Как закрасить фигуру в питоне
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Как закрасить фигуру в питоне

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turtle — Turtle graphics¶

Turtle graphics is an implementation of the popular geometric drawing tools introduced in Logo, developed by Wally Feurzeig, Seymour Papert and Cynthia Solomon in 1967.

Turtle can draw intricate shapes using programs that repeat simple moves.

../_images/turtle-star.png

In Python, turtle graphics provides a representation of a physical “turtle” (a little robot with a pen) that draws on a sheet of paper on the floor.

It’s an effective and well-proven way for learners to encounter programming concepts and interaction with software, as it provides instant, visible feedback. It also provides convenient access to graphical output in general.

Turtle drawing was originally created as an educational tool, to be used by teachers in the classroom. For the programmer who needs to produce some graphical output it can be a way to do that without the overhead of introducing more complex or external libraries into their work.

Tutorial¶

New users should start here. In this tutorial we’ll explore some of the basics of turtle drawing.

Starting a turtle environment¶

In a Python shell, import all the objects of the turtle module:

If you run into a No module named ‘_tkinter’ error, you’ll have to install the Tk interface package on your system.

Basic drawing¶

Send the turtle forward 100 steps:

You should see (most likely, in a new window on your display) a line drawn by the turtle, heading East. Change the direction of the turtle, so that it turns 120 degrees left (anti-clockwise):

Let’s continue by drawing a triangle:

Notice how the turtle, represented by an arrow, points in different directions as you steer it.

Experiment with those commands, and also with backward() and right() .

Pen control¶

Try changing the color — for example, color(‘blue’) — and width of the line — for example, width(3) — and then drawing again.

You can also move the turtle around without drawing, by lifting up the pen: up() before moving. To start drawing again, use down() .

The turtle’s position¶

Send your turtle back to its starting-point (useful if it has disappeared off-screen):

The home position is at the center of the turtle’s screen. If you ever need to know them, get the turtle’s x-y co-ordinates with:

And after a while, it will probably help to clear the window so we can start anew:

Making algorithmic patterns¶

Using loops, it’s possible to build up geometric patterns:

— which of course, are limited only by the imagination!

Let’s draw the star shape at the top of this page. We want red lines, filled in with yellow:

Just as up() and down() determine whether lines will be drawn, filling can be turned on and off:

Next we’ll create a loop:

abs(pos()) < 1 is a good way to know when the turtle is back at its home position.

Finally, complete the filling:

(Note that filling only actually takes place when you give the end_fill() command.)

How to…¶

This section covers some typical turtle use-cases and approaches.

Get started as quickly as possible¶

One of the joys of turtle graphics is the immediate, visual feedback that’s available from simple commands — it’s an excellent way to introduce children to programming ideas, with a minimum of overhead (not just children, of course).

The turtle module makes this possible by exposing all its basic functionality as functions, available with from turtle import * . The turtle graphics tutorial covers this approach.

It’s worth noting that many of the turtle commands also have even more terse equivalents, such as fd() for forward() . These are especially useful when working with learners for whom typing is not a skill.

You’ll need to have the Tk interface package installed on your system for turtle graphics to work. Be warned that this is not always straightforward, so check this in advance if you’re planning to use turtle graphics with a learner.

Use the turtle module namespace¶

Using from turtle import * is convenient — but be warned that it imports a rather large collection of objects, and if you’re doing anything but turtle graphics you run the risk of a name conflict (this becomes even more an issue if you’re using turtle graphics in a script where other modules might be imported).

The solution is to use import turtle — fd() becomes turtle.fd() , width() becomes turtle.width() and so on. (If typing “turtle” over and over again becomes tedious, use for example import turtle as t instead.)

Use turtle graphics in a script¶

It’s recommended to use the turtle module namespace as described immediately above, for example:

Another step is also required though — as soon as the script ends, Python will also close the turtle’s window. Add:

to the end of the script. The script will now wait to be dismissed and will not exit until it is terminated, for example by closing the turtle graphics window.

Use object-oriented turtle graphics¶

Other than for very basic introductory purposes, or for trying things out as quickly as possible, it’s more usual and much more powerful to use the object-oriented approach to turtle graphics. For example, this allows multiple turtles on screen at once.

In this approach, the various turtle commands are methods of objects (mostly of Turtle objects). You can use the object-oriented approach in the shell, but it would be more typical in a Python script.

The example above then becomes:

Note the last line. t.screen is an instance of the Screen that a Turtle instance exists on; it’s created automatically along with the turtle.

The turtle’s screen can be customised, for example:

Turtle graphics reference¶

In the following documentation the argument list for functions is given. Methods, of course, have the additional first argument self which is omitted here.

Turtle methods¶

Methods of TurtleScreen/Screen¶

Methods of RawTurtle/Turtle and corresponding functions¶

Most of the examples in this section refer to a Turtle instance called turtle .

Turtle motion¶

distance – a number (integer or float)

Move the turtle forward by the specified distance, in the direction the turtle is headed.

distance – a number

Move the turtle backward by distance, opposite to the direction the turtle is headed. Do not change the turtle’s heading.

angle – a number (integer or float)

Turn turtle right by angle units. (Units are by default degrees, but can be set via the degrees() and radians() functions.) Angle orientation depends on the turtle mode, see mode() .

angle – a number (integer or float)

Turn turtle left by angle units. (Units are by default degrees, but can be set via the degrees() and radians() functions.) Angle orientation depends on the turtle mode, see mode() .

x – a number or a pair/vector of numbers

y – a number or None

If y is None , x must be a pair of coordinates or a Vec2D (e.g. as returned by pos() ).

Move turtle to an absolute position. If the pen is down, draw line. Do not change the turtle’s orientation.

x – a number (integer or float)

Set the turtle’s first coordinate to x, leave second coordinate unchanged.

y – a number (integer or float)

Set the turtle’s second coordinate to y, leave first coordinate unchanged.

to_angle – a number (integer or float)

Set the orientation of the turtle to to_angle. Here are some common directions in degrees:

Move turtle to the origin – coordinates (0,0) – and set its heading to its start-orientation (which depends on the mode, see mode() ).

radius – a number

extent – a number (or None )

steps – an integer (or None )

Draw a circle with given radius. The center is radius units left of the turtle; extent – an angle – determines which part of the circle is drawn. If extent is not given, draw the entire circle. If extent is not a full circle, one endpoint of the arc is the current pen position. Draw the arc in counterclockwise direction if radius is positive, otherwise in clockwise direction. Finally the direction of the turtle is changed by the amount of extent.

As the circle is approximated by an inscribed regular polygon, steps determines the number of steps to use. If not given, it will be calculated automatically. May be used to draw regular polygons.

size – an integer >= 1 (if given)

color – a colorstring or a numeric color tuple

Draw a circular dot with diameter size, using color. If size is not given, the maximum of pensize+4 and 2*pensize is used.

Stamp a copy of the turtle shape onto the canvas at the current turtle position. Return a stamp_id for that stamp, which can be used to delete it by calling clearstamp(stamp_id) .

stampid – an integer, must be return value of previous stamp() call

Delete stamp with given stampid.

n – an integer (or None )

Delete all or first/last n of turtle’s stamps. If n is None , delete all stamps, if n > 0 delete first n stamps, else if n < 0 delete last n stamps.

Undo (repeatedly) the last turtle action(s). Number of available undo actions is determined by the size of the undobuffer.

speed – an integer in the range 0..10 or a speedstring (see below)

Set the turtle’s speed to an integer value in the range 0..10. If no argument is given, return current speed.

If input is a number greater than 10 or smaller than 0.5, speed is set to 0. Speedstrings are mapped to speedvalues as follows:

Speeds from 1 to 10 enforce increasingly faster animation of line drawing and turtle turning.

Attention: speed = 0 means that no animation takes place. forward/back makes turtle jump and likewise left/right make the turtle turn instantly.

Tell Turtle’s state¶

Return the turtle’s current location (x,y) (as a Vec2D vector).

x – a number or a pair/vector of numbers or a turtle instance

y – a number if x is a number, else None

Return the angle between the line from turtle position to position specified by (x,y), the vector or the other turtle. This depends on the turtle’s start orientation which depends on the mode — “standard”/”world” or “logo”.

Return the turtle’s x coordinate.

Return the turtle’s y coordinate.

Return the turtle’s current heading (value depends on the turtle mode, see mode() ).

x – a number or a pair/vector of numbers or a turtle instance

y – a number if x is a number, else None

Return the distance from the turtle to (x,y), the given vector, or the given other turtle, in turtle step units.

Settings for measurement¶

fullcircle – a number

Set angle measurement units, i.e. set number of “degrees” for a full circle. Default value is 360 degrees.

Set the angle measurement units to radians. Equivalent to degrees(2*math.pi) .

Pen control¶

Drawing state¶

Pull the pen down – drawing when moving.

turtle. penup ( ) ¶ turtle. pu ( ) ¶ turtle. up ( ) ¶

Pull the pen up – no drawing when moving.

turtle. pensize ( width = None ) ¶ turtle. width ( width = None ) ¶ Parameters

width – a positive number

Set the line thickness to width or return it. If resizemode is set to “auto” and turtleshape is a polygon, that polygon is drawn with the same line thickness. If no argument is given, the current pensize is returned.

pen – a dictionary with some or all of the below listed keys

pendict – one or more keyword-arguments with the below listed keys as keywords

Return or set the pen’s attributes in a “pen-dictionary” with the following key/value pairs:

“pencolor”: color-string or color-tuple

“fillcolor”: color-string or color-tuple

“pensize”: positive number

“speed”: number in range 0..10

“resizemode”: “auto” or “user” or “noresize”

“stretchfactor”: (positive number, positive number)

“outline”: positive number

This dictionary can be used as argument for a subsequent call to pen() to restore the former pen-state. Moreover one or more of these attributes can be provided as keyword-arguments. This can be used to set several pen attributes in one statement.

Return True if pen is down, False if it’s up.

Color control¶

Return or set the pencolor.

Four input formats are allowed:

Return the current pencolor as color specification string or as a tuple (see example). May be used as input to another color/pencolor/fillcolor call.

Set pencolor to colorstring, which is a Tk color specification string, such as "red" , "yellow" , or "#33cc8c" .

Set pencolor to the RGB color represented by the tuple of r, g, and b. Each of r, g, and b must be in the range 0..colormode, where colormode is either 1.0 or 255 (see colormode() ).

Set pencolor to the RGB color represented by r, g, and b. Each of r, g, and b must be in the range 0..colormode.

If turtleshape is a polygon, the outline of that polygon is drawn with the newly set pencolor.

Return or set the fillcolor.

Four input formats are allowed:

Return the current fillcolor as color specification string, possibly in tuple format (see example). May be used as input to another color/pencolor/fillcolor call.

Set fillcolor to colorstring, which is a Tk color specification string, such as "red" , "yellow" , or "#33cc8c" .

Set fillcolor to the RGB color represented by the tuple of r, g, and b. Each of r, g, and b must be in the range 0..colormode, where colormode is either 1.0 or 255 (see colormode() ).

Set fillcolor to the RGB color represented by r, g, and b. Each of r, g, and b must be in the range 0..colormode.

If turtleshape is a polygon, the interior of that polygon is drawn with the newly set fillcolor.

Return or set pencolor and fillcolor.

Several input formats are allowed. They use 0 to 3 arguments as follows:

Return the current pencolor and the current fillcolor as a pair of color specification strings or tuples as returned by pencolor() and fillcolor() .

color(colorstring) , color((r,g,b)) , color(r,g,b)

Inputs as in pencolor() , set both, fillcolor and pencolor, to the given value.

color(colorstring1, colorstring2) , color((r1,g1,b1), (r2,g2,b2))

Equivalent to pencolor(colorstring1) and fillcolor(colorstring2) and analogously if the other input format is used.

If turtleshape is a polygon, outline and interior of that polygon is drawn with the newly set colors.

See also: Screen method colormode() .

Filling¶

Return fillstate ( True if filling, False else).

To be called just before drawing a shape to be filled.

Fill the shape drawn after the last call to begin_fill() .

Whether or not overlap regions for self-intersecting polygons or multiple shapes are filled depends on the operating system graphics, type of overlap, and number of overlaps. For example, the Turtle star above may be either all yellow or have some white regions.

More drawing control¶

Delete the turtle’s drawings from the screen, re-center the turtle and set variables to the default values.

Delete the turtle’s drawings from the screen. Do not move turtle. State and position of the turtle as well as drawings of other turtles are not affected.

arg – object to be written to the TurtleScreen

move – True/False

align – one of the strings “left”, “center” or right”

font – a triple (fontname, fontsize, fonttype)

Write text — the string representation of arg — at the current turtle position according to align (“left”, “center” or “right”) and with the given font. If move is true, the pen is moved to the bottom-right corner of the text. By default, move is False .

Turtle state¶

Visibility¶

Make the turtle invisible. It’s a good idea to do this while you’re in the middle of doing some complex drawing, because hiding the turtle speeds up the drawing observably.

Make the turtle visible.

Return True if the Turtle is shown, False if it’s hidden.

Appearance¶

name – a string which is a valid shapename

Set turtle shape to shape with given name or, if name is not given, return name of current shape. Shape with name must exist in the TurtleScreen’s shape dictionary. Initially there are the following polygon shapes: “arrow”, “turtle”, “circle”, “square”, “triangle”, “classic”. To learn about how to deal with shapes see Screen method register_shape() .

rmode – one of the strings “auto”, “user”, “noresize”

Set resizemode to one of the values: “auto”, “user”, “noresize”. If rmode is not given, return current resizemode. Different resizemodes have the following effects:

“auto”: adapts the appearance of the turtle corresponding to the value of pensize.

“user”: adapts the appearance of the turtle according to the values of stretchfactor and outlinewidth (outline), which are set by shapesize() .

“noresize”: no adaption of the turtle’s appearance takes place.

resizemode("user") is called by shapesize() when used with arguments.

stretch_wid – positive number

stretch_len – positive number

outline – positive number

Return or set the pen’s attributes x/y-stretchfactors and/or outline. Set resizemode to “user”. If and only if resizemode is set to “user”, the turtle will be displayed stretched according to its stretchfactors: stretch_wid is stretchfactor perpendicular to its orientation, stretch_len is stretchfactor in direction of its orientation, outline determines the width of the shape’s outline.

shear – number (optional)

Set or return the current shearfactor. Shear the turtleshape according to the given shearfactor shear, which is the tangent of the shear angle. Do not change the turtle’s heading (direction of movement). If shear is not given: return the current shearfactor, i. e. the tangent of the shear angle, by which lines parallel to the heading of the turtle are sheared.

angle – a number

Rotate the turtleshape by angle from its current tilt-angle, but do not change the turtle’s heading (direction of movement).

angle – a number

Rotate the turtleshape to point in the direction specified by angle, regardless of its current tilt-angle. Do not change the turtle’s heading (direction of movement).

Deprecated since version 3.1.

angle – a number (optional)

Set or return the current tilt-angle. If angle is given, rotate the turtleshape to point in the direction specified by angle, regardless of its current tilt-angle. Do not change the turtle’s heading (direction of movement). If angle is not given: return the current tilt-angle, i. e. the angle between the orientation of the turtleshape and the heading of the turtle (its direction of movement).

t11 – a number (optional)

t12 – a number (optional)

t21 – a number (optional)

t12 – a number (optional)

Set or return the current transformation matrix of the turtle shape.

If none of the matrix elements are given, return the transformation matrix as a tuple of 4 elements. Otherwise set the given elements and transform the turtleshape according to the matrix consisting of first row t11, t12 and second row t21, t22. The determinant t11 * t22 — t12 * t21 must not be zero, otherwise an error is raised. Modify stretchfactor, shearfactor and tiltangle according to the given matrix.

Return the current shape polygon as tuple of coordinate pairs. This can be used to define a new shape or components of a compound shape.

Using events¶

fun – a function with two arguments which will be called with the coordinates of the clicked point on the canvas

btn – number of the mouse-button, defaults to 1 (left mouse button)

add – True or False – if True , a new binding will be added, otherwise it will replace a former binding

Bind fun to mouse-click events on this turtle. If fun is None , existing bindings are removed. Example for the anonymous turtle, i.e. the procedural way:

fun – a function with two arguments which will be called with the coordinates of the clicked point on the canvas

btn – number of the mouse-button, defaults to 1 (left mouse button)

add – True or False – if True , a new binding will be added, otherwise it will replace a former binding

Bind fun to mouse-button-release events on this turtle. If fun is None , existing bindings are removed.

fun – a function with two arguments which will be called with the coordinates of the clicked point on the canvas

btn – number of the mouse-button, defaults to 1 (left mouse button)

add – True or False – if True , a new binding will be added, otherwise it will replace a former binding

Bind fun to mouse-move events on this turtle. If fun is None , existing bindings are removed.

Remark: Every sequence of mouse-move-events on a turtle is preceded by a mouse-click event on that turtle.

Subsequently, clicking and dragging the Turtle will move it across the screen thereby producing handdrawings (if pen is down).

Special Turtle methods¶

Start recording the vertices of a polygon. Current turtle position is first vertex of polygon.

Stop recording the vertices of a polygon. Current turtle position is last vertex of polygon. This will be connected with the first vertex.

Return the last recorded polygon.

Create and return a clone of the turtle with same position, heading and turtle properties.

Return the Turtle object itself. Only reasonable use: as a function to return the “anonymous turtle”:

Return the TurtleScreen object the turtle is drawing on. TurtleScreen methods can then be called for that object.

size – an integer or None

Set or disable undobuffer. If size is an integer, an empty undobuffer of given size is installed. size gives the maximum number of turtle actions that can be undone by the undo() method/function. If size is None , the undobuffer is disabled.

Return number of entries in the undobuffer.

Compound shapes¶

To use compound turtle shapes, which consist of several polygons of different color, you must use the helper class Shape explicitly as described below:

Create an empty Shape object of type “compound”.

Add as many components to this object as desired, using the addcomponent() method.

Now add the Shape to the Screen’s shapelist and use it:

The Shape class is used internally by the register_shape() method in different ways. The application programmer has to deal with the Shape class only when using compound shapes like shown above!

Methods of TurtleScreen/Screen and corresponding functions¶

Most of the examples in this section refer to a TurtleScreen instance called screen .

Window control¶

args – a color string or three numbers in the range 0..colormode or a 3-tuple of such numbers

Set or return background color of the TurtleScreen.

picname – a string, name of a gif-file or "nopic" , or None

Set background image or return name of current backgroundimage. If picname is a filename, set the corresponding image as background. If picname is "nopic" , delete background image, if present. If picname is None , return the filename of the current backgroundimage.

This TurtleScreen method is available as a global function only under the name clearscreen . The global function clear is a different one derived from the Turtle method clear .

Delete all drawings and all turtles from the TurtleScreen. Reset the now empty TurtleScreen to its initial state: white background, no background image, no event bindings and tracing on.

This TurtleScreen method is available as a global function only under the name resetscreen . The global function reset is another one derived from the Turtle method reset .

Reset all Turtles on the Screen to their initial state.

canvwidth – positive integer, new width of canvas in pixels

canvheight – positive integer, new height of canvas in pixels

bg – colorstring or color-tuple, new background color

If no arguments are given, return current (canvaswidth, canvasheight). Else resize the canvas the turtles are drawing on. Do not alter the drawing window. To observe hidden parts of the canvas, use the scrollbars. With this method, one can make visible those parts of a drawing which were outside the canvas before.

e.g. to search for an erroneously escaped turtle 😉

llx – a number, x-coordinate of lower left corner of canvas

lly – a number, y-coordinate of lower left corner of canvas

urx – a number, x-coordinate of upper right corner of canvas

ury – a number, y-coordinate of upper right corner of canvas

Set up user-defined coordinate system and switch to mode “world” if necessary. This performs a screen.reset() . If mode “world” is already active, all drawings are redrawn according to the new coordinates.

ATTENTION: in user-defined coordinate systems angles may appear distorted.

Animation control¶

delay – positive integer

Set or return the drawing delay in milliseconds. (This is approximately the time interval between two consecutive canvas updates.) The longer the drawing delay, the slower the animation.

n – nonnegative integer

delay – nonnegative integer

Turn turtle animation on/off and set delay for update drawings. If n is given, only each n-th regular screen update is really performed. (Can be used to accelerate the drawing of complex graphics.) When called without arguments, returns the currently stored value of n. Second argument sets delay value (see delay() ).

Perform a TurtleScreen update. To be used when tracer is turned off.

See also the RawTurtle/Turtle method speed() .

Using screen events¶

Set focus on TurtleScreen (in order to collect key-events). Dummy arguments are provided in order to be able to pass listen() to the onclick method.

fun – a function with no arguments or None

key – a string: key (e.g. “a”) or key-symbol (e.g. “space”)

Bind fun to key-release event of key. If fun is None , event bindings are removed. Remark: in order to be able to register key-events, TurtleScreen must have the focus. (See method listen() .)

fun – a function with no arguments or None

key – a string: key (e.g. “a”) or key-symbol (e.g. “space”)

Bind fun to key-press event of key if key is given, or to any key-press-event if no key is given. Remark: in order to be able to register key-events, TurtleScreen must have focus. (See method listen() .)

fun – a function with two arguments which will be called with the coordinates of the clicked point on the canvas

btn – number of the mouse-button, defaults to 1 (left mouse button)

add – True or False – if True , a new binding will be added, otherwise it will replace a former binding

Bind fun to mouse-click events on this screen. If fun is None , existing bindings are removed.

Example for a TurtleScreen instance named screen and a Turtle instance named turtle :

This TurtleScreen method is available as a global function only under the name onscreenclick . The global function onclick is another one derived from the Turtle method onclick .

fun – a function with no arguments

t – a number >= 0

Install a timer that calls fun after t milliseconds.

Starts event loop — calling Tkinter’s mainloop function. Must be the last statement in a turtle graphics program. Must not be used if a script is run from within IDLE in -n mode (No subprocess) — for interactive use of turtle graphics.

Input methods¶

title – string

prompt – string

Pop up a dialog window for input of a string. Parameter title is the title of the dialog window, prompt is a text mostly describing what information to input. Return the string input. If the dialog is canceled, return None .

title – string

prompt – string

default – number (optional)

minval – number (optional)

maxval – number (optional)

Pop up a dialog window for input of a number. title is the title of the dialog window, prompt is a text mostly describing what numerical information to input. default: default value, minval: minimum value for input, maxval: maximum value for input. The number input must be in the range minval .. maxval if these are given. If not, a hint is issued and the dialog remains open for correction. Return the number input. If the dialog is canceled, return None .

Settings and special methods¶

mode – one of the strings “standard”, “logo” or “world”

Set turtle mode (“standard”, “logo” or “world”) and perform reset. If mode is not given, current mode is returned.

Mode “standard” is compatible with old turtle . Mode “logo” is compatible with most Logo turtle graphics. Mode “world” uses user-defined “world coordinates”. Attention: in this mode angles appear distorted if x/y unit-ratio doesn’t equal 1.

Initial turtle heading

to the right (east)

cmode – one of the values 1.0 or 255

Return the colormode or set it to 1.0 or 255. Subsequently r, g, b values of color triples have to be in the range 0..*cmode*.

Return the Canvas of this TurtleScreen. Useful for insiders who know what to do with a Tkinter Canvas.

Return a list of names of all currently available turtle shapes.

There are three different ways to call this function:

name is the name of a gif-file and shape is None : Install the corresponding image shape.

Image shapes do not rotate when turning the turtle, so they do not display the heading of the turtle!

name is an arbitrary string and shape is a tuple of pairs of coordinates: Install the corresponding polygon shape.

name is an arbitrary string and shape is a (compound) Shape object: Install the corresponding compound shape.

Add a turtle shape to TurtleScreen’s shapelist. Only thusly registered shapes can be used by issuing the command shape(shapename) .

Return the list of turtles on the screen.

Return the height of the turtle window.

Return the width of the turtle window.

Methods specific to Screen, not inherited from TurtleScreen¶

Shut the turtlegraphics window.

Bind bye() method to mouse clicks on the Screen.

If the value “using_IDLE” in the configuration dictionary is False (default value), also enter mainloop. Remark: If IDLE with the -n switch (no subprocess) is used, this value should be set to True in turtle.cfg . In this case IDLE’s own mainloop is active also for the client script.

turtle. setup ( width = _CFG[‘width’] , height = _CFG[‘height’] , startx = _CFG[‘leftright’] , starty = _CFG[‘topbottom’] ) ¶

Set the size and position of the main window. Default values of arguments are stored in the configuration dictionary and can be changed via a turtle.cfg file.

width – if an integer, a size in pixels, if a float, a fraction of the screen; default is 50% of screen

height – if an integer, the height in pixels, if a float, a fraction of the screen; default is 75% of screen

startx – if positive, starting position in pixels from the left edge of the screen, if negative from the right edge, if None , center window horizontally

starty – if positive, starting position in pixels from the top edge of the screen, if negative from the bottom edge, if None , center window vertically

titlestring – a string that is shown in the titlebar of the turtle graphics window

Set title of turtle window to titlestring.

Public classes¶

canvas – a tkinter.Canvas , a ScrolledCanvas or a TurtleScreen

Create a turtle. The turtle has all methods described above as “methods of Turtle/RawTurtle”.

class turtle. Turtle ¶

Subclass of RawTurtle, has the same interface but draws on a default Screen object created automatically when needed for the first time.

class turtle. TurtleScreen ( cv ) ¶ Parameters

cv – a tkinter.Canvas

Provides screen oriented methods like bgcolor() etc. that are described above.

class turtle. Screen ¶

Subclass of TurtleScreen, with four methods added .

class turtle. ScrolledCanvas ( master ) ¶ Parameters

master – some Tkinter widget to contain the ScrolledCanvas, i.e. a Tkinter-canvas with scrollbars added

Used by class Screen, which thus automatically provides a ScrolledCanvas as playground for the turtles.

class turtle. Shape ( type_ , data ) ¶ Parameters

type_ – one of the strings “polygon”, “image”, “compound”

Data structure modeling shapes. The pair (type_, data) must follow this specification:

a polygon-tuple, i.e. a tuple of pairs of coordinates

an image (in this form only used internally!)

None (a compound shape has to be constructed using the addcomponent() method)

poly – a polygon, i.e. a tuple of pairs of numbers

fill – a color the poly will be filled with

outline – a color for the poly’s outline (if given)

A two-dimensional vector class, used as a helper class for implementing turtle graphics. May be useful for turtle graphics programs too. Derived from tuple, so a vector is a tuple!

Provides (for a, b vectors, k number):

a + b vector addition

a — b vector subtraction

a * b inner product

k * a and a * k multiplication with scalar

abs(a) absolute value of a

Explanation¶

A turtle object draws on a screen object, and there a number of key classes in the turtle object-oriented interface that can be used to create them and relate them to each other.

A Turtle instance will automatically create a Screen instance if one is not already present.

Turtle is a subclass of RawTurtle , which doesn’t automatically create a drawing surface — a canvas will need to be provided or created for it. The canvas can be a tkinter.Canvas , ScrolledCanvas or TurtleScreen .

TurtleScreen is the basic drawing surface for a turtle. Screen is a subclass of TurtleScreen , and includes some additional methods for managing its appearance (including size and title) and behaviour. TurtleScreen ’s constructor needs a tkinter.Canvas or a ScrolledCanvas as an argument.

The functional interface for turtle graphics uses the various methods of Turtle and TurtleScreen / Screen . Behind the scenes, a screen object is automatically created whenever a function derived from a Screen method is called. Similarly, a turtle object is automatically created whenever any of the functions derived from a Turtle method is called.

To use multiple turtles on a screen, the object-oriented interface must be used.

Help and configuration¶

How to use help¶

The public methods of the Screen and Turtle classes are documented extensively via docstrings. So these can be used as online-help via the Python help facilities:

When using IDLE, tooltips show the signatures and first lines of the docstrings of typed in function-/method calls.

Calling help() on methods or functions displays the docstrings:

The docstrings of the functions which are derived from methods have a modified form:

These modified docstrings are created automatically together with the function definitions that are derived from the methods at import time.

Translation of docstrings into different languages¶

There is a utility to create a dictionary the keys of which are the method names and the values of which are the docstrings of the public methods of the classes Screen and Turtle.

turtle. write_docstringdict ( filename = ‘turtle_docstringdict’ ) ¶ Parameters

filename – a string, used as filename

Create and write docstring-dictionary to a Python script with the given filename. This function has to be called explicitly (it is not used by the turtle graphics classes). The docstring dictionary will be written to the Python script filename .py . It is intended to serve as a template for translation of the docstrings into different languages.

If you (or your students) want to use turtle with online help in your native language, you have to translate the docstrings and save the resulting file as e.g. turtle_docstringdict_german.py .

If you have an appropriate entry in your turtle.cfg file this dictionary will be read in at import time and will replace the original English docstrings.

At the time of this writing there are docstring dictionaries in German and in Italian. (Requests please to glingl @ aon . at.)

How to configure Screen and Turtles¶

The built-in default configuration mimics the appearance and behaviour of the old turtle module in order to retain best possible compatibility with it.

If you want to use a different configuration which better reflects the features of this module or which better fits to your needs, e.g. for use in a classroom, you can prepare a configuration file turtle.cfg which will be read at import time and modify the configuration according to its settings.

The built in configuration would correspond to the following turtle.cfg :

Short explanation of selected entries:

The first four lines correspond to the arguments of the Screen.setup method.

Line 5 and 6 correspond to the arguments of the method Screen.screensize .

shape can be any of the built-in shapes, e.g: arrow, turtle, etc. For more info try help(shape) .

If you want to use no fill color (i.e. make the turtle transparent), you have to write fillcolor = "" (but all nonempty strings must not have quotes in the cfg file).

If you want to reflect the turtle its state, you have to use resizemode = auto .

If you set e.g. language = italian the docstringdict turtle_docstringdict_italian.py will be loaded at import time (if present on the import path, e.g. in the same directory as turtle ).

The entries exampleturtle and examplescreen define the names of these objects as they occur in the docstrings. The transformation of method-docstrings to function-docstrings will delete these names from the docstrings.

using_IDLE: Set this to True if you regularly work with IDLE and its -n switch (“no subprocess”). This will prevent exitonclick() to enter the mainloop.

There can be a turtle.cfg file in the directory where turtle is stored and an additional one in the current working directory. The latter will override the settings of the first one.

The Lib/turtledemo directory contains a turtle.cfg file. You can study it as an example and see its effects when running the demos (preferably not from within the demo-viewer).

turtledemo — Demo scripts¶

The turtledemo package includes a set of demo scripts. These scripts can be run and viewed using the supplied demo viewer as follows:

Alternatively, you can run the demo scripts individually. For example,

The turtledemo package directory contains:

A demo viewer __main__.py which can be used to view the sourcecode of the scripts and run them at the same time.

Multiple scripts demonstrating different features of the turtle module. Examples can be accessed via the Examples menu. They can also be run standalone.

A turtle.cfg file which serves as an example of how to write and use such files.

The demo scripts are:

complex classical turtle graphics pattern

graphs Verhulst dynamics, shows that computer’s computations can generate results sometimes against the common sense expectations

Draw Color Filled Shapes in Turtle – Python

turtle is an inbuilt module in python. It provides drawing using a screen (cardboard) and turtle (pen). To draw something on the screen, we need to move the turtle. To move turtle, there are some functions i.e forward() , backward() , etc.

To fill the colors in the shapes drawn by turtle, turtle provides three functions –

fillcolor(): This helps to choose the color for filling the shape. It takes the input parameter as the color name or hex value of the color and fills the upcoming closed geographical objects with the chosen color. Color names are basic color names i.e. red, blue, green, orange.
The hex value of color is a string(starting with ‘#’) of hexadecimal numbers i.e. #RRGGBB. R, G, and B are the hexadecimal numbers (0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F).

begin_fill(): This function tells turtle that all upcoming closed graphical objects needed to be filled by the chosen color.

end_fill(): this function tells turtle to stop the filling upcoming closed graphical objects.

«Черепашья графика» при помощи turtle, рисование при помощи алгоритма

Черепашья графика, turtle – принцип организации библиотеки графического вывода, построенный на метафоре Черепахи, воображаемого роботоподобного устройства, которое перемещается по экрану или бумаге и поворачивается в заданных направлениях, при этом оставляя (или, по выбору, не оставляя) за собой нарисованный след заданного цвета и ширины.

Проще: черепашка ползает по экрану и рисует. Мы управляем черепашкой на плоскости при помощи программы.

Начало работы. Движения

В первой строке необходимо добавить:

Мы командуем черепашкой простыми словами на английском языке. left, right – поворот налево и направо, forward и backward – движение вперед и назад. В программе каждое действие – вызов функции из модуля turtle. Простая программа:

Что произошло:

  • Поворот направо на 90 градусов
  • Движение вперед на 100 шагов (пикселей)
  • Поворот налево на 90 градусов
  • Движение назад на 100 шагов

Не похоже на черепашку, это ползающая стрелка! Исправим это:

Отлично! Теперь это черепашка, пусть и монохромная. Дополнительно, функция exitonclick() позволяет закрыть окно и завершить выполнение программы кликом мышкой по окну.
А еще можно использовать сокращенные названия функций: fd(100) вместо forward(100), rt вместо right, lt вместо left, bk вместо backward.

Геометрические фигуры

Рисуем простые геометрические фигуры:

  • Прямая: просто движение вперед
  • Квадрат: вперед, поворот на 90 градусов и так 4 раза. Повторение команд – значит, можно выполнить их в цикле for!
  • Пятиконечная звезда: вперед, поворот на 144 градусов и так 5 раз.

Если мы хотим выполнить инструкции n раз, мы пишем их в цикле

Далее идут инструкции с отступом в 4 пробела. Код с отступами – тело цикла. Когда цикл завершается, отступы больше не ставятся.

Рисуем квадрат:

Скучно рисовать одинокие фигуры. Поэтому мы приготовились рисовать сразу несколько и теперь создаем отдельный экземпляр класса Turtle для каждой фигуры. Так мы можем менять цвет линии и другие параметры отдельно для каждой фигуры. Потом, когда мы захотим дорисовать или изменить параметры фигуры, у нее будут сохранены старые параметры. Их не надо будет устанавливать заново, как это было бы без отдельных экземпляров класса для каждой фигуры.

Звезда рисуется также:

Самостоятельно:

  1. Нарисуйте пятиконечную звезду (угол поворота 144 градуса).
  2. Квадрат и звезду в одной программе, на одном графическом поле, но с разными экземплярами класса Turtle.
  3. Восьмиконечную звезду (угол поворота 135 градусов).
  4. Фигуру из анимации в начале страницы.

Решения

Изменяем параметры во время движения

При отрисовке простых фигур черепашка возвращалась в исходную точку, и программа останавливалась, ожидая, когда будет закрыто окно. Если в цикле продолжить рисовать по прежним инструкциям, фигура будет нарисована заново по уже нарисованным контурам. А если ввести дополнительный угол поворота?

Мы также добавили:

  • color(‘red’, ‘green’) определяет цвет линии и цвет заполнения. Черепашка теперь зеленая!
  • begin_fill() и end_fill() обозначают начало и конец заполнения

Больше программирования!

Напишем обобщенную программу рисования выпуклых равносторонних многоугольников. num_sides – количество граней, side_length – длина грани, angle – угол поворота.

Что будет, если на каждом шаге увеличивать длину пути? В первый день 10 шагов, во второй – 20, далее 30, 40 и так до 200:

Координаты на плоскости

Положение на плоскости определяется двумя числами, x и y:

Черепашку в программе можно перемещать функцией goto(x, y). x и y – числа, или переменные. goto(0, 0) переместит черепашку в начало координат.

Вместо звезды-спирали мы получили 5 линий, расходящихся из точки начала координат.

Круг и точка

Не хватает плавных изгибов? На помощь приходят функции dot() и circle():

  • изменили заголовок окна функцией title(),
  • установили толщину линии – pensize(),
  • установили цвет линии – pencolor(),
  • Подняли черепашку перед перемещением – penup() и опустили после – pendown().

Самостоятельно:

  • Используя код из примеров и функцию goto(), нарисовать галерею из 5 или более многоугольников на одном поле. Использовать экземпляр класса turtle.Turtle().
  • Нарисованные многоугольники закрасить разными цветами. Пробуйте стандартные цвета или их шестнадцатеричное представление. Не забудьте кавычки вокруг названия или кода цвета!

Решения

  • У нас есть два варианта нарисовать несколько фигур: используя отдельные классы и не используя их. Рассмотрим оба варианта.
  • Без классов:
  • Получается довольно многословно. С классами (начало):
  • Так еще многословнее. Зачем нам понадобилось писать для каждой фигуры отдельный класс? Для того, чтобы подготовиться к написанию программы с помощью функций, которые помогут обобщить и сократить наш код.
    Создадим функции, используя написанную ранее обобщенную программу рисования выпуклых равносторонних многоугольников. Функция prepare() делает все приготовления для рисования: переходит в нужную точку холста, устанавливает нужный цвет и дает команду заполнять цветом. У функции три входных параметра: координаты по осям X, Y и кодовое слово цвета.
    Функция draw_polygon() – наш старый знакомый, так мы рисуем выпуклый многоугольник. У функции два входных параметра: количество граней и длина грани.
  • Получилось существенно сократить программу, и она стала более читаемой. Но повторяющиеся действия остались. Значит, есть еще работа для программиста! Будем рисовать все 5 фигур в цикле. Для этого все параметры соберем в списки, а внутри цикла будем брать значение параметра по индексу (номеру минус 1) в списке. Теперь всего 22 строки кода:
  • Получились фигуры разного размера. Самостоятельно: Задать переменной внутри цикла длину грани так, чтобы фигуры казались (или являлись) равновеликими.

Делаем фигуры равновеликими

Площадь квадрата со стороной 100 пикселей – 10 000 квадратных пикселей. Вычислим площади всех фигур со стороной 100 от треугольника до 7-угольника. Формула площади правильного многоугольника содержит тангенс, поэтому «поверим на слово» результату, зависимости количество углов (вершин) – площадь:

  • 3 – 4330.13
  • 4 – 10000
  • 5 – 17204.77
  • 6 – 25980.76
  • 7 – 36339.12

Изобразим ее на графике:

Получается, что площадь 7-угольника в 36339.12 / 4330.13 = 8.4 раза больше, чем площадь треугольника! Это очень заметно на рисунке:

Чтобы фигуры стали равновеликими, надо сделать длину грани вместо константы 100 – переменной, которая зависит от количества углов.

Как: приведем все площади к 10000. Для треугольника площадь увеличится на 10000 / 4330.13 = 2.31 раза. Для 7-угольника – уменьшится в 36339.12 / 10000 = 3.63 раз. Значит, стороны должны измениться в 1.52 и 0.52 раз соответственно, то есть, до 152 и 32.7 пикселей (снова «верим на слово»). Эту зависимость можно нащупать «на глаз», в чем и заключалось задание.

Наша программа без труда масштабируется до большего количества фигур:

Программа, в которой вычисляются точные значения:

Как построить график (если кто захочет):

  1. Поставить Matplotlib, набрав в командной строке
  2. Запустить программу

Другие полезные функции:

  • turtle.setup(800, 400) устанавливает размеры окна в 800 на 400 пикселей
  • turtle.setworldcoordinates(0, 0, 800, 400) устанавливает начало координат в точку 800, 400
  • turtle.tracer(0, 0) отключает анимацию
  • setpos(x, y) устанавливает черепашку (курсор) в позицию с координатами (x, y)
  • seth(x) устанавливает направление в градусах. 0 – горизонтально направо (на восток), 90 – вверх (на север) и так далее
  • hideturtle() скрывает черепашку (или стрелку, курсор)
  • speed(x) изменяет скорость рисования. Например, speed(11) – почти моментальная отрисовка простых фигур
  • clear() очищает холст от нарисованного
  • reset() очищает холст и возвращает курсор в начало координат

Пример двух рисунков – экземпляров класса Turtle() – на одном полотне

Что произошло:

  1. Задали название окна,
  2. создали экземпляр класса Turtle под именем circ. Все изменения сохраняются для класса circ;
  3. цвет линии и заполняющий цвет,
  4. форму и размер курсора,
  5. установили 10-ю скорость
  6. продвинулись на 150 пикселей вперед от старта,
  7. начали заполнять фигуру цветом,
  8. нарисовали круг
  9. закончили заполнять цветом,
  1. Объявили переменную n и присвоили ей значение 10,
  2. создали новый экземпляр класса Turtle под именем t. У него нет настроек экземпляра класса circ!
  3. В цикле while: пока переменная n меньше или равна 50, рисовать круги радиусом n;
  4. после нарисованного круга увеличить переменную n на 10.
  5. Алгоритм рисования кругов прекратит рисовать круги после 4-го круга.

Итог: функции и классы на примере turtle

  • Функция – фрагмент программного кода, к которому можно обратиться по имени. Иногда функции бывают безымянными.
  • У функции есть входные и выходные параметры. Функция fd(150) – фрагмент программного кода, который двигает курсор вперед на заданное во входном значении количество пикселей (150). Выходного значения у функции fd() нет.
  • Когда функцию надо выполнить, после ее названия пишут круглые скобки. fd – просто название, ничего не происходит. fd(100) – функция выполняется с входным параметром 100. Обычно названия функций пишут с маленькой буквы.
  • Класс – программный шаблон для создания объектов, заготовка для чего-то, имеющего собственное состояние. Мы можем нарисовать прямоугольник и назвать его кнопкой, но это еще не кнопка, потому что у нее нет собственных свойств и поведения. Прямоугольник надо научить быть самостоятельной, отличной от других, кнопкой.
  • Turtle – класс, его имя пишется с большой буквы. через оператор присваивания = мы создаем экземпляр класса: circ = turtle.Turtle(). Turtle – класс (шаблон, трафарет, заготовка), circ – его экземпляр (рисунок, набор уникальных цветов, штрихов и свойств). На картинке выше видно, что экземпляр класса circ богат установленными свойствами, а экземпляр t обладает свойствами по умолчанию: тонкая черная линия, треугольный курсор.
  • Программирование с использованием классов и их экземпляров будем называть объектно-ориентированным программированием, ООП. объектно-ориентированный подход необходим при построении графического интерфейса пользователя, GUI.

Графический интерфейс средствами библиотеки turtle.

Нарисуем прямоугольник и сделаем его кнопкой: при нажатии кнопка исчезает и появляется круг:

Что произошло:

  1. Задали название и размеры (500 на 500 пикселей) окна,
  2. Создали экземпляр класса btn1 и спрятали курсор (черепашку),
  3. Нарисовали прямоугольник 80 на 30;
  4. подняли перо и перешли на координаты (11, 7);
  5. написали Push me шрифтом Arial 12-го размера, нормальное начертание. Попробуйте вместо normal ключевые слова bold (полужирный), italic (наклонный);

Задаем поведение кнопки:

  • Функции turtle.listen() и turtle.onscreenclick() будут слушать (listen) и реагировать на клик по экрану (onscreenclick). Реакцией будет запуск функции btnclick(x, y)
  • Напишем btnclick(x, y). У нее 2 входных параметра – координаты точки, куда мы кликнули. Наша задача: если клик был по кнопке, спрятать ее и показать оранжевый круг
  • Мы помним: кнопка 80 на 30 пикселей от точки (0, 0). Значит, мы попали по кнопке, если x между 0 и 80 и y между 0 и 30. Условие попадания по кнопке: if 0<x<80 and 0<y<30:
  • 1) Убираем кнопку: btn1.clear(), 2) создаем экземпляр класса ball = turtle.Turtle(), 3) устанавливаем ему нужные свойства.

Самостоятельно:

  • Нарисовать вторую кнопку (не изменяя первую!), сделать обработчик нажатия: при клике программа завершается, выполняется функция exit()
  • При нажатии на первую кнопку появляется случайная фигура: при рисовании фигуры использовать random:

Уточнения

  • Чтобы окно не закрывалось сразу, мы использовали turtle.exitonclick(). Теперь, когда клик обрабатывается функцией, пишем в конце turtle.done().
  • функция exit() самостоятельная, это не команда turtle. Писать turtle.exit() неверно.
  • Случайная фигура – это любая фигура, при рисовании которой используются случайные числа. Например: Но есть и второй вариант: случайное число будет индексом списка и укажет на одну из заранее подготовленных неслучайных фигур: Таким приемом можно случайно выбирать цвета фигур. Функция choice делает тоже самое изящнее:

Управляем рисунком с клавиатуры

Итак, мы умеем рисовать фигуры разных форм и стилей, перемещать курсор в разные точки холста, а также обрабатывать клик мышкой по фигуре. Добавим к этим действиям обработку нажатий клавиш. Для этого существуют две функции:

  • turtle.onkeypress(fun, key): вызывается функция fun при нажатии клавиши key
  • turtle.onkey(fun, key): вызывается функция fun при отпускании клавиши key

Клавиша задается строкой с ее названием. Например, ‘space’ – пробел, ‘Up’ (с заглавной буквы) – стрелка вверх. Клавиши букв задаются заглавными, только если мы хотим нажать именно заглавную (с Shift или Caps Lock).

По нажатию клавиши мы будем перемещать фигуру. Для этого понадобятся функции, которые сообщают и изменяют координаты:

  • xcor() и ycor() выдают координаты по x и y как дробные числа
  • setx(x) и sety(y) устанавливают координаты. x и y – числа

Создадим экземпляр класса Turtle и выведем его координаты:

Получили вывод «0.0 0.0». Теперь напишем функцию up(), которая будет запускаться при нажатии стрелки вверх и перемещать наш circ на 10 пикселей вверх:

Очень похоже на нажатие мышкой! Функцию up() можно сократить до одной строчки:

Будет работать, но функции в одну строчку писать не принято. Для таких случаев используют анонимные функции: у них может вовсе не быть имени. В Python в качестве анонимных функций используются лямбда-выражения, мы их уже использовали для сортировки. Так будет выглядеть лямбда-функция up:

Она используется у нас только в одном месте, внутри функкии turtle.onkeypress(). А почему бы не соединить их вместе? Так будет выглядеть наша программа в сокращенном виде:

Всего 8 строк, и функции действительно не понадобилось имени! Как видим, язык Python дает возможность писать разными стилями, и мы можем выбирать на свой вкус: писать развернуто и красиво (как писал Гавриил Романович Державин) или кратко (как Эрнест Хемингуэй).

Самостоятельно:

  • Добавить движение circ влево, вправо и вниз
  • Скорость движения (у нас пока 10 пикселей за раз) сделать переменной

Соединяем все вместе

У нас уже есть кнопка с текстом и обработчик клика мышкой. Соединим все в одну программу:

Есть стартовый экран, управляемый с клавиатуры персонаж. Добавим препятствие, и уже почти готова игра!

Python turtle Colors – How to Color and Fill Shapes with turtle Module

The Python turtle module provides us with many functions which allow us to add color to the shapes we draw.

You can use any valid Tk color name with turtle module, as well as RGB colors. Some colors include:

Below is a brief summary of how to use turtle colors in Python.

To change the pen color, we can use the pencolor() function.

For changing the fill color, we can use the fillcolor() function.

To begin and end filling a shape, we use the begin_fill() and end_fill() functions.

If you are looking to change the background color of the turtle screen, you can use the screensize() function.

The turtle module in Python allows us to create graphics easily in our Python code.

We can use the turtle module to make all sorts of designs with Python. With those designs, the turtle module gives a number of ways to color our designs.

We can add color to the lines, as well as fill the shapes we create with color.

The main function you can use to change the color of a line is with the turtle pencolor() function.

Below is an example and the output of how to change the color of a line using pencolor() in Python.

turtle color green circle

To fill a shape, there are a few steps to take. We use the fillcolor() function to define the fill color of our shape, and then use the begin_fill() and end_fill() functions to define when to begin and end filling shapes with the fill color.

Below is an example and the output of how to fill a circle with the color ‘blue’ using fillcolor(), begin_fill() and end_fill() in Python.

turtle fill color blue circle

Python turtle Color List – Which Colors Can You Use?

With the turtle module, we can use a number of different colors. The colors you can use with the turtle module are all of the many symbolic color names that Tk recognizes.

The list is hundreds of colors long, but below are a handful of common colors you can use with turtle.

Using RGB Colors with Python turtle Module

In addition to the list of turtle colors, you can use RGB to define your own colors. To use RGB colors with turtle, you have to change the color mode to ‘255’ with the colormode() function.

After changing the color mode of the turtle to RGB mode, you can pass three integer values between 0 and 255 representing the red, green and blue contributions to a RGB color.

Below are a few examples of how to use RGB colors with turtle in Python.

turtle rgb colors circle

Changing the Turtle Pen Color in Python

With the turtle colors in Python, we can change the pen color to change the colors of the lines in our designs.

To change the pen color, you can use the pencolor() function. Depending on the color mode, you can pass any valid color to pencolor().

Below is an example of drawing a rectangle which has a green outline in Python.

turtle green rectangle

Changing the Turtle Fill Color in Python

With the turtle colors, you can easily fill shapes with color.

To fill a shape, there are a few steps to take. We use the fillcolor() function to define the fill color of our shape, and then use the begin_fill() and end_fill() functions to define when to begin and end filling shapes with the fill color.

Just like the pencolor() function, the fillcolor() function takes any valid color given a color mode.

Let’s take the example from above and fill our rectangle with the color ‘light blue’ using fillcolor(), begin_fill() and end_fill() in Python.

turtle rectangle light blue fill color

Generating a Random Color Turtle with Python turtle Module

When creating graphics, sometimes it’s cool to be able to generate random colors to make random colored shapes or designs.

We can generate random colors using RGB colors. To use RGB colors, we change the color mode to RGB mode (‘255’), and then we use the randint() function from the random module to generate random numbers in the range 0 to 255.

Below is an example of how to use Python to get a random color to draw a triangle and then fill it with turtle.

random colors triangle turtle

As you can see, we randomly got a dark color for the pen color, and an orange color for the fill color.

Changing Color When Drawing Different Shapes with the Python turtle Module

When working with shapes, sometimes we want to make different sides of the shapes different colors.

We can generate random color turtles in Python easily. Since the turtle module works in steps, we just need to tell our turtle which color it should use at each step.

So for example, if we want to draw a square with 4 different color sides, before drawing each side, we just need to tell our turtle which color to use. We can use our random color generator from the last example to generate random colors for our square.

Below is an example of how to draw a square with 4 different color sides in Python with turtle.

turtle square different color sides

Another application of changing colors when drawing a shape is creating a spiral which changes color as it gets bigger and bigger.

Below is an example of a spiral that changes color as it gets bigger in Python.

turtle spiral random colors

Changing the Background Color of the turtle Screen in Python

One final application of using turtle colors is to change the background color of the turtle screen. We change the color of the turtle screen with the screensize() function.

To change the background color of the turtle screen, you can use the ‘bg’ argument and pass any of the valid turtle colors from the turtle color list.

Below is an example of how to change the turtle screen background color in Python.

turtle background color red

Hopefully this article has been helpful for you to learn how to use colors with the turtle module in Python.

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