
pickle.dump(state, f)
def load_game(filename='savegame.pkl'):
try:
with open(filename, 'rb') as f:
return pickle.load(f)
except FileNotFoundError:
return None
game_state = {
'scene': 'intro',
'dialogue': 'Welcome',
'choices_made': [1],
'character_positions': {'protagonist': (100, 400)},
'background': 'background1.png'
}
save_game(game_state)
loaded_state = load_game()
if loaded_state:
print("Loaded state:")
print(f"Scene: {loaded_state['scene']}")
print(f"Dialogue: {loaded_state['dialogue']}")
print(f"Choices made: {loaded_state['choices_made']}")
print(f"Character positions: {loaded_state['character_positions']}")
print(f"Background: {loaded_state['background']}")
Remember
Remember that these codes found in this documentation are examples and for them to work perfectly they have to be more complex systems.