First time here so forgive me as this is my FIRST attempt at making a silly GUI game (if you want to call it that). I'm trying to get the user to click a button and the image of their selection pops up. I can't seem to figure out how to get the image to pop up though.
Image does show if I run it separately.
My code:
from Tkinter import *
root = Tk()
class PokemonClass(object):
def __init__(self, master):
frame = Frame(master)
frame.pack()
self.WelcomeLabel = Label(root, text="Welcome! Pick your Pokemon!",
bg="Black", fg="White")
self.WelcomeLabel.pack(fill=X)
self.CharButton = Button(root, text="Charmander", bg="RED", fg="White",
command=self.CharClick)
self.CharButton.pack(side=LEFT, fill=X)
self.SquirtButton = Button(root, text="Squirtle", bg="Blue", fg="White")
self.SquirtButton.pack(side=LEFT, fill=X)
self.BulbButton = Button(root, text="Bulbasaur", bg="Dark Green",
fg="White")
self.BulbButton.pack(side=LEFT, fill=X)
def CharClick(self):
print "You like Charmander!"
global CharSwitch
CharSwitch = 'Yes'
CharSwitch = 'No'
if CharSwitch == 'Yes':
CharPhoto = PhotoImage(file="Charmander.gif")
ChLabel = Label(root, image=CharPhoto)
ChLabel.pack()
k = PokemonClass(root)
root.mainloop()
This works, but the actual image no longer shows, if I keep the PhotoImage OUT of the class it will print but I want to have it print IF they click the specific button:
from Tkinter import *
root = Tk()
class PokemonClass(object):
def __init__(self, master):
frame = Frame(master)
frame.pack()
self.WelcomeLabel = Label(root, text = "Welcome! Pick your Pokemon!", bg = "Black", fg = "White")
self.WelcomeLabel.pack(fill = X)
self.CharButton = Button(root, text = "Charmander", bg = "RED", fg = "White", command = CharClick)
self.CharButton.pack(side = LEFT, fill = X)
self.SquirtButton = Button(root, text = "Squirtle", bg = "Blue", fg = "White")
self.SquirtButton.pack(side = LEFT, fill = X)
self.BulbButton = Button(root, text = "Bulbasaur", bg = "Dark Green", fg = "White")
self.BulbButton.pack(side = LEFT, fill = X)
def CharClick():
print "You like Charmander!"
CharPhoto = PhotoImage(file = "Charmander.gif")
ChLabel = Label(root, image = CharPhoto)
ChLabel.pack()
k = PokemonClass(root)
root.mainloop()
You need to maintain a reference to your PhotoImage
object. Unfortunately there is an inconsistency in tkinter in that attaching a Button
to a parent widget increments the reference count, but adding an image to a widget does not increment the reference count. As a consequence at the moment the CharPhoto
variable goes out of scope at the end of the function CharClick
, the number of reference to the PhotoImage
falls to zero and the object is made available for garbage collection.
If you keep a reference to the image somewhere, it will appear. When you kept it globally it remained in scope for the entire script and hence appeared.
You can keep a reference to it in the PokemonClass
object or in the Label
widget.
Below is the later of those options
from Tkinter import *
root = Tk()
class PokemonClass(object):
def __init__(self, master):
frame = Frame(master)
frame.pack()
self.WelcomeLabel = Label(root, text="Welcome! Pick your Pokemon!",
bg="Black", fg="White")
self.WelcomeLabel.pack(fill=X)
self.CharButton = Button(root, text="Charmander", bg="RED", fg="White",
command=self.CharClick)
self.CharButton.pack(side=LEFT, fill=X)
self.SquirtButton = Button(root, text="Squirtle", bg="Blue", fg="White")
self.SquirtButton.pack(side=LEFT, fill=X)
self.BulbButton = Button(root, text="Bulbasaur", bg="Dark Green",
fg="White")
self.BulbButton.pack(side=LEFT, fill=X)
def CharClick(self):
print "You like Charmander!"
global CharSwitch
CharSwitch = 'Yes'
CharPhoto = PhotoImage(file="Charmander.gif")
ChLabel = Label(root, image=CharPhoto)
ChLabel.img = CharPhoto
ChLabel.pack()
CharSwitch = 'No'
k = PokemonClass(root)
root.mainloop()
The solution which helped me is just simply declaring all the image variables on the next line after 'root = Tk()'. Doing so won't spoil your code or anything.
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