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How to get the name of an instance to affect a tkinter label


How to get the ASCII value of a character?How to get a function name as a string in Python?How to get the current time in PythonGetting the class name of an instance?How to get line count cheaply in Python?How to get a JavaScript object's class?How do I get the number of elements in a list?Naming Classes - How to avoid calling everything a “<WhatEver>Manager”?ttk tkinter multiple frames/windowsPython timer in math game Tkinter






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








1















I'd like to be able to call a subroutine with an instance of a class passed to it and then use a string of the name of the instance to affect which tkinter label is updated.



I know this is an oddly specific and convoluted way of asking something that's probably quite simple but I'm bad at articulating what I need into google.



I'm making a fallout inspired game and I'd like to let the player choose an enemy to shoot at and update their health meter. So far I have all the maths behind the shooting subroutine down, I just don't know how to target the correct label widget at the end



from tkinter import *
Root = Tk()

PlrWeapon = ["Pipe Revolver Rifle",6,5,0]

class Raider:
Species = "Human"
def __init__(self, Name, Level, MaxHealth, Health, Alive, Unique, Weapon, Armour):
self.Name = Name
self.Level = Level
self.MaxHealth = MaxHealth
self.Health = Health
self.Alive = Alive
self.Unique = Unique
self.Weapon = Weapon
self.Armour = Armour

def Shoot(self):
Damage = 0
for i in range(1,4):
Difference = PlrWeapon[i] - self.Armour[i]
if Difference >= 0:
Damage = Damage + Difference
self.Health = self.Health - Damage
if self.Health <= 0:
self.Alive = False

Enemy1 = Raider("Tessa",
5,
50,
50,
True,
False,
["Pipe Pistol",3,2,0],
["Armourless",0,0,0])

Enemy2 = Raider("Bobby",
5,
50,
50,
True,
False,
["Pipe Rifle",5,4,0],
["Leather",2,3,1])

Shoot(Enemy1)

Enemy1Name = Label(Root, text=Enemy1.Name)
Enemy1Name.grid(row=0, column=0)
Enemy1Health = Label(Root, text=Enemy1.Health)
Enemy1Health.grid(row=0, column=1)

Enemy2Name = Label(Root, text=Enemy2.Name)
Enemy2Name.grid(row=1, column=0)
Enemy2Health = Label(Root, text=Enemy2.Health)
Enemy2Health.grid(row=1, column=1)

Root.mainloop()


ideally at the end of the Shoot() routine there would be a part that acted like this



def Shoot(self):
Damage = 0
for i in range(1,4):
Difference = PlrWeapon[i] - self.Armour[i]
if Difference >= 0:
Damage = Damage + Difference
self.Health = self.Health - Damage
if self.Health <= 0:
self.Alive = False

## start of wishful thinking ##

str(self)+"Health".config(text=self.Health)


If you understand what I'm trying to communicate and have a solution I would really appreciate the help. Thanks.










share|improve this question


























  • " I just don't know how to target the correct label widget at the end". Could you please explain what you mean by this? I Get everything else, just this statement is a little confusing. Also, what is fallout? Is it a game? I am a noob at gaming so forgive me for this question.

    – user11093202
    Mar 28 at 4:10


















1















I'd like to be able to call a subroutine with an instance of a class passed to it and then use a string of the name of the instance to affect which tkinter label is updated.



I know this is an oddly specific and convoluted way of asking something that's probably quite simple but I'm bad at articulating what I need into google.



I'm making a fallout inspired game and I'd like to let the player choose an enemy to shoot at and update their health meter. So far I have all the maths behind the shooting subroutine down, I just don't know how to target the correct label widget at the end



from tkinter import *
Root = Tk()

PlrWeapon = ["Pipe Revolver Rifle",6,5,0]

class Raider:
Species = "Human"
def __init__(self, Name, Level, MaxHealth, Health, Alive, Unique, Weapon, Armour):
self.Name = Name
self.Level = Level
self.MaxHealth = MaxHealth
self.Health = Health
self.Alive = Alive
self.Unique = Unique
self.Weapon = Weapon
self.Armour = Armour

def Shoot(self):
Damage = 0
for i in range(1,4):
Difference = PlrWeapon[i] - self.Armour[i]
if Difference >= 0:
Damage = Damage + Difference
self.Health = self.Health - Damage
if self.Health <= 0:
self.Alive = False

Enemy1 = Raider("Tessa",
5,
50,
50,
True,
False,
["Pipe Pistol",3,2,0],
["Armourless",0,0,0])

Enemy2 = Raider("Bobby",
5,
50,
50,
True,
False,
["Pipe Rifle",5,4,0],
["Leather",2,3,1])

Shoot(Enemy1)

Enemy1Name = Label(Root, text=Enemy1.Name)
Enemy1Name.grid(row=0, column=0)
Enemy1Health = Label(Root, text=Enemy1.Health)
Enemy1Health.grid(row=0, column=1)

Enemy2Name = Label(Root, text=Enemy2.Name)
Enemy2Name.grid(row=1, column=0)
Enemy2Health = Label(Root, text=Enemy2.Health)
Enemy2Health.grid(row=1, column=1)

Root.mainloop()


ideally at the end of the Shoot() routine there would be a part that acted like this



def Shoot(self):
Damage = 0
for i in range(1,4):
Difference = PlrWeapon[i] - self.Armour[i]
if Difference >= 0:
Damage = Damage + Difference
self.Health = self.Health - Damage
if self.Health <= 0:
self.Alive = False

## start of wishful thinking ##

str(self)+"Health".config(text=self.Health)


If you understand what I'm trying to communicate and have a solution I would really appreciate the help. Thanks.










share|improve this question


























  • " I just don't know how to target the correct label widget at the end". Could you please explain what you mean by this? I Get everything else, just this statement is a little confusing. Also, what is fallout? Is it a game? I am a noob at gaming so forgive me for this question.

    – user11093202
    Mar 28 at 4:10














1












1








1








I'd like to be able to call a subroutine with an instance of a class passed to it and then use a string of the name of the instance to affect which tkinter label is updated.



I know this is an oddly specific and convoluted way of asking something that's probably quite simple but I'm bad at articulating what I need into google.



I'm making a fallout inspired game and I'd like to let the player choose an enemy to shoot at and update their health meter. So far I have all the maths behind the shooting subroutine down, I just don't know how to target the correct label widget at the end



from tkinter import *
Root = Tk()

PlrWeapon = ["Pipe Revolver Rifle",6,5,0]

class Raider:
Species = "Human"
def __init__(self, Name, Level, MaxHealth, Health, Alive, Unique, Weapon, Armour):
self.Name = Name
self.Level = Level
self.MaxHealth = MaxHealth
self.Health = Health
self.Alive = Alive
self.Unique = Unique
self.Weapon = Weapon
self.Armour = Armour

def Shoot(self):
Damage = 0
for i in range(1,4):
Difference = PlrWeapon[i] - self.Armour[i]
if Difference >= 0:
Damage = Damage + Difference
self.Health = self.Health - Damage
if self.Health <= 0:
self.Alive = False

Enemy1 = Raider("Tessa",
5,
50,
50,
True,
False,
["Pipe Pistol",3,2,0],
["Armourless",0,0,0])

Enemy2 = Raider("Bobby",
5,
50,
50,
True,
False,
["Pipe Rifle",5,4,0],
["Leather",2,3,1])

Shoot(Enemy1)

Enemy1Name = Label(Root, text=Enemy1.Name)
Enemy1Name.grid(row=0, column=0)
Enemy1Health = Label(Root, text=Enemy1.Health)
Enemy1Health.grid(row=0, column=1)

Enemy2Name = Label(Root, text=Enemy2.Name)
Enemy2Name.grid(row=1, column=0)
Enemy2Health = Label(Root, text=Enemy2.Health)
Enemy2Health.grid(row=1, column=1)

Root.mainloop()


ideally at the end of the Shoot() routine there would be a part that acted like this



def Shoot(self):
Damage = 0
for i in range(1,4):
Difference = PlrWeapon[i] - self.Armour[i]
if Difference >= 0:
Damage = Damage + Difference
self.Health = self.Health - Damage
if self.Health <= 0:
self.Alive = False

## start of wishful thinking ##

str(self)+"Health".config(text=self.Health)


If you understand what I'm trying to communicate and have a solution I would really appreciate the help. Thanks.










share|improve this question
















I'd like to be able to call a subroutine with an instance of a class passed to it and then use a string of the name of the instance to affect which tkinter label is updated.



I know this is an oddly specific and convoluted way of asking something that's probably quite simple but I'm bad at articulating what I need into google.



I'm making a fallout inspired game and I'd like to let the player choose an enemy to shoot at and update their health meter. So far I have all the maths behind the shooting subroutine down, I just don't know how to target the correct label widget at the end



from tkinter import *
Root = Tk()

PlrWeapon = ["Pipe Revolver Rifle",6,5,0]

class Raider:
Species = "Human"
def __init__(self, Name, Level, MaxHealth, Health, Alive, Unique, Weapon, Armour):
self.Name = Name
self.Level = Level
self.MaxHealth = MaxHealth
self.Health = Health
self.Alive = Alive
self.Unique = Unique
self.Weapon = Weapon
self.Armour = Armour

def Shoot(self):
Damage = 0
for i in range(1,4):
Difference = PlrWeapon[i] - self.Armour[i]
if Difference >= 0:
Damage = Damage + Difference
self.Health = self.Health - Damage
if self.Health <= 0:
self.Alive = False

Enemy1 = Raider("Tessa",
5,
50,
50,
True,
False,
["Pipe Pistol",3,2,0],
["Armourless",0,0,0])

Enemy2 = Raider("Bobby",
5,
50,
50,
True,
False,
["Pipe Rifle",5,4,0],
["Leather",2,3,1])

Shoot(Enemy1)

Enemy1Name = Label(Root, text=Enemy1.Name)
Enemy1Name.grid(row=0, column=0)
Enemy1Health = Label(Root, text=Enemy1.Health)
Enemy1Health.grid(row=0, column=1)

Enemy2Name = Label(Root, text=Enemy2.Name)
Enemy2Name.grid(row=1, column=0)
Enemy2Health = Label(Root, text=Enemy2.Health)
Enemy2Health.grid(row=1, column=1)

Root.mainloop()


ideally at the end of the Shoot() routine there would be a part that acted like this



def Shoot(self):
Damage = 0
for i in range(1,4):
Difference = PlrWeapon[i] - self.Armour[i]
if Difference >= 0:
Damage = Damage + Difference
self.Health = self.Health - Damage
if self.Health <= 0:
self.Alive = False

## start of wishful thinking ##

str(self)+"Health".config(text=self.Health)


If you understand what I'm trying to communicate and have a solution I would really appreciate the help. Thanks.







python python-3.x oop tkinter






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 28 at 1:44







user11093202

















asked Mar 27 at 22:09









Rees KRees K

296 bronze badges




296 bronze badges















  • " I just don't know how to target the correct label widget at the end". Could you please explain what you mean by this? I Get everything else, just this statement is a little confusing. Also, what is fallout? Is it a game? I am a noob at gaming so forgive me for this question.

    – user11093202
    Mar 28 at 4:10


















  • " I just don't know how to target the correct label widget at the end". Could you please explain what you mean by this? I Get everything else, just this statement is a little confusing. Also, what is fallout? Is it a game? I am a noob at gaming so forgive me for this question.

    – user11093202
    Mar 28 at 4:10

















" I just don't know how to target the correct label widget at the end". Could you please explain what you mean by this? I Get everything else, just this statement is a little confusing. Also, what is fallout? Is it a game? I am a noob at gaming so forgive me for this question.

– user11093202
Mar 28 at 4:10






" I just don't know how to target the correct label widget at the end". Could you please explain what you mean by this? I Get everything else, just this statement is a little confusing. Also, what is fallout? Is it a game? I am a noob at gaming so forgive me for this question.

– user11093202
Mar 28 at 4:10













1 Answer
1






active

oldest

votes


















0















If I understood you correctly, you want to change the health label related to the Raider object passed to Shoot method.



Here is a solution which can work, but I am not sure if this is a suggested way of going as you have to be very careful.



def Shoot(self, win):
Damage = 0
for i in range(1,4):
Difference = PlrWeapon[i] - self.Armour[i]
if Difference >= 0:
Damage = Damage + Difference
self.Health = self.Health - Damage
if self.Health <= 0:
self.Alive = False
win.nametowidget('.health'.format(self.Name)).config(text=self.Health)

Enemy1Name = Label(Root, text=Enemy1.Name, name='name'+Enemy1.Name)
Enemy1Name.grid(row=0, column=0)
Enemy1Health = Label(Root, text=Enemy1.Health, name='health'+Enemy1.Name)
Enemy1Health.grid(row=0, column=1)

Enemy2Name = Label(Root, text=Enemy2.Name, name='name'+Enemy2.Name)
Enemy2Name.grid(row=1, column=0)
Enemy2Health = Label(Root, text=Enemy2.Health, name='health'+Enemy2.Name)
Enemy2Health.grid(row=1, column=1)


The widgets are stored as a tree structure by tkinter, where your Tk() window is root represented by .. Then its children will be presented as .unique_widget1_id and children of widget1 like .unique_widget1_id.unique_widget2_id. By default, tkinter creates ids like .140343920750152 which can be seen through widget.__str__() method.



But you can add user-defined names to widgets when creating them as shown in this solution(Please be sure that every widget have a unique name to avoid issues. If you create two widgets with same name then it will create only first widget and second one will be just a reference to the same widget). Then you can call nametowidget() method on any widget/window and provide relative/absolute path to get widget object(and perform operations on widget).



Let me know if you have questions.



PS: Widget name can not start from upper-case letter.






share|improve this answer
























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    1 Answer
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    1 Answer
    1






    active

    oldest

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    active

    oldest

    votes






    active

    oldest

    votes









    0















    If I understood you correctly, you want to change the health label related to the Raider object passed to Shoot method.



    Here is a solution which can work, but I am not sure if this is a suggested way of going as you have to be very careful.



    def Shoot(self, win):
    Damage = 0
    for i in range(1,4):
    Difference = PlrWeapon[i] - self.Armour[i]
    if Difference >= 0:
    Damage = Damage + Difference
    self.Health = self.Health - Damage
    if self.Health <= 0:
    self.Alive = False
    win.nametowidget('.health'.format(self.Name)).config(text=self.Health)

    Enemy1Name = Label(Root, text=Enemy1.Name, name='name'+Enemy1.Name)
    Enemy1Name.grid(row=0, column=0)
    Enemy1Health = Label(Root, text=Enemy1.Health, name='health'+Enemy1.Name)
    Enemy1Health.grid(row=0, column=1)

    Enemy2Name = Label(Root, text=Enemy2.Name, name='name'+Enemy2.Name)
    Enemy2Name.grid(row=1, column=0)
    Enemy2Health = Label(Root, text=Enemy2.Health, name='health'+Enemy2.Name)
    Enemy2Health.grid(row=1, column=1)


    The widgets are stored as a tree structure by tkinter, where your Tk() window is root represented by .. Then its children will be presented as .unique_widget1_id and children of widget1 like .unique_widget1_id.unique_widget2_id. By default, tkinter creates ids like .140343920750152 which can be seen through widget.__str__() method.



    But you can add user-defined names to widgets when creating them as shown in this solution(Please be sure that every widget have a unique name to avoid issues. If you create two widgets with same name then it will create only first widget and second one will be just a reference to the same widget). Then you can call nametowidget() method on any widget/window and provide relative/absolute path to get widget object(and perform operations on widget).



    Let me know if you have questions.



    PS: Widget name can not start from upper-case letter.






    share|improve this answer





























      0















      If I understood you correctly, you want to change the health label related to the Raider object passed to Shoot method.



      Here is a solution which can work, but I am not sure if this is a suggested way of going as you have to be very careful.



      def Shoot(self, win):
      Damage = 0
      for i in range(1,4):
      Difference = PlrWeapon[i] - self.Armour[i]
      if Difference >= 0:
      Damage = Damage + Difference
      self.Health = self.Health - Damage
      if self.Health <= 0:
      self.Alive = False
      win.nametowidget('.health'.format(self.Name)).config(text=self.Health)

      Enemy1Name = Label(Root, text=Enemy1.Name, name='name'+Enemy1.Name)
      Enemy1Name.grid(row=0, column=0)
      Enemy1Health = Label(Root, text=Enemy1.Health, name='health'+Enemy1.Name)
      Enemy1Health.grid(row=0, column=1)

      Enemy2Name = Label(Root, text=Enemy2.Name, name='name'+Enemy2.Name)
      Enemy2Name.grid(row=1, column=0)
      Enemy2Health = Label(Root, text=Enemy2.Health, name='health'+Enemy2.Name)
      Enemy2Health.grid(row=1, column=1)


      The widgets are stored as a tree structure by tkinter, where your Tk() window is root represented by .. Then its children will be presented as .unique_widget1_id and children of widget1 like .unique_widget1_id.unique_widget2_id. By default, tkinter creates ids like .140343920750152 which can be seen through widget.__str__() method.



      But you can add user-defined names to widgets when creating them as shown in this solution(Please be sure that every widget have a unique name to avoid issues. If you create two widgets with same name then it will create only first widget and second one will be just a reference to the same widget). Then you can call nametowidget() method on any widget/window and provide relative/absolute path to get widget object(and perform operations on widget).



      Let me know if you have questions.



      PS: Widget name can not start from upper-case letter.






      share|improve this answer



























        0














        0










        0









        If I understood you correctly, you want to change the health label related to the Raider object passed to Shoot method.



        Here is a solution which can work, but I am not sure if this is a suggested way of going as you have to be very careful.



        def Shoot(self, win):
        Damage = 0
        for i in range(1,4):
        Difference = PlrWeapon[i] - self.Armour[i]
        if Difference >= 0:
        Damage = Damage + Difference
        self.Health = self.Health - Damage
        if self.Health <= 0:
        self.Alive = False
        win.nametowidget('.health'.format(self.Name)).config(text=self.Health)

        Enemy1Name = Label(Root, text=Enemy1.Name, name='name'+Enemy1.Name)
        Enemy1Name.grid(row=0, column=0)
        Enemy1Health = Label(Root, text=Enemy1.Health, name='health'+Enemy1.Name)
        Enemy1Health.grid(row=0, column=1)

        Enemy2Name = Label(Root, text=Enemy2.Name, name='name'+Enemy2.Name)
        Enemy2Name.grid(row=1, column=0)
        Enemy2Health = Label(Root, text=Enemy2.Health, name='health'+Enemy2.Name)
        Enemy2Health.grid(row=1, column=1)


        The widgets are stored as a tree structure by tkinter, where your Tk() window is root represented by .. Then its children will be presented as .unique_widget1_id and children of widget1 like .unique_widget1_id.unique_widget2_id. By default, tkinter creates ids like .140343920750152 which can be seen through widget.__str__() method.



        But you can add user-defined names to widgets when creating them as shown in this solution(Please be sure that every widget have a unique name to avoid issues. If you create two widgets with same name then it will create only first widget and second one will be just a reference to the same widget). Then you can call nametowidget() method on any widget/window and provide relative/absolute path to get widget object(and perform operations on widget).



        Let me know if you have questions.



        PS: Widget name can not start from upper-case letter.






        share|improve this answer













        If I understood you correctly, you want to change the health label related to the Raider object passed to Shoot method.



        Here is a solution which can work, but I am not sure if this is a suggested way of going as you have to be very careful.



        def Shoot(self, win):
        Damage = 0
        for i in range(1,4):
        Difference = PlrWeapon[i] - self.Armour[i]
        if Difference >= 0:
        Damage = Damage + Difference
        self.Health = self.Health - Damage
        if self.Health <= 0:
        self.Alive = False
        win.nametowidget('.health'.format(self.Name)).config(text=self.Health)

        Enemy1Name = Label(Root, text=Enemy1.Name, name='name'+Enemy1.Name)
        Enemy1Name.grid(row=0, column=0)
        Enemy1Health = Label(Root, text=Enemy1.Health, name='health'+Enemy1.Name)
        Enemy1Health.grid(row=0, column=1)

        Enemy2Name = Label(Root, text=Enemy2.Name, name='name'+Enemy2.Name)
        Enemy2Name.grid(row=1, column=0)
        Enemy2Health = Label(Root, text=Enemy2.Health, name='health'+Enemy2.Name)
        Enemy2Health.grid(row=1, column=1)


        The widgets are stored as a tree structure by tkinter, where your Tk() window is root represented by .. Then its children will be presented as .unique_widget1_id and children of widget1 like .unique_widget1_id.unique_widget2_id. By default, tkinter creates ids like .140343920750152 which can be seen through widget.__str__() method.



        But you can add user-defined names to widgets when creating them as shown in this solution(Please be sure that every widget have a unique name to avoid issues. If you create two widgets with same name then it will create only first widget and second one will be just a reference to the same widget). Then you can call nametowidget() method on any widget/window and provide relative/absolute path to get widget object(and perform operations on widget).



        Let me know if you have questions.



        PS: Widget name can not start from upper-case letter.







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        answered Mar 28 at 5:31









        KamalKamal

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