我正在尝试使用python构建一个简单的Tic Tac Toe游戏,除了最后的视觉效果之外几乎就在那里:
当我点击它时,我需要能够修改画布上显示的9个方块中的任何一个。在堆栈上搜索过一堆例子......好吧......没有用 我使用字典来映射光标:
self.map = {(0,0):0,(0,1):1,(0,2):2,(1,0):3,(1,1):4,(1 ,2):5,(2,0):6,(2,1):7,(2,2):8}
左上角的第一个方块是0 看起来这样做不会起作用: id = self.canvas.create_rectangle()不适用于此。 self.canvas.itemconfig(ID,填充=' BULE&#39)
我正在寻找一种有效的方式来访问填充或点击的方块,而不是其余的方法。感谢
我的所有代码都附在此处:
import tkinter
import random
class Game(object):
"""
Enter the class docstring here
"""
block_size = 100
def __init__(self, parent):
parent.title('Tic Tac Toe')
self.parent = parent
self.initialize_game()
def initialize_game(self):
# These are the initializations that need to happen
# at the beginning and after restarts
self.board = [None, None, None, None, None, None, None, None, None] # game board as a instance variable
self.map = {(0, 0): 0, (0, 1): 1, (0, 2): 2, (1, 0): 3, (1, 1): 4, (1, 2): 5, (2, 0): 6, (2, 1): 7,
(2, 2): 8} # map to self.board
self.top_frame = tkinter.Frame(self.parent)
self.top_frame.pack(side=tkinter.TOP)
# add restart button on top frame
restart_button = tkinter.Button(self.top_frame, text='Restart', width=20,
command=self.restart)
restart_button.pack() # register restart_button with geometry manager
# create bottom frame for group the label below
self.bottom_frame=tkinter.Frame(self.parent)
self.bottom_frame.pack(side=tkinter.BOTTOM)
# create label for displaying game result text
self.my_lbl=tkinter.Label(self.bottom_frame,text=None)
self.my_lbl.pack()
# create a canvas to draw our board on the top frame
self.canvas = tkinter.Canvas(self.top_frame,
width=self.block_size * 3,
height=self.block_size * 3)
# draw 3x3 visible blocks on the canvas
for ro in range(3):
for col in range(3):
tag=self.canvas.create_rectangle(self.block_size * col,
self.block_size * ro,
self.block_size * (col + 1),
self.block_size * (ro + 1))
# bind entire canvas with left click handler (play function)
self.canvas.bind("<Button-1>", self.play)
self.canvas.pack() # register canvas with a geometry manager
def board_full(self):
if None not in self.board:
return True # true for full
else:
return False # false for not full
def possible_moves(self):
"""return: list of possible moves"""
possible_moves = [] # list for possible moves
for i in range(0, 9):
if self.board[i] is None: # if cell un-taken
possible_moves.append(i) # append the cell number to list
else:
pass # cell taken, don't append
return possible_moves # return list of possible moves
def pc_move(self):
m = True
while m:
pc_move = random.randint(0, 8) # random generate a number from 0 to 8
if pc_move in self.possible_moves(): # if the number is a possible move
self.board[pc_move] = 'O' # do it
m = False # exit loop
else: # not a possible movie
continue # re-do
return self
def draw_out(self):
"""to be deleted"""
print(self.board[0:3])
print(self.board[3:6])
print(self.board[6:9])
def play(self, event): # This method is invoked when the user clicks on a square.
"""
when the player clicks on a un-taken square, this method first translate cursor into cell number,
then update game board and check game result based on condition
:parameter: click
:return: updated game object
"""
print('clicked', event.y, event.x) # to be deleted
# after the click: part 1 human play first
my_move = self.map[(event.y // self.block_size, event.x // self.block_size)] # map cursor
if self.board[my_move] is None: # check if cell is empty
self.board[my_move] = 'X' # if cell empty mark X for my play, PC use O
#self.canvas.itemconfigure(fill='blue')
# self.draw_out() # delete this line later
else: # if the cell taken, do nothing until click on empty square
return None
#check game result and board full:
if (self.board_full()is True) or(
self.check_game()is not None):
self.canvas.unbind("<Button-1>") # when win, lost, tie occur,disable handler
print(self.check_game()) # DEBUGGING DELETE
else:
pass
# part 2: while not filled, PC make one move right after my move:
self.possible_moves() # check possible moves for PC
self.pc_move() # pc make move
self.draw_out() # DELETE LATER
# part3: check game result and board full
if (self.board_full()is True) or(
self.check_game()is not None):
self.canvas.unbind("<Button-1>") # when win, lost, tie occur,disable handler
print(self.check_game()) # DEBUGGING DELETE
else:
pass
return self # when board is filled, return
def check_game(self):
"""
Check if the game is won or lost or a tie
Return: win, lose, tie, none
"""
result=None
if (self.board[0] == self.board[1] == self.board[2] == 'X') or (
self.board[3] == self.board[4] == self.board[5] == 'X') or (
self.board[6] == self.board[7] == self.board[8] == 'X') or (
self.board[0] == self.board[3] == self.board[6] == 'X') or (
self.board[1] == self.board[4] == self.board[7] == 'X') or (
self.board[2] == self.board[5] == self.board[8] == 'X') or (
self.board[0] == self.board[4] == self.board[8] == 'X') or (
self.board[2] == self.board[4] == self.board[6] == 'X'):
result = 'You win!' # player win
self.my_lbl.config(text=result)
elif (self.board[0] == self.board[1] == self.board[2] == 'O') or (
self.board[3] == self.board[4] == self.board[5] == 'O') or (
self.board[6] == self.board[7] == self.board[8] == 'O') or (
self.board[0] == self.board[3] == self.board[6] == 'O') or (
self.board[1] == self.board[4] == self.board[7] == 'O') or (
self.board[2] == self.board[5] == self.board[8] == 'O') or (
self.board[0] == self.board[4] == self.board[8] == 'O') or (
self.board[2] == self.board[4] == self.board[6] == 'O'):
result = 'You lost!' # player lose
self.my_lbl.config(text=result)
else:
if self.board_full()is True:
result = "It's a tie!" # tie
self.my_lbl.config(text=result)
else:
pass
return result
def restart(self):
""" Reinitialize the game and board after restart button is pressed """
self.top_frame.destroy()
self.bottom_frame.destroy()
self.initialize_game()
def main():
root = tkinter.Tk() # Instantiate a root window
my_game = Game(root) # Instantiate a Game object
root.mainloop() # Enter the main event loop
if __name__ == '__main__':
main()
答案 0 :(得分:1)
至少有两种方法可以解决这个问题。
首先,您可以使用find_closest
查找与光标最近的对象。这个解决方案要记住两件事。首先,你必须给它画布坐标,而不是窗口坐标(这是事件对象所具有的)。其次,您需要为矩形指定填充颜色,或确保它们不重叠。 find_closest
查找彩色像素,因此如果没有填充颜色,它将搜索,直到找到边框。如果边框重叠(你的确如此),它可能会找到错误的正方形(即:最右边的正方形的左边缘与中间正方形的右边缘重叠,并且由于堆叠顺序,它将被认为是最接近的)。
所以,给你的矩形一个填充颜色(例如:self.canvas.create_rectangle(..., fill='white')
),然后你就可以找到光标下的方块:
def play(self, event):
...
cx = self.canvas.canvasx(event.x)
cy = self.canvas.canvasy(event.y)
cid = self.canvas.find_closest(cx,cy)[0]
self.canvas.itemconfigure(cid, fill="blue")
...
您可以做的另一件事是使用tag_bind
单独绑定到每个方块,并让绑定将数字传递给您的函数。同样,矩形需要填充颜色,但原因不同。点击仅在非透明区域上注册,因此没有填充颜色时,只有当您单击边框时才会注册点击:
def initialize_game(self):
...
tag=self.canvas.create_rectangle(self.block_size * col,
self.block_size * ro,
self.block_size * (col + 1),
self.block_size * (ro + 1), fill="white")
self.canvas.tag_bind(tag, "<1>", lambda event, tag=tag: self.play(event, tag))
...
...
def play(self, event, tag):
...
self.canvas.itemconfigure(tag, fill="blue")
...