Esempio n. 1
0
 def anim_scale(item, scale, on_progress=None, on_complete=None):
     Animation.stop_all(item)
     anim = Animation(scale=scale, duration=.2)
     if on_progress != None:
         anim.on_progress = on_progress
     if on_complete:
         anim.on_complete = on_complete
     anim.start(item)
Esempio n. 2
0
 def gen_ob_slang(self):
     self.ids.test.source = 'sun3334.png'
     anim = Animation(angle=360, duration=0.5)
     anim += Animation(angle=360, duration=0.5)
     anim.start(self)
     anim.on_progress = self.empty
     anim.on_complete = self.eliteeng_slova
     self.ubrat()
     self.which_sound()
Esempio n. 3
0
    def on_touch_up(self, touch):        
        """Base kivy method inherited from Button.
        
        This method is called on all buttons at once, so we need to 
        return True for only the *originally* touched button.
        Note:
          We are not currently passing this up to super(), but 
          we could consider doing so.
        Args:
          touch: A kivy motion event
        Returns:
          True if for *originally* touched button, False otherwise.
        """

        if touch.is_touch or touch.button == 'left':
            if touch.grab_current is self: 
                word = _Board.complete
                # clear word complete text
                _Board.complete = '_ _ _'
                
                # release grab
                touch.ungrab(self)
                # only check word if on playArea
                if _Board._dictionary.lookup(word) and \
                    _Board.collide_point(touch.x, touch.y) \
                    and _Board._highlighted:                        
                    
                    # add bubble points indicator
                    bubble = _Board.footer.bubble
                    # get the last element added to highlighted
                    
                    last = next(reversed(_Board._highlighted))
                    bubble.pos = last.pos
                    bubble.text = _Board.header.word_complete.bubble.text[:]
                    bubble.score = int(_Board.value)
                    score_board = _Board.header.lheader.score
                    timer = _Board.game_timer
                    move_bubble = Animation(pos=(timer.x + 30, timer.y - 20), \
                        t='in_expo', d = 0.7)
                    move_bubble += Animation(pos=(score_board.x + 50, score_board.y), \
                        t='in_out_elastic', d = 0.3)
                    move_bubble.on_progress = self.mid_bubble
                    move_bubble.on_complete = self.done_bubble
                    move_bubble.start(bubble)
                    
                    # mark score bubble as in-progress
                    bubble.working = 1
                    
                                
                    affected_columns = set()
                    # find columns with tiles to remove
                    for tile in _Board._highlighted:
                        affected_columns.add(tile.parent)
            
                    Tile.replace_tiles(set(_Board._highlighted), affected_columns)        
                    _Board._highlighted.clear()
                    

                else:
                    #clear word complete point bubble
                    _Board.value = 0
                    # clear highlight
                    for tile in _Board._highlighted:
                        tile.background_color = [1,1,1,1]
                        
                # clear highlighted list
                _Board._highlighted.clear()
                
                                    
                return True
        return False