Fade In/Out of Views#
You might also want to check out Using Views for Start/End Screens.
transitions.py#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 | """
Example showing how to do transitions between views.
"""
import arcade
WIDTH = 800
HEIGHT = 600
FADE_RATE = 5
class FadingView(arcade.View):
def __init__(self):
super().__init__()
self.fade_out = None
self.fade_in = 255
def update_fade(self, next_view=None):
if self.fade_out is not None:
self.fade_out += FADE_RATE
if self.fade_out is not None and self.fade_out > 255 and next_view is not None:
game_view = next_view()
game_view.setup()
self.window.show_view(game_view)
if self.fade_in is not None:
self.fade_in -= FADE_RATE
if self.fade_in <= 0:
self.fade_in = None
def draw_fading(self):
if self.fade_out is not None:
arcade.draw_rectangle_filled(self.window.width / 2, self.window.height / 2,
self.window.width, self.window.height,
(0, 0, 0, self.fade_out))
if self.fade_in is not None:
arcade.draw_rectangle_filled(self.window.width / 2, self.window.height / 2,
self.window.width, self.window.height,
(0, 0, 0, self.fade_in))
class MenuView(FadingView):
""" Class that manages the 'menu' view. """
def on_update(self, dt):
self.update_fade(next_view=GameView)
def on_show_view(self):
""" Called when switching to this view"""
arcade.set_background_color(arcade.color.WHITE)
def on_draw(self):
""" Draw the menu """
self.clear()
arcade.draw_text("Menu Screen - press space to advance", WIDTH / 2, HEIGHT / 2,
arcade.color.BLACK, font_size=30, anchor_x="center")
self.draw_fading()
def on_key_press(self, key, _modifiers):
""" Handle key presses. In this case, we'll just count a 'space' as
game over and advance to the game over view. """
if self.fade_out is None and key == arcade.key.SPACE:
self.fade_out = 0
def setup(self):
""" This should set up your game and get it ready to play """
# Replace 'pass' with the code to set up your game
pass
class GameView(FadingView):
""" Manage the 'game' view for our program. """
def setup(self):
""" This should set up your game and get it ready to play """
# Replace 'pass' with the code to set up your game
pass
def on_update(self, dt):
self.update_fade(next_view=GameOverView)
def on_show_view(self):
""" Called when switching to this view"""
arcade.set_background_color(arcade.color.ORANGE_PEEL)
def on_draw(self):
""" Draw everything for the game. """
self.clear()
arcade.draw_text("Game - press SPACE to advance", WIDTH / 2, HEIGHT / 2,
arcade.color.BLACK, font_size=30, anchor_x="center")
self.draw_fading()
def on_key_press(self, key, _modifiers):
""" Handle key presses. In this case, we'll just count a 'space' as
game over and advance to the game over view. """
if key == arcade.key.SPACE:
self.fade_out = 0
class GameOverView(FadingView):
""" Class to manage the game overview """
def on_update(self, dt):
self.update_fade(next_view=MenuView)
def on_show_view(self):
""" Called when switching to this view"""
arcade.set_background_color(arcade.color.BLACK)
def on_draw(self):
""" Draw the game over view """
self.clear()
arcade.draw_text("Game Over - press SPACE to advance", WIDTH / 2, HEIGHT / 2,
arcade.color.WHITE, 30, anchor_x="center")
self.draw_fading()
def on_key_press(self, key, _modifiers):
""" If user hits escape, go back to the main menu view """
if key == arcade.key.SPACE:
self.fade_out = 0
def setup(self):
""" This should set up your game and get it ready to play """
# Replace 'pass' with the code to set up your game
pass
def main():
""" Startup """
window = arcade.Window(WIDTH, HEIGHT, "Different Views Minimal Example")
menu_view = MenuView()
window.show_view(menu_view)
arcade.run()
if __name__ == "__main__":
main()
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