这是我正在制作的游戏的一部分。在其中,玩家必须点击标有“鹿”的按钮。而不是' doe'尽可能快:
import tkinter
import time
import random
from __main__ import *
level = 2
name = "Oliver"
stop = False
score = 0
global level, name, score
if level >= 10:
level = 10 + level/10
difficulty = level * 2
bonus = 1
def shot(animal):
root.destroy()
time.sleep(1)
if animal == "Doe":
print("You shot a doe!"),time.sleep(1)
print("The rest of the herd have trampled you to death"),time.sleep(1.2)
print("Oh deer!")
elif animal == "Deer":
print("You shot the deer!")
time.sleep(1), print("***Deer Shooting***\n\nShoot the deer, not the does"), time.sleep(2.5)
print("Ready"),time.sleep(1),print("Steady"),time.sleep(1),print("Go!\n\n\n")
root = tkinter.Tk()
NumOfDoe = difficulty
for i in range(0, NumOfDoe):
tkinter.Button(root, text = "Doe", command = lambda: shot("Doe")).pack()
tkinter.Button(root, text = "Deer", command = lambda: shot("Deer")).pack()
root.mainloop()
当它运行时,Tkinter窗口看起来有点无聊,因为所有按钮都排成一行
我知道' .place()'功能,但我如何在这里使用它来随机分散按钮并使它们随意移动?
谢谢
答案 0 :(得分:1)
首先,正如@furas所提到的那样sleep is a wrong option,所以请记住在tkinter
中使用after
来延迟时间!
另外,请记住构建代码(link#1,link#2)并且不要尝试在一行上放置不必要的多个语句。
对于可移动按钮,最好使用Canvas
小部件而不是布局管理器(除非您的真正目标是可传送的按钮)。连续两次button
随机place
很容易,但如果你想模拟移动,你不需要一组新的随机坐标,但旧坐标,随机距离(偏移)和随机方向。
可以使用button
实现这个想法,但有甜蜜的place
方法,可以为您完成所有这些。
您只需将每个canvas
放置在object ID
上move
(同时它也会让您import tkinter as tk
import random
class App(tk.Tk):
def __init__(self, difficulty, *args, **kwargs):
super().__init__(*args, **kwargs)
self.difficulty = difficulty
self.play_area = tk.Canvas(self, background='bisque')
self.play_area.pack(expand=True, fill='both')
self.animals = self.generate_animals()
self.play()
def play(self):
# move all animals continuously (each 100 ms)
self.move_animals()
self.after(100, self.play)
def generate_animals(self):
# generate all button-like animals
animals = [Animal('deer', self, text='DEER')]
for _ in range(self.difficulty * 2):
animals.append(Animal('doe', self, text='DOE'))
return animals
def move_animals(self):
# move all animals
for animal in self.animals:
animal.move()
class Animal(tk.Button):
def __init__(self, animal_type, *args, **kwargs):
super().__init__(*args, **kwargs)
self.animal_type = animal_type
self.base_speed = self.master.difficulty
self.play_area = self.master.play_area
self.move_sets = ['n', 's', 'w', 'e']
# place button on canvas (it's possible to randomize starting locations)
self.id = self.play_area.create_window(0, 0, window=self)
self.configure(command=self.kill)
def move(self):
# move animal
# get random speed and direction
distance = random.randint(0, 15) * self.base_speed
direction = random.choice(self.move_sets)
if direction in self.move_sets[:2]:
if direction == 'n':
distance *= -1
# to prevent case when an animal leaves play area
if 0 <= self.play_area.coords(self.id)[1] + distance <= self.play_area.winfo_height():
self.play_area.move(self.id, 0, distance)
else:
if direction == 'w':
distance *= -1
# to prevent case when an animal leaves play area
if 0 <= self.play_area.coords(self.id)[0] + distance <= self.play_area.winfo_width():
self.play_area.move(self.id, distance, 0)
def kill(self):
if self.animal_type == 'deer':
print('You shot the deer!')
else:
print('You shot a doe!')
print('The rest of the herd have trampled you to death')
print('Oh deer!')
self.master.destroy()
app = App(difficulty=2)
app.mainloop()
在画布上控制您的小部件)并模拟大规模移动!
after
正如你所看到的 - 它以某种方式起作用。
然而,改善和调整事物的空间很大。例如,一个更顺畅的&#34;运动。虽然它取决于我们如何进一步移动物体,但它还取决于create_window
,这对于人类物种来说是24 fps(frame rate)。再次感谢time_delay = 1000 // desired_fps
,我们可以通过时间延迟控制此参数,可以通过公式...
def play(self):
# move all animals continuously
self.move_animals()
self.after(41, self.play) # 24 fps
# self.after(33, self.play) # 30 fps
...
计算:
...
class Animal(tk.Button):
def __init__(self, animal_type, *args, **kwargs):
super().__init__(*args, **kwargs)
...
# dictionary for representation purpose
self.move_sets = {'n': (0, -1), 's': (0, 1), 'w': (-1, 0), 'e': (1, 0),
'nw': (-1, -1), 'sw': (-1, 1), 'ne': (1, -1), 'se': (1, 1)}
...
def move(self):
# move animal
# get random distance and direction
distance = random.randint(0, 5) * self.base_speed
direction = random.choice(list(self.move_sets.values()))
movement = [_ * distance for _ in direction]
current_coords = self.play_area.coords(self.id)
# to prevent case when an animal leaves play area
if 0 <= current_coords[0] + movement[0] <= self.play_area.winfo_width() and \
0 <= current_coords[1] + movement[1] <= self.play_area.winfo_height():
self.play_area.move(self.id, *movement)
...
还可以通过附加指示改善移动并将条件逻辑简化为一个声明:
"nObject1.Oid"
答案 1 :(得分:0)
一种方法是将按钮放在一行(如前所述),但是按随机顺序排列。
您必须创建包含所有单词的列表(包含许多"Doe"
),
随机播放列表然后使用此列表创建Buttons
num_of_doe = level * 2 # we use CamelCaseNames for class names
# create list with words
all_words = ["Doe"]*num_of_doe + ["Deer"]
# shuffle list ("in-place")
random.shuffle(all_words)
# create buttons using words
for word in all_words:
b = tk.Button(root, text=word, command=lambda txt=word:shot(txt))
b.pack()
BTW:如果您lambda
word
使用for
lambda txt=word:shot(txt)
,那么您必须使用lambda:shot(word)
。如果你使用word
,那么它会分配相同的值 - 列表中的最后一个值 - 因为它引用变量pack()
,而不是来自此变量的值。
如果您需要更多随机位置,而不是place()
,您可以使用grid()
或b.place(x=random.randint(0, 200), y=random.randint(0, 100))
将按钮放在随机位置或单元格中(在网格中)
b.grid(row=random.randint(0, 10), column=random.randint(0, 10))
或
Activity
但它会产生问题,因为你可以将两个按钮放在同一个地方。
您需要先生成所有值。它需要保持列表中的值,然后获取新的随机值,与列表中的值进行比较,并生成新值,如果它已经在列表中。
这对你有用;)