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binding - python

Dear All,

I am new with Python. I have question on binding.
I have small pingpong application, I want to change color og the ball
whenever mouse is clicked. I have theBall and changeColor functions. I
don't know how to bind it together. Does anyone know? I am very
appreciate of your help. Thanks.

Here is a source code:
++++++++++++

from Tkinter import *
import string

class Pong(Frame):
def createWidgets(self):
self.QUIT = Button(self, text='QUIT', foreground='red',
command=self.quit)
self.QUIT.pack(side=LEFT, fill=BOTH)

## The playing field
self.draw = Canvas(self, width="5i", height="5i")

## The speed control for the ball
self.speed = Scale(self, orient=HORIZONTAL, label="ball speed",
from_=-100, to=100)

self.speed.pack(side=BOTTOM, fill=X)

# The ball
#self.ball = self.draw.create_oval("0i", "0i", "0.10i",
"0.10i",
# fill="red")
self.theBall()
self.x = 0.05
self.y = 0.05
self.velocity_x = 0.3
self.velocity_y = 0.5

self.draw.pack(side=LEFT)
def theBall(self):
self.ball = self.draw.create_oval("0i", "0i", "0.20i",
"0.20i", fill='blue' )

def changeColor(sefl, event):
x = self.draw.canvasx(event.x)
y = self.draw.canvasy(event.y)
item = self.draw.find_closest(x,y)
currentColour = self.draw.itemcget(item, 'fill')
if currentColour == 'red':
self.draw.itemconfigure(item, fill='blue')
else:
self.draw.itemconfigure(item, fill='red')

def moveBall(self, *args):
if (self.x > 5.0) or (self.x < 0.0):
self.velocity_x = -1.0 * self.velocity_x
if (self.y > 5.0) or (self.y < 0.0):
self.velocity_y = -1.0 * self.velocity_y

deltax = (self.velocity_x * self.speed.get() / 100.0)
deltay = (self.velocity_y * self.speed.get() / 100.0)
self.x = self.x + deltax
self.y = self.y + deltay

self.draw.move(self.ball, "%ri" % deltax, "%ri" % deltay)
self.after(10, self.moveBall)

def __init__(self, master=None):
Frame.__init__(self, master)
Pack.config(self)
self.createWidgets()
self.after(10, self.moveBall)
game = Pong()

game.mainloop()

+++++++++++++++
Thanks,
Quoc

Apr 6 '06 #1
4 1384
Quoc,

the following code, verbatim, works for me:

from Tkinter import *

class Pong(Frame):
def createWidgets(self):
self.QUIT = Button(self, text='QUIT', foreground='red',
command=self.quit)
self.QUIT.pack(side=LEFT, fill=BOTH)

## The playing field
self.draw = Canvas(self, width="5i", height="5i")

## The speed control for the ball
self.speed = Scale(self, orient=HORIZONTAL, label="ball speed",
from_=-100, to=100)

self.speed.pack(side=BOTTOM, fill=X)

# The ball
self.ball = self.draw.create_oval("0i", "0i", "0.20i","0.20i",
fill="red")
self.draw.tag_bind(self.ball, '<Button-1>', self.changeColour)
self.x = 0.05
self.y = 0.05
self.velocity_x = 0.3
self.velocity_y = 0.5

self.draw.pack(side=LEFT)

def changeColour(self, event):
x = self.draw.canvasx(event.x)
y = self.draw.canvasy(event.y)
item = self.draw.find_closest(x,y)
currentColour = self.draw.itemcget(item, 'fill')
if currentColour == 'red':
self.draw.itemconfigure(item, fill='blue')
else:
self.draw.itemconfigure(item, fill='red')

def moveBall(self, *args):
if (self.x > 5.0) or (self.x < 0.0):
self.velocity_x = -1.0 * self.velocity_x
if (self.y > 5.0) or (self.y < 0.0):
self.velocity_y = -1.0 * self.velocity_y

deltax = (self.velocity_x * self.speed.get() / 100.0)
deltay = (self.velocity_y * self.speed.get() / 100.0)
self.x = self.x + deltax
self.y = self.y + deltay

self.draw.move(self.ball, "%ri" % deltax, "%ri" % deltay)
self.after(10, self.moveBall)

def __init__(self, master=None):
Frame.__init__(self, master)
Pack.config(self)
self.createWidgets()
self.after(10, self.moveBall)

game = Pong()

game.mainloop()

Cut and paste it into a file and try it out. Make sure you check for
line breaks on long lines.

John
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Apr 6 '06 #2
Hi John,

It works! thank you vey much.

I have another question. I would very appreciated if you have any clue.

I want the ball STOP whenever mouse is clicked anywhere, then ball KEEP
MOVING when next mouse click is applied. Thanks.

Regards,
Quoc

Apr 6 '06 #3
On Thu, 2006-04-06 at 16:39 -0700, beta wrote:
Hi John,

It works! thank you vey much.

I have another question. I would very appreciated if you have any clue.

I want the ball STOP whenever mouse is clicked anywhere, then ball KEEP
MOVING when next mouse click is applied. Thanks.


I do have a clue. Simply bind a mouse click to the entire canvas widget
rather than the canvas item.

Add the following line after you create the canvas widget:

self.draw.bind('<Button-1>', self.toggleBallMotion)

where toggleBallMotion stops the ball movement if it is moving and
starts the movement if it is stopped. It is a function of the form:

def toggleBallMotion(self, event):
if self.speed.get() != 0:
self.oldspeed = self.speed.get()
self.speed.set(0)
else:
self.speed.set(self.oldspeed)

You will also need to initialise the self.oldspeed variable when you
first create the Scale widget.

John McMonagle


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Apr 7 '06 #4
Hi John,

It works. Thank you veyr much.

Cheers,
Q

Apr 7 '06 #5

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