Mouse event - binding
John McMonagle
johnmc at velseis.com.au
Tue Apr 4 19:12:09 EDT 2006
On Tue, 2006-04-04 at 14:46 -0700, beta wrote:
> Hello All,
>
> I am new with Python, your help would be very appreciated.
>
> I have a simple pinpong applicaiton. I would like make a ball's color
> change when mouse is clicked on it.
>
> Here is my sample 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="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,
>
> --
You need to bind a button-1 event to the ball tag. After you initially
create the ball item:
self.draw.tag_bind(self.ball, '<Button-1>', changeColour)
where changeColour is a function like so:
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')
This will toggle the ball colour between red and blue.
HTH,
John McMonagle
--
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