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