Example #1
0
    def update_at_progress(self, cm, is_new):
        t_prog = 0.0
        b_mod = 0.0
        if self.progress < 0.5:
            # Heading towards max
            t_prog = self.progress * 2
            sat = tween.easeInOutQuad(0, 1.0, t_prog)
            b_mod = tween.easeInOutQuad(0.2, 1.0, t_prog)
        else:
            # Heading from max towards min
            t_prog = (self.progress - 0.5) * 2
            sat = tween.easeInOutQuad(1.0, 0, t_prog)
            b_mod = tween.easeInOutQuad(1.0, 0.2, t_prog)

        if is_new:
            self.hue = 0.0

            if cm.modifiers[0]:
                self.hue = 0.66

            if cm.modifiers[1]:
                self.hue = random.random()

            if cm.modifiers[2]:
                self.hue = master_hue
                # print "Use master_hue self.hue=%s" % self.hue

        b = 1.0
        if cm.modifiers[4]:
            b = b_mod

        c = color.HSV(self.hue, sat, b)
        self.cells.set_cell(self.icicle, c)
Example #2
0
    def update_at_progress(self, cm, is_new):
        if self.progress < 0.5:
            # Heading towards max
            t_prog = self.progress * 2
            sat = tween.easeInOutQuad(0, 1.0, t_prog)
        else:
            # Heading from max towards min
            t_prog = (self.progress - 0.5) * 2
            sat = tween.easeInOutQuad(1.0, 0, t_prog)

        c = color.HSV(0.66, sat, 1.0)
        self.cells.set_cells(self.icicle, c)
Example #3
0
    def update_at_progress(self, cm, is_new):
        if self.progress < 0.5:
            # Heading towards max
            t_prog = self.progress * 2
            sat = tween.easeInOutQuad(0, 1.0, t_prog)
        else:
            # Heading from max towards min
            t_prog = (self.progress - 0.5) * 2
            sat = tween.easeInOutQuad(1.0, 0, t_prog)

        c = color.HSV(0.66, sat, 1.0)
        self.cells.set_cells(self.icicle, c)
Example #4
0
    def update_at_progress_in_step(self, progress, new_loop, loop_instance, step_progress, step_name):

        if new_loop:
            # Choose a new random location for the eyes to move to
            self.target_xy_pos = [
                random.uniform(TARGET_ZONE[0][0], TARGET_ZONE[1][0]), 
                random.uniform(TARGET_ZONE[0][1], TARGET_ZONE[1][1])
            ]

            self.p_target = eyes.xy_to_pnt(self.target_xy_pos, True)
            self.b_target = eyes.xy_to_pnt(self.target_xy_pos, False)

        self.pe.clear()
        self.be.clear()

        c_pos = eyes.EYE_COLOR_WHITE
        if self.cm.modifiers[3]:
            c_pos = self.cm.chosen_colors_pos[0]
        if self.cm.modifiers[4]:
            c_pos = eyes.EYE_COLOR_RED

        self.pe.color_pos = c_pos
        self.be.color_pos = c_pos

        #print "Step %s %f" % (step_name, step_progress)

        if step_name == "setup":
            # Eyes off, move them to the target location
            self.pe.effect = self.closed
            self.be.effect = self.closed

            self.pe.pos = self.p_target
            self.be.pos = self.b_target
            return

        if step_name == "hey":            
            # Strobe at the target
            # self.pe.effect = self.fast_strobe
            # self.be.effect = self.fast_strobe
            self.pe.pos = self.p_target
            self.be.pos = self.b_target
            return

        if step_name == "hey_off":            
            # off
            self.pe.effect = self.closed
            self.be.effect = self.closed
            self.pe.pos = self.p_target
            self.be.pos = self.b_target
            return


        if step_name == "you":            
            # Strobe at the target
            self.pe.effect = self.slow_strobe
            self.be.effect = self.slow_strobe
            self.pe.pos = self.p_target
            self.be.pos = self.b_target
            return

        if step_name == "you_off":            
            # off
            self.pe.effect = self.closed
            self.be.effect = self.closed
            self.pe.pos = self.p_target
            self.be.pos = self.b_target
            return


        if step_name == "come":            
            # Fade up with dimmer
            self.pe.effect = None
            self.be.effect = None

            self.pe.dimmer = step_progress
            self.be.dimmer = step_progress
            self.pe.pos = self.p_target
            self.be.pos = self.b_target
            return

        if step_name == "come_off":
            # Fade down with dimmer
            self.pe.effect = None
            self.be.effect = None

            self.pe.dimmer = 1.0 - step_progress
            self.be.dimmer = 1.0 - step_progress
            self.pe.pos = self.p_target
            self.be.pos = self.b_target
            return

        if step_name == "here":            
            # Fade up with dimmer
            self.pe.effect = None
            self.be.effect = None

            self.pe.dimmer = step_progress
            self.be.dimmer = step_progress
            self.pe.pos = self.p_target
            self.be.pos = self.b_target
            return

        if step_name == "here_off":
            # Fade down with dimmer
            self.pe.effect = None
            self.be.effect = None

            self.pe.dimmer = 1.0 - step_progress
            self.be.dimmer = 1.0 - step_progress
            self.pe.pos = self.p_target
            self.be.pos = self.b_target
            return

        if step_name == "light_the_way":
            # L - shutter closed, position for beacon
            self.pe.effect = self.closed
            self.pe.pos = self.p_pos_beacon

            # R -Gobo, with gobo shake, traces a path back
            # to xy 0,0
            xy_pos = [
                tween.easeInOutQuad(self.target_xy_pos[0], 0, step_progress),
                tween.easeInOutQuad(self.target_xy_pos[1], 0, step_progress),
            ]
            self.be.effect = self.ltw_effect
            self.be.set_xy_pos(xy_pos, False)
            return

        if step_name == "beacon":
            # L - pointed straight up. Pulsing
            # R - pointed at 0, 0. Pulsing
            self.pe.effect = self.pulse_effect
            self.pe.pos = self.p_pos_beacon

            self.be.effect = self.pulse_effect
            self.be.pos = self.b_pos_beacon
            return