Creating Circles With Logo Turtle: Easy Steps To Master

how to make a circle in logo turtle

The Logo programming language is a great way to get started with coding, especially for kids. It uses a turtle to draw shapes and can be used to create some awesome things.

The turtle has a pen tied to its back, so it draws a line wherever it goes. This means you can draw pictures just by telling it to walk around. The turtle lives in the window at the top of the screen, and you type instructions for it in the window below.

The turtle can follow simple instructions like forward 100, which makes it move forward by 100 pixels, and right 90, which makes it turn right by 90 degrees. You can also combine commands, for example, forward 50 left 90 forward 50 will make the turtle draw an inverted L.

You can also use the repeat command to simplify things. For example, to make the turtle draw a square, you can use repeat 4 [forward 100 right 90], which makes it repeat the actions in the square brackets four times.

You can also teach the turtle new instructions using the to command. For example, to square repeat 4 [forward 100 right 90] end will teach the turtle to draw a square when you type square.

You can even draw a circle with the turtle by using the repeat command to make it walk in a curve. For example, repeat 180 [forward 1 right 2] will make the turtle walk in a circle.

So, go ahead and try out some commands, and see what awesome things you can make the turtle do!

Characteristics Values
Drawing a circle REPEAT 180 [ FD 1 RT 2 ]
Drawing a thorus SETPOS [ 300 400 ] REPEAT 90 [ FD 1 RT 4]
Drawing the olympus logo SETPC blue circle place
Drawing random placed stars GIVE "x HAZARD 350 GIVE "y HAZARD 350 GIVE "long HAZARD 25 GIVE "col HAZARD 15 star :x :y :long :col
Drawing a square REPEAT 4 [ FORWARD 100 RIGHT 90 ]
Drawing an inverted L forward 50 left 90 forward 50

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Turtle's home position

The home position of the turtle is the coordinate [0 0]. It is the starting position for the turtle and the starting point for all the other turtle positions. The home position is at the centre of the turtle's screen.

You can move the turtle to its home position using the command:

Turtle.home()

The turtle's position can be checked using the command:

Turtle.position()

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Turtle's world and coordinate system

The world of the turtle is a coordinate system that identifies every possible turtle position with a list of two numbers. The first number is the x-coordinate, which tells how far the turtle is to the right or left of the home position. The second number is the y-coordinate, which tells how far the turtle is above or below the home position. The two numbers together are called a coordinate pair, a coordinate point, or just a coordinate. The turtle's home position is the coordinate [0 0] and is the starting position for the turtle.

The vertical line through [0 0] is called the y-axis, and the horizontal line through [0 0] is called the x-axis. These lines divide the screen into four sections called quadrants. Each quadrant has a different combination of positive and negative values for the coordinates.

The turtle has a built-in compass that keeps track of the direction it's heading. A real compass is a tool for measuring direction or heading, and the turtle's built-in compass works in a similar way. The turtle's heading is towards the top of the graphics window, and this is a heading of 0 degrees. The relative turns using "right" and "left" modify the turtle's heading in relation to its current heading. You can also point the turtle in any direction with the "seth" or "setheading" command.

The turtle's world is not always limited to two dimensions. The ideas behind turtle graphics can be extended to include three-dimensional space. This is achieved by using one of several different coordinate models, such as a cartesian-rotational setup, where an additional "up" vector is defined to choose the plane the turtle's 2D "forward" vector rotates in.

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Turtle's compass

A turtle's built-in compass keeps track of the direction it's heading. The turtle's home position is the coordinate [0 0] and is the starting position for the turtle. The vertical line through [0 0] is called the y-axis, and the horizontal line through [0 0] is called the x-axis. These lines divide the screen into four sections called quadrants.

The turtle's compass heading can be seen with the HEADING command. The relative turns using RIGHT and LEFT modify the turtle's heading in relation to its current heading. The new compass heading is usually very different from the number of degrees in the relative turn.

The turtle can be pointed in any direction with the SETHEADING command (SETH for short). It takes any number as input and rotates the turtle to a new compass heading. The new heading is always a number from 0 to 359.

Python

Import turtle

Def circle(distance, sections):

Angle = 360/sections

For i in range(1, sections+1):

Turtle.forward(distance)

Turtle.left(angle)

Circle(20, 30)

Turtle.done()

In this code, the turtle moves forward by a specified distance and then turns left by an angle calculated as 360 divided by the number of sections. This ensures that the turtle completes a full circle.

Another example of using the turtle's compass is drawing a square:

Python

Import turtle

Def square(side):

For i in range(4):

Turtle.forward(side)

Turtle.left(90)

Square(50)

Turtle.done()

In this code, the turtle moves forward by the specified side length and then turns left by 90 degrees four times to complete the square.

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Miscellaneous drawing tools

The turtle module is included with Python and does not require any additional packages to be installed. The turtle module can be used in both object-oriented and procedure-oriented ways. The turtle module is based on Tkinter, which is used for the underlying graphics.

The turtle module provides a range of methods and functions for drawing, including:

  • `forward(x)`: Moves the pen in the forward direction by `x` units.
  • `backward(x)`: Moves the pen in the backward direction by `x` units.
  • `right(x)`: Rotates the pen in the clockwise direction by an angle `x`.
  • `left(x)`: Rotates the pen in the anticlockwise direction by an angle `x`.
  • `penup()`: Stops the drawing of the turtle pen.
  • `pendown()`: Starts the drawing of the turtle pen.
  • `circle(radius)`: Draws a circle of the given radius, taking the turtle's position as the centre.
  • `setpos()` or `goto()`: Moves the turtle to an absolute position.
  • `color()`: Changes the colour of the turtle. The default colour is black.
  • `write()`: Writes text at the current turtle position.

To draw a circle using the turtle module, you can use the `circle(radius) function, which draws a circle with a given radius. You can also draw a circle manually by using a combination of `forward`() and `left`() or `right`() functions.

Python

Import turtle

Create a turtle instance

MyTurtle = turtle.Turtle()

Draw a circle with a radius of 50

MyTurtle.circle(50)

Keep the turtle window open

Turtle.getscreen()._root.mainloop()

You can also create your own function to draw a circle with a specific radius. Here is an example:

Python

Def draw_circle(radius):

Circumference = 2 * 3.14 * radius

Step_size = circumference / 360

For _ in range(360):

Turtle.forward(step_size)

Turtle.left(1)

Draw circles with different radii

Draw_circle(20)

Draw_circle(40)

Draw_circle(60)

Hide the turtle and keep the window open

Turtle.hideturtle()

Turtle.done()

In addition to drawing circles, the turtle module can be used to create more complex drawings and animations. You can change the colour of the turtle, add text, and even create games and interactive programs.

The turtle module is a great way to learn Python by visualising basic commands and seeing the turtle execute them graphically. It provides a fun and interactive way to learn programming concepts and experiment with different functions and methods.

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The Toolbox Shapes panel

The Toolbox window contains a variety of resources that can be used in Logo projects, such as colours, controls, backgrounds and shapes. To display the Toolbox, click on the Toolbox button in the button bar. The first time the Toolbox is displayed, it shows the Colours panel, but if a different panel is saved in the Toolbox, that will be the default the next time Logo is started.

The Shapes panel can be selected from the popup list at the top of the Toolbox. The Shapes panel contains a variety of shapes that can be dragged and dropped onto the turtle to change its appearance. For example, to change the turtle's shape to a moose, simply drag the moose shape from the Shapes panel and drop it onto the turtle. A box will appear around the turtle to indicate that it is the target.

If the turtle's shape is changed in this way, it will still function in the same way as the original turtle shape. For example, typing:

> CS REPEAT 4 [FORWARD 100 RIGHT 90 STAMP]

Will produce the same result with the moose shape as with the original turtle shape.

However, some shapes do not rotate well when the turtle turns. To prevent the turtle's shape from rotating, type:

> LOCKSHAPE

To allow the turtle's shape to rotate again, type:

> UNLOCKSHAPE

Frequently asked questions

You can draw a circle by using the circle function in Logo Turtle. You can specify the radius and the number of steps to determine the precision of the circle.

You can change the colour of the circle by using the setpc or pencolor function before drawing the circle.

You can fill the circle with colour by using the fill or fillcolor function before drawing the circle.

You can draw multiple circles by repeating the circle function with different radii and colours.

You can draw a semicircle or arc by specifying the extent or angle of the circle function.

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