Yeah you can have a condition set up to toggle properties like mousewheel or edgescroll to False! (which would mean the viewport won't move). You can also set entire screens to insensitive with the screen property sensitive, or block input in other ways such as by putting a big NullAction button over things to absorb input first.
Got it to work eventually, thanks!
Would you by chance also happen to know if there is a way to keep the screen around after jumping? I'm trying to make it to where when you click on a character, it jumps to a label I have where the character's sprite and dialog is shown, and then once he's done talking it jumps back to the paralax screen. But currently it just makes the screen go away and the background turns black.
Is there a way to make it jump while keeping the screen around in the background? Or is there simply a better way of doing this altogether?
Thanks again in advance!
You'd need to re-show the screen with `show screen whatsit` generally - if you call the screen and then jump to a label, that ends the interaction with the screen and hides it automatically. You might also consider showing the screen on the master layer if needed so you can show sprites in front of it etc.
I see, the problem I was having with that was that when re-showing a screen, it repositioned it to it's default origin, so I was hoping for something that would just show the label's contents within the screen.
HOWEVER, I ended up using "renpy.call_in_new_context" in a function and called that function within the imagebutton and it did pretty much exactly what I wanted. I did still end up putting it all on the master layer like you said, just in case.
Thanks again, you've been a big help!