Scenes & Transitions¶
Using Director’s API¶
As we mentioned earlier, one of the main responsibilities of the Director is to manage the flow control of the scenes.
To do this, the director provides an API:
director.replace( new_scene )
director.push( new_scene )
director.pop()
Use Director.replace to replace the current scene with a new one, and use Director.push to push a new scene on the stack. The old scene will be stack, under the new one. You can remove an scene from the stack using Director.pop.
When a new scene is pushed or replaced, these actions will be executed:
# calls on_exit on the 'old' scene
outgoing_scene.on_exit()
# disable handlers
outgoing_scnee.enable_handlers( False)
# calls on_enter() on the 'new' scene
incoming_scene.on_enter()
# enable handlers
incoming_scene.enable_handlers( True )
When an Scene is entered, it will propagate the on_enter message to all it’s children, and it’s children will do the same with it’s children, and so on.
The same happens with the on_exit message.
Transitions¶
A nicer way to change between scenes, is to decorate the new scene with a Transition Scene.
Technically, a transition scene is an scene that performs a transition effect before setting control to the new scene.
And visually, a transition scene is like the transitions you see using any presentation software like OpenOffice Impress, Apple’s KeyNote or PowerPoint.

Example:
# import all the transitions
from cocos.scenes import *
# using director replace
# using the Fade-Top-Right Transition that lasts 2 seconds
director.replace( FadeTRTransition( gameover_scene, duration=2 ) )
# or, using 'push' with the Flip-X transition that lasts 1 second.
director.push( FlipX3DTransition( gameover_scene, duration=1 ) )
- List of available transitions:
- transitions