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帶有Tkinter Python的交互式游戲板-標簽更新

[英]Interactive game board with Tkinter Python - label updating

我對Tkinter完全陌生,因此,如果我說錯了什么,我深表歉意。 我正在用Python實現15個游戲,我想用Tkinter使其可視化。 請參閱以下2x2板:

4 3
2倍

如果您提示x用3跳動,則應該更新這些標簽。到目前為止,我已經初始化了畫布,並且有兩個代碼段,一個用於設置開發板:

def visualize():
    for i,row in enumerate(board):
        for j,column in enumerate(row):
            L = Label(root,text='   %s   '%board[i][j],bg='pink')
            if board[i][j] == d*d:
                L = tk.Label(root,text='        ')

對於移動功能:

def move():
    tile = int(raw_input('Which tile would you like to move: '))
    global board, blankx, blanky
    for i in range(d):
        for j in range(d):
            if(board[i][j] == tile):
                if(i - 1 == blanky or i + 1 == blanky or j - 1 == blankx or j + 1 == blankx):
                    board[i][j] = d * d
                    board[blanky][blankx] = tile
                    blanky = i
                    blankx = j
                    return True
    return False

關於如何將標簽合並到畫布中以及如何將move作為有效事件合並到畫布上的任何想法? 非常感謝

如果您不需要移動瓷磚的動畫,則可以使用grid()在行和列中放置標簽-而不是使用Canvas並在標簽之間移動文本。

您甚至可以使用Button (而不是Label )和command=為按鈕分配功能。

--

如果您需要動畫,則可以使用create_window()Label添加到Canvas並使用bind(event, function)將函數分配給由事件調用的label(如)。

但是您也可以使用place()將標簽或按鈕放在Frame

--

並且您必須將所有標簽/按鈕保留在全局列表中才能訪問它們。

--

編輯:簡單而有效的示例(但不完整)

import tkinter as tk

# --- functions ---

def move(x, y):
    global empty_x, empty_y, game_running   

    if game_running:        
        # check and move tile
        if (empty_x, empty_y) in [(x+1, y), (x-1, y), (x, y+1), (x, y-1)]:

            board[empty_y][empty_x] = board[y][x]
            board[y][x] = ' '

            buttons[empty_y][empty_x]['text'] = buttons[y][x]['text']
            buttons[y][x]['text'] = ' '

            empty_x = x
            empty_y = y

            if won():
                # show label "Hurray"
                label.lift()
                game_running = False

    else:
        # start game again

        shuffle() # shuffle tiles

        game_running = True

        # hide label
        label.lower() # or frame.lift()


def won():

    number = 0

    for y, row in enumerate(board):
        for x, char in enumerate(row, 1):
            number += 1
            if number == 9 and char == ' ':
                #print('A |%s| %d' % (char, number))
                return True
            elif char != str(number):
                #print('B |%s| %d' % (char, number))
                return False

    return True


def shuffle():
    # TODO: shuffle tiles

    # it can't put tiles in random places
    # because it can create game without solution

    pass

# --- data ---

board = [
    ['1', '2', '3'],
    ['4', '5', '6'],
    ['7', '8', ' '],
]

empty_x = len(board[0])-1
empty_y = len(board)-1

# --- main ---

root = tk.Tk()

# create label hidden behide frame

label = tk.Label(root, text="Hurray!\n\n(click any button to play again)", bg="red")
label.grid(row=0, column=0, ipadx=20, ipady=20)

# create frame with buttons to fast show/hide label

frame = tk.Frame(root)
frame.grid(row=0, column=0) # the same (row,col) to hide label

buttons = []

for y, row in enumerate(board):

    buttons_row = []

    for x, char in enumerate(row):

        b = tk.Button(frame, text=char, width=10, height=5, command=lambda x=x,y=y:move(x,y))
        b.grid(row=y, column=x)

        buttons_row.append(b)

    buttons.append(buttons_row)

# start game

shuffle() # shuffle tiles
game_running = True

# start "the engine"

root.mainloop()

編輯StringVar新版本

shuffle我將瓷磚放置在隨機的位置,有時我無法解決問題。

較小的修改很少-“ Hurray”現在是一個按鈕,可以開始新游戲。

import tkinter as tk
import random

# --- functions ---

def move(x, y):
    global empty_x, empty_y, game_running   

    if game_running:        
        # check and move tile
        if (empty_x, empty_y) in [(x+1, y), (x-1, y), (x, y+1), (x, y-1)]:

            board[empty_y][empty_x].set( board[y][x].get() )
            board[y][x].set(' ')

            empty_x = x
            empty_y = y

            if won():
                # show label "Hurray"
                label.lift()
                game_running = False

    else:
        # start game again

        shuffle() # shuffle tiles


def won():

    number = 0

    for y, row in enumerate(board):
        for x, string_var in enumerate(row, 1):
            number += 1
            if number == 9 and string_var.get() == ' ':
                #print('A |%s| %d' % (char, number))
                return True
            elif string_var.get() != str(number):
                #print('B |%s| %d' % (char, number))
                return False

    return True


def shuffle():
    global empty_x, empty_y, game_running

    # TODO: shuffle tiles

    # it can't put tiles in random places
    # because it can create game without solution


    # clear all tiles to recognize (in next step) empty tiles 
    for row in board:
        for element in row:
            element.set('')

    # put tiles in random places
    for number in range(1, 10):
        while True: 
            row = random.randint(0, 2)
            col = random.randint(0, 2)
            if board[row][col].get() == '':
                board[row][col].set(str(number))
                print('row/col/number:', row, col, number)
                break

    # last number remove:
    print('empty row/col:', row, col)
    board[row][col].set(' ')
    empty_x = col
    empty_y = row

    # hide label
    label.lower() # or frame.lift()

    # start game
    game_running = True

# --- main ---

root = tk.Tk()

# --- data ---

# StringVar needs `root` - it has to be after tk.Tk()

# empty board
board = [   
#    [tk.StringVar(value='1'), tk.StringVar(value='2'), tk.StringVar(value='3')],
    [tk.StringVar(), tk.StringVar(), tk.StringVar()],
    [tk.StringVar(), tk.StringVar(), tk.StringVar()],
    [tk.StringVar(), tk.StringVar(), tk.StringVar()],
]

# create label hidden behide frame

label = tk.Button(root, text="Hurray!\n\n(click here to play again)", command=shuffle)
label.grid(row=0, column=0, ipadx=50, ipady=50)

# create frame with buttons to fast show/hide label

frame = tk.Frame(root)
frame.grid(row=0, column=0) # the same (row,col) to hide label

buttons = []

for y, row in enumerate(board):

    buttons_row = []

    for x, string_var in enumerate(row):

        b = tk.Button(frame, textvariable=string_var, width=10, height=5, command=lambda x=x,y=y:move(x,y))
        b.grid(row=y, column=x)

        buttons_row.append(b)

    buttons.append(buttons_row)

# start game

shuffle() # shuffle tiles

# start "the engine"

root.mainloop()

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