Python 3.x destroy()不在重复中销毁

Python 3.x destroy()不在重复中销毁,python-3.x,tkinter,Python 3.x,Tkinter,我的代码创建了一个带有3个输入框和3个按钮的Tk窗口。单击按钮时,相邻的输入框和按钮本身应消失。我想使用destroy,因为我不再使用它了。问题是它第一次在任何按钮/条目组件上工作,但是当我在一个按钮被销毁后单击任何其他按钮时,其他按钮都不会被销毁 class BlackjackTable: def __init__(self,numPlayers): self.numPlayers=numPlayers self.tableWindow=Tk()

我的代码创建了一个带有3个输入框和3个按钮的
Tk
窗口。单击按钮时,相邻的输入框和按钮本身应消失。我想使用destroy,因为我不再使用它了。问题是它第一次在任何按钮/条目组件上工作,但是当我在一个按钮被销毁后单击任何其他按钮时,其他按钮都不会被销毁

class BlackjackTable:
    def __init__(self,numPlayers):
        self.numPlayers=numPlayers
        self.tableWindow=Tk()
        self.bettedE=False
        self.bettedS=False
        self.bettedW=False
        self.betCount=0
        self.suitWindow()
    def suitWindow(self):
        self.tableWindow.title("Blackjack Table")
        self.tableWindow.config(bg="dark green")
        if int(self.betCount)!=int(self.numPlayers) and (not self.bettedE):
            self.EHandEntry=Entry(self.tableWindow,fg="white",bg="dark green",width=10)
            self.EHandEntry.grid(row=5,column=9)

            self.EHandSubmit=Button(self.tableWindow,text="Bet",fg="white",padx=15,pady=5,command=self.betE,bg="dark green",activebackground="dark green",activeforeground="white")
            self.EHandSubmit.grid(row=5,column=10)
        if self.numPlayers>=2:
            if (self.betCount!=self.numPlayers) and (not self.bettedS):
                self.SHandEntry=Entry(self.tableWindow,fg="white",bg="dark green",width=10)
                self.SHandEntry.grid(row=8,column=6)

                self.SHandSubmit=Button(self.tableWindow,text="Bet",fg="white",padx=15,pady=5,command=self.betST,bg="dark green",activebackground="dark green",activeforeground="white")
                self.SHandSubmit.grid(row=8,column=7)
        if self.numPlayers==3:
            if (self.betCount!=self.numPlayers) and (not self.bettedW):
                self.WHandEntry=Entry(self.tableWindow,fg="white",bg="dark green",width=10)
                self.WHandEntry.grid(row=5,column=3)

                self.WHandSubmit=Button(self.tableWindow,text="Bet",fg="white",padx=15,pady=5,command=self.betW,bg="dark green",activebackground="dark green",activeforeground="white")
                self.WHandSubmit.grid(row=5,column=4)
    def betE(self):
        print("betE")
        self.bettedE=True
        self.EHandSubmit.destroy()
        self.EHandEntry.destroy()
        self.suitWindow()
        self.betCount+=1
    def betST(self):
        print("betST")
        self.bettedS=True
        self.SHandSubmit.destroy()
        self.SHandEntry.destroy()
        self.suitWindow()
        self.betCount+=1
    def betW(self):
        print("betW")
        self.bettedW=True
        self.WHandSubmit.destroy()
        self.WHandEntry.destroy()
        self.suitWindow()
        self.betCount+=1
gui=BlackjackTable(3)
mainloop()

您面临这个问题是因为在这些方法中:
betE()
betST()
betW()
您调用了无用的
suitewindow()
,它根据复杂的
if
条件重新绘制组件

解决方案是,首先使用
suitewindow()
绘制小部件,根据
self.numPlayers
self.bettedE
self.bettedS
self.bettedW
self.bettedW
标志的值和状态,去除所有
if
条件:

def suitWindow(self):
        self.tableWindow.title("Blackjack Table")
        self.tableWindow.config(bg="dark green")

        self.EHandEntry=Entry(self.tableWindow,fg="white",bg="dark green",width=10)
        self.EHandEntry.grid(row=5,column=9)

        self.EHandSubmit=Button(self.tableWindow,text="Bet",fg="white",padx=15,pady=5,command=self.betE,bg="dark green",activebackground="dark green",activeforeground="white")
        self.EHandSubmit.grid(row=5,column=10)


        self.SHandEntry=Entry(self.tableWindow,fg="white",bg="dark green",width=10)
        self.SHandEntry.grid(row=8,column=6)

        self.SHandSubmit=Button(self.tableWindow,text="Bet",fg="white",padx=15,pady=5,command=self.betST,bg="dark green",activebackground="dark green",activeforeground="white")
        self.SHandSubmit.grid(row=8,column=7)
        self.WHandEntry=Entry(self.tableWindow,fg="white",bg="dark green",width=10)
        self.WHandEntry.grid(row=5,column=3)

        self.WHandSubmit=Button(self.tableWindow,text="Bet",fg="white",padx=15,pady=5,command=self.betW,bg="dark green",activebackground="dark green",activeforeground="white")
        self.WHandSubmit.grid(row=5,column=4)
绘制完这些小部件后,只需像以前一样使用,而不用考虑suiteWindow()方法。因此,剩下的三种方法是:

    def betE(self):
        print("betE")
        self.bettedE=True
        self.EHandSubmit.destroy()
        self.EHandEntry.destroy()

    def betST(self):
        print("betST")
        self.bettedS=True
        self.SHandSubmit.destroy()
        self.SHandEntry.destroy()

    def betW(self):
        print("betW")
        self.bettedW=True
        self.WHandSubmit.destroy()
        self.WHandEntry.destroy()
完整程序 代码越少,程序越不复杂:

'''
Created on Apr 23, 2016

@author: billal begueradj
'''
from tkinter import *
class BlackjackTable:
    def __init__(self,numPlayers):
        self.numPlayers=numPlayers
        self.tableWindow=Tk()
        self.bettedE=False
        self.bettedS=False
        self.bettedW=False
        self.suitWindow()
    def suitWindow(self):
        self.tableWindow.title("Blackjack Table")
        self.tableWindow.config(bg="dark green")

        self.EHandEntry=Entry(self.tableWindow,fg="white",bg="dark green",width=10)
        self.EHandEntry.grid(row=5,column=9)

        self.EHandSubmit=Button(self.tableWindow,text="Bet",fg="white",padx=15,pady=5,command=self.betE,bg="dark green",activebackground="dark green",activeforeground="white")
        self.EHandSubmit.grid(row=5,column=10)


        self.SHandEntry=Entry(self.tableWindow,fg="white",bg="dark green",width=10)
        self.SHandEntry.grid(row=8,column=6)

        self.SHandSubmit=Button(self.tableWindow,text="Bet",fg="white",padx=15,pady=5,command=self.betST,bg="dark green",activebackground="dark green",activeforeground="white")
        self.SHandSubmit.grid(row=8,column=7)
        self.WHandEntry=Entry(self.tableWindow,fg="white",bg="dark green",width=10)
        self.WHandEntry.grid(row=5,column=3)

        self.WHandSubmit=Button(self.tableWindow,text="Bet",fg="white",padx=15,pady=5,command=self.betW,bg="dark green",activebackground="dark green",activeforeground="white")
        self.WHandSubmit.grid(row=5,column=4)
    def betE(self):
        print("betE")
        self.bettedE=True
        self.EHandSubmit.destroy()
        self.EHandEntry.destroy()

    def betST(self):
        print("betST")
        self.bettedS=True
        self.SHandSubmit.destroy()
        self.SHandEntry.destroy()

    def betW(self):
        print("betW")
        self.bettedW=True
        self.WHandSubmit.destroy()
        self.WHandEntry.destroy()

gui=BlackjackTable(3)
mainloop()