本文实例讲述了python开发之tkinter实现图形随鼠标移动的方法。分享给大家供大家参考,具体如下:
做这个东西的时候,灵感源自于一个js效果:
两个眼睛随鼠标移动而移动
运行效果:
代码部分:
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from tkinter import *
#1.获取到小圆当前的圆心坐标(x1, y1)
#2.获取到小圆移动的圆心坐标(x2, y2)
#3.把小圆从坐标(x1, y1)移动到坐标(x2, y2)
__author__ = { 'name' : 'Hongten' ,
'mail' : 'hongtenzone@foxmail.com' ,
'blog' : 'http://blog.csdn.net/' ,
'created' : '2013-09-20' }
class Eay(Frame):
def createWidgets( self ):
## The playing field
self .draw = Canvas( self , width = 500 , height = 500 )
#鼠标位置
self .mouse_x = 450
self .mouse_y = 250
#圆心坐标(x,y)
self .oval_zero_x = 250
self .oval_zero_y = 250
#外面大圆半径
self .oval_r = 100
#里面小圆半径
self .oval_R = 30
self .oval_r1 = self .oval_r - self .oval_R + 0.5
self .oval_r2 = self .oval_r - self .oval_R - 0.5
#小圆
self .letter_ball_x1 = 250
self .letter_ball_y1 = 250
# The ball 外面大圆
self .ball = self .draw.create_oval(( self .oval_zero_x - self .oval_r),
( self .oval_zero_y - self .oval_r),
( self .oval_zero_x + self .oval_r),
( self .oval_zero_y + self .oval_r),
fill = "white" )
self .ball = self .draw.create_oval(( self .oval_zero_x - self .oval_r1),
( self .oval_zero_y - self .oval_r1),
( self .oval_zero_x + self .oval_r1),
( self .oval_zero_y + self .oval_r1),
fill = "blue" )
self .ball = self .draw.create_oval(( self .oval_zero_x - self .oval_r2),
( self .oval_zero_y - self .oval_r2),
( self .oval_zero_x + self .oval_r2),
( self .oval_zero_y + self .oval_r2),
fill = "white" )
#里面小圆
self .ball_over = self .draw.create_oval(( self .oval_zero_x - self .oval_R),
( self .oval_zero_y - self .oval_R),
( self .oval_zero_x + self .oval_R),
( self .oval_zero_y + self .oval_R),
fill = "red" )
self .draw.pack(side = LEFT)
def mouseMove( self , event):
self .mouse_x = event.x
self .mouse_y = event.y
if SHOW_LOG:
print ( '#' * 50 )
print ( '鼠标的坐标为:({}, {})' . format ( self .mouse_x, self .mouse_y))
print ( '小圆当前坐标为:({}, {})' . format ( self .letter_ball_x1, self .letter_ball_y1))
'''获取到小圆移动的圆心坐标(x2, y2)'''
ax_x = abs ( self .mouse_x - self .oval_zero_x)
ax_y = abs ( self .mouse_y - self .oval_zero_y)
if SHOW_LOG:
print ( '坐标A(oval_zero_x, oval_zero_y)到坐标X(mouse_x, mouse_y)的距离为AX' )
print ( 'AX中ax_x = {}, ax_y = {}' . format (ax_x, ax_y))
ax_len = ((ax_x * * 2 ) + (ax_y * * 2 )) * * 0.5
if SHOW_LOG:
print ( 'AX的长度为:{}' . format (ax_len))
#如果鼠标坐标在(ax_len > |r-R|)
if ax_len > abs ( self .oval_r - self .oval_R):
ac_len = abs ( self .oval_r - self .oval_R)
if SHOW_LOG:
print ( 'AC的产度为:{}' . format (ac_len))
if int ( self .mouse_x - self .oval_zero_x) ! = 0 :
if int ( self .mouse_y - self .oval_zero_y) ! = 0 :
#求直线斜率 y = kx + b
k = ( self .mouse_y - self .oval_zero_y) / ( self .mouse_x - self .oval_zero_x)
if SHOW_LOG:
print ( '鼠标到大圆圆心的直线的斜率为:{}' . format (k))
b = self .mouse_y - (k * self .mouse_x)
###################################################
#小圆移动后的坐标
#这里有三个条件:
# 1.小圆的圆心坐标(x1, y1)在直线AC上(y = kx + b)
# 2.(r-R)^2 = x1^2 + y1^2 由1,2可以得到 => (r-R)^2 = x1^2 + 2*x1*k*b + b^2 => x1有两个值,通过3判断x1的符号,从而求出y1
# 3.if self.mousex_x > 0:
# x1 > 0
#这是一个二元二次方程,方程的解有两组,不过通过鼠标的位置self.mouse_x(self.mouse_y)可以判断圆心坐标x1(y1)
letter_ball_x2 = ((ac_len * ( abs ( self .mouse_x - self .oval_zero_x))) / ax_len) + self .letter_ball_x1
letter_ball_y2 = (letter_ball_x2 * k) + b
if SHOW_LOG:
print ( '小圆当前坐标为:({}, {})' . format ( self .letter_ball_x1, self .letter_ball_y1))
print ( '小圆移动后坐标为:({}, {})' . format (letter_ball_x2, letter_ball_y2))
#把小圆从坐标(x1, y1)移动到坐标(x2, y2)
self .moved_x2 = letter_ball_x2 - self .letter_ball_x1
self .moved_y2 = letter_ball_y2 - self .letter_ball_y1
if SHOW_LOG:
print ( '需要移动的距离是:({}, {})' . format ( int ( self .moved_x2), int ( self .moved_y2)))
self .draw.move( self .ball_over, int ( self .moved_x2), int ( self .moved_y2))
self .letter_ball_x1 = letter_ball_x2
self .letter_ball_y1 = letter_ball_y2
else :
print ( '鼠标在X轴上' )
else :
print ( '鼠标在Y轴上' )
else :
if SHOW_LOG:
print ( '小圆的移动后的坐标就是鼠标坐标' )
#小圆移动后的坐标
letter_ball_x2 = self .mouse_x
letter_ball_y2 = self .mouse_y
if SHOW_LOG:
print ( '小圆移动后坐标为:({}, {})' . format (letter_ball_x2, letter_ball_y2))
#把小圆从坐标(x1, y1)移动到坐标(x2, y2)
self .moved_x2 = letter_ball_x2 - self .letter_ball_x1
self .moved_y2 = letter_ball_y2 - self .letter_ball_y1
if SHOW_LOG:
print ( '需要移动的距离是:({}, {})' . format ( int ( self .moved_x2), int ( self .moved_y2)))
self .draw.move( self .ball_over, int ( self .moved_x2), int ( self .moved_y2))
self .letter_ball_x1 = letter_ball_x2
self .letter_ball_y1 = letter_ball_y2
def move_ball( self , * args):
#当鼠标在窗口中按下左键拖动的时候执行
#Widget.bind(self.draw, "<B1-Motion>", self.mouseMove)
#当鼠标在大圆内移动的时候执行
self .draw.tag_bind( self .ball, "<Any-Enter>" , self .mouseMove)
def __init__( self , master = None ):
global letter_ball_x2
letter_ball_x2 = 0
global letter_ball_y2
letter_ball_y2 = 0
global SHOW_LOG
SHOW_LOG = True
Frame.__init__( self , master)
Pack.config( self )
self .createWidgets()
self .after( 10 , self .move_ball)
game = Eay()
game.mainloop()
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希望本文所述对大家Python程序设计有所帮助。