Python - Move Two Turtle Objects At Once - python

I would like to create a program where one turtle object moves to where a user clicks their mouse, and a different turtle object moves at the same time. I have the first part, but I can't seem to get the rest to work.
Any help would be appreciated.
This is my code. (Credit for the first part of this goes to #Cygwinnian)
from turtle import *
turtle = Turtle()
screen = Screen()
screen.onscreenclick(turtle.goto)
turtle.getscreen()._root.mainloop()
turtle2 = Turtle()
while True:
turtle2.back(100)
turtle2.forward(200)
turtle2.back(100)

I am by no means an expert at Python's turtle module, but here's some code that I think does what you want. The second turtle will be moving back and forth any time the first turtle is not:
from turtle import *
screen = Screen() # create the screen
turtle = Turtle() # create the first turtle
screen.onscreenclick(turtle.goto) # set up the callback for moving the first turtle
turtle2 = Turtle() # create the second turtle
def move_second(): # the function to move the second turtle
turtle2.back(100)
turtle2.forward(200)
turtle2.back(100)
screen.ontimer(move_second) # which sets itself up to be called again
screen.ontimer(move_second) # set up the initial call to the callback
screen.mainloop() # start everything running
This code creates a function that moves the second turtle repeatedly back and forth from its starting position. It uses the ontimer method of the screen to schedule itself over and over. A slightly more clever version might check a variable to see if it is supposed to quit, but I didn't bother.
This does make both turtles move, but they don't actually move at the same time. Only one can be moving at any given moment. I'm not sure if there is any way of fixing that, other than perhaps splitting up the moves into smaller pieces (e.g. have the turtles alternate moving one pixel at a time). If you want fancier graphics you probably need to move on from the turtle module!

Related

Python Turtle centre turtle on screen

I want to move the turtle in random directions while keeping the turtle at the center of the screen. How can I do this?
While True:
turtle.setheading(random.randint(0,360))
turtle.forward(10)
I want the camera screen to follow the turtle whereever its going.
You can do this by manipulating the scroll position using methods of the underlying tkinter window structure. Here's a turtle example that moves a ball but keeps it centered in the window.
What do you mean by "center of the screen"? Your code is turning your turtle by 0 to 360 and then move 10 forward. If you dont want to move the turtle remove the turtle.forward(10).
To move your turtle back to the start you could add turtle.home().
While True:
turtle.setheading(random.randint(0,360))
turtle.forward(10)
turtle.home()

Why is there a second Turtle?

I am learning turtle graphics in python and for some reason there is a second turtle on the screen and I haven't even created a second turtle. How can I get rid of the second turtle?
import turtle
s = turtle.getscreen()
t = turtle.Turtle()
for i in range(4):
t.fd(100)
t.rt(90)
turtle.exitonclick()
The second turtle at the starting location appears because of the line s = turtle.getscreen().
This line is not needed (you do not use s), and if you remove it this turtle disappears but the rest of the code seems to work as before.
The turtle library exposes two interfaces, a functional one (for beginners) and an object-oriented one. You got that extra turtle because you mixed the two interfaces (and #mkrieger1's solution doesn't fix that completely).
I always recommend an import like:
from turtle import Screen, Turtle
screen = Screen()
turtle = Turtle()
for _ in range(4):
turtle.forward(100)
turtle.right(90)
screen.exitonclick()
This gives you access to the object-oriented interface and blocks the functional one. Mixing the two leads to all sorts of bugs and artifacts.
To combine the answer from mkrieger1 and cdlane, you could replace
s = turtle.getscreen()
with
s = turtle.Screen()
You've still got a variable holding the screen (in case you should ever need it), and it doesn't generate that extra turtle in the center.

Turtle from image won't draw over another turtle's stamp

This code sets up a background of stamps placed by one turtle. Another turtle, (whose shape is from an imported image file) moves around over the background. But the second turtle is not visible whenever it is positioned over a stamp placed by the first turtle. If I make the moving turtle one of the standard shapes, eg circle, then it stays visible. So there's something odd about using an imported image for the turtle, which causes it to disappear whenever it's on top of one of the stamps.
#!/usr/bin/python3
from turtle import *
from time import sleep
scr = Screen()
scr.register_shape('player.gif')
mover = Turtle()
bgnd = Turtle()
bgnd.color('blue')
mover.shape('player.gif')
bgnd.shape('square')
for i in range(5):
bgnd.goto(i*20,0)
bgnd.stamp()
for i in range(5):
mover.goto((8-i)*20,0)
sleep(1)
The accompanying image is the one I've referred to as player.gif (I can see it at the bottom of the post, but it's very small).
Can anyone help explain why this is and how to get around it?
I'm not sure if this is a bug or subtlety, but stamps aren't pixels on the screen like dot() -- the stamp() function returns an ID that allows selectively removing them. My guess is it's a layering issue with the underlying tkinter. In turtle, if you have a layering issue, sometimes it helps to do things in a different order:
from turtle import Screen, Turtle
from time import sleep
background = Turtle()
background.hideturtle()
background.color('blue')
background.shape('square')
for i in range(5):
background.goto(i * 20, 0)
background.stamp()
screen = Screen()
screen.register_shape('player.gif')
mover = Turtle()
mover.shape('player.gif')
for i in range(5):
mover.goto((8 - i) * 20, 0)
sleep(1)
screen.exitonclick()
In the long run, time.sleep() isn't a friend of event-based turtle. It's fine for examples like this but anything more and it will cause more problems than it solves. Look into the ontimer() method of the screen.

Python Turtle Graphics - Bring A Turtle To The Front

I have two turtles in my program. An animation happened where they collide together, but I would like one turtle to be on top of the other like this:
So, my question is - how can I make this happen - is there a simple line of code such as: turtle.front(), if not what is it?
I discuss this briefly in my response to Make one turtle object always above another where the rule of thumb for this simple situation is:
last to arrive is on top
Since Python turtle doesn't optimize away zero motion, a simple approach is to move the turtle you want on top by a zero amount:
import turtle
def tofront(t):
t.forward(0)
gold = turtle.Turtle("square")
gold.turtlesize(5)
gold.color("gold")
gold.setx(-10)
blue = turtle.Turtle("square")
blue.turtlesize(5)
blue.color("blue")
blue.setx(10)
turtle.onscreenclick(lambda x, y: tofront(gold))
turtle.done()
The blue turtle overlaps the gold one. Click anywhere and the situation will be reversed.
Although #Bally's solution works, my issue with it is that it creates a new turtle everytime you adjust the layering. And these turtles don't go away. Watch turtle.turtles() grow. Even my solution leaves footprints in the turtle undo buffer but I have to believe it consumes less resources.
Just add this to turtle.py file
def tofront(self, tobring):
newfront = tobring.clone()
tobring.ht()
return newfront
works correct,
so method - sould return you new clone of turtle, on the top of all other turtles.
parameter tobring - it's your current turtle (the one you want to bring to front)
you can use this def in your program or put it into turtle.py file
if so, don't forget to add it to list of commands, - _tg_turtle_functions
_tg_turtle_functions = ['back', 'backward', 'begin_fill', 'begin_poly', 'bk',
'circle', 'clear', 'clearstamp', 'clearstamps', 'clone', 'tofront', 'color',
I did it after clone command
Hope this will help you

How to make a turtle object look at where the mouse has clicked

I want to write a turtle program where the turtle goes to wherever you click. So far I have this:
from turtle import *
screen = Screen()
turtle = Turtle()
screen.onscreenclick(turtle.goto)
But the problem is the turtle object just stays facing in the same direction. I want to somehow make it look towards where it's going. How can I achieve this?
This will do what you describe:
import turtle
screen = turtle.Screen()
turtle = turtle.Turtle()
def turtle_headto(x, y):
turtle.left(turtle.towards(x, y) - turtle.heading())
turtle.goto(x, y)
screen.onscreenclick(turtle_headto)
screen.mainloop()
But the motion of the arrow/turtle isn't always optimal, i.e. sometimes it spins the long way 'round, but that's something for you to optimize (e.g. when to call left() and when to call right())

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