Python新手开发Bounce游戏时关闭窗口触发tkinter.TclError错误求助
解决Tkinter游戏关闭窗口时的
_tkinter.TclError问题 我明白你遇到的问题了——这是因为你用的while True循环和Tkinter的事件循环冲突导致的。当你关闭窗口时,Tkinter已经销毁了画布(.!canvas)等组件,但你的while循环还在继续执行,试图调用已经不存在的画布的move方法,所以触发了这个错误。而且你之前尝试加.mainloop()没生效,是因为你的while循环会一直阻塞代码执行,根本轮不到.mainloop()运行。
下面是具体的解决方案,核心是用Tkinter原生的after()方法替代while循环,这是Tkinter中实现动画的正确方式:
步骤说明
- 移除阻塞式的
while循环和time.sleep:这两个会打断Tkinter的事件循环,导致窗口无法正常处理关闭等事件。 - 创建游戏循环函数:用
after()方法定时调用这个函数,实现动画更新,同时不阻塞事件循环。 - 启动Tkinter的事件循环:最后调用
window.mainloop()让窗口正常响应所有事件。
修改后的完整代码
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") # 定义游戏循环函数 def game_loop(): ball.draw() paddle.draw() window.update_idletasks() window.update() # 每隔1毫秒调用一次game_loop,相当于原来的time.sleep(0.001) window.after(1, game_loop) # 启动游戏循环并运行Tkinter事件循环 game_loop() window.mainloop()
为什么这样能解决问题?
after()方法会告诉Tkinter在指定时间后调用目标函数,同时不会阻塞事件循环,窗口可以正常处理关闭、键盘输入等事件。- 当你关闭窗口时,Tkinter会正常销毁所有组件,并且停止
after()的递归调用,不会出现试图操作已销毁组件的情况。
内容的提问来源于stack exchange,提问作者Mahmoud Youssry
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