def main(): canvas = Canvas() black = True for x in range(SQUARES): draw_square(canvas, x, black) black = not black canvas.mainloop()
def main(): canvas = Canvas() black = True y = 0 while y * SQUARE_SIZE <= canvas.get_canvas_height(): for x in range(SQUARES): draw_square(canvas, x, y, black) black = not black black = not black y += 1 canvas.mainloop()
def main(): """ Goes through one normal day. Sets up canvas, house, schedule, and goes through three classes! dialog box credit: https://stackoverflow.com/a/62672469 & https://djangocentral.com/creating-user-input-dialog/ music code credit: https://opensource.com/article/20/9/add-sound-python-game resize credit: https://www.codegrepper.com/code-examples/delphi/how+to+resize+image+in+python+tkinter """ canvas = Canvas(WINDOW_WIDTH, WINDOW_HEIGHT, 'Hogwarts') # background music s = 'sound' pygame.mixer.init() pygame.mixer.music.load(os.path.join('HarryPotterMusic.mp3')) pygame.mixer.music.play(-1) pygame.mixer.music.set_volume(0.5) # sets up house sorting = opening_scene(canvas) house_points = 0 # fonts title = Font(family='4 Privet Drive', size='60') classes = Font(family='DearMrPotter', size='30') bold = Font(family='4 Privet Drive', size='25', underline=1, weight='bold') # NARRATOR: welcome to first day of classes between_classes(canvas, bold, "Welcome to your first day of school! You will receive your schedule shortly.") # creates schedule create_schedule(canvas, title, classes, bold) # NARRATOR: go to charms between_classes(canvas, bold, "Today is Monday and you have Charms first! Let's go before you're late.") # charms class house_points = charms_lesson(canvas, sorting, house_points) # NARRATOR: between_classes(canvas, bold, "Time for Transfiguration with Professor McGonagall!") # transfiguration class house_points = transfiguration_lesson(canvas, sorting, house_points) between_classes(canvas, bold, "Time for Defense Against the Dark Arts with Professor Lupin!") # defense against the dark arts house_points = dada_lesson(canvas, sorting, house_points) # finale ending(canvas, bold, sorting, house_points) canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Short Film") # FILM BEGINS... display_message(canvas, 'Once upon a time...') create_air_and_ground(canvas) sun = create_sun(canvas) get_sun_color(canvas, sun) # FILM ENDS... display_message(canvas, 'The end...')
def main(): canvas = Canvas() canvas.set_canvas_title("Debris Sweeper") create_debris(canvas) while True: clicks = canvas.get_new_mouse_clicks() for click in clicks: remove_debris(canvas, click.x, click.y) canvas.update() canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Hole Puncher") # animation loop while True: clicks = canvas.get_new_mouse_clicks() for click in clicks: draw_hole(canvas, click.x, click.y) canvas.update() canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Making Tracks") # TODO: your code here! while True: clicks = canvas.get_new_mouse_clicks() for click in clicks: load_image(click.x, click.y, canvas) canvas.update() canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Debris Sweeper") # The list of all rockets on the canvas rocket_list = [] paddle = create_paddle(canvas) canvas.update() while True: update_paddle_location(canvas, paddle) check_for_new_rockets(canvas, rocket_list) animate_rockets(canvas, rocket_list) canvas.update() time.sleep(ANIMATION_DELAY_SECONDS) canvas.mainloop()
def main(): canvas = Canvas(CANVAS_WIDTH, CANVAS_HEIGHT) canvas.set_canvas_title("String Art") height = canvas.get_canvas_height() for i in range(1, NUM_LINES + 1): a = i * LINE_SPACING x1 = a y2 = a canvas.create_line(x1, height, 0, y2) canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Catch Me If You Can") diss = create_dis(canvas) sneaky = create_sneaky(canvas) finished = False while not finished: clicks = canvas.get_new_mouse_clicks() for i in clicks: finished = hit(canvas, i, sneaky) if not finished: sneaky = recreate_game(canvas, diss, sneaky) canvas.update() canvas.mainloop()
def main(): canvas = Canvas(CANVAS_WIDTH, CANVAS_HEIGHT) canvas.set_canvas_title("Illusion 2") for row in range(NUM_ROWS): draw_square(canvas, row) canvas.mainloop()
def main(): # Feel free to remove this graphics code if you are not using graphics canvas = Canvas() canvas.set_canvas_title("Final Project") # TODO: your code here! canvas.mainloop()
def main(): canvas = Canvas(CANVAS_WIDTH, CANVAS_HEIGHT) canvas.set_canvas_title("Illusion 1") for x in range(CANVAS_WIDTH // SIZE): for y in range(CANVAS_HEIGHT // SIZE): draw_square(canvas, x, y) canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Robot Face") draw_head(canvas) draw_mouth(canvas) draw_eyes(canvas) draw_label(canvas) canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Draw People") draw_person(canvas, 50, 150) draw_person(canvas, 100, 300) draw_person(canvas, 500, 200) draw_person(canvas, 300, 250) draw_person(canvas, 700, 310) canvas.mainloop()
def main(): """ You should write your code between the two lines written already that set up the canvas. You should replace this comment with a better, more descriptive one. """ canvas = Canvas(CANVAS_WIDTH, CANVAS_HEIGHT) canvas.set_canvas_title("Breakout") # TODO: your code here canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Draw Robot Face") ## Start of your code draw_head(canvas) draw_mouth(canvas) draw_eyes(canvas) draw_label(canvas) ## End of your code canvas.mainloop()
def main(): """ You should write your code between the two lines written already that set up the canvas. You should replace this comment with a better, more descriptive one. """ canvas = Canvas() canvas.set_canvas_title("Random Circles") # TODO: your code here canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_background_color('lime') balls = [] add_ball(canvas, balls) while True: if random.randint(0, 100) > 98: add_ball(canvas, balls) animation_step(canvas, balls) stop_balls_out(canvas, balls) sleep(1 / 90) canvas.update()
class Program: HOLE_RADIUS = 10 canvas = Canvas() def main(self): self.canvas.set_canvas_title("Hole Puncher") self.canvas.set_on_mouse_pressed(self.draw_hole) self.canvas.mainloop() def draw_hole(self, x, y): """ Draws a circle on the canvas centered at the given location. """ oval = self.canvas.create_oval(x - self.HOLE_RADIUS, y - self.HOLE_RADIUS, x + self.HOLE_RADIUS, y + self.HOLE_RADIUS) self.canvas.set_fill_color(oval, 'black') self.canvas.update()
def main(): canvas = Canvas() canvas.set_canvas_title("Target") height = canvas.get_canvas_height() width = canvas.get_canvas_width() _height = height / 2 _width = width / 2 big_circle = canvas.create_oval(_width - BIG_CIRCLE_RADIUS, _height - BIG_CIRCLE_RADIUS, _width + BIG_CIRCLE_RADIUS, _height + BIG_CIRCLE_RADIUS) medium_circle = canvas.create_oval(_width - MEDIUM_CIRCLE_RADIUS, _height - MEDIUM_CIRCLE_RADIUS, _width + MEDIUM_CIRCLE_RADIUS, _height + MEDIUM_CIRCLE_RADIUS) small_circle = canvas.create_oval(_width - SMALL_CIRCLE_RADIUS, _height - SMALL_CIRCLE_RADIUS, _width + SMALL_CIRCLE_RADIUS, _height + SMALL_CIRCLE_RADIUS) canvas.set_fill_color(big_circle, 'red') canvas.set_fill_color(medium_circle, 'white') canvas.set_fill_color(small_circle, 'red') canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Mouse Location") # TODO: your code here! while True: coordinatex = canvas.get_mouse_x() coordinatey = canvas.get_mouse_y() coordinates = '(' + str(coordinatex) + ', ' + str(coordinatey) + ')' text = canvas.create_text(canvas.get_canvas_width() / 2, canvas.get_canvas_height() / 2, coordinates) canvas.set_font(text, 'Courier', 30) canvas.update() canvas.delete(text) canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Gravity Ball") # draw a ball on the top left corner ball = canvas.create_oval(0, 0, SIZE, SIZE) canvas.set_color(ball, "black") # variables for velocity vx = 3 vy = 0 while True: # update vy vy += GRAVITY # should the ball bounce? if (canvas.get_top_y(ball) > (canvas.get_canvas_height() - SIZE)) \ and (vy > 0): vy = vy * -DAMPING # move canvas.move(ball, vx, vy) # animation pause. refresh canvas time.sleep(DELAY) canvas.update() canvas.mainloop()
def get_canvas(): """Return a Canvas, which is a drawing window.""" return Canvas(width=960, height=500)
def main(): canvas = Canvas() canvas.set_canvas_title("Move to Center") # draw a square on the left side of the screen, centered y = (canvas.get_canvas_height() - SQUARE_SIZE) / 2 square = canvas.create_rectangle(0, y, SQUARE_SIZE, y + SQUARE_SIZE) canvas.set_color(square, "black") # move horizontally until we get to the center target_x = (canvas.get_canvas_width() - canvas.get_width(square)) / 2 while canvas.get_left_x(square) < target_x: canvas.move(square, SQUARE_MOVE_AMOUNT, 0) time.sleep(ANIMATION_DELAY_SECONDS) canvas.update() canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Mystery Square") width = canvas.get_canvas_width() height = canvas.get_canvas_height() _width = width / 2 _height = height / 2 # TODO: your code here square = canvas.create_rectangle(_width - SQUARE_SIZE // 2, _height - SQUARE_SIZE // 2, _width + SQUARE_SIZE // 2, _height + SQUARE_SIZE // 2) while True: num = random.randint(0, len(canvas.COLORS) - 1) canvas.set_fill_color(square, canvas.COLORS[num]) canvas.set_outline_color(square, canvas.COLORS[num]) canvas.update() time.sleep(DELAY) canvas.mainloop()
def main(): canvas = Canvas() canvas.set_canvas_title("Move to Center") x = 0 y = (canvas.get_canvas_height() - SIZE) / 2 # draw a square on the left of the screen square = canvas.create_rectangle(x, y, x + SIZE, y + SIZE) canvas.set_color(square, "black") # move until we get to the center target_x = (canvas.get_canvas_width() - canvas.get_width(square)) / 2 while canvas.get_left_x(square) < target_x: canvas.move(square, 5, 0) # move 5 pixels to the right time.sleep(DELAY) # animation pause canvas.update() canvas.mainloop()
def main(): canvas = Canvas() draw_square(canvas, True) canvas.mainloop()
def string_exec(strings, out, visualize_tail_calls, global_frame=None): import log empty = False if global_frame is None: empty = True from environment import build_global_frame log.logger.f_delta -= 1 global_frame = build_global_frame() log.logger.active_frames.pop(0) # clear builtin frame log.logger.f_delta += 1 log.logger.global_frame = log.logger.frame_lookup[id(global_frame)] log.logger.graphics_lookup[id(global_frame)] = Canvas() log.logger.export_states = [] log.logger.roots = [] log.logger.frame_updates = [] log.logger._out = [] log.logger.visualize_tail_calls(visualize_tail_calls) for i, string in enumerate(strings): try: if not string.strip(): continue buff = TokenBuffer([string]) while not buff.done: expr = get_expression(buff) if expr is None: continue empty = False log.logger.new_expr() holder = Holder(expr, None) Root.setroot(holder) res = evaluate(expr, global_frame, holder) if res is not Undefined: out(res) if not log.logger.fragile and log.logger.autodraw: try: log.logger.raw_out("AUTODRAW" + json.dumps([log.logger.i, log.logger.heap.record(res)]) + "\n") except RecursionError: pass except (SchemeError, ZeroDivisionError, RecursionError, ValueError) as e: if isinstance(e, ParseError): log.logger.new_expr() raise if not log.logger.fragile: log.logger.raw_out("Traceback (most recent call last)\n") for j, expr in enumerate(log.logger.eval_stack[:MAX_TRACEBACK_LENGTH - 1]): log.logger.raw_out(str(j).ljust(3) + " " + expr + "\n") truncated = len(log.logger.eval_stack) - MAX_TRACEBACK_LENGTH if len(log.logger.eval_stack) > MAX_TRACEBACK_LENGTH: log.logger.raw_out(f"[{truncated} lines omitted from traceback]\n") log.logger.raw_out( str(len(log.logger.eval_stack) - 1).ljust(3) + " " + log.logger.eval_stack[-1] + "\n" ) log.logger.out(e) except TimeLimitException: if not log.logger.fragile: log.logger.out("Time limit exceeded.") log.logger.new_expr() if empty: log.logger.new_expr() holder = Holder(Undefined, None) Root.setroot(holder) evaluate(Undefined, global_frame, holder) log.logger.new_expr()
def main(): canvas = Canvas() canvas.set_canvas_title("Bouncing Ball") width = canvas.get_canvas_width() height = canvas.get_canvas_height() change_x = 5 change_y = 5 ball = canvas.create_oval(0, 0, BALL_SIZE, BALL_SIZE) canvas.set_color(ball, 'blue') while True: if canvas.get_left_x(ball) == 0 and canvas.get_top_y(ball) == 0: change_x = -change_x change_y = -change_y if canvas.get_top_y(ball) + BALL_SIZE >= height: change_y = -change_y # alt duvar elif canvas.get_top_y(ball) <= 0: change_y = -change_y # sağ duvar if canvas.get_left_x(ball) <= 0: change_x = -change_x # üst elif canvas.get_left_x(ball) + BALL_SIZE >= width: change_x = -change_x canvas.move(ball, change_x, change_y) canvas.update() time.sleep(DELAY) canvas.mainloop()