Build Your Own Dice Simulator in Python: Roll the Dice with a Twist!

Dice Simulator in Python

Imagine this: it’s a cold night, and you’re all set to play Ludo with your family.

But every time you need to roll the dice, it means pulling your hands out of those warm pockets – not exactly tempting!

And if you play on your phone, your little sister has a way of sneaking in some creative moves.

So, here’s a perfect solution: a dice simulator in Python!

And it comes with a twist – landing on a six is just a bit trickier, adding some suspense to the game.

Now you can keep your hands toasty, let the dice roll and best of all… no more sneaky cheats!

Dice Simulator in Python

What you’ll build:

Build Your Own Dice Simulator in Python Roll the Dice with a Twist!

Step 1: Import Required Libraries

Start by importing the necessary libraries for this project.

from customtkinter import *
import random
from PIL import Image

Step 2: Create the Dice Class

This class will initialize the GUI window and set up the dice simulator app.

  1. Define the Dice class, inheriting from CTk to create a customtkinter window.
  2. Set the window title in the __init__ method.
class Dice(CTk):
    def __init__(self):
        super().__init__()
        self.title("Dice Simulator")

Step 3: Load Dice Images

  1. Use the CTkImage class to load six dice images.
  2. Each image represents a different face of the dice.
  3. Set the size argument to control the image display size in the GUI.
        # Load dice images
        self.dice1 = CTkImage(light_image=Image.open("images/dice1.png"), size=(300, 300))
        self.dice2 = CTkImage(light_image=Image.open("images/dice2.png"), size=(300, 300))
        self.dice3 = CTkImage(light_image=Image.open("images/dice3.png"), size=(300, 300))
        self.dice4 = CTkImage(light_image=Image.open("images/dice4.png"), size=(300, 300))
        self.dice5 = CTkImage(light_image=Image.open("images/dice5.png"), size=(300, 300))
        self.dice6 = CTkImage(light_image=Image.open("images/dice6.png"), size=(300, 300))

Step 4: Create an Image List

  • We want to make it harder to roll a 6, so we modify the image_list.
  • Add images for dice 1 to 5 twice, and only add dice 6 once, reducing the likelihood of rolling a 6.
        # image list to make rolling a 6 tougher
        self.image_list = [self.dice1, self.dice2, self.dice3, self.dice4, self.dice5,
                           self.dice1, self.dice2, self.dice3, self.dice4, self.dice5,
                           self.dice6]  # 6 appears only once

Step 5: Add an Information Label

  • Create a label at the top of the window to display instructions to the user.
  • Use grid to set the label’s position within the window.
        # Label for information
        label = CTkLabel(self, text="Press Enter or click the button")
        label.grid(row=0, padx=10, pady=10)

Step 6: Add a Button to Roll the Dice

  • Add a button that allows users to “roll” the dice by clicking it.
  • Connect the button to the roll method, which will display a random dice face.
        # Button to roll the dice
        btn = CTkButton(self, text="Roll The Dice", command=self.roll)
        btn.grid(row=2, padx=10, pady=10)

Step 7: Connect the Enter Key to the Button

  • Use the bind method to connect the Enter key to the button, so users can roll the dice by pressing Enter as well.
  • This is done by invoking the button’s action when the Enter key is pressed.
        # Connect button to the Enter key
        self.bind("<Return>", lambda event: btn.invoke())

Step 8: Define the roll Method

  • In the roll method, randomly choose an image from image_list using random.choice.
  • Create a label that displays the chosen dice image.
  • Use grid to position the image label within the window.
    def roll(self):
        # Choose a random die face with modified probabilities
        img = random.choice(self.image_list)
        # Display selected die face
        self.label = CTkLabel(self, text="", image=img)
        self.label.grid(row=1, padx=10, pady=10)

Step 9: Run the Application

Set up the Dice instance and call mainloop to display the window and start the app.

if __name__ == "__main__":
    app = Dice()
    app.mainloop()

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Ending Challenge

Group Challenge Mode: Transform your simulator into a multiplayer experience by setting up a “pass-the-dice” mode. Each player takes turns rolling to see who gets the six first, and the simulator keeps track of everyone’s attempts. It’s a family game night twist that’ll have everyone on edge!

Full Source Code

Once you’ve nailed the challenge, share your updated version here in the project’s repository GitHub! Let’s grow the project together and learn as a community.

The complete source code is in the GitHub link provided above.

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