我正在使用基于海龟的网格设置创建扫雷游戏风格游戏。我需要在网格中找到最近的单元格并显示位于其下方的图标,无论是炸弹还是数字图标。我不打算做到这一点,我只需要点击鼠标即可找到网格中最近的单元格,即使点击不是直接在板上也是如此。目前我的代码只显示了在板上创建的最后一只乌龟的图标,然后通过进一步点击不做任何其他事情。
我能做些什么才能让它识别真正最近的点击并多次执行,直到找到最后一个炸弹?
import random
import turtle
import cell
class Game:
def __init__(self, size):
registershapes()
self.__boardsize = size
self.__boardlist = []
self.__bombnum = 0
self.__probe = 0
self.__probelist = []
offset = (size-1) * 17
for x in range(size):
for y in range(size):
t = cell.Cell(x,y)
t.up()
t.shape('question.gif')
t.goto(y*34-offset, offset-x*34)
self.__boardlist.append(t)
def hideMines(self, num):
if num > self.__boardsize ** 2:
return False
self.__bombnum = num
self.__rnums = []
i = 0
while i < self.__bombnum:
currentnum = random.randrange(0, (self.__boardsize**2) - 1)
if currentnum not in self.__rnums:
self.__rnums.append(currentnum)
i += 1
return True
def probe(self, x, y):
for t in self.__boardlist:
pos = t.position()
distx = abs(x - pos[0])
disty = abs(y - pos[1])
distfinal = (distx ** 2 + disty ** 2) ** 0.5
curdist = 0
if curdist < distfinal:
curdist = distfinal
closest = t
if closest in self.__probelist:
return (self.__probe, self.__bombnum)
elif closest in self.__rnums:
closest.shape("bomb.gif")
self.__bombnum -= 1
self.__probe += 1
self.__probelist.append(closest)
return (self.__probe, self.__bombnum)
else:
closest.shape("0.gif")
self.__probe += 1
self.__probelist.append(closest)
return (self.__probe, self.__bombnum)
def registershapes():
wn = turtle.Screen()
wn.register_shape('0.gif')
wn.register_shape('1.gif')
wn.register_shape('2.gif')
wn.register_shape('3.gif')
wn.register_shape('4.gif')
wn.register_shape('5.gif')
wn.register_shape('6.gif')
wn.register_shape('7.gif')
wn.register_shape('8.gif')
wn.register_shape('9.gif')
wn.register_shape('bomb.gif')
wn.register_shape('question.gif')
答案 0 :(得分:0)
我相信你以错误的方式接近这个问题。您正在激活screen.onclick()
并尝试将其映射到乌龟。相反,激活各个海龟上的turtle.onclick()
,当选择海龟时停用它。然后你不必搜索有问题的乌龟,也不必主动忽略已经被选中的乌龟。
以下是我将您的代码和您之前的问题的代码转换为您可以运行的示例。我不得不猜测Cell类的定义:
from turtle import Turtle, Screen
import random
class Cell(Turtle):
def __init__(self, number):
super().__init__("question.gif")
self.__number = number
self.penup()
def number(self):
return self.__number
class Game:
def __init__(self, size):
registershapes()
self.__boardsize = size
self.__boardlist = []
self.__bombnum = 0
self.__probe = 0
self.__rnums = None
offset = (size - 1) * 17
for y in range(size):
for x in range(size):
t = Cell(x + y * size)
t.goto(x * 34 - offset, offset - y * 34)
t.onclick(lambda x, y, self=t: closure(self))
self.__boardlist.append(t)
def hideMines(self, num):
if num > self.__boardsize ** 2:
return False
self.__bombnum = num
self.__rnums = []
i = 0
while i < self.__bombnum:
currentnum = random.randrange(0, self.__boardsize ** 2 - 1)
if currentnum not in self.__rnums:
self.__rnums.append(currentnum)
i += 1
return True
def probe(self, closest):
closest.onclick(None)
if closest.number() in self.__rnums:
closest.shape("bomb.gif")
self.__bombnum -= 1
else:
closest.shape("0.gif")
self.__probe += 1
return (self.__probe, self.__bombnum)
def registershapes():
screen.register_shape('0.gif')
# ...
screen.register_shape('bomb.gif')
screen.register_shape('question.gif')
def closure(closest):
_, rem = mine.probe(closest)
if rem == 0:
over = screen.textinput("Text Input", "Would you like to play again? (Y)es or (N)o")
if over.upper() == 'Y':
main()
else:
screen.bye()
def main():
global mine
board = screen.numinput("Numeric Input", "Enter desired board size: ")
mine = Game(int(board))
nummine = screen.numinput("Numeric Input", "Enter desired number of mines: ")
mine.hideMines(int(nummine))
screen = Screen()
mine = None
main()
screen.mainloop()