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scenes updating each other’s variables
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Is there a way I can have one scene update a variable on another scene? How would I adjust a variable on a Modal scene that then updates a variable on the main scene? When a player runs runs out of money I have a modal scene pop up asking if the player would like a loan. They adjust the loan amount and press “ take loan” once they press take loan the modal scene is dismissed and I would like the bankroll amount on the main scene to be updated from the loan amount on the modal scene.
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Rather than calling your scene like
run(MyScene())
Assign it to a variable.
main_scene=MyScene() run(main_scene)
Then your modal scene can access the global main_scene.
Or, if you launch your scene inside a function, you would create an attribute in your modal scene that points to the main scene.
modal_scene=MyModalScene() modal_scene.main_scene = main_scene
Then the modal scene can access
this.main_scene
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@JonB how would I do it in this example?
from scene import * import sound import random import math A = Action class MyScene (Scene): def setup(self): self.bankroll_amount = 0 self.text = LabelNode( 'MAIN SCREEN', ('Apple Color Emoji', 40), position= self.size/2, parent=self ) self.next_screen = LabelNode( 'Next SCREEN', ('Apple Color Emoji', 20), position= (self.size.w/2 * 0.55, self.size.h/2 * 1.33), parent=self ) self.bankroll_amount_label = LabelNode( f'{self.bankroll_amount:,}', font = ('Bodoni 72', 28), position = (self.size.w/2 * 1.79, self.size.h/2 * 1.66), color = 'gold', parent=self ) def update(self): pass def touch_began(self, touch): if touch.location in self.next_screen.frame: self.present_modal_scene(Screen_1()) def touch_ended(self, touch): pass class Screen_1(Scene): def setup(self): self.bg_color = SpriteNode('plc:Grass_Block', position= (self.size/2), scale=25, parent=self) self.text_1 = LabelNode( '1st SCREEN', ('Apple Color Emoji', 40), position = (self.size.w/2 * 0.55, self.size.h/2 * 0.99), parent=self) self.next_screen_1 = LabelNode( '1st button', ('Apple Color Emoji', 20), position= (self.size.w/2 * 0.40, self.size.h/2 * 1.33), parent=self ) self.loan_amount = 0 self.loan_label = LabelNode( 'Loan Amount', ('DIN Condensed', 40), color= 'black', position = (self.size.w/2, self.size.h/2 * 1.10) ) self.loan_amount_label = LabelNode( f'${self.loan_amount}', ('Bodoni 72', 35), color= 'black', position = (self.size.w/2, self.size.h/2 * 0.85) ) self.take_loan = LabelNode( 'Take Loan', ('Avenir Next Condensed', 30), position = (self.size.w/2, self.size.h/2 * 0.55), color= 'black' ) self.inc_loan_btn = SpriteNode( 'emj:Red_Triangle_1', position= (self.size.w/2 * 1.33, self.size.h/2 * 1.25), scale=2 ) self.dec_loan_btn = SpriteNode( 'emj:Red_Triangle_2', position= (self.size.w/2 * 1.33, self.size.h/2 * 0.75), scale=2 ) self.add_child(self.loan_label) self.add_child(self.loan_amount_label) self.add_child(self.take_loan) self.add_child(self.inc_loan_btn) self.add_child(self.dec_loan_btn) def touch_began(self, touch): if touch.location in self.next_screen_1.frame: self.present_modal_scene(Screen_2()) if touch.location in self.take_loan.frame: self.bankroll_amount = self.loan_amount self.dismiss_modal_scene() #--- inc loan --- if touch.location in self.inc_loan_btn.frame: self.loan_amount += 500 self.loan_amount_label.text = f'${self.loan_amount}' if self.loan_amount >= 10_000: self.loan_amount = 10_000 self.loan_amount_label.text = f'${self.loan_amount}' #--- dec loan --- if touch.location in self.dec_loan_btn.frame: self.loan_amount -= 500 self.loan_amount_label.text = f'{self.loan_amount}' if self.loan_amount < 0: self.loan_amount = 0 self.loan_amount_label.text = f'{self.loan_amount}' def touch_ended(self, touch): pass class Screen_2(Scene): def setup(self): self.bg_color = SpriteNode('plc:Brown_Block', position= (self.size/2), scale=25, parent=self) self.text_2 = LabelNode( '2nd SCREEN', ('Apple Color Emoji', 40), position= self.size/2, parent=self) self.next_screen_2 = LabelNode( '2nd button', ('Apple Color Emoji', 20), position= (self.size.w/2 * 0.2, self.size.h/2), parent=self) def touch_began(self, touch): if touch.location in self.next_screen_2.frame: self.dismiss_modal_scene() def touch_ended(self, touch): pass if __name__ == '__main__': run(MyScene(), LANDSCAPE, show_fps=False)
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# instead of if __name__ == '__main__': run(MyScene(), LANDSCAPE, show_fps=False) # do main_scene=MyScene() run(main_scene, LANDSCAPE, show_fps=False)
Then, your other scenes can access attributes of main_scene.
As an alternative, you use present_modal_scene. Use a variable for those modal scenes, then you can access attributes of the pop-up scenes after present_modal_scene completes.
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@JonB ive updated the run function to run off a variable. Is that literally all that’s needed. I ran the code with the change in the variable was not updated. I believe that your alternative method is what I’m already attempting to do in the example. I am very very new at not only Scene module and Pythonista but coding altogether. What else is needed besides putting in the class in a variable? How exactly do I access the attributes? Is my example Close to what your alternative method is? Thank you for taking the time to help me.
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@resserone13 what @JonB advices is
def touch_began(self, touch): if touch.location in self.next_screen.frame: self.present_modal_scene(Screen_1()) | | | V def touch_began(self, touch): if touch.location in self.next_screen.frame: sc1 = Screen_1() sc1.main_scene = self self.present_modal_scene(sc1)
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@resserone13 then you can access bankroll_amount of the main scene in other scene by
self.main_scene.bankroll_amount
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@cvp @JonB I have incorporated your guises recommendations into my practice code and I’m getting an error I’ve never seen and can’t figure out. I’ve listed the error and the updated code below.
Error...
TypeError: bad argument type for built-in operation
The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "/var/containers/Bundle/Application/F3A42D55-5CB1-4DC2-AFF5-5BE7BB053375/Pythonista3.app/Frameworks/Py3Kit.framework/pylib/site-packages/scene.py", line 216, in _touch_began
self.presented_scene._touch_began(x, y, touch_id)
File "/var/containers/Bundle/Application/F3A42D55-5CB1-4DC2-AFF5-5BE7BB053375/Pythonista3.app/Frameworks/Py3Kit.framework/pylib/site-packages/scene.py", line 226, in _touch_began
self.touch_began(touch)
File "/private/var/mobile/Library/Mobile Documents/iCloud~com~omz-software~Pythonista3/Documents/modal_practice.py", line 111, in touch_began
self.main.bankroll_amount_label.text = f'{self.main.bankroll_amount:,}',
File "/var/containers/Bundle/Application/F3A42D55-5CB1-4DC2-AFF5-5BE7BB053375/Pythonista3.app/Frameworks/Py3Kit.framework/pylib/site-packages/scene.py", line 280, in setattr
self.update_texture()
File "/var/containers/Bundle/Application/F3A42D55-5CB1-4DC2-AFF5-5BE7BB053375/Pythonista3.app/Frameworks/Py3Kit.framework/pylib/site-packages/scene.py", line 285, in update_texture
w, h = ui.measure_string(self.text, font=self.font)
SystemError: <built-in function measure_string> returned a result with an error setfrom scene import * import sound import random import math A = Action class MyScene (Scene): def setup(self): self.bankroll_amount = 0 self.text = LabelNode( 'MAIN SCREEN', ('Apple Color Emoji', 40), position= self.size/2, parent=self ) self.next_screen = LabelNode( 'Next SCREEN', ('Apple Color Emoji', 20), position= (self.size.w/2 * 0.55, self.size.h/2 * 1.33), parent=self ) self.bankroll_amount_label = LabelNode( f'{self.bankroll_amount:,}', font = ('Bodoni 72', 28), position = (self.size.w/2 * 1.79, self.size.h/2 * 1.66), color = 'gold', parent=self ) def update(self): pass def touch_began(self, touch): if touch.location in self.next_screen.frame: sc1 = Screen_1() sc1.main = self self.present_modal_scene(sc1) def touch_ended(self, touch): pass class Screen_1(Scene): def setup(self): self.bg_color = SpriteNode('plc:Grass_Block', position= (self.size/2), scale=25, parent=self) self.text_1 = LabelNode( '1st SCREEN', ('Apple Color Emoji', 40), position = (self.size.w/2 * 0.55, self.size.h/2 * 0.99), parent=self) self.next_screen_1 = LabelNode( '1st button', ('Apple Color Emoji', 20), position= (self.size.w/2 * 0.40, self.size.h/2 * 1.33), parent=self ) self.loan_amount = 0 self.loan_label = LabelNode( 'Loan Amount', ('DIN Condensed', 40), color= 'black', position = (self.size.w/2, self.size.h/2 * 1.10) ) self.loan_amount_label = LabelNode( f'${self.loan_amount}', ('Bodoni 72', 35), color= 'black', position = (self.size.w/2, self.size.h/2 * 0.85) ) self.take_loan = LabelNode( 'Take Loan', ('Avenir Next Condensed', 30), position = (self.size.w/2, self.size.h/2 * 0.55), color= 'black' ) self.inc_loan_btn = SpriteNode( 'emj:Red_Triangle_1', position= (self.size.w/2 * 1.33, self.size.h/2 * 1.25), scale=2 ) self.dec_loan_btn = SpriteNode( 'emj:Red_Triangle_2', position= (self.size.w/2 * 1.33, self.size.h/2 * 0.75), scale=2 ) self.add_child(self.loan_label) self.add_child(self.loan_amount_label) self.add_child(self.take_loan) self.add_child(self.inc_loan_btn) self.add_child(self.dec_loan_btn) def touch_began(self, touch): if touch.location in self.next_screen_1.frame: self.present_modal_scene(Screen_2()) if touch.location in self.take_loan.frame: self.main.bankroll_amount = self.loan_amount self.main.bankroll_amount_label.text = f'{self.main.bankroll_amount:,}', self.dismiss_modal_scene() #--- inc loan --- if touch.location in self.inc_loan_btn.frame: self.loan_amount += 500 self.loan_amount_label.text = f'${self.loan_amount}' if self.loan_amount >= 10_000: self.loan_amount = 10_000 self.loan_amount_label.text = f'${self.loan_amount}' #--- dec loan --- if touch.location in self.dec_loan_btn.frame: self.loan_amount -= 500 self.loan_amount_label.text = f'${self.loan_amount}' if self.loan_amount < 0: self.loan_amount = 0 self.loan_amount_label.text = f'${self.loan_amount}' def touch_ended(self, touch): pass class Screen_2(Scene): def setup(self): self.bg_color = SpriteNode('plc:Brown_Block', position= (self.size/2), scale=25, parent=self) self.text_2 = LabelNode( '2nd SCREEN', ('Apple Color Emoji', 40), position= self.size/2, parent=self) self.next_screen_2 = LabelNode( '2nd button', ('Apple Color Emoji', 20), position= (self.size.w/2 * 0.2, self.size.h/2), parent=self) def touch_began(self, touch): if touch.location in self.next_screen_2.frame: self.dismiss_modal_scene() def touch_ended(self, touch): pass main = MyScene() if __name__ == '__main__': run(main, LANDSCAPE, show_fps=False)
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I also tried just having everything inside of one scene and basically changing scenes by adding and removing nodes. It gives me the same error for some reason.
class MyScene (Scene): def setup(self): self.bankroll_amount = 0 self.text = LabelNode( 'MAIN SCREEN', ('Apple Color Emoji', 40), position= self.size/2, parent=self ) self.next_screen = LabelNode( 'Next SCREEN', ('Apple Color Emoji', 20), position= (self.size.w/2 * 0.55, self.size.h/2 * 1.33), parent=self ) self.bankroll_amount_label = LabelNode( f'{self.bankroll_amount:,}', font = ('Bodoni 72', 28), position = (self.size.w/2 * 1.79, self.size.h/2 * 1.66), color = 'gold', parent=self ) self.bg_color_1 = SpriteNode( 'plc:Grass_Block', position= (self.size/2), scale=25, ) self.text_1 = LabelNode( '1st SCREEN', ('Apple Color Emoji', 40), position = (self.size.w/2 * 0.55, self.size.h/2 * 0.99) ) self.next_screen_1 = LabelNode( '1st button', ('Apple Color Emoji', 20), position= (self.size.w/2 * 0.40, self.size.h/2 * 1.33) ) self.loan_amount = 0 self.loan_label = LabelNode( 'Loan Amount', ('DIN Condensed', 40), color= 'black', position = (self.size.w/2, self.size.h/2 * 1.10) ) self.loan_amount_label = LabelNode( f'${self.loan_amount}', ('Bodoni 72', 35), color= 'black', position = (self.size.w/2, self.size.h/2 * 0.85) ) self.take_loan = LabelNode( 'Take Loan', ('Avenir Next Condensed', 30), position = (self.size.w/2, self.size.h/2 * 0.55), color= 'black' ) self.inc_loan_btn = SpriteNode( 'emj:Red_Triangle_1', position= (self.size.w/2 * 1.33, self.size.h/2 * 1.25), scale=2 ) self.dec_loan_btn = SpriteNode( 'emj:Red_Triangle_2', position= (self.size.w/2 * 1.33, self.size.h/2 * 0.75), scale=2 ) def update(self): pass def touch_began(self, touch): if touch.location in self.next_screen.frame: self.text.remove_from_parent() self.next_screen.remove_from_parent() self.bankroll_amount_label.remove_from_parent() self.add_child(self.loan_label) self.add_child(self.loan_amount_label) self.add_child(self.take_loan) self.add_child(self.inc_loan_btn) self.add_child(self.dec_loan_btn) if touch.location in self.next_screen_1.frame: pass if touch.location in self.take_loan.frame: self.add_child(self.text) self.add_child(self.next_screen) self.add_child(self.bankroll_amount_label) self.bankroll_amount = self.loan_amount self.bankroll_amount_label.text = f'{self.bankroll_amount:,}', #--- inc loan --- if touch.location in self.inc_loan_btn.frame: self.loan_amount += 500 self.loan_amount_label.text = f'${self.loan_amount}' if self.loan_amount >= 10_000: self.loan_amount = 10_000 self.loan_amount_label.text = f'${self.loan_amount}' #--- dec loan --- if touch.location in self.dec_loan_btn.frame: self.loan_amount -= 500 self.loan_amount_label.text = f'${self.loan_amount}' if self.loan_amount < 0: self.loan_amount = 0 self.loan_amount_label.text = f'${self.loan_amount}' def touch_ended(self, touch): pass if __name__ == '__main__': run(MyScene(), LANDSCAPE, show_fps=False)
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@resserone13 remove the comma at end of line
self.main.bankroll_amount_label.text = f'{self.main.bankroll_amount:,}',
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I was able to figure out why I was getting the error. There was an extra comma on the end of this line. I have it working both ways now with individual scenes and with everything in one scene and you just remove notes on and off to make the scenes.
self.bankroll_amount_label.text = f'{self.bankroll_amount:,}'
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We cross our posts 😂
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@cvp thank you. I just figured it out. Such a little thing.
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@cvp hahah. We did. At first I was having trouble with the multiple scenes but now I see a bit more of how I can work it both ways. I’m writing a card game to learn more coding. I’m gonna post it soon on GitHub. Hopefully in the next few days. I would sure like to hear what everyone thinks. I’m sure it will be interesting interesting. I wrote it with very few functions. Once I post it I would like to work on converting the code to more of an oop approach.
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Thanks so much. I’ve got it working and it feels awesome.
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@cvp said:
@resserone13 what @JonB advices is
def touch_began(self, touch): if touch.location in self.next_screen.frame: self.present_modal_scene(Screen_1()) | | | V def touch_began(self, touch): if touch.location in self.next_screen.frame: sc1 = Screen_1() sc1.main_scene = self self.present_modal_scene(sc1)
How would this work if a modal scene is presenting another modal scene on top of the main. I would like the 3rd scene (which is the 2nd modal scene on top of the main seven) to update a variable on the main scene. I’m sorry to ask but I’ve been rearranging the scenes and variables all day. I’ve also tried to do this when I first asked the question a while ago and can’t forgive it out.
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@resserone13 said:
How would this work if a modal scene is presenting another modal scene on top of the main
I never use scene thus I'll let real specialists answer...
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@resserone13 you could try, without promising it will work
try: # if current scene modal of main self.main_scene.bankroll_amount = ... except: # if current scene modal of modal of main self.main_scene.main_scene.bankroll_amount = ...
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@cvp I’ll see if I can work this out. Thanks. I was think of some thing like.
If self.presented_scene() then. Such and such will happen but I haven’t try that too much. Main been re arranging the scenes and variables. I’ll let you know.