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Package pygext :: Package gl :: Package director :: Module scene :: Class Scene |
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object
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Scene
Method Summary | |
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__init__(self,
*arg,
**kw)
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__getitem__(self,
layername)
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__iter__(self)
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add(layername, entity) -> Entity | |
add_all(layername, entitylist) -> None | |
clear_collnodes(self)
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clear_nonstatic() -> None | |
del_layer(layername) -> None | |
draw() -> None | |
This method is called when the scene is activated. | |
This method is called when the scene ends. | |
get_layer(name) -> Layer | |
handle_events(events) -> None | |
Default handler for pygame.QUIT event is to stop the Director | |
This method is called when the scene is created. | |
make_entity -> Entity | |
new_layer(name, depth=None) -> Layer | |
Create a new stable layer | |
new_static(name, depth=None) -> layer | |
Pick the foremost entity from the given screen coordinates. | |
realtick(self)
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remove(entity) -> None | |
remove_all(entitylist) -> None | |
set_collision_handler(self,
group1,
group2,
handler)
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set_depth(layername, depth) -> None | |
set_state(self,
new_state)
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This method is called once per frame. |
Class Variable Summary | |
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NoneType |
collengine = None |
Method Details |
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add(self, layername, entity)add(layername, entity) -> Entity Add an entity to the given layer. |
add_all(self, layername, entitylist)add_all(layername, entitylist) -> None Add all entities from a list to the given layer. |
clear_nonstatic(self)clear_nonstatic() -> None Clear all non-static layers. |
del_layer(self, name)del_layer(layername) -> None Delete the specified layer. |
draw(self)draw() -> None Draw all layers in z-order to the screen. |
enter(self, *arg, **kw)This method is called when the scene is activated. Override in a subclass. |
exit(self)This method is called when the scene ends. Override in a subclass. |
get_layer(self, name)get_layer(name) -> Layer Get a specific layer using its name. |
handle_events(self, events)handle_events(events) -> None Delegates pygame events to specific event handling methods. This method is usually called by the Director and should not be used directly. |
handle_quit(self, event)Default handler for pygame.QUIT event is to stop the Director |
init(self)This method is called when the scene is created. Override in a subclass. |
make_entity(self)make_entity -> Entity Create an entity from the whole scene that can be used to draw (a static version) of the scene on another scene. |
new_layer(self, name, depth=None, camera=False)new_layer(name, depth=None) -> Layer Create a new entity layer to the scene. If depth is omitted, the layer will be created on top of all previously created layers. |
new_stabile(self, name, depth=None, camera=False)Create a new stable layer On a stable layer, entities retain their original z-order, but adding and removing entities is slower. Use when your entities need to overlap. |
new_static(self, name, depth=None, camera=False)new_static(name, depth=None) -> layer Create a new static layer to the scene. Static layers offer much better performance for a high number of entities, but once placed on this layer, no change in the entities is reflected on the screen. Good for non-moving background elements. |
pick(self, x, y, layer=None)Pick the foremost entity from the given screen coordinates. Layer name can be given as an optional parameter to restrict the search to a single layer. |
remove(self, entity)remove(entity) -> None Remove an entity from the scene. |
remove_all(self, entitylist)remove_all(entitylist) -> None Remove all listed entities from the scene. |
set_depth(self, layername, depth)set_depth(layername, depth) -> None Set a new depth for the given layer. |
tick(self)This method is called once per frame. Overide in a subclass You can also prefix the tick-method with the state name to make state-spesific tick functions. E.g. def state_main_tick(self): pass def state_waitkey_tick(self): pass ... |
Class Variable Details |
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collengine
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