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Current Project - menator01 - Apr-10-2022 I like the post from here and thought I would give it a try using tkinter. Only got a basic text version at the moment. Uses a json file for the database. I will probably break the search function down into three separate methods when I get ready to apply it to a tkinter gui. Planning on adding a add and delete button as well. Anyhow here is my attempt at a search for the characters. json file { "wizard": [ { "name": "ralph", "age": 20, "spells": {"fireball": 10, "firestorm": 15} }, { "name": "george", "age": 20, "spells": {"firestorm": 15, "meteor": 30} } ], "cleric": [ { "name": "fred", "age": 18, "spells": {"heal": 5, "heal all": 12} } ] }python file import json # Get json file file = "character.json" # Open json file and load with open(file, 'r') as rfile: data = json.load(rfile) # Define function for searching and returning data def search(term=None, card=None): # If card == name, we're seaching by name if card == 'name': # Create an empty return list ret = [] # Get key, value pair from json file for info, stat in data.items(): # Loop over stat to find the name and append to mylist all data related for item in stat: if item['name'] == term.lower(): ret.append(f'character type: {info}') mylist = [item for item in item.items()] # The list has dict, so we loop over and format the dicts then append to # the ret list along with data that is not a dict for items in mylist: tmp = [] if isinstance(items[1], dict): for key, value in items[1].items(): tmp.append(f'{key}: {value}') string = ', '.join(tmp) ret.append(f'{items[0]}: {string}') else: string = f'{items[0]}: {items[1]}' ret.append(string) # Elif the card is a guild search, we loop over the json file and return all # data for that character type elif card == 'guild': ret = [] for items in data[term]: ret.append(f'character type: {term}') tmp = [] for key, val in items.items(): if isinstance(val, dict): for item, strength in val.items(): tmp.append(f'{item}: {strength}') string = ', '.join(tmp) ret.append(f'{key}: {string}') else: string = f'{key}: {val}' ret.append(string) # Else we want to return all characters else: ret = [] for _type, stats in data.items(): for items in stats: ret.append(f'character type: {_type}') tmp = [] for item, stat in items.items(): if isinstance(stat, dict): for key, val in stat.items(): tmp.append(f'{key}: {val}') string = ', '.join(tmp) ret.append(string) else: string = f'{item}: {stat}' ret.append(string) return ret # Displays all characters # i = 0 # for items in search(): # print(items) # if i > 2: # print() # i = 0 # else: # i += 1 # Returns all guild type characters card = search('cleric', 'guild') i = 0 for items in card: print(items) if i > 2: print() i = 0 else: i += 1 # Returns single character data # card = search('fred', 'name') # for data in card: # print(data)
RE: Current Project - menator01 - Apr-11-2022 Here is one of the re-wites. This is my backend.py Soon I will start writing the classes to use the functions. Any thoughts much appreciated. import json import os # json file file = 'card.json' # Check if card.json exists. If not create it if os.path.exists(file): pass else: with open(file, 'w') as out_file: characters = {} json.dump(characters, out_file, indent=4) # Function for creating classes def create_class(file, character_class): ''' Function checks the json file for already existing classes. If one exist it return a message. If one does not exist it will create the class ''' with open(file, 'r+') as json_file: data = json.load(json_file) if character_class in data: print('Class already exists') else: data[character_class] = [] json_file.seek(0) json.dump(data, json_file, indent=4) print(f'Class {character_class} created') def create_character(file, character): ''' This function will create a character for a chosen class. It will check if the entered name exist. If it exists a message is returned. Other wise the character is created ''' with open(file, 'r+') as json_file: data = json.load(json_file) add_character = True for info in data[character[0]]: if character[1]['name'].lower() in info.values(): add_character = False print(f'{character[1]["name"].title()} already exists in the database.') if add_character: data[character[0]].append(character[1]) json_file.seek(0) json.dump(data, json_file, indent=4) print(f'{character[1]["name"].title()} has been created.') def delete_character(file, name): ''' This function searches for a entered name and if it exist, will be deleted ''' with open(file, 'r+') as json_file: data = json.load(json_file) for _ in data: for i in range(len(data[_])-1): if name.lower() == data[_][i]['name']: data[_].pop(i) with open(file, 'w') as json_file: json.dump(data, json_file, indent=4) print(f'character has been deleted.') def get_character(file, name): ''' This function will return all related data to a character entered. ''' with open(file, 'r+') as json_file: data = json.load(json_file) for _ in data: for i in range(len(data[_])): if name.lower() == data[_][i]['name']: character = data[_][i] return _, character return f'{name.title()} does not exist.' # def update_character(file, old_character, name, age, skills): def update_character(file, *args, **kwargs): ''' This function will update a created character. It gets the old character by name and stores the data in a variable to be compared and updated with the new data. The old character is deleted and a new one created from the new updated data. ''' character = old[1] guild = old[0] name = old[1]['name'] character.update(new[1]) character = (guild, character) delete_character(file, name) create_character(file, character) print('character has been updated.') ''' The coding below is what I been using to test the functions ''' # old = get_character(file, 'tabol') # new = ('wizard', {'name':'tabol', 'age': 27, 'skills':{'firestorm':90, 'fireball': 20}}) # update_character(file, old, new) # print(get_character(file, 'tony')) # delete_character(file, 'tony') # character = ( # 'wizard', # { # 'name': 'tony', 'age': 24, 'skills':{'fireball': 10, 'meteor': 8} # }) # # create_character(file, character) # create_class(file, 'wizard') # create_class(file, 'cleric') # create_class(file, 'warrior') RE: Current Project - menator01 - Apr-13-2022 Think I got the model and backend part setup. Now I'll start tackling the view and contoller part. Re-wrote the backend a little. Updated code. As always I welcome feedback. card.json { "wizard": [ { "class": "wizard", "name": "tabol", "age": 23, "skills": { "fireball": 20, "meteor": 15 } }, { "class": "wizard", "name": "zac", "age": 25, "skills": { "fireball": 10, "meteor": 5 } }, { "class": "wizard", "name": "ralph", "age": 20, "skills": { "fireball": 15, "meteor": 5 } } ], "cleric": [ { "class": "cleric", "name": "harold", "age": 18, "skills": { "heal": 15, "heal all": 20 } } ], "warrior": [ { "class": "warrior", "name": "tony", "age": 25, "skills": { "knives": 8, "hand to hand": 20, "swords": 15 } } ], "mage": [ { "class": "mage", "name": "henry", "age": 21, "skills": { "bolt": 23, "dart": 16 } } ] }backend.py from os import path import json from itertools import chain def _create_database(file): if path.exists(file): pass else: with open(file, 'w') as out_file: characters = {} json.dump(characters, out_file, indent=4) def _create_class(file, character_class): ''' Function checks the json file for already existing classes. If one exist it return a message. If one does not exist it will create the class ''' with open(file, 'r+') as json_file: data = json.load(json_file) if character_class in data: print('Class already exists') else: data[character_class] = [] json_file.seek(0) json.dump(data, json_file, indent=4) print(f'Class {character_class} created') def _check_name(file, name): with open(file, 'r') as json_file: data = json.load(json_file) if name.lower() in [c.get('name') for c in chain(*data.values())]: return True return False def _create(file, character): check = _check_name(file, character['name']) if check: print(f'{character["name"].title()} already exists in the database.') else: with open(file, 'r+') as json_file: data = json.load(json_file) data[character['class']].append(character) json_file.seek(0) json.dump(data, json_file, indent=4) print(f'{character["name"].title()} has been created.') def _delete(file, name): with open(file, 'r+') as json_file: data = json.load(json_file) ok = _check_name(file, name) if ok: for _ in data: for i in range(len(data[_])): if name.lower() in data[_][i]['name']: data[_].pop(i) with open(file, 'w') as json_file: json.dump(data, json_file, indent=4) print(f'{name.title()} has been deleted') else: print(f'{name.title()} is not in the database') def _get_character(file, name): ''' This function will return all related data to a character entered. ''' with open(file, 'r+') as json_file: data = json.load(json_file) for _ in data: for i in range(len(data[_])): if name.lower() == data[_][i]['name']: character = data[_][i] return character return f'{name.title()} does not exist.' def _get_all(file): with open(file, 'r') as json_file: data = json.load(json_file) characters = [c for c in chain(*data.values())] return characters def _update(file, old, new): character = old.copy() character.update(new) _delete(file, old['name']) _create(file, character) print(f'{character["name"].title()} has been updated.')card.py import tkinter as tk import json import backend file = 'card.json' class BasicModel: def __init__(self, file): self.file = file backend._create_database(self.file) def create_class(self, character_class): backend._create_class(self.file, character_class) def create_character(self, character): backend._create(self.file, character) def get_character(self, name): return backend._get_character(self.file, name) def get_all(self): return backend._get_all(self.file) def update(self, old, new): return backend._update(self.file, old, new) class View: def __init__(self): pass class Controller: def __init__(self): pass def main(): test = BasicModel(file) if __name__ == '__main__': main() RE: Current Project - menator01 - Apr-27-2022 I think this will be my final version for now. I have tried to optimize the code a little. Everything seems to work. The spells section doesn't use a dict anymore. Just a string. Anyhow here is the code import tkinter as tk from tkinter import ttk, messagebox import json from os import sys, path from itertools import chain from collections import OrderedDict from random import randint class Model: ''' Model Handles all of the crud methods ''' def __init__(self, db_file): ''' Intialize the instance and set the db_file ''' self.db_file = db_file def create_database(self): ''' Check if database exists, if not, create it ''' if path.exists(self.db_file): print('database already exist. Continuing') pass else: with open(self.db_file, 'w') as out_file: database = {} json.dump(database, out_file, indent=4) print('database created') def create_guild(self, arg): with open(self.db_file, 'r+') as json_file: data = json.load(json_file) if arg in data: print(f'{arg} already exist') else: data[arg] = [] json_file.seek(0) json.dump(data, json_file, indent=4) print(f'{arg} has been created') def delete_guild(self, arg): with open(self.db_file, 'r') as json_file: data = json.load(json_file) if arg in data: data.pop(arg) with open (self.db_file, 'w') as json_file: json.dump(data, json_file, indent=4) def get_guilds(self): with open(self.db_file, 'r') as json_file: data = json.load(json_file) guilds = [guild for guild in data] return guilds def create_character(self, arg): ''' Create the character ''' with open(self.db_file, 'r+') as json_file: data = json.load(json_file) data[arg['guild'].lower()].append(arg) json_file.seek(0) json.dump(data, json_file, indent=4) def delete_character(self, *args): with open(self.db_file, 'r+') as json_file: data = OrderedDict(json.load(json_file)) for i, character in enumerate(data[args[1]]): if args[0].lower() == data[args[1]][i]['name']: data[args[1]].pop(i) with open(self.db_file, 'w') as json_file: json.dump(data, json_file, indent=4) def edit_character(self, arg): print('edit character') def check_character(self, arg): with open(self.db_file, 'r') as json_file: data = json.load(json_file) if arg['name'].lower() in [c.get('name') for c in chain(*data.values())]: return True else: return False def get_character(self, arg): with open(self.db_file, 'r') as json_file: data = json.load(json_file) for character in chain(*data.values()): if arg.lower() == character['name']: return character def get_guild_characters(self, arg): with open(self.db_file) as json_file: data = json.load(json_file) names = [] if arg in [character.get('guild') for character in chain(*data.values())]: for character in data[arg]: if character: names.append(character['name']) return names class MainWindow: def __init__(self, parent): # Set and configure the parent container self.parent = parent self.parent.columnconfigure(0, weight=1) self.parent.rowconfigure(0, weight=1) # Create all containers to hold various widgets container = tk.Frame(self.parent) container.grid(column=0, row=0, sticky='news', padx=8, pady=4) container.grid_columnconfigure(0, weight=3) header_container = tk.Frame(container) header_container['highlightbackground'] = 'gray' header_container['highlightcolor'] = 'gray' header_container['highlightthickness'] = 1 header_container['borderwidth'] = 1 header_container.grid(column=0, row=0, sticky='new') header_container.grid_columnconfigure(0, weight=3) top_container = tk.Frame(container) top_container.grid(column=0, row=1, sticky='new', pady=(4, 2)) top_container.grid_columnconfigure(0, weight=3) top_container.grid_columnconfigure(1, weight=3) mid_container = tk.Frame(container) mid_container.grid(column=0, row=2, sticky='new', pady=(2, 4)) mid_container.grid_columnconfigure(0, weight=3, uniform='mid') mid_container.grid_columnconfigure(1, weight=3, uniform='mid') # Create a frame for the listbox left_frame = tk.Frame(mid_container) left_frame['highlightcolor'] = 'gray' left_frame['highlightbackground'] = 'gray' left_frame['highlightthickness'] = 1 left_frame['borderwidth'] = 1 left_frame.grid(column=0, row=0, sticky='news', padx=(0, 2)) left_frame.grid_columnconfigure(0, weight=3) left_frame.grid_rowconfigure(0, weight=3) # Create a frame as a placeholder for a label self.right_frame = tk.Frame(mid_container) self.right_frame['highlightcolor'] = 'gray' self.right_frame['highlightbackground'] = 'gray' self.right_frame['highlightthickness'] = 1 self.right_frame['borderwidth'] = 1 self.right_frame.grid(column=1, row=0, sticky='news', padx=(2, 0)) self.right_frame.grid_columnconfigure(0, weight=3) btm_container = tk.Frame(container) btm_container['highlightbackground'] = 'gray' btm_container['highlightcolor'] = 'gray' btm_container['highlightthickness'] = 1 btm_container['borderwidth'] = 1 btm_container.grid(column=0, row=3, sticky='new', pady=8) # Create the header self.text = 'Character Collection' self.header = tk.Canvas(header_container, height=80, bg='ivory2') self.shadow_mytext = self.header.create_text(0, 0, text=self.text, fill='gray', angle=4.5, font=('"" 40 bold'), tags=['event']) self.mytext = self.header.create_text(0, 0, text=self.text, fill='coral', angle=4.5, font=('"" 40 bold'), tags=['event']) self.header.grid(column=0, row=0, sticky='new') self.header.bind('<Configure>', self.move_text) # Create the combobox _guild = tk.StringVar() self.combobox = ttk.Combobox(top_container) self.combobox['textvariable'] = _guild self.combobox['cursor'] = 'hand2' self.combobox['state'] = 'readonly' self.combobox.grid(column=0, row=0, sticky='news', padx=(0, 2)) info = tk.Label(top_container) info['text'] = 'Double click a name to view character data.' info['relief'] = 'groove' info['bg'] = 'lightyellow' info.grid(column=1, row=0, sticky='new', padx=(2, 0)) # Create a listbox self.listbox = tk.Listbox(left_frame) self.listbox['selectmode'] = 'single' self.listbox.grid(column=0, row=0, sticky='news') scrollbar = tk.Scrollbar(left_frame) scrollbar.grid(column=1, row=0, sticky='news') self.listbox.configure(yscrollcommand = scrollbar.set) scrollbar.config(command = self.listbox.yview) # create a list of buttons self.buttons = [ 'Create Character', 'Edit Character', 'Delete Character', 'Create Guild', 'Delete Guild', 'Exit' ] # List to display different colors for buttons self.button_colors = ['skyblue', 'orange', 'tomato', 'skyblue', 'tomato', 'red'] # Make sure all buttons have the same width for i in range(len(self.buttons)): btm_container.grid_columnconfigure(i, weight=3, uniform='buttons') # Create the buttons for i in range(len(self.buttons)): self.buttons[i] = tk.Button(btm_container, text=self.buttons[i]) self.buttons[i]['bg'] = self.button_colors[i] self.buttons[i]['cursor'] = 'hand2' self.buttons[i].grid(column=i, row=0, sticky='new', padx=2, pady=8) # Method for centering text on the canvas header def move_text(self, event): if event.width: xpos = (event.width/2)-4 self.header.coords(self.mytext, xpos, 40) self.header.coords(self.shadow_mytext, (xpos+1.5), 41.5) class AddEditWindow: def __init__(self, target=None, title=None): # Set instance variables for the form self.window = tk.Toplevel(None) self.window.columnconfigure(0, weight=1) self.window.rowconfigure(0, weight=1) self.window['padx'] = 8 self.window['pady'] = 8 self.window.title(title) self.namevar = tk.StringVar() self.agevar = tk.StringVar() self.villagevar = tk.StringVar() self.weaponvar = tk.StringVar() self.spellvar = tk.StringVar() if target == 'edit': self.form() if target == 'create': self.form() def form(self): container = tk.Frame(self.window) container['highlightcolor'] = 'gray' container['highlightbackground'] = 'gray' container['highlightthickness'] = 1 container['borderwidth'] = 1 container.grid(column=0, row=0, sticky='new', ipadx=8, ipady=5) container.grid_columnconfigure(0, weight=1) container.grid_columnconfigure(1, weight=3) label = tk.Label(container, text='Name:', anchor='w') label.grid(column=0, row=1, sticky='new', padx=(0, 1), pady=4) self.name_entry = tk.Entry(container, textvariable=self.namevar) self.name_entry.grid(column=1, row=1, sticky='new', padx=(1, 4), pady=4) label = tk.Label(container, text='Age:', anchor='w') label.grid(column=0, row=2, sticky='new', padx=(0, 1), pady=4) self.age_field = tk.Entry(container, textvariable=self.agevar) self.age_field.grid(column=1, row=2, sticky='new', padx=(1, 4), pady=4) label = tk.Label(container, text='Guild:', anchor='w') label.grid(column=0, row=3, sticky='new', padx=(0, 1), pady=4) self.guild_field = ttk.Combobox(container) self.guild_field['state'] = 'readonly' self.guild_field['cursor'] = 'hand2' self.guild_field.grid(column=1, row=3, sticky='new', padx=(1, 4), pady=4) label = tk.Label(container, text='Home Village:', anchor='w') label.grid(column=0, row=4, sticky='new', padx=(0, 1), pady=4) self.village = tk.Entry(container, textvariable = self.villagevar) self.village.grid(column=1, row=4, sticky='new', padx=(1, 4), pady=4) label = tk.Label(container, text='Weapon:', anchor='w') label.grid(column=0, row=5, sticky='new', padx=(0, 1), pady=4) self.weapon_field = tk.Entry(container, textvariable=self.weaponvar) self.weapon_field.grid(column=1, row=5, sticky='new', padx=(1, 4), pady=4) label = tk.Label(container, text='Spells:', anchor='w') label.grid(column=0, row=6, sticky='new', padx=(0, 1), pady=4) self.spell_field = tk.Entry(container, textvariable=self.spellvar) self.spell_field.grid(column=1, row=6, sticky='new', padx=(1, 4), pady=4) btnframe = tk.Frame(container) btnframe.grid(column=0, columnspan=2, row=7, sticky='new', pady=4) btnframe.grid_columnconfigure(0, weight=3, uniform='button') btnframe.grid_columnconfigure(1, weight=3, uniform='button') self.save_btn = tk.Button(btnframe, text='Save') self.save_btn['bg'] = 'skyblue' self.save_btn['cursor'] = 'hand2' self.save_btn.grid(column=0, row=0, sticky='new', padx=(2, 2), pady=4) self.cancel_btn = tk.Button(btnframe, text='Cancel') self.cancel_btn['bg'] = 'orangered' self.cancel_btn['cursor'] = 'hand2' self.cancel_btn.grid(column=1, row=0, sticky='new', padx=(2, 2), pady=4) class AddDeleteGuild: def __init__(self): self.guildvar = tk.StringVar() def form(self): self.title = None self.window = tk.Toplevel(None) self.window.title(self.title) self.window['padx'] = 8 self.window['pady'] = 4 self.container = tk.Frame(self.window) self.container['borderwidth'] = 1 self.container['highlightcolor'] = 'gray' self.container['highlightbackground'] = 'gray' self.container['highlightthickness'] = 1 self.container.grid(column=0, row=0, sticky='new', padx=4, pady=2) self.container.grid_columnconfigure(0, weight=1) self.container.grid_columnconfigure(1, weight=3) btn_container = tk.Frame(self.container) btn_container.grid(column=0, columnspan=2, row=1, sticky='new', padx=2, pady=8) btn_container.grid_columnconfigure(0, weight=3, uniform='button') btn_container.grid_columnconfigure(1, weight=3, uniform='button') label = tk.Label(self.container, text='Guild Name:') label.grid(column=0, row=0, sticky='new', padx=(2, 1), pady=4) self.button = tk.Button(btn_container, text='Save') self.button['cursor'] = 'hand2' self.button.grid(column=0, row=0, sticky='new', padx=(2, 1)) cancel_btn = tk.Button(btn_container, text='Cancel') cancel_btn['bg'] = 'orangered' cancel_btn['cursor'] = 'hand2' cancel_btn['command'] = self.window.destroy cancel_btn.grid(column=1, row=0, sticky='new', padx=(1, 2)) class Controller: def __init__(self, model, mainwindow,): ''' Set instance vairables ''' self.model = model self.mainwindow = mainwindow self.guildwindow = AddDeleteGuild() # Set button commands for mainview buttons self.mainwindow.buttons[0]['command'] = self.create_character_form self.mainwindow.buttons[1]['command'] = self.edit_character_form self.mainwindow.buttons[2]['command'] = self.delete_character self.mainwindow.buttons[3]['command'] = self.create_guild_form self.mainwindow.buttons[4]['command'] = self.delete_guild_form self.mainwindow.buttons[5]['command'] = sys.exit # Make a frame for character data and populate everything. self.make_frame() self.populate() def create_character_form(self): ''' Creates the form and sets some variables for the toplevel window for creating characters ''' guilds = [guild.title() for guild in self.model.get_guilds()] self.createwindow = AddEditWindow(target='create', title='Create New Character') self.createwindow.form() self.createwindow.guild_field['values'] = guilds self.createwindow.guild_field.current(0) self.createwindow.save_btn['command'] = self.save_character self.createwindow.cancel_btn['command'] = lambda: self.cancel(self.createwindow.window) self.mainwindow.parent.iconify() def edit_character_form(self): ''' Get list of guilds and character data for editing. All but name can be edited. Data is displayed in the edit form ''' guilds = [guild.title() for guild in self.model.get_guilds()] check = True try: self.character = self.model.get_character(self.mainwindow.listbox.get(self.mainwindow.listbox.curselection()[0])) except: check = False messagebox.showerror('No Character', 'You have to select a character before, you can edit') if check: self.editwindow = AddEditWindow(target='edit', title='Edit Character') self.editwindow.form() self.editwindow.name_entry['state'] = 'disabled' self.editwindow.namevar.set(self.character['name']) self.editwindow.agevar.set(self.character['age']) self.editwindow.guild_field['values'] = guilds guild = self.mainwindow.combobox.current() self.editwindow.guild_field.current(guild) self.editwindow.villagevar.set(self.character['home village']) self.editwindow.weaponvar.set(self.character['weapon']) self.editwindow.spellvar.set(self.character['spells']) self.editwindow.save_btn['command'] = self.edit_character self.editwindow.cancel_btn['command'] = lambda: self.cancel(self.editwindow.window) self.mainwindow.parent.iconify() def cancel(self, window): ''' destroy the window. Create/Edit has been camceled. ''' window.destroy() self.mainwindow.parent.deiconify() def edit_character(self): ''' Deletes old character and creates new character data ''' character = {} character['name'] = self.editwindow.namevar.get() character['age'] = self.editwindow.agevar.get() character['guild'] = self.editwindow.guild_field.get().lower() character['home village'] = self.editwindow.villagevar.get() character['weapon'] = self.editwindow.weaponvar.get() character['strength'] = randint(10, 25) character['agility'] = randint(10, 25) character['stamina'] = randint(30, 100) character['spells'] = self.editwindow.spellvar.get() self.model.delete_character(character['name'], self.character['guild'].lower()) self.model.create_character(character) self.editwindow.window.destroy() self.mainwindow.parent.deiconify() for i, guild in enumerate(self.model.get_guilds()): if guild.lower() == character['guild']: index = i self.populate(index) list_index = 0 for i, name in enumerate(self.mainwindow.listbox.get(0, tk.END)): if character['name'].lower() == name.lower(): list_index = i self.mainwindow.listbox.select_clear(0, tk.END) self.mainwindow.listbox.select_set(list_index) self.display_character() def delete_character(self): ''' Gets character name and guild for deleting ''' try: character = self.mainwindow.listbox.get(self.mainwindow.listbox.curselection()[0]).lower() guild = self.mainwindow.combobox.get().lower() verify = messagebox.askyesno('Warning!', f'You are about to delete {character.title()}. Do you wish to continue?') if verify: self.model.delete_character(character, guild) self.populate() else: messagebox.showinfo('Canceled', f'Deletion of {character.title()} canceled.') except: pass def save_character(self): ''' saves new character data ''' character = {} character['name'] = self.createwindow.name_entry.get().lower() character['guild'] = self.createwindow.guild_field.get().lower() character['age'] = self.createwindow.age_field.get().lower() character['home village'] = self.createwindow.village.get().lower() character['weapon'] = self.createwindow.weapon_field.get().lower() character['strength'] = randint(10, 25) character['agility'] = randint(10, 25) character['stamina'] = randint(30, 50) character['spells'] = self.createwindow.spell_field.get().lower() fields = [] error = 0 for key, value in character.items(): if not character['weapon']: character['weapon'] = 'None' if not character['spells']: character['spells'] = 'None' if not value: error += 1 fields.append(key) if error > 0: check = messagebox.showerror('Error!', f'These fields can not be empty.\n{", ".join(fields)}') else: verify = True if_name_exist = self.model.check_character(character) if if_name_exist: messagebox.showerror('Name Error!', f'{character["name"].title()} already exists. Please choose another name.') self.createwindow.deiconify() verify = False if not character['age'].isnumeric(): messagebox.showerror('Age Error!', 'Age must be a whole number.') verify = False if verify: messagebox.showinfo('Character Created', f'The character {character["name"].title()} has been created.') self.createwindow.window.destroy() self.mainwindow.parent.deiconify() self.model.create_character(character) for i, guild in enumerate(self.model.get_guilds()): if guild.lower() == character['guild']: index = i self.populate(index) list_index = 0 for i, name in enumerate(self.mainwindow.listbox.get(0, tk.END)): if character['name'].lower() == name.lower(): list_index = i self.mainwindow.listbox.select_clear(0, tk.END) self.mainwindow.listbox.select_set(list_index) self.display_character() def create_guild_form(self): ''' Form for creating new guilds ''' self.guildwindow = AddDeleteGuild() self.guildwindow.title='Delete Guild' self.guildwindow.form() self.guildwindow.entry = tk.Entry(self.guildwindow.container) self.guildwindow.entry.grid(column=1, row=0, sticky='new', padx=(1, 0), pady=4) self.guildwindow.button['text'] = 'Save' self.guildwindow.button['bg'] = 'skyblue' self.guildwindow.button['command'] = self.create_guild def create_guild(self): ''' Creates new guild for form data ''' if self.guildwindow.entry.get(): guild = self.guildwindow.entry.get().lower().strip() self.model.create_guild(guild) self.guildwindow.window.destroy() self.populate() else: messagebox.showerror('Error!', 'You must enter a guild name to create it.') def delete_guild_form(self): ''' A form for chosen guild ''' self.guildwindow.title = 'Delete Guild' self.guildwindow.form() self.guildwindow.menu = ttk.Combobox(self.guildwindow.container) self.guildwindow.menu.grid(column=1, row=0, sticky='new', padx=(1, 2), pady=4) self.guildwindow.menu['values'] = self.model.get_guilds() self.guildwindow.menu.current(0) self.guildwindow.button['text'] = 'Delete' self.guildwindow.button['bg'] = 'skyblue' self.guildwindow.button['command'] = self.delete_guild def delete_guild(self): ''' Deletes chosen guild and all of it's characters ''' guild = self.guildwindow.menu.get() ok = messagebox.askyesno('Warning!', f'You are abount to delete the guild {guild} and all of it\'s characters.\n Do you wish to continue? ') if ok: self.model.delete_guild(guild) self.populate() self.guildwindow.window.destroy() else: messagebox.showinfo('Deletion Aborted', f'The deletion of the {guild} guild was canceled.') def get_guild_characters(self): ''' Method for populating the listbox in mainwindow and setting first item self.frame.destroy is used to remove any data in the character display. Remake the data frame with self.make_frame Re-populate the listbox and then display character data with self.display_character ''' self.frame.destroy() self.make_frame() guild = self.mainwindow.combobox.get().lower() characters = self.model.get_guild_characters(guild) self.mainwindow.listbox.delete(0, tk.END) for i, name in enumerate(characters): self.mainwindow.listbox.insert(i, name.title()) self.mainwindow.listbox.select_set(0) self.mainwindow.listbox.bind('<Double-Button-1>', lambda x: self.display_character()) self.display_character() def make_frame(self): ''' Method to build a container frame for the character. Can be destroyed to remove the data and rebuilt when needed ''' self.frame = tk.Frame(self.mainwindow.right_frame) self.frame.grid(column=0, row=0, sticky='new') self.frame.grid_columnconfigure(0, weight=0) self.frame.grid_columnconfigure(1, weight=3) def display_character(self): ''' Method for displaying the selected character data ''' error = False try: character = self.mainwindow.listbox.get(self.mainwindow.listbox.curselection()[0]) except IndexError: error = True if error: pass else: data = self.model.get_character(character.lower()) i = 0 for key, value in data.items(): key_label = tk.Label(self.frame, text=key.title(), anchor='w', padx=4) key_label['relief'] = 'groove' key_label.grid(column=0, row=i, sticky='new', ipadx=8) value = value.title() if isinstance(value, str) else value value_label = tk.Label(self.frame, text=value, anchor='w', padx=4) value_label['relief'] = 'groove' value_label.grid(column=1, row=i, sticky='new') i += 1 def populate(self, index=0): ''' Get all guild and populate the combobox. Set the first entry Call self.get_guild_characters to populate the listbox ''' guilds = self.model.get_guilds() guilds = [guild.title() for guild in guilds] self.mainwindow.combobox['values'] = guilds self.mainwindow.combobox.current(index) self.mainwindow.combobox.bind('<<ComboboxSelected>>', lambda x: self.get_guild_characters()) self.get_guild_characters() self.display_character() if __name__ == '__main__': app = tk.Tk() controller = Controller(Model(db_file='card2.json'), MainWindow(app)) app.mainloop() |