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application.py
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application.py
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import tkinter as tk
import math
import numpy as np
import time
from exo1 import * # for dictionnary X11 colours
from partie2 import *
from tkinter import ttk
from tkinter import messagebox
from dice import *
from affiche import *
### Variable globales #################
DICE_6 = Dice('N',"red", 6)
DICES = list()
DICES.append([DICE_6]) # default
TABLE = False # table de resultat
colours = create_rgb() # dictonnaire avec les noms des coleurs et les valeurs rgb
for key in colours.keys():
colours[key] = convert2(colours[key]) # conversion vers hexadecimal
##################### FONCTIONS INTERNES ########################
def draw_points(canvas, point, r, colour):
""" Dessin des disques avec des
coordonnees de centres coords
et rayon r
"""
canvas.create_oval(point[0]-r, point[1]-r, point[0]+r, point[1]+r, fill=colour, tags="points")
def points_dice(canvas, coord):
""" Fonction qui retourne une liste de coord
des points de de 6 (x,y)
"""
res = list()
xmoy = abs(coord[0]-coord[2])/2 + coord[0]
ymoy = abs(coord[1] - coord[3])/2 + coord[1]
res.append([xmoy, ymoy])
poidsx = 3*(xmoy - coord[0])/4
poidsy = 3/4*(ymoy - coord[1])
for i in range(2):
ytmp = ymoy + poidsy*(-1)**i
for j in range(2):
xtmp = xmoy + poidsx*(-1)**j
res.append([xtmp, ytmp])
# derniers 2 points au tour de centre du de
res.append([xmoy - poidsx, ymoy])
res.append( [xmoy + poidsx, ymoy])
return res
###################### BINDINGS #########################3
def change_a_to_b(event, a, b):
""" Unpacking frame a and packing frame b
a,b peuvent prendre - 1,2,3. 1 pour
frame 1(menu),2- frame options
3 pour frame play
"""
global root
global DICES, DICE_6, TABLE
if (a == 2 and b == 1):
root.fenetre_options.pack_forget()
root.fenetre_acceuil.pack(fill="both", expand=True)
root.fenetre_acceuil.animmation(0.01)
elif(a == 1 and b == 2):
root.fenetre_acceuil.pack_forget()
root.fenetre_options.pack(fill="both", expand=True)
elif(a == 2 and b == 3):
root.fenetre_options.pack_forget()
root.fenetre_play.pack(fill="both", expand=True)
root.fenetre_play.create_dices()
elif(a == 3 and b == 2):
root.fenetre_play.pack_forget()
root.fenetre_options.pack(fill="both", expand=True)
elif(a == 3 and b == 1):
answer = tk.messagebox.askquestion("Quit", "Vous-voulez sortir?")
if answer == "yes":
root.fenetre_play.clean()
root.fenetre_play.pack_forget()
root.fenetre_acceuil.pack(fill="both", expand=True)
root.fenetre_acceuil.animmation(0.01)
TABLE=False
elif(a == 1 and b == 3):
root.fenetre_acceuil.pack_forget()
DICES = list()
DICES.append([DICE_6])
root.fenetre_play.pack(fill="both", expand=True)
root.fenetre_play.create_dices()
####################### CLASSES INTERNES ######################3
class Frame_menu(tk.Frame):
""" Class frame menu """
decx, decy = 60, 60
def __init__(self, master, width, height, colour="white", releif=tk.FLAT):
super().__init__(master, bg=colour, relief=releif)
# CANVAS
self.width_c = width
self.height_c = height//2
self.canv = tk.Canvas(self, width=self.width_c, height=self.height_c, bg="#ccffcc", relief=releif)
self.canv.create_rectangle(self.width_c//2-Frame_menu.decx, self.height_c//2 - Frame_menu.decy,
self.width_c//2+Frame_menu.decx, self.height_c//2 + Frame_menu.decy, fill="white", tags="dice")
self.canv.pack()
# FRAME
self.frame = tk.Frame(self, bg=colour, relief=tk.FLAT) # se positionnera au-dessous de canvas
self.frame.pack(fill="both", expand=True)
# BUTTONS
self.button1 = tk.Button(self.frame, text="HELP", fg="black", activebackground="white", borderwidth=2)
self.button3 = tk.Button(self.frame, text="OPTIONS", fg="black", activebackground="white", borderwidth=2)
self.button3.bind('<Button-1>', lambda x: change_a_to_b(x, 1, 2))
self.button2 = tk.Button(self.frame, text="PLAY", fg="black", activebackground="white", borderwidth=2)
self.button2.pack(side=tk.BOTTOM)
self.button2.bind('<Button-1>', lambda x: change_a_to_b(x, 1, 3))
self.button1.pack(side=tk.LEFT)
self.button3.pack(side=tk.RIGHT)
self.button3.bind('Button-1', lambda x: change_a_to_b(x, 1, 2))
def animmation(self, t):
""" Methode pour afficher l'animation
de rectangle sur le canvas
"""
coord = self.canv.coords("dice")
cords_points = points_dice(self.canv, coord)
for i in range(5):
draw_points(self.canv, cords_points[i], 4,"black")
time.sleep(t) # 0.3
self.canv.update_idletasks()
class Frame_options(tk.Frame):
""" Frame pour les options
de l'applications
"""
def __init__(self, master, width, height, colour="white", rel=tk.FLAT):
super().__init__(master, bg=colour, relief=rel)
################# FRAME1 ########################
self.frame1 = tk.Frame(self, bg=colour, relief=rel)
self.frame1.pack(expand=1)
# RADIO BOUTONS
col = 2
self.var = tk.IntVar() # pour type de jeu
radio = tk.Radiobutton(self.frame1, text = "normal".capitalize(), variable=self.var, relief=rel, bg=colour,
value=0 ,command= self.change_game)
radio.grid(column=2*col, row=0, padx=4)
col += 1
radio = tk.Radiobutton(self.frame1, text = "grim".capitalize(), variable=self.var, relief=rel, bg=colour, value=1,
command=self.change_game)
radio.grid(column=2*col, row=0, padx=4)
col += 1
radio = tk.Radiobutton(self.frame1, text = "fudge".capitalize(), variable=self.var, relief=rel, bg=colour, value=2,
command= self.change_game)
radio.grid(column=2*col, row=0, padx=4)
# Table resultat
self.table_check = tk.BooleanVar()
self.table_check.set("False")
self.table_result = tk.Checkbutton(self.frame1, text="Table Resultat", relief=rel, bg=colour,
var=self.table_check)
self.table_result.grid(column = 2*(col+1), row=0, padx=4)
################### FRAME 2 ##################################
self.frame2 = tk.Frame(self, bg=colour, relief=rel)
self.frame2.pack( expand=1)
###################### labelling ##########################
for i in range(2, 10):
txt = "D" + str(i)
tk.Label(self.frame2, text=txt, bg=colour).grid(column=(i)*2, row=2, padx=10)
################ buttons colour ########################
self.buttons_id_colour = dict() # association d'un button couleur avec la couleur selectionnee
for i in range(2, 10):
tmp = tk.Button(self.frame2, text="Colour", activebackground="white", borderwidth=2, width=2,
state='disabled')
tmp.bind('<Button-1>', self.dice_colour)
tmp.grid(column=(i)*2, row=4, padx=10, pady=10)
self.buttons_id_colour[tmp] = [tk.StringVar() for i in range(10)]
# default
for elem in self.buttons_id_colour[tmp]:
elem.set("Snow")
self.buttons_id = list(self.buttons_id_colour.keys())
############### BUTTONS POIDS ########################
self.buttonp = dict()
for i in range(2, 10):
tmp = tk.Button(self.frame2, text="Poids", activebackground="white", borderwidth=2, width=2,
state='disabled')
tmp.bind('<Button-1>', self.poids_select)
tmp.grid(column=(i)*2, row=5, padx=5, pady=10)
# par defaut
self.buttonp[tmp] = [[] for i in range(10)] # [] pour le nombre maximum de des
self.buttpoids_id = list(self.buttonp.keys())
############################### bonus malus ###############
self.bonus_id = dict()
for i in range(2, 10):
tmp = tk.Button(self.frame2, text="bonus", activebackground="white", borderwidth=2, width=2,
state='disabled')
self.bonus_id[tmp] = [tk.IntVar() for i in range(2)]
for var in self.bonus_id[tmp]:
var.set(0)
tmp.bind('<Button-1>', lambda x: self.bonus(x))
tmp.grid(column=(i)*2, row=6, padx=5, pady=10)
self.bonus_but_id = list(self.bonus_id.keys())
##################### spinboxes ##########################3
self.spinbox = list() # liste pour sauvegarde des spinboxes spinboxes
self.numb_spinbox = 0
self.spinbox_vars = [tk.IntVar(name =str(i)) for i in range(8)]
for i in range(8):
self.spinbox_vars[i].trace("w", self.change)
for i in range(2, 10):
tmp = tk.Spinbox(self.frame2, from_=0, to=10, increment=1, insertborderwidth=1, selectborderwidth=2, width=3,
textvariable=self.spinbox_vars[i-2])
self.spinbox.append(tmp)
tmp.grid(column=(i)*2, row=3, padx=10, pady=10)
self.numb_spinbox += 1
######################## Frame 3 ###########################
self.frame3 = tk.Frame(self, bg=colour, relief=rel)
self.frame3.pack(expand=1)
tmp = tk.Button(self.frame3, text="Retour", activebackground="white", width=6)
tmp.bind('<Button-1>', lambda x: change_a_to_b(x, 2, 1))
tmp.pack(side=tk.LEFT)
self.button_apply = tk.Button(self.frame3, text="Appliquer", activebackground="white", width=6)
self.button_apply.bind('<Button-1>', lambda x:self.apply_changes(x)) # initialisation
self.button_apply.pack(side=tk.RIGHT)
self.button_play = tk.Button(self.frame3, text="Play", activebackground="white", width=6, state=tk.DISABLED)
self.button_play.bind('<Button-1>', lambda x: change_a_to_b(x, 2, 3))
self.button_play.pack(expand=1, fill="none")
def change(self, *args):
""" Methode modifiant l'accesibilite des boutons
associes aux certains des apres un changement
de la valeur de la spinbox associee
"""
variable_ind = int(args[0])
value = self.spinbox_vars[variable_ind].get()
if value:
self.buttons_id[variable_ind].configure(state='normal')
self.buttpoids_id[variable_ind].configure(state='normal')
self.bonus_but_id[variable_ind].configure(state='normal')
else:
self.buttons_id[variable_ind].configure(state='disabled')
self.buttpoids_id[variable_ind].configure(state='disabled')
self.bonus_but_id[variable_ind].configure(state='disabled')
def couleur_sauvegarde(self, event, widget, master, liste):#liste - liste de string vars
""" Modification de l'attribut couleur du de en fonction
de la valeur choisie dans le combobox
"""
index = 0
for elem in liste:
self.buttons_id_colour[widget][index].set(elem.get())
index += 1
master.destroy()
def dice_colour(self, event):
""" Listbox pour changement de la
couleur d'un de
"""
window = tk.Toplevel()
window.geometry("400x300+30+30")
index = list(self.buttons_id_colour.keys()).index(event.widget)
# spinbox value
value = int(self.spinbox[index].get())%10 # en cas de mauvais input
# Variable pour recuperer les informations des spinboxes
liste_colours = list()
liste_spinbox = list()
for i in range(value):
tk.Label(window, text="dé" + str(i+1)).grid(column=0, row=i, padx=5)
col_act = self.buttons_id_colour[event.widget][i].get() # to show
col_choisi = tk.StringVar() # to be modified
col_choisi.set(col_act)
tmp=ttk.Combobox(window, text='Choisissez la couleur :', values=list(colours.keys()),
textvariable=col_choisi, width=15, state='readonly')
# identities
liste_spinbox.append(tmp)
liste_colours.append(col_choisi)
liste_spinbox[i].bind("<<ComboboxSelected>>", lambda x: liste_colours[i].set((liste_spinbox[i].get())))
tmp.grid(column=1, row=i, padx=5)
butok =tk.Button(window, text="Ok")
butok.bind('<Button-1>',lambda x: self.couleur_sauvegarde(x, event.widget, window, liste_colours))
butok.grid(row=value, column=0, pady=5, sticky="nsew")
tk.Button(window, text="Annuler", command=window.destroy, width=3).grid(row=value, column=1, padx=3, pady=5,
sticky="nsew")
def get_entries(self, master, widget, liste_entr):
""" Methode qui enregistre
dans le dictionnaire des butons poids
le contenu des entryboxes dans la liste liste_entr associees au widget. Fermeture de master window
"""
liste_probas = list()
for dice_i in liste_entr:
liste_probas_tmp = list()
for elem in dice_i:
if (elem.get().isdigit()):
liste_probas_tmp.append(int(elem.get()))
else:
liste_probas_tmp.append(0)
liste_probas.append(liste_probas_tmp)
somme = [sum(dice) for dice in liste_probas]
for i in range(len(liste_probas)):
liste_probas[i] = list(map(lambda x: x/somme[i], liste_probas[i]))
self.buttonp[widget] = liste_probas
master.destroy()
def poids_select(self, event):
""" Binding pour la selection des poids """
window = tk.Toplevel()
window.geometry("400x300+30+30")
buttonspoids_tmp = list(self.buttonp.keys())
nombre_faces = buttonspoids_tmp.index(event.widget)
liste_entries = list() # pour obtenir la valeur des enrys
number_dice = int(self.spinbox[nombre_faces].get())
# LABELS
for i in range(nombre_faces + 2):
tk.Label(window, text="f" + str(i+1)).grid(row=0, column=i+1)
for i in range(1, number_dice+1):
tk.Label(window, text="de" + str(i)).grid(row=i, column=0)
liste_entries_tmp = list()
for j in range(nombre_faces + 2):
tmp = tk.Entry(window, width=2)
liste_entries_tmp.append(tmp)
tmp.grid(row=i, column=j+1, padx=3, pady =3)
liste_entries.append(liste_entries_tmp)
# Buttons
butok =tk.Button(window, text="Ok")
butok.bind('<Button-1>', lambda x: self.get_entries(window, event.widget, liste_entries))
butok.grid(row=number_dice+1, column=0, pady=5, sticky="nsew")
tk.Button(window, text="Annuler", command=window.destroy).grid(row=number_dice+1, column=1, padx=3, pady=5,sticky="nsew")
def change_game(self):
index = 0
if self.var.get() == 0: # si jeu normal
for i in range(self.numb_spinbox):
tmp = int(self.spinbox[i].get())
self.spinbox[i].config(state="normal", from_=0, to=10, increment=1)
if tmp != 0: # de numero 6
self.buttons_id[i].config(state='normal')
self.buttpoids_id[i].config(state='normal')
self.bonus_but_id[i].config(state='normal')
else:
# Mettre en inactive tout les bouttons couleur, poids
# et les spinboxes qui ne sont pas destines au de 6 faces
index = 0
for i in range(self.numb_spinbox):
if i != 4: # de numero 6
self.spinbox[i].config(state="disabled")
self.buttons_id[i].config(state='disabled')
self.buttpoids_id[i].config(state='disabled')
self.bonus_but_id[i].config(state='disabled')
if self.var.get() == 1: # grim game
self.spinbox[4].config(from_=0, to=4, increment=2)
else:
self.spinbox[4].config(from_=0, to=10, increment=2)
def get_bonus(self, master, widget, liste):
index=0
for i in liste:
self.bonus_id[widget][index].set(i.get())
master.destroy()
def bonus(self, event):
""" Methode pour appliquer les bonus"""
window = tk.Toplevel()
window.geometry("400x300+30+30")
#bonus
liste_bonus = list()
tk.Label(window, text="bonus").grid(column=0, row=0, padx=5)
tmp = tk.IntVar()
tmp.set(self.bonus_id[event.widget][0].get())
tmp = tk.Entry(window, width=2, textvariable=tmp)
liste_bonus.append(tmp)
tmp.grid(column=1, row=0, padx=5)
# seuil
tmp = tk.IntVar()
tmp.set(self.bonus_id[event.widget][1].get())
tk.Label(window, text="seuil").grid(column=0, row=1, padx=5)
tmp = tk.Entry(window, width=2, textvariable=tmp)
liste_bonus.append(tmp)
tmp.grid(column=1, row=1, padx=5)
butok =tk.Button(window, text="Ok")
butok.bind('<Button-1>', lambda x: self.get_bonus(window, event.widget, liste_bonus))
butok.grid(row=2, column=0, pady=5, sticky="nsew")
tk.Button(window, text="Annuler", command=window.destroy).grid(row=2, column=1, padx=3, pady=5,sticky="nsew")
def apply_changes(self, event):
""" Initialisation des de a partir
des choix de utilisateur
"""
global DICES, TABLE
if self.var.get() == 0: # jeu normal
buttonscol_tmp = list(self.buttons_id_colour.keys())
buttonpoids_tmp = list(self.buttonp.keys())
selected_dice = list() # stockage
for i in range(self.numb_spinbox):
number = int(self.spinbox[i].get())
if number != 0 :
tmp = list()
for k in range(number):
col = self.buttons_id_colour[buttonscol_tmp[i]][k].get() # get la colueur k de button poids
poids = self.buttonp[buttonpoids_tmp[i]][k]
tmp.append(Dice('N', colours[col], i+2, poids))
selected_dice.append(tmp)
self.button_play.configure(state='normal')
DICES = selected_dice
# FUDGE
elif self.var.get() == 2:
buttonscol_tmp = list(self.buttons_id_colour.keys())
buttonpoids_tmp = list(self.buttonp.keys())
number = int(self.spinbox[4].get())
if number != 0 :
tmp = list()
for k in range(number):
col = self.buttons_id_colour[buttonscol_tmp[4]][k].get() # get la colueur k de button
poids = self.buttonp[buttonpoids_tmp[4]][k]
tmp_fudge = Fudge(poids, colours[col])
tmp.append(tmp_fudge)
DICES = tmp
self.button_play.configure(state='normal')
if self.table_check:
TABLE = True
else:
TABLE = False
class Frame_play(tk.Frame):
def __init__(self, master, height, width, col, rel):
super().__init__(master)
self.canv = tk.Canvas(self, width=500, height=height, bg=col, relief=rel)
hbar = tk.Scrollbar(self.canv, orient=tk.VERTICAL)
hbar.pack(side=tk.RIGHT, fill=tk.Y)
hbar.config(command=self.canv.yview)
self.canv.config(yscrollcommand=hbar.set)
self.canv.pack(fill="both", expand=1, side=tk.LEFT)
self.frame = tk.Frame(self, relief=rel, bg="red", width=width/3)
self.frame.pack(side=tk.RIGHT, fill="both")
# row
self.button_row = tk.Button(self.frame, text="row", width=6)
self.button_row.bind('<Button-1>', lambda x :self.row_dice(x))
self.button_row.pack(side=tk.BOTTOM)
#options
tmp = tk.Button(self.frame, text="Options", activebackground="white", width=6)
tmp.bind('<Button-1>', lambda x: change_a_to_b(x, 3, 2))
tmp.pack(side=tk.BOTTOM)
# menu
tmp = tk.Button(self.frame, text="Menu", activebackground="white", width=6)
tmp.bind('<Button-1>', lambda x: change_a_to_b(x, 3, 1))
tmp.pack(side=tk.BOTTOM)
self.button_res = tk.Button(self.frame, text="Resultats", activebackground="white", width=6, state='disabled')
self.button_res.pack(side=tk.BOTTOM)
self.entry = tk.IntVar() # pour automatiser les lances
tk.Entry(self.frame, width=6, textvariable=self.entry).pack(side=tk.BOTTOM)
def create_dices(self):
""" Positionnement des 'dices' de la liste DICES"""
self.canv.delete("lines","circles","text","oval")
global DICES, TABLE
if TABLE == True:
self.table_res = Table()
self.button_res.configure(state='normal')
self.button_res.bind('<Button-1>', lambda x: self.show_res(x))
else:
self.button_res.configure(state='disabled')
self.n_lances = 1
self.button_res.unbind('<Button-1>')
x, y = 1, 1
dim = 60
for face in DICES:
for dice in face:
if not x%11:
x = 1
y += 2
self.create_dice(dice.faces, 30, x*dim, y*dim, dice.couleur)
dice.lancer()
self.create_points(dice, x*dim, y*dim, 5)
x += 2
def create_dice(self, face, r, x, y, col):
self.obj = list()
# x + 20 -- centre de cercle virtuel, puisque dimention 40
if face == 6:
n = face//2
for i in range(n):
x1 = int(x + 30 + r*math.cos(i*2*math.pi/(face/2)))
y1 = int(y + 30 + r*math.sin(i*2*math.pi/(face/2)))
self.obj.append(self.canv.create_line(x+30, y+30, x1, y1, width=2, fill=col, tags="line"))
x2 = int(x + 30 + r*math.cos(i*2*math.pi/(face//2) + 1))
y2 = int(y + 30 + r*math.sin(i*2*(math.pi)//3 + 1))
self.obj.append(self.canv.create_line(x1, y1, x2, y2, width=2, fill=col, tags="line"))
x3 = int(x + 30 + r*math.cos(i*2*math.pi/3-1))
y3 = int(y + 30 + r*math.sin(i*2*(math.pi)/3-1))
self.obj.append(self.canv.create_line(x3, y3, x1, y1, width=2, fill=col, tags="line"))
elif face == 8:
for i in range(face//2):
x1 = int(x + 30 + r*math.cos(i*2*math.pi/(face/2)))
y1 = int(y + 30 + r*math.sin(i*2*math.pi/(face/2)))
self.obj.append(self.canv.create_line(x+30, y+30, x1, y1, width=3, fill=col, tags="line"))
x2 = int(x + 30 + r*math.cos(i*2*math.pi/(face/2)+1))
y2 = int(y + 30 + r*math.sin(i*2*(math.pi)/(face/2)+1))
self.obj.append(self.canv.create_line(x2, y2, x1, y1, width=3, fill=col, tags="line"))
x3 = int(x + 30 + r*math.cos(i*2*math.pi/(face/2)-1))
y3 = int(y + 30 + r*math.sin(i*2*(math.pi)/(face/2)-1))
self.obj.append(self.canv.create_line(x1, y1, x3, y3, width=3, fill=col, tags="line"))
elif face == 4:
for i in range(face - 1):
x1 = int(x + 30 + r*math.cos(i*2*math.pi/(face-1)))
y1 = int(y + 30 + r*math.sin(i*2*math.pi/(face-1)))
self.obj.append(self.canv.create_line(x+20, y+20, x1, y1, width=3, fill=col, tags="line"))
x2 = int(x + 30 + r*math.cos(i*2*math.pi/3+2))
y2 = int(y + 30 + r*math.sin(i*2*math.pi/3+2))
self.obj.append(self.canv.create_line(x1, y1, x2, y2, width=3, fill=col, tags="line"))
elif face == 2:
self.obj.append(self.canv.create_oval(x, y, x+2*r, y+2*r, width=2, fill=col, tags="oval"))
else:
for i in range(face):
x1 = int(x + 30 + r*math.cos(i*2*math.pi/face))
y1 = int(y + 30 + r*math.sin(i*2*(math.pi)/face))
x2 = int(x + 30 + r*math.cos((i+1)*2*math.pi/face))
y2 = int(y + 30 + r*math.sin((i+1)*2*(math.pi)/face))
self.obj.append(self.canv.create_line(x2, y2, x1, y1, width=2, fill=col, tags="line"))
def create_points(self, dice, x, y, r):
""" Methode pour affichage des points sur les
des
"""
self.points_obj = list()
if dice.valeur == 1:
self.points_obj.append(self.canv.create_oval(x+30-r, y+30-r, x+30 +r, y+30+r, width=0, fill='black', tags= "circle"))
elif dice.valeur == 2:
self.points_obj.append(self.canv.create_oval(x+30-r, y+20-r, x+30+r, y+20+r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+30-r, y+40-r, x+30+r, y+40+r, width=0, fill='black',
tags= "circle"))
elif dice.valeur == 3:
self.points_obj.append(self.canv.create_oval(x+15 +r, y+20+r, x+15-r, y+20-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+30 +r, y+30+r, x+30-r, y+30-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+45+r, y+40+r, x+45-r, y+40-r, width=0, fill='black', tags= "circle"))
elif dice.valeur == 4:
self.points_obj.append(self.canv.create_oval(x+15+r, y+20+r, x+15-r, y+20-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+15+r, y+40+r, x+15-r, y+40-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+45+r, y+20+r, x+45-r, y+20-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+45+r, y+40+r, x+45-r, y+40-r, width=0, fill='black', tags= "circle"))
elif dice.valeur == 5:
self.points_obj.append(self.canv.create_oval(x+15+r, y+20+r, x+15-r, y+20-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+15+r, y+40+r, x+15-r, y+40-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+30+r, y+30+r, x+30-r, y+30-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+45+r, y+20+r, x+45-r, y+20-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+45+r, y+40+r, x+45-r, y+40-r, width=0, fill='black', tags= "circle"))
elif dice.valeur == 6:
self.points_obj.append(self.canv.create_oval(x+15+r, y+20+r, x+15-r, y+20-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+15+r, y+40+r, x+15-r, y+40-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+15+r, y+30+r, x+15 -r, y+30-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+45 +r, y+20+r, x+45 -r, y+20-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+45+r, y+30+r, x+45-r, y+30-r, width=0, fill='black', tags= "circle"))
self.points_obj.append(self.canv.create_oval(x+45+r, y+40+r, x+45-r, y+40-r, width=0, fill='black', tags= "circle"))
else:
self.canv.create_text(x + 30, y+30, fill="black", font="Times 20 italic bold", text="{} {}{}".format(dice.valeur,"/", dice.faces), tags="text")
def row_dice(self, event):
""" Methode pour lancer le de """
global DICES, TABLE
for i in range(int(self.entry.get()) + 1):
self.canv.delete("circle", "text")
x, y = 1, 1
dim = 60
for face in DICES:
if(TABLE): # table de resultat
self.table_res.add_result(face)
for dice in face:
if not x%11:
x = 1
y += 2
dice.lancer()
self.create_points(dice, x*dim, y*dim, 5)
x += 2
def clean(self):
""" Suppression des elements dans le Canvas
"""
self.canv.delete("all")
def show_res(self, event):
""" Table des resultats """
global DICES
window = tk.Toplevel()
window.geometry("400x300+30+30")
listbox = tk.Listbox(window)
hbar = tk.Scrollbar(listbox, orient=tk.VERTICAL)
hbar.pack(side=tk.RIGHT, fill=tk.Y)
hbar.config(command=listbox.yview)
listbox.pack(expand=1, fill="both")
res = self.table_res.get_result()
for i in range(len(res)):
listbox.insert(tk.END, 'Tour {}'.format(i))
for j in range(len(res[i])):
listbox.insert(tk.END,"Dice {}".format(j))
listbox.insert(tk.END, res[i][j])
listbox.insert(tk.END, '-----------')
class Fenetre(tk.Tk):
""" Class fenetre qui representera les
differents frames de l'application
"""
def __init__(self, width, height):
super().__init__()
self.geometry("%dx%d%+d%+d" % (width, height, 250, 50))
self.minsize(width, height) # taille minimum de la fenetre
self.maxsize(width, height) # taille maximum de la fenetre
self.fenetre_acceuil = Frame_menu(self, width, height, "#ccffcc", tk.FLAT)
self.fenetre_acceuil.pack(fill="both", expand=True)
self.fenetre_options = Frame_options(self, width, height, "#ccffcc", tk.FLAT)
self.fenetre_play = Frame_play(self, height, width, "#ccffcc", tk.FLAT)
if __name__ == '__main__':
root = Fenetre(700, 550)
root.fenetre_acceuil.animmation(0.3)
root.mainloop()