所以我开始制作一个生存游戏,但很快遇到了问题。我想制作一个应该去收集一定时间的按钮(如在灌木丛中),当被击中时,屏幕上显示的灌木量将增加15.但每次我尝试制作它时,数量灌木从0到15,这是好的,但它不会更高。这是我目前的代码:
import tkinter as tk
root = tk.Tk() # have root be the main window
root.geometry("550x300") # size for window
root.title("SURVIVE") # window title
shrubcount = 0
def collectshrub():
global shrubcount
shrubcount += 15
shrub.config(text=str(shrubcount))
def shrub():
shrub = tk.Label(root, text='Shrub: {}'.format(shrubcount),
font=("Times New Roman", 16)).place(x=0, y=0)
def shrubbutton():
shrubbutton = tk.Button(root, command=collectshrub, text="Collect shrub",
font=('Times New Roman', 16)).place(x=0, y=200)
shrub() # call shrub to be shown
root.mainloop() # start the root window
任何帮助都会很好!谢谢吨 得到这些错误
shrub.config(text=str(shrub count))
AttributeError: 'NoneType' object has no attribute 'config'
答案 0 :(得分:0)
Inkblot有正确的想法。
您的灌木功能将灌木的数量设置为0。
点击"收集灌木"调用force shrub来输出shrubcount,但是shrubcount变量在任何时候都没有更新。
代码的更干净版本,可以满足您的需求:
import ttk
from Tkinter import *
class Gui(object):
root = Tk()
root.title("Survive")
shrubs = IntVar()
def __init__(self):
frame = ttk.Frame(self.root, padding="3 3 12 12")
frame.grid(column=0, row=0, sticky=(N, W, E, S))
frame.columnconfigure(0, weight=1)
frame.rowconfigure(0, weight=1)
ttk.Label(frame, text="Shrubs:").grid(column=0, row=0, sticky=W)
ttk.Entry(frame, textvariable=self.shrubs, width=80).grid(column=0, row=2, columnspan=4, sticky=W)
ttk.Button(frame, command=self.add_shrubs, text="Get Shrubs").grid(column=6, row=3, sticky=W)
def add_shrubs(self):
your_shrubs = self.shrubs.get()
self.shrubs.set(your_shrubs + 15)
go = Gui()
go.root.mainloop()
请注意,所有add_shrub都将增量shrubcount增加15.显示灌木的数量由灌木标签对象处理。
答案 1 :(得分:0)
在您当前的代码中,您在一个函数中定义了灌木,并且当您仅在本地分配它时尝试在另一个函数中使用它。解决方案是完全删除shrub()
和shrubbutton()
函数:
import tkinter as tk
root = tk.Tk()
root.geometry("550x300")
root.title("SURVIVE")
shrubcount = 0
def collectshrub():
global shrubcount
shrubcount += 15
shrub.config(text="Shrub: {" + str(shrubcount) + "}")
if shrubcount >= 30:
print(text="You collected 30 sticks")
craftbutton.pack()
def craftbed():
#Do something
shrub = tk.Label(root, text="Shrub: {" + str(shrubcount) + "}", font=("Times New Roman", 16))
shrub.place(x=0, y=0)
shrubbutton = tk.Button(root, command=collectshrub, text="Collect shrub", font=('Times New Roman', 16))
shrubbutton.place(x=0, y=200)
craftbutton = tk.Button(root, text="Craft bed", comma=craftbed)
root.mainloop()
同时强>
在您看到问题底部的错误后,您的变量shrubcount
在函数中被命名为shrub count
。像这样的小事可以完全改变代码的工作方式。