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