Tkinter canvas PhotoImage is not appearing - python

I have a problem with my code. I am creating a small video game called Lumanite. I have created the homepage and have started the graphics generation, but I have run into a bug. I am using Python 3.3 and am on a Win 10 laptop. I run the program through a run file, which accesses the main_game file that uses the classes outlined in a separate file, spritesclasses. I am trying to make a sprite appear. Here is the code for the main_game file and the spritesclasses file. (They import the canvas and root from a MENU file)
#SPRITES
from tkinter import *
from GUI_FILE import canvas, root
from OPENING_FILE import show, hide
class Sprite():
def __init__(self, photoplace):
self.orgin = photoplace
self.photo = PhotoImage(file=photoplace)
self.w = self.photo.width()
self.h = self.photo.height()
def draw(self):
self.sprite = canvas.create_image(self.h, self.w, image=self.photo)
And the MAIN_GAME file:
#Main Game File:
from tkinter import *
from OPENING_FILE import show, hide
from GUI_FILE import root, canvas
from spritesclasses import *
def start_game():
genterrain()
def genterrain():
test = Sprite("logo.gif")
test.draw()
And the sprites are not appearing. No error or anything. Please help me. I will supply you with information at a further notice.

This is a known but tricky issue. You can read about it in Why do my Tkinter images not appear? I've implemented one possible solution below:
from tkinter import *
class Sprite():
def __init__(self, photoplace):
self.photo = PhotoImage(file=photoplace)
self.w = self.photo.width()
self.h = self.photo.height()
self.sprite = None
def draw(self):
canvas = Canvas(root, width=self.w, height=self.h)
canvas.pack()
self.sprite = canvas.create_image(0, 0, anchor=NW, image=self.photo)
def start_game():
genterrain()
def genterrain():
sprite = Sprite("logo.gif")
sprite.draw()
sprites.append(sprite) # keep a reference!
root = Tk()
sprites = []
start_game()
root.mainloop()
The assignment self.photo = PhotoImage(file=photoplace) isn't a sufficient reference as the object test goes out of scope when genterrain() returns and is garbage collected, along with your image. You can test this by commenting out the line sprites.append(sprite) and see your image disappear again.
Also, it wasn't clear why you were positioning the image at it's own width and height -- the first to arguments to create_image() are the X and Y position. I moved canvas creation into draw() so I could size the canvas to the image but that's not a requirement of the visibility fix.

Related

Tkinter widgets created in an Update function run by tk.after function do not create untill the aforementioned Update ends

I intend to make a Py code which creates a tkinter dot that turns on a key press and deletes on a key press of couple keys.
The dot already is functional but i need it switch on and off on certain keypresses/mouse clicks which means i need an outside tkinter.mainloop() Update function.
The Update function with a while in it to constantly check if conditions to turn it off/on are present. But the Tkinter widget Somehow gets applied to the screen Only when the function nds. Like widget could be created but it will only take effect when function ends. And i need to turn it off/on dynamically.
I have tried to use a tkinter.after() with additional one at the end of called function only to find out an error of Recursion depth. What i expected to happen was that the function would be called over and over again, instead it runs that function like a while loop. I also have tried Asyncio.run() but it would result not making it visible till the function ends at least once. And I need to change it dynamically.
from tkinter import *
from tkinter import Canvas
from winsound import Beep
from time import sleep
import asyncio
import keyboard
import mouse
root = Tk()
width = root.winfo_screenwidth()
height = root.winfo_screenheight()
class tk_Dot():
def __init__(self,x=-1,y=-1,radius=4,color="red"):
self.x = x
if x == -1:
self.x = width/2-radius//2
print(self.x)
self.y = y
if y == -1:
self.y = height/2+radius//2
print(self.y)
self.radius=radius
self.color = color
self.lines = []
self.count = 1
def line(self,i):
return canvas.create_line(self.x, self.y-i, self.x+self.radius, self.y-i, fill=self.color)
def create(self):
self.lines = []
for i in range(0,self.radius):
self.lines.append(self.line(i))
def delete(self):
for i in range(0,self.radius):
canvas.delete(self.lines[i])
canvas.dtag(self.lines[i])
opacity_of_tk_window = 1 # From 0 to 1 0 meaning completely transparent 1 meaning everything created in canvas will give the color it was given
root.attributes('-alpha',opacity_of_tk_window)
# Invisible Tkinter window label
root.overrideredirect(True)
# Makes Transparent background
transparent_color = '#f0f0f0'
root.wm_attributes('-transparent', transparent_color)
canvas = Canvas()
# Rectangle filled with color that is specified above as the transparent color so practically making transparent background
canvas.create_rectangle(0, 0, width, height, fill=transparent_color)
canvas.pack(fill=BOTH, expand=1)
radius = 2
radius = 1+radius\*2
# Create a dot class
game_dot = tk_Dot(width/2-radius//2+1,height/2+1+radius//2,radius,"Red")
# Create a Dot at the middle of the calorant crosshair
# game_dot.create()
# Delete the dot
# game_dot.delete()
def Update():
game_dot.create()
print("Dot should be visible by now")
print("Is it?")
sleep(5) #sec
print("Oh yeah after the function ends.") # the problem
def Delete():
game_dot.delete()
root.geometry('%dx%d+%d+%d' % (width, height, -2,-2))
# Tkinter window always on top
root.attributes('-topmost',True)
root.after(1000,Update())
root.mainloop()

Rotating tkinter canvas by a particular angle

I am trying to use the code at Python Tkinter rotate image animation with the following change:
Instead of rotating the canvas endlessly, I want a rotation of "turn" degrees which is randomly decided using randint() function. However, after turning by this angle, the tkinter window disappears and an error is raised. How can I make the following code work.
From my intermediate level knowledge of Python, I can see that the "yield" statement is putting a generator to work.
You can use any image in place of "0.png" in my code. I am using Python 3.9.6. Thanks in advance. The following is the code I am trying to get to work.
from tkinter import *
from PIL import ImageTk, Image
from time import sleep
from random import randint
class SimpleApp(object):
def __init__(self, master, filename):
self.master = master
self.filename = filename
self.canvas = Canvas(master, bg="black", width=500, height=500)
self.canvas.pack()
self.update = self.draw().__next__
master.after(100, self.update)
def draw(self):
image = Image.open(self.filename)
angle = 0
turn = randint(30, 390)
for i in range(turn):
tkimage = ImageTk.PhotoImage(image.rotate(angle))
canvas_obj = self.canvas.create_image(250, 250, image=tkimage)
self.master.after_idle(self.update)
yield
self.canvas.delete(canvas_obj)
angle = (angle - 1) % 360
sleep(.01)
win = Tk()
app = SimpleApp(win, '0.png')
win.mainloop()
After last yield it exits function draw in normal way and then __next__() can't run it again and it raises StopIteration and this makes problem. Normally when it is used in for-loop then it catchs StopIteration. Or if you run it with next() then you can also catch StopIteration but in this example it is problem.
I would do it without yield. I would split it in two functions: draw() to set default values at start, and rotate() to update image.
import tkinter as tk
from PIL import ImageTk, Image
from time import sleep
from random import randint
class SimpleApp(object):
def __init__(self, master, filename):
self.master = master
self.filename = filename
self.canvas = tk.Canvas(master, bg="black", width=500, height=500)
self.canvas.pack()
self.draw()
def draw(self):
self.image = Image.open(self.filename)
self.angle = 0
self.turn = randint(30, 360)
self.canvas_obj = None
self.master.after(100, self.rotate)
def rotate(self):
# it will remove image after last move
#if self.canvas_obj:
# self.canvas.delete(self.canvas_obj)
if self.turn > 0:
# it will NOT remove image after last move
if self.canvas_obj:
self.canvas.delete(self.canvas_obj)
self.tkimage = ImageTk.PhotoImage(self.image.rotate(self.angle))
self.canvas_obj = self.canvas.create_image(250, 250, image=self.tkimage)
self.angle = (self.angle - 1) % 360
self.turn -= 1
self.master.after_idle(self.rotate)
win = tk.Tk()
app = SimpleApp(win, 'lenna.png')
win.mainloop()
lenna.png - (Wikipedia Lenna)

Passing a tkinter canvas between classes without calling the child from within the parent

I am somewhat of a beginner when it comes to Python, but i decided i want to write a basic 2-d physics playground. Unfortionetly i ran straigt into trouble when trying to setup the basic structure.
My plan is to create a GUI with a canvas in a parent function named mainWindow, then i figured i would create a child class (Hero) which creates a circle the user can manipulate on the canvas. This seems to work fairly well.
The problem occurs when i try to do anything with the Hero class, like call a function to delete the circle so i can redraw it in some direction. I can't seem to pass the canvas from the mainWindow to the Hero class. Any help would be greatly appreciated, including telling me that this is the wrong way to do things.
Im adding the two documents im working with since my rambling is probably hard to follow.
I run the program from the phesics.py document, resulting in the GUI poping up with my canvas and a red circle. When i close the window i get the following error:
classes.py", line 29, in moveHeroBody
canvas.delete(heroBody)
NameError: name 'canvas' is not defined
Unfortionetly i dont know how to get the "world" into the child
classes.py
from tkinter import *
class mainWindow():
def __init__(self):
#Setup the GUI
root = Tk()
root.geometry('800x600')
# Setup the canvas within the GUI (master)
world = Canvas(root, height = 600, width = 800, bg = "#FFFFFF")
world.place(relx = 0.5, rely = 0.5, anchor = CENTER)
Hero(world)
root.mainloop()
class Hero(mainWindow):
def __init__(self,world):
#Initial creation of hero at coordinates
x1 = 10
y1 = 10
x2 = 70
y2 = 70
heroBody = world.create_oval(x1,y1,x2,y2, fill = "#FF0000", outline = "#FF0000")
#Move the hero
def moveHeroBody():
print("moveHeroBody")
world.delete(heroBody)
phesics.py
from tkinter import *
from classes import *
mainWindow1 = mainWindow()
moveHero = Hero.moveHeroBody()
You're passing it ok, but you're throwing the value away. Also, Hero shouldn’t inherit from mainWindow.
You need to save world as an attribute so that you can reference it later.
class Hero():
def __init__(self,world):
self.world = world
...
Then, you can use self.world to reference the canvas:
def moveHeroBody():
print("moveHeroBody")
self.world.delete(heroBody)
Though, the above code will fail because heroBody is a variable local to the __init__ - you need to do the same with it:
class Hero():
def __init__(self,world):
self.world = world
...
self.heroBody = world.create_oval(...)
#Move the hero
def moveHeroBody():
print("moveHeroBody")
self.world.delete(self.heroBody)
I think you need to initialize the class Hero in your mainWindow class. The modifications needed to do in the code are:
classes.py
from tkinter import *
from time import sleep
class mainWindow():
def __init__(self):
#Setup the GUI
self.jump_gap = 25
root = Tk()
root.geometry('800x600')
# Setup the canvas within the GUI (master)
self.world = Canvas(root, height = 600, width = 800, bg = "#FFFFFF")
self.world.place(relx = 0.5, rely = 0.5, anchor = CENTER)
self.hero = Hero(self.world)
self.world.pack()
root.bind("<space>",self.jump) # -> [1] Binds the SPACE BAR Key to the function jump
root.mainloop()
def jump(self,event):
gaps = list(range(self.jump_gap))
for i in gaps:
self.world.after(1,self.hero.moveHeroJump(h=i)) # [2] -> Binds the moveHeroJump method with the window action to a queue of updates
self.world.update() #[2] updates the canvas
sleep(0.01*i) # Added some linear wait time to add some look to it
gaps.reverse()
for i in gaps:
self.world.after(1,self.hero.moveHeroJump(h=-i))
self.world.update()
sleep(0.01*i)
class Hero():
def __init__(self,world):
#Initial creation of hero at coordinates
self.world = world
self.x1 = 10
self.y1 = 410
self.x2 = 70
self.y2 = 470
self.heroBody = self.world.create_oval(self.x1,self.y1,self.x2,self.y2, fill = "#FF0000", outline = "#FF0000")
#Move the hero
def moveHeroJump(self,h):
print("moveHeroBody")
self.y1 -= h
self.y2 -= h
self.world.delete(self.heroBody)
self.heroBody = self.world.create_oval(self.x1,self.y1,self.x2,self.y2, fill = "#FF0000", outline = "#FF0000")
physics.py
from tkinter import *
from classes import *
mainWindow1 = mainWindow()
Edit
So this got me playing some minutes ago, and I researched some sources from stack in order to complete this question. Here are the sources (referenced in the code as well):
How to bind spacebar key to a certain method in tkinter python
Moving Tkinter Canvas
The solution edited above is capable to perform a simple animation of a ball jumping. self.jump_gap is a fixed quantity that tells the ball how much does it needs to jump. The jump parses a certain height h to the moveHeroJump method to make the ball change its position, after the change of position is queued into the Canvas an update is called to see the changes on the ball.

Setting a background image within a set Tkinter animation framework

I am currently working on a fruit ninja project for a class. Everything functionally works fine, however, when I try to put in a background image for the game runs extremely slow. In order for the game to look polished, I need everything to work smoothly while having the background of the game show. Other solutions I have come across and have tried to understand simply do not work or the file never ends up running.
FYI: I am working in python 2.7.
I have tried some other suggestions for adding a background, such as using a label function, however, when I try to implement it I get a variety of errors and it just does not seem to work in my animation framework.
def run(width=300, height=300):
def redrawAllWrapper(canvas, data):
canvas.delete(ALL)
canvas.create_rectangle(0, 0, data.width, data.height,
fill='white', width=0)
redrawAll(canvas, data)
canvas.update()
def mousePressedWrapper(event, canvas, data):
mousePressed(event, data)
redrawAllWrapper(canvas, data)
def keyPressedWrapper(event, canvas, data):
keyPressed(event, data)
redrawAllWrapper(canvas, data)
def timerFiredWrapper(canvas, data):
timerFired(data)
redrawAllWrapper(canvas, data)
# pause, then call timerFired again
canvas.after(data.timerDelay, timerFiredWrapper, canvas, data)
# Set up data and call init
class Struct(object): pass
data = Struct()
data.width = width
data.height = height
data.timerDelay = 10 # milliseconds
root = Tk()
root.resizable(width=False, height=False) # prevents resizing window
init(data)
# create the root and the canvas
canvas = Canvas(root, width=data.width, height=data.height)
canvas.configure(bd=0, highlightthickness=0)
canvas.pack()
# set up events
root.bind("<Button-1>", lambda event:
mousePressedWrapper(event, canvas, data))
root.bind("<Key>", lambda event:
keyPressedWrapper(event, canvas, data))
timerFiredWrapper(canvas, data)
# and launch the app
root.mainloop() # blocks until window is closed
print("bye!")
run(1200, 700)
with my current framework, I write all the necessary code within the init, timerFired, redrawAll, keyPressed, and mousePressed functions above this run function.
With my current implementation of the background. I use PhotoImage on a 1200 x 700 gif file and draw the image across the whole screen in the redrawAll function (which is called every 10 milliseconds). Without drawing this one image, my game runs very smoothly, however, upon drawing the image in redrawAll, the game lags significantly, so I do know the source of the lag is drawing the background image.
Here is the line of code that draws it in redrawAll:
canvas.create_image(data.width//2, data.height//2, image = data.background)
Is this only because I do it in redrawAll which continuously draws the image every time the function is called making it slow? Is simply having an image that large in Tkinter making it slow? What is the source?
This there a way to simply draw the image once on the background and have it never change? Or is there any way to not have lag? I just find it odd. Again, this is in python 2.7 on a Mac.
Thanks!
You don't have to remove and add again all elements to refresh screen. You can move elements and canvas will draw it correctly
This code create 1000 small rectangles and move them randomly on background.
Tested with Python 3.7 but on 2.7 should work too.
With 5_000 rectangles it slows down but it still works good (but not perfect). With 10_000 it slows down too much.
from Tkinter import *
from PIL import Image, ImageTk
import random
IMAGE_PATH = 'background.jpg'
class Struct(object):
pass
def run(width=300, height=300):
def init(data):
# create 1000 rectangles in random position
for _ in range(1000):
x = random.randint(0, data.width)
y = random.randint(0, data.height)
data.data.append(canvas.create_rectangle(x, y, x+10, y+10, fill='red'))
def mousePressedWrapper(event, canvas, data):
#mousePressed(event, data)
pass
def keyPressedWrapper(event, canvas, data):
#keyPressed(event, data)
pass
def timerFiredWrapper(canvas, data):
# move objects
for rect_id in data.data:
x = random.randint(-10, 10)
y = random.randint(-10, 10)
canvas.move(rect_id, x, y)
# pause, then call timerFired again
canvas.after(data.timerDelay, timerFiredWrapper, canvas, data)
# Set up data and call init
data = Struct()
data.width = width
data.height = height
data.timerDelay = 10 # milliseconds
data.data = [] # place for small red rectangles
root = Tk()
root.resizable(width=False, height=False) # prevents resizing window
# create the root and the canvas
canvas = Canvas(root, width=data.width, height=data.height)
canvas.configure(bd=0, highlightthickness=0)
canvas.pack()
#canvas.create_rectangle(0, 0, data.width, data.height, fill='white', width=0)
img = Image.open(IMAGE_PATH)
img = img.resize((data.width, data.height))
photo = ImageTk.PhotoImage(img)
canvas.create_image(0, 0, image=photo, anchor='nw')
init(data) # init after creating canvas because it create rectangles on canvas
# set up events
root.bind("<Button-1>", lambda event:
mousePressedWrapper(event, canvas, data))
root.bind("<Key>", lambda event:
keyPressedWrapper(event, canvas, data))
timerFiredWrapper(canvas, data)
# and launch the app
root.mainloop() # blocks until window is closed
print("bye!")
run(1200, 700)

Python:Bad Window Path Name when using deiconify

I've been having this problem with a python program I am making where if I display a TopLevel window, in this case my Help Menu, then withdraw it then try to display it again I get the following error
Exception in Tkinter callback
Traceback (most recent call last):
File "C:\Python34\lib\tkinter\__init__.py", line 1533, in __call__
return self.func(*args)
File "C:\Users\****\Documents\GitHub\ProjectName\ProjectName\GUI.py", line 60, in displayHelp
self.helpMenu.display();
File "C:\Users\****\Documents\GitHub\ProjectName\ProjectName\HelpMenu.py", line 35, in display
self.deiconify();
File "C:\Python34\lib\tkinter\__init__.py", line 1646, in wm_deiconify
return self.tk.call('wm', 'deiconify', self._w)
_tkinter.TclError: bad window path name ".60000336"
The error first happened when I was withdrawing from within HelpMenu.py and using deiconify to redisplay it from the GUI.py file.
Since then I have tried multiple ways to fix the problem including calling deiconify from within HelpMenu.py and updating the copy of help menu stored in the GUI when I withdraw it.
I am running Python 3.4.2
I have already done extensive searches online and failed to find a solution to my problem. I have found other mentions of this error but they either didn't relate to my situation or their solutions did not work.
Here is the entire code for the HelpMenu.py followed by an extract from GUI.py that retains the functionality to reproduce the error but has other code removed.
#!/usr/bin/python
try:
from Tkinter import *
except ImportError:
from tkinter import *
class HelpMenu(Toplevel):
def __init__(self, parent, observer):
Toplevel.__init__(self);
self.observer = observer;#Observer is the GUI, this is here just so I can update the GUI when I withdraw this window
self.setup();
self.withdraw();
self.protocol('WM_DELETE_WINDOW', self.quit());#Changes the close button to just hide the window
def setup(self):
self.columnconfigure(0,weight=1);
w = 400;#Sets up the window position on the screen
h = 150;
sw = self.winfo_screenwidth();
sh = self.winfo_screenheight();
x=(sw-w)/2;
y =(sh-h)/2;
self.update();
self.geometry('%dx%d+%d+%d' % (w,h,x,y));
self.resizable(width=0, height=0);
self.grid();
self.title("Help Menu");
def quit(self):#Hides the window
self.withdraw();
self.observer.updateHelp(self);
def display(self):#Re-displays the window
self.deiconify();
Here is code taken from GUI.py and modified to only have the code needed to reproduce the issue.
#!/usr/bin/python
#Allows compatibility with any version of Python by checking for both versions of Tkinter
try:
from Tkinter import *
except ImportError:
from tkinter import *
#Imports the AutoCompleteEntry
from HelpMenu import HelpMenu
class UI(Tk):
def initialize(self):
#Handles setting up most of the GUI
w = 500;#Window width
h = 500;#Window height
sw = self.winfo_screenwidth();#Gets screen width
sh = self.winfo_screenheight();#Gets screen height
x=(sw-w)/2;#Calculates the x position for the left side of the window that allows it to be placed in the center of the screen
y =(sh-h)/2;#Calculates the y position for the top of the window that allows it to be placed in the center of the screen
self.update();#Forces and update on the window
self.geometry('%dx%d+%d+%d' % (w,h,x,y));#Sets the windows width, height and position
self.minsize(int(w),int(h/2));#Sets the minimum size of the window
self.configureMenu();
def updateHelp(self, helpMenu):
self.helpMenu=helpMenu;
def displayHelp(self):
self.helpMenu.display();
def configureMenu(self):
#Handles configuring and setting up the menus
menu = Menu(self);#Setup the menu bar
menu.add_command(label="Help",command=self.displayHelp);
self.config(menu=menu);
def __init__(self, parent):
#Handles the initial call to create a GUI
Tk.__init__(self,parent);#Parent constructor
self.parent = parent;#Store the parent
self.initialize();#Initilize the GUI
self.helpMenu = HelpMenu(self, self);
self.mainloop();#Start the main loop
if __name__ == "__main__":
import sys
main = UI(None);
One last note, I am slightly new to Python, so there might be other errors in my code and while I wont mind if they get pointed out, the main focus I have right now is fixing this path name error.
EDIT:Almost a month now and I have still not found a solution to the problem. Any help would be great but at this point I am probably going to have to abandon my project.
So, after a break I went back to look at this problem again.
Turns out that the issue was self.protocol('WM_DELETE_WINDOW', self.quit()) was not actually calling self.quit() and was destroying the window completely.
A quick change to self.protocol('WM_DELETE_WINDOW', self.quit) seems to have fixed it.
I think maybe the comma causes the problem. Try write it like this:
#!/usr/bin/env python
# -*- coding:utf-8 -*-
try:
from Tkinter import *
except ImportError:
from tkinter import *
class HelpMenu(Toplevel):
def __init__(self, parent, observer):
Toplevel.__init__(self)
self.observer = observer # Observer is the GUI, this is here just so I can update the GUI when I withdraw this window
self.setup()
self.withdraw()
self.protocol('WM_DELETE_WINDOW', self.quit()) # Changes the close button to just hide the window
def setup(self):
self.columnconfigure(0, weight=1)
w = 400 # Sets up the window position on the screen
h = 150
sw = self.winfo_screenwidth()
sh = self.winfo_screenheight()
x = (sw - w) / 2
y = (sh - h) / 2
self.update()
self.geometry('%dx%d+%d+%d' % (w, h, x, y))
self.resizable(width=0, height=0)
self.grid()
self.title("Help Menu")
def quit(self): # Hides the window
self.withdraw()
self.observer.updateHelp(self)
def display(self): # Re-displays the window
self.deiconify()
class UI(Tk):
def initialize(self):
# Handles setting up most of the GUI
w = 500 # Window width
h = 500 # Window height
sw = self.winfo_screenwidth() # Gets screen width
sh = self.winfo_screenheight() # Gets screen height
x = (sw - w) / 2 # Calculates the x position for the left side of the window that allows it to be placed in the center of the screen
y = (sh - h) / 2 # Calculates the y position for the top of the window that allows it to be placed in the center of the screen
self.update() # Forces and update on the window
self.geometry('%dx%d+%d+%d' % (w, h, x, y)) # Sets the windows width, height and position
self.minsize(int(w), int(h / 2)) # Sets the minimum size of the window
self.configureMenu()
def updateHelp(self, helpMenu):
self.helpMenu = helpMenu
def displayHelp(self):
self.helpMenu.display()
def configureMenu(self):
# Handles configuring and setting up the menus
menu = Menu(self) # Setup the menu bar
menu.add_command(label="Help", command=self.displayHelp)
self.config(menu=menu)
def __init__(self, parent):
# Handles the initial call to create a GUI
Tk.__init__(self, parent) # Parent constructor
self.parent = parent # Store the parent
self.initialize() # Initilize the GUI
self.helpMenu = HelpMenu(self, self)
self.mainloop() # Start the main loop
if __name__ == "__main__":
main = UI(None)
It works perfectly from myside.

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