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Using Turtle Module Exitonclick()

My code should close the turtle.screen after first part then start another screen and do the second part. but there it is not working as intend. import turtle ws = turtle.Screen()

Solution 1:

It seems that when turtle is imported it creates many objects and exitonclick() removes all of them - not only Screen(). exitonclick() was created to end program.

But you can use oscreenclick(function_name) to assign function to mouse click which will clear screen and draw next object. onscreenclick execute function with two arguments - position of click - so function has to receive this information.

import turtle

# --- functions ---

def second(x, y): 
    # clear screen
    tod.reset()

    tod.color("red", "green")
    tod.begin_fill()
    for i in range(6):
        tod.forward(50)
        tod.left(360 / 6)
        tod.end_fill()

    # run another function on click
    #turtle.onscreenclick(third)

    # end program on click 
    turtle.exitonclick()

# --- main ---

tod = turtle.Turtle()

tod.color("red", "green")
tod.begin_fill()
for i in range(3):
    tod.forward(50)
    tod.left(360 / 3)
    tod.end_fill()

# assign function to click on screen
turtle.onscreenclick(second)

# you need it to - it checks if you clicked (and does othere things)
turtle.mainloop()

EDIT: if you have to remove window and show again than you can use tod._screen._root to get access to main window which use tkinter, and you can hide/show it

tod._screen._root.iconify()   # hideinput("Press Enter: ")
tod._screen._root.deiconify() # show again

Working example:

#!/usr/bin/env python3

import turtle

# --- functions ---

def stop(callback):

    #tod._screen._root.attributes("-topmost", False)

    tod._screen._root.iconify()
    # upper Y in text means that it will be default answer if you press only Enter
    answer = input("Show more images? [Y/n]: ").strip().lower()
    if not answer: # empty string treat as `Y`
        answer = 'y'
    tod._screen._root.deiconify()

    # problem with moving window above other windows
    #tod._screen._root.lift()
    tod._screen._root.attributes("-topmost", True)
    #tod._screen._root.update()

    if answer == 'y':
        callback()
    else:
        #turtle.exitonclick()
        # or
        turtle.bye()

def first(x=0, y=0):
    tod.color("red", "green")
    tod.begin_fill()
    for i in range(3):
        tod.forward(50)
        tod.left(360 / 3)
        tod.end_fill()

    # assign function to click on screen
    turtle.onscreenclick(lambda x,y:stop(second))

def second(x=0, y=0):
    # clear screen
    tod.reset()

    tod.color("red", "green")
    tod.begin_fill()
    for i in range(6):
        tod.forward(50)
        tod.left(360 / 6)
        tod.end_fill()

    # assign function to click on screen
    turtle.onscreenclick(lambda x,y:stop(third))

def third(x=0, y=0):
    # clear screen
    tod.reset()

    tod.color("red", "green")
    tod.begin_fill()
    for i in range(12):
        tod.forward(50)
        tod.left(360 / 12)
        tod.end_fill()

    # end program on click
    turtle.exitonclick()

# --- main ---

tod = turtle.Turtle()

first()

# you need it to - it checks if you clicked (and does othere things)
turtle.mainloop()

But instead of input() you can use tkinter and its messageboxes

answer = tkinter.messagebox.askyesno('More?', "Show more images?")

Working example:

#!/usr/bin/env python3

import turtle
import tkinter.messagebox

# --- functions ---

def stop(callback):

    answer = tkinter.messagebox.askyesno('More?', "Show more images?")
    print('answer:', answer)

    if answer:
        callback()
    else:
        #turtle.exitonclick()
        # or
        turtle.bye()

def first(x=0, y=0):
    tod.color("red", "green")
    tod.begin_fill()
    for i in range(3):
        tod.forward(50)
        tod.left(360 / 3)
        tod.end_fill()

    # assign function to click on screen
    turtle.onscreenclick(lambda x,y:stop(second))

def second(x=0, y=0):
    # clear screen
    tod.reset()

    tod.color("red", "green")
    tod.begin_fill()
    for i in range(6):
        tod.forward(50)
        tod.left(360 / 6)
        tod.end_fill()

    # assign function to click on screen
    turtle.onscreenclick(lambda x,y:stop(third))

def third(x=0, y=0):
    # clear screen
    tod.reset()

    tod.color("red", "green")
    tod.begin_fill()
    for i in range(12):
        tod.forward(50)
        tod.left(360 / 12)
        tod.end_fill()

    # end program on click
    turtle.exitonclick()

# --- main ---

tod = turtle.Turtle()

first()

# you need it to - it checks if you clicked (and does othere things)
turtle.mainloop()

EDIT: I checked source code of turtle and it seems that you can set

turtle.TurtleScreen._RUNNING = True

to run turtle again after exitonclick()

Try this code with and without turtle.TurtleScreen._RUNNING = True

import turtle

turtle.goto(0,50)
turtle.exitonclick()

turtle.TurtleScreen._RUNNING = True

turtle.goto(50,150)
turtle.exitonclick()

turtle.TurtleScreen._RUNNING = True

But maybe with more complex code it will not work because exitonclick() does other things - oryginal function which is executed by exitonclick()

def_destroy(self):
    root = self._root
    if root is _Screen._root:
        Turtle._pen = None
        Turtle._screen = None
        _Screen._root = None
        _Screen._canvas = None
    TurtleScreen._RUNNING = False
    root.destroy()

Solution 2:

I have just added one line to your code so that the turtle class gets reimported and in the next initialization the class variable turtle.TurtleScreen._RUNNING will be set to true.

Working Code:

import importlib
import turtle

ws = turtle.Screen()
tod_1 = turtle.Turtle()
tod_1.color("red", "green")
tod_1.begin_fill()
for i inrange(3):
    tod_1.forward(50)
    tod_1.left(360 / 3)
tod_1.end_fill()
ws.exitonclick()

importlib.reload(turtle)
input("go'press any thing' ")

ws = turtle.Screen()
tod_2 = turtle.Turtle()
tod_2.color("red", "green")
tod_2.begin_fill()
for i inrange(6):
    tod_2.forward(50)
    tod_2.left(360 / 6)
tod_2.end_fill()
ws.exitonclick()

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