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    scenes updating each other’s variables

    Pythonista
    updating variab modal scenes scene
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    • resserone13
      resserone13 @JonB last edited by

      @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)
      
      
      
      1 Reply Last reply Reply Quote 0
      • JonB
        JonB last edited by

        # 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.

        resserone13 1 Reply Last reply Reply Quote 1
        • resserone13
          resserone13 @JonB last edited by resserone13

          @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.

          cvp 2 Replies Last reply Reply Quote 0
          • cvp
            cvp @resserone13 last edited by

            @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)
            
            resserone13 1 Reply Last reply Reply Quote 1
            • cvp
              cvp @resserone13 last edited by

              @resserone13 then you can access bankroll_amount of the main scene in other scene by

              self.main_scene.bankroll_amount
              
              resserone13 1 Reply Last reply Reply Quote 1
              • resserone13
                resserone13 @cvp last edited by

                @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 set

                
                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:
                			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)
                
                
                1 Reply Last reply Reply Quote 0
                • resserone13
                  resserone13 last edited by

                  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)
                  
                  
                  cvp 1 Reply Last reply Reply Quote 0
                  • cvp
                    cvp @resserone13 last edited by

                    @resserone13 remove the comma at end of line

                                self.main.bankroll_amount_label.text = f'{self.main.bankroll_amount:,}', 
                    
                    resserone13 1 Reply Last reply Reply Quote 0
                    • resserone13
                      resserone13 last edited by

                      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:,}'
                      
                      
                      1 Reply Last reply Reply Quote 0
                      • cvp
                        cvp last edited by

                        We cross our posts 😂

                        resserone13 1 Reply Last reply Reply Quote 0
                        • resserone13
                          resserone13 @cvp last edited by

                          @cvp thank you. I just figured it out. Such a little thing.

                          1 Reply Last reply Reply Quote 0
                          • resserone13
                            resserone13 @cvp last edited by

                            @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.

                            1 Reply Last reply Reply Quote 0
                            • resserone13
                              resserone13 last edited by

                              Thanks so much. I’ve got it working and it feels awesome.

                              1 Reply Last reply Reply Quote 0
                              • resserone13
                                resserone13 @cvp last edited by resserone13

                                @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.

                                cvp 1 Reply Last reply Reply Quote 0
                                • cvp
                                  cvp @resserone13 last edited by

                                  @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...

                                  resserone13 1 Reply Last reply Reply Quote 0
                                  • resserone13
                                    resserone13 @cvp last edited by

                                    @cvp ok. Thanks for the reply. @JonB do you mind helping out?

                                    cvp 1 Reply Last reply Reply Quote 0
                                    • cvp
                                      cvp @resserone13 last edited by

                                      @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 = ...
                                      
                                      resserone13 2 Replies Last reply Reply Quote 0
                                      • resserone13
                                        resserone13 @cvp last edited by

                                        @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.

                                        1 Reply Last reply Reply Quote 0
                                        • resserone13
                                          resserone13 @cvp last edited by

                                          @cvp I’ve got it to work by passing the variables from screen to screen. I have the 3rd screen update the 2nd screen and then the 2nd screen updates the 1st screen.

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                                          • cvp
                                            cvp @resserone13 last edited by

                                            @resserone13 yes, sorry, I was just busy to try but what I had proposed is not good, forget it

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