改变龟的外观
Change appearance of turtle
我正在 python 3.2.2 turtle 中编程。当我敲击时,我可以让乌龟跟随我的光标,但现在我无法改变乌龟的外观。在我的代码中你会看到一个坦克,我想把坦克的图像作为我的乌龟。
这是我的代码:
#importing modules
from turtle import Turtle
from turtle import *
#Setting up variables
unVar1 = 25
unVar2 = 100
unVar3 = 90
unVar4 = 150
unVar5 = -30
unVar6 = 75
unVar7 = 50
screen = Screen() # create the screen
#first part in making the turtle move
turtle = Turtle()
t = Turtle() # create the first turtle
t2 = Turtle() # create the second turtle
screen.onscreenclick(turtle.goto) # set up the callback for moving the first turtle
#defining shapes and objects
def drawSquare(t , xPrime, yPrime, sideLength):
t.up()
t.hideturtle()
t.goto(xPrime, yPrime)
t.setheading(270)
t.down()
for count in range(4):
t.forward(sideLength)
t.left(90)
t.end_fill()
def drawRectangle(t, x2, y2, sideLength1, sideLength2):
t.up()
t.hideturtle()
t.goto(x2, y2)
t.setheading(270)
t.down()
for count in range(2):
t.forward(sideLength1)
t.left(90)
t.forward(sideLength2)
t.left(90)
t.end_fill()
def drawTank():
t.pencolor("black")
t.fillcolor("gray")
t.begin_fill()
tire1 = drawRectangle(t, int("10"), unVar1, unVar6, int("30")) #Tire
t.begin_fill()
tire2 = drawRectangle(t, int("110"), unVar1, unVar6, int("30")) #Tire
t.begin_fill()
tire3 = drawRectangle(t, int("110"), unVar2, unVar6, int("30")) #Tire
t.begin_fill()
tire4 = drawRectangle(t, int("10"), unVar2, unVar6, int("30")) #Tire
t.pencolor("gray")
t.fillcolor("black")
t.begin_fill()
bodyTank = drawRectangle(t, int("20"), unVar3, int("130"), int("110"))
t.begin_fill()
gunTank = drawRectangle(t, int("65"), unVar4, int("100"), int("20")) #Gun
t.begin_fill()
exhaustTank = drawRectangle(t, int("50"), unVar5, int("20"), int("10"))
t.fillcolor("red")
t.begin_fill()
turretTank = drawSquare(t, int("50"), unVar7, int("50")) #Turret
t.end_fill()
drawTank()
screen.mainloop() # start everything running
由于坦克是您使用乌龟创建的形状,您始终可以简单地截取坦克的屏幕截图,然后使用乌龟模块的 register_shape
和 [=18= 将该屏幕截图设置为乌龟的形状] 功能如下:
turtle.register_shape("INSERT PATH OF SCREENSHOT HERE")
t.shape("INSERT PATH OF SCREENSHOT HERE")
然而,如果你想做一些更难的事情,你可以使用上面显示的 turtle.register_shape()
方法,但是你不必提供一些图像的路径,而是必须提供一个名称,然后是一些坐标来创建形状。简而言之,语法为:
turtle.register_shape(name, (coordinates))
t.shape(name)
但是,鉴于您的坦克已经很复杂,这样做会非常乏味,所以我建议继续使用上述方法,您只需截取坦克的屏幕截图并将该屏幕截图用作乌龟.
此外,我发现您的代码存在一些问题:
如下:
from turtle import Turtle
from turtle import *
您正在导入 turtle 模块两次。没有那个必要! from turtle import *
已经导入了 Turtle()
函数,所以不需要第一个导入命令。因此,将导入命令更改为:
from turtle import *
# The rest of your code...
当用户在屏幕上单击以前往某个地方时,您的乌龟会在其所到之处创建一条线。有一种方法可以避免这种情况。但是,我不知道你是否想要这个,但如果你想要并决定保留它,它确实会导致很多行转到他们不应该去的地方并且最终可能会占用大量内存直到你的程序崩溃了。所以我确实建议采取这一步,但你是否这样做取决于你。但是,如果您决定采取这一步,那么首先,在 t2 = Turtle()
之后定义以下函数:
def Go(x, y):
# Turn the animation completely off
screen.tracer(0, 0)
# Pick the pen up so no lines are created as the turtle moves
turtle.penup()
# Go to the clicked position on the canvas
turtle.goto(x, y)
# Put the pen back down
turtle.pendown()
# Turn animation back on
screen.tracer(1, 1)
然后更改:
screen.onscreenclick(turtle.goto)
收件人:
screen.onscreenclick(Go)
就是这样!我希望这有帮助! :)
您可以使用您拥有的代码创建一个坦克游标,您只需要重新排列它。绘图函数需要创建多边形而不是直接绘制到屏幕上。以下将创建您的坦克光标并在屏幕上稍微移动它。请参阅 tankCursor()
上关于如何使用固定多边形的评论——您不必制作位图图像来执行此操作:
import turtle
unVar1 = 25
unVar2 = 100
unVar3 = 90
unVar4 = 150
unVar5 = -30
unVar6 = 75
unVar7 = 50
def polySquare(t, x, y, length):
t.goto(x, y)
t.setheading(270)
t.begin_poly()
for count in range(4):
t.forward(length)
t.left(90)
t.end_poly()
return t.get_poly()
def polyRectangle(t, x, y, length1, length2):
t.goto(x, y)
t.setheading(270)
t.begin_poly()
for count in range(2):
t.forward(length1)
t.left(90)
t.forward(length2)
t.left(90)
t.end_poly()
return t.get_poly()
def tankCursor():
"""
Create the tank cursor. An alternate solution is to toss the temporary turtle
and use the commented out polygon assignments instead of the poly* function calls
"""
temporary = turtle.Turtle()
screen = turtle.getscreen()
delay = screen.delay()
screen.delay(0)
temporary.hideturtle()
temporary.penup()
tank = turtle.Shape("compound")
# tire1 = ((10, unVar1), (10, unVar1 - unVar6), (10 + 30, unVar1 - unVar6), (10 + 30, unVar1))
tire1 = polyRectangle(temporary, 10, unVar1, unVar6, 30) # Tire #1
tank.addcomponent(tire1, "gray", "black")
# tire2 = ((110, unVar1), (110, unVar1 - unVar6), (110 + 30, unVar1 - unVar6), (110 + 30, unVar1))
tire2 = polyRectangle(temporary, 110, unVar1, unVar6, 30) # Tire #2
tank.addcomponent(tire2, "gray", "black")
# tire3 = ((110, unVar2), (110, unVar2 - unVar6), (110 + 30, unVar2 - unVar6), (110 + 30, unVar2))
tire3 = polyRectangle(temporary, 110, unVar2, unVar6, 30) # Tire #3
tank.addcomponent(tire3, "gray", "black")
# tire4 = ((10, unVar2), (10, unVar2 - unVar6), (10 + 30, unVar2 - unVar6), (10 + 30, unVar2))
tire4 = polyRectangle(temporary, 10, unVar2, unVar6, 30) # Tire #4
tank.addcomponent(tire4, "gray", "black")
# bodyTank = ((20, unVar3), (20, unVar3 - 130), (20 + 110, unVar3 - 130), (20 + 110, unVar3))
bodyTank = polyRectangle(temporary, 20, unVar3, 130, 110)
tank.addcomponent(bodyTank, "black", "gray")
# gunTank = ((65, unVar4), (65, unVar4 - 100), (65 + 20, unVar4 - 100), (65 + 20, unVar4))
gunTank = polyRectangle(temporary, 65, unVar4, 100, 20) # Gun
tank.addcomponent(gunTank, "black", "gray")
# exhaustTank = ((50, unVar5), (50, unVar5 - 20), (50 + 10, unVar5 - 20), (50 + 10, unVar5))
exhaustTank = polyRectangle(temporary, 50, unVar5, 20, 10)
tank.addcomponent(exhaustTank, "black", "gray")
# turretTank = ((50, unVar7), (50, unVar7 - 50), (50 + 50, unVar7 - 50), (50 + 50, unVar7))
turretTank = polySquare(temporary, 50, unVar7, 50) # Turret
tank.addcomponent(turretTank, "red", "gray")
turtle.addshape("tank", shape=tank)
del temporary
screen.delay(delay)
tankCursor() # creates and registers the "tank" cursor shape
turtle.shape("tank")
turtle.up() # get rid of the ink
# show our tank in motion
turtle.setheading(90)
turtle.forward(100)
turtle.left(90)
turtle.forward(100)
turtle.left(45)
turtle.forward(100)
turtle.done()
我正在 python 3.2.2 turtle 中编程。当我敲击时,我可以让乌龟跟随我的光标,但现在我无法改变乌龟的外观。在我的代码中你会看到一个坦克,我想把坦克的图像作为我的乌龟。
这是我的代码:
#importing modules
from turtle import Turtle
from turtle import *
#Setting up variables
unVar1 = 25
unVar2 = 100
unVar3 = 90
unVar4 = 150
unVar5 = -30
unVar6 = 75
unVar7 = 50
screen = Screen() # create the screen
#first part in making the turtle move
turtle = Turtle()
t = Turtle() # create the first turtle
t2 = Turtle() # create the second turtle
screen.onscreenclick(turtle.goto) # set up the callback for moving the first turtle
#defining shapes and objects
def drawSquare(t , xPrime, yPrime, sideLength):
t.up()
t.hideturtle()
t.goto(xPrime, yPrime)
t.setheading(270)
t.down()
for count in range(4):
t.forward(sideLength)
t.left(90)
t.end_fill()
def drawRectangle(t, x2, y2, sideLength1, sideLength2):
t.up()
t.hideturtle()
t.goto(x2, y2)
t.setheading(270)
t.down()
for count in range(2):
t.forward(sideLength1)
t.left(90)
t.forward(sideLength2)
t.left(90)
t.end_fill()
def drawTank():
t.pencolor("black")
t.fillcolor("gray")
t.begin_fill()
tire1 = drawRectangle(t, int("10"), unVar1, unVar6, int("30")) #Tire
t.begin_fill()
tire2 = drawRectangle(t, int("110"), unVar1, unVar6, int("30")) #Tire
t.begin_fill()
tire3 = drawRectangle(t, int("110"), unVar2, unVar6, int("30")) #Tire
t.begin_fill()
tire4 = drawRectangle(t, int("10"), unVar2, unVar6, int("30")) #Tire
t.pencolor("gray")
t.fillcolor("black")
t.begin_fill()
bodyTank = drawRectangle(t, int("20"), unVar3, int("130"), int("110"))
t.begin_fill()
gunTank = drawRectangle(t, int("65"), unVar4, int("100"), int("20")) #Gun
t.begin_fill()
exhaustTank = drawRectangle(t, int("50"), unVar5, int("20"), int("10"))
t.fillcolor("red")
t.begin_fill()
turretTank = drawSquare(t, int("50"), unVar7, int("50")) #Turret
t.end_fill()
drawTank()
screen.mainloop() # start everything running
由于坦克是您使用乌龟创建的形状,您始终可以简单地截取坦克的屏幕截图,然后使用乌龟模块的 register_shape
和 [=18= 将该屏幕截图设置为乌龟的形状] 功能如下:
turtle.register_shape("INSERT PATH OF SCREENSHOT HERE")
t.shape("INSERT PATH OF SCREENSHOT HERE")
然而,如果你想做一些更难的事情,你可以使用上面显示的 turtle.register_shape()
方法,但是你不必提供一些图像的路径,而是必须提供一个名称,然后是一些坐标来创建形状。简而言之,语法为:
turtle.register_shape(name, (coordinates))
t.shape(name)
但是,鉴于您的坦克已经很复杂,这样做会非常乏味,所以我建议继续使用上述方法,您只需截取坦克的屏幕截图并将该屏幕截图用作乌龟.
此外,我发现您的代码存在一些问题:
如下:
from turtle import Turtle from turtle import *
您正在导入 turtle 模块两次。没有那个必要!
from turtle import *
已经导入了Turtle()
函数,所以不需要第一个导入命令。因此,将导入命令更改为:from turtle import * # The rest of your code...
当用户在屏幕上单击以前往某个地方时,您的乌龟会在其所到之处创建一条线。有一种方法可以避免这种情况。但是,我不知道你是否想要这个,但如果你想要并决定保留它,它确实会导致很多行转到他们不应该去的地方并且最终可能会占用大量内存直到你的程序崩溃了。所以我确实建议采取这一步,但你是否这样做取决于你。但是,如果您决定采取这一步,那么首先,在
t2 = Turtle()
之后定义以下函数:def Go(x, y): # Turn the animation completely off screen.tracer(0, 0) # Pick the pen up so no lines are created as the turtle moves turtle.penup() # Go to the clicked position on the canvas turtle.goto(x, y) # Put the pen back down turtle.pendown() # Turn animation back on screen.tracer(1, 1)
然后更改:
screen.onscreenclick(turtle.goto)
收件人:
screen.onscreenclick(Go)
就是这样!我希望这有帮助! :)
您可以使用您拥有的代码创建一个坦克游标,您只需要重新排列它。绘图函数需要创建多边形而不是直接绘制到屏幕上。以下将创建您的坦克光标并在屏幕上稍微移动它。请参阅 tankCursor()
上关于如何使用固定多边形的评论——您不必制作位图图像来执行此操作:
import turtle
unVar1 = 25
unVar2 = 100
unVar3 = 90
unVar4 = 150
unVar5 = -30
unVar6 = 75
unVar7 = 50
def polySquare(t, x, y, length):
t.goto(x, y)
t.setheading(270)
t.begin_poly()
for count in range(4):
t.forward(length)
t.left(90)
t.end_poly()
return t.get_poly()
def polyRectangle(t, x, y, length1, length2):
t.goto(x, y)
t.setheading(270)
t.begin_poly()
for count in range(2):
t.forward(length1)
t.left(90)
t.forward(length2)
t.left(90)
t.end_poly()
return t.get_poly()
def tankCursor():
"""
Create the tank cursor. An alternate solution is to toss the temporary turtle
and use the commented out polygon assignments instead of the poly* function calls
"""
temporary = turtle.Turtle()
screen = turtle.getscreen()
delay = screen.delay()
screen.delay(0)
temporary.hideturtle()
temporary.penup()
tank = turtle.Shape("compound")
# tire1 = ((10, unVar1), (10, unVar1 - unVar6), (10 + 30, unVar1 - unVar6), (10 + 30, unVar1))
tire1 = polyRectangle(temporary, 10, unVar1, unVar6, 30) # Tire #1
tank.addcomponent(tire1, "gray", "black")
# tire2 = ((110, unVar1), (110, unVar1 - unVar6), (110 + 30, unVar1 - unVar6), (110 + 30, unVar1))
tire2 = polyRectangle(temporary, 110, unVar1, unVar6, 30) # Tire #2
tank.addcomponent(tire2, "gray", "black")
# tire3 = ((110, unVar2), (110, unVar2 - unVar6), (110 + 30, unVar2 - unVar6), (110 + 30, unVar2))
tire3 = polyRectangle(temporary, 110, unVar2, unVar6, 30) # Tire #3
tank.addcomponent(tire3, "gray", "black")
# tire4 = ((10, unVar2), (10, unVar2 - unVar6), (10 + 30, unVar2 - unVar6), (10 + 30, unVar2))
tire4 = polyRectangle(temporary, 10, unVar2, unVar6, 30) # Tire #4
tank.addcomponent(tire4, "gray", "black")
# bodyTank = ((20, unVar3), (20, unVar3 - 130), (20 + 110, unVar3 - 130), (20 + 110, unVar3))
bodyTank = polyRectangle(temporary, 20, unVar3, 130, 110)
tank.addcomponent(bodyTank, "black", "gray")
# gunTank = ((65, unVar4), (65, unVar4 - 100), (65 + 20, unVar4 - 100), (65 + 20, unVar4))
gunTank = polyRectangle(temporary, 65, unVar4, 100, 20) # Gun
tank.addcomponent(gunTank, "black", "gray")
# exhaustTank = ((50, unVar5), (50, unVar5 - 20), (50 + 10, unVar5 - 20), (50 + 10, unVar5))
exhaustTank = polyRectangle(temporary, 50, unVar5, 20, 10)
tank.addcomponent(exhaustTank, "black", "gray")
# turretTank = ((50, unVar7), (50, unVar7 - 50), (50 + 50, unVar7 - 50), (50 + 50, unVar7))
turretTank = polySquare(temporary, 50, unVar7, 50) # Turret
tank.addcomponent(turretTank, "red", "gray")
turtle.addshape("tank", shape=tank)
del temporary
screen.delay(delay)
tankCursor() # creates and registers the "tank" cursor shape
turtle.shape("tank")
turtle.up() # get rid of the ink
# show our tank in motion
turtle.setheading(90)
turtle.forward(100)
turtle.left(90)
turtle.forward(100)
turtle.left(45)
turtle.forward(100)
turtle.done()