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scenes updating each other’s variables
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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.
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@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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@resserone13 yes, sorry, I was just busy to try but what I had proposed is not good, forget it
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@resserone13 perhaps a global could be sufficient
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@cvp I think I had trouble with globals once it gets into if statements and using them inside functions. I’ve noticed if you have self before everything you can use it anywhere in the class. I still have trouble with little things. I still have trouble making functions that I can use in multiple classes. I have to rewrite the function and all the scenes.
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@resserone13 There are often several solutions to a problem even if one could be the best in a Python way, but if you are more comfortable with another one, why not, we are in free countries...
Anyway, you could post your code and perhaps @ccc or @mikael (and I'm sure, a lot of other guys) could have a look and give some professional advices, what I can't do, my Python code is rarely nice. -
@cvp Yeah you’re right. It doesn’t matter how I get it done as long as it gets done. There’s no rules. There’s just guidelines.
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@resserone13 globals are easier to work with in scene, as long as you are careful with your naming so nothing else uses the same name, and can create the scenes before hand. if you are creating scenes in response to buttons, maybe not.
otherwise, the cleaner approach is to use attributes.
That is, within a method in your main_scene, you can do something like
self.modal_scene1 = reference_to_your_modalscene self.modal_scene1.main_scene = self
but then of course, within your modal scene, you have to refer back to your main scene through the global, or through an attribute as shiwn above, so, if you are in a modal scene method:
self.main_scene
If you need to have multiple modal scenes that refer to each other, they can all interact back through main_scene, e.g.
self.main_scene.modal_scene1
As cvp said, if you want more specific help, post your code, and/or whatever traceback you are getting.
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Just one other comment -- a function is something which is defined in the top level context. it does not refer to a specific class. genally it would not take a self argument.
A method is a def that is within a class. you said you were having trouble with functions that work with many classes. Maybe you meant methods that work with inheritance?
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@JonB here’s the whole game I’m marking. I have basically most of the things working. The settings allows you to adjust the time and the main issue I have now is when the new game starts it updates the time to the initial time not the time that was chosen in the settings page.
from scene import * import sound import random import math # --- To Do --- #animate time so that tim added floats away and dissappears #add bomb emoji thatbsubtracts time. # --- Game variations --- #make 3 5 and 10 second versions of the game. #Different colored circles pop up on the screen randomly and the play has to tap as many as they can within a minute #As game proceeds more and more bubles ate added to the screen untill its full. when the screen is full game is over A = Action #slow flash screen '''self.run_action( A.repeat( A.sequence( A.call(self.move_bubble), A.fade_to(0, 1.5), A.fade_to(1, 1)), 0))''' class Intro(Scene): def setup(self): self.intro_bg = SpriteNode(position=self.size/2, color='black', size=self.size, alpha=1, parent=self) '''self.intro_bubble = SpriteNode('emj:White_Circle', position=(self.size.w/2, self.size.h *0.25), parent=self)''' self.tap = LabelNode('TappyTap', font=('MarkerFelt-Wide', 50), position=(self.size/2), parent=self) '''self.intro_bubble.run_action( A.repeat( A.sequence( A.fade_to(0, 2), A.fade_to(1, 2)), 0))''' self.run_action(A.sequence(A.wait(10), A.call(self.dismiss_scene))) def dismiss_scene(self): self.dismiss_modal_scene() class Rules(Scene): def setup(self): self.rules_message = 'Rules: \nTap the white bubble \nas many times as you can \nbefore time runs out. \nTry to avoid the bombs \nor you will run out of time \nfaster than you think!' self.tip_message = 'Tip: \nLandscape will helps \ndivide the screen in half \nand you can use \nboth thumbs!' self.rules_node = Node(parent=self) self.rules_node.alpha=1 self.rules_box = ShapeNode(ui.Path.rounded_rect(0, 0, self.size.w * 0.8, self.size.h *0.30, 20)) self.rules_box.position=self.size.w/2, self.size.h * 0.70 self.rules_box.fill_color='black' self.rules_box.line_width=4 self.rules_box.stroke_color='white' self.add_child(self.rules_box) self.small_box = ShapeNode(ui.Path.rounded_rect(0, 0, self.size.w * 0.8, self.size.h *0.30, 20)) self.small_box.position=(self.size.w/2, self.size.h * 0.55) self.small_box.fill_color='black' self.small_box.line_width=4 self.small_box.stroke_color='white' self.small_box.anchor_point= 0.5, 1 self.add_child(self.small_box) self.back = SpriteNode( 'iow:ios7_redo_outline_32', position=(self.size.w * 0.10, self.size.h * 0.95), parent=self) self.rules_bg = SpriteNode(position=self.size/2, color='black', size=self.size, alpha=1, parent=self.rules_node) self.rules_text = LabelNode(f'{self.rules_message}', font=('American Typewriter', 20), position=(self.size.w/2, self.size.h * 0.72),parent=self) self.tip_text = LabelNode(f'{self.tip_message}', font=('American Typewriter', 20), position=(self.size.w/2, self.size.h * 0.45),parent=self) self.moving_bubble = SpriteNode('emj:White_Circle') self.run_action(A.repeat(A.sequence(A.call(self.move_bubble), A.wait(1)), 0)) def move_bubble(self): self.moving_bubble.alpha=1 self.new_pos = ( random.randrange( 30, self.size.w - 30), random.randrange( 30, self.size.h - 30)) self.moving_bubble.position = self. new_pos self.rules_node.add_child( self.moving_bubble) self.moving_bubble.run_action( A.repeat( A.sequence( A.fade_to(0, 1.5), A.fade_to(1, 1)), 0)) def touch_began(self, touch): if touch.location in self.back.frame: self.dismiss_modal_scene() class Settings(Scene): def setup(self): self.presses = 2 self.times_dict = { 1: 3, 2: 10, 3: 40} self.level_choice = 'Normal' self.time_choice = '10' self.settings_node = Node(parent=self) self.settings_bg = SpriteNode(position=self.size/2, color='black', size=self.size, alpha=1, parent=self.settings_node) self.inc_time = SpriteNode( 'iow:arrow_up_b_256', position= (self.size.w/2, self.size.h *0.65), scale=0.50, parent=self.settings_node) self.dec_time = SpriteNode( 'iow:arrow_down_b_256', position= (self.size.w/2, self.size.h *0.35), scale=0.50, parent=self.settings_node) self.back_btn = SpriteNode('iow:ios7_redo_outline_32', position=(self.size.w * 0.10, self.size.h * 0.95), parent=self.settings_node) self.settings_label = LabelNode('Settings', ('Marker Felt', 30), position=(self.size.w/2, self.size.h * .92), parent=self.settings_node) self.time_label = LabelNode('Time', ('Marker Felt', 30), position=(self.size.w/2, self.size.h * 0.55), parent=self.settings_node) self.level_c_label = LabelNode('Level', ('Marker Felt', 30), position=(self.size.w/2, self.size.h * 0.20), parent=self.settings_node) self.level_label = LabelNode(f'{self.level_choice}', ('Marker Felt', 30), position=(self.size.w/2, self.size.h * 0.15), parent=self.settings_node) #self.lvl_label = LabelNode(f'{}', ('Marker Felt', 30), position=(self.size.w/2, self.size.h * 0.15), parent=self.settings_node) self.time_choice_label = LabelNode(f'{self.time_choice}', ('Marker Felt', 30), position=(self.size.w/2, self.size.h/2), parent=self.settings_node) self.moving_bubble = SpriteNode('emj:White_Circle') self.run_action(A.repeat(A.sequence(A.call(self.move_bubble), A.wait(1)), 0)) def move_bubble(self): self.moving_bubble.alpha=1 self.new_pos = ( random.randrange( 30, self.size.w - 30), random.randrange( 30, self.size.h - 30)) self.moving_bubble.position = self. new_pos self.settings_node.add_child( self.moving_bubble) self.moving_bubble.run_action( A.repeat( A.sequence( A.fade_to(0, 1.5), A.fade_to(1, 1)), 0)) def touch_began(self, touch): if touch.location in self.inc_time.frame: self.presses += 1 if self.presses == 4: self.presses = 1 if self.presses == 1: self.level_choice = 'Hard' self.level_label.text = f'{self.level_choice}' elif self.presses == 2: self.level_choice = 'Normal' self.level_label.text = f'{self.level_choice}' else: self.level_choice = 'Easy' self.level_label.text = f'{self.level_choice}' for key, value in self.times_dict.items(): if key <= self.presses: self.time_choice = value self.time_choice_label.text = f'{self.time_choice}' if touch.location in self.back_btn.frame: self.sp.timer_value = self.time_choice self.dismiss_modal_scene() class StartPage(Scene): def setup(self): self.start_page_music = sound.play_effect('TappyTapIntro.wav', volume= 0.10) self.start_page_music.looping = True self.timer_value = 0 self.start_page_node = Node(parent=self) self.start_page_bg = ShapeNode(ui.Path.rect(0, 0, self.size.w, self.size.h)) self.start_page_bg.position=self.size/2 self.start_page_bg.color='black' self.start_page_bg.alpha=1 self.start_page_node.add_child( self.start_page_bg) self.settings_btn = SpriteNode('iow:gear_a_24', position=(self.size.w * 0.10, self.size.h * 0.95), parent=self.start_page_node) self.rules_btn = SpriteNode('iow:help_circled_24', position=(self.size.w * 0.10, self.size.h * 0.9), parent=self.start_page_node) self.play_btn = SpriteNode('iow:ios7_play_32', position=(self.size.w * 0.10, self.size.h * 0.85), parent=self.start_page_node) self.tap = LabelNode('TappyTap', font=('MarkerFelt-Wide', 50), position=(self.size/2), alpha=2, parent=self.start_page_node) self.moving_bubble = SpriteNode('emj:White_Circle') self.run_action(A.repeat(A.sequence(A.call(self.move_bubble), A.wait(1)), 0)) self.present_modal_scene(Intro()) def move_bubble(self): self.moving_bubble.alpha=1 self.new_pos = ( random.randrange( 30, self.size.w - 30), random.randrange( 30, self.size.h - 30)) self.moving_bubble.position = self. new_pos self.start_page_node.add_child( self.moving_bubble) self.moving_bubble.run_action( A.repeat( A.sequence( A.fade_to(0, 1), A.fade_to(1, 1)), 0)) def touch_began(self, touch): # --- Tap Me Btn --- if touch.location in self.play_btn.frame: sound.stop_all_effects() bg_music = sound.play_effect('TappyBeat.wav', volume=0.12) bg_music.looping = True self.main.start_time = True self.main.timer_value = self.timer_value self.main.timer_amount_label.text = f'{self.main.timer_value}' self.dismiss_modal_scene() if touch.location in self.settings_btn.frame: set.sp = self self.present_modal_scene(set) if touch.location in self.rules_btn.frame: rl.sp = self self.present_modal_scene(rl) class MainScene (Scene): def setup(self): self.root_node = Node(parent=self) self.root_node.alpha=1 self.game_over = False self.start_time = False self.timer_value = 15 self.tap_count = 0 self.frame_counter = 0 self.seconds_past = 0 self.points = 0 self.highscore = self.load_highscore() self.color_list = ['#63ebff', '#71ff7e', '#ff44d6', 'orange', '#ffd174', 'yellow', '#ff40d5', '#00a200', '#3243ff', '#ba00ba', '#cbff55', '#5cbfff'] self.background_color = random.choice(self.color_list) sp.main = self self.present_modal_scene(sp) # --- Sprites --- self.bubble_radius = 30 self.bubble_diameter = self.bubble_radius * 2 self.bubble_pos = (random.randint(30, self.size.w - 30), random.randint(30, self.size.h - 30)) self.bubble = SpriteNode('emj:White_Circle', position=self.bubble_pos, size=(self.bubble_diameter, self.bubble_diameter), z_position=1, parent=self.root_node) self.vanish_bubble = SpriteNode('emj:White_Circle', position=self.bubble_pos, size=(self.bubble_diameter, self.bubble_diameter), z_position=1, parent=self.root_node) self.fader_bubble = SpriteNode('emj:White_Circle', position=self.bubble_pos, size=(self.bubble_diameter, self.bubble_diameter), z_position=1, parent=self.root_node) self.extra_time = SpriteNode('emj:Hourglass_1') self.extra_time.position = random.randrange(30, self.size.w - 30), random.randrange(30, self.size.h - 30) self.replay_btn = SpriteNode('iow:ios7_refresh_empty_256', position=(-15, self.size.h * 0.2), scale=0.25, alpha=0.8) # --- Labels --- self.label_color = 'white' self.label_alpha = 0.8 self.title_label = LabelNode('Tappy Tap', font=('MarkerFelt-Wide', 28), position=(self.size.w/2, self.size.h * .94), color=self.label_color, alpha=self.label_alpha, parent=self) self.timer_label = LabelNode('Timer', font=('MarkerFelt-Wide', 28), position=(self.size.w/2, self.size.h *0.07), color=self.label_color, alpha=self.label_alpha, parent=self.root_node) self.timer_amount_label = LabelNode(f'{self.timer_value}', font=('MarkerFelt-Wide', 20), position=(self.size.w/2, self.size.h *0.04), color=self.label_color, alpha=self.label_alpha, parent=self.root_node) self.tap_amount_label = LabelNode(f'{self.tap_count}', font=('MarkerFelt-Wide', 150), position=(self.size/2), color=self.label_color, alpha=self.label_alpha, parent=self.root_node) self.vanish_score = LabelNode('+5', font=('MarkerFelt-Wide', 40), position=(self.size/2), color=self.label_color, alpha=self.label_alpha, z_position=1) self.points_label = LabelNode(f'{self.points}', ('MarkerFelt-Wide', 45), position=(self.size.w/2, self.size.h * .65), parent=self.root_node) self.high_score_label = LabelNode('High Scores', font=('MarkerFelt-Wide', 23), position=(self.size.w/2, 0), color=self.label_color, alpha=self.label_alpha) self.show_highscore = LabelNode(str(self.highscore), font=('MarkerFelt-Wide', 23), position=(self.size.w/2, 0), color=self.label_color, alpha=self.label_alpha) def new_game(self): self.remove_all_actions() self.setup() self.start_time = True self.dismiss_modal_scene() def spawn_time(self): self.root_node.add_child(self.extra_time) def remove_time(self): self.extra_time.remove_from_parent() def white_bg(self): self.background_color = 'white' def red_bg(self): self.background_color = 'red' def load_highscore(self): try: with open('.TappyTapHighscore', 'r') as f: return int(f.read()) except: return 0 def save_highscore(self): if self.tap_count > self.highscore: with open('.TappyTapHighscore', 'w') as f: f.write(str(self.tap_count)) self.highscore = self.tap_count def did_change_size(self): pass def update(self): self.frame_counter += 1 if self.frame_counter >= 60 and self.start_time == True: self.seconds_past += 1 if self.timer_value <= 0: self.timer_value = 0 else: self.timer_value -= 1 self.timer_amount_label.text = f'{self.timer_value}' self.frame_counter = 0 if self.timer_value == 0: self.game_over = True self.bubble.remove_from_parent() self.root_node.add_child( self.high_score_label) self.save_highscore() self.load_highscore() self.show_highscore.text=str( self.highscore) self.root_node.add_child( self.show_highscore) self.high_score_label.run_action( A.move_to(self.size.w/2, self.size.h * 0.90, 3, TIMING_ELASTIC_OUT)) self.show_highscore.run_action( A.sequence( A.wait(0.5), A.move_to(self.size.w/2, self.size.h * 0.85, 3, TIMING_ELASTIC_OUT))) self.root_node.add_child( self.replay_btn) self.replay_btn.run_action( A.move_to(self.size.w/2, self.size.h * 0.2, .5, TIMING_EASE_OUT)) if self.seconds_past % 4 == 0 and self.game_over == True: self.run_action( A.repeat( A.sequence( A.call(self.red_bg), A.wait(4), A.call(self.white_bg), A.wait(4)), 0)) def touch_began(self, touch): # --- Touch Bubble --- if abs(self.bubble.position - touch.location) <= self.bubble_radius and self.game_over == False: self.points += 5 self.tap_count += 1 self.background_color = random.choice(self.color_list) self.new_x = random.randrange(30, self.size.w - 30) self.new_y = random.randrange(30, self.size.h - 30) self.tap_amount_label.font = ('MarkerFelt-Wide', 200) self.tap_amount_label.alpha = 1 self.tap_amount_label.text = f'{self.tap_count}' self.points_label.text=f'{self.points}' self.vanish_score.alpha=1 self.vanish_score.scale=1 self.vanish_bubble.alpha=1 self.fader_bubble.alpha=1 self.fader_bubble.scale=1 self.bubble.position = (self.new_x, self.new_y) self.vanish_bubble.position = touch.location self.fader_bubble.position = touch.location self.vanish_score.position = touch.location self.root_node.add_child(self.vanish_score) sound.play_effect('digital:Tone1', pitch=2, volume=0.6) self.vanish_bubble.run_action( A.sequence( A.fade_to(0, 0.3))) self.fader_bubble.run_action( A.sequence( A.group( A.scale_to(0.0, 1), A.move_by(random.randrange(-20, 20), 200, 1, TIMING_EASE_OUT), A.fade_to(0, 1)))) self.vanish_score.run_action( A.sequence( A.group( A.scale_to(2, 1), A.move_by(random.randrange(-20, 20), 200, 1, TIMING_EASE_OUT), A.fade_to(0, 2)))) if self.tap_count % 20 == 0 and self.tap_count != 0: if self.tap_count > 50: self.timer_value += 7 else: self.timer_value += 10 sound.play_effect( 'arcade:Powerup_2', volume=0.2) if self.tap_count % 50 == 0: self.run_action( A.sequence( A.wait(random.randint(0, 4)), A.call(self.spawn_time), A.wait(1), A.call(self.remove_time))) # --- Extra Time Btn if touch.location in self.extra_time.frame: self.extra_time.remove_from_parent() self.timer_value += 5 # --- Replay Btn --- if touch.location in self.replay_btn.frame: self.root_node.remove_from_parent() self.new_game() def touch_moved(self, touch): pass def touch_ended(self, touch): self.tap_amount_label.font = ('MarkerFelt-Wide', 150) self.tap_amount_label.alpha = 0.8 def pause(self): sound.stop_all_effects() def resume(self): if self.presented_scene == sp: sound.play_effect('TappyTapIntro.wav', 0.10) else: sound.play_effect('TappyBeat.wav', volume=0.10) sound.looping = True def stop(self): sound.stop_all_effects() tro = Intro() rl = Rules() set = Settings() sp = StartPage() main = MainScene() if __name__ == '__main__': run(main, PORTRAIT, show_fps=False)
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@JonB Check out the code I posted. You’ll see how are used the same bubble animation to animate the bubble in three scenes.