Tkinter复选框命令

时间:2019-02-05 00:42:12

标签: python tkinter

我正在使用Python设计《龙与地下城》中的角色表,使用Tkinter来处理图形界面。但是,如果对应于同一技能的复选框处于活动状态,我想向列表中添加元素(在本例中为“技能”)。 复选框按钮适用于某些命令,例如exit(“ root.destroy”),但是,这似乎没有任何作用。 我创建了一个Character类,该Character具有一个空的Proficencies列表,并且要添加一个熟练程度,我创建了一个函数,只要将匹配的复选框的值设置为True(“ 1”)

import tkinter as tk

def modifier(score):
    score = int(score)

    return (score - 10) // 2

class Character:   
    proficiencies = []

    abilities = {"Strength": 12, "Dexterity": 16, "Constitution": 14, "Intelligence": 10, "Wisdom": 16, "Charisma": 9}        

    skills = {"Athletics": 0, "Acrobatics": 0, "Sleight of Hand": 0, "Stealth": 0, "Arcana": 0,  "History": 0,
              "Investigation": 0, "Nature": 0, "Religion": 0,"Animal Handling": 0, "Insight": 0, "Medicine": 0, 
              "Perception": 0, "Survival": 0, "Deception": 0, "Intimidation": 0, "Performance": 0, "Persuasion": 0}

counter = 0 
variables = []
skills = []

root = tk.Tk()

def addSkill():
    if exec("var" + str(counter) + ".get() == 1"):
        Character.proficiencies.append(skills[counter].replace('_', ' '))
    elif exec("var" + str(counter) + ".get() == 0"):
        pass

for skill in sorted(Character.skills.keys()): 
    skills.append(skill.replace(" ", "_"))
    exec("var" + str(counter) + " = tk.IntVar()")
    exec(skill.replace(" ", "") + "= tk.Checkbutton(root, text=skill, variable = var" + str(counter) + ", command = addSkill)")
    exec(skill.replace(" ", "") + ".pack()")    
    variables.append("var" + str(counter))

    counter += 1

counter = 0

root.mainloop()

index = 0

for skill in Character.skills:
        if index == 0:
            ability = "Strength"

        elif index >= 1 and index <= 3:
            ability = "Dexterity"

        elif index >= 4 and index <= 8:
            ability = "Intelligence"

        elif index >= 9 and index <= 13:
            ability = "Wisdom"

        elif index >= 14:
            ability = "Charisma"            

        if skill in Character.proficiencies:
            Character.skills[skill] = 10 + (modifier(Character.abilities[ability]) + 2) * 2
        else:
            Character.skills[skill] = 10 + modifier(Character.abilities[ability]) * 2  

        index += 1     

2 个答案:

答案 0 :(得分:0)

对于遇到相同错误的人,我想我已经找到了错误。 代替:

#include <stdio.h>

int var1 = 94;
int var2 = 76;

int main(void)
{
    void *var1Loc = &var1;
    void *var2Loc = &var2;
    printf("var1 address is: %p\n", var1Loc);
    printf("var2 address is: %p\n", var2Loc);
    printf("diff         is: %td\n", &var2 - &var1);

    return 0;
}

我写道:

def addSkill():
    if exec("var" + str(counter) + ".get() == 1"):
        Character.proficiencies.append(skills[counter].replace('_', ' '))
    elif exec("var" + str(counter) + ".get() == 0"):
        pass 

现在它可以工作了:)

答案 1 :(得分:0)

下面是一个示例,该示例遵循了布莱恩·奥克利(Bryan Oakley)的建议,避免使用exec()而不是动态创建命名变量,我认为您会同意它比您所使用的代码更容易阅读和理解。

import tkinter as tk


SKILL_NAMES = ('Athletics', 'Acrobatics', 'Sleight of Hand', 'Stealth', 'Arcana',
               'History', 'Investigation', 'Nature', 'Religion', 'Animal Handling',
               'Insight', 'Medicine', 'Perception', 'Survival', 'Deception',
               'Intimidation', 'Performance', 'Persuasion')

class Character:
    proficiencies = []
    abilities = {"Strength": 12, "Dexterity": 16, "Constitution": 14,
                 "Intelligence": 10, "Wisdom": 16, "Charisma": 9}
    skills = dict.fromkeys(SKILL_NAMES, 0)


def modifier(score):
    return (int(score) - 10) // 2


root = tk.Tk()

# Create tk.IntVars for holding value of each skill.
skill_vars = {skill: tk.IntVar() for skill in Character.skills}

# tkinter Checkbutton callback.
def addSkill(skill, var):
    """ Add skill to proficiencies if Checkbutton is now checked. """
    if var.get() == 1:
        Character.proficiencies.append(skill)

# Create a Checkbutton corresponding to each skill.
for skill in Character.skills:
    btn = tk.Checkbutton(root, text=skill, variable=skill_vars[skill],
                command=lambda name=skill, var=skill_vars[skill]: addSkill(name, var))
    btn.pack()


root.mainloop()


for index, skill in enumerate(Character.skills):
    if index == 0:
        ability = "Strength"
    elif 1 <= index <= 3:
        ability = "Dexterity"
    elif 4 <= index <= 8:
        ability = "Intelligence"
    elif 9 <= index <= 13:
        ability = "Wisdom"
    elif index >= 14:
        ability = "Charisma"

    if skill in Character.proficiencies:
        Character.skills[skill] = 10 + (modifier(Character.abilities[ability]) + 2) * 2
    else:
        Character.skills[skill] = 10 + modifier(Character.abilities[ability]) * 2