using tkinter.Canvas.after - python

I'm trying to make 2d game using tkinter, but faced the problem: instead of starting act2() after act() end, act2() and act() executes at the same time.
import tkinter as tk
root = tk.Tk()
can = tk.Canvas(height=500, width=1000)
can.pack()
rect = can.create_rectangle(0, 240, 20, 260, fil='#5F6A6A')
def act():
global rect, can
pos = can.coords(rect)
if pos[2] < 1000:
can.move(rect, 5, 0)
can.update()
can.after(2, act)
def act2():
global rect, can
pos = can.coords(rect)
if pos[3] < 500:
can.move(rect, 0, 5)
can.update()
can.after(2, act2)
def key_down(key):
act()
act2()
can.bind("<Button-1>", key_down)
root.mainloop()
How can I set order of methods executing?

The problem is that can.after(1, act) is non-blocking and doesn't call act() and wait for it to finish before moving onto the next line of code - it instead schedules it to be called later, then immediately moves on to the next line of code. This means that in key_down, when you call act() then act2() it does not move your rectangle all the way to the right then all the way down, but interleaves moving it right and down. In order to wait for the rectangle to move all the way right before starting moving it down, schedule act2() after act() has finished by using the else of the existing if statement:
import tkinter as tk
import datetime
root = tk.Tk()
can = tk.Canvas(height=500, width=1000)
can.pack()
rect = can.create_rectangle(0, 240, 20, 260, fil='#5F6A6A')
def act():
global rect, can
pos = can.coords(rect)
if pos[2] < 1000:
can.move(rect, 5, 0)
can.update()
can.after(1, act)
else:
can.after(1, act2)
def act2():
global rect, can
pos = can.coords(rect)
if pos[3] < 500:
can.move(rect, 0, 5)
can.update()
can.after(1, act2)
def key_down(key):
act()
can.bind("<Button-1>", key_down)
root.mainloop()
If you would prefer to keep your code looking sequential, you could use an approach with generators, and a scheduler, such as this: https://pastebin.com/H6meR3q1

Related

Why do I need the time.sleep(x) function in this code for it to work?

from turtle import Screen, Turtle
import time
import snake
MOVE_DISTANCE = 20
UP = 90
DOWN = 270
LEFT = 180
RIGHT = 0
class InitialSnake:
def __init__(self):
self.number_x = 0
self.snake_first = []
self.create_snake()
self.actual_snake = self.snake_first[0]
def create_snake(self):
for number in range(3):
snake = Turtle(shape="square")
snake.penup()
snake.color("white")
snake.goto(self.number_x, 0)
self.number_x -= 20
self.snake_first.append(snake)
def move(self):
for segments_num in range(len(self.snake_first) - 1, 0, -1):
self.snake_first[segments_num].goto(self.snake_first[segments_num - 1].xcor(),
self.snake_first[segments_num - 1].ycor())
self.snake_first[0].forward(MOVE_DISTANCE)
def up(self):
if self.actual_snake.heading() != DOWN:
self.snake_first[0].setheading(UP)
def down(self):
if self.actual_snake.heading() != UP:
self.snake_first[0].setheading(DOWN)
def left(self):
if self.actual_snake.heading() != RIGHT:
self.snake_first[0].setheading(LEFT)
def right(self):
if self.actual_snake.heading() != LEFT:
self.snake_first[0].setheading(RIGHT)
my_screen = Screen()
my_screen.setup(width=600, height=600)
my_screen.bgcolor("black")
my_screen.title("Snake Game")
my_screen.tracer(0)
snake_1 = snake.InitialSnake()
#snake_here.create_snake()
game_is_on = True
my_screen.listen()
my_screen.onkey(snake_1.up, "Up")
my_screen.onkey(snake_1.down,"Down")
my_screen.onkey(snake_1.left,"Left")
my_screen.onkey(snake_1.right,"Right")
while game_is_on:
my_screen.update()
time.sleep(0.1)
snake_1.move()
my_screen.exitonclick()
I did not really understand the concept of the tracer and the update and how this is linked to the sleep function. I understand that when the tracer is called and turned off, it will not refresh the screen until you call the update() function. But shouldn't it still work without time.sleep(0.1) since this is just creating a short delay before the next functions get called. Can someone help me please to understand this? Thanks in advance (:
If you use print() to see snake position
while game_is_on:
my_screen.update()
snake_1.move()
print(snake_1.snake_first[0].ycor(), snake_1.snake_first[0].xcor())
then you will see it moves very, very fast and it left screen - and you simply can't see it.
On my very old computer after few milliseconds its positon was (0, 125700). Probably on the newest computer it would be much bigger value.
So this code use sleep() to slow down snake and to move it with the same speed on all computers.
BTW:
I would use turtle method to repeate code
def game_loop():
snake_1.move()
my_screen.update()
my_screen.ontimer(game_loop, 100) # repeate after 100ms (0.1s)
# start loop
game_loop()
because sleep may blocks some code and ontimer was created for non-blocking delay.

How to make an object move constantly in tkinter [duplicate]

This is a very basic program with which I want to make two moving balls, but only one of them actually moves.
I have tried some variations as well but can't get the second ball moving; another related question - some people use the move(object) method to achieve this, while others do a delete(object) and then redraw it. Which one should I use and why?
This is my code that is only animating/moving one ball:
from Tkinter import *
class Ball:
def __init__(self, canvas, x1, y1, x2, y2):
self.x1 = x1
self.y1 = y1
self.x2 = x2
self.y2 = y2
self.canvas = canvas
self.ball = canvas.create_oval(self.x1, self.y1, self.x2, self.y2, fill="red")
def move_ball(self):
while True:
self.canvas.move(self.ball, 2, 1)
self.canvas.after(20)
self.canvas.update()
# initialize root Window and canvas
root = Tk()
root.title("Balls")
root.resizable(False,False)
canvas = Canvas(root, width = 300, height = 300)
canvas.pack()
# create two ball objects and animate them
ball1 = Ball(canvas, 10, 10, 30, 30)
ball2 = Ball(canvas, 60, 60, 80, 80)
ball1.move_ball()
ball2.move_ball()
root.mainloop()
You should never put an infinite loop inside a GUI program -- there's already an infinite loop running. If you want your balls to move independently, simply take out the loop and have the move_ball method put a new call to itself on the event loop. With that, your balls will continue to move forever (which means you should put some sort of check in there to prevent that from happening)
I've modified your program slightly by removing the infinite loop, slowing down the animation a bit, and also using random values for the direction they move. All of that changes are inside the move_ball method.
from Tkinter import *
from random import randint
class Ball:
def __init__(self, canvas, x1, y1, x2, y2):
self.x1 = x1
self.y1 = y1
self.x2 = x2
self.y2 = y2
self.canvas = canvas
self.ball = canvas.create_oval(self.x1, self.y1, self.x2, self.y2, fill="red")
def move_ball(self):
deltax = randint(0,5)
deltay = randint(0,5)
self.canvas.move(self.ball, deltax, deltay)
self.canvas.after(50, self.move_ball)
# initialize root Window and canvas
root = Tk()
root.title("Balls")
root.resizable(False,False)
canvas = Canvas(root, width = 300, height = 300)
canvas.pack()
# create two ball objects and animate them
ball1 = Ball(canvas, 10, 10, 30, 30)
ball2 = Ball(canvas, 60, 60, 80, 80)
ball1.move_ball()
ball2.move_ball()
root.mainloop()
This function seems to be the culprit
def move_ball(self):
while True:
self.canvas.move(self.ball, 2, 1)
self.canvas.after(20)
self.canvas.update()
You deliberately put yourself in an infinite loop when you call it.
ball1.move_ball() # gets called, enters infinite loop
ball2.move_ball() # never gets called, because code is stuck one line above
Its only moving one because the program reads only one variable at a time. If you set the program to read when the ball gets to a certain spot, say the end of the canvas, you could then code the program to read the next line and trigger the second ball to move. But, this will only move one at a time.
Your program is literally stuck on the line:
ball1.move_ball()
And it will never get to line:
ball2.move_ball()
Because there isn't a limit to where the loop should end.
Otherwise, the answer by "sundar nataraj" will do it.
try
instead of self.canvas.move(self.ball, 2, 1) use
self.canvas.move(ALL, 2, 1)
All this used to move all the objects in canvas

Tkinter .after() not responding to keypress fast enough

I am trying to animate a ball, that is be moving forward. In addition, if the user presses up or down button, it should move respectively.
try:
import tkinter as tk
except ImportError:
import Tkinter as tk
class Movement:
def __init__(self, _frame, _canvas):
self.frame = _frame
self.canvas = _canvas
self.x = 10
self.y = 150
self.count = 0
self.update()
self.frame.bind_all("<Up>", lambda event: self.move_up())
self.frame.bind_all("<Down>", lambda event: self.move_down())
pass
def move_up(self):
self.y -= 10
pass
def move_down(self):
self.y += 10
pass
def update(self):
canvas.delete("obj")
self.count += 10
x2 = self.x + 50
y2 = self.y + 50
self.canvas.create_oval(self.x + self.count, self.y, x2 + self.count, y2, fill="red", tag="obj")
root.after(1000, self.update)
pass
root = tk.Tk()
width = 400
height = 400
canvas = tk.Canvas(root, width=width, height=height)
frame = tk.Frame(root, width=width, height=height)
if __name__ == '__main__':
Movement(frame, canvas)
canvas.grid()
root.mainloop()
There's an issue, though. Given the fact that the ball is moving every 1 second, it doesn't respond to the key press fast enough. As a result, if you click the up kick, the screen is updating after one second.
I know there's a .move() function inside Tkinter. However, due to many reason I cannot use that.
My main concern is the interval it take for the screen to be updated.
From what I understand you want to be able to keep the timer moving forward consistent but also be able to move up and down at any point even outside of the timer.
to accomplish this I moved the timer to its own function and allowed the up down functions to call the object destroy/create function.
I have updated you code to reflect that.
Take a look at this code and let me know if it helps.
try:
import tkinter as tk
except ImportError:
import Tkinter as tk
class Movement:
def __init__(self, _frame, _canvas):
self.frame = _frame
self.canvas = _canvas
self.x = 10
self.y = 150
self.count = 0
self.object_timer()
self.frame.bind_all("<Up>",lambda event: self.move_up())
self.frame.bind_all("<Down>",lambda event: self.move_down())
def move_up(self):
self.y -= 10
self.update()
def move_down(self):
self.y += 10
self.update()
def update(self):
canvas.delete("obj")
x2 = self.x + 50
y2 = self.y + 50
self.canvas.create_oval(self.x + self.count, self.y, x2 + self.count, y2, fill="red", tag="obj")
def object_timer(self):
self.update()
self.count += 10
root.after(1000, self.object_timer)
root = tk.Tk()
width = 400
height = 400
canvas = tk.Canvas(root, width=width, height=height)
frame = tk.Frame(root, width=width, height=height)
if __name__ == '__main__':
Movement(frame, canvas)
canvas.grid()
root.mainloop()
It's all just math. You can call update twice as much, and move the ball half as much if you want to keep the ball moving at the same speed while reacting to keypresses faster.
For example, instead of moving 10 pixels every second, have it move 1 pixel every tenth of a second. The end result is still 10 pixels every second. The animation will be smoother, and it will react to keypresses much faster.
By the way, there's no need to delete and recreate the oval every iteration. It's possible to move items on the canvas. Deleting and recreating will eventually cause performance problems do to how the canvas is implemented internally. Each object you create gets a new unique id, and the canvas will slow down when it has a large number of ids. The canvas does not re-use an id.
I would also recommend against using lambda. Unless you need it, it adds complexity without adding any value. Just add an extra parameter to move_up and move_down:
self.frame.bind_all("<Up>",self.move_up)
self.frame.bind_all("<Down>", self.move_down)
...
def move_up(self, event=None):
...
def move_down(self, event=None):
...

Python tkinter Canvas root.after() maximum recursion depth exceeded

from tkinter import *
root = Tk()
canvas = Canvas(root, width=400, height=400, bg="white")
canvas.pack()
rect = canvas.create_rectangle(100, 100, 110, 110, fill='blue')
def move_down(event):
canvas.move(rect, 0, 10)
root.after(1, move_down(event))
root.bind('<Down>', move_down)
root.mainloop()
I can't seem to figure out how to make root.after() work. How can I fix this so the rectangle keeps moving down?
Short version: you can't put parentheses on the function you pass to after.
root.after(1,move_down(event))
This line does not register the function move_down as the callback of the after event. Instead, it calls move_down immediately, and would register the return value of move_down as the callback, if you didn't enter an infinite recursion.
To solve this, use just move_down without actually calling it, and make event an optional variable because after isn't going to supply a value. You should probably also use a time larger than 1 ms, or else your rectangle will zip off the screen in the blink of an eye.
from tkinter import *
root = Tk()
canvas = Canvas(root, width=400, height= 400, bg="white")
canvas.pack()
rect = canvas.create_rectangle(100, 100, 110, 110, fill='blue')
def move_down(event=None):
canvas.move(rect, 0, 10)
root.after(100,move_down)
root.bind('<Enter>', move_down) #or whatever you're binding it to
root.mainloop()
Bonus info: If you're about to ask "ok, now how do I get the rectangle to stop moving when I release the key? And how do I make it move in each other direction when I press the other arrow keys?" That requires a more sophisticated design. You need the function registered to root.after to move a variable number of pixels depending the rectangle's velocity, which gets changed based on key events happening independently. Sample implementation:
from tkinter import *
root = Tk()
canvas = Canvas(root, width=400, height= 400, bg="white")
canvas.pack()
rect = canvas.create_rectangle(100, 100, 110, 110, fill='blue')
x_velocity = 0
y_velocity = 0
keys_being_held_down = set()
key_accelerations = {
"Up": (0, -10),
"Down": (0, 10),
"Left": (-10, 0),
"Right": (10, 0)
}
def key_pressed(event):
global x_velocity, y_velocity
#ignore autorepeat events
if event.keysym in keys_being_held_down:
return
keys_being_held_down.add(event.keysym)
acceleration = key_accelerations[event.keysym]
x_velocity += acceleration[0]
y_velocity += acceleration[1]
def key_released(event):
global x_velocity, y_velocity
keys_being_held_down.remove(event.keysym)
acceleration = key_accelerations[event.keysym]
x_velocity -= acceleration[0]
y_velocity -= acceleration[1]
def tick():
canvas.move(rect, x_velocity, y_velocity)
print(x_velocity, y_velocity)
root.after(100,tick)
for key in key_accelerations:
root.bind("<{}>".format(key), key_pressed)
root.bind("<KeyRelease-{}>".format(key), key_released)
root.after(100, tick)
root.mainloop()
(This isn't necessarily the best way to do it, but it demonstrates the basic approach)
I would recommend not using root.after(), so it will move when you click, and not move when you stop clicking

Tkinter events outside of the mainloop?

The program I am writing has a tkinter window that is constantly being fed with data manually rather than being part of a mainloop. It also needs to track mouse location. I havn't found a workaround for tracking the mouse outside of mainloop yet, but if you have one please do tell.
from Tkinter import *
import random
import time
def getCoords(event):
xm, ym = event.x, event.y
str1 = "mouse at x=%d y=%d" % (xm, ym)
print str1
class iciclePhysics(object):
def __init__(self, fallrange, speed=5):
self.speed = speed
self.xpos = random.choice(range(0,fallrange))
self.ypos = 0
def draw(self,canvas):
try:
self.id = canvas.create_polygon(self.xpos-10, self.ypos, self.xpos+10, self.ypos, self.xpos, self.ypos+25, fill = 'lightblue')
except:
pass
def fall(self,canvas):
self.ypos+=self.speed
canvas.move(self.id, 0, self.ypos)
root = Tk()
mainFrame = Frame(root, bg= 'yellow', width=300, height=200)
mainFrame.pack()
mainCanvas = Canvas(mainFrame, bg = 'black', height = 500, width = 500, cursor = 'circle')
mainCanvas.bind("<Motion>", getCoords)
mainCanvas.pack()
root.resizable(0, 0)
difficulty = 1500
#root.mainloop()
currentIcicles = [iciclePhysics(difficulty)]
root.update()
currentIcicles[0].draw(mainCanvas)
root.update_idletasks()
time.sleep(0.1)
currentIcicles[0].fall(mainCanvas)
root.update_idletasks()
tracker = 0
sleeptime = 0.04
while True:
tracker+=1
time.sleep(sleeptime)
if tracker % 3 == 0 and difficulty > 500:
difficulty -= 1
elif difficulty <= 500:
sleeptime-=.00002
currentIcicles.append(iciclePhysics(difficulty))
currentIcicles[len(currentIcicles)-1].draw(mainCanvas)
for i in range(len(currentIcicles)):
currentIcicles[i].fall(mainCanvas)
root.update_idletasks()
for i in currentIcicles:
if i.ypos >= 90:
currentIcicles.remove(i)
root.update_idletasks()
There is no way. Mouse movement is presented to the GUI as a series of events. In order to process events, the event loop must be running.
Also, you should pretty much never do a sleep inside a GUI application. All that does is freeze the GUI during the sleep.
Another hint: you only need to create an icicle once; to make it fall you can use the move method of the canvas.
If you are having problems understanding event based programming, the solution isn't to avoid the event loop, the solution is to learn how event loops work. You pretty much can't create a GUI without it.

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