Updating button text based upon different variable values - Printable Version +- Python Forum (https://python-forum.io) +-- Forum: Python Coding (https://python-forum.io/forum-7.html) +--- Forum: GUI (https://python-forum.io/forum-10.html) +--- Thread: Updating button text based upon different variable values (/thread-33347.html) |
Updating button text based upon different variable values - knoxvilles_joker - Apr-18-2021 I am working through among one of the final issues on my script. I have the temp and rate bars updating like I want. I have the ammo and msec countdown timers counting downward with keypress f is initiated. What I am wanting is to have the crit bar update based on ammo and temp levels. initially nothing is displayed. at 50 rounds remaining it flashes critical and then at 0 it stops for a few seconds and says out. And when the tempbar reaches 90% it flashes overheat briefly. I can get the overheat to work more or less the way I want. I think my issue is that due to the if statements with ammo levels not being exclusive ranges, the conflicts are preventing proper updates. The script works with no real errors. # crit menu bar crit = tk.Button(self,justify=tk.CENTER,textvariable=self.stat, bg='black', fg='yellow', highlightbackground='yellow', highlightcolor='black',activebackground='yellow') crit.grid(row=5,column=0,columnspan=2,sticky="NSEW") import tkinter as tk from tkinter import messagebox import datetime as dt import tkinter.ttk as ttk import time # sets ammo count to initial value of 500 INITIAL_COUNTER_VALUE = 500 # sets initial time at 100% INITIAL_TIMER_VALUE = 33000 # sets initial gun terminal ID #sets gun rate RMMAX = 0 # sets initial temparature TEMP_INITIAL = 20 # sets text string for ammo/temp/low ammo status button STATUS = "" COOLED = 20 class TkApp(tk.Tk): #class MainFrame(tk.Frame): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) # set screen options self.geometry("640x400") self.configure(bg='black') self.title("Sentry Terminal") # locally initialize ammo count down self.counter = tk.IntVar() self.counter.set(INITIAL_COUNTER_VALUE) # locally sets the timer count down at 100% self.timer = tk.IntVar() self.timer.set(INITIAL_TIMER_VALUE) # locally sets rmbar to 0% self.rmcount = tk.IntVar() self.rmcount.set(RMMAX) # locally sets tempbar self.temperature = tk.IntVar() self.temperature.set(TEMP_INITIAL) # locally sets text string for ammo status button self.stat = tk.StringVar() self.stat.set(STATUS) # self.cooldown = tk.IntVar() self.stat.set(COOLED) tk.Grid.rowconfigure(self, 0, weight=1, uniform='c') tk.Grid.rowconfigure(self, 1, weight=1, uniform='b') tk.Grid.rowconfigure(self, 2, weight=1, uniform='b') tk.Grid.rowconfigure(self, 3, weight=1, uniform='b') tk.Grid.rowconfigure(self, 4, weight=1, uniform='b') tk.Grid.rowconfigure(self, 5, weight=1, uniform='b') tk.Grid.rowconfigure(self, 6, weight=1, uniform='b') tk.Grid.rowconfigure(self, 7, weight=1, uniform='b') tk.Grid.rowconfigure(self, 8, weight=1, uniform='b') tk.Grid.columnconfigure(self, 0, weight=1, uniform='a') tk.Grid.columnconfigure(self, 1, weight=1, uniform='a') tk.Grid.columnconfigure(self, 2, weight=1, uniform='a') tk.Grid.columnconfigure(self, 3, weight=1, uniform='a') tk.Grid.columnconfigure(self, 4, weight=1, uniform='a') tk.Grid.columnconfigure(self, 5, weight=1, uniform='a') # key input bindings self.bind("<KeyPress-f>", self.on_keypress_f) self.bind("<KeyRelease-f>", self.on_keyrelease_f) # these are the button and label declarations rounds = tk.Label(self, justify=tk.CENTER, textvariable=self.counter) rounds.grid(row=3, column=2, columnspan=1, sticky="EW") label1 = tk.Label(self, textvariable=self.timer) label1.grid(row=7, column=2, sticky="EW") # declarative buttons timestat = tk.Button(self,bg='black',state=tk.DISABLED, fg='yellow',disabledforeground='yellow',highlightbackground='yellow',borderwidth=2,justify=tk.CENTER,text="TIME AT 100% \n (msecs)") timestat.grid(row=7,column=0,columnspan=2,sticky="NSEW") roundsr = tk.Button(self,bg='black',state=tk.DISABLED, fg='yellow',disabledforeground='yellow',highlightbackground='yellow',borderwidth=2,justify=tk.CENTER,text="Rounds \n Remaining") roundsr.grid(row=3,column=0,columnspan=2,sticky="NS") temp = tk.Button(self,justify=tk.CENTER,text="Temp",bg='black', fg='yellow', highlightbackground='yellow', highlightcolor='black',activebackground='yellow') temp.grid(row=2,column=4,sticky="NSEW") rm = tk.Button(self,justify=tk.CENTER,text="R(M)",bg='black', fg='yellow', highlightbackground='yellow', highlightcolor='black',activebackground='yellow') rm.grid(row=2,column=5,sticky="NSEW") # rounds rate bar rmbar = ttk.Progressbar(self, orient="vertical", variable=self.rmcount) rmbar.grid(row=3,column=5,rowspan=6, sticky="NS") # temperature bar tempbar = ttk.Progressbar(self, orient="vertical", variable=self.temperature) tempbar.grid(row=3,column=4,rowspan=6,sticky="NS") # crit menu bar crit = tk.Label(self,justify=tk.CENTER, textvariable=self.stat, bg='black', fg='yellow', highlightbackground='yellow', highlightcolor='black',activebackground='yellow') crit.grid(row=5,column=0,columnspan=2,sticky="NSEW") # these are ported def coolbar(self): temperature_count = self.temperature.get() if temperature_count >= 21: temperature_count = self.temperature.get() temperature_count = temperature_count-1 or TEMP_INITIAL self.temperature.set(temperature_count) print("key not pressed", temperature_count) self.after(300, self.coolbar) def overheat(self): rmcount_count = self.rmcount.get() rmcount_count = 0 self.rmcount.set(rmcount_count) state_stat = self.stat.get() state_stat = "OVERHEAT" self.stat.set(state_stat) time.sleep(0.7) def critical(self): counter_value = self.counter.get() if counter_value <= 50: counter_value = self.counter.get() state_stat = self.stat.get() state_stat = "CRITICAL" self.stat.set(state_stat) counter_value = self.counter.get() print("ammo CRIT", counter_value) def out(self): counter_value = self.counter.get() if counter_value == 1: state_stat = self.stat.get() state_stat = "OUT" self.stat.set(state_stat) counter_value = self.counter.get() print("ammo CRIT", counter_value) def reload(self): counter_value = self.counter.get() if counter_value >= 1: state_stat = self.stat.get() state_stat = "" self.stat.set(state_stat) counter_value = self.counter.get() print("ammo CRIT", counter_value) def on_keypress_f(self, evet): counter_value = self.counter.get() counter_value = counter_value-1 or INITIAL_COUNTER_VALUE self.counter.set(counter_value) counter_value = self.counter.get() # this is logic to try and get ammo warnings counter_value = self.counter.get() self.reload() self.critical() self.out() # this sets the time at 100% timer_value = self.timer.get() timer_value = timer_value-66 or INITIAL_TIMER_VALUE self.timer.set(timer_value) # this sets the rmbar to 40% rmcount_count = self.rmcount.get() rmcount_count = 40 self.rmcount.set(rmcount_count) # this sets the temperature temperature_count = self.temperature.get() temperature_count = temperature_count+1 self.temperature.set(temperature_count) if temperature_count == 90: self.coolbar() self.overheat() else: state_stat = self.stat.get() state_stat = "" self.stat.set(state_stat) def on_keyrelease_f(self, evet): #this adds logic to say rate is zero if not firing #this automatically turns off rate bar moment key is released fixing a logic issue rmcount_count = self.rmcount.get() rmcount_count = 0 self.rmcount.set(rmcount_count) temperature_count = self.temperature.get() if temperature_count >= 20: self.coolbar() tk_app = TkApp() tk_app.mainloop()I think I am missing something blatently obvious in the formatting and function definitions. I think it has to do with the fact that if ammo count is lessthan or equal to 50 it flashes critical and also at ammo count == 1 it flashes out and the dual rules not playing well together. thoughts? Linked here: http://forum.alienslegacy.com/viewtopic.php?f=3&t=3019 Is the the location of a flash piece I am basically trying to replace. I ran with tkinter as it seemed to have all the options easily and quickly accessible that pygame did not have. Or my searches and understanding was soo limited that I did not find the specific library modules to use with python with pygame that would do the functional equivalent of what I have now. Any thoughts anyone? |