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我正在尝试使用 python 构建一个简单的井字游戏,除了最后的视觉效果外,几乎现在就在那里:

当我单击它时,我需要能够修改画布上显示的 9 个方块中的任何一个。在堆栈上搜索了一堆示例......好吧......没有一个工作我使用字典来映射光标:

self.map = {(0, 0): 0, (0, 1): 1, (0, 2): 2, (1, 0): 3, (1, 1): 4, (1, 2) : 5, (2, 0): 6, (2, 1): 7,(2, 2): 8}

左上角的第一个正方形是 0 看起来这不起作用: id= self.canvas.create_rectangle() 对此不起作用。self.canvas.itemconfig(id,fill='bule')

我正在寻找一种有效的方法来访问填充或单击的正方形而不是其余部分。谢谢

我所有的代码都附在这里:

import tkinter
import random


    class Game(object):
        """
        Enter the class docstring here
        """
        block_size = 100
        def __init__(self, parent):
            parent.title('Tic Tac Toe')
            self.parent = parent

            self.initialize_game()

        def initialize_game(self):
            # These are the initializations that need to happen
            # at the beginning and after restarts
            self.board = [None, None, None, None, None, None, None, None, None]  # game board as a instance variable
            self.map = {(0, 0): 0, (0, 1): 1, (0, 2): 2, (1, 0): 3, (1, 1): 4, (1, 2): 5, (2, 0): 6, (2, 1): 7,
                        (2, 2): 8}  # map to self.board
            self.top_frame = tkinter.Frame(self.parent)
            self.top_frame.pack(side=tkinter.TOP)

            # add restart button on top frame
            restart_button = tkinter.Button(self.top_frame, text='Restart', width=20,
                                            command=self.restart)
            restart_button.pack()  # register restart_button with geometry manager

            # create bottom frame for group the label below
            self.bottom_frame=tkinter.Frame(self.parent)
            self.bottom_frame.pack(side=tkinter.BOTTOM)

            # create label for displaying game result text
            self.my_lbl=tkinter.Label(self.bottom_frame,text=None)
            self.my_lbl.pack()

            # create a canvas to draw our board on the top frame
            self.canvas = tkinter.Canvas(self.top_frame,
                                         width=self.block_size * 3,
                                         height=self.block_size * 3)
            # draw 3x3 visible blocks on the canvas
            for ro in range(3):
                for col in range(3):
                    tag=self.canvas.create_rectangle(self.block_size * col,
                                                 self.block_size * ro,
                                                 self.block_size * (col + 1),
                                                 self.block_size * (ro + 1))
            # bind entire canvas with left click  handler (play function)
            self.canvas.bind("<Button-1>", self.play)
            self.canvas.pack()                  # register canvas with a geometry manager

        def board_full(self):
            if None not in self.board:
                return True  # true for full
            else:
                return False  # false for not full


        def possible_moves(self):
            """return: list of possible moves"""
            possible_moves = []  # list for possible moves
            for i in range(0, 9):
                if self.board[i] is None:  # if cell un-taken
                    possible_moves.append(i)  # append the cell number to list
                else:
                    pass  # cell taken, don't append
            return possible_moves  # return list of possible moves

        def pc_move(self):
            m = True
            while m:
                pc_move = random.randint(0, 8)  # random generate a number from 0 to 8
                if pc_move in self.possible_moves():  # if the number is a possible move
                    self.board[pc_move] = 'O'  # do it
                    m = False  # exit loop
                else:  # not a possible movie
                    continue  # re-do
            return self

        def draw_out(self):
            """to be deleted"""
            print(self.board[0:3])
            print(self.board[3:6])
            print(self.board[6:9])

        def play(self, event):  # This method is invoked when the user clicks on a square.
            """
            when the player clicks on a un-taken square, this method first translate cursor into cell number,
            then update game board and check game result based on condition
            :parameter: click
            :return: updated game object
            """
            print('clicked', event.y, event.x)  # to be deleted
            # after the click: part 1     human play first
            my_move = self.map[(event.y // self.block_size, event.x // self.block_size)]  # map cursor
            if self.board[my_move] is None:  # check if cell is empty
                self.board[my_move] = 'X'  # if cell empty mark X for my play,  PC use O
                #self.canvas.itemconfigure(fill='blue')
                # self.draw_out()              # delete this line later
            else:  # if the cell taken, do nothing until click on empty square
                return None
            #check game result and board full:
            if (self.board_full()is True) or(
                        self.check_game()is not None):
                self.canvas.unbind("<Button-1>")    # when win, lost, tie occur,disable handler
                print(self.check_game())             # DEBUGGING DELETE
            else:
                pass
            # part 2: while not filled, PC make one move right after my move:
            self.possible_moves()  # check possible moves for PC
            self.pc_move()  # pc make move
            self.draw_out()  # DELETE LATER
            # part3: check game result and board full
            if (self.board_full()is True) or(
                        self.check_game()is not None):
                self.canvas.unbind("<Button-1>")    # when win, lost, tie occur,disable handler
                print(self.check_game())             # DEBUGGING DELETE
            else:
                pass
            return self  # when board is filled, return

        def check_game(self):
            """
            Check if the game is won or lost or a tie
            Return:  win, lose, tie, none 
            """
            result=None
            if (self.board[0] == self.board[1] == self.board[2] == 'X') or (
                                self.board[3] == self.board[4] == self.board[5] == 'X') or (
                                self.board[6] == self.board[7] == self.board[8] == 'X') or (
                                self.board[0] == self.board[3] == self.board[6] == 'X') or (
                                self.board[1] == self.board[4] == self.board[7] == 'X') or (
                                self.board[2] == self.board[5] == self.board[8] == 'X') or (
                                self.board[0] == self.board[4] == self.board[8] == 'X') or (
                                self.board[2] == self.board[4] == self.board[6] == 'X'):
                result = 'You win!'  # player win
                self.my_lbl.config(text=result)
            elif (self.board[0] == self.board[1] == self.board[2] == 'O') or (
                                self.board[3] == self.board[4] == self.board[5] == 'O') or (
                                self.board[6] == self.board[7] == self.board[8] == 'O') or (
                                self.board[0] == self.board[3] == self.board[6] == 'O') or (
                                self.board[1] == self.board[4] == self.board[7] == 'O') or (
                                self.board[2] == self.board[5] == self.board[8] == 'O') or (
                                self.board[0] == self.board[4] == self.board[8] == 'O') or (
                                self.board[2] == self.board[4] == self.board[6] == 'O'):
                result = 'You lost!'  # player lose
                self.my_lbl.config(text=result)
            else:
                if self.board_full()is True:
                    result = "It's a tie!"  # tie
                    self.my_lbl.config(text=result)
                else:
                    pass
            return result


        def restart(self):
            """ Reinitialize the game and board after restart button is pressed """
            self.top_frame.destroy()
            self.bottom_frame.destroy()
            self.initialize_game()


    def main():
        root = tkinter.Tk()  # Instantiate a root window
        my_game = Game(root)  # Instantiate a Game object
        root.mainloop()  # Enter the main event loop


    if __name__ == '__main__':
        main()
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1 回答 1

1

至少有两种方法可以解决这个问题。

首先,您可以使用find_closest找到离光标最近的对象。这个解决方案有两点需要记住。首先,您必须给它画布坐标,而不是窗口坐标(这是事件对象所拥有的)。其次,您需要给矩形填充颜色,或者确保它们不重叠。find_closest寻找彩色像素,因此如果没有填充颜色,它将搜索直到找到边框。如果边界重叠(你的),它可能会找到错误的方块(即:最右边方块的左边缘与中间方块的右边缘重叠,并且由于堆叠顺序,它将被认为是最接近的)。

所以,给你的矩形填充颜色(例如:)self.canvas.create_rectangle(..., fill='white'),然后你可以像这样找到光标下的正方形:

def play(self, event):
    ...
    cx = self.canvas.canvasx(event.x)
    cy = self.canvas.canvasy(event.y)
    cid = self.canvas.find_closest(cx,cy)[0]
    self.canvas.itemconfigure(cid, fill="blue")
    ...

您可以做的另一件事是使用 单独绑定到每个方格tag_bind,并让绑定将数字传递给您的函数。同样,矩形需要填充颜色,但出于不同的原因。点击只在非透明区域注册,所以没有填充颜色的唯一一次注册点击是当你点击边框时:

def initialize_game(self):
    ...
    tag=self.canvas.create_rectangle(self.block_size * col,
                                     self.block_size * ro,
                                     self.block_size * (col + 1),
                                     self.block_size * (ro + 1), fill="white")
    self.canvas.tag_bind(tag, "<1>", lambda event, tag=tag: self.play(event, tag))
    ...

...
def play(self, event, tag):
    ...
    self.canvas.itemconfigure(tag, fill="blue")
    ...
于 2014-12-03T22:55:50.657 回答