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4.35: Handling the Revealing and Covering Animation

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  • \( \newcommand{\vecs}[1]{\overset { \scriptstyle \rightharpoonup} {\mathbf{#1}} } \) \( \newcommand{\vecd}[1]{\overset{-\!-\!\rightharpoonup}{\vphantom{a}\smash {#1}}} \)\(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\) \(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\)

    def revealBoxesAnimation(board, boxesToReveal):
        # Do the "box reveal" animation.
        for coverage in range(BOXSIZE, (-REVEALSPEED) - 1, -REVEALSPEED):
            drawBoxCovers(board, boxesToReveal, coverage)
    def coverBoxesAnimation(board, boxesToCover):
        # Do the "box cover" animation.
        for coverage in range(0, BOXSIZE + REVEALSPEED, REVEALSPEED):
            drawBoxCovers(board, boxesToCover, coverage)

    Remember that an animation is simply just displaying different images for brief moments of time, and together they make it seem like things are moving on the screen. The revealBoxesAnimation() and coverBoxesAnimation() only need to draw an icon with a varying amount of coverage by the white box. We can write a single function called drawBoxCovers() which can do this, and then have our animation function call drawBoxCovers() for each frame of animation. As we saw in the last section, drawBoxCovers() makes a call to pygame.display.update() and FPSCLOCK.tick(FPS) itself.

    To do this, we’ll set up a for loop to make decreasing (in the case of revealBoxesAnimation()) or increasing (in the case of coverBoxesAnimation()) numbers for the converage parameter. The amount that the coverage variable will decrease/increase by is the number in the REVEALSPEED constant. On line 12 we set this constant to 8, meaning that on each call to drawBoxCovers(), the white box will decrease/increase by 8 pixels on each iteration. If we increase this number, then more pixels will be drawn on each call, meaning that the white box will decrease/increase in size faster. If we set it to 1, then the white box will only appear to decrease or increase by 1 pixel on each iteration, making the entire reveal or cover animation take longer.

    Think of it like climbing stairs. If on each step you take, you climbed one stair, then it would take a normal amount of time to climb the entire staircase. But if you climbed two stairs at a time on each step (and the steps took just as long as before), you could climb the entire staircase twice as fast. If you could climb the staircase 8 stairs at a time, then you would climb the entire staircase 8 times as fast.

    4.35: Handling the Revealing and Covering Animation is shared under a CC BY-NC-SA 3.0 license and was authored, remixed, and/or curated by LibreTexts.

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