使用箭头键移动字符,Tkniter无法正常工作

时间:2017-08-09 00:18:50

标签: python tkinter key character

BTW我正在使用Python 3 ...所以,当你点击箭头键时我需要进行角色移动。它是如何工作的:所以,我运行它,一切都很酷!但当我点击箭头键(左右两侧,它是一个2D游戏)时,没有任何反应。如果有人愿意提供帮助,我们将不胜感激!所以,这是我的代码。 全部:

from tkinter import *

from random import *
from time import *





health = 5
InvSeleSlot = 1
inInv = 'No'
window = Tk()
c = Canvas(window, bg='blue', height=1000, width=1000)

HeartsImage = PhotoImage(file = "/home/tyty0427/Downloads/New Piskel(4).png")
Heart = c.create_image(100, 100, image=HeartsImage)
Heart2 = c.create_image(200, 100, image=HeartsImage)
Heart3 = c.create_image(300, 100, image=HeartsImage)
Heart4 = c.create_image(400, 100, image=HeartsImage)
Heart5 = c.create_image(500, 100, image=HeartsImage)
DeadHeartImage = PhotoImage(file = "/home/tyty0427/Downloads/New Piskel(5).png")
DeadHeart = c.create_image(10000, 10000, image=DeadHeartImage)
characterSprite = PhotoImage(file = '/home/tyty0427/Downloads/New Piskel.gif')
character = c.create_image(500, 510, image=characterSprite)




if health == 6:
    Heart6 = c.create_image(600, 100, image=HeartsImage)
if health == 7:
    Heart6 = c.create_image(600, 100, image=HeartsImage)
    Heart7 = c.create_image(700, 100, image=HeartsImage)
if health == 8:
    Heart6 = c.create_image(600, 100, image=HeartsImage)
    Heart7 = c.create_image(700, 100, image=HeartsImage)
    Heart8 = c.create_image(800, 100, image=HeartsImage)
if health == 9:
    Heart6 = c.create_image(600, 100, image=HeartsImage)
    Heart7 = c.create_image(700, 100, image=HeartsImage)
    Heart8 = c.create_image(800, 100, image=HeartsImage)
    Heart9 = c.create_image(900, 100, image=HeartsImage)
if health == 10:
    Heart6 = c.create_image(600, 100, image=HeartsImage)
    Heart7 = c.create_image(700, 100, image=HeartsImage)
    Heart8 = c.create_image(800, 100, image=HeartsImage)
    Heart9 = c.create_image(900, 100, image=HeartsImage)
    Heart10 = c.create_image(1000, 100, image=HeartsImage)

damageTooken = 0
if health == 10:
    if damageTooken == 10:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)
        c.itemconfig(heart, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 9:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)

    if damageTooken == 8:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
    if damageTooken == 7:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
    if damageTooken == 6:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
    if damageTooken == 5:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
    if damageTooken == 4:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
    if damageTooken == 3:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
    if damageTooken == 2:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
    if damageTooken == 1:
        c.itemconfig(Heart10, state=HIDDEN)
if health == 9:
    if damageTooken == 10:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)
        c.itemconfig(heart, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 9:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 8:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
    if damageTooken == 7:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
    if damageTooken == 6:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
    if damageTooken == 5:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
    if damageTooken == 4:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
    if damageTooken == 3:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
    if damageTooken == 2:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
    if damageTooken == 1:
        c.itemconfig(Heart10, state=HIDDEN)
if health == 8:
    if damageTooken == 10:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)
        c.itemconfig(heart, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 9:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 8:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 7:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
    if damageTooken == 6:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
    if damageTooken == 5:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
    if damageTooken == 4:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
    if damageTooken == 3:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
    if damageTooken == 2:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
    if damageTooken == 1:
        c.itemconfig(Heart10, state=HIDDEN)
if health == 7:
    if damageTooken == 10:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)
        c.itemconfig(heart, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 9:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 8:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 7:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 6:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
    if damageTooken == 5:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
    if damageTooken == 4:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
    if damageTooken == 3:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
    if damageTooken == 2:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
    if damageTooken == 1:
        c.itemconfig(Heart10, state=HIDDEN)
if health == 6:
    if damageTooken == 10:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)
        c.itemconfig(heart, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 9:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 8:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 7:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 6:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 5:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
    if damageTooken == 4:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
    if damageTooken == 3:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
    if damageTooken == 2:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
    if damageTooken == 1:
        c.itemconfig(Heart10, state=HIDDEN)
if health == 5:
    if damageTooken == 10:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)
        c.itemconfig(heart, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 9:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        c.itemconfig(heart2, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 8:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        c.itemconfig(heart3, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 7:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        c.itemconfig(heart4, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 6:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        c.itemconfig(Heart5, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 5:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
        c.itemconfig(Heart6, state=HIDDEN)
        dead = 'Yes'
    if damageTooken == 4:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
        c.itemconfig(Heart7, state=HIDDEN)
    if damageTooken == 3:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
        c.itemconfig(Heart8, state=HIDDEN)
    if damageTooken == 2:
        c.itemconfig(Heart10, state=HIDDEN)
        c.itemconfig(Heart9, state=HIDDEN)
    if damageTooken == 1:
        c.itemconfig(Heart10, state=HIDDEN)
InventorySlot1 = c.create_rectangle(50, 900, 80, 930, activefill='yellow', fill='gray')
InventorySlot2 = c.create_rectangle(80, 900, 110, 930, activefill='yellow', fill='gray')
InventorySlot3 = c.create_rectangle(110, 900, 140, 930, activefill='yellow', fill='gray')
InventorySlot4 = c.create_rectangle(140, 900, 170, 930, activefill='yellow', fill='gray')
InventorySlot5 = c.create_rectangle(170, 900, 200, 930, activefill='yellow', fill='gray')
InventorySlot6 = c.create_rectangle(200, 900, 230, 930, activefill='yellow', fill='gray')
InventorySlot7 = c.create_rectangle(230, 900, 260, 930, activefill='yellow', fill='gray')
InventorySlot8 = c.create_rectangle(260, 900, 290, 930, activefill='yellow', fill='gray')
InventorySlot9 = c.create_rectangle(290, 900, 320, 930, activefill='yellow', fill='gray')
InventorySlot10 = c.create_rectangle(320, 900, 350, 930, activefill='yellow', fill='gray')
WhatInSlot1 = 'Nothing'
WhatInSlot2 = 'Nothing'
WhatInSlot3 = 'Nothing'
WhatInSlot4 = 'Nothing'
WhatInSlot5 = 'Nothing'
WhatInSlot6 = 'Nothing'
WhatInSlot7 = 'Nothing'
WhatInSlot8 = 'Nothing'
WhatInSlot9 = 'Nothing'
WhatInSlot10 = 'Nothing'

def SelectSlot1(event):
    InvSeleSlot = 1
    c.itemconfigure(InventorySlot1, fill='yellow')
def SelectSlot2(event):
    InvSeleSlot = 2
    c.itemconfigure(InventorySlot2, fill='yellow')

def SelectSlot3(event):
    InvSeleSlot = 3
    c.itemconfigure(InventorySlot3, fill='yellow')

def SelectSlot4(event):
    InvSeleSlot = 4
    c.itemconfigure(InventorySlot4, fill='yellow')

def SelectSlot5(event):
    InvSeleSlot = 5
    c.itemconfigure(InventorySlot5, fill='yellow')

def SelectSlot6(event):
    InvSeleSlot = 6
    c.itemconfigure(InventorySlot6, fill='yellow')

def SelectSlot7(event):
    InvSeleSlot = 7
    c.itemconfigure(InventorySlot7, fill='yellow')

def SelectSlot8(event):
    InvSeleSlot = 8
    c.itemconfigure(InventorySlot8, fill='yellow')

def SelectSlot9(event):
    InvSeleSlot = 9
    c.itemconfigure(InventorySlot9, fill='yellow')

def SelectSlot10(event):
    InvSeleSlot = 10
    c.itemconfigure(InventorySlot10, fill='yellow')

c.bind("F1", SelectSlot1)
c.bind("F2", SelectSlot2)
c.bind("F3", SelectSlot3)
c.bind("F4", SelectSlot4)
c.bind("F5", SelectSlot5)
c.bind("F6", SelectSlot6)
c.bind("F7", SelectSlot7)
c.bind("F8", SelectSlot8)
c.bind("F9", SelectSlot9)
c.bind("F10", SelectSlot10)


TreeSizeList = ['300', '100', '200', '400']
TreeSize = choice(TreeSizeList)
TreeSize2 = choice(TreeSizeList)

Tree1Wood = c.create_rectangle(200, TreeSize, 250, 580, fill='brown')
Tree1Leaves = c.create_oval(150, TreeSize, 300, 410, fill='green')
Tree2Wood = c.create_rectangle(600, TreeSize2, 650, 580, fill='brown')
Tree2Leaves = c.create_oval(550, TreeSize2, 700, 410, fill='green')
ChooseNewBiomeList = ['No', 'No', 'No', 'No', 'No', 'Yes']
StartingWorldEndRight = 1000
StartingWorldEndLeft = 0
StartingWorld = c.create_rectangle(0, 580, 1000, 1000, fill='green')
CharSpeed = 10

def move_right(event):
    ClickedRightArrow = ClickedRightArrow + 1
    c.move(character, CharSpeed, 0)
    ChooseNewBiome = random.choice(ChoiceNewBiomeList)
    c.move(Tree1Wood, -10, 0)
    c.move(Tree1Leaves, -10, 0)
    c.move(Tree2Wood, -10, 0)
    c.move(Tree2Leaves, -10, 0)
    c.move(StartingWorld, -10, 0)
    if ChooseNewBiome == 'Yes':
        NewBiomeList = ['Snowy', 'Desert', 'Grass']
        NewBiome = random.choice(NewBiomeList)
        if NewBiome == 'Snowy':
            SnowyBiome = c.create_rectangle(StartingWorldEndRight - ClickedRightArrow + 10, 580, 1000, 1000, fill='white')
        if NewBiome == 'Desert':
            SnowyBiome = c.create_rectangle(StartingWorldEndRight - ClickedRightArrow + 10, 580, 1000, 1000,fill='Yellow')
        if NewBiome == 'Snowy':
            SnowyBiome = c.create_rectangle(StartingWorldEndRight - ClickedRightArrow + 10, 580, 1000, 1000, fill='green')

def move_left(event):
    ClickedRightArrow = ClickedRightArrow + 1
    c.move(character, -CharSpeed, 0)
    ChooseNewBiome = random.choice(ChoiceNewBiomeList)
    c.move(Tree1Wood, 10, 0)
    c.move(Tree1Leaves, 10, 0)
    c.move(Tree2Wood, 10, 0)
    c.move(Tree2Leaves, 10, 0)
    c.move(StartingWorld, 10, 0)
    if ChooseNewBiome == 'Yes':
        NewBiomeList = ['Snowy', 'Desert', 'Grass']
        NewBiome = random.choice(NewBiomeList)
        if NewBiome == 'Snowy':
            SnowyBiome = c.create_rectangle(0, 580, StartingWorldEndRight - ClickedRightArrow + 10, 1000, fill='white')
        if NewBiome == 'Desert':
            SnowyBiome = c.create_rectangle(0, 580, StartingWorldEndRight - ClickedRightArrow + 10, 1000,fill='Yellow')
        if NewBiome == 'Snowy':
            SnowyBiome = c.create_rectangle(0, 580, StartingWorldEndRight - ClickedRightArrow + 10, 1000, fill='green')
def EventBindings(event):
    c.bind("<Right>", move_right)

    c.bind("<Left>", move_left)
c.bind("<Key>", EventBindings)




c.pack()
window.mainloop()

我关注的两位代码:

def move_right(event):
    ClickedRightArrow = ClickedRightArrow + 1
    c.move(character, CharSpeed, 0)
    ChooseNewBiome = random.choice(ChoiceNewBiomeList)
    c.move(Tree1Wood, -10, 0)
    c.move(Tree1Leaves, -10, 0)
    c.move(Tree2Wood, -10, 0)
    c.move(Tree2Leaves, -10, 0)
    c.move(StartingWorld, -10, 0)
    if ChooseNewBiome == 'Yes':
        NewBiomeList = ['Snowy', 'Desert', 'Grass']
        NewBiome = random.choice(NewBiomeList)
        if NewBiome == 'Snowy':
            SnowyBiome = c.create_rectangle(StartingWorldEndRight - ClickedRightArrow + 10, 580, 1000, 1000, fill='white')
        if NewBiome == 'Desert':
            SnowyBiome = c.create_rectangle(StartingWorldEndRight - ClickedRightArrow + 10, 580, 1000, 1000,fill='Yellow')
        if NewBiome == 'Snowy':
            SnowyBiome = c.create_rectangle(StartingWorldEndRight - ClickedRightArrow + 10, 580, 1000, 1000, fill='green')

def move_left(event):
    ClickedRightArrow = ClickedRightArrow + 1
    c.move(character, -CharSpeed, 0)
    ChooseNewBiome = random.choice(ChoiceNewBiomeList)
    c.move(Tree1Wood, 10, 0)
    c.move(Tree1Leaves, 10, 0)
    c.move(Tree2Wood, 10, 0)
    c.move(Tree2Leaves, 10, 0)
    c.move(StartingWorld, 10, 0)
    if ChooseNewBiome == 'Yes':
        NewBiomeList = ['Snowy', 'Desert', 'Grass']
        NewBiome = random.choice(NewBiomeList)
        if NewBiome == 'Snowy':
            SnowyBiome = c.create_rectangle(0, 580, StartingWorldEndRight - ClickedRightArrow + 10, 1000, fill='white')
        if NewBiome == 'Desert':
            SnowyBiome = c.create_rectangle(0, 580, StartingWorldEndRight - ClickedRightArrow + 10, 1000,fill='Yellow')
        if NewBiome == 'Snowy':
            SnowyBiome = c.create_rectangle(0, 580, StartingWorldEndRight - ClickedRightArrow + 10, 1000, fill='green')
def EventBindings(event):
    c.bind("<Right>", move_right)

    c.bind("<Left>", move_left)
c.bind("<Key>", EventBindings)

(其中一些是针对世界一代的东西。这个游戏非常类似于Terraria,(但是,不完全)) 下一部分代码(字符精灵和创建的代码)

 characterSprite = PhotoImage(file = '/home/tyty0427/Downloads/New Piskel.gif')
character = c.create_image(500, 510, image=characterSprite

1 个答案:

答案 0 :(得分:1)

Canvas c没有键盘焦点,因此永远不会触发c上的键绑定。要捕获关键的新闻事件,您可以在window上进行绑定。

另外,我发现绑定的方式很奇怪:

def EventBindings(event):
    c.bind("<Right>", move_right)

    c.bind("<Left>", move_left)
c.bind("<Key>", EventBindings)

我不明白为什么你需要EventBindings函数,它基本上在每次按下一个键时重做所有键绑定。只是做:

window.bind("<Right>", move_right)
window.bind("<Left>", move_left)