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Copy pathtkinter_escape_of_the_dead.py
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308 lines (275 loc) · 10.3 KB
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from tkinter import *
import random
import traceback
# Simple implementation of Escape of the Dead Minigame
# Source: https://boardgamegeek.com/boardgame/87632/escape-dead-minigame
class GUI:
def __init__(self) -> None:
self.root = Tk()
self.root.title("mini")
self.root.geometry("240x240")
self.root.resizable(width=False, height=False)
# Core parameter
self.lawn = 0
self.lawn_svar = StringVar(value=self.lawn)
self.delta_lawn = 0
self.barricade = 10
self.barricade_svar = StringVar(value=self.barricade)
self.delta_barricade = 0
self.garage = 0
self.garage_svar = StringVar(value=self.garage)
self.delta_garage = 0
self.zombies = 1
self.zombies_svar = StringVar(value=self.zombies)
self.new_zombies = 0
self.kill_zombies = 0
# Helper parameter
self.zombies_come = True
# info parameter
self.info = StringVar(value="信息栏\n")
# menu
self.menubar = Menu(self.root)
self.menu_start = Menu(self.menubar, tearoff=0)
self.menu_start.add_command(label="Restart", command=self.reset)
self.menu_start.add_separator()
self.menu_start.add_command(label="Exit", command=self.root.destroy)
self.menubar.add_cascade(label="Game", menu=self.menu_start)
self.root.config(menu=self.menubar)
# row1
self.Z_frame = Frame(self.root)
self.Z_frame.pack(fill=BOTH, expand=True)
self.Z_label = Label(self.Z_frame, text="Zombies:", anchor=CENTER)
self.Z_label.place(
relx=0.25, rely=0.5, relheight=1, relwidth=0.5, anchor=CENTER
)
self.Zv_label = Label(
self.Z_frame, textvariable=self.zombies_svar, anchor=CENTER
)
self.Zv_label.place(
relx=0.75, rely=0.5, relheight=1, relwidth=0.5, anchor=CENTER
)
self.LHP_frame = Frame(self.root)
self.LHP_frame.pack(fill=BOTH, expand=True)
self.L_label = Label(self.LHP_frame, text="荣耀", anchor=CENTER)
self.L_label.place(
relx=1 / 12, rely=0.5, relheight=1, relwidth=1 / 6, anchor=CENTER
)
self.Lv_label = Label(
self.LHP_frame, textvariable=self.lawn_svar, anchor=CENTER
)
self.Lv_label.place(
relx=3 / 12, rely=0.5, relheight=1, relwidth=1 / 6, anchor=CENTER
)
self.H_label = Label(self.LHP_frame, text="生命")
self.H_label.place(
relx=5 / 12, rely=0.5, relheight=1, relwidth=1 / 6, anchor=CENTER
)
self.Hv_label = Label(
self.LHP_frame, textvariable=self.barricade_svar, anchor=CENTER
)
self.Hv_label.place(
relx=7 / 12, rely=0.5, relheight=1, relwidth=1 / 6, anchor=CENTER
)
self.P_label = Label(self.LHP_frame, text="进度")
self.P_label.place(
relx=9 / 12, rely=0.5, relheight=1, relwidth=1 / 6, anchor=CENTER
)
self.Pv_label = Label(
self.LHP_frame, textvariable=self.garage_svar, anchor=CENTER
)
self.Pv_label.place(
relx=11 / 12, rely=0.5, relheight=1, relwidth=1 / 6, anchor=CENTER
)
self.SFB_info_frame = Frame(self.root)
self.SFB_info_frame.pack(fill=BOTH, expand=True)
self.SFB_info_label = Label(
self.SFB_info_frame, text="4个D6行动点, 攻击>2生效\n修理>3生效,逃离>4生效"
)
self.SFB_info_label.pack(fill=BOTH, expand=True)
self.SFB_frame = Frame(self.root)
self.SFB_frame.pack(fill=BOTH, expand=True)
self.S_label = Label(self.SFB_frame, text="攻击")
self.S_label.place(
relx=1 / 12, rely=0.5, relheight=1, relwidth=1 / 6, anchor=CENTER
)
self.S_entry = Entry(self.SFB_frame)
self.S_entry.place(
relx=3 / 12, rely=0.5, relheight=0.6, relwidth=1 / 7, anchor=CENTER
)
self.F_label = Label(self.SFB_frame, text="修理")
self.F_label.place(
relx=5 / 12, rely=0.5, relheight=1, relwidth=1 / 6, anchor=CENTER
)
self.F_entry = Entry(self.SFB_frame)
self.F_entry.place(
relx=7 / 12, rely=0.5, relheight=0.6, relwidth=1 / 7, anchor=CENTER
)
self.B_label = Label(self.SFB_frame, text="逃离")
self.B_label.place(
relx=9 / 12, rely=0.5, relheight=1, relwidth=1 / 6, anchor=CENTER
)
self.B_entry = Entry(self.SFB_frame)
self.B_entry.place(
relx=11 / 12, rely=0.5, relheight=0.6, relwidth=1 / 7, anchor=CENTER
)
self.A_frame = Frame(self.root)
self.A_frame.pack(fill=BOTH, expand=True)
self.A_button = Button(self.A_frame, text="Action", width=12, command=self.turn)
self.A_button.place(relx=0.5, rely=0.5, relheight=0.9, anchor=CENTER)
self.I_frame = Frame(self.root)
self.I_frame.pack(fill=X, expand=True)
self.I_label = Label(self.I_frame, textvariable=self.info, anchor=CENTER)
self.I_label.pack(fill=X, expand=True)
def reset(self):
self.lawn = 0
self.barricade = 10
self.garage = 10
self.zombies = 0
self.info.set("信息栏\n\n")
self.refresh_label()
def refresh_label(self):
self.lawn_svar.set(self.lawn)
self.barricade_svar.set(self.barricade)
self.garage_svar.set(self.garage)
self.zombies_svar.set(self.zombies)
def fix_barricade(self, v: int):
if self.barricade + v <= 10:
self.barricade += v
self.delta_barricade += v
else:
self.delta_barricade += 10 - self.barricade
self.barricade = 10
def progress(self):
self.garage += 10
self.delta_garage += 10
def use_lawn(self):
self.lawn -= 10
self.delta_lawn += 10
def event_on_action(self):
s = int(self.S_entry.get())
f = int(self.F_entry.get())
b = int(self.B_entry.get())
if s + f + b != 4:
raise ValueError("Sum must be 4!")
for _ in range(s):
# roll a dice, if hit [3,4,5,6] then pass, else fail.
# pass check will kill 1 zombie.
# for every zombie killed, player gain 1 lawn.
if random.choice(range(1, 7)) in range(3, 7):
if self.zombies >= 1:
self.lawn += 1
self.delta_lawn += 1
self.zombies -= 1
self.kill_zombies += 1
for _ in range(f):
if random.choice(range(1, 7)) in range(3, 7):
self.fix_barricade(1)
for _ in range(b):
if random.choice(range(1, 7)) in range(5, 7):
self.progress()
def event_zombies_attack(self):
self.barricade -= self.zombies
self.delta_barricade -= self.zombies
def event_make_reward_decision(self):
if self.lawn >= 10:
reward = Toplevel(self.root)
reward.geometry("200x200")
Label(reward, text="选择以下一种效果").pack(fill=BOTH, expand=True)
Button(
reward,
text="敌人归零",
command=lambda: [
setattr(self, "zombies", 0),
reward.destroy(),
reward.update(),
self.use_lawn(),
self.refresh_label(),
],
).pack(fill=BOTH, expand=True)
Button(
reward,
text="进度加十",
command=lambda: [
self.progress(),
reward.destroy(),
reward.update(),
self.use_lawn(),
self.refresh_label(),
],
).pack(fill=BOTH, expand=True)
Button(
reward,
text="敌人增加归零",
command=lambda: [
setattr(self, "zombies_come", False),
reward.destroy(),
reward.update(),
self.use_lawn(),
self.refresh_label(),
],
).pack(fill=BOTH, expand=True)
Button(
reward,
text="回复三血",
command=lambda: [
self.fix_barricade(3),
reward.destroy(),
reward.update(),
self.use_lawn(),
self.refresh_label(),
],
).pack(fill=BOTH, expand=True)
else:
return
def event_zombie_income(self):
if self.zombies_come is False:
self.zombies_come = True
return
elif 0 <= self.garage < 40:
self.zombies += 1
self.new_zombies += 1
elif 40 <= self.garage < 60:
self.zombies += 2
self.new_zombies += 2
elif 60 <= self.garage < 90:
self.zombies += 3
self.new_zombies += 3
elif 90 <= self.garage:
self.zombies += 4
self.new_zombies += 4
def event_show_turn_result(self):
s = f"敌人击杀{self.kill_zombies},"
s += f"敌人新增{self.new_zombies},"
s += f"荣誉增加{self.delta_lawn}\n"
s += f"生命变化{self.delta_barricade},"
s += f"进度提升{self.delta_garage}%。"
if self.garage >= 100 and self.barricade > 0:
s = "WIN\n"
elif self.barricade <= 0:
s = "LOSE\n"
self.kill_zombies = 0
self.new_zombies = 0
self.delta_lawn = 0
self.delta_barricade = 0
self.delta_garage = 0
self.info.set(s)
self.refresh_label()
def turn(self):
if self.garage >= 100 and self.barricade > 0:
return
elif self.barricade <= 0:
return
try:
self.event_on_action()
except:
traceback.print_exc()
self.info.set("总和必须是4\n")
return
self.event_zombies_attack()
self.event_make_reward_decision()
self.event_zombie_income()
self.event_show_turn_result()
def run(self):
self.root.mainloop()
if __name__ == "__main__":
GUI().run()