






style mini_game_shooting_weed:
    font "images/fonts/font_achiv.ttf"
    color "#3d94c7"

screen BattleInteractive_level_choosing:
    modal True
    imagemap:
        idle "minigames/battle/images/level_choosing_screen.jpg"
        hover "minigames/battle/images/level_choosing_screen_h.jpg"
        hotspot (0, 0, 600, 1079) action [Hide("BattleInteractive_level_choosing"), Jump("init_battle_lvl_1")] hover_sound "sound_effects/buttons/misc_hover_3.mp3" activate_sound "sound_effects/buttons/misc_activate_5.mp3"
        hotspot (600, 3, 601, 1076) action [Hide("BattleInteractive_level_choosing"), Jump("init_battle_lvl_2")] hover_sound "sound_effects/buttons/misc_hover_3.mp3" activate_sound "sound_effects/buttons/misc_activate_5.mp3"
        hotspot (1201, 2, 598, 1077) action [Hide("BattleInteractive_level_choosing"), Jump("init_battle_lvl_3")] hover_sound "sound_effects/buttons/misc_hover_3.mp3" activate_sound "sound_effects/buttons/misc_activate_5.mp3"

        hotspot (1811, 482, 98, 102) action [Hide("BattleInteractive_level_choosing"), Jump("mini_game_shooting_weed_bad_end")] hover_sound "sound_effects/buttons/misc_hover_3.mp3" activate_sound "sound_effects/buttons/misc_activate_5.mp3"
screen BattleInteractive():
    modal True
    if battle.is_complete:
        add "minigames/battle/images/bg_succ_end.jpg"
        text "{size=80}SUCCESS!" align .5, .5 style "mini_game_shooting_weed"
        textbutton "{font=images/fonts/font_achiv.ttf}{size=80}EXIT":
            text_color "#3d94c7"
            text_hover_color "#c5dae6"
            action Jump("mini_game_shooting_weed_succ_end")
            align .5, .5
            ypos 700
    elif battle.is_game_over:
        add "minigames/battle/images/bg_bad_end.jpg"
        text "{size=80}GAME OVER" align .5, .5 style "mini_game_shooting_weed"
        textbutton "{font=images/fonts/font_achiv.ttf}{size=80}EXIT":
            text_color "#3d94c7"
            text_hover_color "#c5dae6"
            action Jump("mini_game_shooting_weed_bad_end")
            align .5, .5
            ypos 700
    else:
        if battle.level == 1:
            add "minigames/battle/images/bg_1.jpg" xpos -100
        if battle.level == 2:
            add "minigames/battle/images/bg_2.jpg"
        if battle.level == 3:
            add "minigames/battle/images/bg_3.jpg"
        add battle
        if renpy.variant("mobile"):
            vbox:
                align .1, 1.
                spacing 15
                vbox:
                    xalign .5
                    textbutton "UP":
                        action Function(battle.main_scissors.movable, side=Side.UP)
                    textbutton "DOWN":
                        action Function(battle.main_scissors.movable, side=Side.DOWN)
                hbox:
                    textbutton "LEFT":
                        action Function(battle.main_scissors.movable, side=Side.LEFT)
                    textbutton "RIGHT":
                        action Function(battle.main_scissors.movable, side=Side.RIGHT)

            textbutton "SHOT":
                align .95, .95
                action Function(battle.attack, st=battle.st)
                style "mini_game_shooting_weed"

        timer battle.delay_spawn:
            repeat True
            action battle.generate_enemy

        timer .003:
            repeat True
            action renpy.restart_interaction

    if miss_nur_shaley_job == True:
        add "minigames/battle/images/shooting_weed_miss_nur_shaley.png"
    if miss_tavern_job == True:
        add "minigames/battle/images/shooting_weed_miss_tavern.png"

    add "minigames/battle/images/shooting_weed.png"

    vbox:
        xpos 1625
        ypos 100
        if battle.level == 1:
            text "Points - {0}".format(battle.score) style "mini_game_shooting_weed"
            text "PG - 3000".format(battle.score) style "mini_game_shooting_weed"
        elif battle.level == 2:
            text "Points - {0}".format(battle.score) style "mini_game_shooting_weed"
            text "PG - 5000".format(battle.score) style "mini_game_shooting_weed"
        elif battle.level == 3:
            text "Points - {0}".format(battle.score) style "mini_game_shooting_weed"
            text "PG - 8000".format(battle.score) style "mini_game_shooting_weed"
        hbox:
            for _ in xrange(1, battle.main_scissors.maximal_health+1):
                text "{font=DejaVuSans.ttf}❤" color ("#ab343a" if _ <= battle.main_scissors.health else "#1f3438")
    if battle.is_complete or battle.is_game_over:
        textbutton "{color=#c5dae6}{font=images/fonts/font_achiv.ttf}{size=35}EXIT":
            action NullAction()
            align .94, .235
    else:
        textbutton "{color=#3d94c7}{font=images/fonts/font_achiv.ttf}{size=35}EXIT":
            action Jump("mini_game_shooting_weed_bad_end")
            align .94, .235
# Decompiled by unrpyc: https://github.com/CensoredUsername/unrpyc
