I am attempting to draw some images using Python Turtle and the screen sizing/canvas sizing is eluding me.
Here is what I have to create the current image:
import turtle
import math
from PIL import Image
import os
t = turtle.Turtle()
Image.MAX_IMAGE_PIXELS = None
screen = turtle.Screen()
fileName = "test"
seedString = fileName
turtle.setup(int(15000),int(15000),int(7500),int(7500))
turtle.screensize(int(15000), int(15000))
turtle.hideturtle()
screen.tracer(False)
t.pen(pensize=2, pencolor='black')
print(screen.screensize())
print(t.pos())
t.color('black')
t.begin_fill()
t.goto(7500,0)
t.right(90)
t.forward(7500)
t.right(90)
t.forward(15000)
t.right(90)
t.forward(15000)
t.right(90)
t.forward(15000)
t.right(90)
t.forward(7500)
t.end_fill()
print(t.pos())
t.goto(0,0)
t.pen(pencolor='white', pensize=5)
t.circle(4000, 360)
print(t.pos())
print(screen.screensize())
canvas = screen.getcanvas()
canvas.postscript(file=fileName, height=15000, width=15000)
img = Image.open(fileName)
img.save(seedString+'.jpg')
img.close()
os.system('move \"'+fileName+'\" somefilelocation')
os.system('move \"'+seedString+'.jpg\" somefilelocation')
Based on my understanding this script should set the Screen size to 15,000 by 15,000 pixels and move the origin to the center at (7,500,7,500) using turtle.setup(). I'm not sure if this is the canvas or just the window that we see the turtle move around in. But I also included the turtle.screensize() function to set it to 15000 x 15000. Perhaps this is redundant as it sizes the same thing, but the documentation is sort of vague regarding it.
At the end I save a PS file with the same size of 15000 x 15000 pixels but this image is what is created:
The border was added by me to make the actual size of the image more viewable.
What I'm struggling to understand is a few things. One if the setup() and screensize() function is actually just changing the window size itself then how do I change the size of the actual canvas the drawing is created on. Second I start by manually drawing a rectangle that is filled black by the goto() and right() combination of functions above. But the image itself (the one in this post is scaled for the sake of size) is saved as 11251 x 11251. This does not only make no sense to me as I am setting the saved PS file to 15000 x 15000 but even if the original image was 11251 x 11251 after saving then why is my rectangle, which should be 15000 x 15000 based on how I scripted it, much much smaller than that. Also the origin does not appear anywhere near the center of either the black rectangle or the overall canvas/image that is saved.
Lastly I cannot understand why the circle() function is only producing a half circle despite me explicitly setting the extent argument to 360. I left it at 0 which is defaulted to a full circle and it produced the same semi circle.
I've tried only including setup or screensize, using absolute values like 1.0 vs pixel values and nothing seems to get me what I want. Which is a 15000 x 15000 pixel image with a circle drawn from the origin, being the center of the canvas at (7500,7500). I know that wouldn't be the center of the circle itself as it starts on an edge and creates a circle from that point to a point above or below it (radius,0) away. But that's not how my script is currently working.
It is clear that there is a fundamental understanding that I am not grasping. Any assistance would be much appreciated as I'd love to learn more about this library and better understand the canvas/coordinate system to more accurately create images.
Thank you!
You've a couple of flaws in your logic. First, you call tracer(False) but never call screen.update() when you finish drawing, which is why your circle is incomplete.
Second, although turtle crawls atop tkinter, it uses a different default coordinate system than Canvas. So we need to adjust for that in our Canvas.postscript() method invocation:
from turtle import Turtle, Screen
WIDTH, HEIGHT = 15_000, 15_000
fileName = "test"
screen = Screen()
screen.setup(WIDTH, HEIGHT)
screen.tracer(False)
turtle = Turtle()
turtle.hideturtle()
turtle.pensize(5)
turtle.penup()
turtle.goto(-WIDTH/2, -HEIGHT/2)
turtle.begin_fill()
for _ in range(2):
turtle.forward(WIDTH)
turtle.left(90)
turtle.forward(HEIGHT)
turtle.left(90)
turtle.end_fill()
turtle.goto(0, -HEIGHT/4)
turtle.pencolor('white')
turtle.pendown()
turtle.circle(HEIGHT/4)
screen.update()
canvas = screen.getcanvas()
canvas.postscript(file=fileName + ".eps", width=WIDTH, height=HEIGHT, x=-WIDTH/2, y=-HEIGHT/2)
You'll note that the image width/height (not fully shown above) is 200 inches, which is the inch equivalent of 15_000 points (using 75 points per inch instead of 72.)
I leave the final step of conversion to JPG to you.
Is it possible for a turtle to detect whether it is touching a specific colour, or not, without using a grid system (i.e. allocating each cell a colour.) I am trying to create a pixelated world that a creature will navigate, and interact with, depending on what sort of tile it is touching, which will be determined based on the tile's colour.
The best you could try to replicate this Scratch project in Python would be a grid based system using the python framework, pygame.
This would mean you need to code the background, user, interface, commands, collisions. A bigger feat to do all by your own hands.
My files indicate that this would be a good video series to get started:
Setup: https://youtu.be/VO8rTszcW4s
Creating The Game: https://youtu.be/3UxnelT9aCo
I hope your endeavor is fruitful!
We can force turtle to do this by dropping down to the tkinter level. Although we think of things that the turtle draws as dead ink (as opposed to shaped turtles or stamps), they are in fact live ink from tkinter's point of view -- which is why we can clear an individual turtle's drawings and call undo(). Here's a fragile example that does this:
from turtle import Screen, Turtle
from random import random
WIDTH, HEIGHT = 800, 800
DIAMETER = 200
def chameleon(x, y):
turtle.ondrag(None)
overlapping = canvas.find_overlapping(x, -y, x, -y) # adjust to tkinter coordinates
if overlapping:
color = canvas.itemcget(overlapping[0], "fill")
if color:
turtle.fillcolor(color)
turtle.goto(x, y)
turtle.ondrag(chameleon)
screen = Screen()
screen.setup(WIDTH, HEIGHT)
canvas = screen.getcanvas()
turtle = Turtle()
turtle.hideturtle()
turtle.speed('fastest')
turtle.penup()
for x in range(-WIDTH//2, WIDTH//2, DIAMETER):
for y in range(-HEIGHT//2, HEIGHT//2, DIAMETER):
turtle.goto(x + DIAMETER/2, y + DIAMETER/2)
color = random(), random(), random()
turtle.dot(DIAMETER - 1, color)
turtle.home()
turtle.shape('turtle')
turtle.shapesize(2)
turtle.showturtle()
turtle.ondrag(chameleon)
screen.mainloop()
As you drag the turtle around the screen, it will pick up color from things drawn on the screen. This isn't a clear turtle that you're seeing through, it's reading the ink, which you can confirm for yourself as you move over the background. This code may be turtle implementation specific.
I'm not sure how well this will scale up (or more likely scale down towards pixel size objects) but should give you an idea what's possible if you're willing to embrace turtle's tkinter underpinnings, or simply use tkinter itself.
python how can i make the shapes?
This is what I did
import turtle,random,sys
turtle.title("SHOT")
turtle.setup (width=800, height=600)
turtle.bgcolor("light green")
turtle.screensize(10, 400)
class boxes:
box_A = turtle.getturtle()
box_B = turtle.getturtle()
box_A.hideturtle()
box_B.hideturtle()
box_A.setposition(-300,0)
box_A.setposition(300,0)
box_A.showturtle()
box_B.showturtle()
And my computer draw line... I don't want line...
so I want to erase the line and
I want to make a rectangle boxes(two)
I tried to make rectangle with
box_A.shape("rectangle")
Definitely, it wasn't working;;;
guys plz help me
You can create a custom shape by using coordinates. First, do the normal statements.
import turtle
t = turtle.Turtle()
s = turtle.Screen() # The Screen is VERY important for this project!
Ok! Now to change t's shape, we have to enter a set of coordinates. Here are a few presets you can use I made:
Pointer: ((15,0),(0,25),(-15,0),(0,3))
Noel Star: ((0,20),(-5,5),(-20,0),(-5,-5),(0,-20),(5,-5),(20,0),(5,5))
X: ((15,15),(-15,-15),(0,0),(15,-15),(-15,15),(0,0))
Cross: ((-7.5,-15),(7.5,-15),(7.5,-7.5),(15,-7.5),(15,7.5),(7.5,7.5),(7.5,15),(-7.5,15),(-7.5,7.5),(-15,7.5),(-15,-7.5),(-7.5,-7.5))
Right Triangle: ((20,0),(0,-20),(0,0))
Arrow: ((-15,7.5),(-10,0),(-15,-7.5),(5,-7.5),(15,0),(5,7.5))
Parallelogram: ((-30,20),(-40,-20),(30,-20),(40,20))
Rhombus: ((0,-20),(-10,0),(0,20),(10,0))
Trapezoid: ((-20,20),(20,20),(30,0),(-30,0))
Pentagon: ((-5,10),(-10,0),(-5,-10),(5,-10),(10,0),(5,10))
Hexagon: ((-10,20),(-20,0),(-10,-20),(10,-20),(20,0),(10,20))
Octagon: ((-10,20),(10,20),(20,10),(20,-10),(10,-20),(-10,-20),(-20,-10),(-20,10))
The rectangle's coordinates are: ((-20,10),(20,10),(20,-10),(-20,-10)). To register this as a custom shape, use the register_shape() function. The first argument is what you will name the shape; 'rectangle', in this case. The second argument is the coordinates, so save them as a variable.
rectCors = ((-20,10),(20,10),(20,-10),(-20,-10));
s.register_shape('rectangle',rectCors);
Ok. Now just tell the turtle that its shape is a rectangle.
t.shape('rectangle');
Done! In total, thats:
import turtle
t = turtle.Turtle();
s = turtle.Screen();
rectCors = ((-20,10),(20,10),(20,-10),(-20,-10));
s.register_shape('rectangle',rectCors);
t.shape('rectangle');
Note:
There is no way to change the shape from horizontal to vertical, if you were wondering, except t.setheading(90) or t.setheading(-90).
just do
object.shape("square")
object.shapesize(X, Y)
this will make a rectangle based on it's pixels
or do this
object.shape("square")
object.shapesize(stretch_wid=5, stretch_len=1)
this will produce a rectangle based on a ratio of 5:1, each unit is a square
Draw four lines:
box_A.setposition(-300,0)
box_A.setposition(-300,200)
box_A.setposition(0,200)
box_A.setposition(0,0)
I think this is what you're trying too do
import turtle
wn = turtle.Screen()
wn.tracer()
bird = turtle.Turtle()
bird.shape("square")
You have to do square, rect isn't a shape in turtle
bird.shapesize(stretch_wid=5, stretch_len=10)
Then just stretch it too a rectangle by making the width longer than height
bird.color("green")
bird.setpos(0, 0)
bird.penup()
Penup is for if you're moving it, it won't draw a line behind it
bird.speed(0)
The speed just makes the animation instant if you do that
wn.exitonclick()
Hope this helped
So far I have this and it makes two circles but one is off-screen. I want to center it and have them separate from each other. Right now it does two loops but I want it to do one small circle then go on to make a larger one around the first in the middle of the screen. Both need to be diff. colors.
def sun_and_earth():
import turtle #allows me to use the turtles library
turtle.Turtle()
turtle.Screen() #creates turtle screen
turtle.window_height()
turtle.window_width()
turtle.bgcolor('grey') #makes background color
turtle.color("red", "green")
turtle.circle(2, 360) #draws a (size, radius) circle
turtle.circle(218, 360)
turtle.exitonclick() #exits out of turtle window on click of window
I think you may have some misunderstanding with regard to some of the functions in the turtle library. Firstly, turtle.window_height() and turtle.window_width() return the height and width of the window, so (as these values are not being assigned) those two lines do nothing. Similarly, turtle.Screen() returns an object, so again that line does nothing.
In order to centre your circles, you need to change where the turtle starts by using the turtle.setpos() function. This will change the x and y coordinates of where your turtle is. If you start the turtle one radius down, this will effectively centre the circle at (0, 0), because the center of the circle is (from the documentation) one radius to the left.
Remember to take your pen off the page when you are moving so that you don't draw lines between the two points by accident, and to put the pen back down again when you want to draw again.
Try this code:
import turtle
turtle.Turtle()
turtle.bgcolor('grey')
# decide what your small circle will look like
smallColour = "red"
smallRadius = 5
# draw the small circle
turtle.color(smallColour)
turtle.penup()
turtle.setpos(0, -smallRadius)
turtle.pendown()
turtle.circle(smallRadius)
# decide what your large circle will look like
largeColour = "white"
largeRadius = 100
# draw the large circle
turtle.color(largeColour)
turtle.penup()
print(turtle.pos())
turtle.setpos(0, -largeRadius)
print(turtle.pos())
turtle.pendown()
turtle.circle(largeRadius)
turtle.penup()
turtle.setpos(0, 0)
I hope this helps, but I think that you have a few misunderstandings about the use of the turtle, it might be a good idea to look at a tutorial or maybe take a look at the documentation
Best of luck