🎮 Building an Animated Hangman Game in Python (Tkinter) — Step by Step

Published: (February 7, 2026 at 11:17 PM EST)
6 min read
Source: Dev.to

Source: Dev.to

🧰 What We’ll Use

  • Python 3
  • Tkinter (GUI framework)
  • ttk (styled widgets)
  • sv‑ttk (modern light/dark themes)

📦 Step 1 – Imports & Dependencies

import sys
import os
import random
import tkinter as tk
from tkinter import ttk, messagebox
import sv_ttk

Why these imports?

ModulePurpose
randomChoose random words
tkinterBuild the GUI
ttkNicer‑looking widgets
messageboxPop‑up dialogs
sv_ttkModern light/dark theme support

🧠 Step 2 – Helper Functions

Loading files correctly (even after packaging)

def resource_path(file_name):
    base_path = getattr(sys, "_MEIPASS", os.path.dirname(os.path.abspath(__file__)))
    return os.path.join(base_path, file_name)

This helper ensures file paths work correctly if you later bundle the app with tools like PyInstaller.

Updating the status bar

def set_status(msg):
    status_var.set(msg)
    root.update_idletasks()

Updates the status message at the bottom of the app in real time.

🪟 Step 3 – Create the Main App Window

root = tk.Tk()
root.title("Animated Hangman Game")
root.geometry("700x850")
sv_ttk.set_theme("light")
  • Tk() creates the window.
  • geometry() sets its size.
  • sv_ttk.set_theme() applies a modern theme.

🌍 Step 4 – Global Game State

dark_mode_var = tk.BooleanVar(value=False)

word_list = ["PYTHON", "HANGMAN", "COMPUTER", "AI", "PROGRAMMING", "DEVELOPER"]

current_word = ""
guessed_letters = set()
wrong_guesses = 0
max_wrong = 6

UI‑bound variables

display_word_var = tk.StringVar()
status_var = tk.StringVar(value="Ready")
lives_var = tk.StringVar(value=f"Lives: {max_wrong}")

StringVar allows Tkinter widgets to update automatically when values change.

🌗 Step 5 – Dark‑Mode Toggle

def toggle_theme():
    bg = "#2E2E2E" if dark_mode_var.get() else "#FFFFFF"
    fg = "white" if dark_mode_var.get() else "black"

    root.configure(bg=bg)

    for w in ["TFrame", "TLabel", "TLabelframe", "TLabelframe.Label", "TCheckbutton"]:
        style.configure(w, background=bg, foreground=fg)

    guess_entry.configure(background=bg, foreground=fg)
    hangman_canvas.configure(bg=bg)

Dynamically switches background and text colors when the checkbox is toggled.

🔁 Step 6 – Starting a New Game

def start_new_game():
    global current_word, guessed_letters, wrong_guesses

    current_word = random.choice(word_list)
    guessed_letters = set()
    wrong_guesses = 0

    update_display_word()
    lives_var.set(f"Lives: {max_wrong}")
    draw_hangman(animated=False)

    set_status("New game started! Guess a letter.")

Resets everything: picks a new word, clears guesses, and resets the hangman drawing.

🔤 Step 7 – Updating the Word Display

def update_display_word():
    display = " ".join(
        c if c in guessed_letters else "_" for c in current_word
    )
    display_word_var.set(display)

    # Win condition
    if "_" not in display:
        set_status("Congratulations! You guessed the word!")
        messagebox.showinfo("Winner!", f"You correctly guessed: {current_word}")

Example output:

P Y T H O N

❓ Step 8 – Guessing a Letter

def guess_letter():
    global wrong_guesses

    letter = guess_var.get().strip().upper()
    guess_var.set("")

Validate input

    if not letter or len(letter) != 1 or not letter.isalpha():
        set_status("Please enter a single letter.")
        return

Prevent duplicate guesses

    if letter in guessed_letters:
        set_status(f"You already guessed '{letter}'.")
        return

Handle correct vs. wrong guesses

    guessed_letters.add(letter)

    if letter not in current_word:
        wrong_guesses += 1
        lives_var.set(f"Lives: {max_wrong - wrong_guesses}")
        draw_hangman(animated=True)

        # Game‑over logic
        if wrong_guesses >= max_wrong:
            messagebox.showinfo("Game Over", f"The word was: {current_word}")
            start_new_game()
            return

    update_display_word()

🎨 Step 9 – Drawing the Hangman

Base structure (always drawn)

def draw_hangman(animated=True):
    hangman_canvas.delete("all")

    # Scaffold
    hangman_canvas.create_line(50, 350, 250, 350, width=3)   # Ground
    hangman_canvas.create_line(150, 350, 150, 50, width=3)   # Pole
    hangman_canvas.create_line(150, 50, 300, 50, width=3)    # Top beam
    hangman_canvas.create_line(300, 50, 300, 100, width=3)   # Rope

Body parts (added per mistake)

    parts = []

    if wrong_guesses >= 1:
        parts.append(("oval", 275, 100, 325, 150))   # Head
    if wrong_guesses >= 2:
        parts.append(("line", 300, 150, 300, 250))   # Body
    if wrong_guesses >= 3:
        parts.append(("line", 300, 180, 260, 220))   # Left arm
    if wrong_guesses >= 4:
        parts.append(("line", 300, 180, 340, 220))   # Right arm
    if wrong_guesses >= 5:
        parts.append(("line", 300, 250, 260, 300))   # Left leg
    if wrong_guesses >= 6:
        parts.append(("line", 300, 250, 340, 300))   # Right leg

Render (with optional animation)

    for i, (shape, *coords) in enumerate(parts):
        if animated:
            # Simple animation: draw each part after a short delay
            root.after(i * 200, lambda s=shape, c=coords: draw_part(s, *c))
        else:
            draw_part(shape, *coords)

def draw_part(shape, *coords):
    if shape == "oval":
        hangman_canvas.create_oval(*coords, width=3)
    elif shape == "line":
        hangman_canvas.create_line(*coords, width=3)

🎬 Step 10 – Wire Everything Up (UI Layout)

style = ttk.Style()

# Top frame – title & theme toggle
top_frame = ttk.Frame(root, padding=10)
top_frame.pack(fill="x")

title_lbl = ttk.Label(top_frame, text="Hangman", font=("Helvetica", 24))
title_lbl.pack(side="left")

theme_chk = ttk.Checkbutton(
    top_frame,
    text="Dark mode",
    variable=dark_mode_var,
    command=toggle_theme
)
theme_chk.pack(side="right")

# Word display
word_frame = ttk.Frame(root, padding=10)
word_frame.pack(fill="x")
word_lbl = ttk.Label(word_frame, textvariable=display_word_var, font=("Consolas", 32))
word_lbl.pack()

# Canvas for the drawing
hangman_canvas = tk.Canvas(root, width=400, height=400, bg="white", highlightthickness=0)
hangman_canvas.pack(pady=10)

# Guess entry & button
guess_frame = ttk.Frame(root, padding=10)
guess_frame.pack(fill="x")
guess_var = tk.StringVar()
guess_entry = ttk.Entry(guess_frame, textvariable=guess_var, width=5, font=("Helvetica", 18))
guess_entry.pack(side="left", padx=(0, 5))
guess_btn = ttk.Button(guess_frame, text="Guess", command=guess_letter)
guess_btn.pack(side="left")

# Lives & status bar
status_frame = ttk.Frame(root, padding=5)
status_frame.pack(fill="x", side="bottom")
lives_lbl = ttk.Label(status_frame, textvariable=lives_var)
lives_lbl.pack(side="left")
status_lbl = ttk.Label(status_frame, textvariable=status_var, anchor="e")
status_lbl.pack(side="right", fill="x", expand=True)

# Start the first game
start_new_game()

root.mainloop()

🎉 You’re Done!

Run the script, toggle dark mode, and enjoy an animated Hangman experience built entirely with the standard Python library. Feel free to extend it with:

  • A larger word list (load from a file).
  • Sound effects using winsound or pygame.
  • A high‑score tracker.

Happy coding!

Animated Hangman – Code Walk‑through

Below is a cleaned‑up version of the markdown segment. All original code, headings, and content are preserved, but the stray “Enter fullscreen mode / Exit fullscreen mode” lines have been removed and the code blocks are properly fenced.

animate_parts – Draw the Hangman step‑by‑step

def animate_parts(parts, idx=0):
    """Recursively draw each part of the hangman with a short delay."""
    if idx >= len(parts):
        return

    # Draw an oval (the head)
    if parts[idx][0] == "oval":
        hangman_canvas.create_oval(*parts[idx][1:], width=3)

    # Draw a line (any limb)
    else:
        x1, y1, x2, y2 = parts[idx][1:]
        hangman_canvas.create_line(x1, y1, x2, y2, width=3)

    # Wait a bit, then draw the next part
    hangman_canvas.after(400, lambda: animate_parts(parts, idx + 1))

🎛 Step 11: UI Layout

Main container

main = ttk.Frame(root, padding=20)
main.pack(expand=True, fill="both")

Canvas

hangman_canvas = tk.Canvas(main, width=400, height=400, bg="white")
hangman_canvas.grid(row=1, column=0, pady=10)

Input & buttons

guess_var = tk.StringVar()

guess_entry = ttk.Entry(
    main,
    textvariable=guess_var,
    font=("Segoe UI", 16),
    width=5,
)
guess_entry.grid(row=4, column=0)

ttk.Button(main, text="Guess", command=guess_letter).grid(row=5, column=0)

▶️ Step 12: Run the App

start_new_game()
root.mainloop()

This starts the game loop and opens the window.

🎉 Final Result

You now have:

  • ✅ Animated hangman drawing
  • 🌗 Light / Dark mode
  • 🎯 Input validation
  • 🧠 Game‑state handling
  • 🎨 Modern UI styling

🚀 Next Ideas

  • Add difficulty levels
  • Load words from a file
  • Add keyboard input
  • Track high scores
  • Package as an .exe

Preview

Animated Hangman Game

All code snippets are ready to be copied into your project.

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