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button.py
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button.py
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#!/usr/bin/python3
import tkinter as tk
from enum import Enum
# -- DEFINES -- #
# enum for the State of the tiles
class State(Enum):
PRESSED = 0
START = 1
BOMB = 2
FLAG = 3
QUESTIONABLE = 4
# The class is a tile that contains a number or bomb
# The tile itself is a button.
# INPUTS:
# parent - the frame to place the buttons in
# gameFrame - the overall frame that holds everything
# row - the row the button is being placed in
# col - the column the button is being placed in
# mode - tells the button if cheater mode is on or not (true/false)
# If it is true then the bomb is displayed
class Tile(tk.Button):
def __init__(self, parent, gameFrame, row, col, mode):
# buttons specific variables
self.gameFrame = gameFrame
self.root = parent
self.width = 15
self.height = 15
self.isCheatMode = mode
self.toUpdate = False
self.row = row
self.col = col
self.state = State.START
self.count = 0
self.bomb = False
self.loadImages() # the the appropriate images from the Tiles folder
# initialize the button
tk.Button.__init__(self, parent, width=self.width, height=self.height, image=self.coveredTile)
# attach functions for each button click
self.enableButtons()
# reads all the tile images that will be used for the buttons
# these are the bomb tiles, number tiles, question tile, flag tile, and the default hidden tile
def loadImages(self):
self.bombTile = tk.PhotoImage(file="Tiles/greymine.png")
self.explodeBombTile = tk.PhotoImage(file="Tiles/mine.png")
self.noBombTile = tk.PhotoImage(file="Tiles/nomine.png")
self.numbers = [0] * 9
self.numbers[0] = tk.PhotoImage(file="Tiles/blank.png")
self.numbers[1] = tk.PhotoImage(file="Tiles/one.png")
self.numbers[2] = tk.PhotoImage(file="Tiles/two.png")
self.numbers[3] = tk.PhotoImage(file="Tiles/three.png")
self.numbers[4] = tk.PhotoImage(file="Tiles/four.png")
self.numbers[5] = tk.PhotoImage(file="Tiles/five.png")
self.numbers[6] = tk.PhotoImage(file="Tiles/six.png")
self.numbers[7] = tk.PhotoImage(file="Tiles/seven.png")
self.numbers[8] = tk.PhotoImage(file="Tiles/eight.png")
self.coveredTile = tk.PhotoImage(file="Tiles/covered.png")
self.questionTile = tk.PhotoImage(file="Tiles/question.png")
self.flagTile = tk.PhotoImage(file="Tiles/flagged.png")
# This is changes the appropriate state based on the button click
def leftButtonClick(self, event):
# if it is in the start state that means that it was just pressed
if(self.state == State.START):
self.state = State.PRESSED
# display the tile number
self.config(image=self.numbers[self.count])
self.disableButtons() # don't allow the button to be pressed anymore
if(self.count == 0): # only update other tiles if it is a zero
self.gameFrame.UpdateTiles(self)
else: # might be a win if it is a number need to check though
self.gameFrame.checkForWin()
# if i was a bomb that means the game is over
elif(self.state == State.BOMB):
if(self.bomb):
print("Game Over...... :(")
self.gameFrame.GameOver()
self.config(image=self.explodeBombTile)
# This is changes the appropriate state based on the button click
def rightButtonClick(self, event):
# change to the flag and show it after first click
if(self.state == State.START):
self.state = State.FLAG
self.config(image=self.flagTile)
self.gameFrame.decrementFlag()
elif(self.state == State.BOMB):
self.state = State.FLAG
self.config(image=self.flagTile)
self.gameFrame.decrementFlag()
# next click means it is a question mark
elif(self.state == State.FLAG):
self.state = State.QUESTIONABLE
self.config(image=self.questionTile)
self.gameFrame.incrementFlag()
# go back to original state on next click
elif(self.state == State.QUESTIONABLE):
if(self.bomb):
self.state = State.BOMB
else:
self.state = State.START
self.config(image=self.coveredTile)
# used to display the appropirate tile when checking
# and updating the tiles after being pressed.
def updateState(self):
if(self.state == State.PRESSED):
self.toUpdate = False
elif(self.state == State.START):
if(not self.bomb):
self.state = State.PRESSED
self.config(image=self.numbers[self.count])
self.disableButtons()
elif(self.state == State.BOMB):
self.toUpdate = False
elif(self.state == State.FLAG):
self.toUpdate = False
elif(self.state == State.QUESTIONABLE):
self.toUpdate = False
# Set tile to need to update to update later
def needUpdate(self):
if(not self.bomb):
self.toUpdate = True
# makes the state of the tile a bomb
def setBombTile(self):
self.state = State.BOMB
self.bomb = True
# display bomb when cheat mode is on
if(self.isCheatMode):
self.config(image=self.bombTile)
# used to increase the count when looping over the bombs
def increaseTileCount(self):
# increase count based on the last value
if(not self.isBomb()): # only increment count if it isn't a bomb
self.count += 1
# check the tile and show bomb if it is a bomb
# if there was a flag and no bomb then display the no bomb tile
def showBomb(self):
self.disableButtons()
if(self.state == State.FLAG and not self.bomb):
self.config(image=self.noBombTile)
elif(self.bomb):
self.config(image=self.bombTile)
# returns true if the tile is a bomb false otherwise
def isBomb(self):
return self.bomb
# returns true if the button is pressed otherwise false
def isPressed(self):
if(self.state == State.PRESSED):
return True
else:
return False
# enable button presses by binding the appropriate functions the
# appropriate buttons
def enableButtons(self):
self.bind('<Button-1>', self.leftButtonClick)
self.bind('<Button-3>', self.rightButtonClick)
# disable button presses by binding the appropriate functions the
# appropriate buttons
def disableButtons(self):
self.unbind('<Button-1>')
self.unbind('<Button-3>')
# resets the button value to the defaults
# enables clicks again and show the covered tile
def reset(self):
self.state = State.START
self.count = 0
self.bomb = False
self.toUpdate = False
self.config(image=self.coveredTile)
self.enableButtons()