import tkinter as tk
import tkinter.ttk as ttk
from tkinter import font as tkFont
#defines the function to switch to the game screen
def play_game():
#creates a top level window (appears above all other windows when pressed)
game_window = tk.Toplevel(win)
#sets the name of the new window to "Tic-Tac-Toe Game"
game_window.title("Tic-Tac-Toe Game")
#sets the size of the game window when opened to 600x600
game_window.geometry("600x600")
#doesn't allow the main game window to be resized
game_window.resizable(False, False)
#creates a canvas to draw lines
canvas = tk.Canvas(game_window, width=600, height=600)
canvas.pack()
#creates horizontal lines
for i in range(1, 3):
canvas.create_line(0, i * 200, 600, i * 200, fill="black")
#creates vertical lines
for i in range(1, 3):
canvas.create_line(i * 200, 0, i * 200, 600, fill="black")
global buttons[0][0]
global buttons[0][1]
buttons[0][0] = ttk.Button(game_window, text=" ", command=button_click, style='tmrn.TButton')
buttons[0][1] = ttk.Button(game_window, text=" ", command=button_click, style='tmrn.TButton')
#creates a 3x3 grid of buttons
buttons = [[None] * 3 for _ in range(3)] #creates a 3x3 grid of nothing so far
for i in range(3):
for j in range(3):
#calculates the coordinates for each button
x1 = j * 200
y1 = i * 200
x2 = (j + 1) * 200
y2 = (i + 1) * 200
#creates a button at position (i, j)
buttons[i][j] = ttk.Button(game_window, command=lambda row=i, col=j: button_click(row, col))
buttons[i][j].place(x=x1, y=y1, width=200, height=200)
def button_click(row, col):
print(f"Button clicked at row {row}, column {col}")
pass
#make another function which refers to button click event - draw X in that square
#create a flag for X's turn or O's turn and changes when a button is clicked
#on button press display X or O
#defines what to do when a button is clicked
#defines the function to open the user guide
def open_user_guide():
#creates a top level window (appears above all other windows when pressed)
guide_window = tk.Toplevel(win)
#sets the name of the new window to "Tic-Tac-Toe Game"
guide_window.title("User Guide")
#sets the size of the game window when opened to 600x700
guide_window.geometry("800x300")
#doesn't allow the user guide window to be resized
guide_window.resizable(False, False)
#creates a frame to contain the labels
frame = ttk.Frame(guide_window)
frame.pack(expand=True, fill='both', padx=20, pady=20)
#creates a new label with the text "How to play:" on the top of the window
guide_label = ttk.Label(frame, text="User Guide", font=('Times New Roman', 20, 'bold'))
guide_label.pack(pady=(0, 10), anchor='center') #centres the label horizontally
#creates a new text section
instructions_label = ttk.Label(frame, text="""
Hi there! And welcome to my Tic Tac Toe game, made with tkinter.
Here's how to play Tic-Tac-Toe! As you can see, the game is played on a grid that is 3 squares by 3 squares.
1. The player that starts is X, and the other person is O. You and another player take turns placing X or O into a square.
2. The first player to get all 3 marks in a row (horizontally, vertically or diagonally) wins the game.
3. When all the squares are filled and no one has won, the game ends in a tie. AND THAT'S IT! Have fun playing!
And press reset to play again!""",
font=('Times New Roman', 12))
instructions_label.pack(anchor='w')
win = tk.Tk()
#sets window size to 1000 x 600
win.geometry("1000x600")
#sets background image to a tictac
bg = tk.PhotoImage(file = "tictac.png")
#shows image using a label
backgroundimage = tk.Label(win, image=bg)
backgroundimage.place(x = 0, y = 0)
#sets minimum window resizable size to 500 x 300
win.minsize(500, 300)
#doesn't allow the launcher window to be resized
win.resizable(False, False)
#sets title name of window to Tic-Tac-Toe (name of game)
win.title("Tic-Tac-Toe")
#integrates a new font into tkinter application
tmrn = tkFont.Font(family='Times New Roman', size=15, weight='bold')
#creates a custom style for buttons
style = ttk.Style()
style.configure('tmrn.TButton', font=('Times New Roman', 15, 'bold'), padding=(200, 10)) # Increase left and right padding to make the buttons longer
#creates a label with big black letters at the top of the window
title_label = ttk.Label(win, text="Tic-Tac-Toe Game!", font=('Times New Roman', 40, 'bold'), foreground='black')
title_label.pack(side=tk.TOP, pady=20) # Add some padding at the top
#creates a button called 'Play' - takes the user to the actual playable game
play_button = ttk.Button(win, text="Play", command=play_game, style='tmrn.TButton')
play_button.place(relx=0.5, rely=0.6, anchor=tk.CENTER) #positions the button just below the center
#creates a button called 'User Guide' - supposed to take the user to another window with how to play
guide_button = ttk.Button(win, text="User Guide", command=open_user_guide, style='tmrn.TButton')
guide_button.place(relx=0.5, rely=0.7, anchor=tk.CENTER) #positions the button just below the "Play" button with some padding
win.mainloop()
#add a restart button to reset the game
This is my code so far, I'm trying to figure out how to display X's and O's when a button in the play_game window is clicked. For example, for the top left button, 'buttons[0][0]' should display an X if it is pressed first, and the next one whatever the user presses should be O, and so on and so forth but if a user has already clicked a square, the value of X or O cannot be changed. Right now I would just like to display an X and then an O when a button is clicked, but i'm running into a lot of errors.
i tried adding 2 buttons so far as an example, the top left and the top middle, that show blank spaces and it gives local error so i tried to define it, but i'm getting more errors.
So first the errors to get started, the globals aka
global buttons[0][0]&global buttons[0][1], to keep it simple you use global to get a variable/function not so much to define it at least not on that line. It's a list of variables/functions in the global scope. Plus you don't need to define the buttons like this:because you are already doing this in the for-loops. Anyways for the solution:
I pass the button through the command to later destroy the button. I also pass the parent object and I am using configure so I can access the button after it's defined.
We will also need a bool to keep track of the turns but also switch between X/O
make the bool into an X or an O:
and you have something that looks like this:
hope it helps :)