Source code for rubato.classes.scene
"""
The Scene class which is a collection of groups. It also houses the current scene camera.
Scenes are built with a root group that everything is added to.
"""
from . import Camera, Group, GameObject
from .. import Game
[docs]class Scene:
"""
A scene is a collection of groups.
Args:
name: The name of the scene. This is used to reference the scene from the scene manager. Defaults to "default".
Attributes:
root (Group): The base group of game objects in the scene.
ui (Group): The ui elements of this scene. These are drawn on top of everything else and do not interact with
the other game objects.
camera (Camera): The camera of this scene.
id (str): The id of this scene.
"""
def __init__(self, name: str = "default"):
self.root: Group = Group(name="root")
self.ui: Group = Group(name="ui")
self.camera = Camera()
self._ui_cam = Camera()
self.id: str = name
self.started = False
Game.scenes.add(self, name)
[docs] def add(self, *items: GameObject | Group):
"""
Adds an item to the root group.
Args:
*items: The items to add to the scene.
"""
self.root.add(*items)
[docs] def add_ui(self, *items: GameObject):
"""
Adds Game Objects as UI to the scene. When a game object is added as a UI, they draw as they normally would, but
they don't collide with other game objects, they draw on top of everything else, and they are unaffected by the
camera.
Args:
*items: The items to add to the scene.
"""
self.ui.add(*items)
[docs] def delete(self, item: GameObject | Group):
"""
Removes an item from the root group.
Args:
item: The item to remove.
"""
self.root.delete(item)
[docs] def delete_ui(self, item: GameObject):
"""
Removes an item from the ui group.
Args:
item: The item to remove.
"""
self.ui.delete(item)
def private_draw(self):
self.draw()
self.root.draw(self.camera)
self.ui.draw(self._ui_cam)
def private_update(self):
if not self.started:
self.private_setup()
self.update()
self.root.update()
self.ui.update()
def private_fixed_update(self):
self.fixed_update()
self.root.fixed_update()
self.ui.fixed_update()
def private_setup(self):
self.started = True
self.setup()
[docs] def setup(self):
"""
The start loop for this scene. It is run before the first frame.
Is empty be default and can be overriden.
"""
pass
[docs] def draw(self):
"""
The draw loop for this scene. It is run once every frame.
Is empty by default an can beoverridden.
"""
pass
[docs] def update(self):
"""
The update loop for this scene. It is run once every frame, before :meth:`draw`.
Is empty by default an can be overridden.
"""
pass
[docs] def fixed_update(self):
"""
The fixed update loop for this scene. It is run (potentially) many times a frame.
Is empty by default an can be overridden.
Note:
You should define fixed_update only for high priority calculations that need to match the physics fps.
"""
pass
[docs] def paused_update(self):
"""
The paused update loop for this scene. It is run once a frame when the game is paused.
Is empty by default an can be overridden.
"""
pass