mini_arcade_core.engine.scenes.scene_manager¶
Module providing runtime adapters for window and scene management.
Classes¶
Manages multiple scenes (not implemented). |
Module Contents¶
- class mini_arcade_core.engine.scenes.scene_manager.SceneAdapter(registry: mini_arcade_core.scenes.registry.SceneRegistry, game: mini_arcade_core.engine.game.Game)¶
Manages multiple scenes (not implemented).
- property current_scene: mini_arcade_core.scenes.sim_scene.SimScene | None¶
Get the currently active scene.
- Returns:
The active Scene instance, or None if no scene is active.
- Return type:
SimScene | None
- property visible_stack: List[mini_arcade_core.scenes.sim_scene.SimScene]¶
Return the list of scenes that should be drawn (base + overlays). We draw from the top-most non-overlay scene upward.
- Returns:
List of visible Scene instances.
- Return type:
List[SimScene]
- property listed_scenes: List[mini_arcade_core.scenes.sim_scene.SimScene]¶
Return all scenes in the stack.
- Returns:
List of all Scene instances in the stack.
- Return type:
List[SimScene]
- change(scene_id: str)¶
Change the current scene to the specified scene.
- Parameters:
scene_id (str) – Identifier of the scene to switch to.
- push(scene_id: str, *, as_overlay: bool = False, policy: mini_arcade_core.engine.scenes.models.ScenePolicy | None = None)¶
Push a new scene onto the scene stack.
- Parameters:
scene_id (str) – Identifier of the scene to push.
as_overlay (bool) – Whether to push the scene as an overlay.
- pop() mini_arcade_core.scenes.sim_scene.SimScene | None¶
Pop the current scene from the scene stack.
- Returns:
The popped Scene instance, or None if the stack was empty.
- Return type:
SimScene | None
- clean()¶
Clean up all scenes from the scene stack.
- quit()¶
Quit the game
- visible_entries() list[mini_arcade_core.engine.scenes.models.SceneEntry]¶
- Render from bottom->top unless an opaque entry exists; if so,
render only from that entry up.
- Returns:
List of SceneEntry instances to render.
- Return type:
list[SceneEntry]
- update_entries() list[mini_arcade_core.engine.scenes.models.SceneEntry]¶
Tick/update scenes considering blocks_update. Typical: pause overlay blocks update below it.
- Returns:
List of SceneEntry instances to update.
- Return type:
list[SceneEntry]
- input_entry() mini_arcade_core.engine.scenes.models.SceneEntry | None¶
Who gets input this frame. If top blocks_input, only it receives input. If not, top still gets input (v1 simple). Later you can allow fall-through.
- Returns:
The SceneEntry that receives input, or None if no scenes are active.
- Return type:
SceneEntry | None
- has_scene(scene_id: str) bool¶
Check if a scene with the given ID exists in the stack.
- Parameters:
scene_id (str) – Identifier of the scene to check.
- Returns:
True if the scene exists in the stack, False otherwise.
- Return type:
bool
- remove_scene(scene_id: str)¶
Remove a scene with the given ID from the stack.
- Parameters:
scene_id (str) – Identifier of the scene to remove.