Get input in Python tkinter Entry when Button pressed - python

I am trying to make a 'guess the number' game with Pyhon tkinter but so far I have not been able to retrieve the input from the user.
How can I get the input in entry when b1 is pressed?
I also want to display a lower or higher message as a clue to the player but I am not sure if what I have is right:
import time
import random
import decimal
import tkinter as tk
root = tk.Tk()
randomnum = float(decimal.Decimal(random.randrange(100,10000))/100)
guess = 0
def get(entry):
guess = entry.get()
return guess
def main():
b1 = tk.Button(root, text="Guess", command=get)
entry = tk.Entry()
b1.grid(column=1, row=0)
entry.grid(column=0, row=0)
root.mainloop()
print(guess)
if guess < randomnum:
l2 = tk.Label(root, text="Higher!")
l2.grid(column=0, row=2)
elif guess > randomnum:
l3 = tk.Label(root, text="Lower!")
l3.grid(column=0, row=2)
while guess != randomnum:
main()
l4 = tk.Label(root, text="Well guessed")
time.sleep(10)

You could define get inside main, so that you can access the entry widget you created beforehand, like this:
entry = tk.Entry()
def get():
guess = entry.get()
return guess # Replace this with the actual processing.
b1 = tk.Button(root, text="Guess", command=get)

You've assembled random lines of code out of order. For example, the root.mainloop() should only be called once after setting up the code but you're calling it in the middle of main() such that anything after won't execute until Tk is torn down. And the while guess != randomnum: loop has no place in event-driven code. And this, whatever it is, really should be preceded by a comment:
randomnum = float(decimal.Decimal(random.randrange(100,10000))/100)
Let's take a simpler, cleaner approach. Rather than holding onto pointers to the the various widgets, let's use their textvariable and command properties to run the show and ignore the widgets once setup. We'll use StringVar and IntVar to handle input and output. And instead of using sleep() which throws off our events, we'll use the after() feature:
import tkinter as tk
from random import randint
def get():
number = guess.get()
if number < random_number:
hint.set("Higher!")
root.after(1000, clear_hint)
elif number > random_number:
hint.set("Lower!")
root.after(1000, clear_hint)
else:
hint.set("Well guessed!")
root.after(5000, setup)
def setup():
global random_number
random_number = randint(1, 100)
guess.set(0)
hint.set("Start Guessing!")
root.after(2000, clear_hint)
def clear_hint():
hint.set("")
root = tk.Tk()
hint = tk.StringVar()
guess = tk.IntVar()
random_number = 0
tk.Entry(textvariable=guess).grid(column=0, row=0)
tk.Button(root, text="Guess", command=get).grid(column=1, row=0)
tk.Label(root, textvariable=hint).grid(column=0, row=1)
setup()
root.mainloop()

Here is a tkinter version on the number guessing game.
while or after are not used!
Program checks for illegal input (empty str or words) and reports error message. It also keeps track of the number of tries required to guess the number and reports success with a big red banner.
I've given more meaningful names to widgets and used pack manager instead of grid.
You can use the button to enter your guess or simply press Return key.
import time
import random
import tkinter as tk
root = tk.Tk()
root.title( "The Number Guessing Game" )
count = guess = 0
label = tk.Label(root, text = "The Number Guessing Game", font = "Helvetica 20 italic")
label.pack(fill = tk.BOTH, expand = True)
def pick_number():
global randomnum
label.config( text = "I am tkinking of a Number", fg = "black" )
randomnum = random.choice( range( 10000 ) )/100
entry.focus_force()
def main_game(guess):
global count
count = count + 1
entry.delete("0", "end")
if guess < randomnum:
label[ "text" ] = "Higher!"
elif guess > randomnum:
label[ "text" ] = "Lower!"
else:
label.config( text = f"CORRECT! You got it in {count} tries", fg = "red" )
root.update()
time.sleep( 4 )
pick_number()
count = 0
def get( ev = None ):
guess = entry.get()
if len( guess ) > 0 and guess.lower() == guess.upper():
guess = float( guess )
main_game( guess )
else:
label[ "text" ] = "MUST be A NUMBER"
entry.delete("0", "end")
entry = tk.Entry(root, font = "Helvetica 15 normal")
entry.pack(fill = tk.BOTH, expand = True)
entry.bind("<Return>", get)
b1 = tk.Button(root, text = "Guess", command = get)
b1.pack(fill = tk.BOTH, expand = True)
pick_number()
root.geometry( "470x110" )
root.minsize( 470, 110 )
root.mainloop()

Correct way to write guess number.
I write a small script for number guessing game in Python in
get_number() function.
Used one widget to update Label instead of duplicating.
I added some extra for number of turns that you entered.
Code modified:
import time
import random
import decimal
import tkinter as tk
root = tk.Tk()
randomnum = float(decimal.Decimal(random.randrange(100,10000))/100)
print(randomnum)
WIN = False
GUESS = 0
TURNS = 0
Vars = tk.StringVar(root)
def get_number():
global TURNS
while WIN == False:
Your_guess = entry.get()
if randomnum == float(Your_guess):
guess_message = f"You won!"
l3.configure(text=guess_message)
number_of_turns = f"Number of turns you have used: {TURNS}"
l4.configure(text=number_of_turns)
l4.grid(column=0, row=3, columnspan=3, pady=5)
WIN == True
break
else:
if randomnum > float(Your_guess):
guess_message = f"Your Guess was low, Please enter a higher number"
else:
guess_message = f"your guess was high, please enter a lower number"
l3.configure(text=guess_message)
l3.grid(column=0, row=2, columnspan=3, pady=5)
TURNS +=1
return Your_guess
label = tk.Label(root, text="The Number Guessing Game", font="Helvetica 12 italic")
label.grid(column=0, row=0, columnspan=3, sticky='we')
l2 = tk.Label(root, text='Enter a number between 1 and 100',
fg='white', bg='blue')
l2.grid(row=1, column=0, sticky='we')
entry = tk.Entry(root, width=10, textvariable=Vars)
entry.grid(column=1, row=1, padx=5,sticky='w')
b1 = tk.Button(root, text="Guess", command=get_number)
b1.grid(column=1, row=1, sticky='e', padx=75)
l3 = tk.Label(root, width=40, fg='white', bg='red' )
l4 = tk.Label(root, width=40, fg='white', bg='black' )
root.mainloop()
while guess:
time.sleep(10)
Output for enter floating numbers:
Output after the guess was high:
Output after the guess was low:
Output You won and number of turns:

Related

number guessing function in python using tkinter

So ive been trying to create a program of number guessing using tkinter but it isn't working proper like after first attempt it shows 0 attempts while ive declared 3 im attaching the source code here for better understanding the problem i feel is that its not taking attemptsas a global scope so its not being accessed by the other functions
import random
from tkinter import *
random_number = random.randint(0, 999)
root = Tk()
root.geometry('500x500')
root.title("Number guessing game")
label_0 = Label(root, text="Number guessing game", width=20, font=("bold", 20))
label_0.place(x=90, y=53)
label_1 = Label(root, text="Enter number", width=20, font=("bold", 10))
label_1.place(x=80, y=150)
entry_1 = Entry(root)
entry_1.place(x=240, y=150)
def printAttempts(_attempts):
attempt_string = "Attempt left: " + str(_attempts)
label_attempt = Label(root,
text=attempt_string,
width=20,
font=("bold", 20))
label_attempt.place(x=90, y=100)
printAttempts(3)
def printMessage(msg):
_message = Label(root, text=msg, width=50, font=("bold", 10))
_message.place(x=80, y=200)
def onSubmit():
attempts = 3
guessed_number = entry_1.get()
guessed_number = int(guessed_number)
while attempts != 0:
if (guessed_number == random_number):
printMessage("Horray you just got it Right!")
attempts = 0
break
else:
attempts -= 1
printMessage("You got it wrong :(")
if (guessed_number > random_number):
printMessage("Your guess number is greater than lucky number")
else:
printMessage("Your guess number is less than lucky number")
printAttempts(attempts)
continue
if (attempts == 0):
printMessage("No attempts left, try again later")
break
Button(root, text='Submit', width=20, bg='brown', fg='white',
command=onSubmit).place(x=180, y=380)
root.mainloop()
Removing the while loop fixes the problem.
Also have to make the attempts variable global.
Also have to modify the if statements.
Added some print statements for debugging.
comment:
prefer an alias import tkinter as tk to the wildcard from tkinter import *. it is easier to see where functions come from.
This works:
import random
from tkinter import *
attempts = 3
random_number = random.randint(0, 999)
root = Tk()
root.geometry('500x500')
root.title("Number guessing game")
label_0 = Label(root, text="Number guessing game", width=20, font=("bold", 20))
label_0.place(x=90, y=53)
label_1 = Label(root, text="Enter number", width=20, font=("bold", 10))
label_1.place(x=80, y=150)
entry_1 = Entry(root)
entry_1.place(x=240, y=150)
def printAttempts(_attempts):
attempt_string = "Attempt left: " + str(_attempts)
label_attempt = Label(root,
text=attempt_string,
width=20,
font=("bold", 20))
label_attempt.place(x=90, y=100)
printAttempts(3)
def printMessage(msg):
_message = Label(root, text=msg, width=50, font=("bold", 10))
_message.place(x=80, y=200)
def onSubmit():
global attempts
print('attempts', attempts)
guessed_number = entry_1.get()
guessed_number = int(guessed_number)
if attempts != 0:
print('the guess', guessed_number)
print('the random', random_number)
if (guessed_number == random_number):
printMessage("Horray you just got it Right!")
attempts = 0
print(attempts)
else:
print('removing one attempt')
attempts = attempts - 1
printMessage("You got it wrong :(")
if (guessed_number > random_number):
printMessage("Your guess number is greater than lucky number")
print('too high', attempts)
else:
printMessage("Your guess number is less than lucky number")
print('too low', attempts)
if (attempts == 0):
printMessage("No attempts left, try again later")
print('run out', attempts)
printAttempts(attempts)
Button(root, text='Submit', width=20, bg='brown', fg='white',
command=onSubmit).place(x=180, y=380)
root.mainloop()
result:

Tkinter while loop guess game

# Tkinter guessing game
from tkinter import *
import random
window = Tk()
# Bot Generator
bot = random.randint(1, 20+1)
print(bot)
def submit():
tries = 5
while tries >= 0:
e1 = (int(guessE.get()))
if e1 == bot:
print("You win")
break
elif e1 != bot:
print("Try again")
tries -= 1
break
def clear():
guessE.delete(0, "end")
# Guess Label
guessL = Label(window, text="Guess a number (between 1 and 20}")
guessL.place(x=75, y=50)
# Guess Entry
guessE = Entry(window, width=25, bg="lightgrey")
guessE.place(x=95, y= 80)
# Submit Button
submitBtn = Button(window, width=10, height=2, text="Submit", command=submit)
submitBtn.place(x=85, y=115)
# Clear Button
clearBtn = Button(window, width=10, height=2, text="Clear", command=clear)
clearBtn.place(x=175, y=115)
window.geometry("350x350")
window.resizable(0, 0)
window.attributes("-topmost", True)
window.mainloop()
I am trying to create a guessing game with Tkinter, I have created all the entries and labels, the clear button is working. I am struggling with creating a while loop, I need the program to stop accepting submitted entries once 5 tries have been used. Any ideas on how I can solve this?
Like already mentioned by #Paul Rooney, i also think that a while loop is a bad design for this. However, here is a working example with a global variable and some minor changes (disabling entry and button when 0 tries are reached):
# Tkinter guessing game
from tkinter import *
import random
window = Tk()
# Bot Generator
bot = random.randint(1, 20+1)
print(bot)
# define outside of function to not overwrite each time
tries = 5
def submit():
global tries # to make tries a global variable
while tries > 0: # this matches your tries amount correctly
e1 = (int(guessE.get()))
if e1 == bot:
print("You win")
break
elif e1 != bot:
print("Try again")
tries -= 1
break
# print status, disable the widgets
if tries == 0:
print("No more tries left")
guessE.configure(state="disabled")
submitBtn.configure(state="disabled")
def clear():
guessE.delete(0, "end")
# Guess Label
guessL = Label(window, text="Guess a number (between 1 and 20}")
guessL.place(x=75, y=50)
# Guess Entry
guessE = Entry(window, width=25, bg="lightgrey")
guessE.place(x=95, y= 80)
# Submit Button
submitBtn = Button(window, width=10, height=2, text="Submit", command=submit)
submitBtn.place(x=85, y=115)
# Clear Button
clearBtn = Button(window, width=10, height=2, text="Clear", command=clear)
clearBtn.place(x=175, y=115)
window.geometry("350x350")
window.resizable(0, 0)
window.attributes("-topmost", True)
window.mainloop()

Tkinter - How to limit the space used by a Text?

I'm trying to create a factorial calculator GUI.
The program works fine, but the problem I'm having is that when there are too many numbers coming in from the output, the screen automatically increases in width. I've tried using tk.Text to create a limit to the size of the textbox and so the text continues to the next row when the columns are filled.
But when I had to input text in to the tk.Text it didn't work since the variable I used is being processed in the function that gets called when the button is pressed. I have tried googling this problem but I couldn't find anything, I did find some people explaining how to use variables that get created/processed inside of a function, but that didn't work so I think I have done something wrong in my code.
Note: I am using lambda to call my function (not sure if this is important or not).
TLDR: Text gets too long when too much information is outputted. tk.Text didn't work for me since I couldn't figure out how to use the variable that is created/processed inside of a function that is only called when the button is pressed.
Here is my entire code: https://pastebin.com/1MkdRjVE
Code for my function:
def start_calc():
output_array = ["placehold"]
start_text.set("Loading...")
i = 1
global e1
global e2
output_array.clear()
string = e1.get()
string2 = e2.get()
integr = int(string)
integr2 = int(string2)
if string == "":
error_message.set("Please enter correct numbers.")
elif string2 == "":
error_message.set("Please enter correct numbers.")
else:
while integr2 >= i:
calc = integr ** i
calcstr = (str(calc))
output_array.append(calcstr)
i += 1
start_text.set("Start!")
output_array_str = (', '.join(output_array))
output_msg.set("Output: " + output_array_str)
print(output_array_str) #This is just so I know if it's working or not in the terminal
Code for my output:
output_msg = tk.StringVar()
output_text = tk.Label(root, textvariable=output_msg, font="Raleway")
output_msg.set("Output: ")
output_text.grid(columnspan=3, column=0, row=14)
I think this is what you are looking for:
#Imports
import tkinter as tk
#Variables
root = tk.Tk()
#Tkinter GUI setup basic
canvas = tk.Canvas(root, width= 400, height=400)
canvas.grid(columnspan=3, rowspan=120)
#Title
text = tk.Label(root, text="Calculating factorials", font="Raleway")
text.grid(column=1, row=1)
#Function
def start_calc():
output_array = ["", ""]
start_text.set("Loading...")
i = 1
global e1
global e2
output_array.clear()
string = e1.get()
string2 = e2.get()
integr = int(string)
integr2 = int(string2)
if string == "":
error_message.set("Please enter correct numbers.")
elif string2 == "":
error_message.set("Please enter correct numbers.")
else:
while integr2 >= i:
calc = integr ** i
calcstr = (str(calc))
output_array.append(calcstr)
i += 1
start_text.set("Start!")
output_array_str = (', '.join(output_array))
# Change the output
output_text.config(state="normal")
# delete last output:
output_text.delete("0.0", "end")
# insert new output:
output_text.insert("end", output_array_str)
output_text.config(state="disabled")
print(output_array_str) #This is just so I know if it's working or not in the terminal
#input
tk.Label(root, text="Number :").grid(row=10)
tk.Label(root, text="Factorial :").grid(row=11)
e1 = tk.Entry(root)
e2 = tk.Entry(root)
e1.grid(row=10, column=1)
e2.grid(row=11, column=1)
#Error message if the input is invalid
error_message = tk.StringVar()
error_text = tk.Label(root, textvariable=error_message, font="Raleway")
error_message.set(" ")
error_text.grid(column=1, row=12)
#Startbutton
start_text = tk.StringVar()
start_btn = tk.Button(root, textvariable=start_text, command=start_calc, font="Raleway", bg="#20bebe", fg="white", height=2, width=15)
start_text.set("Start!")
start_btn.grid(column=1, row=13, pady=10)
#output
output_text = tk.Text(root, height=1, width=20, wrap="none", font="Raleway")
output_text.insert("end", "Output")
output_text.config(state="disabled")
output_text.grid(columnspan=3, column=0, row=14, sticky="news")
#Adding a scrollbar
scrollbar = tk.Scrollbar(root, orient="horizontal", command=output_text.xview)
scrollbar.grid(columnspan=3, column=0, row=15, sticky="news")
output_text.config(xscrollcommand=scrollbar.set)
#disclaimer message
disclaimer_text = tk.Label(root, text="Disclaimer: The factorials will be printed from 1 to the number you entered.")
disclaimer_text.grid(columnspan=3, column=0, row=110)
root.mainloop()
I used a <tkinter.Text> widget with wrap="none", height=1 and width=20 to make the output box. I disabled the entry so that the user can't change the results but can still copy it.

I'm having an issue with my game in TkInter

So I'm making a game where there is a random number and you have to guess the number while all displayed on an interface. The code was working without the interface (this is the "guess" function) but as soon as I tried to move it into the function when the button is pressed, the game always freezes.
Could someone help me find the problem?
from tkinter import *
import random
import time
root = Tk()
root.title("Mack's totally advanced Number Guesser!")
root.geometry('404x300')
root.resizable(False,False)
root.configure(bg='black')
fontA = 'BigNoodleTitling'
fontSizeA = 20
num = random.randint(1, 100)
# The issue is below
def guess():
correctGuess = False
while (correctGuess == False):
guess = guessEnt.get()
guess = int(guess)
if (guess == num):
correctGuess = True
welcomeLbl.config(text="Correct! Congratulations...")
elif (guess > num):
welcomeLbl.config(text='Err, TOO HIGH. Try Again.')
elif (guess < num):
welcomeLbl.config(text='Errrrrr, TOO LOW. Try Again.')
def start():
instrButton.grid_forget()
startButton.grid_forget()
welcomeLbl.config(text="Guess The Number! (1-100)")
welcomeLbl.grid(pady=30)
guessEnt.grid(row=3, column=0)
guessButton.grid(row=4, column=0, pady=20)
def instructions():
instrButton.grid_forget()
startButton.grid_forget()
welcomeLbl.config(text="So you need instructions ay?")
welcomeLbl.update()
time.sleep(3)
welcomeLbl.config(text="Well, it's quite simple")
welcomeLbl.update()
time.sleep(2)
welcomeLbl.config(text="Just guess the number!")
welcomeLbl.update()
time.sleep(3)
welcomeLbl.config(text="How you say?")
welcomeLbl.update()
time.sleep(2)
welcomeLbl.config(text="Type your guess into the box!")
welcomeLbl.update()
time.sleep(3)
welcomeLbl.config(text="Welcome Random Person")
instrButton.grid(row=3,column=0, sticky=N)
startButton.grid(row=4,column=0, columnspan=1, sticky=E+W, pady=25)
titleLbl = Label(root)
titleLbl['borderwidth'] = (2)
titleLbl['relief'] = ('solid')
titleLbl['text'] = ("Mack's totally advanced Number Guessing Game!")
titleLbl['font'] = (fontA, fontSizeA)
titleLbl.grid(row=0, column=0)
welcomeLbl = Label(root, fg='white', bg='black')
welcomeLbl['text'] = ("Welcome Random Person")
welcomeLbl['font'] = (fontA, 30)
welcomeLbl.grid(row=2, column=0, pady=20)
instrButton = Button(root, command=instructions)
instrButton['text'] = ("Instructions")
instrButton['font'] = (fontA, fontSizeA)
instrButton.grid(row=3,column=0, sticky=N)
startButton = Button(root, fg='red', command=start)
startButton['text'] = ("Start")
startButton['font'] = (fontA, 40)
startButton.grid(row=4,column=0, columnspan=1, sticky=E+W, pady=25)
guessEnt = Entry(root)
guessEnt['font'] = (fontA, fontSizeA)
guessButton = Button(root, command=guess)
guessButton['text'] = ("Guess")
guessButton['font'] = (fontA, 20)
root.mainloop()
Thanks,
Mack.
Remove while (correctGuess == False):. If the answer is incorrect, it will drop into an infinite loop since correctGuess doesn't change in the loop -- it's always False. You can add print(1) in the loop -- you'll see that it can't exit. Remove that line and it should be fine.

Why do I get the error "TypeError: '<' not supported between instances of 'str' and 'int' " when I am trying to execute this code?

I am trying to make a guess game program where you have to guess a number between 0-100 on a GUI using Tkinter, and it also counts your amount of attempts but I get this error on line 25:
'<' is not supported between instances of str and int.
What can I do to solve this issue? This code would work on a command line but not when I have attempted to translate it into a GUI. I am also not sure if the code even works.
My updated code so far is:
import random
from tkinter import *
#need to count how many attempts you made
window = Tk()
window.title("Number guessing game")
window.geometry('350x200')
lbl = Label(window, text="Enter a number here from 1-100: ")
lbl.grid(column=0,row=0)
guess_var = IntVar(window)
txt = Entry(window, textvariable=guess_var)
txt= Entry(window, width=10)
txt.grid(column=1,row=0)
numguess = 0
secret_num = random.randint(1, 100)
def clicked():
if guess < 0:
lbl2.configure(text ="Please enter a sensible number.")
if guess > 100:
lbl2.configure(text ="Please enter a sensible number.")
if guess == secret_num:
lbl2.configure(text ="You guessed correctly.")
lbl3.confgure(text=numguess)
elif guess < secret_num:
numguess = numguess + 1
lbl2.configure(text ="higher!")
lbl = Label(window, text="Enter a number here from 1-100: ")
else:
numguess = numguess + 1
lbl2.configure(text ="lower!")
lbl = Label(window, text="Enter a number here form 1-100")
lbl2 = Label(window,text = " ")
lbl2.grid(column=1, row=2)
lbl3 = Label(window,text = " ")
lbl3.grid(column=1, row=3)
btn = Button(window, text="Enter", command=clicked)
guess = int(txt.get())
btn.grid(column=3, row=0)
window.mainloop()
guess = txt.get()
returns a string value. To be able to perform comparisons with integers, you need to convert guess from a string to an integer, i.e.:
guess = int(txt.get())
To be safe, you may want to handle the case where the user inputs something which cannot be converted to a integer; how to do this depends on the design of your problem - you should consider validating the user input.
One way to do this could be by using IntVar, e.g.:
guess_var = IntVar(window)
txt = Entry(window, textvariable=guess_var)
txt.grid(column=1,row=0)
numguess = 0
secret_num = random.randint(1, 100)
guess = guess_var.get()
Note that if you want to use the numguess global variable inside your clicked function, you need to declare global numguess in your function definition, e.g.:
def clicked():
global numguess

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