我正在用 Python 设计《龙与地下城》的角色表,并使用 Tkinter 来处理图形界面。但是,如果与相同技能对应的复选框处于事件状态,我想将一个元素(在本例中为技能的“熟练程度”)添加到列表中。复选框按钮适用于某些命令,例如退出(“root.destroy”),但这似乎没有任何作用。我创建了一个角色类,该角色有一个空的熟练程度列表,为了向其添加熟练程度,我创建了一个函数,只要匹配的复选框值设置为 True(“1”),该函数就会执行此操作
import tkinter as tk
def modifier(score):
score = int(score)
return (score - 10) // 2
class Character:
proficiencies = []
abilities = {"Strength": 12, "Dexterity": 16, "Constitution": 14, "Intelligence": 10, "Wisdom": 16, "Charisma": 9}
skills = {"Athletics": 0, "Acrobatics": 0, "Sleight of Hand": 0, "Stealth": 0, "Arcana": 0, "History": 0,
"Investigation": 0, "Nature": 0, "Religion": 0,"Animal Handling": 0, "Insight": 0, "Medicine": 0,
"Perception": 0, "Survival": 0, "Deception": 0, "Intimidation": 0, "Performance": 0, "Persuasion": 0}
counter = 0
variables = []
skills = []
root = tk.Tk()
def addSkill():
if exec("var" + str(counter) + ".get() == 1"):
Character.proficiencies.append(skills[counter].replace('_', ' '))
elif exec("var" + str(counter) + ".get() == 0"):
pass
for skill in sorted(Character.skills.keys()):
skills.append(skill.replace(" ", "_"))
exec("var" + str(counter) + " = tk.IntVar()")
exec(skill.replace(" ", "") + "= tk.Checkbutton(root, text=skill, variable = var" + str(counter) + ", command = addSkill)")
exec(skill.replace(" ", "") + ".pack()")
variables.append("var" + str(counter))
counter += 1
counter = 0
root.mainloop()
index = 0
for skill in Character.skills:
if index == 0:
ability = "Strength"
elif index >= 1 and index <= 3:
ability = "Dexterity"
elif index >= 4 and index <= 8:
ability = "Intelligence"
elif index >= 9 and index <= 13:
ability = "Wisdom"
elif index >= 14:
ability = "Charisma"
if skill in Character.proficiencies:
Character.skills[skill] = 10 + (modifier(Character.abilities[ability]) + 2) * 2
else:
Character.skills[skill] = 10 + modifier(Character.abilities[ability]) * 2
index += 1
这是遵循 Bryan Oakley 建议避免使用 exec()
并且不动态创建命名变量的示例,我想您会同意它比您的代码更容易阅读和理解在哪里使用。
import tkinter as tk
SKILL_NAMES = ('Athletics', 'Acrobatics', 'Sleight of Hand', 'Stealth', 'Arcana',
'History', 'Investigation', 'Nature', 'Religion', 'Animal Handling',
'Insight', 'Medicine', 'Perception', 'Survival', 'Deception',
'Intimidation', 'Performance', 'Persuasion')
class Character:
proficiencies = []
abilities = {"Strength": 12, "Dexterity": 16, "Constitution": 14,
"Intelligence": 10, "Wisdom": 16, "Charisma": 9}
skills = dict.fromkeys(SKILL_NAMES, 0)
def modifier(score):
return (int(score) - 10) // 2
root = tk.Tk()
# Create tk.IntVars for holding value of each skill.
skill_vars = {skill: tk.IntVar() for skill in Character.skills}
# tkinter Checkbutton callback.
def addSkill(skill, var):
""" Add skill to proficiencies if Checkbutton is now checked. """
if var.get() == 1:
Character.proficiencies.append(skill)
# Create a Checkbutton corresponding to each skill.
for skill in Character.skills:
btn = tk.Checkbutton(root, text=skill, variable=skill_vars[skill],
command=lambda name=skill, var=skill_vars[skill]: addSkill(name, var))
btn.pack()
root.mainloop()
for index, skill in enumerate(Character.skills):
if index == 0:
ability = "Strength"
elif 1 <= index <= 3:
ability = "Dexterity"
elif 4 <= index <= 8:
ability = "Intelligence"
elif 9 <= index <= 13:
ability = "Wisdom"
elif index >= 14:
ability = "Charisma"
if skill in Character.proficiencies:
Character.skills[skill] = 10 + (modifier(Character.abilities[ability]) + 2) * 2
else:
Character.skills[skill] = 10 + modifier(Character.abilities[ability]) * 2
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