根据tkinter画布的坐标从tkinter画布中删除图像

时间:2016-12-24 15:05:30

标签: dictionary canvas tkinter coordinates tkinter-canvas

我正在开发一款游戏,玩家必须通过登陆胸部来收集硬币。然而,如果他们三次落在同一个箱子上,它将删除那里的胸部,并在其位置插入一个强盗 - 这将把他们的硬币重置为零(这部分不包括在运行时提供的代码中)正确地)。

try:
    import tkinter as tk 
    from tkinter import ttk    
except ImportError: 
    import Tkinter as tk
    from Tkinter import ttk

import random
from collections import Counter

CELL_WIDTH = 50 
CELL_HEIGHT = 50
rows = 8 
columns = 8 
bandit_number = 5
chest_number = 10
moves = 0
coins = 0
chests_visited = ()

def create_grid():
    game_frame.pack()
    game_grid.pack()
    data = {}
    for col in range(columns): 
        for row in range(rows): 
            x1 = col * CELL_WIDTH 
            y1 = row * CELL_HEIGHT
            x2 = x1 + CELL_WIDTH 
            y2 = y1 + CELL_HEIGHT
            data[row, col] = game_grid.create_rectangle(x1, y1, x2, y2,
                                                       fill="green",
                                                        tags="rect")
    return data
def create_chests(chest_image):
    global chest_dict
    chest_dict = {}
    for i in range(chest_number):

        while True:
            row = random.randint(0, rows-1)
            col = random.randint(0, columns-1)
            if (row,col) not in chest_dict: 
                break 
        x1 = col * CELL_WIDTH + 24 
        y1 = row * CELL_HEIGHT - 26 
        x2 = x1 + CELL_WIDTH
        y2 = y1 + CELL_HEIGHT
        chest_dict[row,col] = game_grid.create_image(x1, y1, image=chest_image,
                                                     tags="chest")
    return chest_dict 

def create_bandits(bandit_image):
    global bandit_dict
    bandit_dict = {}
    for i in range(bandit_number): 
        while True: 
            row = random.randint(0, rows-1)
            col = random.randint(0, columns-1)
            if (row,col) not in bandit_dict:
                break            
        x = col * CELL_WIDTH + 22 
        y = row * CELL_HEIGHT - 22
        x2 = x + CELL_WIDTH
        y2 = y + CELL_HEIGHT
        bandit_dict[row,col] = game_grid.create_image(x, y, image=bandit_image)
    return bandit_dict 
def position_player(player_image):
    global arrow
    arrow = game_grid.create_image(26, 375, image=player_image)
    display_widgets()
    return arrow 
def display_widgets():
    global move_entry_x, move_entry_y, help_lbl
    help_lbl = tk.Label(game_grid, text="Enter the x value in the first entry"+
                        " and the y value in the second." + '\n' +
                        "Use negatives to move left and down.")
    game_grid.create_window(200, 420, window=help_lbl) 
    move_entry_x = tk.Entry(game_grid)
    game_grid.create_window(70, 450, window=move_entry_x)
    move_entry_y = tk.Entry(game_grid)
    game_grid.create_window(200, 450, window=move_entry_y)
    enter_btn = ttk.Button(game_grid, text="Enter", command=check_move)
    game_grid.create_window(305, 450, window=enter_btn)

def check_move():
    global help_lbl
    if (
        move_entry_x.get()[0] == "-" or
        move_entry_y.get()[0] == "-"
        ): 
        try:
            if (
                int(move_entry_x.get()[1])*CELL_WIDTH < 26 or
                int(move_entry_x.get()[1])*CELL_WIDTH > int(rows)*CELL_WIDTH
                ):
                print("Illegal move! Enter a different value")
            elif (
                int(move_entry_y.get()[1])*CELL_WIDTH < 26 or
                int(move_entry_y.get()[1])*CELL_WIDTH > int(rows)*CELL_HEIGHT
                ):
                print("Illegal move! Enter a different value")
            else:
                move_player(arrow)
        except ValueError:
            print("Please enter a number!") 
    else: 
        try:
            if (
                int(move_entry_x.get())*CELL_WIDTH < 26 or
                int(move_entry_x.get())*CELL_WIDTH > int(rows)*CELL_WIDTH
                ): 
                print("Illegal move! Enter a different value")
            elif (
                int(move_entry_y.get())*CELL_WIDTH < 26 or
                int(move_entry_y.get())*CELL_WIDTH > int(rows)*CELL_HEIGHT
                ): 
                print("Illegal move! Enter a different value")
            else: 
                move_player(arrow) 
        except ValueError:
            print("Please enter a number!")

def move_player(arrow):
    global  move_entry_x, move_entry_y, help_lbl, moves
    x_move = move_entry_x.get() 
    y_move = move_entry_y.get()
    x = int(x_move)*CELL_WIDTH 
    y = int(y_move)*CELL_HEIGHT 
    game_grid.move(arrow, x, -y) 
    moves += 1 
    print("Moves = "+str(moves))
    check_position(arrow, chest_dict)

def check_position(arrow, chest_dict):
    global coins, arrow_coords, chests_visited
    arrow_coords = game_grid.coords(arrow)
    for i in chest_dict:
        chest_coords = game_grid.coords(chest_dict[i])
        if (
            int(arrow_coords[0])-2 in chest_coords and
            int(arrow_coords[1])-1 in chest_coords
        ):
            coins += 10
            chests_visited += tuple(arrow_coords)
            print("Chests visited: "+str(chests_visited))
    check_chests()
    return arrow, chest_dict
def check_chests():
    global chests_visited, chest_dict, bandit_dict
    cnt = Counter(chests_visited)
    if (
        [k for k, v in cnt.items() if v == 3]
        ):
        game_grid.create_image(arrow_coords[0],arrow_coords[1],
                               image=bandit_image)
        print("bandit_time")    
window = tk.Tk()

game_frame = tk.Frame(window)
game_grid = tk.Canvas(game_frame, width=500, height=500, borderwidth=0,
                      highlightthickness=0)  
game_grid.itemconfig("rect", fill="green")

bandit_image = tk.PhotoImage(file="Bandit.png") 
chest_image  = tk.PhotoImage(file="Treasure Chest.png")
player_image = tk.PhotoImage(file="Arrow.png")

rects = create_grid()
bandits = create_bandits(bandit_image) 
chests = create_chests(chest_image) 
player = position_player(player_image)
window.mainloop() 

我知道你可以使用canvas.delete(item_id)来删除一个对象,因为它已被定义但我的问题是因为我用字典创建了我的对象,所以它们没有我可以使用的具体名称而且我我想知道如何根据画布的坐标而不是它的名称从画布中删除一个对象。

另外,作为附注,由于我使用的是图像,根据我找到的答案,格式必须是GIF,但我可以使用PNG格式,它仍然可以正常工作,但当我尝试我的在不同的设备上游戏,我得到了预期的错误。有这个原因吗?

1 个答案:

答案 0 :(得分:0)

furas 的帮助下,我找到了一个解决方案:

由于每个胸部都有自己独特的行和列,您可以使用其行和列来引用单个胸部,这意味着我们必须找出该行和列的内容。

由于x1 = col * CELL_WIDTH + 24y1 = row * CELL_HEIGHT - 26其中x1是x坐标而y1是y坐标,因此行和列的等式必须为(x1 - 24) / CELL_WIDTH = col(y1 + 26) / CELL_HEIGHT = row

然后,您可以使用arrow_coords[0]arrow_coords[1]替换x和y坐标。要从chest_dict获取特定的行和列,然后将其四舍五入到最接近的整数,它将从画布中删除该特定的胸部:

game_grid.delete(chest_dict[int(round(int(arrow_coords[0]-24)/50, 0)),
                            int(round(int(arrow_coords[1]+26)/50, 0))])