title: Python Tkinter bounce ball game restart
body: <p>I 've been reading from a book called "Python for kids" where it has step by step, how to create the bounce ball game.
  The final code looks like this:</p>
  
  <pre><code>from Tkinter import *
  import random
  
  tk = Tk()
  tk.title("Paddleball Game")
  tk.resizable(0,0) # tk window cannot be resized in x or y
  tk.wm_attributes("-topmost", 1)
  
  canvas = Canvas(tk, width=500, height=400, bd=0, highlightthickness=0) #no borders around the canvas
  canvas.pack()
  tk.update()
  
  
  class Ball:
      def __init__(self, canvas, paddle, color):
          self.canvas = canvas
          self.paddle = paddle
          self.id = canvas.create_oval(10, 10, 25, 25, fill = color)
          self.canvas.move(self.id, 245, 100)
  
          starts = [-3, -2, -1, 1, 2, 3]
          random.shuffle(starts)
          self.x = starts[0]
          self.y = -3
          self.canvas_height = self.canvas.winfo_height()
          self.canvas_width = self.canvas.winfo_width()
  
          self.hit_bottom = False
  
      def hit_paddle(self, pos):
          paddle_pos = self.canvas.coords(self.paddle.id)
          if pos[2] &gt;= paddle_pos[0] and pos[0] &lt;= paddle_pos[2]:
              if pos[3] &gt;= paddle_pos[1] and pos[3] &lt;= paddle_pos[3]:
                  return True
          return False
  
      def draw(self):
          if self.hit_bottom == False:
  
              self.canvas.move(self.id, self.x, self.y)
  
              pos = self.canvas.coords(self.id)
              if pos[1] &lt;= 0:
                  self.y = 3
              if pos[3] &gt;= self.canvas_height:
                  self.y = -3
  
              if pos[3] &gt;= self.canvas_height:
                  self.hit_bottom = True
  
              if self.hit_paddle(pos) == True:
                  self.y = -3
  
              if pos[0] &lt;= 0:
                  self.x = 3
              if pos[2] &gt;= self.canvas_width:
                  self.x = -3
  
              if ball.hit_bottom == False:
                  self.canvas.after(10, self.draw) # miliseconds, function
  
  class Paddle:
      def __init__(self, canvas, color):
          self.canvas = canvas
          self.id = canvas.create_rectangle(0, 0, 100, 10, fill=color)
          self.canvas.move(self.id, 200, 300)
  
          self.x = 0
  
          self.canvas_width = self.canvas.winfo_width()
  
          self.canvas.bind_all("&lt;KeyPress-Left&gt;", self.turn_left)
          self.canvas.bind_all("&lt;KeyPress-Right&gt;", self.turn_right)
  
  
  
      def draw(self):
          if ball.hit_bottom == False:
  
              self.canvas.move(self.id, self.x, 0)
  
              pos = self.canvas.coords(self.id)
              if pos[0] &lt;= 0:
                  self.x = 0
              if pos[2] &gt;= self.canvas_width:
                  self.x = 0
  
              self.canvas.after(10, self.draw)
  
      def turn_left(self, event):
          self.pos = self.canvas.coords(self.id)
  
          if self.pos[0] &gt;= 1:
              self.x = -3
  
      def turn_right(self, event):
          self.pos = self.canvas.coords(self.id)
  
          if self.pos[2] &lt;= self.canvas_width-1:
              self.x = 3
  
  paddle = Paddle(canvas, "blue")
  ball = Ball(canvas, paddle, "red")
  
  
  def start_game(event):
      ball.draw()
  
  canvas.bind_all("&lt;Button-1&gt;", start_game)
  paddle.draw()
  
  tk.mainloop()
  </code></pre>
  
  <p>Now after reading the book and understanding most parts, I tried to recreate the game alone and adding some extra stuff. <strong>1)</strong> Display game over when I lose, <strong>2)</strong> counting the score and displaying it, <strong>3)</strong> Delaying the start (by 1 sec), <strong>4)</strong> stopping both ball and paddle from moving after i lose.
  Moreover, I made it so that when I lose, <strong>5)</strong> if i click the window again game over text disappears, score goes to zero and paddle and ball start moving again. </p>
  
  <p><em>However, I want the ball to start from it's original place and not from the bottom and later, if possible, when i lose, display a button so that when I press it, the game restarts.</em></p>
  
  <p>My code is this:</p>
  
  <pre><code>from Tkinter import *
  import random
  import time
  
  root = Tk()
  root.title("Testing... testing...")
  root.resizable(0,0)
  root.wm_attributes("-topmost", -1)
  
  canvas = Canvas(root, width=500, height=400, bd=0,highlightthickness=0)
  canvas.pack()
  
  root.update()
  
  count = 0
  lost = False
  
  class Ball:
      def __init__(self, canvas, paddle, color):
          self.canvas = canvas
          self.paddle = paddle
          self.id = canvas.create_oval(0, 0, 15, 15, fill=color)
          self.canvas.move(self.id, 245, 200)
  
          starts_x = [-3, -2, -1, 1, 2, 3]
          random.shuffle(starts_x)
  
          self.x = starts_x[0]
          self.y = -3
  
          self.canvas_height = self.canvas.winfo_height()
          self.canvas_width = self.canvas.winfo_width()
  
  
      def draw(self):
          self.canvas.move(self.id, self.x, self.y)
  
          pos = self.canvas.coords(self.id)
  
          if pos[1] &lt;= 0:
              self.y = 3
          if pos[3] &gt;= self.canvas_height:
              self.y = -3
  
          if pos[0] &lt;= 0:
              self.x = 3
          if pos[2] &gt;= self.canvas_width:
              self.x = -3
  
          self.paddle_pos = self.canvas.coords(self.paddle.id)
  
  
          if pos[2] &gt;= self.paddle_pos[0] and pos[0] &lt;= self.paddle_pos[2]:
              if pos[3] &gt;= self.paddle_pos[1] and pos[3] &lt;= self.paddle_pos[3]:
                  self.y = -3
                  global count
                  count +=1
                  score()
  
  
          if pos[3] &lt;= self.canvas_height:
              self.canvas.after(10, self.draw)
          else:
              game_over()
              global lost
              lost = True
  
  
  class Paddle:
      def __init__(self, canvas, color):
          self.canvas = canvas
          self.id = canvas.create_rectangle(0, 0, 100, 10, fill=color)
          self.canvas.move(self.id, 200, 300)
  
          self.x = 0
  
          self.canvas_width = self.canvas.winfo_width()
  
          self.canvas.bind_all("&lt;KeyPress-Left&gt;", self.move_left)
          self.canvas.bind_all("&lt;KeyPress-Right&gt;", self.move_right)
  
      def draw(self):
          self.canvas.move(self.id, self.x, 0)
  
          self.pos = self.canvas.coords(self.id)
  
          if self.pos[0] &lt;= 0:
              self.x = 0
          if self.pos[2] &gt;= self.canvas_width:
              self.x = 0
          global lost
          if lost == False:
              self.canvas.after(10, self.draw)
  
      def move_left(self, event):
          if self.pos[0] &gt;= 0:
              self.x = -3
  
      def move_right(self, event):
          if self.pos[2] &lt;= self.canvas_width:
              self.x = 3
  
  
  def start_game(event):
      global lost, count
      lost = False
      count = 0
      score()
      canvas.itemconfig(game, text=" ")
  
      time.sleep(1)
      paddle.draw()
      ball.draw()
  
  
  def score():
      canvas.itemconfig(score_now, text="score: " + str(count))
  
  def game_over():
      canvas.itemconfig(game, text="Game over!")
  
  
  paddle = Paddle(canvas, "blue")
  ball = Ball(canvas, paddle, "red")
  
  
  score_now = canvas.create_text(430, 20, text="score: " + str(count), fill = "red", font=("Arial", 16))
  game = canvas.create_text(250, 150, text=" ", fill="red", font=("Arial", 20))
  
  
  canvas.bind_all("&lt;Button-1&gt;", start_game)
  
  root.mainloop()
  </code></pre>
  
  <p>Anyone could help me?
  Thanks.</p>
  
  <p>EDIT: I think I need a way to un-draw the ball after I lose and re-draw it where it was when the game started! But am not sure how to do this...</p>
  
  <p>I tried inserting <code>ball = Ball(canvas, paddle, "red")</code> inside the start_game function but this will draw a new ball and keep the old one on the bottom...</p>