kxg.quickstart.ClientConnectionStage

class kxg.quickstart.ClientConnectionStage(world, gui_actor, host, port)[source]

Bases: kxg.quickstart.Stage

Event Handlers:

on_update_stage(dt)

Give the stage a chance to react to each clock cycle.

on_connection_established(pipe)

on_exit_stage()

Give the stage a chance to react before it is stopped and the next stage is started.

Inherited from Stage

on_enter_stage()

Give the stage a chance to set itself up before it is updated for the first time.

on_update_stage(dt)

Give the stage a chance to react to each clock cycle.

on_exit_stage()

Give the stage a chance to react before it is stopped and the next stage is started.

Public Methods:

__init__(world, gui_actor, host, port)

Initialize self.

Inherited from Stage

__init__(world, gui_actor, host, port)

Initialize self.

exit_stage()

Stop this stage from executing once the current update ends.

exit_theater()

Exit the game once the current update ends.

__init__(world, gui_actor, host, port)[source]

Initialize self. See help(type(self)) for accurate signature.

exit_stage()

Stop this stage from executing once the current update ends.

exit_theater()

Exit the game once the current update ends.

property gui
on_connection_established(pipe)[source]
on_enter_stage()

Give the stage a chance to set itself up before it is updated for the first time.

on_exit_stage()[source]

Give the stage a chance to react before it is stopped and the next stage is started.

You can define the next stage by setting the Stage.successor attribute. If the successor is static, you can just set it in the constructor. But if it will differ depending on the context, this method may be a good place to calculate it because it is called only once and just before the theater queries for the successor.

on_update_stage(dt)[source]

Give the stage a chance to react to each clock cycle.

The amount of time that passed since the last clock cycle is provided as an argument.