It is caused by close button on top-right corner of window, the only way you have to stop script. After you click close button, window destried, so no widget, like canvas, exist.
You can set a flag to identify if while loop should stop and exit in handler of window close button event.
window.protocol("WM_DELETE_WINDOW", handler)
Here, you can exit script any time by click close button of window.
from tkinter import *
import random
import time
# Creating the window:
window = Tk()
window.title("Bounce")
window.geometry('600x600')
window.resizable(False, False)
# Creating the canvas containing the game:
canvas = Canvas(window, width = 450, height = 450, bg = "black")
canvas.pack(padx = 50, pady= 50)
score = canvas.create_text(10, 20, fill = "white")
window.update()
# Creating the ball:
class Ball:
def __init__(self, canvas1, paddle1, color):
self.canvas = canvas1
self.paddle = paddle1
self.id = canvas1.create_oval(10, 10, 25, 25, fill = color) # The starting point of the ball
self.canvas.move(self.id, 190, 160)
starting_direction = [-3, -2, -1, 0, 1, 2, 3]
random.shuffle(starting_direction)
self.x = starting_direction[0]
self.y = -3
self.canvas_height = self.canvas.winfo_height()
self.canvas_width = self.canvas.winfo_width()
# Detecting the collision between the ball and the paddle:
def hit_paddle(self, ballcoords):
paddle_pos = self.canvas.coords(self.paddle.id)
if ballcoords[0] <= paddle_pos[2] and ballcoords[2] >= paddle_pos[0]:
if paddle_pos[3] >= ballcoords[3] >= paddle_pos[1]:
return True
return False
# Detecting the collision between the the ball and the canvas sides:
def draw(self):
self.canvas.move(self.id, self.x, self.y)
ballcoords = self.canvas.coords(self.id)
if ballcoords[1] <= 0:
self.y = 3
if ballcoords[3] >= self.canvas_height:
self.y = 0
self.x = 0
self.canvas.create_text(225, 150, text = "Game Over!", font = ("Arial", 16), fill = "white")
if ballcoords[0] <= 0:
self.x = 3
if ballcoords[2] >= self.canvas_width:
self.x = -3
if self.hit_paddle(ballcoords):
self.y = -3
class Paddle:
def __init__(self, canvas1, color):
self.canvas1 = canvas
self.id = canvas.create_rectangle(0, 0, 100, 10, fill = color)
self.canvas1.move(self.id, 180, 350)
self.x = 0
self.y = 0
self.canvas1_width = canvas1.winfo_width()
self.canvas1.bind_all("<Left>", self.left)
self.canvas1.bind_all("<Right>", self.right)
def draw(self):
self.canvas1.move(self.id, self.x, 0)
paddlecoords = self.canvas1.coords(self.id)
if paddlecoords[0] <= 0:
self.x = 0
if paddlecoords[2] >= self.canvas1_width:
self.x = 0
def right(self, event):
self.x = 3
def left(self, event):
self.x = -3
paddle = Paddle(canvas, color = "white")
ball = Ball(canvas, paddle, color = "red")
# New code after here
def handler():
global run
run = False
window.protocol("WM_DELETE_WINDOW", handler)
run = True
while run:
# New code before here
ball.draw()
paddle.draw()
window.update_idletasks()
window.update()
time.sleep(0.01)
window.destroy() # should always destroy window before exit