def erase_block():
    """
    Erases the block placed by stamp_block().
    """
    ## HINT
    global STAMP_ID
    t.clearstamp(STAMP_ID)
def erase_rectangle():
    """
    Erases big_rectangle.
    """
    global STAMP_IDs
    for stamp in STAMP_IDs:
        t.clearstamp(stamp)
Beispiel #3
0
def initalizeShape():
    # Shape preferences:
    gui.shape("circle")
    gui.shapesize(1, 1)
    gui.color("black")

    # Create a temporary stamp to assign proceding stamps the shape of a circle:
    tStamp = gui.stamp()
    gui.clearstamp(tStamp)
def flashing_block():
    global STAMP_ID
    global BLOCK_POS
    
    t.clearstamp(STAMP_ID)
    nx,ny = BLOCK_POS
    t.setpos(nx,ny)
    STAMP_ID = t.stamp()
    
    t.ontimer(flashing_block,100)
Beispiel #5
0
def drawPlayerAt(col, row, Player, stampID):
	turtle.clearstamp(stampID)
	if Player == "A":
		jumpto(OX + col*BOX_X+5, OY + row*BOX_Y + BOX_Y - 5)
		turtle.color("red")
		return turtle.stamp()
	else:
		jumpto(OX + col*BOX_X+BOX_X-5, OY + row*BOX_Y + BOX_Y - 5)
		turtle.color("blue")
		return turtle.stamp()
Beispiel #6
0
def botmove(y, x):
    global A, B
    X = (x - A) / ABS(x - A)
    Y = (y - B) / ABS(y - B)
    if ((X, Y) != (0, 0)):
        tr.shape('bot' + d1[(X, Y)] + '.gif')
        tr.st()
        global u
        tr.clearstamp(u)
    tr.setpos(-315 + a + x * r, -225 + b + (6 - y) * r)

    A = x
    B = y
Beispiel #7
0
def draw_player():
    global player_stamp, score

    font.clear()
    font.ht()
    font.setpos(-70, 220)
    font.color("white")
    font.write("Score: " + str(score), font=("Terminal", 16, "normal"))
    
    turtle.clearstamp(player_stamp)
    turtle.setpos(player_pos)
    turtle.shape('square')
    turtle.color('red')
    player_stamp = turtle.stamp()
Beispiel #8
0
def reset():
    global tracks, track_stamps, player_pos, player_stamp, score, game_over

    turtle.clearstamp(player_stamp)
    clear_track()
    
    game_over = False
    score = 0
    player_pos = [0, 0]
    player_stamp = -1
    tracks = []
    track_stamps = []    
    for i in range(21):    
        tracks.append({'position': [0, 200 - i * 20], 'width': 150})
def left_block():
    '''
    Makes a block move to the left, 
    until it disappears off the screen
    '''
    global STAMP_ID
    global BLOCK_POS
    
    t.clearstamp(STAMP_ID)
    BLOCK_POS = (BLOCK_POS[0] - 10,BLOCK_POS[1])
    nx,ny = BLOCK_POS
    t.setpos(nx,ny)
    STAMP_ID = t.stamp()
    
    t.ontimer(left_block,100)
Beispiel #10
0
def main():
    turtle.bgcolor("black")
    turtle.color("white")
    steps = 0

    while True:
        print(
            "1. Move forward\n2. Move back\n3. Move right\n4. Move left\n5. Set position\n6. Make circle\
			\n7. Make stamp\n8. Delete stamp\n9. Get current positon\n10. Clear\n11. Exit"
        )

        ch = input("Enter your choice ")

        if ch == 1:
            steps = input("Enter steps to go forward ")
            turtle.forward(steps)
        elif ch == 2:
            steps = input("Enter steps to go back ")
            turtle.backward(steps)
        elif ch == 3:
            angle = input("Enter angle to turn right ")
            turtle.right(steps)
        elif ch == 4:
            angle = input("Enter angle to turn left ")
            turtle.left(steps)
        elif ch == 5:
            x, y = input("Enter co-ordinates(x,y) to move the turtle to ")
            turtle.goto(x, y)
        elif ch == 6:
            radius = input("Enter radius for circle ")
            turtle.circle(radius)
        elif ch == 7:
            s_id = turtle.stamp()
            print s_id
        elif ch == 8:
            s_id = input("Enter the stamp id to delete ")
            turtle.clearstamp(s_id)
        elif ch == 9:
            x, y = turtle.pos()
            print(x, y)
        elif ch == 10:
            turtle.clear()
        elif ch == 11:
            break
        else:
            print("Invalid choice")
Beispiel #11
0
def draw_player():
    global player_stamp, score

    font.clear()
    font.ht()
    font.setpos(-70, -300)
    font.color("Red")
    font.write("Score: " + str(score), font=("Terminal", 16, "normal"))
    font.setpos(-70, -320)
    font.write("Level: " + str(int(math.log10(score) * int(difficulty))),
               font=("Terminal", 16, "normal"))

    turtle.clearstamp(player_stamp)
    turtle.setpos(player_pos)
    turtle.shape('square')
    turtle.color('yellow')
    player_stamp = turtle.stamp()
def main():
  
  windows = turtle.Screen()
  windows.bgcolor('orange')
  bran = turtle.Turtle()
  bran.shape('turtle')
  bran.color('blue')
  astamp = turtle.stamp()
  turtle.fd(50)
  bran.speed(1)
  bran.circle(120,720)
 
  for i in range(1,10):
    bran.forward(100)
    bran.right(90)
    bran.forward(150)
    bran.right(90)
    bran.forward(150)
    bran.right(90)
    turtle.clearstamp(astamp)
def controlled_block(DIRECTION):
    '''
    Moves a block directly left, right, up,
    or down from where it was before,
    depending on DIRECTION
    '''
    global STAMP_ID
    global BLOCK_POS

    t.clearstamp(STAMP_ID)
    
    if DIRECTION == 0: #move up    
        BLOCK_POS = (BLOCK_POS[0],BLOCK_POS[1]+20)
    elif DIRECTION == 1: #move down
        BLOCK_POS = (BLOCK_POS[0],BLOCK_POS[1]-20)
    elif DIRECTION == 2: #move left
        BLOCK_POS = (BLOCK_POS[0] - 20,BLOCK_POS[1])
    elif DIRECTION == 3: #move right
        BLOCK_POS = (BLOCK_POS[0]+20,BLOCK_POS[1])

    nx,ny = BLOCK_POS
    t.setpos(nx,ny)
    STAMP_ID = t.stamp()
Beispiel #14
0
def clear_track():
    global track_stamps
    for track in track_stamps:
        turtle.clearstamp(track)
    track_stamps = []
Beispiel #15
0
    m.extend(i)
q1 = ((len(m) - 1) * 21) / 15
q2 = (turn(m) * 21) / 15
print(q1 + q2, 'seconds')
print(q1 * 15, 'cms')
tr.tracer(1, 25)

k = 0
u = None
for i in masterRoute:
    for j in i:

        botmove(j[0], j[1])
        v = j
    if (k % 2 == 0):
        tr.clearstamp(stamps[v])
        e = v

    elif (k % 2 == 1):
        u = tr.stamp()
        tr.ht()
        tr.color('brown', 'brown')
        tr.shape('square')
        tr.shapesize(1.7, 1.7, 1.7)
        goto(p4[e][0], p4[e][1])
        tr.stamp()
        goto(v[0], v[1])
        #tr.clearstamp(u)

    k += 1
Beispiel #16
0
steps = 5
turtle.circle(radius, extent, steps)

# Draws a circular dat with a specified diameter using a specified color
# If the size is not given, the maximum of pensize+4 and 2*pensize is used (pensize default is 1)
# The diameter has to be greater than or equal to 1
# The color can be a string or a numeric color tuple
turtle.dot(10, "green")

# Stamps a copy of the turtle's shape onto the picutre/canvas as the turtle's current position
# It returns a stamp ID for that specific stamp, which can be used to delete it
turtle.stamp()

# Deletes a specified stamp using it's attributed stamp ID
stampID = 5
turtle.clearstamp(stampID)

# Deletes all turtle stamps
# If there is no parameter (a number), then it deletes all stamps
# If there is a positive parameter, it deletes the first 'n' stamps
# If there is a negative parameter, it deltes the last 'n' stamps
turtle.clearstamps()

# Undoes the the turtle's last action
turtle.undo()

# Set's the turtle's speed between 0 and 10
# If the speed is 0, then there is no drawing animation
# If the inputed speed is greater than 10 or less than .5, then speed is set to 0
# If there is no inputed speed, then it returns the current speed value
# You can also use speed strings: fastest = 0, fast = 10, normal = 6, slow = 3, slowest = 1
Beispiel #17
0
import turtle

window = turtle.Screen()
window.bgcolor("red")

def draw_helena():
    turtle.color("blue")
    astamp = turtle.stamp()
    turtle.fd(50)
    turtle.position()
(200.00,-0.00)
    turtle.clearstamp(astamp)
    turtle.position()
(200.00,-0.00)
       
    
    for i in range(1,38):
        for i in range(1,5):
            turtle.forward(100)
            turtle.right(90)
        for i in range(1,2):
            turtle.right(10)
        
    window.exitonclick()    
     
draw_helena()
Beispiel #18
0
def handle_click(x, y):  # handle the click functions
    global tree
    global bird_clone
    if(x >= -10.0 and x<= 10.0 and y >= 360.0 and y<= 386.0):  # check whether tree radio button clicked
        print('inside tree click')
        turtle.clearstamp(bird_clone[0])  # delete the top left corner bird
        tree = True
        turtle.stamp()
        turtle.shape('arrow')
        turtle.penup()
        turtle.home()
        turtle.pendown()
        draw_circle(0, 370, 10, 0, 'green')  # draw radio button
        draw_circle(100, 370, 10, 0, 'white')  # draw radio button

    if (x >= 90.0 and x <= 110.0 and y >= 360.0 and y <= 386.0):  # check whether bird radio button clicked
        print('inside bird click')
        draw_circle(0, 370, 10, 0, 'white')  # draw radio button
        draw_circle(100, 370, 10, 0, 'green')  # draw radio button
        turtle.penup()
        pos_x = -340
        pos_y = 370
        turtle.setpos(pos_x, pos_y)
        turtle.pendown()
        tree = False
        turtle.register_shape('bird', ((-22, -39), (-20, -7), (-7, 3), (-11, 7), (-12, 9), (-11, 10), (-9, 10), (-3, 7),
                                       (10, 24), (30, 16), (13, 18), (4, 0), (14, -6), (6, -13), (0, -4), (-14, -13),
                                       (-22, -39)))  # Register a new turtle shape
        turtle.shape('bird')
        turtle.fillcolor("brown")
        bird_clone = []
        astamp = turtle.stamp()
        turtle.penup()
        pos_x = -600
        pos_y = 600
        turtle.setpos(pos_x, pos_y)
        turtle.pendown()
        bird_clone.append(astamp)

    if tree is True:
        if (x >= -340.0 and y <= 349.0 and y >= -349.0 and x <= 360.0):  # check the clicke position is within the valid boundry
            triangle_one = y + 25
            triangle_overlap_one = triangle_one + (50 * 60 / 100.0)
            triangle_overlap_two = triangle_overlap_one + (50 * 60 / 100.0)

            draw_triangle(x, triangle_one, 100, 50, 'green', 'green')  # draw first triangle
            draw_triangle(x, triangle_overlap_one, 100, 50, 'green', 'green')  # draw second triangle
            draw_triangle(x, triangle_overlap_two, 100, 50, 'green', 'green')  # draw third triangle

            rectangle_one = y - 40
            draw_rectangle(x, rectangle_one, 15, 80, 'brown', 'brown')  # draw rectangle
    else :
        if (x >= -340.0 and y <= 349.0 and y >= -349.0 and x <= 360.0):  # check the clicke position is within the valid boundry
            if (x >= 90.0 and x <= 110.0 and y >= 360.0 and y <= 386.0):  # check whether tree radio button clicked
                print('do nothing')
            else:
                astamp  = turtle.stamp()
                bird_clone.append(astamp)
                turtle.penup()
                pos_x = x
                pos_y = y
                turtle.setpos(pos_x, pos_y)
                turtle.pendown()
                tree = False

    print('detected a click at', x, y)
Beispiel #19
0
#Draw the pyramid of nodes
draw_pyramid(pyramid_example)

#Set the cursor position to the first node, 1, which is at 0,0
turtle.setpos(0, 0)
current_pos = turtle.stamp()

#Continue rolling the die and traversing the pyramid until all
#nodes in the pyramid have been visited.
while pyramid_example.visited_nodes < EXAMPLE_NODES:
    #Draw a dot at the current node, and set the yellow to red intensity color
    #at this node based on how many dots it has
    set_dot_intensity(pyramid_example)

    #Remove the old cursor
    turtle.clearstamp(current_pos)
    #Set the color of the stamp
    turtle.color(CURRENT_NODE_COLOR)
    #Update the cursor to the new node
    current_pos = turtle.stamp()

    #Roll the die and traverse the pyramid; in the rollDice() method,
    #the total number of dots and total number of moves are incremented
    #regardless if the move results in a new Node, SO the last move
    #before the game ends is recorded.
    pyramid_example.rollDice(output_file)

#Remove the old cursor
turtle.clearstamp(current_pos)

#Draw the dot to the last node
Beispiel #20
0
def playGame():
    # Frame variable initialization:
    rollList = []
    inputList = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]

    # Parent for-loop runs the total amount of frames in a bowling game:
    for frame in range(10):
        # Subframe initalization:
        gui.clear()
        drawGame(frame)
        frameReference = stampReference(frame)

        # Variable reset:
        toppledStamps = 0
        pinIterator = 0

        # User-input call:
        userInput = userInputCall(toppledStamps)

        # Child for-loop (sub-frames) runs a total of 1-2 rolls per frame
        # depending on the roller's score:
        for subFrame in range(2):
            # Special Condition for index 0:
            if frame == 0:
                # Strike Condition -- Bypass subframe 1:
                if int(userInput) == 10 and subFrame == 0:
                    toppledPins = int(userInput)
                    while toppledStamps < toppledPins:
                        r.shuffle(frameReference)
                        gui.clearstamp(frameReference[0])
                        del (frameReference[0])
                        time.sleep(0.1)
                        toppledStamps += 1
                    frameResult = "Strike"
                    drawResult(frameResult)

                    rollList.append(10)
                    rollList.append(0)
                    print("Roll List as of frame ", frame + 1, ": ", rollList)
                # Non-Strike Condition - SubFrame 0:
                elif int(userInput) < 10 and subFrame == 0:
                    if int(userInput) >= 0 and int(userInput) <= 10:
                        toppledPins = userInput
                    while toppledStamps < toppledPins:
                        r.shuffle(frameReference)
                        gui.clearstamp(frameReference[0])
                        del (frameReference[0])
                        time.sleep(0.1)
                        toppledStamps += 1
                    rollList.append(toppledPins)
                    print("Roll List as of frame ", frame + 1, ": ", rollList)
                    # Get User Input for SubFrame 1:
                    toppledPins += userInputCall(toppledStamps)
                    rollList.append(toppledPins - toppledStamps)
                    # SubFrame 2:
                    while toppledStamps < toppledPins:
                        r.shuffle(frameReference)
                        gui.clearstamp(frameReference[0])
                        del (frameReference[0])
                        time.sleep(0.1)
                        toppledStamps += 1
                    print("Roll List as of frame ", frame + 1, ": ", rollList)
                    # Draw Frame Result:
                    if toppledPins == 10:
                        frameResult = "Spare"
                        drawResult(frameResult)
                    else:
                        frameResult = "Open Frame"
                        drawResult(frameResult)
                time.sleep(0.5)
            elif frame > 0 and frame < 9:
                if int(userInput) == 10 and subFrame == 0:
                    toppledPins = int(userInput)
                    while toppledStamps < toppledPins:
                        r.shuffle(frameReference)
                        gui.clearstamp(frameReference[0])
                        del (frameReference[0])
                        time.sleep(0.1)
                        toppledStamps += 1
                    frameResult = "Strike"
                    drawResult(frameResult)

                    rollList.append(10)
                    rollList.append(0)
                    print("Roll List as of frame ", frame + 1, ": ", rollList)
                elif frame != 0 and int(userInput) != 10 and subFrame == 0:
                    if int(userInput) >= 0 and int(userInput) <= 10:
                        toppledPins = userInput
                    while toppledStamps < toppledPins:
                        r.shuffle(frameReference)
                        gui.clearstamp(frameReference[0])
                        del (frameReference[0])
                        time.sleep(0.1)
                        toppledStamps += 1
                    rollList.append(toppledPins)
                    print("Roll List as of frame ", frame + 1, ": ", rollList)

                    toppledPins += userInputCall(toppledStamps)
                    rollList.append(toppledPins - toppledStamps)

                    while toppledStamps < toppledPins:
                        r.shuffle(frameReference)
                        gui.clearstamp(frameReference[0])
                        del (frameReference[0])
                        time.sleep(0.1)
                        toppledStamps += 1
                    print("Roll List as of frame ", frame + 1, ": ", rollList)

                    if toppledPins == 10:
                        frameResult = "Spare"
                        drawResult(frameResult)
                    else:
                        frameResult = "Open Frame"
                        drawResult(frameResult)
                time.sleep(0.5)
            elif frame == 9:
                if int(userInput) == 10 and subFrame == 0:
                    toppledPins = int(userInput)
                    while toppledStamps < toppledPins:
                        r.shuffle(frameReference)
                        gui.clearstamp(frameReference[0])
                        del (frameReference[0])
                        time.sleep(0.1)
                        toppledStamps += 1
                    frameResult = "Strike"
                    drawResult(frameResult)

                    rollList.append(10)
                    rollList.append(0)
                    print("Roll List as of frame ", frame + 1, ": ", rollList)
                    time.sleep(0.5)
                elif frame != 0 and int(userInput) != 10 and subFrame == 0:
                    if int(userInput) >= 0 and int(userInput) <= 10:
                        toppledPins = userInput
                    while toppledStamps < toppledPins:
                        r.shuffle(frameReference)
                        gui.clearstamp(frameReference[0])
                        del (frameReference[0])
                        time.sleep(0.1)
                        toppledStamps += 1
                    rollList.append(toppledPins)
                    print("Roll List as of frame ", frame + 1, ": ", rollList)

                    toppledPins += userInputCall(toppledStamps)
                    rollList.append(toppledPins - toppledStamps)

                    while toppledStamps < toppledPins:
                        r.shuffle(frameReference)
                        gui.clearstamp(frameReference[0])
                        del (frameReference[0])
                        time.sleep(0.1)
                        toppledStamps += 1
                    if toppledPins == 10:
                        frameResult = "Spare"
                        drawResult(frameResult)
                    else:
                        frameResult = "Open Frame"
                        drawResult(frameResult)
                    time.sleep(0.5)
                    print("Roll List as of frame ", frame + 1, ": ", rollList)
                if rollList[18] + rollList[19] == 10 and len(rollList) < 21:
                    gui.clear()
                    drawGame(frame)
                    frameReference = stampReference(frame + 1)
                    toppledStamps = 0
                    pinIterator = 0
                    rollList.append("")
                    toppledPins = userInputCall(toppledStamps)
                    while toppledStamps < toppledPins:
                        r.shuffle(frameReference)
                        gui.clearstamp(frameReference[0])
                        del (frameReference[0])
                        time.sleep(0.1)
                        toppledStamps += 1
                    rollList[-1] = toppledStamps
                    if toppledPins == 10:
                        frameResult = "Strike"
                        drawResult(frameResult)
                    else:
                        frameResult = "Open Frame"
                        drawResult(frameResult)
                    print("Roll List as of frame ", frame + 1, ": ", rollList)
                time.sleep(0.5)

    userFinalScore = finalScore(rollList)

    gui.goto(230, 150)
    gui.write("Final Score: ",
              move=False,
              align="center",
              font=("Arial", 36, "normal"))
    gui.goto(320, 150)
    gui.write(userFinalScore,
              move=False,
              align="center",
              font=("Arial", 36, "normal"))

    gui.exitonclick()
Beispiel #21
0
 def deleteCue(self):
     turtle.clearstamp(self.stampId)
     self.stampId = ""
Beispiel #22
0
 def deleteBall(self):
     turtle.clearstamp(self.stampId)
Beispiel #23
0
                for i in tree1:
                    l.append(i)
                l=sorted(l)
                for i in l:
                    print(i,'->',tree1[i],end='  ')
                print('')
                #print(tree1)
                '''
                    
                #break   

            
            
            
            try:
                tr.clearstamp(clr[current])
                # print("*",len(opened),opened)
            except KeyError:
                pass
            
            


            #print("neighbours",current,"-",neighbours(current))
            #time.sleep(1)
            for neighbour in neighbours(current):
                if neighbour not in closed:
                
                    temp_g = g[current] + 1
                    
                    l_temp=path(current)
Beispiel #24
0
turtle.fd(100)
turtle.right(-90)
turtle.color('black')

turtle.speed(1)
turtle.color('blue')
b = turtle.stamp()
turtle.fd(100)
turtle.right(90)
turtle.color('red')
r = turtle.stamp()
turtle.fd(100)
turtle.right(90)
turtle.color('green')
g = turtle.stamp()
turtle.fd(100)
turtle.right(90)
turtle.color('yellow')
y = turtle.stamp()
turtle.fd(100)
turtle.right(90)
turtle.color('black')

turtle.clearstamp(y)
turtle.clearstamp(g)
turtle.clearstamp(r)
turtle.clearstamp(b)

turtle.undo()
turtle.exitonclick()
turtle.right(-90)
turtle.color('black')


turtle.speed(1)
turtle.color('blue')
b=turtle.stamp()
turtle.fd(100)
turtle.right(90)
turtle.color('red')
r=turtle.stamp()
turtle.fd(100)
turtle.right(90)
turtle.color('green')
g=turtle.stamp()
turtle.fd(100)
turtle.right(90)
turtle.color('yellow')
y=turtle.stamp()
turtle.fd(100)
turtle.right(90)
turtle.color('black')

turtle.clearstamp(y)
turtle.clearstamp(g)
turtle.clearstamp(r)
turtle.clearstamp(b)

turtle.undo()
turtle.exitonclick()
Beispiel #26
0
	def erase(self):
		'''
		Removes the object's image on screen.
		'''
		turtle.clearstamp(self.id)
		self.id = None
Beispiel #27
0
	def erase(self):
		'''
		Removes the object's image on screen.
		'''
		turtle.clearstamp(self.id)
		self.id = None
Beispiel #28
0
import turtle

turtle = turtle.Turtle()

# turtle. clearstamp(stampid)
# stampid – an integer, must be return value of previous stamp() call
# Delete stamp with given stampid.

turtle.position()
#gives the position of the turtle

turtle.color("blue")

#storing the stamp id in stamp
stamp = turtle.stamp()

turtle.fd(50)
turtle.position()  #gives the position of the turtle

turtle.clearstamp(stamp)  # Delete stamp with given stampid.

turtle.position()  #gives the position of the turtle