def destroy(self):
        for element in self.getAssignedElements():
            element.destroy()
            Render.delete(element)

        for action in self.actions:
            action.destroy()
            Render.delete(action)

        self.actions = []
        self.assignedElements = []
Beispiel #2
0
	def destroy(self):
		for element in self.getAssignedElements():
			element.destroy();
			Render.delete(element);
		
		for action in self.actions:
			action.destroy();
			Render.delete(action);

		self.actions = [];
		self.assignedElements = [];
    def stop(self, time=0):
        # if time != 0:
        # 	## doing fade out
        # 	self.fade['element'].setOpacity(1);

        # 	Render.set(self.fade['element']);
        # 	self.fade['running'] = True;
        # 	self.fade['direction'] = "out";
        # 	self.fade['interval'] = Global.Interval(self.updateFade, 50);
        # else:
        for element in self.dynamicElements:
            Render.delete(element['element'])

        if self.backgroundElement:
            Render.delete(self.backgroundElement)
	def stop(self, time = 0):
		# if time != 0:
		# 	## doing fade out
		# 	self.fade['element'].setOpacity(1);

		# 	Render.set(self.fade['element']);
		# 	self.fade['running'] = True;
		# 	self.fade['direction'] = "out";
		# 	self.fade['interval'] = Global.Interval(self.updateFade, 50);
		# else:
			for element in self.dynamicElements:
				Render.delete(element['element']);

			if self.backgroundElement:
				Render.delete(self.backgroundElement);
    def fadeOutEnd(self):
        self.fade['running'] = False
        Render.delete(self.fade['element'])
        self.fade['interval'].destroy()

        for element in self.dynamicElements:
            Render.delete(element['element'])

            if self.backgroundElement:
                Render.delete(self.backgroundElement)
	def fadeOutEnd(self):
		self.fade['running'] = False;
		Render.delete(self.fade['element']);
		self.fade['interval'].destroy();
		
		for element in self.dynamicElements:
			Render.delete(element['element']);

			if self.backgroundElement:
				Render.delete(self.backgroundElement);
    def destroy(self):
        self.action.destroy()
        self.receiver.destroy()

        for element in self.getAssignedDrawables():
            Render.delete(element)
    def fadeInEnd(self):
        self.fade['running'] = False
        Render.delete(self.fade['element'])
        self.fade['interval'].destroy()

        self.updateElements()
	def destroy(self):
		self.action.destroy();
		self.receiver.destroy();

		for element in self.getAssignedDrawables():
			Render.delete(element);
	def delete(self):
		for element in self.elements:
			Render.delete(self.elements[element]);
def clear():
	global lines;
	for line in lines:
		Render.delete(line);

	lines = [];
Beispiel #12
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def clear():
    global lines
    for line in lines:
        Render.delete(line)

    lines = []
Beispiel #13
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 def delete(self):
     for element in self.elements:
         Render.delete(self.elements[element])
	def fadeInEnd(self):
		self.fade['running'] = False;
		Render.delete(self.fade['element']);
		self.fade['interval'].destroy();

		self.updateElements();