本文整理汇总了Python中turtle.update方法的典型用法代码示例。如果您正苦于以下问题:Python turtle.update方法的具体用法?Python turtle.update怎么用?Python turtle.update使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类turtle
的用法示例。
在下文中一共展示了turtle.update方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: click
# 需要导入模块: import turtle [as 别名]
# 或者: from turtle import update [as 别名]
def click(x, y):
# draw dot
pos = t.position()
t.penup()
t.goto(x, y)
t.dot()
t.goto(*pos)
t.pendown()
# draw pattern
pattern.append((x, y))
if len(pattern) % 4 == 0:
save(pattern_path, pattern)
start, end, p1, p2 = pattern[-4:]
draw_bezier(t, bezier_steps, start, end, p1, p2)
turtle.update()
# set background image
# img = '/Users/gua/Desktop/heart.gif'
# turtle.bgpic(img)
示例2: draw_pattern
# 需要导入模块: import turtle [as 别名]
# 或者: from turtle import update [as 别名]
def draw_pattern(pattern):
n = len(pattern) // 4
for i in range(n):
s, e = i * 4, i * 4 + 4
start, end, p1, p2 = pattern[s:e]
draw_bezier(t, bezier_steps, start, end, p1, p2)
turtle.update()
示例3: update_screen
# 需要导入模块: import turtle [as 别名]
# 或者: from turtle import update [as 别名]
def update_screen(self):
while time.time() < self.time + (1.0 / self.fps):
pass
turtle.update()
self.time = time.time()
示例4: update_screen
# 需要导入模块: import turtle [as 别名]
# 或者: from turtle import update [as 别名]
def update_screen(self):
while time.time() < self.time + (1.0 / self.FPS):
pass
turtle.update()
self.time = time.time()
示例5: show_particles
# 需要导入模块: import turtle [as 别名]
# 或者: from turtle import update [as 别名]
def show_particles(self, particles, show_frequency = 10):
turtle.shape('tri')
for i, particle in enumerate(particles):
if i % show_frequency == 0:
turtle.setposition((particle.x, particle.y))
turtle.setheading(90 - particle.heading)
turtle.color(self.weight_to_color(particle.weight))
turtle.stamp()
turtle.update()
示例6: show_estimated_location
# 需要导入模块: import turtle [as 别名]
# 或者: from turtle import update [as 别名]
def show_estimated_location(self, particles):
'''
Show average weighted mean location of the particles.
'''
x_accum = 0
y_accum = 0
heading_accum = 0
weight_accum = 0
num_particles = len(particles)
for particle in particles:
weight_accum += particle.weight
x_accum += particle.x * particle.weight
y_accum += particle.y * particle.weight
heading_accum += particle.heading * particle.weight
if weight_accum == 0:
return False
x_estimate = x_accum / weight_accum
y_estimate = y_accum / weight_accum
heading_estimate = heading_accum / weight_accum
turtle.color('orange')
turtle.setposition(x_estimate, y_estimate)
turtle.setheading(90 - heading_estimate)
turtle.shape('turtle')
turtle.stamp()
turtle.update()
示例7: show_robot
# 需要导入模块: import turtle [as 别名]
# 或者: from turtle import update [as 别名]
def show_robot(self, robot):
turtle.color('green')
turtle.shape('turtle')
turtle.shapesize(0.7, 0.7)
turtle.setposition((robot.x, robot.y))
turtle.setheading(90 - robot.heading)
turtle.stamp()
turtle.update()
示例8: tick
# 需要导入模块: import turtle [as 别名]
# 或者: from turtle import update [as 别名]
def tick(self):
# Check the game state
# showsplash, running, gameover, paused
if self.state == "showsplash":
self.show_splash(self.splash_time)
elif self.state == "paused":
pass
elif self.state == "gameover":
pass
else:
# Iterate through all sprites and call their tick method
for sprite in Game.sprites:
if sprite.state:
sprite.tick()
# Iterate through all labels and call their update method
for label in Game.labels:
if label.text != "":
label.tick()
# Update the screen
self.update_screen()
示例9: update
# 需要导入模块: import turtle [as 别名]
# 或者: from turtle import update [as 别名]
def update(self, text):
self.text = text
self.tick()
示例10: s
# 需要导入模块: import turtle [as 别名]
# 或者: from turtle import update [as 别名]
def s(n, l):
if n == 0: # stop conditions
# draw filled rectangle
turtle.color('black')
turtle.begin_fill()
for _ in range (4):
turtle.forward(l)
turtle.left(90)
turtle.end_fill()
else: # recursion
# around center point create 8 smalles rectangles.
# create two rectangles on every side
# so you have to repeat it four times
for _ in range(4):
# first rectangle
s(n-1, l/3)
turtle.forward(l/3)
# second rectangle
s(n-1, l/3)
turtle.forward(l/3)
# go to next corner
turtle.forward(l/3)
turtle.left(90)
# update screen
turtle.update()
# --- main ---
# stop updating screen (to make it faster)
示例11: show_maze
# 需要导入模块: import turtle [as 别名]
# 或者: from turtle import update [as 别名]
def show_maze(self):
turtle.setworldcoordinates(0, 0, self.width * 1.005, self.height * 1.005)
wally = turtle.Turtle()
wally.speed(0)
wally.width(1.5)
wally.hideturtle()
turtle.tracer(0, 0)
for i in range(self.num_rows):
for j in range(self.num_cols):
permissibilities = self.permissibilities(cell = (i,j))
turtle.up()
wally.setposition((j * self.grid_width, i * self.grid_height))
# Set turtle heading orientation
# 0 - east, 90 - north, 180 - west, 270 - south
wally.setheading(0)
if not permissibilities[0]:
wally.down()
else:
wally.up()
wally.forward(self.grid_width)
wally.setheading(90)
wally.up()
if not permissibilities[1]:
wally.down()
else:
wally.up()
wally.forward(self.grid_height)
wally.setheading(180)
wally.up()
if not permissibilities[2]:
wally.down()
else:
wally.up()
wally.forward(self.grid_width)
wally.setheading(270)
wally.up()
if not permissibilities[3]:
wally.down()
else:
wally.up()
wally.forward(self.grid_height)
wally.up()
turtle.update()