Struct turtle::Turtle [] [src]

pub struct Turtle { /* fields omitted */ }

A turtle with a pen attached to its tail

The idea: You control a turtle with a pen tied to its tail. As it moves across the screen, it draws the path that it follows. You can use this to draw any picture you want just by moving the turtle across the screen.

turtle moving forward

See the documentation for the methods below to learn about the different drawing commands you can use with the turtle.

Methods

impl Turtle
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Create a new turtle.

This will immediately open a new window with the turtle at the center. As each line in your program runs, the turtle shown in the window will update.

extern crate turtle;
use turtle::Turtle;

fn main() {
    let mut turtle = Turtle::new();
    // Do things with the turtle...
}

Note: If you do not create the Turtle right at the beginning of main(), call turtle::start() in order to avoid any problems.

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Move the turtle forward by the given amount of distance. If the pen is down, the turtle will draw a line as it moves.

The turtle takes very small steps (measured in "pixels"). So if you want it to move more, use a bigger value to make the turtle walk further. The distance can be a negative value in which case the turtle will move backward.

Example

// Move forward 10 tiny turtle steps, drawing a line as you move
turtle.forward(10.0);

// Move forward 100 tiny turtle steps, drawing a much longer line
turtle.forward(100.0);

// Move backward 223 tiny turtle steps, without drawing anything
turtle.pen_up();
turtle.forward(-223.0);

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Move the turtle backwards by the given amount of distance. If the pen is down, the turtle will draw a line as it moves.

The turtle takes very small steps (measured in "pixels"). So if you want it to move more, use a bigger value to make the turtle walk further. The distance can be a negative value in which case the turtle will move forward.

Example

// Move backward 10 tiny turtle steps, drawing a line as you move
turtle.backward(10.0);

// Move backward 100 tiny turtle steps, drawing a much longer line
turtle.backward(100.0);

// Move forward 179 tiny turtle steps, without drawing anything
turtle.pen_up();
turtle.backward(-179.0);

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Instruct the turtle to turn right (clockwise) by the given angle. Since the turtle rotates in place, its position will not change and it will not draw anything while it turns.

The angle parameter is a floating point number that represents how much you want the turtle to rotate. The unit of angle is "degrees" by default. You can change that by using the use_degrees() or use_radians() methods.

Example

// rotate right by 30 degrees
turtle.right(30.0);

// rotate right by 1 radian (57.2957795 degrees)
turtle.use_radians();
turtle.right(1.0);
// Use PI for precise angles in radians
use std::f64::consts::PI;
// This is the same as turning 45.0 degrees
turtle.right(PI/4.0);

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Instruct the turtle to turn left (counterclockwise) by the given angle. Since the turtle rotates in place, its position will not change and it will not draw anything while it turns.

The angle parameter is a floating point number that represents how much you want the turtle to rotate. The unit of angle is "degrees" by default. You can change that by using the use_degrees() or use_radians() methods.

Example

// rotate left by 30 degrees
turtle.left(30.0);

// rotate left by 1 radian (57.2957795 degrees)
turtle.use_radians();
turtle.left(1.0);
// Use PI for precise angles in radians
use std::f64::consts::PI;
// This is the same as turning 45.0 degrees
turtle.left(PI/4.0);

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Waits for the specified number of seconds before executing the next command.

turtle.forward(100.0);
turtle.wait(2.0);
// The turtle will stop for 2 seconds before proceeding to this line
turtle.forward(50.0);

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Returns the current speed of the turtle

turtle.set_speed(8);
assert_eq!(turtle.speed(), Speed::Eight);

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Set the turtle's movement speed to the given setting. This speed affects the animation of the turtle's movement and rotation. The turtle's speed is limited to values between 0 and 10. If you pass in values that are not integers or outside of that range, the closest possible value will be chosen.

This method's types make it so that it can be called in a number of different ways:

turtle.set_speed("normal");
turtle.set_speed("fast");
turtle.set_speed(2);
turtle.set_speed(10);
// Directly using a Speed variant works, but the methods above are usually more convenient.
turtle.set_speed(Speed::Six);

If input is a number greater than 10 or smaller than 1, speed is set to 0 (Speed::Instant). Strings are converted as follows:

String Value
"slowest" Speed::One
"slow" Speed::Three
"normal" Speed::Six
"fast" Speed::Eight
"fastest" Speed::Ten
"instant" Speed::Instant

Anything else will cause the program to panic! at runtime.

Moving Instantly

A speed of zero (Speed::Instant) results in no animation. The turtle moves instantly and turns instantly. This is very useful for moving the turtle from its "home" position before you start drawing. By setting the speed to instant, you don't have to wait for the turtle to move into position.

Learning About Conversion Traits

Using this method is an excellent way to learn about conversion traits From and Into. This method takes a generic type as its speed parameter. That type is specified to implement the Into trait for the type Speed. That means that any type that can be converted into a Speed can be passed to this method.

We have implemented that trait for several types like strings and 32-bit integers so that those values can be passed into this method. Rather than calling this function and passing Speed::Six directly, you can use just 6. Rust will then allow us to call .into() as provided by the Into<Speed> trait to get the corresponding Speed value.

You can pass in strings, 32-bit integers, and even Speed enum variants because they all implement the Into<Speed> trait.

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Returns the turtle's current location (x, y)

turtle.forward(100.0);
let pos = turtle.position();
assert_eq!(pos, [0.0, 100.0]);

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Moves the turtle directly to the given position.

If the pen is down, this will draw a line. The turtle will not turn to face the direction in which it is moving. It's heading will stay the same. Use set_speed() to control the animation speed.

let heading = turtle.heading();
assert_eq!(turtle.position(), [0.0, 0.0]);
turtle.go_to([100.0, -150.0]);
// The heading has not changed, but the turtle has moved to the new position
assert_eq!(turtle.heading(), heading);
assert_eq!(turtle.position(), [100.0, -150.0]);

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Goes to the given x-coordinate, keeping the y-coordinate and heading of the turtle the same. See go_to() for more information.

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Goes to the given y-coordinate, keeping the x-coordinate and heading of the turtle the same. See go_to() for more information.

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Moves instantaneously to the origin and resets the heading to face north.

let mut turtle = Turtle::new();
let start_position = turtle.position();
let start_heading = turtle.heading().round();
turtle.right(55.0);
turtle.forward(127.0);
assert_ne!(turtle.heading().round(), start_heading);
assert_ne!(turtle.position()[0].round(), start_position[0].round());
assert_ne!(turtle.position()[1].round(), start_position[1].round());
turtle.home();
assert_eq!(turtle.heading().round(), start_heading);
assert_eq!(turtle.position()[0].round(), start_position[0].round());
assert_eq!(turtle.position()[1].round(), start_position[1].round());

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Returns the turtle's current heading.

The unit of the returned angle is degrees by default, but can be set using the use_degrees() or use_radians() methods.

The heading is relative to the positive x axis (east). When first created, the turtle starts facing north. That means that its heading is 90.0 degrees. The following chart contains many common directions and their angles.

Cardinal Direction Heading (degrees) Heading (radians)
East 0.0° 0.0
North 90.0° PI/2
West 180.0° PI
South 270.0° 3*PI/2

You can test the result of heading() with these values to see if the turtle is facing a certain direction.

// Turtles start facing north
let mut turtle = Turtle::new();
// The rounding is to account for floating-point error
assert_eq!(turtle.heading().round(), 90.0);
turtle.right(31.0);
assert_eq!(turtle.heading().round(), 59.0);
turtle.left(193.0);
assert_eq!(turtle.heading().round(), 252.0);
turtle.left(130.0);
// Angles should not exceed 360.0
assert_eq!(turtle.heading().round(), 22.0);

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Rotate the turtle so that its heading is the given angle.

The unit of angle is degrees by default, but can be set using the use_degrees() or use_radians() methods.

The turtle will attempt to rotate as little as possible in order to reach the given heading (between -180 and 179 degrees). Use set_speed() to control the animation speed.

Here are some common directions in degrees and radians:

Cardinal Direction Heading (degrees) Heading (radians)
East 0.0° 0.0
North 90.0° PI/2
West 180.0° PI
South 270.0° 3*PI/2

See heading() for more information.

Example

// Turtles start facing north
let mut turtle = Turtle::new();
// The rounding is to account for floating-point error
assert_eq!(turtle.heading().round(), 90.0);
turtle.set_heading(31.0);
assert_eq!(turtle.heading().round(), 31.0);
turtle.set_heading(293.0);
assert_eq!(turtle.heading().round(), 293.0);
turtle.set_heading(1.0);
assert_eq!(turtle.heading().round(), 1.0);
// Angles should not exceed 360.0, even when we set them to values larger than that
turtle.set_heading(367.0);
assert_eq!(turtle.heading().round(), 7.0);

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Returns true if Angle values will be interpreted as degrees.

See use_degrees() for more information.

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Returns true if Angle values will be interpreted as radians.

See use_radians() for more information.

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Change the angle unit to degrees.

assert!(!turtle.is_using_degrees());
turtle.use_degrees();
assert!(turtle.is_using_degrees());

// This will now be interpreted as 1.0 degree
turtle.right(1.0);

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Change the angle unit to radians.

assert!(!turtle.is_using_radians());
turtle.use_radians();
assert!(turtle.is_using_radians());

// This will now be interpreted as 1.0 radian
turtle.right(1.0);

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Return true if pen is down, false if it’s up.

assert!(turtle.is_pen_down());
turtle.pen_up();
assert!(!turtle.is_pen_down());
turtle.pen_down();
assert!(turtle.is_pen_down());

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Pull the pen down so that the turtle draws while moving.

assert!(!turtle.is_pen_down());
// This will move the turtle, but not draw any lines
turtle.forward(100.0);
turtle.pen_down();
assert!(turtle.is_pen_down());
// The turtle will now draw lines again
turtle.forward(100.0);

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Pick the pen up so that the turtle does not draw while moving

assert!(turtle.is_pen_down());
// The turtle will move and draw a line
turtle.forward(100.0);
turtle.pen_up();
assert!(!turtle.is_pen_down());
// Now, the turtle will move, but not draw anything
turtle.forward(100.0);

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Returns the size (thickness) of the pen. The thickness is measured in pixels.

turtle.set_pen_size(25.0);
assert_eq!(turtle.pen_size(), 25.0);

See set_pen_size() for more details.

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Sets the thickness of the pen to the given size. The thickness is measured in pixels.

The turtle's pen has a flat tip. The value you set the pen's size to will change the width of the stroke created by the turtle as it moves. See the example below for more about what this means.

Example

extern crate turtle;
use turtle::Turtle;

fn main() {
    let mut turtle = Turtle::new();

    turtle.pen_up();
    turtle.right(90.0);
    turtle.backward(300.0);
    turtle.pen_down();

    turtle.set_pen_color("#2196F3"); // blue
    turtle.set_pen_size(1.0);
    turtle.forward(200.0);

    turtle.set_pen_color("#f44336"); // red
    turtle.set_pen_size(50.0);
    turtle.forward(200.0);

    turtle.set_pen_color("#4CAF50"); // green
    turtle.set_pen_size(100.0);
    turtle.forward(200.0);
}

This will produce the following:

turtle pen thickness

Notice that while the turtle travels in a straight line, it produces different thicknesses of lines which appear like large rectangles.

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Returns the color of the pen.

turtle.set_pen_color("blue");
assert_eq!(turtle.pen_color(), "blue".into());

See the color module for more information about colors.

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Sets the color of the pen to the given color.

Any type that can be converted into a color can be passed into this function. See the color module for more information.

Example

extern crate turtle;
use turtle::Turtle;

fn main() {
    let mut turtle = Turtle::new();
    turtle.set_background_color("light grey");
    turtle.set_pen_size(3.0);

    let colors = ["red", "green", "blue"];

    for i in 0..36 {
        turtle.set_pen_color(colors[i % colors.len()]);
        turtle.forward(25.0);
        turtle.right(10.0);
    }
}

This will produce the following:

turtle pen color

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Returns the color of the background.

turtle.set_background_color("purple");
assert_eq!(turtle.background_color(), "purple".into());

See the color module for more information about colors.

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Sets the color of the background to the given color.

Any type that can be converted into a color can be passed into this function. See the color module for more information.

Example

extern crate turtle;
use turtle::Turtle;

fn main() {
    let mut turtle = Turtle::new();
    turtle.set_background_color("orange");
}

This will produce the following:

turtle background

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Returns the current fill color.

This will be used to fill the shape when begin_fill() and end_fill() are called.

turtle.set_fill_color("coral");
assert_eq!(turtle.fill_color(), "coral".into());

See the color module for more information about colors.

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Sets the fill color to the given color.

Note: The fill color must be set before begin_fill() is called in order to be used when filling the shape.

Any type that can be converted into a color can be passed into this function. See the color module for more information.

Example

See begin_fill() for an example.

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Begin filling the shape drawn by the turtle's movements.

Rule of thumb: For every call to begin_fill(), there should be a corresponding call to end_fill().

Example

The following example will draw a circle filled with the color red and then a square with no fill.

Note: The fill color must be set before begin_fill() is called in order to be used when filling the shape.

extern crate turtle;
use turtle::Turtle;

fn main() {
    let mut turtle = Turtle::new();
    turtle.right(90.0);
    turtle.set_pen_size(3.0);

    turtle.set_pen_color("blue");
    turtle.set_fill_color("red");
    turtle.begin_fill();
    for _ in 0..360 {
        turtle.forward(2.0);
        turtle.right(1.0);
    }
    turtle.end_fill();

    turtle.set_pen_color("green");
    turtle.forward(120.0);
    for _ in 0..3 {
        turtle.right(90.0);
        turtle.forward(240.0);
    }
    turtle.right(90.0);
    turtle.forward(120.0);
}

This will result in the following:

turtle fill example

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Stop filling the shape drawn by the turtle's movements.

Rule of thumb: For every call to begin_fill(), there should be a corresponding call to end_fill().

See begin_fill() for more information.

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Returns true if the turtle is visible.

let mut turtle = Turtle::new();
assert!(turtle.is_visible());
turtle.hide();
assert!(!turtle.is_visible());
turtle.show();
assert!(turtle.is_visible());

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Makes the turtle invisible. The shell will not be shown, but drawings will continue.

Useful for some complex drawings.

assert!(turtle.is_visible());
turtle.hide();
assert!(!turtle.is_visible());

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Makes the turtle visible.

assert!(!turtle.is_visible());
turtle.show();
assert!(turtle.is_visible());

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Delete the turtle's drawings from the screen, re-center the turtle and reset all of the turtle's state (speed, color, etc.) back to the default.

turtle.left(43.0);
turtle.forward(289.0);
turtle.set_pen_color("red");
turtle.set_background_color("green");
let position = turtle.position();
let heading = turtle.heading();
turtle.reset();
assert_eq!(turtle.heading(), 90.0);
assert_eq!(turtle.position(), [0.0, 0.0]);
assert_ne!(turtle.pen_color(), "red".into());
assert_ne!(turtle.background_color(), "green".into());

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Delete the turtle's drawings from the screen.

Does not move turtle. Position, speed and heading of the turtle are not affected. The background color and any other settings (pen color, size, etc.) all remain the same.

Example

extern crate turtle;
use turtle::Turtle;

fn main() {
    let mut turtle = Turtle::new();
    turtle.right(32.0);
    turtle.forward(150.0);

    turtle.wait_for_click();
    turtle.clear();
}

This will produce the following:

turtle clear before click

Once you click on the screen, the drawings will be cleared:

turtle clear before click

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Rotates the turtle to face the given coordinates. Coordinates are relative to the center of the window.

If the coordinates are the same as the turtle's current position, no rotation takes place. Always rotates the least amount necessary in order to face the given point.

UNSTABLE

This feature is currently unstable and completely buggy. Do not use it until it is fixed.

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Convenience function that waits for a click to occur before returning.

Useful for when you want your program to wait for the user to click before continuing so that it doesn't start right away.

This method uses poll_event() internally and ignores any other events that take place before the click is received.

Example

extern crate turtle;
use turtle::Turtle;

fn main() {
    let mut turtle = Turtle::new();
    turtle.wait_for_click();
    // The turtle will wait for the screen to be clicked before continuing
    turtle.forward(100.0);
}

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Returns the next event (if any). Returns None if there are no events to be processed at the current moment. This does not mean that there will never be events later on as the application continues to run.

See the Event enum for the complete list of events that you can handle in Turtle.

Example

To use this advanced method, you need to create what is known as an "event loop". An "event loop" is any loop that handles the events generated by the application. The reason that it is important to create a loop like this is because events in Turtle are "polled". That means that every time an event happens, it is placed in a queue (a list) until you ask to look at it. If you do not check for events continuously, there is a chance that the events you ask for from poll_event() will be outdated.

Even if you do not use every kind of event, you should aim to poll events using this method until there are none left to poll. If you do not poll events for a significant amount of time during your application, favor the events that come later as you poll since those will be the most recent. This can happen if you run many animations between loop iterations.

See the examples/ directory in the source code of this library for more examples of how to use events.

The following is an example of a basic event loop. Notice that it uses two loops. One to move the turtle continuously, and another to handle all the events available at a given moment. If it suits your purposes, you may also just use a single loop to handle events and move the turtle from within that loop. This example is of a more complex case where it really matters that the most recent information is taken into consideration before any further movements take place.

extern crate turtle;

use turtle::Turtle;
use turtle::event::Key::{Left, Right};
use turtle::Event::KeyPressed;

fn main() {
    let mut turtle = Turtle::new();

    loop {
        turtle.forward(1.0);

        while let Some(event) = turtle.poll_event() {
            match event {
                KeyPressed(key) => match key {
                    Left => {
                        turtle.set_speed(8);
                        for _ in 0..20 {
                            turtle.forward(1.0);
                            turtle.left(4.5);
                        }
                        turtle.set_speed(4);
                    },
                    Right => {
                        turtle.set_speed(8);
                        for _ in 0..20 {
                            turtle.forward(1.0);
                            turtle.right(4.5);
                        }
                        turtle.set_speed(4);
                    },
                    _ => {},
                },
                _ => {},
            }
        }
    }
}

Trait Implementations

impl Default for Turtle
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Returns the "default value" for a type. Read more