CMU 15-112: Fundamentals of Programming and Computer Science
Class Notes: Event-Based Animations in Tkinter
Part 1: Getting Started with MVC
- Our First Example: A KeyPress Counter
- Model-View-Controller (MVC)
- Legal event.key values
- Moving a Dot with Key Presses
- Moving a Dot with Arrows
- Moving a Dot with Arrows and Bounds
- Moving a Dot with Arrows and Wraparound
- Moving a Dot in Two Dimensions
Notes:
- To run these examples, first download cmu_112_graphics.py and be sure it is in the same folder as the file you are running.
- That file has version numbers. As we release updates, be sure you are using the most-recent version!
- This is a relatively new animation framework (since Fall 2019), which means it may still have some bugs that we will fix as we go. Also, it is similar to previous semesters, but different in important ways. Be aware of this if you are reviewing previous semesters' materials (especially prior to Fall 2019)!
- As with Tkinter graphics, the examples here will not run using Brython in your browser.
- Our First Example: A KeyPress Counter
from cmu_112_graphics import * def appStarted(app): app.counter = 0 def keyPressed(app, event): app.counter += 1 def redrawAll(app, canvas): canvas.create_text(app.width/2, app.height/2, text=f'{app.counter} keypresses', font='Arial 30 bold') runApp(width=400, height=400)
- Model-View-Controller (MVC)
Note:- We will write animations using the Model-View-Controller (MVC) paradigm.
- The model contains all the data we need for the animation.
We can store the model in the
app
object's attributes.- In the example above,
app.counter
is our model.
- In the example above,
- The view draws the app using the values in the model.
- In the example above,
redrawAll
is our view.
- In the example above,
- The controller responds to keyboard, mouse, timer and other
events and updates the model.
- In the example above,
keyPressed
is our controller.
- In the example above,
- You never call the view, the controllers, or appStarted. The animation framework
calls these for you.
- In the example above,
we never call
redrawAll
orkeyPressed
. They are called for us.
- In the example above,
we never call
- Controllers can only update the model, they cannot update the view.
- In the example above,
keyPressed
cannot callredrawAll
.
- In the example above,
- The view can never update the model.
- In the example above,
redrawAll
cannot changeapp.counter
or any other values in the model.
- In the example above,
- If you violate these rules, it is called an MVC Violation. If that happens, your code will stop running and will display the runtime error for you.
- Legal event.key values
# Note: Tkinter uses event.keysym for some keys, and event.char # for others, and it can be confusing how to use these properly. # Instead, cmu_112_graphics replaces both of these with event.key, # which simply works as expected in all cases. from cmu_112_graphics import * def appStarted(app): app.message = 'Press any key' def keyPressed(app, event): app.message = f"event.key == '{event.key}'" def redrawAll(app, canvas): canvas.create_text(app.width/2, 40, text=app.message, font='Arial 30 bold') keyNamesText = '''Here are the legal event.key names: * Keyboard key labels (letters, digits, punctuation) * Arrow directions ('Up', 'Down', 'Left', 'Right') * Whitespace ('Space', 'Enter', 'Tab', 'Backspace') * Other commands ('Delete', 'Escape')''' y = 80 for line in keyNamesText.splitlines(): canvas.create_text(app.width/2, y, text=line.strip(), font='Arial 20') y += 30 runApp(width=600, height=400)
- Moving a Dot with Key Presses
- Moving a Dot with Arrows
from cmu_112_graphics import * def appStarted(app): app.cx = app.width/2 app.cy = app.height/2 app.r = 40 def keyPressed(app, event): if (event.key == 'Left'): app.cx -= 10 elif (event.key == 'Right'): app.cx += 10 def redrawAll(app, canvas): canvas.create_text(app.width/2, 20, text='Move dot with left and right arrows') canvas.create_oval(app.cx-app.r, app.cy-app.r, app.cx+app.r, app.cy+app.r, fill='darkGreen') runApp(width=400, height=400)
- Moving a Dot with Arrows and Bounds
# This version bounds the dot to remain entirely on the canvas from cmu_112_graphics import * def appStarted(app): app.cx = app.width/2 app.cy = app.height/2 app.r = 40 def keyPressed(app, event): if (event.key == 'Left'): app.cx -= 10 if (app.cx - app.r < 0): app.cx = app.r elif (event.key == 'Right'): app.cx += 10 if (app.cx + app.r > app.width): app.cx = app.width - app.r def redrawAll(app, canvas): canvas.create_text(app.width/2, 20, text='Move dot with left and right arrows') canvas.create_text(app.width/2, 40, text='See how it is bounded by the canvas edges') canvas.create_oval(app.cx-app.r, app.cy-app.r, app.cx+app.r, app.cy+app.r, fill='darkGreen') runApp(width=400, height=400)
- Moving a Dot with Arrows and Wraparound
# This version wraps around, so leaving one side enters the opposite side from cmu_112_graphics import * def appStarted(app): app.cx = app.width/2 app.cy = app.height/2 app.r = 40 def keyPressed(app, event): if (event.key == 'Left'): app.cx -= 10 if (app.cx + app.r <= 0): app.cx = app.width + app.r elif (event.key == 'Right'): app.cx += 10 if (app.cx - app.r >= app.width): app.cx = 0 - app.r def redrawAll(app, canvas): canvas.create_text(app.width/2, 20, text='Move dot with left and right arrows') canvas.create_text(app.width/2, 40, text='See how it uses wraparound on the edges') canvas.create_oval(app.cx-app.r, app.cy-app.r, app.cx+app.r, app.cy+app.r, fill='darkGreen') runApp(width=400, height=400)
- Moving a Dot in Two Dimensions
# This version moves in both x and y dimensions. from cmu_112_graphics import * def appStarted(app): app.cx = app.width/2 app.cy = app.height/2 app.r = 40 def keyPressed(app, event): if (event.key == 'Left'): app.cx -= 10 elif (event.key == 'Right'): app.cx += 10 elif (event.key == 'Up'): app.cy -= 10 elif (event.key == 'Down'): app.cy += 10 def redrawAll(app, canvas): canvas.create_text(app.width/2, 20, text='Move dot with up, down, left, and right arrows') canvas.create_oval(app.cx-app.r, app.cy-app.r, app.cx+app.r, app.cy+app.r, fill='darkGreen') runApp(width=400, height=400)
- Moving a Dot with Arrows
- Moving a Dot with Mouse Presses
from cmu_112_graphics import * def appStarted(app): app.cx = app.width/2 app.cy = app.height/2 app.r = 40 def mousePressed(app, event): app.cx = event.x app.cy = event.y def redrawAll(app, canvas): canvas.create_text(app.width/2, 20, text='Move dot with mouse presses') canvas.create_oval(app.cx-app.r, app.cy-app.r, app.cx+app.r, app.cy+app.r, fill='darkGreen') runApp(width=400, height=400)
- MVC Violations
- Cannot change the model while drawing the view
from cmu_112_graphics import * def appStarted(app): app.x = 0 def redrawAll(app, canvas): canvas.create_text(app.width/2, 20, text='This has an MVC Violation!') app.x = 10 # This is an MVC Violation! # We cannot change the model from the view (redrawAll) runApp(width=400, height=400)
- Once again, but with a mutable value (such as a list)
# Since this version modifies a mutable value in the model, # the exception does not occur immediately on the line of the change, # but only after redrawAll has entirely finished. from cmu_112_graphics import * def appStarted(app): app.L = [ ] def redrawAll(app, canvas): canvas.create_text(app.width/2, 20, text='This also has an MVC Violation!') app.L.append(42) # This is an MVC Violation! # We cannot change the model from the view (redrawAll) runApp(width=400, height=400)
- Cannot change the model while drawing the view
- Example: Adding and Deleting Shapes
from cmu_112_graphics import * def appStarted(app): app.circleCenters = [ ] def mousePressed(app, event): newCircleCenter = (event.x, event.y) app.circleCenters.append(newCircleCenter) def keyPressed(app, event): if (event.key == 'd'): if (len(app.circleCenters) > 0): app.circleCenters.pop(0) else: print('No more circles to delete!') def redrawAll(app, canvas): # draw the circles for circleCenter in app.circleCenters: (cx, cy) = circleCenter r = 20 canvas.create_oval(cx-r, cy-r, cx+r, cy+r, fill='cyan') # draw the text canvas.create_text(app.width/2, 20, text='Example: Adding and Deleting Shapes') canvas.create_text(app.width/2, 40, text='Mouse clicks create circles') canvas.create_text(app.width/2, 60, text='Pressing "d" deletes circles') runApp(width=400, height=400)
- Example: Grids (with modelToView and viewToModel)
from cmu_112_graphics import * def appStarted(app): app.rows = 4 app.cols = 8 app.margin = 5 # margin around grid app.selection = (-1, -1) # (row, col) of selection, (-1,-1) for none def pointInGrid(app, x, y): # return True if (x, y) is inside the grid defined by app. return ((app.margin <= x <= app.width-app.margin) and (app.margin <= y <= app.height-app.margin)) def getCell(app, x, y): # aka "viewToModel" # return (row, col) in which (x, y) occurred or (-1, -1) if outside grid. if (not pointInGrid(app, x, y)): return (-1, -1) gridWidth = app.width - 2*app.margin gridHeight = app.height - 2*app.margin cellWidth = gridWidth / app.cols cellHeight = gridHeight / app.rows # Note: we have to use int() here and not just // because # row and col cannot be floats and if any of x, y, app.margin, # cellWidth or cellHeight are floats, // would still produce floats. row = int((y - app.margin) / cellHeight) col = int((x - app.margin) / cellWidth) return (row, col) def getCellBounds(app, row, col): # aka "modelToView" # returns (x0, y0, x1, y1) corners/bounding box of given cell in grid gridWidth = app.width - 2*app.margin gridHeight = app.height - 2*app.margin columnWidth = gridWidth / app.cols rowHeight = gridHeight / app.rows x0 = app.margin + col * columnWidth x1 = app.margin + (col+1) * columnWidth y0 = app.margin + row * rowHeight y1 = app.margin + (row+1) * rowHeight return (x0, y0, x1, y1) def mousePressed(app, event): (row, col) = getCell(app, event.x, event.y) # select this (row, col) unless it is selected if (app.selection == (row, col)): app.selection = (-1, -1) else: app.selection = (row, col) def redrawAll(app, canvas): # draw grid of cells for row in range(app.rows): for col in range(app.cols): (x0, y0, x1, y1) = getCellBounds(app, row, col) fill = "orange" if (app.selection == (row, col)) else "cyan" canvas.create_rectangle(x0, y0, x1, y1, fill=fill) canvas.create_text(app.width/2, app.height/2 - 15, text="Click in cells!", font="Arial 26 bold", fill="darkBlue") runApp(width=400, height=400)
- Example: Snake
Here is a 4-part video explaining how to write this version of Snake:- Draw the board and the Snake
- Add motion and gameOver
- Add food and self-collision
- Add the timer and finish the game
from cmu_112_graphics import * import random def appStarted(app): app.rows = 10 app.cols = 10 app.margin = 5 # margin around grid app.timerDelay = 250 initSnakeAndFood(app) app.waitingForFirstKeyPress = True def initSnakeAndFood(app): app.snake = [(0,0)] app.direction = (0, +1) # (drow, dcol) placeFood(app) app.gameOver = False # getCellBounds from grid-demo.py def getCellBounds(app, row, col): # aka 'modelToView' # returns (x0, y0, x1, y1) corners/bounding box of given cell in grid gridWidth = app.width - 2*app.margin gridHeight = app.height - 2*app.margin x0 = app.margin + gridWidth * col / app.cols x1 = app.margin + gridWidth * (col+1) / app.cols y0 = app.margin + gridHeight * row / app.rows y1 = app.margin + gridHeight * (row+1) / app.rows return (x0, y0, x1, y1) def keyPressed(app, event): if (app.waitingForFirstKeyPress): app.waitingForFirstKeyPress = False elif (event.key == 'r'): initSnakeAndFood(app) elif app.gameOver: return elif (event.key == 'Up'): app.direction = (-1, 0) elif (event.key == 'Down'): app.direction = (+1, 0) elif (event.key == 'Left'): app.direction = (0, -1) elif (event.key == 'Right'): app.direction = (0, +1) # elif (event.key == 's'): # this was only here for debugging, before we turned on the timer # takeStep(app) def timerFired(app): if app.gameOver or app.waitingForFirstKeyPress: return takeStep(app) def takeStep(app): (drow, dcol) = app.direction (headRow, headCol) = app.snake[0] (newRow, newCol) = (headRow+drow, headCol+dcol) if ((newRow < 0) or (newRow >= app.rows) or (newCol < 0) or (newCol >= app.cols) or ((newRow, newCol) in app.snake)): app.gameOver = True else: app.snake.insert(0, (newRow, newCol)) if (app.foodPosition == (newRow, newCol)): placeFood(app) else: # didn't eat, so remove old tail (slither forward) app.snake.pop() def placeFood(app): # Keep trying random positions until we find one that is not in # the snake. Note: there are more sophisticated ways to do this. while True: row = random.randint(0, app.rows-1) col = random.randint(0, app.cols-1) if (row,col) not in app.snake: app.foodPosition = (row, col) return def drawBoard(app, canvas): for row in range(app.rows): for col in range(app.cols): (x0, y0, x1, y1) = getCellBounds(app, row, col) canvas.create_rectangle(x0, y0, x1, y1, fill='white') def drawSnake(app, canvas): for (row, col) in app.snake: (x0, y0, x1, y1) = getCellBounds(app, row, col) canvas.create_oval(x0, y0, x1, y1, fill='blue') def drawFood(app, canvas): if (app.foodPosition != None): (row, col) = app.foodPosition (x0, y0, x1, y1) = getCellBounds(app, row, col) canvas.create_oval(x0, y0, x1, y1, fill='green') def drawGameOver(app, canvas): if (app.gameOver): canvas.create_text(app.width/2, app.height/2, text='Game over!', font='Arial 26 bold') canvas.create_text(app.width/2, app.height/2+40, text='Press r to restart!', font='Arial 26 bold') def redrawAll(app, canvas): if (app.waitingForFirstKeyPress): canvas.create_text(app.width/2, app.height/2, text='Press any key to start!', font='Arial 26 bold') else: drawBoard(app, canvas) drawSnake(app, canvas) drawFood(app, canvas) drawGameOver(app, canvas) runApp(width=400, height=400) - Snake and MVC
Model View Controller app.rows redrawAll() keyPressed() app.cols drawGameOver() timerFired() app.margin drawFood() takeStep() app.waitingForFirstKeyPress drawSnake() placeFood() app.snake drawBoard() app.direction app.foodPosition + all game state + all drawing functions + all event-triggered actions