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