I drove a board with 8x8 dimension by using turtle module. It looks like a chessboard,but it is not,since the black blocks are randomly distributed.
The aim is that I want to make an A-Star Algorithm. The algorithm part is done. However, I am stuck in the graphical interface part.
I was using turtle-graphics
module, but as far as I can understand, it draws the shapes by using a pen, which is move whole specific path by drawing the lines. I was dealing with the functions of turtle module in order to understand what are they.
My question are:
I want to put an object or image into a specific block. In fact, the block that I put into the object will be white.
I also want that object to move from one block to another block like a chess game. (However, it is not).
After one movement, is it possible to fill the previous block with a color ? (Actually, it is possible, I've done this part, but it was a bit time consuming. I mean, the program has to wait a bit to complete the pen movements in order to fill that block with a color.)
import turtle
import image
Tess=turtle.Turtle()
Tess.pensize(1)
Tess.speed(-100)
w=40
def mysquare(who,thecolor,size):
who.pendown()
who.pencolor('black')
who.fillcolor(thecolor)
who.begin_fill()
who.setheading(0)
for i in range(4):
who.forward(size)
who.left(90)
who.end_fill()
for j in range(8):
for i in range(8):
# print(i,j)
if i==5 and j==7 or i==5 and j==6 or i==3 and j==5 or i==7 and j==5 or i==2 and j==4 or i==4 and j==4 or i==5 and j==4 or i==6 and j==4:
scolor='black'
else:
scolor='white'
Tess.penup()
Tess.goto((i-4)*w,(j-4)*w)
mysquare(Tess,scolor,w)
I believe the following exhibits the behaviors you describe. It sets up the board, moves the turtle to a white square and then randomly moves it to squares it hasn't already visited (avoiding black squares) until it runs out of valid moves:
from turtle import Turtle, Screen
from random import choice
WIDTH = 40
BOARD_SIZE = 8
COLOR_EMPTY, COLOR_BLOCKED, COLOR_VISITED, COLOR_FAILED = 'white', 'black', 'green', 'red'
blocked_squares = [(5, 7), (5, 6), (3, 5), (7, 5), (2, 4), (4, 4), (5, 4), (6, 4)] # should generate randomly
def mysquare(turtle, i, j, color, size):
turtle.penup()
turtle.goto((i - BOARD_SIZE//2) * size, (j - BOARD_SIZE//2) * size)
turtle.pendown()
turtle.fillcolor(color)
turtle.setheading(0)
turtle.begin_fill()
for _ in range(4):
turtle.forward(size)
turtle.left(90)
turtle.end_fill()
def board_to_screen(position):
y, x = position
return ((x - BOARD_SIZE//2) * WIDTH + WIDTH / 2, (y - BOARD_SIZE//2) * WIDTH + WIDTH / 2)
def move():
global position
positions = []
for j_delta in (-1, 0, 1):
if 0 <= position[0] + j_delta < BOARD_SIZE:
for i_delta in (-1, 0, 1):
if 0 <= position[1] + i_delta < BOARD_SIZE:
if board[position[0] + j_delta][position[1] + i_delta]:
new_position = (position[0] + j_delta, position[1] + i_delta)
if new_position != position:
positions.append(new_position)
j, i = position
if positions:
board[j][i] = False
mysquare(tess, i, j, COLOR_VISITED, WIDTH)
position = choice(positions)
screen.ontimer(move, 1000)
else:
mysquare(tess, i, j, COLOR_FAILED, WIDTH)
tess.penup()
tess.goto(board_to_screen(position))
screen.update()
tess = Turtle(shape='turtle')
tess.speed('fastest')
screen = Screen()
screen.tracer(0)
board = []
for j in range(BOARD_SIZE):
board.append(list())
for i in range(BOARD_SIZE):
board[j].append(True)
square_color = COLOR_EMPTY
if (i, j) in blocked_squares:
square_color = COLOR_BLOCKED
board[j][-1] = False
mysquare(tess, i, j, square_color, WIDTH)
screen.update()
position = (3, 3)
tess.penup()
tess.goto(board_to_screen(position))
screen.ontimer(move, 1000)
screen.exitonclick()
This is probably better done with multiple turtles to avoid some of the moves and the turtle on the board can be a GIF image instead of a built-in turtle shape. The black squares should probably be generated randomly (but carefully) as should the initial starting position on the board of the turtle.