In-Game Menus link

In many visual novels, the player is asked to make choices that control the outcome of the story. The Ren'Py language contains a menu statement that makes it easy to present choices to the user.

Here's an example of a menu statement:

     "What should I do?"

     "Drink coffee.":
         "I drink the coffee, and it's good to the last drop."

     "Drink tea.":
         $ drank_tea = True

         "I drink the tea, trying not to make a political statement as I do."

         jump genuflect_ending

label after_menu:

     "After having my drink, I got on with my morning."

The menu statement begins with the keyword menu. This may be followed by a label name, in which case it's equivalent to preceding the menu with that label. For example:

menu drink_menu:

The menu statement is followed by an indented block. This block may contain a say statement, and must contain at least one menu choice. If the say statement is present, it is displayed on the screen at the same time as the menu.

Menu Choices. A menu choice is an option the user can select from the in-game menu. A menu choice begins with a string. The string may be followed by an if-clause, which makes the choice conditional. The menu choice ends with a colon, and must be followed by a block of Ren'Py statements.

When the choice is selected, the block of statements is run. If execution reaches the end of the block, it continues with the statement after the end of the menu statement.

An if-clause consists of the keyword if, followed by a Python expression. The menu choice is only displayed if the expression is true. In the following menu:

    "Go left.":
    "Go right.":
    "Fly above." if drank_tea:

The third choice will only be presented if the drank_tea variable is true. (However if, the config.menu_include_disabled variable is set to True, it will be shown as a disabled button.)

If all menu options have their if conditions unfulfilled, the menu will be skipped and control will advance to the statement following it.