I have written some code which takes a date of birth and calculates the correct Chinese horoscope animal (rat, dog etc.). I would like to add a gui whereby, when the user hits calculate, the gui shows a photo of the appropriate animal. To do that I think I have to make the file path for an image change within the command definition, but can't find a way to do this. I have simplified the code as far as possible below:
x = Tk()
x.state('zoomed')
def find_animal():
animal = 'tiger' # I've left out the actual calculation part
picture.place(relx=0.4, rely=0.5)
b = Button(x, text='Calculate', command=find_animal)
b.place(relx=0.5, rely=0.3)
file_path = 'rabbit.png'
pic = PhotoImage(file=file_path)
picture = Label(x, image=pic)
x.mainloop()
The thing I'm hoping to do is somehow alter the file_path variable within the find_animal function so that the image displayed changes from rabbit to tiger
You can use pic.config() to change the image path inside find_animal():
def find_animal():
animal = 'tiger' # I've left out the actual calculation part
pic.config(file=animal+".png")
picture.place(relx=0.4, rely=0.5)
Related
I'm trying to create an array with an assortment of different randomized image files in it to display on a set of buttons in Tkinter. When a given button is clicked I'd like to add the text of that file's name to a new array. Basically, when button with imageX is clicked add "imageX" to a new array.
Unfortunately, I always get a return that isn't the image's filename, or the variable that I've set to correspond to that image, but instead either:
"tkinter.PhotoImage object at X" (where is X is a location like "0x0000020FC894D2E0") if the command is populationbeta.append (population[0])
or
"pyimage#" (where # is an integer that seems to relate to the number of images in the source file), if I change the command to populationbeta.append (str(population[0]))
I feel like there should be a simple way of doing this and I've tried every work around I can think of but I'm not getting it to work. Any help would be very much appreciated! Thanks!
Here's a shortened/simplified version of the code in question:
master=tkinter.Tk()
master.title("Not working")
a1b1c1 = PhotoImage(file = r"C:/users/jdavis319/documents/bushesoflove/BoLdraw/a1b1c1.png")
a1b1c2 = PhotoImage(file = r"C:/users/jdavis319/documents/bushesoflove/BoLdraw/a1b1c2.png")
a1b1c3 = PhotoImage(file = r"C:/users/jdavis319/documents/bushesoflove/BoLdraw/a1b1c3.png")
a1b2c1 = PhotoImage(file = r"C:/users/jdavis319/documents/bushesoflove/BoLdraw/a1b2c1.png")
a1b2c2 = PhotoImage(file = r"C:/users/jdavis319/documents/bushesoflove/BoLdraw/a1b2c2.png")
population = [a1b1c1, a1b1c2, a1b1c3, a1b2c1, a1b2c2]
populationbeta = []
populationbeta.append(population[0])
print(populationbeta)
This gives the result: "[<tkinter.PhotoImage object at 0x000001A419D4F070>]"
This gives the result: "[<tkinter.PhotoImage object at 0x000001A419D4F070>]"
Correct. That shows that you have a list of PhotoImage objects. If you want the filenames you can use .cget('file') on the objects. cget is a common tkinter method for getting the value of a configured option.
filenames = [image.cget('filename') for image in population]
Or, if you don't want to use a list comprehension to create a list of filenames, you can do it on an individual image like so:
populationbeta.append(population[0].cget("file"))
So I'm making a little text based game in Python and I decided for a save system I wanted to use the old "insert code" trick. The code needs to keep track of the players inventory (as well as other things, but the inventory is what I'm having trouble with).
So my thought process on this would be to tie each item and event in the game to a code. For example, the sword in your inventory would be stored as "123" or something unique like that.
So, for the code that would generate to save the game, imagine you have a sword and a shield in your inventory, and you were in the armory.
location(armory) = abc
sword = 123
shield = 456
When the player inputs the command to generate the code, I would expect an output something like:
abc.123.456
I think putting periods between items in the code would make it easier to distinguish one item from another when it comes to decoding the code.
Then, when the player starts the game back up and they input their code, I want that abc.123.456 to be translated back into your location being the armory and having a sword and shield in your inventory.
So there are a couple questions here:
How do I associate each inventory item with its respective code?
How do I generate the full code?
How do I decode it when the player loads back in?
I'm pretty damn new to Python and I'm really not sure how to even start going about this... Any help would be greatly appreciated, thanks!
So, if I get you correctly, you want to serialize info into a string which can't be "saved" but could be input in your program;
Using dots is not necessary, you can program your app to read your code without them.. this will save you a few caracters in lenght.
The more information your game needs to "save", the longer your code will be; I would suggest to use as short as possible strings.
Depending on the amount of locations, items, etc. you want to store in your save code: you may prefer longer or shorter options:
digits (0-9): will allow you to keep 10 names stored in 1 character each.
hexadecimal (0-9 + a-f, or 0-9 + a-F): will allow you to keep from 16 to 22 names (22 if you make your code case sensitive)
alphanum (0-9 + a-z, or 0-9 + a-Z): will allow you to keep from 36 to 62 names (62 if case sensitive)
more options are possible if you decide to use punctuation and punctuated characters, this example will not go there, you will need to cover that part yourself if you need.
For this example I'm gonna stick with digits as I'm not listing more than 10 items or locations.
You define each inventory item and each place as dictionaries, in your source code:
You can a use single line like I have done for places
places = {'armory':'0', 'home':'1', 'dungeon':'2'}
# below is the same dictionary but sorted by values for reversing.
rev_places = dict(map(reversed, places.items()))
Or for improved readability; use multiple lines:
items = {
'dagger':'0',
'sword':'1',
'shield':'2',
'helmet':'3',
'magic wand':'4'
}
#Below is the same but sorted by value for reversing.
rev_items = dict(map(reversed, items.items()))
Store numbers as strings, for easier understanding, also if you use hex or alphanum options it will be required.
Then also use dictionaries to manage in game information, below is just a sample of how you should represent your game infos that the code will produce or parse, this portion should not be in your source code, I have intentionally messed items order to test it.;
game_infos = {
'location':'armory',
'items':{
'slot1':'sword',
'slot2':'shield',
'slot3':'dagger',
'slot4':'helmet'
}
}
Then you could generate your save code with following function that reads your inventory and whereabouts like so:
def generate_code(game_infos):
''' This serializes the game information dictionary into a save
code. '''
location = places[game_infos['location']]
inventory = ''
#for every item in the inventory, add a new character to your save code.
for item in game_infos['items']:
inventory += items[game_infos['items'][item]]
return location + inventory # The string!
And the reading function, which uses the reverse dictionaries to decipher your save code.
def read_code(user_input):
''' This takes the user input and transforms it back to game data. '''
result = dict() # Let's start with an empty dictionary
# now let's make the user input more friendly to our eyes:
location = user_input[0]
items = user_input[1:]
result['location'] = rev_places[location] # just reading out from the table created earlier, we assign a new value to the dictionary location key.
result['items'] = dict() # now make another empty dictionary for the inventory.
# for each letter in the string of items, decode and assign to an inventory slot.
for pos in range(len(items)):
slot = 'slot' + str(pos)
item = rev_items[items[pos]]
result['items'][slot] = item
return result # Returns the decoded string as a new game infos file :-)
I recommend you play around with this working sample program, create a game_infos dictionary of your own with more items in inventory, add some places, etc.
You could even add some more lines/loops to your functions to manage hp or other fields your game will require.
Hope this helps and that you had not given up on this project!
New to the forum, thanks in advance for any help you could provide.
I have a series of .jpgs that are being presented to users as they study the info contained within. Instructions state that each jpg can be studied for a max of 120secs. I've already coded it such that the jpg will advance after the 120sec limit:
RespKey= []
RT = []
event.clearEvents()
myClock.reset()
t1example = myClock.getTime()
t2example = t1example
while t2example < (t1example+120): # value added to t1 here is timeout value;
RespKey = event.getKeys(keyList=["space"], timeStamped=myClock) # they are told to press space bar when done studying
if len(RespKey) > 0:
RT = RespKey[0][1]
Resp = RespKey[0][0].lower()
print Resp
print RT
break
else:
t2study = myClock.getTime() # end of timeout loop
myWin.flip()
The problem is, I don't know how to make the Clock/ Timer/ Stopwatch function visible to the user while studying the jpg. Is there a way to superimpose a visible clock onto the stimulus so nobody is surprised when the study time comes to an end?
Note: New to coding, please couch jargon in layman speak if at all possible.
Thank you!
Yes. Before the loop (and before re-setting the clock), create a text stimulus like this:
clockText = visual.TextStim(myWin) # include other parameters if you want to change the default size, font, etc
Then on every frame, you will update the content of that stimulus. i.e. just prior to the myWin.flip() call, do this:
clockText.setText(str(t2study)) # you can format/round this as required
clockText.draw()
Check the face_jpg.py Coder demo for an example of displaying text like this on every frame.
So I have a .gif picture on a canvas in tkinter. I want this picture to change to another picture...but only for 3 seconds. and for it revert back to the original picture.
def startTurn(self):
newgif = PhotoImage(file = '2h.gif')
self.__leftImageCanvas.itemconfigure(self.__leftImage, image = newgif)
self.__leftImageCanvas.image = newgif
while self.cardTimer > 0:
time.sleep(1)
self.cardTimer -=1
oldgif = PhotoImage(file = 'b.gif')
self.__leftImageCanvas.itemconfigure(self.__leftImage, image = oldgif)
self.__leftImageCanvas.image = oldgif
this is a first attempt after a quick view of the timer. i know that this code does not make sense, but before i keep mindlessly trying to figure it out, i would much rather have more experienced input.
Tkinter widgets have a method named after which can be used to run a function after a specified period of time. To create an image and then change it three seconds later, you would do something like this:
def setImage(self, filename):
image = PhotoImage(file=filename)
self.__leftImageCanvas.itemconfigure(self.__leftImage, image=image)
self.__leftImageCanvas.image = image
def startTurn(self):
'''Set the image to "2h.gif", then change it to "b.gif" 3 seconds later'''
setImage("2h.gif")
self.after(3000, lambda: self.setImage("b.gif"))
I have a model that looks like this:
class Report(models.Model):
updater = models.CharField(max_length=15)
pub_date = models.DateTimeField(auto_add_now=True)
identifier = models.CharField(max_length=100)
... and so on...
There are some more fields but they are irrelevant to the question. Now the site has very simple functions - the users can see older reports and their data, and can edit them or add new ones.
However, the identifier field is actually an integer that symbolizes a log file that is being reported. Most of the times, each report has one log. But sometimes it has more than one. I did it as a CharField because I built the site to replace an older sharepoint 2003 website, where that field was treated as simple text. So I want that in my next version, it would be like it should be, i.e. like this:
class Report(models.Model):
updater = models.CharField(max_length=15)
pub_date = models.DateTimeField(auto_add_now=True)
... and so on...
class Log(models.Model):
report = models.ForeignKey(Report)
identifier = models.IntegerField()
The problem is, since in the old site that field was a CharField, people used this as they liked. Meaning, even if they updated various logs in the same report they just did it like this <logid1>, <logid2>. Sometimes they added some text <logid1> which is related to <logid2>.
So I want to change this, but I don't want to lose all the old data, and I can't fix all those edge cases (the DB contains around 22 thousand reports). I thought about adding this to report:
def disp_id(self):
if self.pub_date < ... #the day I'll do the update
return self.identifier
else:
return ', '.join([log.identifier for log in self.log_set.all()])
But then I'm not really getting rid of the old field now am I? I'm just adding a new one and keeping the original null from a certain date.
As far as I know, what I want to do is impossible. I'm only asking because I know that maybe I'm not the first one to deal with this sort of thing and maybe there is a solution that I'm not aware of.
Hope my explanation is clear enough, thanks in advance!
class Report(models.Model):
updater = models.CharField(max_length=15)
pub_date = models.DateTimeField(auto_add_now=True)
identifier = models.CharField(null=True)
... and so on...
logs = models.ManyToManyField(Log,null=True)
class Log(models.Model):
identifier = models.IntegerField()
Make the above model , and then make a script as follow:
ident_list = []
for reports in Report.objects.all():
identifiers = reports.identifiers.split(',')
for idents in identifiers:
if not idents in ident_list:
log = Log.create(**{'identifier' : int(idents)})
ident_list.append(int(idents))
else:
log = Log.objects.get(identifier = int(idents))
report.log.add(log)
Check the data before removing the column identifiers from the table Report.
Does it solves your purpose now ?