def test_collider_on_scene_continued(scene: BaseScene,
                                     basic_collider: Collider, expected):

    basic_collider.on_scene_continued(events.SceneContinued(scene),
                                      lambda x: None)

    assert basic_collider.running == expected
 def on_stop_scene(self, event: events.StopScene, signal: Callable[[Any], None]):
     """
     Stop a running scene. If there's a scene on the stack, it resumes.
     """
     self.stop_scene()
     if self.current_scene is not None:
         signal(events.SceneContinued())
     else:
         signal(events.Quit())
Beispiel #3
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    def on_stop_scene(self, event: events.StopScene, signal: Callable[[Any], None]):
        """
        Stop a running scene. If there's a scene on the stack, it resumes.

        Do not call this method directly. It is called by the GameEngine when a
        :class:`~events.StopScene` event is fired.
        """
        self._stop_scene()
        if self.current_scene is not None:
            signal(events.SceneContinued())
        else:
            signal(events.Quit())