# Class cocos.utils.SequenceScene

        cocosnode.CocosNode --+
                              |
    scene.EventHandlerMixin --+
                              |
                    scene.Scene --+
                                  |
                                 SequenceScene

SequenceScene is used when you want to load more than one scene to the director. Some easy example would be: I want to run a Intro scene before the menu game. So I do this: director.run( SequenceScene(intro(), menuGame()) )

## Methods

| __init__(self, *scenes) Creates a Scene with layers and / or scenes.
| on_enter(self) Called every time just before the node enters the stage.
| __contains__(self, child) (Inherited from cocos.cocosnode.CocosNode)
CocosNode instance | add(self, child, z=0, name=None) Adds a child to the container (Inherited from cocos.cocosnode.CocosNode)
| are_actions_running(self) Determine whether any actions are running. (Inherited from cocos.cocosnode.CocosNode)
Action instance | do(self, action, target=None) Executes an action. (Inherited from cocos.cocosnode.CocosNode)
| draw(self, *args, **kwargs) This is the function you will have to override if you want your subclassed to draw something on screen. (Inherited from cocos.cocosnode.CocosNode)
| enable_handlers(self, value=True) This function makes the scene elegible for receiving events (Inherited from cocos.scene.Scene)
| end(self, value=None) Ends the current scene setting director.return_value with `value` (Inherited from cocos.scene.Scene)
CocosNode | get(self, name) Gets a child from the container given its name (Inherited from cocos.cocosnode.CocosNode)
CocosNode or None | get_ancestor(self, klass) Walks the nodes tree upwards until it finds a node of the class `klass` or returns None (Inherited from cocos.cocosnode.CocosNode)
list of CocosNode | get_children(self) Return a list with the node's childs (Inherited from cocos.cocosnode.CocosNode)
euclid.Matrix3 | get_local_inverse(self) returns an euclid.Matrix3 with the local inverse transformation matrix (Inherited from cocos.cocosnode.CocosNode)
euclid.Matrix3 | get_local_transform(self) returns an euclid.Matrix3 with the local transformation matrix (Inherited from cocos.cocosnode.CocosNode)
euclid.Matrix3 | get_world_inverse(self) returns an euclid.Matrix3 with the world inverse transformation matrix (Inherited from cocos.cocosnode.CocosNode)
euclid.Matrix3 | get_world_transform(self) returns an euclid.Matrix3 with the world transformation matrix (Inherited from cocos.cocosnode.CocosNode)
| kill(self) Remove this object from its parent, and thus most likely from everything. (Inherited from cocos.cocosnode.CocosNode)
| load_music(self, filename) This prepares a streamed music file to be played in this scene. (Inherited from cocos.scene.Scene)
| on_exit(self) Called every time just before the node leaves the stage (Inherited from cocos.scene.Scene)
| pause(self) Suspends the execution of actions. (Inherited from cocos.cocosnode.CocosNode)
| pause_scheduler(self) Time will stop passing for this node: scheduled callbacks will not be called, worker actions will not be called (Inherited from cocos.cocosnode.CocosNode)
| play_music(self) Enable music playback for this scene. (Inherited from cocos.scene.Scene)
euclid.Vector2 | point_to_local(self, p) returns an euclid.Vector2 converted to local space (Inherited from cocos.cocosnode.CocosNode)
euclid.Vector2 | point_to_world(self, p) returns an euclid.Vector2 converted to world space (Inherited from cocos.cocosnode.CocosNode)
| push_all_handlers(self) (Inherited from cocos.scene.Scene)
| remove(self, obj) Removes a child from the container given its name or object (Inherited from cocos.cocosnode.CocosNode)
| remove_action(self, action) Removes an action from the node actions container, potentially calling action.stop() (Inherited from cocos.cocosnode.CocosNode)
| remove_all_handlers(self) (Inherited from cocos.scene.Scene)
| resume(self) Resumes the execution of actions. (Inherited from cocos.cocosnode.CocosNode)
| resume_scheduler(self) Time will continue/start passing for this node and callbacks will be called, worker actions will be called (Inherited from cocos.cocosnode.CocosNode)
| schedule(self, callback, *args, **kwargs) Schedule a function to be called every frame. (Inherited from cocos.cocosnode.CocosNode)
| schedule_interval(self, callback, interval, *args, **kwargs) Schedule a function to be called every `interval` seconds. (Inherited from cocos.cocosnode.CocosNode)
| stop(self) Removes all actions from the running action list (Inherited from cocos.cocosnode.CocosNode)
| stop_music(self) Stops music playback for this scene. (Inherited from cocos.scene.Scene)
| transform(self) Apply ModelView transformations (Inherited from cocos.cocosnode.CocosNode)
| unschedule(self, callback) Remove a function from the schedule. (Inherited from cocos.cocosnode.CocosNode)
| visit(self) This function visits it's children in a recursive way. (Inherited from cocos.cocosnode.CocosNode)
list | walk(self, callback, collect=None) Executes callback on all the subtree starting at self. (Inherited from cocos.cocosnode.CocosNode)

## Properties

(int,int) | anchor Anchor point of the object. (Inherited from cocos.cocosnode.CocosNode)
(int,int) | anchor_x Anchor x value for transformations and adding children (Inherited from cocos.cocosnode.CocosNode)
(int,int) | anchor_y Anchor y value for transformations and adding children (Inherited from cocos.cocosnode.CocosNode)
object | parent The parent of this object. (Inherited from cocos.cocosnode.CocosNode)
(int, int) | position The (x, y) coordinates of the object. (Inherited from cocos.cocosnode.CocosNode)
| rotation (Inherited from cocos.cocosnode.CocosNode)
| scale (Inherited from cocos.cocosnode.CocosNode)
(int,int) | transform_anchor Transformation anchor point. (Inherited from cocos.cocosnode.CocosNode)
| x The x coordinate of the object (Inherited from cocos.cocosnode.CocosNode)
| y The y coordinate of the object (Inherited from cocos.cocosnode.CocosNode)

## Instance Variables

| actions list of Action objects that are running (Inherited from cocos.cocosnode.CocosNode)
| camera eye, center and up vector for the Camera. (Inherited from cocos.cocosnode.CocosNode)
| children list of children. (Inherited from cocos.cocosnode.CocosNode)
| children_names dictionary that maps children names with children references (Inherited from cocos.cocosnode.CocosNode)
| grid the grid object for the grid actions. (Inherited from cocos.cocosnode.CocosNode)
| is_running whether of not the object is running (Inherited from cocos.cocosnode.CocosNode)
| scheduled_calls list of scheduled callbacks (Inherited from cocos.cocosnode.CocosNode)
| scheduled_interval_calls list of scheduled interval callbacks (Inherited from cocos.cocosnode.CocosNode)
| skip_frame whether or not the next frame will be skipped (Inherited from cocos.cocosnode.CocosNode)
| to_remove list of Action objects to be removed (Inherited from cocos.cocosnode.CocosNode)
| transform_anchor_x offset from (x,0) from where rotation and scale will be applied. (Inherited from cocos.cocosnode.CocosNode)
| transform_anchor_y offset from (0,y) from where rotation and scale will be applied. (Inherited from cocos.cocosnode.CocosNode)
| visible whether of not the object is visible. (Inherited from cocos.cocosnode.CocosNode)

## Method Details

### __init__

(Constructor) __init__(self, *scenes)

Creates a Scene with layers and / or scenes.

Responsibilities:

  Control the dispatching of events to its layers; and background music playback

Overrides:
  scene.Scene.__init__

### on_enter

on_enter(self)

Called every time just before the node enters the stage.

Schedulled calls and worker actions continues to perform

Good point to do .push_handlers if you have custom ones Rule: a handler pushed there is near certain to require a .pop_handlers in the .on_exit method (else it will be called even after removed from the active scene, or, if going on stage again will be called multiple times for each event ocurrence)

Overrides:
  scene.Scene.on_enter