def showBoard(): global board, tileButtonDict, tileList, gameBoard, difficulty createGame(difficulty) rowLabelCount = 0 columnLabelCount = 0 if len(tileList) > 256: rowLength = int(len(tileList)/16) else: rowLength = math.sqrt(len(tileList)) rowCount = 0 columnCount = 0 for tile in tileList: if not tile.isMined: surroundingMines = Text(board, text=str(tile.surroundingMineCount), grid=[columnCount,rowCount]) surroundingMines.height = 2 surroundingMines.width = 3 textDict[tile.label] = surroundingMines else: picture = Picture(board, image='bomb2.jpg', grid=[columnCount,rowCount]) picture.height = 25 picture.width = 15 mineDict[tile.label] = picture tileButton = PushButton(board, command=playGame, image = 'blank.jpg' , args=[tile], grid=[columnCount,rowCount], text='')#str(tile)#.isMined))#str(tile)) tileButton.bg = 'gray60' #print ('button grid', tileButton.grid) tileButton.when_right_button_pressed = markTile tileButton.width = 32 tileButton.height = 37 tileButtonDict[tile.label] = tileButton columnCount += 1 if columnCount == rowLength: rowCount += 1 columnCount = 0
button.widget.text = str(button_num + 1) else: button.widget.text = '' else: button.widget.text = '1' def lock_button(button): print('is locked?', button_lock_dict[button.widget]) if button_lock_dict[button.widget] == True: print('im in') button.widget.enable() button_lock_dict[button.widget] = False else: button.widget.disable() button_lock_dict[button.widget] = True begButton = PushButton(game_board, width=12, text='')#, grid=[0,0]) begButton.when_left_button_pressed = incriment_number begButton.when_right_button_pressed = lock_button begButton.bg = 'gray80' button_lock_dict[begButton] = False app.display()