Reputation: 115
I am new to Tkinter and am writing a simple tile flipping game to learn the basics. The idea is that when I start the app i get a "start new game" button, quit button and a grid size slider. I can then select a grid size and hit start which brings up a n*n grid of red or green buttons (tiles) . By clicking on one i change the colour of the tile and each of the 4-way connected tiles. Once all of the tiles are green, the tiles should disappear. Allowing me to start a new game.
So here's the problem, when I win a game and start a new one or start a new game while one is in progress, the new tiles come up but when I click on one of them i get the following :
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"
I'm pretty sure its something to do with how I am clearing the grid but I can't figure out what the problem is. I originally could not get the buttons to show when I started a new game, so it may be something to to with that.
Here's the module where it's happening:
# @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
Here's the reset for completion
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]
Any help would be greatly appreciated
Upvotes: 1
Views: 930
Reputation: 386342
It looks like you aren't resetting self.game_buttons
. You set it to the empty list in __init__
when you probably should be doing that in init_game
. Because it's not reset, the second time you run the game self.view.update()
iterates over a list that contains the buttons from both games. Since half of those buttons are missing, you get an error the first time you try to change the color of a now-deleted button.
By the way: a real easy way to manage this is to put all the buttons as children of an inner frame. Doing that you can simply delete the frame to delete all of its children. As a side benefit, you don't need a list of buttons because you can ask the frame (with winfo_children
) for all of its children.
Upvotes: 1