Python 如何在Tkinter中随机定位标签中的文本
我是一名编程初学者,也不仅仅是一名Python初学者。老师给了我们一个游戏项目,在这个项目中,我们必须开发一个记忆游戏,首先我们选择难度(要记住多少个数字),然后这些数字将以1秒的间隔一个接一个地出现,然后用户将提交答案。如果用户得到了所有的数字,进入下一个级别(难度增加1),否则退出。但这些数字必须以随机位置出现在标签上。但在我的标签上,它们出现在特定位置上。有没有办法使数字出现在随机位置上Python 如何在Tkinter中随机定位标签中的文本,python,python-3.x,tkinter,label,tkinter-layout,Python,Python 3.x,Tkinter,Label,Tkinter Layout,我是一名编程初学者,也不仅仅是一名Python初学者。老师给了我们一个游戏项目,在这个项目中,我们必须开发一个记忆游戏,首先我们选择难度(要记住多少个数字),然后这些数字将以1秒的间隔一个接一个地出现,然后用户将提交答案。如果用户得到了所有的数字,进入下一个级别(难度增加1),否则退出。但这些数字必须以随机位置出现在标签上。但在我的标签上,它们出现在特定位置上。有没有办法使数字出现在随机位置上 from tkinter import * from random import* from
from tkinter import *
from random import*
from tkinter import simpledialog
from tkinter import messagebox
def check():
global difficulty
global entered_correctly
global a
content = int(e.get())
if content == sequence[a]:
label_result['text'] = "correct"
entered_correctly = entered_correctly + 1
if entered_correctly == difficulty:
messagebox.showinfo("Congratulations", "YOU WIN")
entered_correctly = 0
difficulty = difficulty + 1
create_sequence()
show_sequence()
else:
messagebox.showinfo("You entered the wrong number", " YOU LOSE!")
root.quit()
a = a + 1
def get_me():
global difficulty
difficulty = simpledialog.askinteger("Choose the difficulty", "Enter a positive integer")
if difficulty != 0:
button.forget()
pack_widgets()
create_sequence()
def start():
button.pack()
def pack_widgets():
e.pack()
btn_check.pack(fill=X, pady=10)
label_result.pack()
label_result.after(1000, show_sequence)
def create_sequence():
for k in range(0, difficulty):
sequence.append(randint(0, 20))
def show_sequence():
label.pack()
k = 1
seconds = 1
global counter
while 1:
if counter == difficulty:
break
label.after(1000*k, change_text)
counter = counter + 1
k = k+1
counter = 0
def change_text():
global i
label["text"] = sequence[i]
i = i+1
entered_correctly = 0
a = 0
i = 0
difficulty = 0
counter = 0
root = Tk()
root.title("Memory Game")
root.geometry("600x480")
button = Button(root, text="Start", command=get_me)
sequence = []
e = Entry(root)
btn_check = Button(root, fg="green", bg="white", command=check, text="Check", bd=5)
label = Label(root, width=80, height=40, text='')
label_result = Label(root, width=20, height=5, text='', bg="brown", fg="blue")
start()
root.mainloop()
最简单的方法是:
import random
Label(label_attributes).place(x=random.randint(0, window_width), y=random.randint(0, window_height))
最简单的方法是:
import random
Label(label_attributes).place(x=random.randint(0, window_width), y=random.randint(0, window_height))
我建议您使用
文本
小部件,因为它支持在随机行和列位置插入文本,而不是使用标签
并尝试在其中的随机位置放置文本
这是经过必要修改的代码版本。我用名为num\u display
的Text
小部件替换了您简单命名的Label
。主要更改是change\u Text()
函数
from tkinter import *
from random import*
from tkinter import simpledialog
from tkinter import messagebox
DSP_WIDTH, DSP_HEIGHT = 40, 15 # Dimensions of number display.
def check():
global difficulty
global entered_correctly
global a
content = int(e.get())
if content == sequence[a]:
label_result['text'] = "correct"
entered_correctly = entered_correctly + 1
if entered_correctly == difficulty:
messagebox.showinfo("Congratulations", "YOU WIN")
entered_correctly = 0
difficulty = difficulty + 1
create_sequence()
show_sequence()
else:
messagebox.showinfo("You entered the wrong number", " YOU LOSE!")
root.quit()
a = a + 1
def get_me():
global difficulty
difficulty = simpledialog.askinteger("Choose the difficulty", "Enter a positive integer")
if difficulty != 0:
button.forget()
pack_widgets()
create_sequence()
def start():
button.pack()
def pack_widgets():
e.pack()
btn_check.pack(fill=X, pady=10)
label_result.pack()
label_result.after(1000, show_sequence)
def create_sequence():
for k in range(0, difficulty):
sequence.append(randint(0, 20))
def show_sequence():
num_display.pack()
k = 1
seconds = 1
global counter
while 1:
if counter == difficulty:
break
num_display.after(1000*k, change_text)
counter = counter + 1
k = k+1
counter = 0
num_display.after(1000*k, clear) # Erase last number displayed.
def clear():
""" Clear by deleting current contents and filling with blank lines. """
num_display.delete('1.0', END)
for k in range(DSP_HEIGHT):
num_display.insert(f'{k}.0', ' '*(DSP_WIDTH-2) + '\n')
def change_text():
global i
# Display next number at random position on number display.
line = randint(0, DSP_HEIGHT-2) + 1
column = randint(0, DSP_WIDTH-2)
posn = f'{line}.{column}'
clear()
num_display.insert(posn, sequence[i])
i = i+1
entered_correctly = 0
a = 0
i = 0
difficulty = 0
counter = 0
root = Tk()
root.title("Memory Game")
root.geometry("600x480")
button = Button(root, text="Start", command=get_me)
sequence = []
e = Entry(root)
btn_check = Button(root, fg="green", bg="white", command=check, text="Check", bd=5)
#label = Label(root, width=80, height=40, text='')
num_display = Text(root, width=DSP_WIDTH, height=DSP_HEIGHT)
label_result = Label(root, width=20, height=5, text='', bg="brown", fg="blue")
start()
root.mainloop()
下面是它运行的屏幕截图,并在随机位置显示其中一个数字:
我建议您使用文本
小部件,因为它支持在任意行和列位置插入文本,而不是使用标签
并尝试在其中的任意位置放置文本
这是经过必要修改的代码版本。我用名为num\u display
的Text
小部件替换了您简单命名的Label
。主要更改是change\u Text()
函数
from tkinter import *
from random import*
from tkinter import simpledialog
from tkinter import messagebox
DSP_WIDTH, DSP_HEIGHT = 40, 15 # Dimensions of number display.
def check():
global difficulty
global entered_correctly
global a
content = int(e.get())
if content == sequence[a]:
label_result['text'] = "correct"
entered_correctly = entered_correctly + 1
if entered_correctly == difficulty:
messagebox.showinfo("Congratulations", "YOU WIN")
entered_correctly = 0
difficulty = difficulty + 1
create_sequence()
show_sequence()
else:
messagebox.showinfo("You entered the wrong number", " YOU LOSE!")
root.quit()
a = a + 1
def get_me():
global difficulty
difficulty = simpledialog.askinteger("Choose the difficulty", "Enter a positive integer")
if difficulty != 0:
button.forget()
pack_widgets()
create_sequence()
def start():
button.pack()
def pack_widgets():
e.pack()
btn_check.pack(fill=X, pady=10)
label_result.pack()
label_result.after(1000, show_sequence)
def create_sequence():
for k in range(0, difficulty):
sequence.append(randint(0, 20))
def show_sequence():
num_display.pack()
k = 1
seconds = 1
global counter
while 1:
if counter == difficulty:
break
num_display.after(1000*k, change_text)
counter = counter + 1
k = k+1
counter = 0
num_display.after(1000*k, clear) # Erase last number displayed.
def clear():
""" Clear by deleting current contents and filling with blank lines. """
num_display.delete('1.0', END)
for k in range(DSP_HEIGHT):
num_display.insert(f'{k}.0', ' '*(DSP_WIDTH-2) + '\n')
def change_text():
global i
# Display next number at random position on number display.
line = randint(0, DSP_HEIGHT-2) + 1
column = randint(0, DSP_WIDTH-2)
posn = f'{line}.{column}'
clear()
num_display.insert(posn, sequence[i])
i = i+1
entered_correctly = 0
a = 0
i = 0
difficulty = 0
counter = 0
root = Tk()
root.title("Memory Game")
root.geometry("600x480")
button = Button(root, text="Start", command=get_me)
sequence = []
e = Entry(root)
btn_check = Button(root, fg="green", bg="white", command=check, text="Check", bd=5)
#label = Label(root, width=80, height=40, text='')
num_display = Text(root, width=DSP_WIDTH, height=DSP_HEIGHT)
label_result = Label(root, width=20, height=5, text='', bg="brown", fg="blue")
start()
root.mainloop()
下面是它运行的屏幕截图,并在随机位置显示其中一个数字:
在标签中文本行的随机位置
?在数字之前添加随机数空格(和“\n”
)-它将移动它。使用放置(x,y)
而不是打包()
将标签
放置在窗口中的随机位置。在标签
中文本行的随机位置?在数字之前添加随机数的空格(和“\n”
)-它将移动它。使用放置(x,y)
而不是打包()
将标签
放置在窗口中的随机位置可能更容易。