我可以压缩此代码以根据变量制作多个标签和条目吗?



>我创建了一个比例来选择有多少玩家,然后通过按下一个按钮,它会将您发送到您输入每个玩家姓名的页面,其中他们被放入列表中供以后使用。

问题是,它占用了大量空间,我觉得绝对有一种方法可以压缩它。

def playerset():
title.configure(text="Set amount of players:", font=("Arial", 20))
eir.grid_remove()
pit.grid_remove()
playerbut.grid_remove()
player = IntVar()
playerscale = Scale(window, from_=1, to=12, width=30, length=300, orient=HORIZONTAL, variable=player)
playerscale.grid(column=0, row=1)
def playernext():
players=int(player.get())
title.configure(text="Name each player:", font=("Arial", 20))
playernextbut.grid_forget()
playerscale.grid_forget()
if (players > 0):
player1dis = Label(window, text="Player 1", font=("Arial", 15))
player1dis.grid(column=0, row=1)
player1 = StringVar()
p1 = Entry(window, width=20, textvariable=player1, font=("Arial", 15))
p1.grid(column=1, row=1)
if (players > 1):
player2dis = Label(window, text="Player 2", font=("Arial", 15))
player2dis.grid(column=0, row=2)
player2 = StringVar()
p2 = Entry(window, width=20, textvariable=player2, font=("Arial", 15))
p2.grid(column=1, row=2)
if (players > 2):
player3dis = Label(window, text="Player 3", font=("Arial", 15))
player3dis.grid(column=0, row=3)
player3 = StringVar()
p3 = Entry(window, width=20, textvariable=player3, font=("Arial", 15))
p3.grid(column=1, row=3)
if (players > 3):
player4dis = Label(window, text="Player 4", font=("Arial", 15))
player4dis.grid(column=0, row=4)
player4 = StringVar()
p4 = Entry(window, width=20, textvariable=player4, font=("Arial", 15))
p4.grid(column=1, row=4)
if (players > 4):
player5dis = Label(window, text="Player 5", font=("Arial", 15))
player5dis.grid(column=0, row=5)
player5 = StringVar()
p5 = Entry(window, width=20, textvariable=player5, font=("Arial", 15))
p5.grid(column=1, row=5)
if (players > 5):
player6dis = Label(window, text="Player 6", font=("Arial", 15))
player6dis.grid(column=0, row=6)
player6 = StringVar()
p6 = Entry(window, width=20, textvariable=player6, font=("Arial", 15))
p6.grid(column=1, row=6)
if (players > 6):
player7dis = Label(window, text="Player 7", font=("Arial", 15))
player7dis.grid(column=0, row=7)
player7 = StringVar()
p7 = Entry(window, width=20, textvariable=player7, font=("Arial", 15))
p7.grid(column=1, row=7)
if (players > 7):
player8dis = Label(window, text="Player 8", font=("Arial", 15))
player8dis.grid(column=0, row=8)
player8 = StringVar()
p8 = Entry(window, width=20, textvariable=player8, font=("Arial", 15))
p8.grid(column=1, row=8)
if (players > 8):
player9dis = Label(window, text="Player 9", font=("Arial", 15))
player9dis.grid(column=0, row=9)
player9 = StringVar()
p9 = Entry(window, width=20, textvariable=player9, font=("Arial", 15))
p9.grid(column=1, row=9)
if (players > 9):
player10dis = Label(window, text="Player 10", font=("Arial", 15))
player10dis.grid(column=0, row=10)
player10 = StringVar()
p10 = Entry(window, width=20, textvariable=player10, font=("Arial", 15))
p10.grid(column=1, row=10)
if (players > 10):
player11dis = Label(window, text="Player 11", font=("Arial", 15))
player11dis.grid(column=0, row=11)
player11 = StringVar()
p11 = Entry(window, width=20, textvariable=player11, font=("Arial", 15))
p11.grid(column=1, row=11)
if (players > 11):
player12dis = Label(window, text="Player 12", font=("Arial", 15))
player12dis.grid(column=0, row=12)
player12 = StringVar()
p12 = Entry(window, width=20, textvariable=player12, font=("Arial", 15))
p12.grid(column=1, row=12)
def playersubmit():
title.configure(text="-----Welcome to the Rottot Games Interface!-----", font=("Arial", 30))
eir.grid()
pit.grid()
playerbut.grid()
playersubmitbut.grid_forget()
if (players > 0):
p1name=str(player1.get())
plist = [p1name]
player1dis.grid_forget()
p1.grid_forget()
if (players > 1):
p2name=str(player2.get())
plist = [p1name, p2name]
player2dis.grid_forget()
p2.grid_forget()
if (players > 2):
p3name=str(player3.get())
plist = [p1name, p2name, p3name]
player3dis.grid_forget()
p3.grid_forget()
if (players > 3):
p4name=str(player4.get())
plist = [p1name, p2name, p3name, p4name]
player4dis.grid_forget()
p4.grid_forget()
if (players > 4):
p5name=str(player5.get())
plist = [p1name, p2name, p3name, p4name, p5name]
player5dis.grid_forget()
p5.grid_forget()
if (players > 5):
p6name=str(player6.get())
plist = [p1name, p2name, p3name, p4name, p5name, p6name]
player6dis.grid_forget()
p6.grid_forget()
if (players > 6):
p7name=str(player7.get())
plist = [p1name, p2name, p3name, p4name, p5name, p6name, p7name]
player7dis.grid_forget()
p7.grid_forget()
if (players > 7):
p8name=str(player8.get())
plist = [p1name, p2name, p3name, p4name, p5name, p6name, p7name, p8name]
player8dis.grid_forget()
p8.grid_forget()
if (players > 8):
p9name=str(player9.get())
plist = [p1name, p2name, p3name, p4name, p5name, p6name, p7name, p8name, p9name]
player9dis.grid_forget()
p9.grid_forget()
if (players > 9):
p10name=str(player10.get())
plist = [p1name, p2name, p3name, p4name, p5name, p6name, p7name, p8name, p9name, p10name]
player10dis.grid_forget()
p10.grid_forget()
if (players > 10):
p11name=str(player11.get())
plist = [p1name, p2name, p3name, p4name, p5name, p6name, p7name, p8name, p9name, p10name, p11name]
player11dis.grid_forget()
p11.grid_forget()
if (players > 11):
p12name=str(player12.get())
plist = [p1name, p2name, p3name, p4name, p5name, p6name, p7name, p8name, p9name, p10name, p11name, p12name]
player12dis.grid_forget()
p12.grid_forget()
import pickle
with open("Players.txt", "wb") as playersave:
pickle.dump(plist, playersave)
playersubmitbut = Button(window, text="Submit", command=playersubmit, font=("Arial", 15), bg="green", fg="black")
playersubmitbut.grid(column=4, row=0)
playernextbut = Button(window, text="Next", command=playernext, font=("Arial", 20), bg="green", fg="black")
playernextbut.grid(column=4, row=1)
playerbut = Button(window, text="Set Players", command=playerset, font=("Arial", 20), bg="gray", fg="black")
playerbut.grid(column=1, row=2)

对所有代码表示歉意,谢谢!

在不深入tkinter 细节的情况下,看起来这可以通过循环和字典来完成。

更健壮的方法是为玩家使用一个类,该类将存储所有相关信息。

下面的示例包括玩家名称和 playerdis 标签,但不包括其他任何内容。您可以扩展它以包含您需要跟踪的任何信息/小部件。

def playerset():
### CONFIG STUFF HERE ###
def playernext():
players=int(player.get())
### CONFIG STUFF ### 
player_info = {} # dictionary of dictionaries to store references to stringvars, pidsgrids etc for each player id
for player_index in range(players):
playerdis = Label(window, text="Player "+str(player_index)) # change formatting as necessary
player_info[player_index] = {}  # make an empty subdictionary for this player
player_info[player_index]['label'] = playerdis  # store reference to the label
player_info[player_index]['name'] = StringVar() # store reference to the stringvar
name_entry = Entry(window, width=20, textvariable= player_info[player_index]['name'])
### MORE CONFIG STUFF ###   
return player_info  # return the populated dictionary of references for later use

然后在您需要使用此信息时进一步向下:

def playersubmit(player_info):
### CONFIG STUFF ###
playersubmitbut.grid_forget()
for player_index in player_info.keys():
pname=str(player_info[player_index]['name'].get()) # get the name from the StringVar reference
plist = [pname]
player_info[player_index]['label'].grid_forget()  # access the label and forget
### CONFIG STUFF ###

您可以使用类来模块化代码,并处理擅长一件事的专用小实体:

也许一个类Player保存与玩家相关的信息,一个Players类来保存玩家集合?

您的App代码也可以模块化:下面的玩具示例有一个主App,它有 3 个按钮,用于控制Toplevel窗口的弹出以输入玩家数量,另一个按钮用于输入每个玩家的详细信息,最后,一个用于打印集合中的玩家。

import tkinter as tk

class Player:
"""Represents a Player in the game
"""
ID = 0
def __init__(self, name):
self.name = name
self.id = self.make_id()
def make_id(self):
Player.ID += 1
return Player.ID - 1
def __str__(self):
return f'Player {self.id}, {self.name}'

class Players:
"""A collection of Players
"""
def __init__(self):
self.players = []
def add_player(self, player):
self.players.append(player)
def __iter__(self):
for player in self.players:
yield player
def __len__(self):
return len(self.players)

class App(tk.Tk):
"""The app itself
"""
def __init__(self):
super().__init__()
self.players = Players()
self.num_players = 0
tk.Button(self, text='get number of players', command = self.get_num_players).pack()
tk.Button(self, text='build a players', command = self.build_players).pack()
tk.Button(self, text='print list players', command=lambda: print(str(self))).pack()
def get_num_players(self):
NumPlayerEntry(self)
def build_players(self):
if len(self.players) < self.num_players:
PlayerBuilder(self)
def __str__(self):
res = []
for player in self.players:
res.append(str(player))
return 'n'.join(res)

class NumPlayerEntry(tk.Toplevel):
"""popup that allows to enter the number of players in the game
"""
def __init__(self, master):
self.master = master
super().__init__(master)
tk.Label(self, text='enter number of players').pack()
self.entry = tk.Entry(self)
self.entry.pack()
tk.Button(self, text='confirm', command=self.confirm_num_players).pack()
def confirm_num_players(self):
self.master.num_players = int(self.entry.get())
self.destroy()

class PlayerBuilder(tk.Toplevel):
"""popup that allows to enter the characteristics of a player
"""
def __init__(self, master):
self.master = master
super().__init__(master)
tk.Label(self, text='add player (enter name)').pack()
self.entry = tk.Entry(self)
self.entry.pack()
tk.Button(self, text='confirm', command=self.make_player).pack()
def make_player(self):
self.master.players.add_player(Player(self.entry.get()))
self.destroy()

App().mainloop()

最新更新