graphical user interface for real time chatbox - python-2.7

I'm trying to create a chat box, using tkinter, for real time chatting. But there is a problem in the GUI part (below) where I am getting this error:
NameError: global name 'action' is not defined
My code:
from Tkinter import *
from PIL import ImageTk,Image
class LoginFrame(Frame):
def action(event):
global EntryBox
global ChatLog
EntryBox.config(state=NORMAL)
EntryText = (EntryBox.get("0.0",END))
LoadMyEntry(ChatLog,EntryText)
EntryBox.delete("0.0",END)
def __init__(self, parent):
Frame.__init__(self, parent,background=("lavender blush"))
self.parent = parent
self.parent.title("Lets Gossip")
self.pack(fill=BOTH, expand=1)
w = 400
h = 500
sw = self.parent.winfo_screenwidth()
sh = self.parent.winfo_screenheight()
x = (sw - w)/2
y = (sh - h)/2
self.parent.geometry('%dx%d+%d+%d' % (w, h, x, y))
ChatLog = Text(self, bd=0, bg="white", height="8", width="50", font="Arial",)
scrollbar = Scrollbar(self, command=ChatLog.yview, cursor="heart")
ChatLog['yscrollcommand'] = scrollbar.set
EntryBox = Text(self, bd=0, bg="white",width="29", height="5", font="Arial")
EntryBox.bind("<Return>",action)
EntryBox.bind("<KeyRelease-Return>")
scrollbar1 = Scrollbar(self, command=ChatLog.yview, cursor="heart")
EntryBox['yscrollcommand'] = scrollbar1.set
scrollbar.place(x=376,y=6, height=386)
ChatLog.place(x=6,y=6, height=386, width=370)
scrollbar1.place(x=376,y=401, height=90)
EntryBox.place(x=6, y=401, height=90, width=370)
self.pack()
root = Tk()
lf = LoginFrame(root)
root.mainloop()

Related

How to to add x,y labels in QGraphicsview using pyqt4

Here is my sample program. When I need to draw a line for x axis and y label for y axis .so can any one please help me how to add a line and lables to scene.i tried different ways but i didn't get the proper output.So please help me how to add labels to scene.Give me any suggestion to solve this task.Thank you in advance.
Given bellow is my tried code:
import sys
from pyface.qt import QtGui, QtCore
# class ScanView(QtGui.QGraphicsView):
# def __init__(self,X=5, Y=5,parent=None):
# super(ScanView, self).__init__(parent)
class DemoApp(QtGui.QMainWindow):
def __init__(self, parent=None):
super(DemoApp, self).__init__()
self.w= QtGui.QGridLayout()
self.v= QtGui.QGraphicsView()
self.w.addWidget(self.v)
self.widget = QtGui.QWidget()
self.widget.setLayout(self.w)
self.setCentralWidget(self.widget)
self._squares = []
n_rows, n_cols = 3, 2
squareLB = 50
label = QtGui.QLabel("xaxis")
label1 = QtGui.QLabel("yaxis")
self._scene = QtGui.QGraphicsScene()
mytext1 = QtGui.QGraphicsSimpleTextItem('label')
self._scene.addItem(mytext1)
mytext2 = QtGui.QGraphicsSimpleTextItem('label1')
self._scene.addItem(mytext2)
self.v.setScene(self._scene)
self.pen = QtGui.QPen(QtCore.Qt.DotLine)
self.pen.setColor(QtCore.Qt.red)
width, height = (2 + 2)*squareLB, (3 + 2)*squareLB
self._scene = QtGui.QGraphicsScene(0, 0, max(708, width), height)
p = squareLB if width > 708 else (708.0-2*squareLB)/2.0
for i in range(n_rows):
for j in range(n_cols):
it = self._scene.addRect(QtCore.QRectF(0,0,squareLB,squareLB),self.pen)
it.setPos(p + j*squareLB, i*squareLB)
self._squares.append(it)
self.v.setScene(self._scene)
class Settings(QtGui.QMainWindow):
def __init__(self, parent=None):
super(Settings, self).__init__(parent)
self.folder = QtGui.QPushButton("Folder", clicked=self.showSettings)
central_widget = QtGui.QWidget()
self.setCentralWidget(central_widget)
vbox = QtGui.QVBoxLayout()
vbox.addWidget(self.folder)
self.scrollArea = QtGui.QScrollArea(widgetResizable=True)
self.scrollArea.setBackgroundRole(QtGui.QPalette.Light)
hlay = QtGui.QHBoxLayout(central_widget)
hlay.addLayout(vbox)
hlay.addWidget(self.scrollArea)
self.setGeometry(200, 100, 300, 300)
def showSettings(self):
self.view = DemoApp()
self.newwidget = QtGui.QWidget()
hlay = QtGui.QHBoxLayout(self.newwidget)
hlay.addWidget(self.view)
self.scrollArea.setWidget(self.newwidget)
def main():
app = QtGui.QApplication(sys.argv)
ex = Settings()
ex.show()
sys.exit(app.exec_())
if __name__ == '__main__':
main()
You can use QpainterPath to draw the arrow and a little math to set the position:
class DemoApp(QtGui.QMainWindow):
def __init__(self, parent=None):
super(DemoApp, self).__init__()
self._squares = []
n_rows, n_cols = 5, 4
squareLB = 50
self.widget = QtGui.QWidget()
grid= QtGui.QGridLayout(self.widget)
self.v = QtGui.QGraphicsView()
grid.addWidget(self.v)
self.setCentralWidget(self.widget)
width, height = (2 + 2)*squareLB, (3 + 2)*squareLB
self._scene = QtGui.QGraphicsScene(0, 0, max(708, width), height)
self.v.setScene(self._scene)
pen = QtGui.QPen(QtCore.Qt.red, 0.0, QtCore.Qt.DotLine)
p = squareLB if width > 708 else (708.0-2*squareLB)/2.0
for i in range(n_rows):
for j in range(n_cols):
it = self._scene.addRect(QtCore.QRectF(0,0,squareLB,squareLB), pen)
it.setPos(p + j*squareLB, i*squareLB)
self._squares.append(it)
path_x = QtGui.QPainterPath()
path_x.lineTo(squareLB*n_cols/2, 0)
path_x.lineTo(squareLB*n_cols/2 - 0.2*squareLB, -0.2*squareLB)
path_x.lineTo(squareLB*n_cols/2, 0)
path_x.lineTo(squareLB*n_cols/2 - 0.2*squareLB, +0.2*squareLB)
pen = QtGui.QPen("green")
pen.setWidth(2)
item_path = self._scene.addPath(path_x, pen)
item_path.setPos(p, (i+1.2)*squareLB)
mytext1 = self._scene.addText("X")
mytext1.setPos(p + j*squareLB/2, (i+1.2)*squareLB)
path_y = QtGui.QPainterPath()
path_y.lineTo(0, -squareLB*n_rows/2)
path_y.lineTo(-0.2*squareLB, -squareLB*n_rows/2 + 0.2*squareLB)
path_y.lineTo(0, -squareLB*n_rows/2)
path_y.lineTo(+0.2*squareLB, -squareLB*n_rows/2 + 0.2*squareLB)
pen = QtGui.QPen("red")
pen.setWidth(2)
item_path = self._scene.addPath(path_y, pen)
item_path.setPos(p - 0.2*squareLB, (i+1)*squareLB)
mytext1 = self._scene.addText("Y")
mytext1.setPos(p - 0.7*squareLB, (i+1)*squareLB/2)

django backend doesn't support absolute paths

I am working Crop Images in a Django Application
using this tutorial Crop Images in Django
Myform:
class UploadImageForm(forms.ModelForm):
x = forms.FloatField(widget=forms.HiddenInput())
y = forms.FloatField(widget=forms.HiddenInput())
width = forms.FloatField(widget=forms.HiddenInput())
height = forms.FloatField(widget=forms.HiddenInput())
primaryphoto = forms.ImageField(required=False,
error_messages={'invalid': _("Image files only")}, widget=forms.FileInput)
class Meta:
model = User
fields = ['primaryphoto', 'x', 'y', 'width', 'height',]
def save(self):
user = super(UploadImageForm, self).save()
x = self.cleaned_data.get('x')
y = self.cleaned_data.get('y')
w = self.cleaned_data.get('width')
h = self.cleaned_data.get('height')
image = Image.open(user.primaryphoto)
cropped_image = image.crop((x, y, w + x, h + y))
resized_image = cropped_image.resize((200, 200), Image.ANTIALIAS)
resized_image.save(user.primaryphoto.path)
return user
myview:
def upload_image(request):
if request.method == 'POST':
form = UploadImageForm(request.POST, request.FILES, instance=request.user)
if form.is_valid():
form.save()
return redirect('/profile')
else:
form = UploadImageForm(instance=request.user)
return render(request, 'student/uploadimageform.html', {'form': form})
storage_backend.py:
from storages.backends.s3boto3 import S3Boto3Storage
class MediaStorage(S3Boto3Storage):
location = 'media'
file_overwrite = False
However, when I uploaded it to run on AWS, I got the error message that the backend does not support absolute paths (in reference to primaryphoto.path in the form where the photo is cropped). I was wondering what I have to change to get it working with S3. I've found some resources that say change primaryphoto.path to primaryphoto.name, but that hasn't worked for me. I was wondering if you had any recommendations to solve this problem?
Here Image is uploaded to S3 Bucket but issue is throwing above error. Please help me anyone. Thanks in advance ...
Edit answer:
def save(self):
user = super(UploadImageForm, self).save()
x = self.cleaned_data.get('x')
y = self.cleaned_data.get('y')
w = self.cleaned_data.get('width')
h = self.cleaned_data.get('height')
try:
image = Image.open(user.primaryphoto)
cropped_image = image.crop((x, y, w + x, h + y))
resized_image = cropped_image.resize((200, 200), Image.ANTIALIAS)
resized_image.save(user.primaryphoto.path)
except:
pass
return user
Here issue is throwing error but image is uploading locally and S3 bucket properly ... for handling path error i am using try, except block
For me default.storage.write() did not work, image.save() did not work, this one worked. See this code if anyone is still interested. I apologize for the indentation. My project was using Cloudinary and Django small project.
from io import BytesIO
from django.core.files.base import ContentFile
from django.core.files.storage import default_storage as storage
def save(self, *args, **kargs):
super(User, self).save(*args, **kargs)
# After save, read the file
image_read = storage.open(self.profile_image.name, "r")
image = Image.open(image_read)
if image.height > 200 or image.width > 200:
size = 200, 200
# Create a buffer to hold the bytes
imageBuffer = BytesIO()
# Resize
image.thumbnail(size, Image.ANTIALIAS)
# Save the image as jpeg to the buffer
image.save(imageBuffer, image.format)
# Check whether it is resized
image.show()
# Save the modified image
user = User.objects.get(pk=self.pk)
user.profile_image.save(self.profile_image.name, ContentFile(imageBuffer.getvalue()))
image_read = storage.open(user.profile_image.name, "r")
image = Image.open(image_read)
image.show()
image_read.close()
Try the following instead.
I don't test it, but some explanations will be good: We convert the image into string buffer in order to create a Django InMemoryUploadedFile with the cropped image. In this case, we don't use path. Try it and let me know you face any other errors.
import os
from io import BytesIO as StringIO # python3
from django.core.files.uploadedfile import InMemoryUploadedFile
def save(self):
user = super(UploadImageForm, self).save()
x = self.cleaned_data.get('x')
y = self.cleaned_data.get('y')
w = self.cleaned_data.get('width')
h = self.cleaned_data.get('height')
image = Image.open(user.primaryphoto)
cropped_image = image.crop((x, y, w + x, h + y))
resized_image = cropped_image.resize((200, 200), Image.ANTIALIAS)
filename = os.path.splitext(resized_image.name)[0]
output = StringIO()
resized_image.save(output, format='JPEG', quality=95)
output.seek(0) #Change the stream position to the given byte offset.
new_image = InMemoryUploadedFile(output,'ImageField',\
"%s.jpg" % filename , 'image/jpeg', output.__sizeof__(), None)
user.primaryphoto = new_image
user.save()
return user
This one worked for me. Just replace the save() method in your form.
from django.core.files.storage import default_storage as storage
def save(self):
user = super(UploadImageForm, self).save()
x = self.cleaned_data.get('x')
y = self.cleaned_data.get('y')
w = self.cleaned_data.get('width')
h = self.cleaned_data.get('height')
image = Image.open(user.primaryphoto)
cropped_image = image.crop((x, y, w + x, h + y))
resized_image = cropped_image.resize((200, 200), Image.ANTIALIAS)
fh = storage.open(user.primaryphoto.name, "w")
picture_format = 'png'
resized_image.save(fh, picture_format)
fh.close()
resized_image.save(user.primaryphoto.path)
return user
For those redirected here from google, here's code tested and working on aws based on answers from #Alexandar Dimitro and other comments on this page.
from django.core.files.storage import default_storage as storage
def save(self):
user = super(UploadImageForm, self).save()
x = self.cleaned_data.get('x')
y = self.cleaned_data.get('y')
w = self.cleaned_data.get('width')
h = self.cleaned_data.get('height')
image = Image.open(user.primaryphoto)
cropped_image = image.crop((x, y, w + x, h + y))
resized_image = cropped_image.resize((200, 200), Image.ANTIALIAS)
fh = storage.open(user.primaryphoto.name, "wb")
picture_format = 'png'
resized_image.save(fh, picture_format)
fh.close()
return user

How to set waits for object in pygame without freezing other objects

Lets say I have class Truck. There are many instances of this class, on arrival to specific point instance should "unload" it's cargo - simply not move for N seconds, while other trucks should keep moving, unless they arrived to their unloading points.
I do the stop part by setting movement vector to (0,0) and then resetting it back to original.
But how to wait N seconds without freezing other cars? From what I've found so far I think I need to somehow apply pygame.time.set_timer, but it is really confusing for me.
Something along these lines should work: Stop the truck when the target is reached (truck.vel = Vector2(0, 0)) and then set its waiting_time and start_time attributes (I just do it in the __init__ method here).
import pygame as pg
from pygame.math import Vector2
class Truck(pg.sprite.Sprite):
def __init__(self, pos, waiting_time, *groups):
super().__init__(*groups)
self.image = pg.Surface((50, 30))
self.image.fill(pg.Color('steelblue2'))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.pos = Vector2(pos)
self.waiting_time = waiting_time # In seconds.
self.start_time = pg.time.get_ticks()
def update(self):
current_time = pg.time.get_ticks()
# * 1000 to convert to milliseconds.
if current_time - self.start_time >= self.waiting_time*1000:
# If the time is up, start moving again.
self.vel = Vector2(1, 0)
self.pos += self.vel
self.rect.center = self.pos
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
truck = Truck((70, 70), 4, all_sprites)
truck2 = Truck((70, 300), 2, all_sprites)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
Here's the dt version:
import pygame as pg
from pygame.math import Vector2
class Truck(pg.sprite.Sprite):
def __init__(self, pos, waiting_time, *groups):
super().__init__(*groups)
self.image = pg.Surface((50, 30))
self.image.fill(pg.Color('steelblue2'))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.pos = Vector2(pos)
self.waiting_time = waiting_time
def update(self, dt):
self.waiting_time -= dt
if self.waiting_time <= 0:
self.vel = Vector2(1, 0)
self.pos += self.vel
self.rect.center = self.pos
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
truck = Truck((70, 70), 4, all_sprites)
truck2 = Truck((70, 300), 2, all_sprites)
done = False
while not done:
dt = clock.tick(30) / 1000
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
all_sprites.update(dt)
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
if __name__ == '__main__':
pg.init()
main()
pg.quit()

Draw trajectory from data stream in real-time using wxpython

I want to use wxpython to show the trajectory of a random walk in real-time. However, the panel is updated only once at the end showing the entire random walk instead of updating step by step and showing the time course.
My first idea was to use wx.ClientDC().DrawPoint() but the result was as described above where I did not see single points being drawn but only the final result was shown.
So instead I thought about using wx.MemoryDC to draw the trajectory to a bitmap stored in memory and then use wx.ClientDC.DrawBitmap() to copy the buffered image to the screen at set time intervals in case flipping the image was the bottleneck. The result is still the same so I am hoping for you help.
The purpose of this exercise is to replace the random walk with positional data coming from an eye tracker with a frame rate of 1000 Hz and I would like to be able to visualize the trajectory in as close to real-time as possible (the monitor's frame rate is 120Hz).
This is my code (most of it comes from here):
import wx
import random
import time
from time import asctime
#-------------------------------------------------------------------
def jmtime():
return '[' + asctime()[11:19] + '] '
#-------------------------------------------------------------------
class MyDrawingArea(wx.Window):
def __init__(self, parent, id):
sty = wx.NO_BORDER
wx.Window.__init__(self, parent, id, style=sty)
self.parent = parent
self.SetBackgroundColour(wx.WHITE)
self.SetCursor(wx.CROSS_CURSOR)
# Some initalisation, just to reminds the user that a variable
# called self.BufferBmp exists. See self.OnSize().
self.BufferBmp = None
wx.EVT_SIZE(self, self.OnSize)
wx.EVT_PAINT(self, self.OnPaint)
wx.EVT_LEFT_DOWN(self,self.OnClick)
def OnSize(self, event):
print jmtime() + 'OnSize in MyDrawingArea'
# Get the size of the drawing area in pixels.
self.wi, self.he = self.GetSizeTuple()
# Create BufferBmp and set the same size as the drawing area.
self.BufferBmp = wx.EmptyBitmap(self.wi, self.he)
memdc = wx.MemoryDC()
memdc.SelectObject(self.BufferBmp)
# Drawing job
ret = self.DoSomeDrawing(memdc)
if not ret: #error
self.BufferBmp = None
wx.MessageBox('Error in drawing', 'CommentedDrawing', wx.OK | wx.ICON_EXCLAMATION)
def OnPaint(self, event):
print jmtime() + 'OnPaint in MyDrawingArea'
dc = wx.PaintDC(self)
dc.BeginDrawing()
if self.BufferBmp != None:
print jmtime() + '...drawing'
dc.DrawBitmap(self.BufferBmp, 0, 0, True)
else:
print jmtime() + '...nothing to draw'
dc.EndDrawing()
def OnClick(self,event):
pos = event.GetPosition()
dc = wx.ClientDC(self)
dc.SetPen(wx.Pen(wx.BLACK,1,wx.SOLID))
dcwi, dche = dc.GetSizeTuple()
x = pos.x
y = pos.y
time_start = time.time()
memdc = wx.MemoryDC()
memdc.SelectObject(self.BufferBmp)
memdc.SetPen(wx.Pen(wx.BLACK,1,wx.SOLID))
count = 1
runtime = 5
while (time.time() - time_start) < runtime:
x,y = random_walk(x,y,dcwi,dche)
memdc.DrawPoint(x,y)
if (time.time() - time_start) > count * runtime * 0.1:
print jmtime() + 'Random walk in MyDrawingArea'
count += 1
dc.BeginDrawing()
dc.DrawBitmap(self.BufferBmp, 0, 0, True)
dc.EndDrawing()
dc.BeginDrawing()
dc.DrawBitmap(self.BufferBmp, 0, 0, True)
dc.EndDrawing()
# End of def OnClick
def DoSomeDrawing(self, dc):
try:
print jmtime() + 'DoSomeDrawing in MyDrawingArea'
dc.BeginDrawing()
#~ raise OverflowError #for test
# Clear everything
dc.SetBrush(wx.Brush(wx.WHITE, wx.SOLID))
dc.Clear()
dc.EndDrawing()
return True
except:
return False
#-------------------------------------------------------------------
class MyPanel(wx.Panel):
def __init__(self, parent, id):
wx.Panel.__init__(self, parent, id, wx.DefaultPosition, wx.DefaultSize)
self.drawingarea = MyDrawingArea(self, -1)
self.SetAutoLayout(True)
gap = 30 #in pixels
lc = wx.LayoutConstraints()
lc.top.SameAs(self, wx.Top, gap)
lc.left.SameAs(self, wx.Left, gap)
lc.right.SameAs(self, wx.Width, gap)
lc.bottom.SameAs(self, wx.Bottom, gap)
self.drawingarea.SetConstraints(lc)
#-------------------------------------------------------------------
# Usual frame. Can be resized, maximized and minimized.
# The frame contains one panel.
class MyFrame(wx.Frame):
def __init__(self, parent, id):
wx.Frame.__init__(self, parent, id, 'CommentedDrawing', wx.Point(0, 0), wx.Size(500, 400))
self.panel = MyPanel(self, -1)
wx.EVT_CLOSE(self, self.OnCloseWindow)
def OnCloseWindow(self, event):
print jmtime() + 'OnCloseWindow in MyFrame'
self.Destroy()
#-------------------------------------------------------------------
class MyApp(wx.App):
def OnInit(self):
frame = MyFrame(None, -1)
frame.Show(True)
self.SetTopWindow(frame)
return True
#-------------------------------------------------------------------
def random_walk(x,y,sizex = 250, sizey = 200):
rn = random.randrange(0,2)
x_new = x + (1-rn) - rn
while x_new < 0 or x_new > sizex:
rn = random.randrange(0,2)
x_new = x + (1-rn) - rn
rn = random.randrange(0,2)
y_new = y + (1-rn) - rn
while y_new < 0 or y_new > sizex:
rn = random.randrange(0,2)
y_new = y + (1-rn) - rn
return x_new, y_new
# end of def random_walk
#-------------------------------------------------------------------
def main():
print 'main is running...'
app = MyApp(0)
app.MainLoop()
#-------------------------------------------------------------------
if __name__ == "__main__" :
main()
#eof-------------------------------------------------------------------
This is the solution I came up with. Instead of using dc.DrawBitmap() to copy the buffered image to the screen I used Update() and Refresh() to trigger a paint event. However, what I still don't understand is why I cannot use DrawBitmap() to accomplish the same.
The only difference is that OnPaint() uses PaintDC() and in OnClick() I use ClientDC().
Anyways, this is my current code for OnClick():
def OnClick(self,event):
pos = event.GetPosition()
x = pos.x
y = pos.y
time_start = time.time()
memdc = wx.MemoryDC()
memdc.SelectObject(self.BufferBmp)
dcwi, dche = memdc.GetSizeTuple()
memdc.SetPen(wx.Pen(wx.BLACK,1,wx.SOLID))
runtime = 10
while (time.time() - time_start) < runtime:
x,y = random_walk(x,y,dcwi,dche)
memdc.SelectObject(self.BufferBmp)
memdc.DrawPoint(x,y)
memdc.SelectObject(wx.NullBitmap)
self.Update()
self.Refresh()
print jmtime() + 'Random walk in MyDrawingArea done'

Adding JPEG Image to Tkinter Canvas

I'm a bit new to python in terms of learning Tkinter and it's ability to code a GUI. As a result, I'm trying my hand at doing a simple JPEG image on a GUI using python 2.7.3. I've seen a number of different solutions using the "self" word and I think I understand the purpose. Unfortunately, that's now how my code is laid out since I'm kind of just coding as I think of stuff at the moment. Here is how my code is set up current:
from Tkinter import *
from random import randint
from PIL import Image, ImageTk
# Global root item for using TKinter
root = Tk()
PLAYER_IMAGE_PATH = 'Path_to_image'
# Player class
class Player:
playerHp = 0
playerAtk = 0
playerDef = 0
playerImg = ''
playerPositionX = 0
playerPositionY = 0
def __init__(self, hitpoints, attackPower, defensePower, pathToImage, positionX, positionY):
self.playerHp = hitpoints
self.playerAtk = attackPower
self.playerDef = defensePower
self.playerImg = pathToImage
self.playerPositionX = positionX
self.playerPositionY = positionY
# Method for building the frame.
def build_frame(screenHeight, screenWidth):
canvas = Canvas(root, bg = 'blue', height = screenHeight, width = screenWidth)
canvas.pack()
player = create_random_player()
display_player_image(canvas, player)
#display_player_stats(frame, player)
bind_all_keys(player)
# Key binding events.
def bind_all_keys(player):
root.bind('<Left>', lambda event, arg=player: left_key(event, arg))
root.bind('<Right>', lambda event, arg=player: right_key(event, arg))
root.bind('<Up>', lambda event, arg=player: up_key(event, arg))
root.bind('<Down>', lambda event, arg=player: down_key(event, arg))
def left_key(event, player):
print "Player coordinates(X,Y): " + str(player.playerPositionX) + "," + str(player.playerPositionY)
player.playerPositionX -= 1
def right_key(event, player):
print "Player coordinates(X,Y): " + str(player.playerPositionX) + "," + str(player.playerPositionY)
player.playerPositionX += 1
def up_key(event, player):
print "Player coordinates(X,Y): " + str(player.playerPositionX) + "," + str(player.playerPositionY)
player.playerPositionY -= 1
def down_key(event, player):
print "Player coordinates(X,Y): " + str(player.playerPositionX) + "," + str(player.playerPositionY)
player.playerPositionY += 1
# End key binding events.
def create_random_player():
return Player(randint(0,9), randint(0,9), randint(0,9), PLAYER_IMAGE_PATH, 0, 0)
def display_player_image(canvas, player):
canvas.create_rectangle(50, 50, 250, 100, fill = "green")
tkImage = ImageTk.PhotoImage(Image.open(player.playerImg))
canvas.create_image(100, 100, image = tkImage, anchor = NE)
def display_player_stats(frame, player):
hitPoints = Text(frame, height = 1)
hitPoints.insert(INSERT, "HP: " + str(player.playerHp))
hitPoints.pack()
attackPower = Text(frame, height = 1)
attackPower.insert(INSERT, "Attack: " + str(player.playerAtk))
attackPower.pack()
defensePower = Text(frame, height = 1)
defensePower.insert(INSERT, "Defense: " + str(player.playerDef))
defensePower.pack()
xPos = Text(frame, height = 1)
xPos.insert(INSERT, "X Pos: " + str(player.playerPositionX))
xPos.pack()
yPos = Text(frame, height = 1)
yPos.insert(INSERT, "Y Pos: " + str(player.playerPositionY))
yPos.pack()
# Main method. Calculates height at 70% then sets width to same height to create square on screen.
def main(root):
height = root.winfo_screenheight() * 0.7
width = height
build_frame(screenHeight = height, screenWidth = width)
root.mainloop()
# Entry method.
if __name__ == "__main__":
main(root)
So, you can see that I create a player class and set the path to the JPEG in the creat_random_player method. I create my canvas and proceed to try and create my image and nothing appears. I've tried a number of things and I know some people will come on here and say I need to pass "self" but I'm not sure how to do this as is. I appreciate any input people can offer because I'm at a bit of a loss.
Also, I'm aware this code is probably sloppy but it's a first pass and I will be cleaning it up as I continue to code but this is how it is now. Please refrain from comments on code structure unless there is no other way to code the solution except to change everything.
You're image is getting garbage collected by python's garbage collector. You need to save a reference to the image.
Here's a solution to get your playerImg to display
On your line(s)
def display_player_image(canvas, player):
canvas.create_rectangle(50, 50, 250, 100)
tkImage = ImageTk.PhotoImage(Image.open(player.playerImg))
canvas.create_image(100, 100, image = tkImage, anchor = NE)
player.playerImg = tkImage #Reference
there's other ways to save a reference in your code. This is just the quickest one i saw.