我正在尝试制作一个简单的纸牌游戏,例如纸牌。 我没有编码方面的经验,请原谅我,这是一个简单的问题。
我想移动一些画布对象。新对象具有正确的值,但是当我拖动已经存在的卡时,它将显示错误的值(荷兰语中的waarde)。我想将值(waarde)绑定到卡上,但是不知道该怎么做...
关于标签,绑定,ID ......
from tkinter import *
from random import randint
window = Tk()
deck = [1,2,3,4,5,6]
def pakkaart():
rand_card = randint(0,len(deck)-1)
global waarde
waarde = deck[rand_card]
deck.pop(rand_card)
global kaart
kaart = Canvas(window, width = 40, height = 40, bg='yellow')
kaart.place(x=50, y=50, anchor=CENTER)
kaart.create_text(20,20,text=(waarde))
kaart.bind("<B1-Motion>", drag)
def drag(event):
event.widget.place(x=event.x_root, y=event.y_root,anchor=CENTER)
print(waarde)
button1 = Button(window, text="Nieuwe Kaart", command=pakkaart)
button1.pack()
window.mainloop()
因此本质上是在寻找一种将值绑定到画布的方法。
答案 0 :(得分:0)
您上面的代码可以正常工作,它显示正确的值,但是如果您愿意,可以尝试一下
from tkinter import *
from random import randint
window = Tk()
ws = window.winfo_screenwidth()
hs = window.winfo_screenheight()
w = 500 # width for the Tk root
h = 300 # height for the Tk root
x = (ws / 2) - (w / 2)
y = (hs / 2) - (h / 2)
window.geometry('%dx%d+%d+%d' % (w, h, x, y))
deck = [1, 2, 3, 4, 5, 6]
def pick_card():
global waarde, kaart
rand_card = randint(0, len(deck)-1)
card_number = deck[rand_card]
deck.remove(card_number)
card = Canvas(window, width=40, height=40, bg='yellow')
card.place(x=50, y=50, anchor=CENTER)
card_number_text = card.create_text(20, 20, text=card_number, tags=card_number)
card.bind("<Button-1>", lambda event: get_number(event, card_number_text)) # or you can use: card.bind("<Button-1>", lambda event: print(card_number))
card.bind("<B1-Motion>", drag)
def drag(event):
# This is better for move a widget
cx = window.winfo_pointerx() - window.winfo_rootx()
cy = window.winfo_pointery() - window.winfo_rooty()
event.widget.place(x=cx, y=cy)
def get_number(event, number):
print(event.widget.itemcget(number, "text"))
button1 = Button(window, text="Generate Card", command=pick_card)
button1.pack()
window.mainloop()
我已经修改了drag(event)
函数,并写了两种获取当前卡值的方法,要存储它,您可以使用一些global varibles
或创建一个class
,第二种方法是更好