def update(self, td): self.delay -= td if self.delay < 0: if self.direction == OUT: statemgr.switch(self.new_state, *self.args, **self.kwargs) statemgr.next_transition() elif self.direction == IN: statemgr.next_transition() else: if self.direction == OUT: self.surface.fill(self.color + (int(((self.max_delay-self.delay) / self.max_delay)*255),)) else: self.surface.fill(self.color + (int((self.delay / self.max_delay)*255),))
def update(self, td): self.delay -= td if self.delay < 0: if self.direction == OUT: statemgr.switch(self.new_state, *self.args, **self.kwargs) statemgr.next_transition() elif self.direction == IN: statemgr.next_transition() else: if self.direction == OUT: self.surface.fill(self.color) pygame.draw.circle(self.surface, (0,0,0,0), self.surface.get_rect().center, int((self.delay/self.max_delay) * self.max_size)) else: self.surface.fill(self.color) pygame.draw.circle(self.surface, (0,0,0,0), self.surface.get_rect().center, int(((self.max_delay-self.delay) / self.max_delay) * self.max_size))
def update(self, td): if self.direction == OUT: statemgr.switch(self.new_state, *self.args, **self.kwargs) statemgr.next_transition() elif self.direction == IN: statemgr.next_transition()