I am trying to create a simple program that tracks a user's clicks per second in Tkinter, but I have no idea how to make the program wait without freezing the program using the after method. The problem is that I need to log the high score after the time finishes, but using this method, the score logs before the click counter goes up. Here is my code:
from tkinter import *
import time
root = Tk()
root.geometry('600x410')
screen = Canvas(root)
h = 6 #button height
w = 12 #button width
c = 0 #counts amount of times clicked
start_btn = 0 #logs clicks of the start button
high_score = 0 #logs the highest score
time = 0
def count_hs():
high_score = c
def remove_time():
global time
time -= 1
def countdown(n):
for i in range(n):
time = n
root.after(1000, remove_time())
#alternatively i tried this:
#time.sleep(1)
#remove_time()
if time <= 0:
b["text"] = "Test done."
break
def start_test():
global start_btn
b["text"] = "Click to begin."
start_btn = 1
print("start button: " str(start_btn))
def button_click():
global start_btn
global c
c =1
print("click counter: " str(c))
#resets the amount of clicks on the large button when the start button is pressed
if c >= 1 and start_btn >= 1:
print("test1")
c = 1
start_btn = 0
if b["text"] == "Click to begin.":
print("test2")
b["text"] = "Click!"
countdown(6)
count_hs()
print("hs: " str(high_score))
#primary button
b = Button(root, text=" ", font=("Arial", 40), height = h, width = w, command = lambda: button_click())
b.grid(row=0, column=0)
#start button
start = Button(root, text="Start.", command = lambda: start_test())
start.grid(row=0, column=1)
root.mainloop()
CodePudding user response:
Give it a try
from tkinter import *
root = Tk()
root.geometry('600x410')
screen = Canvas(root)
h = 6 # button height
w = 12 # button width
c = 0 # counts amount of times clicked
start_btn = 0 # logs clicks of the start button
high_score = 0 # logs the highest score
time = 0
def count_hs():
global high_score
if c > high_score:
high_score = c
return high_score
def remove_time():
global time
time -= 1
if time > 0:
root.after(1000, remove_time)
else:
show_score()
def start_test():
global start_btn
global c
global time
b["text"] = "Click to begin."
start_btn = 1
print("start button: " str(start_btn))
# Reset your timer and counter
time = 6
c = 0
def button_click(*args):
global start_btn
global c
# resets the amount of clicks on the large button when the start button is pressed
if c == 0 and start_btn >= 1:
start_btn = 0
b["text"] = "Click!"
root.after(1000, remove_time)
print("hs: " str(high_score))
else:
c = 1
print("click counter: " str(c))
def show_score():
global c
score_label.configure(text=str(c))
high_score_label.configure(text=str(count_hs()))
c = 0
b['text'] = ""
# primary button
b = Button(root, text="", font=("Arial", 40), height=h, width=w, command=button_click)
b.grid(row=0, column=0, rowspan=5)
# start button
start = Button(root, text="Start.", command=lambda: start_test())
start.grid(row=0, column=1)
Label(root, text="Your score").grid(row=1, column=1)
score_label = Label(root, text="")
score_label.grid(row=2, column=1)
Label(root, text="High score").grid(row=3, column=1)
high_score_label = Label(root, text="")
high_score_label.grid(row=4, column=1)
root.mainloop()
Few changes:
- In
count_hs
I assume you would update the highscore only if current score beats it. - You can use
remove_time
as a timer by making it calling itself untiltime <= 0
, in which case you should end your game. - I've used the
start
button as a resetter, so that when it is clicked it will resetc
andtime
. - On
button_click
you can now only bother with updatingc
(and change text at the beginning). - Finally I've added few labels to show the final results, both current and high scores.
Few suggestions to move on:
- Instead of
global
variables you could create a class for the app, it should make it easier for you to exchange info and avoid subtle errors. - You could improve the layout, especially for the newly added labels.
- You could make your original timer a parameter (currently, it is set within
start_test
). - Instead of importing
from tkinter import *
, I'd suggest you to do something likeimport tkinter as tk
orfrom tkinter import ...
since it increases readability and reduces the sources of errors.