def on_ok(self): global doubleCounter global moneyCount moneyCount -= currentBet # Lose bet but not double downed money doubleCounter = 1 #reset double down director.pop() director.push(on_newGame(self))
def step(self, dt): super(EnemyUpdate, self).step(dt) enemy = self.target # check all reverse triggers in the map to see whether this enemy has # touched one (dx, dy) = enemy.velocity for cell in director.scene.reversers: if not cell.contains(enemy.x, enemy.y): continue # reverse movement direction; make sure to move the enemy out of # the collision so it doesn't collide again immediately next update if dx > 0: enemy.x = cell.left - 1 else: enemy.x = cell.right + 1 dx *= -1 enemy.velocity = (dx, dy) break # check for collision with the player; on collision mark the flag on # the player to indicate game over (a health level could be decremented # here instead) player = director.scene.player if enemy.get_rect().intersects(player.get_rect()): print("You died!") director.pop() player.is_dead = True
def on_key_press(self, k, m): if k in (key.ENTER, key.ESCAPE, key.SPACE, key.Q): if self.in_highscore: director.replace(Scene(SubmitScore(self.wave))) else: director.pop() return True
def step(self, dt): self.max_left = self.target.image.width * self.target.scale / 2 self.max_right = WIDTH - self.max_left # Run step function on the parent class. super(SpaceshipAction, self).step(dt) # Run step function on the parent class. joystick = EventHandle().joystick keyboard = EventHandle().keyboard super(SpaceshipAction, self).step(dt) self.error = 0.2 self.speed = 200 self.__set_velocity_with_keyboard(keyboard) if joystick is not None: self.__set_velocity_with_joystick(joystick) if EventHandle()['Home'] is True: director.pop() self.__set_movement_image() self.__bound_limits() self.target.cshape.center = self.target.position
def on_key_press(self, k, m): if k == key.BACKSPACE: self.name.element.text = self.name.element.text[0:-1] return True elif k == key.ENTER: if len(self.name.element.text) <= 2: w, h = director.get_window_size() label_s = Label('Name too short! Choose at least 3 characters', font_name=_font_, font_size=20, anchor_y='top', anchor_x='center') label_s.position = (w / 2., 700.) self.add(label_s) elif len(self.name.element.text) >= 15: w, h = director.get_window_size() label_l = Label( 'Name too long! Not more than 15 characters allowed', font_name=_font_, font_size=20, anchor_y='top', anchor_x='center') label_l.position = (w / 2., 750.) self.add(label_l) else: new_score(self.name.element.text, self.wave) director.pop() return True elif k == key.ESCAPE: director.pop() return True return False
def step(self, dt): super(EnemyUpdate, self).step(dt) enemy = self.target # check all reverse triggers in the map to see whether this enemy has # touched one dx, dy = enemy.velocity r = enemy.get_rect() for cell in director.scene.reversers: if not r.intersects(cell): continue # reverse movement direction; make sure to move the enemy out of the # collision so it doesn't collide again immediately next update if dx > 0: r.right = cell.left - 1 else: r.left = cell.right + 1 dx *= -1 break enemy.velocity = (dx, dy) enemy.position = r.center # check for collision with the player; on collision mark the flag on the # player to indicate game over (a health level could be decremented here # instead) player = director.scene.player if r.intersects(player.get_rect()): print("You died!") director.pop() player.is_dead = True
def on_key_press(self, k, m): if k == key.BACKSPACE: self.name.element.text = self.name.element.text[0:-1] return True elif k == key.ENTER: if len(self.name.element.text) <= 2: w, h = director.get_window_size() label_s = Label( 'Name too short! Choose at least 3 characters', font_name=_font_, font_size=20, anchor_y='top', anchor_x='center') label_s.position = (w/2., 700.) self.add(label_s) elif len(self.name.element.text) >= 15: w, h = director.get_window_size() label_l = Label( 'Name too long! Not more than 15 characters allowed', font_name=_font_, font_size=20, anchor_y='top', anchor_x='center') label_l.position = (w/2., 750.) self.add(label_l) else: new_score(self.name.element.text, self.wave) director.pop() return True elif k == key.ESCAPE: director.pop() return True return False
def on_key_press(self, key, modifier): # Don't exit on ESC if key == pyglet.window.key.ESCAPE: return True # ~ elif key == pyglet.window.key.S: # ~ self.level_to_edit.save_xml(self.filename) if modifier & pyglet.window.key.MOD_ACCEL: if key == pyglet.window.key.Q: director.pop() elif key == pyglet.window.key.MINUS: self._desired_scale = _zoom_out(self._desired_scale) self.parent.set_scale(self._desired_scale) elif key == pyglet.window.key.EQUAL: self._desired_scale = _zoom_in(self._desired_scale) self.parent.set_scale(self._desired_scale) elif key == pyglet.window.key.D: m = self.map_layers.selected m.set_debug(not m.debug) if key == pyglet.window.key.SPACE: self._space_down = True win = director.window cursor = win.get_system_mouse_cursor(pyglet.window.Window.CURSOR_SIZE) win.set_mouse_cursor(cursor)
def on_enter(self): if self.p >= len(self.scenes): director.pop() else: director.push(self.scenes[self.p]) self.p += 1
def on_key_press(self, k, m): if k in (key.ENTER, key.ESCAPE, key.SPACE, key.Q): if self.in_highscore: director.replace(Scene(SubmitScore(self.wave))) else: director.pop() return True
def on_key_press(self, k, m): if k == key.F1: self.switch_mode('edit') return True if k == key.F2: self.switch_mode('camera') return True if k == key.F3: self.switch_mode('stamp') return True self.propagate_event('key_press', k, m) if k == key.I and (m & pyglet.window.key.MOD_ACCEL): # override cocos default interpreter return True # save if k == key.S and (m & pyglet.window.key.MOD_ACCEL): self.action_save() return True # load if k == key.L and (m & pyglet.window.key.MOD_ACCEL): self.action_load() return True num_keys = [key._1, key._2, key._3, key._4, key._5, key._6, key._7, key._8, key._9, key._0] if k in num_keys and (m & pyglet.window.key.MOD_ACCEL): floating_sprite = self.floating_sprite self.set_current_layer (num_keys.index(k)) if not isinstance(self.current_layer, CollisionLayer) and floating_sprite is not None: self.floating_sprite = floating_sprite self.current_layer.add(self.floating_sprite) self.hud.update() self.update_hotspot() return True if k == key.ESCAPE: self.update_hotspot() return True if k == key.DELETE: self.update_hotspot() return True if k == key.Q and (m & pyglet.window.key.MOD_ACCEL): director.pop() return True if k == key.G and (m & pyglet.window.key.MOD_ACCEL): self.action_grid_clicked() return True
def next_round(self): self.map.turn += 1 self.text.element.text = 'ROUND ' + str(self.map.turn) if self.map.turn > 6: director.pop() else: print('enemy phase') self.take_turn()
def on_mouse_press(self,x,y, button, modifiers): if button & mouse.LEFT: if self.get("bet").contains(x,y): bet_scene = cocos.scene.Scene() bet_layer= BetMoney() bet_scene.add(bet_layer) director.pop() director.push(bet_scene)
def on_back_to_mainmenu(self): try: self.host.sfd.close() self.client.sfd.close() except Exception: pass director.pop() director.next_scene = FlipAngular3DTransition(director.next_scene)
def on_dno(self): global doubleCounter global currentBet global moneyCount moneyCount += currentBet * (2 ** doubleCounter) doubleCounter = 1 #resets counter director.pop() director.push(on_newGame(self))
def on_quit(self): print("Back to the previous menu...") director.pop() if self.unit_changed: # unit changed, so the player units menu needs to be reloaded scene = cocos.scene.Scene() scene.add(PlayerUnitsMenu(player=self.player, tech=self.tech)) director.replace(FlipX3DTransition(scene, duration=0.5))
def end(self, value=None): """Ends the current scene setting director.return_value with `value` :Parameters: `value` : anything The return value. It can be anything. A type or an instance. """ director.return_value = value director.pop()
def end(self, value=None): """Ends the current scene setting director.return_value with `value` :Parameters: `value` : anything The return value. It can be anything. A type or an instance. """ director.return_value = value director.pop()
def _gameOver(self): score = int(self.time) if self.options.type == Options.TIME else self.coins highScores = Scores() if highScores.isHighScore(self.options.type, self.options.difficulty, score): director.push(GameOverScene(score, self.getNumberOfEnemies(), self.options, highScores)) else: director.pop()
def send_msg(self, dt): client_key_dict2 = dict() player_list = [] enermy_list = [] bullet_list = [] gifts_list = [] # key for i in key_dict: if keyboard[key_dict[i]]: client_key_dict2[i] = 1 else: client_key_dict2[i] = 0 # ally for i in self.majorlayer.ally_dict: player_list.append([ self.majorlayer.ally_dict[i], i.cshape_x, i.cshape_y, i.direction ]) # enermy for i in self.majorlayer.enermy_dict: enermy_list.append([ self.majorlayer.enermy_dict[i], i.cshape_x, i.cshape_y, i.direction, i.ai_direction ]) # bullet for i in self.majorlayer.bullet_dict: bullet_list.append([ self.majorlayer.bullet_dict[i], i.cshape_x, i.cshape_y, i.direction ]) for i in self.majorlayer.bullet_dicte: bullet_list.append([ self.majorlayer.bullet_dicte[i], i.cshape_x, i.cshape_y, i.direction, i.m, i.c ]) # gift for i in self.majorlayer.gifts_dict: gifts_list.append([ self.majorlayer.gifts_dict[i], i.cshape_x, i.cshape_y, i.direction ]) # 打包信息 b_list = [ client_key_dict2, player_list, enermy_list, bullet_list, gifts_list ] body = json.dumps(b_list) ver = 1 cmd = 2 header = [ver, body.__len__(), cmd] headpack = header_model.pack(*header) msg = headpack + body.encode() try: self.host.cfd.send(msg) except Exception: self.host.cfd.close() director.pop()
def on_key_press(self, key, modifier): if modifier & pyglet.window.key.MOD_ACCEL: if key == pyglet.window.key.S: self.level_to_edit.save_xml(self.filename) director.pop() elif key == pyglet.window.key.Q: director.pop() if key == pyglet.window.key.D: m = self.selector.map_layer m.set_debug(not m.debug)
def on_key_press(self, key, modifier): if modifier & pyglet.window.key.MOD_ACCEL: if key == pyglet.window.key.S: self.level_to_edit.save_xml(self.filename) director.pop() elif key == pyglet.window.key.Q: director.pop() if key == pyglet.window.key.D: m = self.selector.map_layer m.set_debug(not m.debug)
def test_3_pop_delegates_to_on_pop(self): # clear the mockup event recorder director._utest_recorded_events = [] director.pop() # ... and check it called on_pop with the correct parameters evtype, args = director._utest_recorded_events[0] assert evtype == "on_pop" assert args == ()
def on_save(self): """ Saves the GameGrid-Matrix in a pickle file, so it can be read later to create the correct path from it """ output = open(pathjoin("data/path.cfg"), "wb") pickle.dump(self.gameGrid, output) output.close() print("save") director.pop()
def test_3_pop_delegates_to_on_pop(self): # clear the mockup event recorder director._utest_recorded_events = [] director.pop() # ... and check it called on_pop with the correct parameters evtype, args = director._utest_recorded_events[0] assert evtype == "on_pop" assert args == ()
def end(self, value=None): """Ends the current scene. This is accomplished by calling :meth:`.Director.pop`. Also sets ``director.return_value`` to ``value``. Arguments: value(anything): The return value. It can be anything. A type or an instance. """ director.return_value = value director.pop()
def end(self, value=None): """Ends the current scene. This is accomplished by calling :meth:`.Director.pop`. Also sets ``director.return_value`` to ``value``. Arguments: value(anything): The return value. It can be anything. A type or an instance. """ director.return_value = value director.pop()
def check_collisions(self, dt): if self.spaceship.health < 0: director.pop() else: health = self.spaceship.health / 5 self.hp_string.element.text = "Health: " + str(health * 100) + "%" ship_collisions = self.collision_manager.objs_colliding(self.spaceship) if ship_collisions: self.__spaceship_rohinian_collision(ship_collisions) self.__spaceship_aerolite_collision(ship_collisions) self.__bullet_collisions()
def correct(self): double_Layer = cocos.scene.Scene() print("correct choice") sprite1= True_Door() sprite1.spr.position = doorPos[doorSelect] double_Layer.add(sprite1) DoubleMenuScene = DoubleDownMenu() DoubleDownScene = DoubleDown() double_Layer.add(DoubleMenuScene) double_Layer.add(DoubleDownScene) director.pop() director.push(double_Layer)
def on_key_press( self, k, m ): if not self.hi_score and (k == key.ENTER or k == key.ESCAPE): director.pop() return True if self.hi_score: if k == key.BACKSPACE: self.name.element.text = self.name.element.text[0:-1] return True elif k == key.ENTER: hiscore.hiscore.add( status.status.score,self.name.element.text,status.status.level_idx ) director.pop() return True return False
def on_key_press( self, k, m ): if not self.hi_score and (k == key.ENTER or k == key.ESCAPE): director.pop() return True if self.hi_score: if k == key.BACKSPACE: self.name.element.text = self.name.element.text[0:-1] return True elif k == key.ENTER: hiscore.hiscore.add( status.status.score,self.name.element.text,status.status.level_idx ) director.pop() return True return False
def on_restart(self): #set global variables to default global doubleCounter global moneyCount global currentBet global doorSelect global doorCorrect moneyCount = 10000 currentBet = 1000 doubleCounter = 1 doorSelect = -1 doorCorrect = 0 director.pop() director.push(on_newGame(self))
def next_round(self): self.map.turn += 1 self.text.element.text = 'ROUND '+str(self.map.turn) self.map.controller = 0 self.mapstate = self.map.send_mapstate() for p in self.person: if self.map.person_container.controller[p] == 1: self.person[p].state = 'enemy' else: self.person[p].state = 'self' self._repaint() if self.map.turn > 6 : director.pop() else: self.take_turn()
def on_mouse_release(self, x, y, buttons, modifiers): # Mouse clicked. Perform unit selection, check for button presses, and executes actions. # Check if we clicked the minimap - if so, don't perform any selection logic on units behind the map. # for i in range(1000,1,-0.25): # self.mouseClickGraphic.scale = 0.001 * i # self.map.remove(self.mouseClickGraphic) if self.statusMenu.cm.objs_touching_point(x,y): director.pop() if self.infoLayer.miniMapToggled: # First check to see if the minimap is toggled to save our CM from # checking collisions if the minimap isn't up. minimap = self.infoLayer.cm.objs_touching_point( x - self.infoLayer.position[0], y - self.infoLayer.position[1]) if self.infoLayer.miniMap in minimap: return x, y = self.scroller.pixel_from_screen(x, y) clicked_units = self.cm.objs_touching_point(x, y) for unit in clicked_units: if type(unit) == SurrenderButton: director.push(Scene(self.lost)) # Set selectedUnits. If a vertex is clicked on, all troops in the # vertex are selected/unselected if buttons == 1: # Left button clicked # Did we click on an action button? actionButton = get_action_button_clicked(clicked_units) if actionButton: # Clicked on an action button. Execute the action. self.execute_action(actionButton.name, actionButton.unitParent) elif clicked_units: if self.curAction: # Attack self.player.unit_attack(self.selectedUnits, clicked_units) self.curAction = None else: # If clicked on vertex or clicked on a single unit, switch # select state of all units in vertex self.select_units(clicked_units) if constants.SOUND: self.play_sound("click_troop.wav") # Move if clicked_units != set([]) and self.selectedUnits != []: if buttons == 4: # Button == 4 means right click # Perform move action. self.execute_move(clicked_units) return True
def do_action(self, context): #if context.get("get_ability", False): pass #elif context.get("get_target", False): pass if context.get("get_cards", False): sellist = context['list'] numselections = context['numselections'] required = context['required'] from_zone = context['from_zone'] from_player = context['from_player'] check_card = context['check_card'] self.card_selector.activate(sellist, from_zone, numselections, required=required, is_opponent=(from_player != self.player1), filter=check_card) elif context.get("reveal_card", False): sellist = context['cards'] from_zone = context['from_zone'] from_player = context['from_player'] self.card_selector.activate(sellist, from_zone, 0, required=False, is_opponent=(from_player != self.player1)) elif context.get("get_selection", False): sellist = context['list'] numselections = context['numselections'] required = context['required'] msg = context['msg'] self.list_selector.build(sellist,required,numselections,msg) elif context.get("get_choice", False): msg = context['msg'] notify = context['notify'] options = context['options'] if notify: self.msg_controller.notify(msg, options) else: self.msg_controller.ask(msg, options) elif context.get("get_mana_choice", False): required = context['required'] manapool = context['manapool'] from_player = context['from_player'] self.mana_controller.request_mana(required, manapool, is_opponent=(from_player != self.player1)) elif context.get("get_X", False): from_player = context['from_player'] self.x_controller.request_x(is_opponent=(from_player != self.player1)) elif context.get("get_distribution", False): amount = context['amount'] targets = context['targets'] self.distribution_assignment.activate(amount, targets) elif context.get("get_damage_assign", False): blocking_list = context['blocking_list'] trample = context['trample'] deathtouch = context['deathtouch'] self.damage_assignment.activate(blocking_list, trample, deathtouch) elif context.get("get_game_over", False): director.pop()
def do_action(self, context): #if context.get("get_ability", False): pass #elif context.get("get_target", False): pass if context.get("get_cards", False): sellist = context['list'] numselections = context['numselections'] required = context['required'] from_zone = context['from_zone'] from_player = context['from_player'] check_card = context['check_card'] self.card_selector.activate(sellist, from_zone, numselections, required=required, is_opponent=(from_player != self.player1), filter=check_card) elif context.get("reveal_card", False): sellist = context['cards'] from_zone = context['from_zone'] from_player = context['from_player'] self.card_selector.activate(sellist, from_zone, 0, required=False, is_opponent=(from_player != self.player1)) elif context.get("get_selection", False): sellist = context['list'] numselections = context['numselections'] required = context['required'] msg = context['msg'] self.list_selector.build(sellist,required,numselections,msg) elif context.get("get_choice", False): msg = context['msg'] notify = context['notify'] options = context['options'] if notify: self.msg_controller.notify(msg, options) else: self.msg_controller.ask(msg, options) elif context.get("get_mana_choice", False): required = context['required'] manapool = context['manapool'] from_player = context['from_player'] self.mana_controller.request_mana(required, manapool, is_opponent=(from_player != self.player1)) elif context.get("get_X", False): from_player = context['from_player'] self.x_controller.request_x(is_opponent=(from_player != self.player1)) elif context.get("get_distribution", False): amount = context['amount'] targets = context['targets'] self.distribution_assignment.activate(amount, targets) elif context.get("get_damage_assign", False): blocking_list = context['blocking_list'] trample = context['trample'] deathtouch = context['deathtouch'] self.damage_assignment.activate(blocking_list, trample, deathtouch) elif context.get("get_game_over", False): director.pop()
def on_mouse_release(self, x, y, buttons, modifiers): # Mouse released - check to see if we clicked on the menu and need # to set screen focus. if self.settingsMenuOn: clicked_objects = self.cm.objs_touching_point( x - self.position[0], y - self.position[1]) for item in clicked_objects: if type(item) == HomeButton: if constants.MUSIC: theme_player.stop() director.pop() elif type(item) == ToggleTutorialButton: print "Tutorial Toggled" constants.SHOW_TUTORIAL = not constants.SHOW_TUTORIAL elif type(item) == ToggleFullScreenButton: print "Full Screen Toggled" director.window.set_fullscreen(not director.window.fullscreen)
def on_mouse_press(self,x,y, button, modifiers): global doorSelect if button & mouse.LEFT & self.selectable == 1: if self.get("door").contains(x,y): print("Clicked door: " + str(self.spr.num)) doorSelect = self.spr.num print("Selected a door") if doorSelect == doorCorrect: idoorList = [1,2,3] idoorList.remove(doorCorrect) falseDoor = random.choice(idoorList) #Randomized false door doorList = [doorCorrect, falseDoor] else: #picked the wrong door doorList = [doorCorrect, doorSelect] #Build next scene confirm_Layer = cocos.scene.Scene() if 1 in doorList: sprite1 = Sprite_Door(0) sprite1.spr.position = doorPos[1] sprite1.spr.num = 1 confirm_Layer.add(sprite1) if 2 in doorList: sprite2 = Sprite_Door(0) sprite2.spr.position = doorPos[2] sprite2.spr.num = 2 confirm_Layer.add(sprite2) if 3 in doorList: sprite3 = Sprite_Door(0) sprite3.spr.position = doorPos[3] sprite3.spr.num = 3 confirm_Layer.add(sprite3) sprite4 = Door_Select() sprite4.spr.position = doorPos[doorSelect] confirm_Layer.add(sprite4) confirmScene = Confirmation(doorList) textScene = textConfirm() confirm_Layer.add(confirmScene) confirm_Layer.add(textScene) director.pop() director.push(confirm_Layer)
def send_msg(self, dt): client_key_dict2 = dict() for i in key_dict: if keyboard[key_dict[i]]: client_key_dict2[i] = 1 else: client_key_dict2[i] = 0 body = json.dumps(client_key_dict2) ver = 1 cmd = 2 header = [ver, body.__len__(), cmd] headpack = header_model.pack(*header) msg = headpack + body.encode() try: self.client.sfd.send(msg) except Exception: self.client.sfd.close() director.pop()
def next_turn(self): if len(self.allies) == 0: print "Enemies win! Tough luck, hero." director.pop() return elif len(self.enemies) == 0: print "Allies win! Good work, hero!" director.pop() return # Add combatants speed to their counter next_combatant = None for combatant in self.combatants: combatant.ap += combatant.stats._speed if next_combatant == None: next_combatant = combatant elif combatant.ap > next_combatant.ap: next_combatant = combatant next_combatant.ap = 0 next_combatant.take_turn()
def on_key_press( self, k, m ): if not self.hi_score and (k == key.ENTER or k == key.ESCAPE): director.pop() return True if not self.hi_score and (k == key.R) and not self.win: self.parent.remove( self ) self.parent.get('ctrl').restart_level() return True if self.hi_score: if k == key.BACKSPACE: self.name.element.text = self.name.element.text[0:-1] return True elif k == key.ENTER: hiscore.hiscore.add( state.score,self.name.element.text,state.level_idx ) director.pop() return True return False
def incorrect(self): print("wrong choice") wrong_Layer= cocos.scene.Scene() sprite1=False_Door() sprite1.spr.position = doorPos[doorSelect] wrong_Layer.add(sprite1) sprite2=Door_Select() sprite2.spr.position= doorPos[doorSelect] wrong_Layer.add(sprite2) sprite3=WrongChoice() wrong_Layer.add(sprite3) sprite4=WrongMenu() wrong_Layer.add(sprite4) director.pop() director.push(wrong_Layer)
def on_key_press(self, key,modifiers): print(key) global currentBet if key == pyglet.window.key.ENTER: print ("You Entered: {}".format(self.keys_pressed)) if(int(self.keys_pressed) <= moneyCount): currentBet = int(self.keys_pressed) else: print("Invalid Entry") currentBet = 1000 director.pop() director.push(on_newGame(self)) else: kk = pyglet.window.key.symbol_string(key) if kk == "BACKSPACE": self.keys_pressed = self.keys_pressed[:-1] else: kk = kk[1:] #Removes the _ from the raw input... self.keys_pressed = self.keys_pressed + kk self.update_text()
def on_button_click(self,id): print "callback for button <%s>"%id if id == "Open": print "show open file dialog" self.dialog_layer.add_dialog( blobedit_dialogs.OpenFileDialog( self.last_path, on_open = self.on_file_open_clicked ) ) elif id == "Save": self.save_map() self.dialog_layer.add_dialog( blobedit_dialogs.PopupMessage( "File Saved" ) ) elif id == "Quit": director.pop() else: self.dialog_layer.add_dialog(blobedit_dialogs.PopupMessage("Not implemented: <%s>"%id))
def on_key_press(self, k, m): if k in (key.ENTER, key.ESCAPE, key.SPACE): director.pop() return True elif k == key.F: director.window.set_fullscreen(not director.window.fullscreen) return True elif k == key.V: director.window.set_vsync(not director.window.vsync) return True elif k == key.X: director.show_FPS = not director.show_FPS return True elif k == key.S: resources.sounds = not resources.sounds if(resources.music_player.playing): resources.music_player.pause() else: resources.music_player.play() return True elif k == key.Q: director.pop() director.replace(highscore.PyFenseLost()) return True
def on_mouse_press(self, x, y, buttons, modifiers): director.pop(blob_fade_transition)
def on_key_press(self, key, modifiers): director.pop(blob_fade_transition) return True
def on_quit(self): director.pop()
def onYes(self): # Pop 2 scenes (the current Quit scene and the Game scene) director.pop() director.pop()
def quit(): director.pop()
def finish(self): director.pop()
def on_quit(self): print("Back to the main menu...") director.pop()
def on_quit(self): # Pop this scene off of the scene stack. # This should end the program because there should be no other scenes under the main menu in the stack. director.pop()
def on_quit(self): director.pop()
def onNo(self): # Pop the current Quit scene director.pop()
def on_key_press(self, symbol, modifier): if symbol in [key.ESCAPE, key.RETURN, key.SPACE]: director.pop() return True
def on_key_press(self, k, m): if k == pyglet.window.key.P and m & pyglet.window.key.MOD_ACCEL: director.pop() return True
def pop_scene(): director.pop()