我正在尝试使用tkinter中的entry小部件从用户那里获取一个数字,然后使用这个数字定义我的其他函数之一的参数。你知道吗
代码很长,所以我试着在代码块之后总结一下我的想法。你知道吗
class NimGame():
def __init__(self, numberOfBalls):
self.numberOfBallsRemaining = numberOfBalls
print("Nim game initialized with {} balls.".format(self.numberOfBallsRemaining))
def remainingBalls(self):
return self.numberOfBallsRemaining
def take(self, numberOfBalls):
if (numberOfBalls < 1) or (numberOfBalls > 3) or (numberOfBalls > self.numberOfBallsRemaining):
print("You can't take that number of balls. Try again.")
# ## Update Label in the GUI to tell user they can't take that many balls.
# It might be better to "inactivate" the buttons that correspond to invalid number to take.
statusLabel.configure(text="You can't take that number of balls. Try again.")
else:
self.numberOfBallsRemaining = self.numberOfBallsRemaining - numberOfBalls
print("You took {} balls. {} remain.".format(numberOfBalls, self.numberOfBallsRemaining))
if self.numberOfBallsRemaining == 0:
print("Computer wins!")
else:
# ## After removing player-chosen balls, update graphics and then pause for 1.0 seconds
# before removing computer-chosen balls. This way the player can "see" the
# intermediate status. Perhaps think about a nicer way of showing this.
updateGraphics()
sleep(1.0)
computerMaxBalls = min(3, self.numberOfBallsRemaining)
compBallsTaken = random.randint(1,computerMaxBalls)
self.numberOfBallsRemaining = self.numberOfBallsRemaining - compBallsTaken
# ## After removing computer-chosen balls, update graphics again.
updateGraphics()
print("Computer took {} balls. {} remain.".format(compBallsTaken, self.numberOfBallsRemaining))
if self.numberOfBallsRemaining == 0:
print("You win!")
def updateGraphics():
canvas.delete('all')
centerX = leftmostBallXPosition
centerY = ballYPosition
for i in range(nimGame.remainingBalls()):
canvas.create_oval(centerX - halfBallSize,
centerY - halfBallSize,
centerX + halfBallSize,
centerY + halfBallSize,
fill="#9999ff")
centerX = centerX + spaceBetweenBalls + ballSize
canvas.update_idletasks()
def initializeNewGame():
numberOfBalls = e1.get()
initializeNimAndGUI(numberOfBalls)
def initializeNimAndGUI(numberOfBalls):
global nimGame
global ballSize, halfBallSize, spaceBetweenBalls, leftmostBallXPosition, ballYPosition
nimGame = NimGame(numberOfBalls)
canvas.delete('all')
ballSize = min(maxBallSize, int(((canvasWidth-canvasBorderBuffer)//numberOfBalls)/1.2))
halfBallSize = ballSize // 2
spaceBetweenBalls = int(0.2 * ballSize)
leftmostBallXPosition = (canvasBorderBuffer//2) + (spaceBetweenBalls//2) + halfBallSize
ballYPosition = canvasHeight // 2
updateGraphics()
def createGUI():
global rootWindow
global canvas
global statusLabel
global textEntry
global e1
rootWindow = Tk()
canvasAndButtons = Frame(rootWindow)
canvas = Canvas(canvasAndButtons, height=canvasHeight, width=canvasWidth, relief=SUNKEN, borderwidth=2)
canvas.pack(side=LEFT)
buttonframe = Frame(canvasAndButtons)
e1 = Entry(buttonframe)
e1.pack()
button1 = Button(buttonframe, text='Take 1', command=lambda:takeBalls(1))
button2 = Button(buttonframe, text='Take 2', command=lambda:takeBalls(2))
button3 = Button(buttonframe, text='Take 3', command=lambda:takeBalls(3))
button4 = Button(buttonframe, text='New Game', command=initializeNewGame)
button1.pack()
button2.pack()
button3.pack()
button4.pack()
buttonframe.pack(side=RIGHT)
canvasAndButtons.pack()
statusLabel = Label(rootWindow, text="Play Nim")
statusLabel.pack()
def runNim(numberOfBalls):
createGUI()
initializeNimAndGUI(numberOfBalls)
rootWindow.mainloop()
所以对我来说,似乎是程序有问题更新图形时,我做了第二个游戏。例如,我给runNim(20)打电话,玩一个有20个球的游戏。游戏结束后,我需要能够输入一个数字,在进入小部件,点击新游戏,并有这是新的numberOfBalls。当我这样做的时候,我得到了init消息,声明“Nim game initialized with 10 balls.”但是GUI没有改变,GUI中没有球出现,如果我尝试获取任何东西,它会给出回溯和错误。你知道吗
我解决了我的问题。当我试图将e1.get()中的字符串转换为整数时,我在第一次运行程序时没有考虑空字符串。这给了我一个ValueError:基为10的int()的无效文本:“”。所以我不得不解释这一点,现在它起作用了。你知道吗
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