2011-02-10 98 views
1

我是Tkinter的新手,並且正在編寫一個簡單的平鋪翻轉游戲來學習基礎知識。這個想法是,當我啓動應用程序,我得到一個「開始新遊戲」按鈕,退出按鈕和網格大小滑塊。然後,我可以選擇一個網格大小,然後點擊開始,打開紅色或綠色按鈕(瓷磚)的n * n網格。通過點擊一個我改變瓷磚和每個4路連接瓷磚的顏色。一旦所有的瓷磚都是綠色的,瓷磚就會消失。讓我開始一場新的比賽。TkInter:摧毀一些按鈕,然後重新創建(可能不同)數量的按鈕

所以這裏的問題,當我贏了比賽,並開始一個新的或開始新的遊戲,而一個是在進步,新的瓷磚上來,但是當我點擊其中一個,我得到如下:

Exception in Tkinter callback 
Traceback (most recent call last): 
    File "/usr/lib/python2.6/lib-tk/Tkinter.py", line 1413, in __call__ 
    return self.func(*args) 
    File "/home/adejong/workspace/test2/view.py", line 116, in on_click 
    self.view.update() 
    File "/home/adejong/workspace/test2/view.py", line 84, in update 
    button.set_colour(View.UP) 
    File "/home/adejong/workspace/test2/view.py", line 112, in set_colour 
    self.gridButton.config(bg=colour) 
    File "/usr/lib/python2.6/lib-tk/Tkinter.py", line 1205, in configure 
    return self._configure('configure', cnf, kw) 
    File "/usr/lib/python2.6/lib-tk/Tkinter.py", line 1196, in _configure 
    self.tk.call(_flatten((self._w, cmd)) + self._options(cnf)) 
TclError: invalid command name ".33325424.33325640.33327872" 

我很確定它與我如何清理網格有關,但我無法弄清楚問題所在。當我開始一款新遊戲時,我原本無法獲得按鈕顯示,所以這可能是一件事情。

這裏就是它的發生模塊:

# @todo make wrappers for all Tkinter widgets 
from Tkinter import * 
from observerPattern import Observer 
# USE Grid to organise widgets into a grid 
class View(Observer): 
    UP = "red" 
    DOWN = "green" 

    ## @brief initialises the GUI 
    # @param master ie the root 
    #@ model, a pointer to the model 
    def __init__(self, master, model): 

     View.instance = self 
     self.model = model 
     self.master = master 

     self.frame = Frame(self.master) 
     self.frame.grid() #size frame to fit the given text, and make itself visibl 
     self.optionsGrid = Frame(self.frame) 
     self.gameGrid = Frame(self.frame) 
     self.optionsGrid.grid(row = 0, column = 0) 
     self.gameGrid.grid(row = 1, column = 0) 

     self.gridSizeScale = Scale(self.optionsGrid, label = "grid size", from_ = 2, to = 20, bigincrement = 1, 
            showvalue = True, orient = HORIZONTAL) 

     self.quit = Button(self.optionsGrid, text="QUIT", fg="red", command=self.frame.quit) 


     self.newGame = Button(self.optionsGrid, text="Start New Game", command=self.init_game) 
     self.objective = Label(self.optionsGrid, text="Make all the tiles green") 

     self.newGame.grid(row=0, column=0) 
     self.quit.grid(row=0, column=3) 
     self.gridSizeScale.grid(row=0, column=1, columnspan=2) 
     self.objective.grid(row=1, column=1, columnspan=2) 
     self.gameButtons = [] 
     self.update() 

    # start a new game by re building the grid 
    def init_game(self): 
     size = self.gridSizeScale.get() 
     self.model.init_model(size) 
     self.objective.config(text = "Make all the tiles green") 
     print "MODEL INITIALISED" 

     #for i in range(len(self.gameButtons)): 
     # self.gameButtons[i].grid_forget() 
     for button in self.gameButtons: 
       #button.destroy() 
       #self.gameGrid.grid_forget(button) 
       button.__del__() 

     for button in range(size * size): 
      buttonRow = int(button/size) 
      buttonCol = button % size 

      state = self.model.getTileState(buttonRow, buttonCol) 
      if state == self.model.UP: 
       initialColour = View.UP 
      else: 
       initialColour = View.DOWN 

      newButton = GridButton(self.gameGrid, butRow = buttonRow, butCol = buttonCol, initColour = initialColour, model = self.model, view = self) 

      self.gameButtons.append(newButton) 
      print self.gameButtons 
     self.gameGrid.grid() 




    ## @brief gets the only View instance. A static method. Dont really need this 
    # @param None 
    # @returns the singleton View object  
    @staticmethod 
    def getInstance(): 
     if hasattr(View, 'instance') and View.instance != None: 
      return View.instance 
     else: 
      return View() 

    # make sure the tiles are the right colour etc  
    def update(self): 
     for button in self.gameButtons: 
      state = self.model.getTileState(button.row, button.col) 
      if state == self.model.UP: 
       button.set_colour(View.UP) 
      else: 
       button.set_colour(View.DOWN) 
     if self.model.check_win() == True and self.model.tilesInitialised: 
      for button in self.gameButtons: 
       #button.destroy() 
       #self.gameGrid.grid_forget(button) 
       button.__del__() 

      #self.gameGrid.grid_forget() 
      print "slaves", self.gameGrid.grid_slaves() 
      self.objective.config(text = "You Win!") 
      self.master.update() 
      print "YOU WIN!" 

# a wrapper i made so i could pass parameters into the button commands 
class GridButton(Button): 

    def __init__(self, master, butRow, butCol, initColour, model, view, *args, **kw): 
     Button.__init__(self, master) 
     self.gridButton = Button(master, command=self.on_click, *args, **kw) 
     self.gridButton.grid(row = butRow, column = butCol) 
     self.set_colour(initColour) 
     self.row = butRow 
     self.col = butCol 
     self.model = model 
     self.view = view 

    def set_colour(self, colour): 
     self.gridButton.config(bg=colour) 

    def on_click(self): 
     self.model.flip_tiles(Row = self.row, Col = self.col) 
     self.view.update() 

    def __del__(self): 
     self.gridButton.destroy() 
     del self 

下面是完成

from Tkinter import * 
from model import Model 
from view import View 
from controller import Controller 
import sys 

root = Tk() #enter the Tkinter event loop 


model = Model() 
view = View(root, model) 
#controller = Controller(root, model, view) 
root.mainloop() 

from Tkinter import * 
import random 

class Model: 
    UP = 1 
    DOWN = 0 
    def __init__(self, gridSize=None): 
     Model.instance = self 
     self.init_model(gridSize) 

    def init_model(self, gridSize): 
     self.size = gridSize 
     self.tiles = [] 
     self.won = False 
     self.tilesInitialised = False 
     if gridSize != None: 
      self.init_tiles() 


    ## @brief gets the only Model instance. A static method 
    # @param None 
    # @returns the singleton Model object  
    @staticmethod 
    def getInstance(gridSize = None): 
     if hasattr(Model, 'instance') and Model.instance != None: 
      return Model.instance 
     else: 
      return Model(gridSize) 

    #initially init tile vals randomly but since not all problems can be solved 
     # might want to start with a soln and work backwards 

    def init_tiles(self): 
     # i should also make sure they're not all 0 to start with 
     self.tiles = [] 
     for row in range(self.size): 
      rowList = [] 
      for col in range(self.size): 
       rowList.append(random.randint(Model.DOWN, Model.UP)) 
      self.tiles.append(rowList) 
     self.check_win() 
     if self.won == True: 
      self.init_tiles() 
     self.tilesInitialised = True 

    # tile indexing starts at 0    
    def flip_tiles(self, selected = None, Row = None, Col = None): 
     if selected == None and (Row == None and Col == None): 
      raise IOError("Need a tile to flip") 
     elif selected != None: 
      neighbours = self.get_neighbours(selected) 

      for r in neighbours: 
       for c in r: 
        if self.tiles[r][c] == Model.DOWN: 
         self.tiles[r][c] = Model.UP 
        elif self.tiles[r][c] == Model.UP: 
         self.tiles[r][c] = Model.DOWN 

     else: 
      selectedTile = Row, Col 
      neighbours = self.get_neighbours(selectedTile) 
      for tile in neighbours: 
        r = tile[0] 
        c = tile[1] 
        if self.tiles[r][c] == Model.DOWN: 
         self.tiles[r][c] = Model.UP 
        elif self.tiles[r][c] == Model.UP: 
         self.tiles[r][c] = Model.DOWN 

    # selected is a tuple (row, column) 
    # returns a list of tuples of tiles to flip 
    def get_neighbours(self, selected): 
     row = selected[0] 
     col = selected[1] 
     tilesToFlip = [] 
     for modifier in range(-1,2): 
      rowIndex = row + modifier 

      if rowIndex < 0: 
       pass 
      elif rowIndex > self.size - 1 : 
       pass 
      else: 
       final = rowIndex, col 
       tilesToFlip.append(final) 


     for modifier in range(-1,2): 
      colIndex = col + modifier 

      if colIndex < 0: 
       pass 
      elif colIndex > self.size - 1: 
       pass 
      else: 
       final = row, colIndex 
       tilesToFlip.append(final) 


     neighbours = set(tilesToFlip) 
     return neighbours 


    def check_win(self): 
     self.won = True 
     #everytime a tile is selected 
     for row in range(len(self.tiles)): 
      for col in range(len(self.tiles)): 

       if self.tiles[row][col] == Model.UP: 
        self.won = False 
        break 

     return self.won 

    def getTileState(self, buttonRow, buttonCol): 
     return self.tiles[buttonRow][buttonCol] 

復位任何幫助,將不勝感激

回答

1

看起來你是不是重置self.game_buttons。您可以將其設置爲__init__中的空白列表,當您可能應該在init_game中這樣做時。因爲它沒有被重置,所以你第二次運行遊戲self.view.update()會遍歷包含兩個遊戲按鈕的列表。由於缺少一半這些按鈕,因此第一次嘗試更改現在刪除的按鈕的顏色時會出現錯誤。順便說一句:一個真正簡單的方法來管理這個是把所有的按鈕作爲一個內部框架的孩子。這樣做可以簡單地刪除框架以刪除其所有子項。作爲一個好處,你不需要一個按鈕列表,因爲你可以爲它的所有孩子詢問框架(用winfo_children)。

+0

感謝堆。這是問題所在。 – Andre 2011-02-21 21:32:50

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