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Batuhan Osman TASKAYA
cpython
Commits
852f3cc0
Kaydet (Commit)
852f3cc0
authored
Mar 19, 2010
tarafından
Benjamin Peterson
Dosyalara gözat
Seçenekler
Dosyalara Gözat
İndir
Eposta Yamaları
Sade Fark
fix demo/doc eol
üst
69150c77
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Showing
2 changed files
with
312 additions
and
317 deletions
+312
-317
tdemo_nim.py
Demo/turtle/tdemo_nim.py
+226
-227
tdemo_round_dance.py
Demo/turtle/tdemo_round_dance.py
+86
-90
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Demo/turtle/tdemo_nim.py
Dosyayı görüntüle @
852f3cc0
""" turtle-example-suite:
""" turtle-example-suite:
tdemo_nim.py
tdemo_nim.py
Play nim against the computer. The player
Play nim against the computer. The player
who takes the last stick is the winner.
who takes the last stick is the winner.
Implements the model-view-controller
Implements the model-view-controller
design pattern.
design pattern.
"""
"""
import
turtle
import
turtle
import
random
import
random
import
time
import
time
SCREENWIDTH
=
640
SCREENWIDTH
=
640
SCREENHEIGHT
=
480
SCREENHEIGHT
=
480
MINSTICKS
=
7
MINSTICKS
=
7
MAXSTICKS
=
31
MAXSTICKS
=
31
HUNIT
=
SCREENHEIGHT
//
12
HUNIT
=
SCREENHEIGHT
//
12
WUNIT
=
SCREENWIDTH
//
((
MAXSTICKS
//
5
)
*
11
+
(
MAXSTICKS
%
5
)
*
2
)
WUNIT
=
SCREENWIDTH
//
((
MAXSTICKS
//
5
)
*
11
+
(
MAXSTICKS
%
5
)
*
2
)
SCOLOR
=
(
63
,
63
,
31
)
SCOLOR
=
(
63
,
63
,
31
)
HCOLOR
=
(
255
,
204
,
204
)
HCOLOR
=
(
255
,
204
,
204
)
COLOR
=
(
204
,
204
,
255
)
COLOR
=
(
204
,
204
,
255
)
def
randomrow
():
def
randomrow
():
return
random
.
randint
(
MINSTICKS
,
MAXSTICKS
)
return
random
.
randint
(
MINSTICKS
,
MAXSTICKS
)
def
computerzug
(
state
):
def
computerzug
(
state
):
xored
=
state
[
0
]
^
state
[
1
]
^
state
[
2
]
xored
=
state
[
0
]
^
state
[
1
]
^
state
[
2
]
if
xored
==
0
:
if
xored
==
0
:
return
randommove
(
state
)
return
randommove
(
state
)
for
z
in
range
(
3
):
for
z
in
range
(
3
):
s
=
state
[
z
]
^
xored
s
=
state
[
z
]
^
xored
if
s
<=
state
[
z
]:
if
s
<=
state
[
z
]:
move
=
(
z
,
s
)
move
=
(
z
,
s
)
return
move
return
move
def
randommove
(
state
):
def
randommove
(
state
):
m
=
max
(
state
)
m
=
max
(
state
)
while
True
:
while
True
:
z
=
random
.
randint
(
0
,
2
)
z
=
random
.
randint
(
0
,
2
)
if
state
[
z
]
>
(
m
>
1
):
if
state
[
z
]
>
(
m
>
1
):
break
break
rand
=
random
.
randint
(
m
>
1
,
state
[
z
]
-
1
)
rand
=
random
.
randint
(
m
>
1
,
state
[
z
]
-
1
)
return
z
,
rand
return
z
,
rand
class
NimModel
(
object
):
class
NimModel
(
object
):
def
__init__
(
self
,
game
):
def
__init__
(
self
,
game
):
self
.
game
=
game
self
.
game
=
game
def
setup
(
self
):
def
setup
(
self
):
if
self
.
game
.
state
not
in
[
Nim
.
CREATED
,
Nim
.
OVER
]:
if
self
.
game
.
state
not
in
[
Nim
.
CREATED
,
Nim
.
OVER
]:
return
return
self
.
sticks
=
[
randomrow
(),
randomrow
(),
randomrow
()]
self
.
sticks
=
[
randomrow
(),
randomrow
(),
randomrow
()]
self
.
player
=
0
self
.
player
=
0
self
.
winner
=
None
self
.
winner
=
None
self
.
game
.
view
.
setup
()
self
.
game
.
view
.
setup
()
self
.
game
.
state
=
Nim
.
RUNNING
self
.
game
.
state
=
Nim
.
RUNNING
def
move
(
self
,
row
,
col
):
def
move
(
self
,
row
,
col
):
maxspalte
=
self
.
sticks
[
row
]
maxspalte
=
self
.
sticks
[
row
]
self
.
sticks
[
row
]
=
col
self
.
sticks
[
row
]
=
col
self
.
game
.
view
.
notify_move
(
row
,
col
,
maxspalte
,
self
.
player
)
self
.
game
.
view
.
notify_move
(
row
,
col
,
maxspalte
,
self
.
player
)
if
self
.
game_over
():
if
self
.
game_over
():
self
.
game
.
state
=
Nim
.
OVER
self
.
game
.
state
=
Nim
.
OVER
self
.
winner
=
self
.
player
self
.
winner
=
self
.
player
self
.
game
.
view
.
notify_over
()
self
.
game
.
view
.
notify_over
()
elif
self
.
player
==
0
:
elif
self
.
player
==
0
:
self
.
player
=
1
self
.
player
=
1
row
,
col
=
computerzug
(
self
.
sticks
)
row
,
col
=
computerzug
(
self
.
sticks
)
self
.
move
(
row
,
col
)
self
.
move
(
row
,
col
)
self
.
player
=
0
self
.
player
=
0
def
game_over
(
self
):
def
game_over
(
self
):
return
self
.
sticks
==
[
0
,
0
,
0
]
return
self
.
sticks
==
[
0
,
0
,
0
]
def
notify_move
(
self
,
row
,
col
):
def
notify_move
(
self
,
row
,
col
):
if
self
.
sticks
[
row
]
<=
col
:
if
self
.
sticks
[
row
]
<=
col
:
return
return
self
.
move
(
row
,
col
)
self
.
move
(
row
,
col
)
class
Stick
(
turtle
.
Turtle
):
class
Stick
(
turtle
.
Turtle
):
def
__init__
(
self
,
row
,
col
,
game
):
def
__init__
(
self
,
row
,
col
,
game
):
turtle
.
Turtle
.
__init__
(
self
,
visible
=
False
)
turtle
.
Turtle
.
__init__
(
self
,
visible
=
False
)
self
.
row
=
row
self
.
row
=
row
self
.
col
=
col
self
.
col
=
col
self
.
game
=
game
self
.
game
=
game
x
,
y
=
self
.
coords
(
row
,
col
)
x
,
y
=
self
.
coords
(
row
,
col
)
self
.
shape
(
"square"
)
self
.
shape
(
"square"
)
self
.
shapesize
(
HUNIT
/
10.0
,
WUNIT
/
20.0
)
self
.
shapesize
(
HUNIT
/
10.0
,
WUNIT
/
20.0
)
self
.
speed
(
0
)
self
.
speed
(
0
)
self
.
pu
()
self
.
pu
()
self
.
goto
(
x
,
y
)
self
.
goto
(
x
,
y
)
self
.
color
(
"white"
)
self
.
color
(
"white"
)
self
.
showturtle
()
self
.
showturtle
()
def
coords
(
self
,
row
,
col
):
def
coords
(
self
,
row
,
col
):
packet
,
remainder
=
divmod
(
col
,
5
)
packet
,
remainder
=
divmod
(
col
,
5
)
x
=
(
3
+
11
*
packet
+
2
*
remainder
)
*
WUNIT
x
=
(
3
+
11
*
packet
+
2
*
remainder
)
*
WUNIT
y
=
(
2
+
3
*
row
)
*
HUNIT
y
=
(
2
+
3
*
row
)
*
HUNIT
return
x
-
SCREENWIDTH
//
2
+
WUNIT
//
2
,
SCREENHEIGHT
//
2
-
y
-
HUNIT
//
2
return
x
-
SCREENWIDTH
//
2
+
WUNIT
//
2
,
SCREENHEIGHT
//
2
-
y
-
HUNIT
//
2
def
makemove
(
self
,
x
,
y
):
def
makemove
(
self
,
x
,
y
):
if
self
.
game
.
state
!=
Nim
.
RUNNING
:
if
self
.
game
.
state
!=
Nim
.
RUNNING
:
return
return
self
.
game
.
controller
.
notify_move
(
self
.
row
,
self
.
col
)
self
.
game
.
controller
.
notify_move
(
self
.
row
,
self
.
col
)
class
NimView
(
object
):
class
NimView
(
object
):
def
__init__
(
self
,
game
):
def
__init__
(
self
,
game
):
self
.
game
=
game
self
.
game
=
game
self
.
screen
=
game
.
screen
self
.
screen
=
game
.
screen
self
.
model
=
game
.
model
self
.
model
=
game
.
model
self
.
screen
.
colormode
(
255
)
self
.
screen
.
colormode
(
255
)
self
.
screen
.
tracer
(
False
)
self
.
screen
.
tracer
(
False
)
self
.
screen
.
bgcolor
((
240
,
240
,
255
))
self
.
screen
.
bgcolor
((
240
,
240
,
255
))
self
.
writer
=
turtle
.
Turtle
(
visible
=
False
)
self
.
writer
=
turtle
.
Turtle
(
visible
=
False
)
self
.
writer
.
pu
()
self
.
writer
.
pu
()
self
.
writer
.
speed
(
0
)
self
.
writer
.
speed
(
0
)
self
.
sticks
=
{}
self
.
sticks
=
{}
for
row
in
range
(
3
):
for
row
in
range
(
3
):
for
col
in
range
(
MAXSTICKS
):
for
col
in
range
(
MAXSTICKS
):
self
.
sticks
[(
row
,
col
)]
=
Stick
(
row
,
col
,
game
)
self
.
sticks
[(
row
,
col
)]
=
Stick
(
row
,
col
,
game
)
self
.
display
(
"... a moment please ..."
)
self
.
display
(
"... a moment please ..."
)
self
.
screen
.
tracer
(
True
)
self
.
screen
.
tracer
(
True
)
def
display
(
self
,
msg1
,
msg2
=
None
):
def
display
(
self
,
msg1
,
msg2
=
None
):
self
.
screen
.
tracer
(
False
)
self
.
screen
.
tracer
(
False
)
self
.
writer
.
clear
()
self
.
writer
.
clear
()
if
msg2
is
not
None
:
if
msg2
is
not
None
:
self
.
writer
.
goto
(
0
,
-
SCREENHEIGHT
//
2
+
48
)
self
.
writer
.
goto
(
0
,
-
SCREENHEIGHT
//
2
+
48
)
self
.
writer
.
pencolor
(
"red"
)
self
.
writer
.
pencolor
(
"red"
)
self
.
writer
.
write
(
msg2
,
align
=
"center"
,
font
=
(
"Courier"
,
18
,
"bold"
))
self
.
writer
.
write
(
msg2
,
align
=
"center"
,
font
=
(
"Courier"
,
18
,
"bold"
))
self
.
writer
.
goto
(
0
,
-
SCREENHEIGHT
//
2
+
20
)
self
.
writer
.
goto
(
0
,
-
SCREENHEIGHT
//
2
+
20
)
self
.
writer
.
pencolor
(
"black"
)
self
.
writer
.
pencolor
(
"black"
)
self
.
writer
.
write
(
msg1
,
align
=
"center"
,
font
=
(
"Courier"
,
14
,
"bold"
))
self
.
writer
.
write
(
msg1
,
align
=
"center"
,
font
=
(
"Courier"
,
14
,
"bold"
))
self
.
screen
.
tracer
(
True
)
self
.
screen
.
tracer
(
True
)
def
setup
(
self
):
def
setup
(
self
):
self
.
screen
.
tracer
(
False
)
self
.
screen
.
tracer
(
False
)
for
row
in
range
(
3
):
for
row
in
range
(
3
):
for
col
in
range
(
self
.
model
.
sticks
[
row
]):
for
col
in
range
(
self
.
model
.
sticks
[
row
]):
self
.
sticks
[(
row
,
col
)]
.
color
(
SCOLOR
)
self
.
sticks
[(
row
,
col
)]
.
color
(
SCOLOR
)
for
row
in
range
(
3
):
for
row
in
range
(
3
):
for
col
in
range
(
self
.
model
.
sticks
[
row
],
MAXSTICKS
):
for
col
in
range
(
self
.
model
.
sticks
[
row
],
MAXSTICKS
):
self
.
sticks
[(
row
,
col
)]
.
color
(
"white"
)
self
.
sticks
[(
row
,
col
)]
.
color
(
"white"
)
self
.
display
(
"Your turn! Click leftmost stick to remove."
)
self
.
display
(
"Your turn! Click leftmost stick to remove."
)
self
.
screen
.
tracer
(
True
)
self
.
screen
.
tracer
(
True
)
def
notify_move
(
self
,
row
,
col
,
maxspalte
,
player
):
def
notify_move
(
self
,
row
,
col
,
maxspalte
,
player
):
if
player
==
0
:
if
player
==
0
:
farbe
=
HCOLOR
farbe
=
HCOLOR
for
s
in
range
(
col
,
maxspalte
):
for
s
in
range
(
col
,
maxspalte
):
self
.
sticks
[(
row
,
s
)]
.
color
(
farbe
)
self
.
sticks
[(
row
,
s
)]
.
color
(
farbe
)
else
:
else
:
self
.
display
(
" ... thinking ... "
)
self
.
display
(
" ... thinking ... "
)
time
.
sleep
(
0.5
)
time
.
sleep
(
0.5
)
self
.
display
(
" ... thinking ... aaah ..."
)
self
.
display
(
" ... thinking ... aaah ..."
)
farbe
=
COLOR
farbe
=
COLOR
for
s
in
range
(
maxspalte
-
1
,
col
-
1
,
-
1
):
for
s
in
range
(
maxspalte
-
1
,
col
-
1
,
-
1
):
time
.
sleep
(
0.2
)
time
.
sleep
(
0.2
)
self
.
sticks
[(
row
,
s
)]
.
color
(
farbe
)
self
.
sticks
[(
row
,
s
)]
.
color
(
farbe
)
self
.
display
(
"Your turn! Click leftmost stick to remove."
)
self
.
display
(
"Your turn! Click leftmost stick to remove."
)
def
notify_over
(
self
):
def
notify_over
(
self
):
if
self
.
game
.
model
.
winner
==
0
:
if
self
.
game
.
model
.
winner
==
0
:
msg2
=
"Congrats. You're the winner!!!"
msg2
=
"Congrats. You're the winner!!!"
else
:
else
:
msg2
=
"Sorry, the computer is the winner."
msg2
=
"Sorry, the computer is the winner."
self
.
display
(
"To play again press space bar. To leave press ESC."
,
msg2
)
self
.
display
(
"To play again press space bar. To leave press ESC."
,
msg2
)
def
clear
(
self
):
def
clear
(
self
):
if
self
.
game
.
state
==
Nim
.
OVER
:
if
self
.
game
.
state
==
Nim
.
OVER
:
self
.
screen
.
clear
()
self
.
screen
.
clear
()
class
NimController
(
object
):
class
NimController
(
object
):
def
__init__
(
self
,
game
):
def
__init__
(
self
,
game
):
self
.
game
=
game
self
.
game
=
game
self
.
sticks
=
game
.
view
.
sticks
self
.
sticks
=
game
.
view
.
sticks
self
.
BUSY
=
False
self
.
BUSY
=
False
for
stick
in
self
.
sticks
.
values
():
for
stick
in
self
.
sticks
.
values
():
stick
.
onclick
(
stick
.
makemove
)
stick
.
onclick
(
stick
.
makemove
)
self
.
game
.
screen
.
onkey
(
self
.
game
.
model
.
setup
,
"space"
)
self
.
game
.
screen
.
onkey
(
self
.
game
.
model
.
setup
,
"space"
)
self
.
game
.
screen
.
onkey
(
self
.
game
.
view
.
clear
,
"Escape"
)
self
.
game
.
screen
.
onkey
(
self
.
game
.
view
.
clear
,
"Escape"
)
self
.
game
.
view
.
display
(
"Press space bar to start game"
)
self
.
game
.
view
.
display
(
"Press space bar to start game"
)
self
.
game
.
screen
.
listen
()
self
.
game
.
screen
.
listen
()
def
notify_move
(
self
,
row
,
col
):
def
notify_move
(
self
,
row
,
col
):
if
self
.
BUSY
:
if
self
.
BUSY
:
return
return
self
.
BUSY
=
True
self
.
BUSY
=
True
self
.
game
.
model
.
notify_move
(
row
,
col
)
self
.
game
.
model
.
notify_move
(
row
,
col
)
self
.
BUSY
=
False
self
.
BUSY
=
False
class
Nim
(
object
):
class
Nim
(
object
):
CREATED
=
0
CREATED
=
0
RUNNING
=
1
RUNNING
=
1
OVER
=
2
OVER
=
2
def
__init__
(
self
,
screen
):
def
__init__
(
self
,
screen
):
self
.
state
=
Nim
.
CREATED
self
.
state
=
Nim
.
CREATED
self
.
screen
=
screen
self
.
screen
=
screen
self
.
model
=
NimModel
(
self
)
self
.
model
=
NimModel
(
self
)
self
.
view
=
NimView
(
self
)
self
.
view
=
NimView
(
self
)
self
.
controller
=
NimController
(
self
)
self
.
controller
=
NimController
(
self
)
mainscreen
=
turtle
.
Screen
()
mainscreen
=
turtle
.
Screen
()
mainscreen
.
mode
(
"standard"
)
mainscreen
.
mode
(
"standard"
)
mainscreen
.
setup
(
SCREENWIDTH
,
SCREENHEIGHT
)
mainscreen
.
setup
(
SCREENWIDTH
,
SCREENHEIGHT
)
def
main
():
def
main
():
nim
=
Nim
(
mainscreen
)
nim
=
Nim
(
mainscreen
)
return
"EVENTLOOP!"
return
"EVENTLOOP!"
if
__name__
==
"__main__"
:
if
__name__
==
"__main__"
:
main
()
main
()
turtle
.
mainloop
()
turtle
.
mainloop
()
Demo/turtle/tdemo_round_dance.py
Dosyayı görüntüle @
852f3cc0
""" turtle-example-suite:
""" turtle-example-suite:
tdemo_round_dance.py
tdemo_round_dance.py
(Needs version 1.1 of the turtle module that
(Needs version 1.1 of the turtle module that
comes with Python 3.1)
comes with Python 3.1)
Dancing turtles have a compound shape
Dancing turtles have a compound shape
consisting of a series of triangles of
consisting of a series of triangles of
decreasing size.
decreasing size.
Turtles march along a circle while rotating
Turtles march along a circle while rotating
pairwise in opposite direction, with one
pairwise in opposite direction, with one
exception. Does that breaking of symmetry
exception. Does that breaking of symmetry
enhance the attractiveness of the example?
enhance the attractiveness of the example?
Press any key to stop the animation.
Press any key to stop the animation.
Technically: demonstrates use of compound
Technically: demonstrates use of compound
shapes, transformation of shapes as well as
shapes, transformation of shapes as well as
cloning turtles. The animation is
cloning turtles. The animation is
controlled through update().
controlled through update().
"""
"""
from
turtle
import
*
from
turtle
import
*
def
stop
():
def
stop
():
global
running
global
running
running
=
False
running
=
False
def
main
():
def
main
():
global
running
global
running
clearscreen
()
clearscreen
()
bgcolor
(
"gray10"
)
bgcolor
(
"gray10"
)
tracer
(
False
)
tracer
(
False
)
shape
(
"triangle"
)
shape
(
"triangle"
)
f
=
0.793402
f
=
0.793402
phi
=
9.064678
phi
=
9.064678
s
=
5
s
=
5
c
=
1
c
=
1
# create compound shape
# create compound shape
sh
=
Shape
(
"compound"
)
sh
=
Shape
(
"compound"
)
for
i
in
range
(
10
):
for
i
in
range
(
10
):
shapesize
(
s
)
shapesize
(
s
)
p
=
get_shapepoly
()
p
=
get_shapepoly
()
s
*=
f
s
*=
f
c
*=
f
c
*=
f
tilt
(
-
phi
)
tilt
(
-
phi
)
sh
.
addcomponent
(
p
,
(
c
,
0.25
,
1
-
c
),
"black"
)
sh
.
addcomponent
(
p
,
(
c
,
0.25
,
1
-
c
),
"black"
)
register_shape
(
"multitri"
,
sh
)
register_shape
(
"multitri"
,
sh
)
# create dancers
# create dancers
shapesize
(
1
)
shapesize
(
1
)
shape
(
"multitri"
)
shape
(
"multitri"
)
pu
()
pu
()
setpos
(
0
,
-
200
)
setpos
(
0
,
-
200
)
dancers
=
[]
dancers
=
[]
for
i
in
range
(
180
):
for
i
in
range
(
180
):
fd
(
7
)
fd
(
7
)
tilt
(
-
4
)
tilt
(
-
4
)
lt
(
2
)
lt
(
2
)
update
()
update
()
if
i
%
12
==
0
:
if
i
%
12
==
0
:
dancers
.
append
(
clone
())
dancers
.
append
(
clone
())
home
()
home
()
# dance
# dance
running
=
True
running
=
True
onkeypress
(
stop
)
onkeypress
(
stop
)
listen
()
listen
()
cs
=
1
cs
=
1
while
running
:
while
running
:
ta
=
-
4
ta
=
-
4
for
dancer
in
dancers
:
for
dancer
in
dancers
:
dancer
.
fd
(
7
)
dancer
.
fd
(
7
)
dancer
.
lt
(
2
)
dancer
.
lt
(
2
)
dancer
.
tilt
(
ta
)
dancer
.
tilt
(
ta
)
ta
=
-
4
if
ta
>
0
else
2
ta
=
-
4
if
ta
>
0
else
2
if
cs
<
180
:
if
cs
<
180
:
right
(
4
)
right
(
4
)
shapesize
(
cs
)
shapesize
(
cs
)
cs
*=
1.005
cs
*=
1.005
update
()
update
()
return
"DONE!"
return
"DONE!"
if
__name__
==
'__main__'
:
if
__name__
==
'__main__'
:
print
(
main
())
print
(
main
())
mainloop
()
mainloop
()
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