Book Image

Python 2.6 Graphics Cookbook

By : Michael J Ohlson
Book Image

Python 2.6 Graphics Cookbook

By: Michael J Ohlson

Overview of this book

Python is a great object-oriented and interactive programming language that lets you develop graphics, both static and animated, using built-in vector graphics functions that are provided with Python. Python 2.6 Graphics Cookbook is a collection of straightforward recipes and illustrative screenshots for creating and animating graphic objects using the Python language. This book makes the process of developing graphics interesting and entertaining by working in a graphic workspace without the burden of mastering complicated language definitions and opaque examples. If you choose to work through all the recipes from the beginning, you will learn to install Python and create basic programs for making lines and shapes using the built-in Tkinter module. The confusing topic of color manipulation is explored in detail using existing Python tools as well as some new tools in the recipes. Next you will learn to manipulate font size, color, and placement of text as placing text exactly where you want on a screen can be tricky because font height, inter-character spacing, and text window dimensions all interfere with each other. Then you will learn how to animate graphics, for example having more than one independent graphic object co-exist and interact using various Python methods. You will also learn how you can work with raster images, such as converting their formats using the Python Imaging Library. Next you will learn how you can combine vector images with raster images so that you can animate the raster images with ease. You will also walk through a set of recipes with the help of which you can handle and manipulate blocks of raw data that may be hundreds of megabytes in size using datastreams, files, and hard drives. You will also learn how you can use Inkscape to dismantle existing images and use parts of them for your own graphics and Python programs. At the end of the book you will learn how you can create GUIs for different purposes.
Table of Contents (18 chapters)
Python 2.6 Graphics Cookbook
Credits
About the Author
About the Reviewers
Preface
Index

A ball that bounces


Now and in the next three examples, we add rules of engagement that are increasingly complex. The overall objective is to introduce behaviors and interactions into our artificial world to make it behave more like the real world. We use numbers, calculations, and graphical drawings to represent aspects of the real world as we know it.

The first new behavior is that our colored disks will bounce elastically off the walls of the container that is the Tkinter canvas.

How to do it...

The code has purposely been kept as similar as possible to the previous four examples so that we feel we are still in familiar territory as the world we create gets increasingly more complicated. If we did not do this, we would get lost and bewildered. The whole secret in successfully constructing complex computer programs is to build it up gradually and systematically piece-by-piece. It is not a planned journey along a well-mapped road but rather a strenuous exploration through uncharted jungle...