Reputation: 139
from tkinter import *
root = Tk()
canvas = Canvas(root, width=400, height=400, bg="white")
canvas.pack()
rect = canvas.create_rectangle(100, 100, 110, 110, fill='blue')
def move_down(event):
canvas.move(rect, 0, 10)
root.after(1, move_down(event))
root.bind('<Down>', move_down)
root.mainloop()
I can't seem to figure out how to make root.after()
work. How can I fix this so the rectangle keeps moving down?
Upvotes: 2
Views: 3523
Reputation: 62
I would recommend not using root.after(), so it will move when you click, and not move when you stop clicking
Upvotes: 0
Reputation: 76204
Short version: you can't put parentheses on the function you pass to after
.
root.after(1,move_down(event))
This line does not register the function move_down
as the callback of the after
event. Instead, it calls move_down
immediately, and would register the return value of move_down
as the callback, if you didn't enter an infinite recursion.
To solve this, use just move_down
without actually calling it, and make event
an optional variable because after
isn't going to supply a value. You should probably also use a time larger than 1 ms, or else your rectangle will zip off the screen in the blink of an eye.
from tkinter import *
root = Tk()
canvas = Canvas(root, width=400, height= 400, bg="white")
canvas.pack()
rect = canvas.create_rectangle(100, 100, 110, 110, fill='blue')
def move_down(event=None):
canvas.move(rect, 0, 10)
root.after(100,move_down)
root.bind('<Enter>', move_down) #or whatever you're binding it to
root.mainloop()
Bonus info: If you're about to ask "ok, now how do I get the rectangle to stop moving when I release the key? And how do I make it move in each other direction when I press the other arrow keys?" That requires a more sophisticated design. You need the function registered to root.after
to move a variable number of pixels depending the rectangle's velocity, which gets changed based on key events happening independently. Sample implementation:
from tkinter import *
root = Tk()
canvas = Canvas(root, width=400, height= 400, bg="white")
canvas.pack()
rect = canvas.create_rectangle(100, 100, 110, 110, fill='blue')
x_velocity = 0
y_velocity = 0
keys_being_held_down = set()
key_accelerations = {
"Up": (0, -10),
"Down": (0, 10),
"Left": (-10, 0),
"Right": (10, 0)
}
def key_pressed(event):
global x_velocity, y_velocity
#ignore autorepeat events
if event.keysym in keys_being_held_down:
return
keys_being_held_down.add(event.keysym)
acceleration = key_accelerations[event.keysym]
x_velocity += acceleration[0]
y_velocity += acceleration[1]
def key_released(event):
global x_velocity, y_velocity
keys_being_held_down.remove(event.keysym)
acceleration = key_accelerations[event.keysym]
x_velocity -= acceleration[0]
y_velocity -= acceleration[1]
def tick():
canvas.move(rect, x_velocity, y_velocity)
print(x_velocity, y_velocity)
root.after(100,tick)
for key in key_accelerations:
root.bind("<{}>".format(key), key_pressed)
root.bind("<KeyRelease-{}>".format(key), key_released)
root.after(100, tick)
root.mainloop()
(This isn't necessarily the best way to do it, but it demonstrates the basic approach)
Upvotes: 11