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en:ui:phone

Language / Langue : FR | EN

Phone mode (ui: phone)

In phone mode, the game is displayed inside a smartphone frame: each room becomes a screen (home, messaging, call, gallery…), each choice a touch action. Perfect for epistolary fiction, text-message investigations or “found phone” games.

title: "The found phone"
ui: phone

One screen per room

The screen: (ecran:) key of a room picks the rendering of the screen. The game logic stays the same: only the presentation changes.

Value Rendering
home / accueil Grid of app icons (the choices).
folder / dossier App folder, same logic as home.
conversation / messages Messaging: texts as bubbles, choices as quick replies.
contacts Contact list.
call / appel Call screen with styled actions (answer / decline).
gallery / galerie Thumbnail grid.
photo One picture in a large frame.
notes, mail, web Reading screens.
lock / verrouillage Lock screen.
system Neutral screen (default when the key is absent).
rooms:
  - id: phone_home
    screen: home
    text: ~
    choices:
      - button: "[[https://example.com/sms-icon.png]] Messages"
        to: chat_maya
      - button: "📷 Photos"
        to: gallery

  - id: chat_maya
    screen: conversation
    text: |
      **Maya:** Are you there yet?
      **Maya:** Answer me...
    choices:
      - button: "Yes, I made it."
        to: chat_next

On app screens (home, folder, contacts, gallery), a choice icon comes from a [[url]] image in its label, otherwise from its leading emoji.

Living conversations

On a conversation screen, texts are rendered as bubbles (received, sent, system) and a <<pause>> in the text shows an animated typing indicator before the next message - as if the other person were writing.

Back and Home

The phone navigation bar offers two system buttons:

  • Back walks the real history of visited screens, over several levels (home, folder, mail, back, back…).
  • Home returns to the room set by phone_home: (phone_accueil:) at scenario level.
phone_home: home_screen

Write re-readable screen rooms: Back re-displays the room and its automatic events run again. Put effects on choices rather than in entry events.

Shape and orientation

phone_shape: (phone_forme:) sets the global device shape, and shape: on a room changes it locally - the frame stretches with an animation, like a rollable screen.

phone_shape: portrait          # portrait (default), landscape, tablet
Shape Rendering
portrait Vertical phone (9:16).
landscape / paysage The same device rotated (16:9).
tablet / tablette Large 4:3 format, enlarged content.

The persistence suffix picks the behavior between rooms:

  • phone_shape: landscape-global (default): a room with shape: changes the form for its visit only, then back to the global shape;
  • phone_shape: portrait-start: the last shape: encountered persists until the next one.

Input and notification

  • The input bar stays visible by default, integrated in the frame above the navigation bar (hide_input: true for a 100% touch game).
  • On launch, the scenario title appears as a notification banner, dismissed by the first navigation.

Tips

  • Discord and terminal play the scenario with the classic interface: keep explicit exit choices, the frame Back button does not exist there.
  • shape: on a choice (classic, icon_square, round, wide) adjusts the reply buttons.
  • The test-ui-phone demo scenario walks through every screen type.

See also: Interface modes, Text and formatting.

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en/ui/phone.txt · Dernière modification : de cyrilfiesta