def __setattr__(self, name, value): object.__setattr__(self, name, value) if name == 'x': self.b.style.left = f'{50+(value*100)}%' elif name == 'y': self.b.style.top = f'{50+(value*100)}%' elif name == 'scale_x': self.b.style.width = f'{value*100}%' elif name == 'scale_y': self.b.style.height = f'{value*100}%' elif name == 'origin': self.b.style.transform = f'translate({(-value[0]-.5)*100}%, {(value[1]-.5)*100}%)' # elif name == 'origin_y': self.b.style.transform = f'translate({(-value-.5)*100}%, -50%)' # elif name == 'origin': self.b.style.transformOrigin = f'{value[0]*100}% {value[0]*100}%' # elif name == 'origin': self.b.style.transformOrigin = f'left center' # elif name == 'enabled': self.b.disabled = not value elif name == 'visible': self.b.style.visibility = ('hidden', 'inherit')[int(value)] elif name == 'model': if value == None: self.b.style.backgroundColor = color.clear elif value == 'quad': self.b.style.borderRadius = '0%' # if name == 'text': self.b.style.innerHTML = value elif name == 'update': if callable(value): timer.set_interval(value, 60) else: timer.clear_interval(update) elif name == 'parent': value.b.appendChild(self.b) elif name == 'color': self.b.style.backgroundColor = value elif name == 'texture': self.b.style.backgroundImage = f"url('{value}.jpg'), url('{value}.png')"
def turno(self): carta_corrente = self.baralho.descarta() if (not carta_corrente) or (carta_corrente in self.salas): carta_corrente.entra(self.labirinto) timer.clear_interval(self.interval) if self.rodada_corrente < 5: timer.set_timeout(self.rodada, 2000) return False jogadores_saindo = [] self.apresenta(carta_corrente) ativos = len(self.jogadores_ativos) for jogador in self.jogadores_ativos: for carta in self.salas: carta.premia(jogador, ativos) self.atualiza() for jogador in self.jogadores_ativos: if jogador.decide() == DESISTE: self.jogadores_ativos.remove(jogador) jogadores_saindo.append(jogador) carta_corrente.atualiza_saldo(ativos) carta_corrente.divide(jogadores_saindo, self.salas) if not self.jogadores_ativos: timer.clear_interval(self.interval) if self.rodada_corrente < 5: timer.set_timeout(self.rodada, 2000)
def displayNextFrame(): if element.frame >= numFrames: # // First, see if we're done timer.clear_interval( element.intervalId) # // If so, stop calling ourselves """ del element.frame del element.time del element.intervalId """ if whendone: whendone(element) # // Invoke whendone function return for cssprop in animation: """ // For each property, call its animation function, passing the // frame number and the elapsed time. Use the return value of the // function as the new value of the corresponding style property // of the specified element. Use try/catch to ignore any // exceptions caused by bad return values. """ element.style[cssprop] = animation[cssprop](element.frame, element.time) element.frame += 1 # // Increment the frame number element.time += timePerFrame # // Increment the elapsed time
def _input_change(self, _event=None): if self.element: if self._model.value != self.element.value: if self._input_change_timer: timer.clear_interval(self._input_change_timer) self._input_change_timer = None self._model.value = self.element.value
def oncomplete(request): global count count += 1 document.clear() data = json.loads(request.responseText) ld = {} for bikepoint in data: idstring = bikepoint["id"] idno = int(idstring.split("_")[-1]) if idno not in bikepoints: continue bikes = [ d for d in bikepoint["additionalProperties"] if d["key"] == "NbBikes" ][0] bikecount = int(bikes["value"]) ld[bikepoints[idno]] = bikecount now = datetime.datetime.now() timenow = now.hour + now.minute / 100 timeseries[bikepoints[idno]].append((timenow, bikecount)) if count > 1: pdd = brycharts.PairedDataDict("Time", "Bikes available", timeseries) brycharts.LineGraph(document, pdd, title) else: ld = brycharts.LabelledData(ld, "Bikes available") brycharts.BarChart(document, ld, title) if count == 30: timer.clear_interval(timerid)
def stop_timer(ev): global _timer timer.clear_interval(_timer) _timer = None t = 0 doc['_timer'].text = '%.2f' % 0 doc['start'].text = 'Start'
def move_rect(): # the attributes of the SVG element are strings, they must be explicitely # converted into integers rect.attrs["y"] = int(rect.attrs["y"]) + 1 # ends animation when the rectangle reaches its target if int(rect.attrs["y"]) > 50: timer.clear_interval(loop)
def stop(self, *args): if self._running: for handle in self._scheduled: handle.pause() self._clean_schedule() timer.clear_interval(self._cleanup_timer) self._cleanup_timer = None self._running = False
def run(self, *args, **kwargs): """""" delay = w.get_value('delay') pulse = w.get_value('pulse') if hasattr(self, 'timer_cue'): timer.clear_interval(self.timer_cue) self.timer_cue = timer.set_interval(lambda: self.trial(pulse), delay)
def update_download_btn(self, req): if req.status != 200: return timer.clear_interval(self.wait_btn_timer) # print(document["download-mp4"].__dict__) document["download-mp4"].href = self.video_path document["download-mp4"].className = "ui primary button" document["download-mp4"].click()
def update(self): """ FIXME: We need handle the case when the root node returns a new element(s) on update """ elems = self.root.update() if self.update_timer is not None: timer.clear_interval(self.update_timer) self.update_timer = None
def stop(self): if self._running: for handle in self._scheduled: handle.pause() self._clean_schedule() timer.clear_interval(self._cleanup_timer) self._cleanup_timer = None self._running = False
def movendo(): moventes = [peca for peca in moventes if self.find(peca.pos, sentido).recebe(peca)] if not moventes: pass timer.clear_interval(_timer) vazios = [casa for casa in self.casas.values() if casa.peca is None] shuffle(vazios) vazios.pop().joga() return moventes
def rodando(wait=lambda: None): if self.angle in range(10): self.cena.forward = y.rotate({'angle': self.angle*pi/20, 'axis': vec(a, b, c)._vec}) self.angle += 1 else: timer.clear_interval(_timer) f = self.cena.forward self.cena.forward = vec(int(f.x*2), int(f.y*2), int(f.z*2))._vec print(self.cena.forward)
def stop_timer(e): global _timer, _alarm clear_interval(_timer) _timer = None calculate_countdown(timer_length) display_mins_secs() start_button.text = 'Start' if stop_button.text is not 'Stop': stop_button.text = 'Stop' clear_interval(_alarm)
def _model_change(self, event=None): if self._model_change_timer: timer.clear_interval(self._model_change_timer) self._model_change_timer = None if self.element: if 'value' in event.data: new_val = event.data['value'] else: new_val = self._model.value if not self.element.value == new_val: self.element.value = new_val
def generateEvent(): timer.clear_interval(idTimer) select = document["select-size"] tailleChoisie = select.options[select.selectedIndex].value global tailleTableau tailleTableau = int(tailleChoisie) ajaxEvent()
def set_timer(eventid, ms): def fire(): nonlocal eventid pygame.event.post(pygame.event.Event(eventid)) if eventid not in set_timer.timers: set_timer.timers[eventid] = timer.set_interval(fire, ms) else: timer.clear_interval(set_timer.timers[eventid]) if ms != 0: set_timer.timers[eventid] = timer.set_interval(fire, ms)
def tick(): global current_block, next_block, play_grid if not test_new_position("down"): freeze_current_block() play_grid.remove_complete_lines(current_block.y) if not play_grid.remove_complete_lines(current_block.y) and \ not current_block.y < (h - boarder_size): timer.clear_interval(tick_timer) alert("Game Over") current_block = next_block next_block = Block() next_block.paint("next") play_grid.draw_grid()
def show(): global _timer, _alarm if countdown.text is '00:00': clear_interval(_timer) _timer = None calculate_countdown(timer_length) start_button.text = 'Start' stop_button.innerHTML = 'Stop ' + "🔊" if stop_button.text is not 'Stop': _alarm = set_interval(audio.play, 1000) else: calculate_countdown(counter - time.time()) display_mins_secs()
def rodando(wait=lambda: None): if self.angle in range(10): self.cena.forward = y.rotate({ 'angle': self.angle * pi / 20, 'axis': vec(a, b, c)._vec }) self.angle += 1 else: timer.clear_interval(_timer) f = self.cena.forward self.cena.forward = vec(int(f.x * 2), int(f.y * 2), int(f.z * 2))._vec print(self.cena.forward)
def wait_for_condition(): result = wait_for() if result is True: timer.clear_interval(test_timer) try: return function(inst) except: exc = traceback.format_exc() print(exc, file=sys.stderr) window.__BRYTHON_UNITTEST_RESULTS__ = { 'exception': exc } else: print("'wait_for' condition is not fulfilled, wait for one second")
def movendo(): moventes = [ peca for peca in moventes if self.find(peca.pos, sentido).recebe(peca) ] if not moventes: pass timer.clear_interval(_timer) vazios = [ casa for casa in self.casas.values() if casa.peca is None ] shuffle(vazios) vazios.pop().joga() return moventes
def start_timer(ev): global _timer, counter if _timer is None: counter = time.time() _timer = timer.set_interval(show, 10) doc['start'].text = 'Hold' elif _timer == 'hold': # restart # restart timer counter = time.time() - float(doc['_timer'].text) _timer = timer.set_interval(show, 10) doc['start'].text = 'Hold' else: # hold timer.clear_interval(_timer) _timer = 'hold' doc['start'].text = 'Restart'
def change_params_callback(self, ev): self.clear_canvas() exec_string = "2 - x" def dxdt(x): return 2 - x self.net = FixedLattice(dxdt, float(self.inputs['dt'].value), int(self.inputs['n_nodes'].value)) self.canvas.width = 900 self.canvas.height = 900 global _timer timer.clear_interval(_timer) _timer = timer.set_interval(self.update, 10 * float(self.inputs['dt'].value))
def start_timer(e): global _timer, counter if _timer is None: set_timer() if timer_length == 0: alert("Time must be greater than 0") else: counter = time.time() + timer_length _timer = set_interval(show, 1000) start_button.text = 'Hold' elif _timer == 'hold': # restart # restart timer counter = time.time() + float((int(countdown.text[:2]) * 60) + int(countdown.text[3:])) _timer = set_interval(show, 1000) start_button.text = 'Hold' else: # hold clear_interval(_timer) _timer = 'hold' start_button.text = 'Restart'
def parse_queue_exe(): global queue_exe, timer, idx, running if not queue_exe: return if queue_exe[idx] not in ("found", "no way"): cell_id, color = queue_exe[idx].split(' ') cell = document[cell_id] cell.style.backgroundColor = color idx += 1 else: results = queue_exe[idx] idx = 0 queue_exe = list() clear_interval(timer) timer = None enable_button(document["reset"]) enable_button(document["randomize"]) if results == "found": change_status_text("Path found. Click Reset to try again", STATES_COLOR["path"], "white") else: change_status_text("No path found. Click Reset to try again", "transparent", "black")
def congrats_msg(rows, columns): """ Checks that all row and colums have distinct values and the length equals nine(9). Prints a congratulatory message if true and stops the clock """ count = 0 for i in range(0, 9): if len(set(rows[i]['values'])) == 9 and len(set( columns[i]['values'])) == 9: count += 1 if count == 9: #stop the clock timer1 = cd.timer1 timer2 = cd.timer2 timer3 = cd.timer3 timer.clear_interval(timer1) timer.clear_interval(timer2) timer.clear_interval(timer3) print('genius babe') document['winner'].class_name = 'winner' document['pause'].class_name = 'hide'
def clock(event): """ starts the clock """ if document['pause_btn'].class_name == "fas fa-pause": timer.clear_interval(timer1) timer.clear_interval(timer2) timer.clear_interval(timer3) document['pause_btn'].class_name = "fas fa-play" document['seconds'].class_name = 'time_style_pause' document['minute'].class_name = 'time_style_pause' document['hour'].class_name = 'time_style_pause' document['container'].class_name = 'unclickable' document['layover_container'].class_name = 'layover_container' elif document['pause_btn'].class_name == "fas fa-play": run() document['pause_btn'].class_name = "fas fa-pause" document['seconds'].class_name = 'time_style_start' document['minute'].class_name = 'time_style_start' document['hour'].class_name = 'time_style_start' document['container'].class_name = '' document['layover_container'].class_name = 'hide'
def stop_timer(ev): timer.clear_interval(tick_timer)
def stop(self): """""" timer.clear_interval(self.timer_cue)
def clear_timer(n): global Timer1 if Timer1[n] is not None: timer.clear_interval(Timer1[n])
def clear_timer_all(): global Timer1 for t in Timer1: if t is not None: timer.clear_interval(t)