python开发之tkinter实现图形随鼠标移动的方法

本文实例讲述了python开发之tkinter实现图形随鼠标移动的方法。分享给大家供大家参考,具体如下:

做这个东西的时候,灵感源自于一个js效果:

两个眼睛随鼠标移动而移动

运行效果:

代码部分:

from tkinter import *
#1.获取到小圆当前的圆心坐标(x1, y1)
#2.获取到小圆移动的圆心坐标(x2, y2)
#3.把小圆从坐标(x1, y1)移动到坐标(x2, y2)
__author__ = {‘name’ : ‘hongten’,
‘mail’ : ‘hongtenzone@foxmail.com’,
‘blog’ : ‘http://blog.csdn.net/’,
‘qq’: ‘648719819’,
‘created’ : ‘2013-09-20’}
class eay(frame):
def createwidgets(self):
## the playing field
self.draw = canvas(self, width=500, height=500)
#鼠标位置
self.mouse_x = 450
self.mouse_y = 250
#圆心坐标(x,y)
self.oval_zero_x = 250
self.oval_zero_y = 250
#外面大圆半径
self.oval_r = 100
#里面小圆半径
self.oval_r = 30
self.oval_r1 = self.oval_r – self.oval_r + 0.5
self.oval_r2 = self.oval_r – self.oval_r – 0.5
#小圆
self.letter_ball_x1 = 250
self.letter_ball_y1 = 250
# the ball 外面大圆
self.ball = self.draw.create_oval((self.oval_zero_x – self.oval_r),
(self.oval_zero_y – self.oval_r),
(self.oval_zero_x + self.oval_r),
(self.oval_zero_y + self.oval_r),
fill=”white”)
self.ball = self.draw.create_oval((self.oval_zero_x – self.oval_r1),
(self.oval_zero_y – self.oval_r1),
(self.oval_zero_x + self.oval_r1),
(self.oval_zero_y + self.oval_r1),
fill=”blue”)
self.ball = self.draw.create_oval((self.oval_zero_x – self.oval_r2),
(self.oval_zero_y – self.oval_r2),
(self.oval_zero_x + self.oval_r2),
(self.oval_zero_y + self.oval_r2),
fill=”white”)
#里面小圆
self.ball_over = self.draw.create_oval((self.oval_zero_x – self.oval_r),
(self.oval_zero_y – self.oval_r),
(self.oval_zero_x + self.oval_r),
(self.oval_zero_y + self.oval_r),
fill=”red”)
self.draw.pack(side=left)
def mousemove(self, event):
self.mouse_x = event.x
self.mouse_y = event.y
if show_log:
print(‘#’ * 50)
print(‘鼠标的坐标为:({}, {})’.format(self.mouse_x, self.mouse_y))
print(‘小圆当前坐标为:({}, {})’.format(self.letter_ball_x1, self.letter_ball_y1))
”’获取到小圆移动的圆心坐标(x2, y2)”’
ax_x = abs(self.mouse_x – self.oval_zero_x)
ax_y = abs(self.mouse_y – self.oval_zero_y)
if show_log:
print(‘坐标a(oval_zero_x, oval_zero_y)到坐标x(mouse_x, mouse_y)的距离为ax’)
print(‘ax中ax_x = {}, ax_y = {}’.format(ax_x, ax_y))
ax_len = ((ax_x ** 2) + (ax_y ** 2))**0.5
if show_log:
print(‘ax的长度为:{}’.format(ax_len))
#如果鼠标坐标在(ax_len > |r-r|)
if ax_len > abs(self.oval_r – self.oval_r):
ac_len = abs(self.oval_r – self.oval_r)
if show_log:
print(‘ac的产度为:{}’.format(ac_len))
if int(self.mouse_x – self.oval_zero_x) != 0:
if int(self.mouse_y – self.oval_zero_y) != 0:
#求直线斜率 y = kx + b
k = (self.mouse_y – self.oval_zero_y)/(self.mouse_x – self.oval_zero_x)
if show_log:
print(‘鼠标到大圆圆心的直线的斜率为:{}’.format(k))
b = self.mouse_y – (k * self.mouse_x)
###################################################
#小圆移动后的坐标
#这里有三个条件:
# 1.小圆的圆心坐标(x1, y1)在直线ac上(y = kx + b)
# 2.(r-r)^2 = x1^2 + y1^2 由1,2可以得到 => (r-r)^2 = x1^2 + 2*x1*k*b + b^2 => x1有两个值,通过3判断x1的符号,从而求出y1
# 3.if self.mousex_x > 0:
# x1 > 0
#这是一个二元二次方程,方程的解有两组,不过通过鼠标的位置self.mouse_x(self.mouse_y)可以判断圆心坐标x1(y1)
letter_ball_x2 = ((ac_len * (abs(self.mouse_x – self.oval_zero_x)))/ax_len) + self.letter_ball_x1
letter_ball_y2 = (letter_ball_x2 * k) + b
if show_log:
print(‘小圆当前坐标为:({}, {})’.format(self.letter_ball_x1, self.letter_ball_y1))
print(‘小圆移动后坐标为:({}, {})’.format(letter_ball_x2, letter_ball_y2))
#把小圆从坐标(x1, y1)移动到坐标(x2, y2)
self.moved_x2 = letter_ball_x2 – self.letter_ball_x1
self.moved_y2 = letter_ball_y2 – self.letter_ball_y1
if show_log:
print(‘需要移动的距离是:({}, {})’.format(int(self.moved_x2), int(self.moved_y2)))
self.draw.move(self.ball_over, int(self.moved_x2), int(self.moved_y2))
self.letter_ball_x1 = letter_ball_x2
self.letter_ball_y1 = letter_ball_y2
else:
print(‘鼠标在x轴上’)
else:
print(‘鼠标在y轴上’)
else:
if show_log:
print(‘小圆的移动后的坐标就是鼠标坐标’)
#小圆移动后的坐标
letter_ball_x2 = self.mouse_x
letter_ball_y2 = self.mouse_y
if show_log:
print(‘小圆移动后坐标为:({}, {})’.format(letter_ball_x2, letter_ball_y2))
#把小圆从坐标(x1, y1)移动到坐标(x2, y2)
self.moved_x2 = letter_ball_x2 – self.letter_ball_x1
self.moved_y2 = letter_ball_y2 – self.letter_ball_y1
if show_log:
print(‘需要移动的距离是:({}, {})’.format(int(self.moved_x2), int(self.moved_y2)))
self.draw.move(self.ball_over, int(self.moved_x2), int(self.moved_y2))
self.letter_ball_x1 = letter_ball_x2
self.letter_ball_y1 = letter_ball_y2
def move_ball(self, *args):
#当鼠标在窗口中按下左键拖动的时候执行
#widget.bind(self.draw, “”, self.mousemove)
#当鼠标在大圆内移动的时候执行
self.draw.tag_bind(self.ball, “”, self.mousemove)
def __init__(self, master=none):
global letter_ball_x2
letter_ball_x2 = 0
global letter_ball_y2
letter_ball_y2 = 0
global show_log
show_log = true
frame.__init__(self, master)
pack.config(self)
self.createwidgets()
self.after(10, self.move_ball)
game = eay()
game.mainloop()

希望本文所述对大家python程序设计有所帮助。