Table des matières
Language / Langue : FR | EN
Fullscreen mode (ui: fullscreen)
The fullscreen mode turns a room into an immersive point & click scene: the image map fills the whole game screen, without the classic choice panel. Texts appear in a narrative band at the bottom of the screen.
title: "The tavern" ui: fullscreen rooms: - id: tavern text: "[[#map:scene:tavern.png|tavern-mask.png]]" zones: scene: colors: - color: "#FF0000" click: talk_barman hover-tooltip: "The barman is watching you." highlight: true
The narrative band
Texts produced by clicks are redirected to the bottom HUD. Successive texts from the same click are grouped there to stay readable.
- While a narrative text is displayed, it replaces the content of any
bottomHUD panel declared by the author. To keep information visible at all times, use another HUD position (top, corners…). - The band height is set with
height:on thebottompanel.
hud: - position: bottom height: 14 text: "Welcome to the tavern."
A scene that stays visible
The scene shrinks automatically to fit between the top and bottom HUDs: nothing is ever covered, and clickable zones follow the image.
After every interaction that changes a variable, the image map is recomputed live. A zone's if: layers can therefore change its state: or color without reloading the room.
Conditional states
A zone can be visible, disabled or invisible. Its state can change according to scenario variables. A disabled zone no longer reacts to clicks but keeps its tooltip. With display-color:, it can remain painted to mark an item that has already been found.
- color: "#F21010" click: find_key if: - if: "v_keyfound_v.=.1" state: disabled display-color: "#777777" display-mode: fill
The older visible-if: and disabled-if: keys remain available on the whole map. For an individual zone, use state: and its if: layers. See Image maps for the full syntax.
Single-use zones
Combine once: zone or once: zone-room on events with after-click: on zones to visually mark what has already been found.
When several mask areas share one color, once: color consumes all of them on the first click. once: color-room uses the same behavior but resets on every visit.
Leaving the mode
A room can switch back to the classic interface locally, and clean the immersive HUDs on the way out:
rooms: - id: tavern_exit ui: default clear-hud: - all text: "You step back into the cold night."
Tips
- Without a usable image map, the room shows a plain image or its text. The mode does not rebuild a classic choice panel, so provide a clickable exit zone.
- On touch screens, the top bar (Give up / Home) stays visible even when the input bar is hidden.
- The game bar, scenario options, palette and style remain active in this mode.
- The ⛶ button enables true fullscreen, just as it does in the other interface modes.
- The
test-ui-fullscreendemo scenario shows a complete tavern: tooltips, conditional zones, a counter, an exit.
See also: Interface modes, Image maps / Point & click, HUD panels.
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