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())
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())