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)
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()