在pythontkinter中更新窗口
首先,这里是一些背景的程序 我正在尝试通过OOP和GUI开发来完成我的工作。我知道下面的代码不是很好,但这是我第一次尝试GUI和OOP 我已经得到了很多我想做的事情(可能都是以一种非常低效的方式),但是我对我提供给球员的信息有一个问题 当玩家在游戏中前进时,我希望程序提示他们应该做什么。我曾经尝试过使用标签、没有功能的按钮和文本小部件(这是一个完全的失败) 我可以让程序创建领土作为对象,然后使用它们构建GUI板。然后,我可以允许用户选择起始领土并添加军队。我正在创建一个部分,允许用户选择从何处进行攻击以及从何处进行攻击。所有这些都在起作用 然而,我的问题是。。。 当通过功能更新按钮时,按钮仍显示旧值。是否有办法停止此操作并显示最新消息,或者每次都创建新按钮?在pythontkinter中更新窗口,python,python-3.x,oop,user-interface,tkinter,Python,Python 3.x,Oop,User Interface,Tkinter,首先,这里是一些背景的程序 我正在尝试通过OOP和GUI开发来完成我的工作。我知道下面的代码不是很好,但这是我第一次尝试GUI和OOP 我已经得到了很多我想做的事情(可能都是以一种非常低效的方式),但是我对我提供给球员的信息有一个问题 当玩家在游戏中前进时,我希望程序提示他们应该做什么。我曾经尝试过使用标签、没有功能的按钮和文本小部件(这是一个完全的失败) 我可以让程序创建领土作为对象,然后使用它们构建GUI板。然后,我可以允许用户选择起始领土并添加军队。我正在创建一个部分,允许用户选择从何处进
from tkinter import *
import random
class territory:
def __init__ (self, country, player = 0, current_armies = 0, x=0, y=0, pos=0, neighbours=""):
self.country = country
self.current_armies = current_armies
self.player = player
self.y = y
self.x = x
self.pos = pos
self.neighbours = neighbours
def get_armies(self):
print(self.country + " has " + str( self.current_armies)+ " armies.")
def add_armies (self, armies):
self.current_armies += armies
def roll_dice (self, dice=1):
rolls = []
for i in range(0, dice):
rolls.append(random.randint(1,6))
rolls.sort()
rolls.reverse()
print (self.country + " has rolled " + str(rolls))
return rolls
def owner(self):
print (self.country + " is owned by " + self.player)
def get_country(self):
print(country)
def create_territories():
countries = ["UK", "FRA", "SPA", "GER"]
terr_pos = [[0,1],[1,1],[1,2],[2,0]]
sta_arm = [1,1,1,1]
pos = [0,1,2,3]
neighb = [["FRA","SPA"],["UK","SPA","GER"],["FRA"],["FRA"]]
terr = []
for i in range(len(countries)):
terr.append(territory(countries[i],0, sta_arm [i] ,
terr_pos[i][0],terr_pos[i][1], pos[i], neighb[i]))
return terr
## Button Commands
def claim_t(territory, i):
global player1_reserves, player2_reserves, cur_player, claimed, title
if territory[i].player == 0:
territory[i].player = cur_player
claimed += 1
if cur_player == 1:
cur_player = 2
else:
cur_player = 1
else:
print("Teritory already claimed. Choose again")
if claimed == len(territory):
title = "Add Armies"
message = ("player " + str(cur_player) + " add army to one of your territories.")
army_board (territory)
else:
claim_board(territory)
def add_army (territories, i):
global player1_reserves, player2_reserves, cur_player, title
if territories[i].player == cur_player:
if cur_player == 1:
if player1_reserves >0:
territories[i].current_armies += 1
player1_reserves -= 1
print(player1_reserves)
cur_player = 2
else:
print("You have no reserves left")
cur_player = 2
else:
if player2_reserves >0:
territories[i].current_armies += 1
player2_reserves -= 1
print(player2_reserves)
cur_player = 1
else:
print("You have no reserves left")
cur_player = 1
army_board (territories)
else:
print("Not your territory")
if player1_reserves == 0 and player2_reserves == 0:
cur_player = 1
play_board(territories)
else:
print ("Player " + str(cur_player) +
" add army to one of your territories.")
def run_game (territories, i):
global attacker, defender, cur_player, attack_defend, message
if attack_defend == "attack":
attacker = i
message = str(cur_player) + " has chosen to attack from " +territories[i].country + ". Choose target country."
attack_defend = "defend"
play_board (territories)
else:
if territories[i].country in territories[attacker].neighbours:
message = "Valid Attack"
defender = i
attack_defend = "attack"
play_board(territories)
else:
message = "You can't attack " + territories[i].country + " from " + territories[attacker].country + " Choose again"
play_board(territories)
## Board Builders
def claim_board(territories):
global cur_player
buttonUk = Button(text = territories[0].country + " p= " +
str(territories[0].player), width = 10,
command=lambda: claim_t(territories, 0),
fg = "red" ).grid(row=territories[0].y,column=territories[0].x)
buttonFRA = Button(text = territories[1].country + " p= " +
str(territories[1].player), width = 10,
command=lambda: claim_t(territories, 1)).grid(row=territories[1].y,column=territories[1].x)
buttonSpa = Button(text = territories[2].country + " p= " +
str(territories[2].player),
width = 10, command=lambda: claim_t(territories, 2)).grid(row=territories[2].y,column=territories[2].x)
buttonGER = Button(text = territories[3].country + " p= " +
str(territories[3].player), width = 10,
command=lambda: claim_t(territories, 3)).grid(row=territories[3].y,column=territories[3].x)
label = Label (text = "Claim your territories").grid(row=4, column = 1)
label_1 = Label (text = "player " + str(cur_player) +
" add army to one of your territories.").grid(row=4, column = 1)
def army_board (territories):
global cur_player, player1_reserves, player2_reserves
buttonUk = Button(text = territories[0].country+
" a= "+str(territories[0].current_armies) +
" p= "+str(territories[0].player), width = 16,
command=lambda: add_army(territories, 0)).grid(row=territories[0].y,column=territories[0].x)
buttonFRA = Button(text = territories[1].country+
" a= "+str(territories[1].current_armies)+
" p= "+str(territories[1].player), width = 16,
command=lambda: add_army(territories, 1)).grid(row=territories[1].y,column=territories[1].x)
buttonSpa = Button(text = territories[2].country+
" a= "+str(territories[2].current_armies)+
" p= "+str(territories[2].player), width = 16,
command=lambda: add_army(territories, 2)).grid(row=territories[2].y,column=territories[2].x)
buttonGER = Button(text = territories[3].country+
" a= "+str(territories[3].current_armies)+
" p= "+str(territories[3].player), width = 16,
command=lambda: add_army(territories, 3)).grid(row=territories[3].y,column=territories[3].x)
label = Label (text = "Place your armies").grid(row=4, column = 1, columnspan = 4)
label = Label (text = "Player " + str(cur_player) +
" place a reserve ").grid(row=5, column = 1, columnspan = 5)
if cur_player == 1:
reserves = player1_reserves
else:
reserves = player2_reserves
label = Button (text = "Player " + str(cur_player) +
" you have " + str(reserves) +
" reserves to place").grid(row=5, column = 1, columnspan = 4)
print("Player " + str(cur_player) +
" you have " + str(reserves) +
" reserves to place")
def play_board (territories):
global cur_player, attacker, defender, message
buttonUk = Button(text = territories[0].country+
" a= "+str(territories[0].current_armies) +
" p= "+str(territories[0].player),
width = 16, command=lambda: run_game(territories, 0)).grid(row=territories[0].y,column=territories[0].x)
buttonFRA = Button(text = territories[1].country+
" a= "+str(territories[1].current_armies)+
" p= "+str(territories[1].player), width = 16, command=lambda: run_game(territories, 1)).grid(row=territories[1].y,column=territories[1].x)
buttonSpa = Button(text = territories[2].country+
" a= "+str(territories[2].current_armies)+
" p= "+str(territories[2].player), width = 16, command=lambda: run_game(territories, 2)).grid(row=territories[2].y,column=territories[2].x)
buttonGER = Button(text = territories[3].country+
" a= "+str(territories[3].current_armies)+
" p= "+str(territories[3].player), width = 16, command=lambda: run_game(territories, 3)).grid(row=territories[3].y,column=territories[3].x)
label = Label (text = "Now it is time to wage war").grid(row=4, column = 1)
label = Button (text = message).grid(row=5, column = 1)
print(message)
##Game Sections
def claim_territory (territory):
global claimed, title
window = Tk()
window.title ("Domination")
if claimed != len(territory):
claim_board(territory)
else:
window.destroy()
window.mainloop()
## Global Variables
territories = create_territories()
cur_player = 1
player1_reserves = 1
player2_reserves = 1
claimed = 0
attacker = ""
defender = ""
message = "Player " + str(cur_player) + " Select a location to attack from"
attack_defend = "attack"
## Running of Game
claim_territory(territories)
您可以使用
Tkinkter
库中Button
类的config
方法在实例化按钮后更新任何一个按钮属性。请查看此处的文档:
存储变量的按钮是生成变量的函数的本地按钮。当功能结束时,按钮将无法使用。我想我理解你在这里的意思。基本上,每次调用时都会重新创建按钮,而不是覆盖旧按钮。我尝试过清除窗口并销毁窗口,但由于某种原因,我在尝试关闭窗口时出错。我将再次访问此页面,并尝试将每个板构建为一个类,我希望这将允许我每次编辑按钮。如果您有任何想法或建议,请向我咨询,我将不胜感激,因为我在网络搜索中遇到了一些问题。请阅读