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