对于我的计算机科学课,我正在研究年终项目,我选择使用Python和Tkinter创建一个Yahtzee游戏。我已经启动了代码,但到目前为止我没有工作,我不知道为什么,有人可以帮助我吗?
“#roll1”,“#roll2”等之后的代码。是为五个骰子上的每个滚动可能性创建点。它们存储在我不太了解的定义中。复选框用于确定玩家想要滚动的骰子,但是当我测试滚动按钮并且可能滚动1时,它仍然没有工作。此外,我希望复选框水平组织,但由于某种原因,它们是垂直的。有人请帮忙!
from Tkinter import *
import random
root = Tk()
drawpad = Canvas(root, width=600, height=600, background='white')
dice1 = drawpad.create_rectangle(10, 10, 110, 110, fill="white")
dice2 = drawpad.create_rectangle(130, 10, 230, 110, fill="white")
dice3 = drawpad.create_rectangle(250, 10, 350, 110, fill="white")
dice4 = drawpad.create_rectangle(370, 10, 470, 110, fill="white")
dice5 = drawpad.create_rectangle(490, 10, 590, 110, fill="white")
check1 = False
check2 = False
check3 = False
check4 = False
check5 = False
# roll 1
roll1 = []
for i in range(1, 6, 1):
x = (120 * i) - 65
y = x + 10
roll1.append(drawpad.create_oval(x, 55, y, 65, fill="red", state=HIDDEN))
# roll 2
roll2 = {}
for i in range(1, 6, 1):
x = (120 * i) - 98
y = x + 10
x2 = (120 * i) - 33
y2 = x2 + 10
roll2[i] = [drawpad.create_oval(x, 23, y, 33, fill="red", state=HIDDEN), drawpad.create_oval(
x2, 87, y2, 97, fill="red", state=HIDDEN)]
# roll3
roll3 = {}
for i in range(1, 6, 1):
x = (120 * i) - 65
y = x + 10
x2 = (120 * i) - 98
y2 = x2 + 10
x3 = (120 * i) - 33
y3 = x3 + 10
roll3[i] = [drawpad.create_oval(x, 55, y, 65, fill="red", state=HIDDEN), drawpad.create_oval(
x2, 23, y2, 33, fill="red", state=HIDDEN), drawpad.create_oval(x3, 87, y3, 97, fill="red", state=HIDDEN)]
# roll4
roll4 = {}
for i in range(1, 6, 1):
x = (120 * i) - 98
y = x + 10
x2 = (120 * i) - 33
y2 = x2 + 10
roll4[i] = [drawpad.create_oval(x, 23, y, 33, fill="red", state=HIDDEN), drawpad.create_oval(x2, 23, y2, 33, fill="red", state=HIDDEN), drawpad.create_oval(
x2, 87, y2, 97, fill="red", state=HIDDEN), drawpad.create_oval(x, 87, y, 97, fill="red", state=HIDDEN)]
# roll5
roll5 = {}
for i in range(1, 6, 1):
x = (120 * i) - 98
y = x + 10
x2 = (120 * i) - 33
y2 = x2 + 10
x3 = (120 * i) - 65
y3 = x3 + 10
roll5[i] = [drawpad.create_oval(x, 23, y, 33, fill="red", state=HIDDEN), drawpad.create_oval(x2, 23, y2, 33, fill="red", state=HIDDEN), drawpad.create_oval(
x2, 87, y2, 97, fill="red", state=HIDDEN), drawpad.create_oval(x, 87, y, 97, fill="red", state=HIDDEN), drawpad.create_oval(x3, 55, y3, 65, fill="red", state=HIDDEN)]
# roll6
roll6 = {}
for i in range(1, 6, 1):
x = (120 * i) - 98
y = x + 10
x2 = (120 * i) - 33
y2 = x2 + 10
roll6[i] = [drawpad.create_oval(x, 23, y, 33, fill="red", state=HIDDEN), drawpad.create_oval(x2, 23, y2, 33, fill="red", state=HIDDEN), drawpad.create_oval(x2, 87, y2, 97, fill="red", state=HIDDEN), drawpad.create_oval(
x, 87, y, 97, fill="red", state=HIDDEN), drawpad.create_oval(x, 55, y, 65, fill="red", state=HIDDEN), drawpad.create_oval(x2, 55, y2, 65, fill="red", state=HIDDEN)]
class MyApp(object):
def __init__(self, parent):
global drawpad
self.myParent = parent
self.myContainer1 = Frame(parent)
self.myContainer1.pack()
# Roll Button
self.rollButton = Button(self.myContainer1)
self.rollButton.configure(text="Roll", background= "green")
self.rollButton.grid(row=0,column=0)
# Stop Button
self.stop = Button(self.myContainer1)
self.stop.configure(text="End Turn", background= "green")
self.stop.grid(row=0,column=1)
# Dice Checkboxes
self.var1 = IntVar()
c = Checkbutton(root, text="Dice 1",variable = self.var1,command=self.cb)
c.grid(row=1,column=0)
self.var2 = IntVar()
c2 = Checkbutton(root, text="Dice 2",variable = self.var2,command=self.cb2)
c2.grid(row=1,column=1)
self.var3 = IntVar()
c3 = Checkbutton(root, text="Dice 3",variable = self.var3,command=self.cb3)
c3.grid(row=1,column=2)
self.var4 = IntVar()
c4 = Checkbutton(root, text="Dice 4",variable = self.var4,command=self.cb4)
c4.grid(row=1,column=3)
self.var5 = IntVar()
c5 = Checkbutton(root, text="Dice 5",variable = self.var5,command=self.cb5)
c5.grid(row=1,column=4)
self.rollButton.bind("<Button-1>", self.rollButtonClick)
c.pack()
c2.pack()
c3.pack()
c4.pack()
c5.pack()
drawpad.pack()
def cb(self):
global check1
if(self.var1.get() == 1):
check1 = True
else:
check1 = False
def cb2(self):
global check2
if(self.var2.get() == 1):
check2 = True
else:
check2 = False
def cb3(self):
global check3
if(self.var3.get() == 1):
check3 = True
else:
check3 = False
def cb4(self):
global check4
if(self.var4.get() == 1):
check4 = True
else:
check4 = False
def cb5(self):
global check5
if(self.var5.get() == 1):
check5 = True
else:
check5 = False
def rollButtonClick(self, event):
global drawpad
global roll1
global check
global check2
global check3
global check4
global check5
dice1=0
dice2=0
dice3=0
dice4=0
dice5=0
diceValues = [dice1,dice2,dice3,dice4,dice5]
if(check1==True):
dice1 = random.randint(1,6)
if(check2==True):
dice2 = random.randint(1,6)
if(check3==True):
dice3 = random.randint(1,6)
if(check4==True):
dice4 = random.randint(1,6)
if(check5==True):
dice5 = random.randint(1,6)
for i in (0,4,1):
if(diceValues[i]==1):
drawpad.itemconfig(roll1[i],state=NORMAL)
app = MyApp(root)
root.mainloop()
答案 0 :(得分:3)
这是我的建议:
专注于一件事,只有一件事。不要试图让所有骰子同时工作。弄清楚如何使一个骰子工作。没有其他的。没有游戏逻辑,没有其他骰子。现在,就像你正在学习通过10个球开始玩弄。你需要从最简单的事情开始。
事实上,不要担心所有的骰子功能。选择模具的一个方面并解决它。弄清楚如何绘制一个。或者,弄清楚如何计算随机角色。解决其中一个问题。
一旦解决了这个问题,请转到下一个问题。因此,如果你可以画一个骰子,弄清楚如何计算一个掷骰并重新绘制骰子。让它100%工作。然后,添加一个返回骰子当前值的函数。
接下来,弄清楚如何把你所做的一切都放到课堂上。您希望能够编写主逻辑来执行此操作(并且仅这个):
<import the Die class, or define it here>
root = Tk()
drawpad = Canvas(...)
die = Die(drawpad, x, y) # draw a die at coordinate (x,y)
die.roll() # roll the die, and redraw it with the value
print(die.value()) # print out the value
一旦掌握了所有这些,那么你就可以开始专注于在一个简单的循环中创建其他骰子。一旦你有了,那么你可以专注于游戏的其他部分 - 菜单,按钮等。
答案 1 :(得分:0)
如上所述,从一件事开始。以下是一个骰子的代码。你可以从另一个类中调用它,但为了简单起见,它在下面是独立的。我使用带有乘数的公式来计算骰子上点的位置,因为它更简单,并且不需要重复的代码X 5用于六个骰子。有6种不同颜色可供测试,以确定哪种模具正在作用。另请注意,与模具相关的所有内容都包含在课程中。
from Tkinter import *
import random
class OneDie():
def __init__(self, drawpad, x1, x2, color):
self.drawpad=drawpad
self.x1=x1
self.x2=x2
self.color=color
self.dots_location={1:[[0.5, 0.5]],
2:[[0.25, 0.25], [0.75, 0.75]],
3:[[0.25, 0.25], [0.5, 0.5], [0.75, 0.75]],
4:[[0.25, 0.25], [0.25, 0.75], [0.75, 0.25], [0.75, 0.75]],
5:[[0.5, 0.5], [0.25, 0.25], [0.25, 0.75], [0.75, 0.25], [0.75, 0.75]],
6:[[0.25, 0.25], [0.25, 0.75], [0.75, 0.25], [0.75, 0.75], [0.50, 0.25], [0.50, 0.75]]}
self.die = self.drawpad.create_rectangle(x1, 10, x2, 110, fill="red")
self.update_this_die(6) ## initialize every die to 6
def roll_this_die(self):
num=random.randint(1, 6)
self.update_this_die(num)
def update_this_die(self, num):
self.drawpad.delete(self.die)
self.die = self.drawpad.create_rectangle(self.x1, 10, self.x2, 110, fill="red")
location_list = self.dots_location[num]
for ctr in range(len(location_list)):
multiplier_x_y = location_list[ctr]
x=(self.x2-self.x1)*multiplier_x_y[0]+self.x1-10 ## 10 is 1/2 of circle size
y=(110-10)*multiplier_x_y[1]
self.drawpad.create_oval(x, y, x+20, y+20, fill=self.color, outline="red")
root = Tk()
drawpad = Canvas(root, width=600, height=300)
drawpad.grid()
Button(root, text="Exit", command=root.quit, bg="orange").grid(row=100)
instance_list=[]
x1=10
x2=110
colors=["white", "lightblue", "yellow", "black", "green"] ## identify each die while testing
for ctr in range(5):
OD=OneDie(drawpad, x1, x2, colors[ctr])
x1 += 120
x2 += 120
instance_list.append(OD)
## roll each die once
for instance in instance_list:
instance.roll_this_die()
root.mainloop()