I created a program that allows the user to randomly generate buttons on a grid, but I cannot detect if the user presses them or not. Here is what I have so far:
from graphics import *
from time import *
from random import *
class Button:
def __init__(self, win, center, width, height, label):
w,h = width/2.0, height/2.0
x,y = center.getX(), center.getY()
self.xmax, self.xmin = x+w, x-w
self.ymax, self.ymin = y+h, y-h
p1 = Point(self.xmin, self.ymin)
p2 = Point(self.xmax, self.ymax)
self.rect = Rectangle(p1,p2)
self.rect.setFill("blue")
self.rect.draw(win)
self.label = Text(center, label)
self.label.draw(win)
self.label.setSize(8)
self.activate()
def clicked(self, p):
#print("clicked", p.getX(), p.getY(), self.xmin, self.xmax)
return (self.active and
self.xmin <= p.getX() <= self.xmax and
self.ymin <= p.getY() <= self.ymax)
def getLabel(self):
return self.label.getText()
def activate(self):
self.label.setFill("black")
self.rect.setWidth(2)
self.active = True
def deactivate(self):
self.label.setFill("darkgray")
self.rect.setWidth(1)
self.active = False
def setColor(self, color):
self.rect.setFill(color)
class Grid:
def __init__(self, win, startX, startY, numCols, numRows, squareWidth, squareHeight):
self.ButtonMatrix = []
self.numCols = numCols
self.numRows = numRows
for y in range(startY, numRows):
buttonList = []
for x in range(startX,numCols):
label = str(x) + str(y)
buttonList.append(Button(win,Point(x,y), squareWidth, squareHeight, label))
self.ButtonMatrix.append(buttonList)
sleep(0.03)
def getClickPos(self, clickPt):
for y in range(self.numRows):
for x in range(self.numCols):
if self.ButtonMatrix[y][x].clicked(clickPt):
return y,x
def GenerateRandomColor(self, X,Y, color):
self.ButtonMatrix[X][Y].setColor(color)
#def insideBox(x,y):
def setSquareColor(self,r,c,color):
self.ButtonMatrix[r][c].setColor(color)
def setRowColor(self,rowNum,color):
for c in range(15):
self.ButtonMatrix[rowNum][c].setColor(color)
def main():
SIZE = 15
#application window
win = GraphWin("Memory Game", 600, 600)
win.setBackground(color_rgb(45,59,57))
win.setCoords(-3, -3, SIZE + 2, SIZE + 2)
grid = Grid(win, 0, 1, SIZE, SIZE, 1, 1)
quitButton = Button(win, Point(SIZE, SIZE+1), 2, 1, "Quit")
for i in range(10):
X = randrange(13)
Y = randrange(13)
grid.GenerateRandomColor(X,Y, "white")
Coords = X,Y
sleep(0.1)
print(Coords) #checking to see if each button coord will be printed out
pt = win.getMouse()
if grid.getClickPos(pt) == Coords:
print("pressed random button")
else:
print("did not press a random button")
if __name__ == "__main__":
main()
Related
Hi so I am making a minesweeper game and I am a bit stuck with the grid generation part. This is my code so far:
from random import randint
import pygame
def MineGen():
mineamount = 100
grid_across = 40
grid_up = 25
mine_list = []
my2dthatlist = []
numacoss = 0
for i in range (mineamount):
numacoss = randint(1,40)
my2dthatlist.append(numacoss)
numup = randint(1,25)
my2dthatlist.append(numup)
mine_list.append(my2dthatlist)
my2dthatlist = []
return mine_list
def GridGen():
grid_across = 40
grid_up = 25
GRIDD = [[0]* grid_across for i in range(grid_up)]
return GRIDD
def MineGrid(GridOutMine, mine_list):
mineplace = 0
placeX = 0
placeY = 0
for i in range(100):
mineplace = mine_list[i]
placeX = mineplace[0]
placeY = mineplace[1]
GridOutMine[placeX][placeY] = 1
print(GridOutMine)
mine_list = MineGen()
GridOutMine = GridGen()
MineGrid(GridOutMine, mine_list)
My issue is that i am getting a list index out of range for the
GridOutMine[placeX][placeY] = 1
part. I don't really know why this is. If you could give me some assistance in what to do, or just some general comments on my code, I would really appreciate it thanks.
That's because, unlike range, random.randint outputs numbers within the specified bounds inclusively. That is, randint(1, 25) could output 25, which is not a valid index for a list that's only 25 elements long (since the last index is 24).
In MineGen, you need to change randint(1, 25) to randint(1, 25-1) or randint(1, 24), and likewise for randint(1, 40) which needs to be randint(1, 39). I'd actually suggest randint(0, 24) and (0, 39), but I don't know if that's intentional.
There are many other things that could/should be improved about this code, but I'd suggest you ask for that kind of input over on CodeReview instead of here once your code is working (they don't fix broken code).
EDIT:
Also, you're indexing your grid in the wrong order. It's a list (25-long) of rows (40-long), so you need to index it in the Y dimension first, then X: GridOutMine[placeY][placeX] = 1
If you are trying to build a grid for the game and want to display buttons in a GUI your users can interact with, you may want to start with the following code as a basic framework for the rest of the code you will be writing.
import tkinter
import functools
class MineSweep(tkinter.Frame):
#classmethod
def main(cls, width, height):
root = tkinter.Tk()
window = cls(root, width, height)
root.mainloop()
def __init__(self, master, width, height):
super().__init__(master)
self.__width = width
self.__height = height
self.__build_buttons()
self.grid()
def __build_buttons(self):
self.__buttons = []
for y in range(self.__height):
row = []
for x in range(self.__width):
button = tkinter.Button(self)
button.grid(column=x, row=y)
button['text'] = '?'
command = functools.partial(self.__push, x, y)
button['command'] = command
row.append(button)
self.__buttons.append(row)
def __push(self, x, y):
print('Column = {}\nRow = {}'.format(x, y))
if __name__ == '__main__':
MineSweep.main(10, 10)
If you want a more complete example of a minesweeper game to either borrow ideas from or adapt for your own needs, the following program implements much of the functionality you might want from a finished game.
import tkinter
import functools
import random
from tkinter.simpledialog import askstring, Dialog
from tkinter.messagebox import showinfo
import os.path
################################################################################
class MineSweep(tkinter.Frame):
#classmethod
def main(cls, width, height, mines, scores):
root = tkinter.Tk()
root.resizable(False, False)
root.title('MineSweep')
window = cls(root, width, height, mines, scores)
root.protocol('WM_DELETE_WINDOW', window.close)
root.mainloop()
################################################################################
def __init__(self, master, width, height, mines, scores):
super().__init__(master)
self.__width = width
self.__height = height
self.__mines = mines
self.__wondering = width * height
self.__started = False
self.__playing = True
self.__scores = ScoreTable()
self.__record_file = scores
if os.path.isfile(scores):
self.__scores.load(scores)
self.__build_timer()
self.__build_buttons()
self.grid()
def close(self):
self.__scores.save(self.__record_file)
self.quit()
def __build_timer(self):
self.__secs = tkinter.IntVar()
self.__timer = tkinter.Label(textvariable=self.__secs)
self.__timer.grid(columnspan=self.__width, sticky=tkinter.EW)
self.__after_handle = None
def __build_buttons(self):
self.__reset_button = tkinter.Button(self)
self.__reset_button['text'] = 'Reset'
self.__reset_button['command'] = self.__reset
self.__reset_button.grid(column=0, row=1,
columnspan=self.__width, sticky=tkinter.EW)
self.__reset_button.blink_handle = None
self.__buttons = []
for y in range(self.__height):
row = []
for x in range(self.__width):
button = tkinter.Button(self, width=2, height=1,
text='?', fg='red')
button.grid(column=x, row=y+2)
command = functools.partial(self.__push, x, y)
button['command'] = command
row.append(button)
self.__buttons.append(row)
def __reset(self):
for row in self.__buttons:
for button in row:
button.config(text='?', fg='red')
self.__started = False
self.__playing = True
self.__wondering = self.__width * self.__height
if self.__after_handle is not None:
self.after_cancel(self.__after_handle)
self.__after_handle = None
self.__secs.set(0)
def __push(self, x, y, real=True):
button = self.__buttons[y][x]
if self.__playing:
if not self.__started:
self.__build_mines()
while self.__buttons[y][x].mine:
self.__build_mines()
self.__started = True
self.__after_handle = self.after(1000, self.__tick)
if not button.pushed:
self.__push_button(button, x, y)
elif real:
self.__blink(button, button['bg'], 'red')
elif real:
self.__blink(button, button['bg'], 'red')
def __blink(self, button, from_bg, to_bg, times=8):
if button.blink_handle is not None and times == 8:
return
button['bg'] = (to_bg, from_bg)[times & 1]
times -= 1
if times:
blinker = functools.partial(self.__blink, button,
from_bg, to_bg, times)
button.blink_handle = self.after(250, blinker)
else:
button.blink_handle = None
def __tick(self):
self.__after_handle = self.after(1000, self.__tick)
self.__secs.set(self.__secs.get() + 1)
def __push_button(self, button, x, y):
button.pushed = True
if button.mine:
button['text'] = 'X'
self.__playing = False
self.after_cancel(self.__after_handle)
self.__after_handle = None
self.__blink(self.__reset_button, button['bg'], 'red')
else:
button['fg'] = 'SystemButtonText'
count = self.__total(x, y)
button['text'] = count and str(count) or ' '
self.__wondering -= 1
if self.__wondering == self.__mines:
self.after_cancel(self.__after_handle)
self.__after_handle = None
self.__finish_game()
def __finish_game(self):
self.__playing = False
score = self.__secs.get()
for row in self.__buttons:
for button in row:
if button.mine:
button['text'] = 'X'
if self.__scores.eligible(score):
name = askstring('New Record', 'What is your name?')
if name is None:
name = 'Anonymous'
self.__scores.add(name, score)
else:
showinfo('You did not get on the high score table.')
HighScoreView(self, 'High Scores', self.__scores.listing())
def __total(self, x, y):
count = 0
for x_offset in range(-1, 2):
x_index = x + x_offset
for y_offset in range(-1, 2):
y_index = y + y_offset
if 0 <= x_index < self.__width and 0 <= y_index < self.__height:
count += self.__buttons[y_index][x_index].mine
if not count:
self.__propagate(x, y)
return count
def __propagate(self, x, y):
for x_offset in range(-1, 2):
x_index = x + x_offset
for y_offset in range(-1, 2):
y_index = y + y_offset
if 0 <= x_index < self.__width and 0 <= y_index < self.__height:
self.__push(x_index, y_index, False)
def __build_mines(self):
mines = [True] * self.__mines
empty = [False] * (self.__width * self.__height - self.__mines)
total = mines + empty
random.shuffle(total)
iterator = iter(total)
for row in self.__buttons:
for button in row:
button.mine = next(iterator)
button.pushed = False
button.blink_handle = None
################################################################################
class ScoreTable:
def __init__(self, size=10):
self.__data = {999: [''] * size}
def add(self, name, score):
assert self.eligible(score)
if score in self.__data:
self.__data[score].insert(0, name)
else:
self.__data[score] = [name]
if len(self.__data[max(self.__data)]) == 1:
del self.__data[max(self.__data)]
else:
del self.__data[max(self.__data)][-1]
def eligible(self, score):
return score <= max(self.__data)
def listing(self):
for key in sorted(self.__data.keys()):
for name in self.__data[key]:
yield name, key
def load(self, filename):
self.__data = eval(open(filename, 'r').read())
def save(self, filename):
open(filename, 'w').write(repr(self.__data))
################################################################################
class HighScoreView(Dialog):
def __init__(self, parent, title, generator):
self.__scores = generator
super().__init__(parent, title)
def body(self, master):
self.__labels = []
for row, (name, score) in enumerate(self.__scores):
label = tkinter.Label(master, text=name)
self.__labels.append(label)
label.grid(row=row, column=0)
label = tkinter.Label(master, text=str(score))
self.__labels.append(label)
label.grid(row=row, column=1)
self.__okay = tkinter.Button(master, command=self.ok, text='Okay')
self.__okay.grid(ipadx=100, columnspan=2, column=0, row=row+1)
return self.__okay
def buttonbox(self):
pass
################################################################################
if __name__ == '__main__':
MineSweep.main(10, 10, 10, 'scores.txt')
Reference: ActiveState Code » Recipes » MineSweep
I have the following tkinter button class
import tkinter as tk
class Button(GraphicsObject):
"""A button is a labeled rectangle in a window.
It is activated or deactivated with the activate()
and deactivate() methods. The clicked(p) method
returns true if the button is active and p is inside it."""
def __init__(self, p, width, height, label):
""" Creates a rectangular button, eg: qb = Button(myWin, Point(30,25), 20, 10, 'Quit') """
GraphicsObject.__init__(self, [])
self.anchor = p.clone()
w,h = width/2.0, height/2.0
self.x, self.y = p.getX(), p.getY()
self.xmax, self.xmin = self.x+w, self.x-w
self.ymax, self.ymin = self.y+h, self.y-h
p1 = Point(self.xmin, self.ymin)
p2 = Point(self.xmax, self.ymax)
self.width = width
self.height = height
self.rect = Rectangle(p1,p2)
self.label = label
self.fill = "white"
self.color = "black"
self.font = DEFAULT_CONFIG['font']
self.activate()
def _draw(self, canvas, options):
p = self.anchor
x,y = canvas.toScreen(p.x,p.y)
#frm = tk.Frame(canvas.master,height = self.height, width = self.width,)
# frm.pack_propagate(0)
#frm.pack()
self.button = tk.Button(canvas.master,
height = self.height,
width = self.width,
text = self.label,
bg = self.fill,
fg = self.color,
font=self.font)
self.button.place(x = self.x, y = self.y, height =self.height, width = self.width)
#self.setFill(self.fill)
self.button.focus_set()
#return canvas.create_window(x,y,window=self.button)
def clicked(self, p):
""" RETURNS true if button active and p is inside"""
return self.active and \
self.xmin <= p.getX() <= self.xmax and \
self.ymin <= p.getY() <= self.ymax
def getLabel(self):
"""RETURNS the label string of this button."""
return self.label.getText()
def setColor(self, color):
self.color = color
def setFill(self, color):
self.fill = color
def activate(self):
"""Sets this button to 'active'."""
self.color = 'black'
self.rect.setWidth(2)
self.active = 1
def deactivate(self):
"""Sets this button to 'inactive'."""
self.color = 'darkgrey'
self.rect.setWidth(1)
self.active = 0
I first decided to test it out by calling the method clicked in the following loop:
sign_in_button = Button(Point(237.5,300),80,40,'Sign In')
sign_in_button.draw(login_page)
click_point = login_page.getMouse()
clicked = sign_in_button.clicked(click_point)
print(clicked)
while(clicked == False):
click_point = login_page.getMouse()
clicked = sign_in_button.clicked(click_point)
print(clicked)
print("clicked == True")
When I run my program, the button appears correctly on the window and as long as I don't click inside the button it does register a clicked value of False. However, when I click on the button, nothing happens. Both print(clicked) and print(clicked == True) never run when clicked should have a value of True. Do I need to modify my class or did I just forget to include something when I try to create the Button?
I used animator class to generate ellipseobject and also add animation to them, the goal is only change the scale (from double size to normal size) of the dot, but not do the translate. Right now what I am facing is the dot does shrink, but it moves from the location where (x y value are double with its original x y value) to its original x y location.
Here is the animator class
class Animator:
def __init__(self, animation_config, num_rows, num_cols, background_colour, parent, user_idx = 0, resolution_width = 1920,
resolution_height = 1200, log_file_path = "coordinates.txt"):
with open(log_file_path, "w") as log_file:
log_file.write("")
circle = animation_config["circle"]
self.__cur_circle = None
self.__cur_colour = None
self.__animated_colour = QColor(*circle["colour"])
self.__log_file_path = log_file_path
# Initialize the circle table
diamond_square = DiamondSquare()
self.__user_idx = user_idx % 64
shift_xn = diamond_square.dx[user_idx]
shift_yn = diamond_square.dy[user_idx]
intv_x = (resolution_width - 20) / 10
intv_y = (resolution_height - 20) / 10
print(shift_xn,shift_yn)
self.__circle_table = []
y = 0
for i in range (11):
circles = []
x = 0
for j in range (11):
cir_x = (j * intv_x) + shift_xn
cir_y = (i * intv_y) + shift_yn
print(cir_x,cir_y)
if cir_x <= resolution_width and cir_y <= resolution_height:
circles.append(EllipseObject(parent,cir_x,cir_y, x, y, intv_x, intv_y,
hidden_colour = background_colour,
display_colour=self.__animated_colour))
x += 1
y += 1
self.__circle_table.append(circles)
# Initalize the first animation
self.__first = QPropertyAnimation()
self.__first.setPropertyName(b"scale")
self.__first.setDuration(animation_config["animation_duration"])
self.__first.setStartValue(2)
self.__first.setEndValue(1)
and here is my EllipseObject class
class EllipseObject(QGraphicsWidget):
def __init__(
self,
parent,
x = 0,
y = 0,
ind_x = 0,
ind_y = 0,
intv_x = 0,
intv_y = 0,
width = 20,
height = 20,
hidden = True,
hidden_colour = QColor(Qt.white),
display_colour = QColor(Qt.black)
):
super().__init__(parent)
self.__x = x
self.__y = y
self.__ind_x = ind_x
self.__ind_y = ind_y
self.__intv_x = intv_x
self.__intv_y = intv_y
self.__height = height
self.__width = width
self.hidden = hidden
self.hidden_colour = hidden_colour
self.display_colour = display_colour
def paint(self, painter, option, widget = None):
colour = QColor(Qt.white) if self.hidden else self.display_colour
painter.setRenderHint(QPainter.Antialiasing)
painter.setPen(colour)
painter.setBrush(QBrush(colour))
# painter.drawEllipse(self.__x, self.__y, self.__width, self.__height)
painter.drawEllipse(self.boundingRect())
# point = self.mapToScene(self.boundingRect().center())
# print("Draw this ",point.x(), point.y())
def get_coordinates(self):
point = self.mapToScene(self.boundingRect().center())
return (point.x(), point.y())
def boundingRect(self):
return QRectF(self.__x,
self.__y,
self.__height, self.__width)
What you are probably observing is that it is rising with respect to the upper left corner and will give you the appearance that it is moving. The QGraphicsItem has a property called transformOriginPoint with respect to which transformations, such as rotation and scaling, are performed and which is found at point (0, 0). In your case your code has several errors, you must set the position with setPos() and not through boundingRect(), so that the scaling is with respect to the center of the item establishes that the boundingRect() is symmetric.
from PyQt5.QtWidgets import *
from PyQt5.QtGui import *
from PyQt5.QtCore import *
class EllipseObject(QGraphicsWidget):
def __init__(
self,
parent=None,
x = 0,
y = 0,
ind_x = 0,
ind_y = 0,
intv_x = 0,
intv_y = 0,
width = 20,
height = 20,
hidden = True,
hidden_colour = QColor(Qt.white),
display_colour = QColor(Qt.black)
):
super().__init__(parent)
self.__x = x
self.__y = y
self.__ind_x = ind_x
self.__ind_y = ind_y
self.__intv_x = intv_x
self.__intv_y = intv_y
self.__height = height
self.__width = width
self.hidden = hidden
self.hidden_colour = hidden_colour
self.display_colour = display_colour
self.setPos(self.__x, self.__y)
def paint(self, painter, option, widget = None):
colour = QColor(Qt.white) if self.hidden else self.display_colour
painter.setRenderHint(QPainter.Antialiasing)
painter.setPen(colour)
painter.setBrush(QBrush(colour))
# painter.drawEllipse(self.__x, self.__y, self.__width, self.__height)
painter.drawEllipse(self.boundingRect())
def get_coordinates(self):
return (self.pos().x(), self.pos().y())
def boundingRect(self):
return QRectF(-0.5*self.__width,
-0.5*self.__height,
self.__height, self.__width)
if __name__ == '__main__':
import sys
app = QApplication(sys.argv)
w = QGraphicsView()
scene = QGraphicsScene(w)
w.setScene(scene)
it = EllipseObject(x=100, y=100, hidden=False)
scene.addItem(it)
animation = QPropertyAnimation(it, b"scale")
animation.setDuration(2000)
animation.setStartValue(2)
animation.setEndValue(1)
animation.start()
w.show()
sys.exit(app.exec_())
Note:
Instead of using flag called hidden, use setVisible(boolean), show() or hide() directly. Qt already has many methods implemented, the wheel does not reinvent.
I have been drawing some graphics with a Python / Tkinter program. The program has a main menu with menu items for drawing different figures. It works quite well but I came up against a problem. If the program is part way through drawing one figure and the user clicks to draw a second figure then the program draws the second figure, but when it has finished drawing the second figure it goes back and finishes drawing the first figure. What I want it to do is stop drawing the first figure and not go back to drawing the first figure even when the second figure has finished drawing. I created an simpler example program to demonstrate the scenario. To see the problem in this program click "Draw -> Red" and then click "Draw -> Blue" before the red has finished drawing. How do I get the program to abort any previous drawing? Here is the example program:
from tkinter import *
import random
import math
def line(canvas, w, h, p, i):
x0 = random.randrange(0, w)
y0 = random.randrange(0, h)
x1 = random.randrange(0, w)
y1 = random.randrange(0, h)
canvas.create_line(x0, y0, x1, y1, fill=p.col(i))
class Color:
def __init__(self, r, g, b):
self.red = r
self.gre = g
self.blu = b
def hexVal(self, v):
return (hex(v)[2:]).zfill(2)
def str(self):
return "#" + self.hexVal(self.red) + self.hexVal(self.gre) + self.hexVal(self.blu)
class Palette:
def __init__(self, n0, y):
self.colors = []
self.n = n0
self.m = 0
if y == "red":
self.red()
elif y == "blue":
self.blue()
def add(self, c):
self.colors.append(c)
self.m += 1
def red(self):
self.add(Color(127, 0, 0))
self.add(Color(255, 127, 0))
def blue(self):
self.add(Color(0, 0, 127))
self.add(Color(0, 127, 255))
def col(self, i):
k = i % (self.n*self.m)
z = k // self.n
j = k % self.n
c0 = self.colors[z]
c1 = self.colors[(z + 1) % self.m]
t0 = (self.n - j)/self.n
t1 = j/self.n
r = int(math.floor(c0.red*t0 + c1.red*t1))
g = int(math.floor(c0.gre*t0 + c1.gre*t1))
b = int(math.floor(c0.blu*t0 + c1.blu*t1))
c = Color(r, g, b)
return c.str()
def upd(canvas):
try:
canvas.update()
return True
except TclError:
return False
def tryLine(canvas, w, h, p, i, d):
try:
line(canvas, w, h, p, i)
if i % d == 0:
upd(canvas)
return True
except TclError:
return False
class MenuFrame(Frame):
def __init__(self, parent):
Frame.__init__(self, parent)
self.parent = parent
self.initUI()
def initUI(self):
self.WIDTH = 800
self.HEIGHT = 800
self.canvas = Canvas(self.parent, width=self.WIDTH, height=self.HEIGHT)
self.pack(side=BOTTOM)
self.canvas.pack(side=TOP, fill=BOTH, expand=1)
self.parent.title("Line Test")
menubar = Menu(self.parent)
self.parent.config(menu=menubar)
self.parent.protocol('WM_DELETE_WINDOW', self.onExit)
menu = Menu(menubar)
menu.add_command(label="Red", command=self.onRed)
menu.add_command(label="Blue", command=self.onBlue)
menu.add_command(label="Exit", command=self.onExit)
menubar.add_cascade(label="Draw", menu=menu)
self.pRed = Palette(256, "red")
self.pBlue = Palette(256, "blue")
def onRed(self):
# How to abort here any processes currently running?
self.canvas.delete("all")
for i in range(0, 7000):
tryLine(self.canvas, self.WIDTH, self.HEIGHT, self.pRed, i, 100)
upd(self.canvas)
def onBlue(self):
# How to abort here any processes currently running?
self.canvas.delete("all")
for i in range(0, 7000):
tryLine(self.canvas, self.WIDTH, self.HEIGHT, self.pBlue, i, 100)
upd(self.canvas)
def onExit(self):
self.canvas.delete("all")
self.parent.destroy()
def main():
root = Tk()
frame = MenuFrame(root)
root.mainloop()
if __name__ == '__main__':
main()
That's the simple example? ;)
You can add a variable that tracks the currently selected method, then check if that variable exists before completing the for loop. Here's an even simpler example:
class Example(Frame):
def __init__(self, parent):
Frame.__init__(self, parent)
Button(self, text='Task A', command=self._a).pack()
Button(self, text='Task B', command=self._b).pack()
self.current_task = None # this var will hold the current task (red, blue, etc)
def _a(self):
self.current_task = 'a' # set the current task
for i in range(1000):
if self.current_task == 'a': # only continue this loop if its the current task
print('a')
self.update()
def _b(self):
self.current_task = 'b'
for i in range(1000):
if self.current_task == 'b':
print('b')
self.update()
root = Tk()
Example(root).pack()
root.mainloop()
Let me know if that doesn't make sense or doesn't work out for you.
I tried to use the Tkinter library for my small project in python. I create a 500 by 500 square with 10000 small square in it.
And I want each small square turns black when user click on it. Can someone please tell me why, I would really appreciate it. Here is the graphics code:
from Tkinter import *
from button import *
class AppFrame(Frame):
def __init__(self):
self.root = Tk()
self.root.geometry = ("1000x1000")
self.f = Frame(self.root, relief = 'sunken', width = 600, height = 600)
self.w = Canvas(self.f,width = 505, height =505)
##get the x, y value whenever the user make a mouse click
self.w.bind("<Button-1>", self.xy)
self.bolist = []
for k in range(1,101):
for i in range(1, 101):
button = Buttons(self.w, i * 5, k * 5, i * 5 + 5, k * 5 + 5)
self.bolist.append(button)
self.f.grid(column =0, columnspan = 4)
self.w.grid(column = 0)
self.root.mainloop()
def xy (self, event):
self.x, self.y = event.x, event.y
print (self.x, self.y)
##check each button if it's clicked
for hb in self.bolist:
if hb.clicked(self.x, self.y):
print ("hurry")
hb.activate()
And
##button.py
from Tkinter import *
class Buttons:
def __init__(self,canvas,bx,by,tx,ty):
self.canvas = canvas
self.rec = canvas.create_rectangle((bx,by,tx,ty),fill = "lightgray",
activefill= 'black', outline = 'lightgray')
self.xmin = bx
self.xmax = tx
self.ymin = by
self.ymax = ty
##print (bx, by, tx, ty)
def clicked(self, px, py):
return (self.active and self.xmin <= px <= self.xmax and
self.ymin <= py <= self.ymax)
def activate(self):
self.canvas.itemconfigure(slef.rec, fill = 'black')
self.active = True
The problem is that you don't initialize the active attribute, so it doesn't exist until the cell becomes active. To fix that, add self.active = False inside the __init__ method of Buttons.
You also have a typo in this line (notice you use slef rather than self):
self.canvas.itemconfigure(slef.rec, fill = 'black')
Instead of a global binding on the canvas, it would be more efficient to set a binding on each individual rectangle. You can then use the binding to pass the instance of the Buttons class to the callback. This way you don't have to iterate over several thousand widgets looking for the one that was clicked on.
To do this, use the tag_bind method of the canvas. You can make it so that your main program passes in a reference to a function to call when the rectangle is clicked, then the binding can call that method and pass it a reference to itself.
For example:
class Buttons:
def __init__(self,canvas,bx,by,tx,ty, callback):
...
self.rec = canvas.create_rectangle(...)
self.canvas.tag_bind(self.rec, "<1>",
lambda event: callback(self))
...
class AppFrame(Frame):
def __init__(...):
...
button = Buttons(..., self.callback)
...
def callback(self, b):
b.activate()
Here, I looked at your code, debugged it, and made some adjustments. It works now.
Just keep both the scripts in one folder and run your AppFrame script (the second one in this answer)
##button.py
from Tkinter import *
class Buttons:
def __init__(self,canvas,bx,by,tx,ty):
self.canvas = canvas
self.rec = canvas.create_rectangle((bx,by,tx,ty),fill = "lightgray", activefill= 'black', outline = 'lightgray')
self.xmin = bx
self.xmax = tx
self.ymin = by
self.ymax = ty
##print (bx, by, tx, ty)
def clicked(self, px, py):
return (self.xmin <= px <= self.xmax and
self.ymin <= py <= self.ymax)
def activate(self):
self.canvas.itemconfigure(self.rec, fill = 'black')
AND
from Tkinter import *
from button import *
class AppFrame(Frame):
def __init__(self):
self.root = Tk()
self.root.geometry = ("1000x1000")
self.f = Frame(self.root, relief = 'sunken', width = 600, height = 600)
self.w = Canvas(self.f,width = 505, height =505)
##get the x, y value whenever the user make a mouse click
self.w.bind("<Button-1>", self.xy)
self.bolist = []
for k in range(1,101):
for i in range(1, 101):
button = Buttons(self.w, i * 5, k * 5, i * 5 + 5, k * 5 + 5)
self.bolist.append(button)
self.f.grid(column =0, columnspan = 4)
self.w.grid(column = 0)
self.root.mainloop()
def xy (self, event):
self.x, self.y = event.x, event.y
print (self.x, self.y)
##check each button if it's clicked
for hb in self.bolist:
if hb.clicked(self.x, self.y):
print ("hurry")
hb.activate()
newApp = AppFrame()