Class cocos.scenes.pause.PauseScene

             object --+        
                      |        
    cocosnode.CocosNode --+    
                          |    
             object --+   |    
                      |   |    
scene.EventHandlerMixin --+    
                          |    
                scene.Scene --+
                              |
                             PauseScene
Pause Scene

Methods

  __init__(self, background, *layers)
Creates a Scene with layers and / or scenes.
  draw(self)
This is the function you will have to override if you want your subclassed to draw something on screen.
Inherited from scene.Scene: enable_handlers, end, on_enter, push_all_handlers, remove_all_handlers Inherited from cocosnode.CocosNode: __contains__, add, are_actions_running, do, get, get_ancestor, get_children, on_exit, pause, pause_scheduler, remove, remove_action, resume, resume_scheduler, schedule, schedule_interval, stop, transform, unschedule, visit, walk Inherited from object: __delattr__, __getattribute__, __hash__, __new__, __reduce__, __reduce_ex__, __repr__, __setattr__, __str__

Properties

Inherited from object: __class__

Instance Variables

Inherited from cocosnode.CocosNode: actions, camera, children, children_anchor_x, children_anchor_y, children_names, grid, is_running, rotation, scale, scheduled_calls, scheduled_interval_calls, skip_frame, to_remove, transform_anchor_x, transform_anchor_y, visible, x, y

Class Variables

Inherited from cocosnode.CocosNode: anchor, anchor_x, anchor_y, children_anchor, parent, position, transform_anchor

Method Details

__init__

(Constructor) __init__(self, background, *layers)

Creates a Scene with layers and / or scenes.

Responsibilities:
Control the dispatching of events to its layers
Overrides:
scene.Scene.__init__

draw

draw(self)

This is the function you will have to override if you want your subclassed to draw something on screen.

You must respect the position, scale, rotation and anchor attributes. If you want OpenGL to do the scaling for you, you can:

def draw(self):
    glPushMatrix()
    self.transform()
    # ... draw ..
    glPopMatrix()
Overrides:
cocosnode.CocosNode.draw