def destroy_existing(self, destroyed_blocks): all_anims = [] overlay_objs = [] for id1, id2 in destroyed_blocks: # Generate a square containing both arrow blocks, and fade colour. if self.DESTRUCTION_RUNTIME > 0: anims = [] if self.DESTRUCTION_ARROW_ANIM is not None: anims.append(self.DESTRUCTION_ARROW_ANIM(self.arrow_blocks[id1])) anims.append(self.DESTRUCTION_ARROW_ANIM(self.arrow_blocks[id2])) else: # Instantly remove on animate. anims.append(FadeOut(self.arrow_blocks[id1], rate_func=lambda t: 1)) anims.append(FadeOut(self.arrow_blocks[id2], rate_func=lambda t: 1)) if self.DESTRUCTION_OVERLAY_COLOUR is not None: top = max(self.arrow_blocks[id1].get_top()[1], self.arrow_blocks[id2].get_top()[1]) right = max(self.arrow_blocks[id1].get_right()[0], self.arrow_blocks[id2].get_right()[0]) fade_square = Square(side_length=self.scale * 2, color=self.DESTRUCTION_OVERLAY_COLOUR) fade_square.set_opacity(self.DESTRUCTION_OVERLAY_STARTING_ALPHA) fade_square.move_to([right - self.scale, top - self.scale, 0]) overlay_objs.append(fade_square) anims.append(FadeOut(fade_square)) all_anims.append(AnimationGroup(*anims)) else: self.remove(self.arrow_blocks[id1], self.arrow_blocks[id2]) del self.arrow_blocks[id1] del self.arrow_blocks[id2] if self.DESTRUCTION_RUNTIME > 0 and len(all_anims) > 0: return overlay_objs, LaggedStart(*all_anims, lag_ratio=self.DESTRUCTION_LAG_RATIO) return None, None
def construct(self): circle = Circle(color=nq_colors["purple"]) circle.set_fill(nq_colors["purple"], opacity=0.5) square = Square(color=nq_colors["orange"]) square.flip(RIGHT) square.rotate(-3 * 2 * math.pi / 8) self.play(ShowCreation(square)) self.play(Transform(square, circle)) self.play(FadeOut(square))
def test_succession_in_succession_timing(): """Test timing of nested successions.""" line = Line() animation_1s = FadeIn(line, shift=UP, run_time=1.0) animation_4s = FadeOut(line, shift=DOWN, run_time=4.0) nested_succession = Succession(animation_1s, animation_4s) succession = Succession( FadeIn(line, shift=UP, run_time=4.0), nested_succession, FadeIn(line, shift=UP, run_time=1.0), ) assert nested_succession.get_run_time() == 5.0 assert succession.get_run_time() == 10.0 succession._setup_scene(Mock()) succession.begin() succession.interpolate(0.1) assert succession.active_index == 0 # The nested succession must not be active yet, and as a result hasn't set active_animation yet. assert not hasattr(nested_succession, "active_animation") succession.interpolate(0.39) assert succession.active_index == 0 assert not hasattr(nested_succession, "active_animation") # The nested succession starts at 40% of total run time succession.interpolate(0.4) assert succession.active_index == 1 assert nested_succession.active_index == 0 # The nested succession second animation starts at 50% of total run time. succession.interpolate(0.49) assert succession.active_index == 1 assert nested_succession.active_index == 0 succession.interpolate(0.5) assert succession.active_index == 1 assert nested_succession.active_index == 1 # The last animation starts at 90% of total run time. The nested succession must be finished at that time. succession.interpolate(0.89) assert succession.active_index == 1 assert nested_succession.active_index == 1 succession.interpolate(0.9) assert succession.active_index == 2 assert nested_succession.active_index == 2 assert nested_succession.active_animation is None # After 100%, nothing must be playing anymore. succession.interpolate(1.0) assert succession.active_index == 3 assert succession.active_animation is None assert nested_succession.active_index == 2 assert nested_succession.active_animation is None
def __init__( self, creature, look_at_arg = None, run_time= 0.5, **kwargs ): assert hasattr(creature, "bubble") if look_at_arg: creature.target.look_at(look_at_arg) AnimationGroup.__init__( self, Uncreate(creature.bubble), FadeOut(creature.bubble.content), run_time = run_time )
def create_arrows(self, created): all_anims = [] overlay_objs = [] for (id1, (p11, p12), (d1x, d1y)), (id2, (p21, p22), (d2x, d2y)) in created: self.arrow_blocks[id1] = self._create_arrow( [((p11[0] + p12[0])/2 + 0.5) * self.scale, ((p11[1] + p12[1])/2 + 0.5) * self.scale, 0], [d1x, d1y], ) self.arrow_blocks[id2] = self._create_arrow( [((p21[0] + p22[0])/2 + 0.5) * self.scale, ((p21[1] + p22[1])/2 + 0.5) * self.scale, 0], [d2x, d2y], ) overlay_objs.extend([self.arrow_blocks[id1], self.arrow_blocks[id2]]) if self.ARROW_OVERLAY_COLOUR is not None: top = max(self.arrow_blocks[id1].get_top()[1], self.arrow_blocks[id2].get_top()[1]) right = max(self.arrow_blocks[id1].get_right()[0], self.arrow_blocks[id2].get_right()[0]) fade_square = Square(side_length=self.scale * 2, color=self.ARROW_OVERLAY_COLOUR) fade_square.set_opacity(self.ARROW_OVERLAY_STARTING_ALPHA) fade_square.move_to([right - self.scale, top - self.scale, 0]) overlay_objs.append(fade_square) if self.ARROW_CREATE_RUNTIME > 0: anims = [] if self.ARROW_OVERLAY_COLOUR is not None: anims.append(FadeOut(fade_square)) if self.ARROW_CREATE_ANIM is not None: if self.ARROW_CREATE_ANIM == FadeInFrom: anims.append(FadeInFrom(self.arrow_blocks[id1], direction=[-d1x * self.scale, -d1y * self.scale, 0])) anims.append(FadeInFrom(self.arrow_blocks[id2], direction=[-d2x * self.scale, -d2y * self.scale, 0])) else: anims.append(self.ARROW_CREATE_ANIM(self.arrow_blocks[id1])) anims.append(self.ARROW_CREATE_ANIM(self.arrow_blocks[id2])) else: # This adds them to the scene. anims.append(Transform(self.arrow_blocks[id1], self.arrow_blocks[id1])) anims.append(Transform(self.arrow_blocks[id2], self.arrow_blocks[id2])) all_anims.append(AnimationGroup(*anims)) if self.ARROW_CREATE_RUNTIME > 0 and len(all_anims) > 0: return overlay_objs, LaggedStart(*all_anims, lag_ratio=self.ARROW_LAG_RATIO) return overlay_objs, None
def test_succession_timing(): """Test timing of animations in a succession.""" line = Line() animation_1s = FadeIn(line, shift=UP, run_time=1.0) animation_4s = FadeOut(line, shift=DOWN, run_time=4.0) succession = Succession(animation_1s, animation_4s) assert succession.get_run_time() == 5.0 succession.begin() assert succession.active_index == 0 # The first animation takes 20% of the total run time. succession.interpolate(0.199) assert succession.active_index == 0 succession.interpolate(0.2) assert succession.active_index == 1 succession.interpolate(0.8) assert succession.active_index == 1 # At 100% and more, no animation must be active anymore. succession.interpolate(1.0) assert succession.active_index == 2 assert succession.active_animation is None succession.interpolate(1.2) assert succession.active_index == 2 assert succession.active_animation is None
def construct(self): FIVED_YELLOW = "#FFA500" FIVED_GRAY = "#0D0D0D" LOGO_UP = 1.5 bgnd = ImageMobject(filename_or_array="empty_board_1920x1080.tif") logo = SVGMobject(file_name="fived") text = SVGMobject(file_name="fived_text", stroke_width=0.15) bot = logo[0].set_color(FIVED_GRAY) top = logo[1].set_color(FIVED_GRAY) mid = logo[2].set_color(FIVED_YELLOW) frame = Square().scale(1.15) frame.set_stroke(color=FIVED_GRAY, width=6) text.set_color(FIVED_GRAY) text.scale(0.27) text.shift(LEFT * 0.15) mid_anim = DrawBorderThenFill( vmobject=mid, run_time=3, rate_func=double_smooth, stroke_width=6, stroke_color=FIVED_YELLOW, ) bot_anim = DrawBorderThenFill( vmobject=bot, run_time=3, rate_func=double_smooth, stroke_width=1, stroke_color=DARK_GRAY, ) top_anim = DrawBorderThenFill( vmobject=top, run_time=3, rate_func=double_smooth, stroke_width=1, stroke_color=DARK_GRAY, ) txt_anim = DrawBorderThenFill( vmobject=text, run_time=3, rate_func=double_smooth, stroke_width=1.5, stroke_color=DARK_GRAY, ) frame_create = DrawBorderThenFill( vmobject=frame, run_time=3, rate_func=double_smooth, stroke_width=1, stroke_color=DARK_GRAY, ) self.add(bgnd) # add background self.play(frame_create, bot_anim, top_anim, mid_anim) self.play(ApplyMethod(logo.shift, UP * LOGO_UP), ApplyMethod(frame.shift, UP * LOGO_UP), run_time=1) self.play(txt_anim) self.wait() ps_anim = FadeToColor(text[4], FIVED_YELLOW) self.play(ps_anim) d = text[4].copy() self.add(d) self.play(VFadeOut(logo, direction=UP, run_time=0.5), VFadeOut(frame, run_time=0.5), VFadeOut(text, direction=DOWN, run_time=0.5), ApplyMethod(d.shift, LEFT, run_time=0.75)) self.play(ApplyMethod(d.scale, 240), run_time=0.5) self.wait() self.remove(bgnd) self.play(FadeOut(d), run_time=0.5) self.wait()