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tkinter 中的掃雷艇; 為什么會這樣?

[英]Minesweeper in tkinter; why does this happen?

我正在嘗試使用 tkinter 中的按鈕制作掃雷艇,這是我第一次使用 tkinter。 我唯一的問題是我不知道如何創建對不同鍵有不同反應的按鈕(我想要 'f' 創建一個標志並左鍵單擊以“打開”磁貼),同時仍然能夠傳遞變量這與創建按鈕時的功能不同...描述將在代碼后變得更清晰...

    from tkinter import *
    from random import *
    master = Tk()
    bomb_positions = []

    for i in range (160):
        random = randint(0, 2)

        if random == 0 or 1:                              #These are 'safe' buttons
            btn = Button(master, width=2)
            btn.bind('<ButtonRelease-1>', lambda event, i=i: check(i))
                                      #Correct value of i when check(i) is called at event
            btn.bind('f', lambda event, i=i: place_flag(i))
                                      #Diffrent value if i when place_flag(i) is called at event
            btn.pack()
            btn.grid(row=row, column=col)

        if random == 2:                              #These are 'bombs'
            btn = Button(master, width=2)
            btn.bind('<ButtonRelease-1>', function3)
            btn.bind('f', lambda event, i=i: place_flag(i))    #Same problem as above
            btn.pack()
            bomb_positions.append(i)

運行程序時,每個按鈕的特定值 i 會進入函數 1。 但是,當我在任何按鈕上按 'f' 時,會調用 'place_flag()' 函數,但 i 的值不同。 (有趣的是,當調用 'place_flag()' 函數時使用的 i 值開始時不提供任何值。每次在 tkinter 窗口的非活動部分按下 TAB 時,該值從 1 開始並增加每按一次 Tab. 1 次。)

我希望 i 的值與“check()”函數的值相同,但我不知道是什么導致了我的問題。 有任何想法嗎?

(對編程非常陌生,對於不正確的術語和模糊的解釋很抱歉......很高興我能得到所有幫助!)

您沒有跟蹤您的按鈕,因此您將來無法編輯它們。 我在你的代碼中添加了一個 btnList 來跟蹤它們。 我還為<Enter>創建了一個新綁定,它將焦點設置在當前鼠標位於其頂部的按鈕上。

此代碼應該允許您將鼠標懸停在按鈕上,按“f”鍵,它將按鈕的文本從空白更改為“F”。

我現在還更新了您的代碼,以便當用戶單擊一個方塊時,它會檢查該方塊是否在bomb_positions列表中; 如果是它打印“Boom!!” 到控制台並在按鈕中放置一個 *,如果它不是炸彈,則放置一個 O。

希望我所做的更改將幫助您繼續游戲。

from tkinter import *
from random import *
master = Tk()
bomb_positions = []

def function3(event):
    print("Function3")


def place_flag(square):
    print("PlaceFlag")
    btnList[square]['text'] = 'F'

def check(square,btn):
    print("Check ",square, btn)
    if square in bomb_positions:
        print("Booommmmm!!!")
        btnList[square]['text'] = '*'
    else:
        btnList[square]['text'] = 'O'

def setFocus(event):
    event.widget.focus_set()

btnList = []

for i in range (160):

    random = randint(0, 2)
    row, col = divmod(i,16)

    if random == 0 or 1:                              #These are 'safe' buttons
        btn = Button(master, width=2)
        btn.bind('<ButtonRelease-1>', lambda event, i=i: check(i,btn))
                                  #Correct value of i when check(i) is called at event
        btn.bind('f', lambda event, i=i: place_flag(i))
                                  #Diffrent value if i when place_flag(i) is called at event
        #btn.pack()
        btn.grid(row=row, column=col)

    if random == 2:                              #These are 'bombs'
        btn = Button(master, width=2)
        btn.bind('<ButtonRelease-1>', lambda event, i=i: check(i,btn))
        btn.bind('f', lambda event, i=i: place_flag(i))    #Same problem as above
        btn.grid(row=row, column=col)
        bomb_positions.append(i)
    btn.bind("<Enter>",setFocus)
    btnList.append(btn)



master.mainloop()

通過簡單的更改,按鈕可以進行顏色編碼,以顯示其中是否有炸彈。

def check(square,btn):
    print("Check ",square, btn)
    if square in bomb_positions:
        print("Booommmmm!!!")
        btnList[square]['bg'] = 'red'
        btnList[square]['text'] = '*'
    else:
        btnList[square]['bg'] = 'green'

如果您嘗試在 Python 中實現掃雷,您可能會發現這是您代碼的有用起點:

import tkinter
import functools

class MineSweep(tkinter.Frame):

    @classmethod
    def main(cls, width, height):
        root = tkinter.Tk()
        window = cls(root, width, height)
        root.mainloop()

    def __init__(self, master, width, height):
        super().__init__(master)
        self.__width = width
        self.__height = height
        self.__build_buttons()
        self.grid()

    def __build_buttons(self):
        self.__buttons = []
        for y in range(self.__height):
            row = []
            for x in range(self.__width):
                button = tkinter.Button(self)
                button.grid(column=x, row=y)
                button['text'] = '?'
                command = functools.partial(self.__push, x, y)
                button['command'] = command
                row.append(button)
            self.__buttons.append(row)

    def __push(self, x, y):
        print('Column = {}\nRow = {}'.format(x, y))

if __name__ == '__main__':
    MineSweep.main(10, 10)

如果您正在尋找功能更全面的程序來進行修改,您可能希望使用它作為起點:

import tkinter
import functools
import random
from tkinter.simpledialog import askstring, Dialog
from tkinter.messagebox import showinfo
import os.path

################################################################################

class MineSweep(tkinter.Frame):

    @classmethod
    def main(cls, width, height, mines, scores):
        root = tkinter.Tk()
        root.resizable(False, False)
        root.title('MineSweep')
        window = cls(root, width, height, mines, scores)
        root.protocol('WM_DELETE_WINDOW', window.close)
        root.mainloop()

################################################################################

    def __init__(self, master, width, height, mines, scores):
        super().__init__(master)
        self.__width = width
        self.__height = height
        self.__mines = mines
        self.__wondering = width * height
        self.__started = False
        self.__playing = True
        self.__scores = ScoreTable()
        self.__record_file = scores
        if os.path.isfile(scores):
            self.__scores.load(scores)
        self.__build_timer()
        self.__build_buttons()
        self.grid()

    def close(self):
        self.__scores.save(self.__record_file)
        self.quit()

    def __build_timer(self):
        self.__secs = tkinter.IntVar()
        self.__timer = tkinter.Label(textvariable=self.__secs)
        self.__timer.grid(columnspan=self.__width, sticky=tkinter.EW)
        self.__after_handle = None

    def __build_buttons(self):
        self.__reset_button = tkinter.Button(self)
        self.__reset_button['text'] = 'Reset'
        self.__reset_button['command'] = self.__reset
        self.__reset_button.grid(column=0, row=1,
                                 columnspan=self.__width, sticky=tkinter.EW)
        self.__reset_button.blink_handle = None
        self.__buttons = []
        for y in range(self.__height):
            row = []
            for x in range(self.__width):
                button = tkinter.Button(self, width=2, height=1,
                                        text='?', fg='red')
                button.grid(column=x, row=y+2)
                command = functools.partial(self.__push, x, y)
                button['command'] = command
                row.append(button)
            self.__buttons.append(row)

    def __reset(self):
        for row in self.__buttons:
            for button in row:
                button.config(text='?', fg='red')
        self.__started = False
        self.__playing = True
        self.__wondering = self.__width * self.__height
        if self.__after_handle is not None:
            self.after_cancel(self.__after_handle)
            self.__after_handle = None
        self.__secs.set(0)

    def __push(self, x, y, real=True):
        button = self.__buttons[y][x]
        if self.__playing:
            if not self.__started:
                self.__build_mines()
                while self.__buttons[y][x].mine:
                    self.__build_mines()
                self.__started = True
                self.__after_handle = self.after(1000, self.__tick)
            if not button.pushed:
                self.__push_button(button, x, y)
            elif real:
                self.__blink(button, button['bg'], 'red')
        elif real:
            self.__blink(button, button['bg'], 'red')

    def __blink(self, button, from_bg, to_bg, times=8):
        if button.blink_handle is not None and times == 8:
            return
        button['bg'] = (to_bg, from_bg)[times & 1]
        times -= 1
        if times:
            blinker = functools.partial(self.__blink, button,
                                        from_bg, to_bg, times)
            button.blink_handle = self.after(250, blinker)
        else:
            button.blink_handle = None

    def __tick(self):
        self.__after_handle = self.after(1000, self.__tick)
        self.__secs.set(self.__secs.get() + 1)

    def __push_button(self, button, x, y):
        button.pushed = True
        if button.mine:
            button['text'] = 'X'
            self.__playing = False
            self.after_cancel(self.__after_handle)
            self.__after_handle = None
            self.__blink(self.__reset_button, button['bg'], 'red')
        else:
            button['fg'] = 'SystemButtonText'
            count = self.__total(x, y)
            button['text'] = count and str(count) or ' '
            self.__wondering -= 1
            if self.__wondering == self.__mines:
                self.after_cancel(self.__after_handle)
                self.__after_handle = None
                self.__finish_game()

    def __finish_game(self):
        self.__playing = False
        score = self.__secs.get()
        for row in self.__buttons:
            for button in row:
                if button.mine:
                    button['text'] = 'X'
        if self.__scores.eligible(score):
            name = askstring('New Record', 'What is your name?')
            if name is None:
                name = 'Anonymous'
            self.__scores.add(name, score)
        else:
            showinfo('You did not get on the high score table.')
        HighScoreView(self, 'High Scores', self.__scores.listing())

    def __total(self, x, y):
        count = 0
        for x_offset in range(-1, 2):
            x_index = x + x_offset
            for y_offset in range(-1, 2):
                y_index = y + y_offset
                if 0 <= x_index < self.__width and 0 <= y_index < self.__height:
                    count += self.__buttons[y_index][x_index].mine
        if not count:
            self.__propagate(x, y)
        return count

    def __propagate(self, x, y):
        for x_offset in range(-1, 2):
            x_index = x + x_offset
            for y_offset in range(-1, 2):
                y_index = y + y_offset
                if 0 <= x_index < self.__width and 0 <= y_index < self.__height:
                    self.__push(x_index, y_index, False)

    def __build_mines(self):
        mines = [True] * self.__mines
        empty = [False] * (self.__width * self.__height - self.__mines)
        total = mines + empty
        random.shuffle(total)
        iterator = iter(total)
        for row in self.__buttons:
            for button in row:
                button.mine = next(iterator)
                button.pushed = False
                button.blink_handle = None

################################################################################

class ScoreTable:

    def __init__(self, size=10):
        self.__data = {999: [''] * size}

    def add(self, name, score):
        assert self.eligible(score)
        if score in self.__data:
            self.__data[score].insert(0, name)
        else:
            self.__data[score] = [name]
        if len(self.__data[max(self.__data)]) == 1:
            del self.__data[max(self.__data)]
        else:
            del self.__data[max(self.__data)][-1]

    def eligible(self, score):
        return score <= max(self.__data)

    def listing(self):
        for key in sorted(self.__data.keys()):
            for name in self.__data[key]:
                yield name, key

    def load(self, filename):
        self.__data = eval(open(filename, 'r').read())

    def save(self, filename):
        open(filename, 'w').write(repr(self.__data))

################################################################################

class HighScoreView(Dialog):

    def __init__(self, parent, title, generator):
        self.__scores = generator
        super().__init__(parent, title)

    def body(self, master):
        self.__labels = []
        for row, (name, score) in enumerate(self.__scores):
            label = tkinter.Label(master, text=name)
            self.__labels.append(label)
            label.grid(row=row, column=0)
            label = tkinter.Label(master, text=str(score))
            self.__labels.append(label)
            label.grid(row=row, column=1)
        self.__okay = tkinter.Button(master, command=self.ok, text='Okay')
        self.__okay.grid(ipadx=100, columnspan=2, column=0, row=row+1)
        return self.__okay

    def buttonbox(self):
        pass

################################################################################

if __name__ == '__main__':
    MineSweep.main(10, 10, 10, 'scores.txt')

參考: ActiveState Code » Recipes » MineSweep

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