如何在Tkinter中正确在按钮上显示Python扫雷游戏?
我正在用Python 2.7制作一个扫雷游戏。在创建图形界面(GUI)时遇到了几个问题。我使用了一个叫做easyGUI的库(可以在这里找到:http://easygui.sourceforge.net/)来设置一些基本的窗口,但这不是我的问题。真正的问题在于扫雷游戏的主窗口。我不太确定如何在右键点击时放置一个旗帜,或者在左键点击某个区域时运行我的递归函数'location_reveal'。另一个问题是如何在用户每次做出选择时,改变按钮上的文本,以显示周围有多少个雷,以及旗帜的位置。我遇到了一个大问题,因为我以为可以每次销毁窗口然后重新创建它来更新内容,但这样也不行。任何帮助都会非常感谢。
from easygui import *
import random
import os
import Tkinter
def game_new():
n = enterbox(msg='Enter your name.', title='Welcome new user!', strip=True)
while n.strip() == "":
n = enterbox(msg='Oops you forgot to enter a name!', title='Welcome new user!', strip=True)
a = buttonbox(msg='Choose a game difficulty', title='Configuration', choices = ['Beginner','Intermediate','Expert','Custom'])
if a[0] == 'B':
return n, 9, 9, 10
elif a[0] == 'I':
return n, 16, 16, 40
elif a[0] == 'E':
return n, 30, 16, 99
else:
a,b,c = customconfigure()
return n,a,b,c
def customconfigure():
msg = "Minesweeper configuration:"
title = "Settings"
fieldNames = ["Width in mines (max 30):","Height in mines (max 20):","Mines:"]
fieldValues = [] # we start with blanks for the values
fieldValues = multenterbox(msg,title, fieldNames)
while 1:
if fieldValues == None: break
errmsg = ""
for i in range(len(fieldNames)):
if fieldValues[i].strip() == "":
errmsg += ('"%s" was left blank.\n\n' % fieldNames[i])
elif not fieldValues[i].strip().isdigit:
errmsg += ('"%s" must be an integer.\n\n' % fieldNames[i])
elif i == 0 and not 3 <= int(fieldValues[i]) <= 30:
errmsg += ('Width must be between 3 and 30 mines.\n\n')
elif i == 1 and not 3 <= int(fieldValues[i]) <= 20:
errmsg += ('Height must be between 3 and 20 mines.\n\n')
elif i == 2 and not 1 <= int(fieldValues[i]) <= (int(fieldValues[0]) * int(fieldValues[1]) - 1):
errmsg += ('Mines must be between 1 and ' + str(int(fieldValues[0]) * int(fieldValues[1]) - 1) + '\n\n')
if errmsg == "":
break # no problems found
fieldValues = multenterbox(errmsg, title, fieldNames, fieldValues)
return int(fieldValues[0]),int(fieldValues[1]),int(fieldValues[2])
def inchk(s,m):
if not s.isdigit:
return False
if 1 <= int(s) <= m:
return True
else:
return False
def move_get():
user_x = raw_input("Enter the 'x' of the point you want to preform an action on: ")
while not inchk(user_x,width):
user_x = raw_input("Invalid selection. Enter a value for 'x': ")
user_y = raw_input("Enter the 'y' of the point you want to preform an action on: ")
while not inchk(user_y,height):
user_y = raw_input("Invalid selection. Enter a value for 'y': ")
return int(user_x), int(user_y)
def location_reveal(x,y):
global field
global showing
global symbol_mine
if field[x][y] == symbol_mine:
game_over()
else:
showing[x][y] = " " + str(field[x][y]) + " "
if showing[x-1][y] == " " and field[x-1][y] != symbol_mine:
location_reveal(x-1,y)
if showing[x+1][y] == " " and field[x+1][y] != symbol_mine:
location_reveal(x+1,y)
if showing[x][y+1] == " " and field[x][y+1] != symbol_mine:
location_reveal(x,y+1)
if showing[x][y-1] == " " and field[x][y-1] != symbol_mine:
location_reveal(x,y-1)
playing()
def location_chosen(s):
global field
global showing
x = int(s[:s.index(":")]) + 1
y = int(s[s.index(":")+1:]) + 1
msg = "Choose an action to "
choices = ["Reveal","Flag","Back"]
reply = buttonbox(msg,choices=choices)
field_hid.destroy
if reply == "Back":
playing()
elif reply == "Flag":
showing[x][y] = " F "
playing()
else:
location_reveal(x,y)
def playing():
global field
global showing
global width
global height
global symbol_mine
win = False
def k():
field_hid.destroy()
count_mine = 0
count_flag = 0
for x in field:
count_mine += x.count(symbol_mine)
for x in showing:
count_flag += x.count(' F ')
for x in range(1, width):
for y in range(1, height):
if field[x][y] == symbol_mine and showing[x][y] == ' F ':
if count_mine == count_flag:
win = True
else:
win = False
break
field_hid = Tkinter.Tk()
for x in range(width):
for y in range(height):
s = str(x) + ":" + str(y)
t = showing[x+1][y+1]
b = Tkinter.Button(field_hid, text = t, command = lambda s=s: location_chosen(s))
#b.bind('<Button-1>', field_hid.destroy())
b.pack()
b.grid(row=x, column=y)
Tkinter.mainloop()
def main():
global width
global height
global field
global showing
global symbol_mine
user_name, width, height, mines = game_new()
symbol_empty = ' '
symbol_mine = 'M'
play = True
#Creates field with empty spaces
field = [[symbol_empty for h in range(width+2)] for w in range(height+2)] #
showing = [[" " for h in range(width+2)] for w in range(height+2)]
# Randomly places mines on the field
mines_placed = 0
while mines_placed < mines:
y = random.randint(1,width)#
x = random.randint(1,height)#
if field[x][y] == symbol_empty:
field[x][y] = symbol_mine
mines_placed += 1
# Checks How many mines border each square
for x in range(1,height+1):
for y in range(1, width+1):
if field[x][y] != symbol_mine:
mines_touching = 0
for x2 in range(x-1,x+2):
for y2 in range(y-1,y+2):
if field[x2][y2] == symbol_mine:
mines_touching += 1
if mines_touching > 0:
field[x][y] = str(mines_touching)
#Creates the playing field
playing()
main()
1 个回答
2
你可以用按钮的 configure
方法来改变按钮上的文字,比如说 b1.configure(text="whatever")
。这样的话,你就不需要每次更新的时候都重建整个窗口。只需要创建一次按钮,然后根据需要改变它的文字或图片就可以了。
比如,你可以把按钮的定义改成这样:
b = Tkinter.Button(field_hid, text = t)
b.configure(command = lambda s=s, button=b: location_chosen(s,button))
然后,把 location_chosen
的参数改成这样:
def location_chosen(s,button):
...
一旦你这样做了,location_chosen
方法就会接收到一个被点击按钮的引用。你可以通过 button.configure(...)
来重新设置这个按钮的标签或图片。
当然,另一种方法是把这些按钮的引用存储在一个数组或字典里。例如,你可以添加:
self.button[s] = b
这样的话,当你需要根据 x,y 来引用特定的按钮时,就可以用 button[s]
,比如 self.button["1:2"].configure(...)
。