本文实例讲述了Python3实现的画图及加载图片动画效果。分享给大家供大家参考,具体如下:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
|
#__*__coding:utf-8__*__
#python3
import time
from tkinter import *
def moveImage(event): #图片logo.gif的移动要绑定的函数
if event.keysym = = 'Up' :
canvas.move( 1 , 0 , - 3 ) #移动ID为1的事物,使得横坐标加0,纵坐标减3
elif event.keysym = = 'Down' :
canvas.move( 1 , 0 , + 3 )
elif event.keysym = = 'Left' :
canvas.move( 1 , - 3 , 0 )
elif event.keysym = = 'Right' :
canvas.move( 1 , 3 , 0 )
tk.update()
time.sleep( 0.05 )
def changeColor(event):
if event.keysym = = 'Up' :
canvas.itemconfig(pg,fill = 'blue' ) #填充ID为pg的事物,填充为blue
tk = Tk() #窗口
canvas = Canvas(tk,width = 400 ,height = 400 ) #画布
canvas.pack() #显示出来
myImage = PhotoImage( file = 'C:\\Users\\lai\\Desktop\\logo.gif' ) #图片格式必须为gif格式
im = canvas.create_image( 0 , 0 ,anchor = NW,image = myImage) #加载图片
pg = canvas.create_polygon( 10 , 10 , 10 , 60 , 50 , 35 ,fill = 'red' ) #创建三角形
print (im); print (pg) #显示图片和三角形的ID
canvas.bind_all( '<KeyPress-Up>' ,moveImage) #绑定方向键 up
canvas.bind_all( '<KeyPress-Down>' ,moveImage)
canvas.bind_all( '<KeyPress-Left>' ,moveImage)
canvas.bind_all( '<KeyPress-Right>' ,moveImage)
#canvas.bind_all('<KeyPress-Up>',changeColor)
|
运行结果:
摁上下左右键后可以移动图片
挡板游戏例子
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
|
#__*__coding:utf-8__*__
#python3
from tkinter import *
import random
import time
class Ball: #小球的类
def __init__( self ,canvas,paddle,color):
self .canvas = canvas #传递画布值
self .paddle = paddle #把挡板传递进来
self . id = canvas.create_oval( 10 , 10 , 25 , 25 ,fill = color) #画椭圆并且保存其ID
self .canvas.move( self . id , 245 , 100 )
start = [ - 3 , - 2 , - 1 , 1 , 2 , 3 ]
random.shuffle(start) #随机化列表
self .x = start[ 0 ]
self .y = - 3
self .canvas_heigh = self .canvas.winfo_height() #获取窗口高度并保存
self .canvas_width = self .canvas.winfo_width()
def draw( self ):
self .canvas.move( self . id , self .x, self .y)
pos = self .canvas.coords( self . id ) #返回相应ID代表的图形的当前坐标(左上角和右上角坐标)
#使得小球不会超出窗口
pad = self .canvas.coords( self .paddle. id ) #获取挡板的坐标
if pos[ 1 ]< = 0 :
self .y = 3
if pos[ 3 ]> = self .canvas_heigh or (pos[ 3 ]> = pad[ 1 ] and pos[ 2 ]> = pad[ 0 ] and pos[ 2 ]< = pad[ 2 ]):
self .y = - 3
if pos[ 0 ]< = 0 :
self .x = 3
if pos[ 2 ]> = self .canvas_width:
self .x = - 3
class Paddle: #挡板的类
def __init__( self ,canvas,color):
self .canvas = canvas
self .color = color
self . id = canvas.create_rectangle( 0 , 0 , 100 , 10 ,fill = color)
self .canvas.move( self . id , 200 , 300 )
self .canvas_width = self .canvas.winfo_width()
self .l = 0
self .r = 0
def draw( self ):
pos = self .canvas.coords( self . id )
if pos[ 0 ]< = 0 :
self .l = 0
if pos[ 2 ]> = self .canvas_width:
self .r = 0
def turn_left( self ,event):
self .canvas.move( self . id , self .l, 0 )
self .l = - 20
def turn_right( self ,event):
self .canvas.move( self . id , self .r, 0 )
self .r = 20
tk = Tk()
tk.title( 'Game' )
tk.resizable( 0 , 0 ) #使得窗口大小不可调整
tk.wm_attributes( '-topmost' , 1 ) #包含画布的窗口放在其他窗口的前面
canvas = Canvas(tk,width = 500 ,height = 400 ,bd = 0 ,highlightthickness = 0 ) #后面两个参数去掉边框
canvas.pack()
tk.update()
paddle = Paddle(canvas, 'blue' )
ball = Ball(canvas,paddle, 'red' )
canvas.bind_all( '<KeyPress-Left>' ,paddle.turn_left) #绑定方向键
canvas.bind_all( '<KeyPress-Right>' ,paddle.turn_right)
while 1 :
ball.draw()
paddle.draw()
tk.update_idletasks() #快速重画屏幕
tk.update()
time.sleep( 0.01 )
|
希望本文所述对大家Python程序设计有所帮助。
原文链接:http://blog.csdn.net/ljl_xiao_wa/article/details/51581978