Example #1
0
def rocketFlyAnimationTransition(progress: float) -> float:
    p: float = progress * 2
    if p < 1:
        t: float = AnimationTransition.out_expo(p) / 2
    else:
        t: float = AnimationTransition.in_quint(p) / 2

    return t
Example #2
0
    def on_progress(self, t):
        oquad = AnimationTransition.out_quad
        iquad = AnimationTransition.in_quad

        #t = t * 10 if t < .1 else 1
        #t = .7
        #t = AnimationTransition.out_quad(t)

        self.cy_x = funcLinear(AnimationTransition.in_out_cubic(t),
                self.screen_in.width, self.screen_in.width / 2. + 10)
        d = 0.7
        if t < d:
            self.cy_radius = funcLinear(oquad(t / d), 10., 50.)
            self.c_backshadow['opacity'] = 1
        else:
            t2 = (t - d) / (1. - d)
            self.cy_radius = funcLinear(iquad(t2), 50., 0.01)

        d = 0.9
        if t > d:
            t2 = (t - d) / (1. - d)
            self.c_backshadow['opacity'] = funcLinear(t2, 1., 0.)

        d1 = 0.3
        d2 = 0.5
        f1 = AnimationTransition.in_out_sine
        f2 = AnimationTransition.in_sine
        if t < d1:
            d = d1
            di = f1(t / d)
            self.cy_dir = pi / 2. - di / 2.
        elif t < d2:
            pass
        else:
            d = d2
            t2 = (t - d) / (1. - d)
            di = f2(1 - t2)
            self.cy_dir = pi / 2. - di / 2.

        self.update_glsl()
        return
        # old flip
        d = 0.8
        if t < d:
            dt = t / d
            self.cy_dir = funcLinear(AnimationTransition.out_circ(dt), 0, 1.55)
        else:
            self.cy_dir = 1.5
        self.cy_x = funcLinear(t, self.screen_in.width, -self.screen_in.width / 2.0)
        self.update_glsl()
Example #3
0
 def on_progress(self, t):
     d = 0.8
     if t < d:
         dt = t / d
         self.cy_dir = funcLinear(AnimationTransition.out_circ(dt), 0, 1.55)
     else:
         self.cy_dir = 1.5
     self.cy_x = funcLinear(t, self.screen_in.width, -self.screen_in.width / 2.0)
     self.update_glsl()
    def on_time(self, instance, t):
        t = self.time
        d = 0.8
        if t < d:
            dt = t / d
            self.cy_dir = funcLinear(AnimationTransition.out_circ(dt), 0, 1.55)
        else:
            self.cy_dir = 1.55

        self.cy_x = funcLinear(t, self.width, -self.width / 2.0)
Example #5
0
    def comes_and_go(points, alpha):
        x = AnimationTransition.in_out_quad(alpha)
        x0, y0, x1, y1 = points
        h = (y1 - y0) * (1 - 2 * abs(x - .5))
        center_y = (y0 + y1) / 2

        w = (x1 - x0) * (1 - 2 * abs(x - .5))
        center_x = (x0 + x1) / 2
        return (center_x - w / 2, center_y - h / 2, center_x + w / 2,
                center_y - h / 2, center_x + w / 2, center_y + h / 2,
                center_x - w / 2, center_y + h / 2)
Example #6
0
    def on_progress(self, progression: float) -> NoReturn:
        progression = AnimationTransition.out_quad(progression)

        if self._direction == "up":
            self.screen_in.y = (self.manager.y + self.manager.height *
                                progression) - self.screen_in.height
            self.screen_in.opacity = progression
        if self._direction == "down":
            self.screen_out.y = (self.manager.y -
                                 self.manager.height * progression)
            self.screen_out.opacity = 1 - progression
Example #7
0
 def bouncey(points, alpha):
     x = AnimationTransition.out_elastic(alpha)
     x0, y0, x1, y1 = points
     h = (y1 - y0) * x  # tend to correct height, from 0
     w = (x1 - x0) * (2 - x)
     return (
         x0 + w * (1 - alpha * alpha), y0,
         x0 + w * (1 - alpha * alpha) + w, y0,
         x0 + w * (1 - alpha * alpha) + w, y0 + h,
         x0 + w * (1 - alpha * alpha), y0 + h,
     )
Example #8
0
    def pop_in(points, alpha):
        x = AnimationTransition.out_elastic(alpha)
        x0, y0, x1, y1 = points
        h = (y1 - y0) * x  # tend to correct height, from 0
        w = (x1 - x0) * x
        cx = (x0 + x1) / 2

        return (
            cx - w * .5, y0,
            cx + w * .5, y0,
            cx + w * .5, y0 + h,
            cx - w * .5, y0 + h,
        )
Example #9
0
    def sky_down(points, alpha):
        x = AnimationTransition.out_quad(alpha)
        x0, y0, x1, y1 = points
        h = (y1 - y0) * (4 - 3 * x)  # tend to correct height, from 0
        w = (x1 - x0) * (x)
        cx = (x0 + x1) / 2

        return (
            cx - w * .5, y0,
            cx + w * .5, y0,
            cx + w * .5, y0 + h,
            cx - w * .5, y0 + h,
        )
Example #10
0
    def comes_and_go(points, alpha):
        x = AnimationTransition.in_out_quad(alpha)
        x0, y0, x1, y1 = points
        h = (y1 - y0) * (1 - 2 * abs(x - .5))
        center_y = (y0 + y1) / 2

        w = (x1 - x0) * (1 - 2 * abs(x - .5))
        center_x = (x0 + x1) / 2
        return (
            center_x - w / 2, center_y - h / 2,
            center_x + w / 2, center_y - h / 2,
            center_x + w / 2, center_y + h / 2,
            center_x - w / 2, center_y + h / 2
        )
Example #11
0
 def bouncey(points, alpha):
     x = AnimationTransition.out_elastic(alpha)
     x0, y0, x1, y1 = points
     h = (y1 - y0) * x  # tend to correct height, from 0
     w = (x1 - x0) * (2 - x)
     return (
         x0 + w * (1 - alpha * alpha),
         y0,
         x0 + w * (1 - alpha * alpha) + w,
         y0,
         x0 + w * (1 - alpha * alpha) + w,
         y0 + h,
         x0 + w * (1 - alpha * alpha),
         y0 + h,
     )
Example #12
0
    def pop_in(points, alpha):
        x = AnimationTransition.out_elastic(alpha)
        x0, y0, x1, y1 = points
        h = (y1 - y0) * x  # tend to correct height, from 0
        w = (x1 - x0) * x
        cx = (x0 + x1) / 2

        return (
            cx - w * .5,
            y0,
            cx + w * .5,
            y0,
            cx + w * .5,
            y0 + h,
            cx - w * .5,
            y0 + h,
        )
Example #13
0
    def sky_down(points, alpha):
        x = AnimationTransition.out_quad(alpha)
        x0, y0, x1, y1 = points
        h = (y1 - y0) * (4 - 3 * x)  # tend to correct height, from 0
        w = (x1 - x0) * (x)
        cx = (x0 + x1) / 2

        return (
            cx - w * .5,
            y0,
            cx + w * .5,
            y0,
            cx + w * .5,
            y0 + h,
            cx - w * .5,
            y0 + h,
        )
Example #14
0
    def roll_in(points, alpha):
        x0, y0, x1, y1 = points
        x = AnimationTransition.out_quad(alpha)
        H = (y1 - y0)
        W = (x1 - x0)
        h = H * x
        w = W * x
        h2 = h / 2
        w2 = w / 2
        cx = (x0 + x1) / 2 + H * (1 - x)
        cy = (y0 + y1) / 2 - H * .4 * (1 - x)
        a = pi * x
        pi4 = pi / 4

        return (
            cx + cos(a + 1 * pi4) * w2, cy + sin(a + 1 * pi4) * h2,
            cx + cos(a + 3 * pi4) * w2, cy + sin(a + 3 * pi4) * h2,
            cx + cos(a + 5 * pi4) * w2, cy + sin(a + 5 * pi4) * h2,
            cx + cos(a + 7 * pi4) * w2, cy + sin(a + 7 * pi4) * h2,
        )
Example #15
0
    def roll_in(points, alpha):
        x0, y0, x1, y1 = points
        x = AnimationTransition.out_quad(alpha)
        H = (y1 - y0)
        W = (x1 - x0)
        h = H * x
        w = W * x
        h2 = h / 2
        w2 = w / 2
        cx = (x0 + x1) / 2 + H * (1 - x)
        cy = (y0 + y1) / 2 - H * .4 * (1 - x)
        a = pi * x
        pi4 = pi / 4

        return (
            cx + cos(a + 1 * pi4) * w2,
            cy + sin(a + 1 * pi4) * h2,
            cx + cos(a + 3 * pi4) * w2,
            cy + sin(a + 3 * pi4) * h2,
            cx + cos(a + 5 * pi4) * w2,
            cy + sin(a + 5 * pi4) * h2,
            cx + cos(a + 7 * pi4) * w2,
            cy + sin(a + 7 * pi4) * h2,
        )
Example #16
0
stop_property(widget, 'x')  #para e remove a propriedade da animacao do widget
cancel_property(widget,
                'y')  #para e remove a propriedade da animacao do widget
anim.duration = 2.0  # tempo duracao de animacao
anim.transition = 'in_quad'  # funcao de transicao, pode ser da propeia classe que vc criou
anim.step = 1.0 / 30.0  # 30 FPS na animacao
anim.have_properties_to_animate  #retona true se widget tem uma animacao

#EVENTOS
anim.on_start  #dispara quando a niamacaoe iniciada
anim.on_complete  #dispara quandoa  animacao termina
anim.on_progress  #dispara euqnato a animcao seta sendo executada

# OBJETO DE TRANSICAO DE COMO A ANIMACAO E FEITA
from kivy.animation import AnimationTransition
at = AnimationTransition()

#transicao padrao do KIVY
anim.transition = 'linear'

anim.transition = 'in_back'
anim.transition = 'in_bounce'
anim.transition = 'in_circ'
anim.transition = 'in_cubic'
anim.transition = 'in_elastic'
anim.transition = 'in_expo'
anim.transition = 'in_quad'
anim.transition = 'in_quart'
anim.transition = 'in_quint'
anim.transition = 'in_sine'