Label statements allow the given name to be assigned to a program point. They exist solely to be called or jumped to, either from Ren'Py script, Python functions, or from screens.
label sample1:
"Here is 'sample1' label."
label sample2(a="default"):
"Here is 'sample2' label."
"a = [a]"
A label statement may have a block associated with it. In that case, control enters the block whenever the label statement is reached, and proceeds with the statement after the label statement whenever the end of the block is reached.
There are two kinds of labels: global and local labels. Global labels live in one global scope shared across all project files and thus should have unique names per game. Local labels logically reside inside scope of the global label they are declared in. To declare a local label, prefix its name with .. For example:
label global_label:
"Inside a global label.."
label .local_name:
"..resides a local one."
jump .local_name
Local labels can be referenced directly inside the same global label they are declared in or by their full name, consisting of global and local name parts:
label another_global:
"Now lets jump inside local label located somewhere else."
jump global_label.local_name
The label statement may take an optional list of parameters. These parameters are processed as described in PEP 3102, with two exceptions:
The jump statement is used to transfer control to the given label.
If the expression
keyword is present, the expression following it is
evaluated, and the string so computed is used as the label name of the
statement to jump to. If the expression
keyword is not present, the label
name of the statement to jump to must be explicitly given.
Unlike call, jump does not push the next statement onto a stack. As a result, there's no way to return to where you've jumped from.
label loop_start:
e "Oh no! It looks like we're trapped in an infinite loop."
jump loop_start
The call statement is used to transfer control to the given label. It also pushes the next statement onto the call stack, allowing the return statement to return control to the statement following the call.
If the expression
keyword is present, the expression following it is evaluated, and the
string so computed is used as the name of the label to call. If the
expression
keyword is not present, the name of the statement to call must be
explicitly given.
If the optional from clause is present, it has the effect of including a label statement with the given name as the statement immediately following the call statement. An explicit label helps to ensure that saved games with return stacks can return to the proper place when loaded on a changed script.
e "First, we will call a subroutine."
call subroutine
call subroutine(2)
call expression "subroutine" pass (count=3)
# ...
label subroutine(count=1):
e "I came here [count] time(s)."
e "Next, we will return from the subroutine."
return
The call statement may take arguments, which are processed as described in PEP 3102.
When using a call expression with an arguments list, the pass
keyword must
be inserted between the expression and the arguments list. Otherwise, the
arguments list will be parsed as part of the expression, not as part of the
call.
The return statement pops the top statement off of the call stack, and transfers control to it. If the call stack is empty, the return statement restarts Ren'Py, returning control to the main menu.
If the optional expression is given to return, it is evaluated, and it's result is stored in the _return variable. This variable is dynamically scoped to each context.
The following labels are used by Ren'Py:
start
quit
after_load
splashscreen
before_main_menu
main_menu
If it exists, this label is called instead of the main menu. If it returns,
Ren'Py will start the game at the start
label. For example, the
following will immediately start the game without displaying the
main menu.
label main_menu:
return
after_warp