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84 lines
2.6 KiB
Python

#####
# Template scene
#####
import logging
from Remake_1869 import Utils
from pyglet.window import key
from pyglet.window import mouse
class TemplateScene:
def __init__(self):
print('Current Scene: Template\n')
self.isAlive = True
self.isInTransfer = False
self.targetScene = None
self.mouse_x = 0
self.mouse_y = 0
self.current_ScenePhase = 1
def close(self,game):
#ensure everything must be closed or Fade-out is fadeout
self.isInTransfer = True
game.register_animation(game.d_active_sprites['blackscreen'],'FadeInSlow')
self.setStopwatch(game.d_active_sprites['blackscreen'],5*60)
def initializeSceneLogic(self,game):
pass
def on_mouse_motion(self, game, x, y, dx, dy):
self.mouse_x = x
self.mouse_y = y
def on_mouse_press(self,game, x, y, button, modifiers):
if button == 1: # Left click
pass
def on_key_press(self, game, symbol, modifiers):
pass
def prepareSprites(self, game, d_prites):
pass
def prepareLabels(self, game, d_labels):
pass
def prepareWidgets(self, game, d_widgets):
pass
def killWidgets(self, game ,d_widgets):
pass
def maintain_SpriteAnimations(self, l_deactivateAnims, sprite, animationType):
if animationType is 'FadeIn':
if Utils.fadeIn_sprite(sprite,sprite.opacity,5) is False:
l_deactivateAnims.append(sprite)
if animationType is 'FadeInSlow':
if Utils.fadeIn_sprite(sprite,sprite.opacity,2) is False:
l_deactivateAnims.append(sprite)
if animationType is 'FadeOut':
if Utils.fadeOut_sprite(sprite,sprite.opacity,5) is False:
l_deactivateAnims.append(sprite)
def maintain_LabelAnimations(self, l_deactivateAnims, label, animationType):
if animationType is 'ToggleAlpha':
Utils.toggle_label(label, label.color)
l_deactivateAnims.append(label)
if animationType is 'FadeIn':
if Utils.fadeIn_label(label,label.color,5) is False:
l_deactivateAnims.append(label)
def doSceneLogic(self, game):
pass
def run(self, game):
game.stopwatch_tick()
self.doSceneLogic(game)
if self.isInTransfer is True:
if game.checkStopwatch(game.d_active_sprites['blackscreen'],0):
self.isAlive = False
self.targetScene = 'NEXTSCENE'
return self.targetScene