? B4XTurtle - Examples for teachers and parents

Erel

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Lists together with custom types make a powerful combination:



A custom type defines a simple object with all kinds of fields. (It is a bit like a class without code, though it can do things that cannot be done with classes.)

Instead of making a list with the values directly we now make a list with more information.
First we define the custom type, this is done in Process_Globals:
B4X:
Type PieItem (Value As Float, Name As String, Clr As Int)
Each item stores a value, a name and a color.

We can let the IDE generate a Create sub:



There is nothing special about the generated sub. You can modify it as you need.
Adding elements using the CreatePieItem sub:
B4X:
Items.Add(CreatePieItem(100, "Apples", xui.Color_Blue))
Items.Add(CreatePieItem(200, "Bananas", xui.Color_Red))
Items.Add(CreatePieItem(50, "Grapes", xui.Color_Green))

Now when we iterate over the items we iterate over PieItems:
B4X:
For Each pi As PieItem In Items
        TotalValues = TotalValues + pi.value
Next
This allows us to later draw the items names:
B4X:
For Each pi As PieItem In Items
    Turtle.SetPenColor(pi.Clr).DrawText(pi.Name).MoveForward(40)
Next

Code: (don't forget to add the Type declaration to Process_Globals)
B4X:
Sub Turtle_Start
    Turtle.SetSpeedFactor(3).SetPenColor(xui.Color_Black)
    Turtle.SetX(Turtle.Width / 2 - 80)
    Dim Items As List
    Items.Initialize
    Items.Add(CreatePieItem(100, "Apples", xui.Color_Blue))
    Items.Add(CreatePieItem(200, "Bananas", xui.Color_Red))
    Items.Add(CreatePieItem(50, "Grapes", xui.Color_Green))
    Items.Add(CreatePieItem(80, "Oranges", xui.Color_Magenta))
    Items.Add(CreatePieItem(120, "Melons", 0xFF00C5D0))
    DrawPie(Items)
    DrawLabels(Items)
End Sub

Sub DrawLabels (Items As List)
    Turtle.PenUp.MoveForward(150)
    Turtle.SetFontAndAlignment(xui.CreateDefaultBoldFont(20), "LEFT")
    Turtle.SetAngle(90).MoveBackward(80)
For Each pi As PieItem In Items
    Turtle.SetPenColor(pi.Clr).DrawText(pi.Name).MoveForward(40)
Next
    Turtle.PenDown
End Sub

Sub DrawPie (Items As List)
    Dim radius As Float = 100
    Dim TotalValues As Float
    'For Each - best option when we don't need the index
    For Each pi As PieItem In Items
        TotalValues = TotalValues + pi.value
    Next
    Dim TotalAngles As Float
    'regular For Next
    For i = 0 To Items.Size - 1 'first time index is always 0
        Dim pi As PieItem = Items.Get(i)
        Dim angle As Float = Floor(pi.value / TotalValues * 360)
        If i = Items.Size - 1 Then
            'to avoid rounding errors the last element completes the circle.
            angle = Ceil(360 - TotalAngles)
        End If
        TotalAngles = TotalAngles + angle
        DrawSlice(angle, radius, pi.Clr)
    Next
End Sub

Sub DrawSlice (angle As Float, radius As Float, clr As Int)
    Turtle.MoveForward(radius).TurnLeft(90)
    For a = 1 To angle
        Turtle.MoveForward(2 * cPI * radius / 360).TurnLeft(1)
    Next
    Turtle.TurnLeft(90).MoveForward(100).TurnLeft(180).PenUp
    Turtle.TurnRight(angle / 2).MoveForward(radius / 2).SetPenColor(clr).Fill
    Turtle.SetPenColor(xui.Color_Black).MoveBackward(radius / 2).TurnLeft(angle / 2).PenDown
End Sub

Public Sub CreatePieItem (Value As Float, Name As String, Clr As Int) As PieItem
    Dim t1 As PieItem
    t1.Initialize
    t1.Value = Value
    t1.Name = Name
    t1.Clr = Clr
    Return t1
End Sub
 

Erel

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Lets add some views:

Step #1: Add a reference to XUI Views library - a cross platform library with custom views.



Add a B4XFloatTextField:



Code:
B4X:
Sub Turtle_Start
    Turtle.SetSpeedFactor(3).SetPenColor(xui.Color_Black)
End Sub

Sub txtNumberOfEdges_EnterPressed
    Turtle.ClearScreen.Home
    Dim NumberOfEdges As Int = txtNumberOfEdges.Text
    For i = 1 To NumberOfEdges
        Turtle.MoveForward(100).TurnLeft(360 / NumberOfEdges)
    Next
End Sub

And the result is:



Note that if we enter an invalid number the program will crash.
The solution is to verify that the text is actually a number:
B4X:
Sub txtNumberOfEdges_EnterPressed
    If IsNumber(txtNumberOfEdges.Text) = False Then
        xui.MsgboxAsync("Invalid number", "")
        Return
    End If
    Turtle.ClearScreen.Home
    Dim NumberOfEdges As Int = txtNumberOfEdges.Text
    For i = 1 To NumberOfEdges
        Turtle.MoveForward(100).TurnLeft(360 / NumberOfEdges)
    Next
End Sub
 

Erel

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XUI Views library also includes a cross platform dialog implementation with several templates. In this small example we will use the color template to let the user choose a color and then we will draw a circle with this color.

1. Add to Process_Globals:
B4X:
Private Dialog As B4XDialog
Private ColorTemplate As B4XColorTemplate

2.
B4X:
Sub Turtle_Start
    If Dialog.IsInitialized = False Then
        Dialog.Initialize(MainForm.RootPane) 'Activity in B4A and Page.RootPanel in B4i
        Dialog.Title = "? B4XTurtle"
        ColorTemplate.Initialize
    End If
    Turtle.SetSpeedFactor(3).SetPenColor(xui.Color_Black)
End Sub

Sub Turtle_Touch (Args As TurtleTouchArgs)
    If Args.Down Then
        Wait For (Dialog.ShowTemplate(ColorTemplate, "Ok", "", "Cancel")) Complete (Result As Int)
        If Result = xui.DialogResponse_Positive Then
            Turtle.SetX(Args.X).SetY(Args.Y)
            Turtle.SetPenColor(ColorTemplate.SelectedColor).Arc(360, 50).Fill
        End If
    End If
End Sub

Like most objects in B4X, the dialog and the template need to be initialized once.
We handle the Touch event and check if Args.Down is True.
Line #12 calls the Wait For keyword. Any sub where Wait For or Sleep are called is a 'resumable sub'. This is an important feature of B4X. It is fully explained here: https://www.b4x.com/android/forum/threads/78601/#content

It allows us, the developers, to treat asynchronous tasks as if they were (almost) synchronous.

Once the dialog is closed we check the result. It will be xui.DialogResponse_Positive or xui.DialogResponse_Negative or xui.DialogResponse_Cancel.
If it is positive (OK) we set the pen color and draw a circle.
 

Erel

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Tic-Tac-Toe game



For the first time in these examples, we are using an array and it is a two dimension array. Array is the "primitive" version of list, however it can have multiple dimensions which is a useful feature in this case.
The array is used to store the state of each of the 3x3 cells. The value will be one of the constants: CELL_EMPTY, CELL_X or CELL_Y. The constants are declared in the globals sub:
B4X:
Private Const CELL_EMPTY = 0, CELL_X = 1, CELL_O = 2 As Int
The Const modifier means that their values cannot be changed.

1. Add to Process_Globals:
B4X:
    Private Const CELL_EMPTY = 0, CELL_X = 1, CELL_O = 2 As Int
    Private CellSize As Int = 50
    Private Offset As Int = 50
    Private CurrentTurn As Int
    Private NumberOfTurns As Int

2. Code:
B4X:
Sub Turtle_Start
    Dim Cells(3, 3) As Int 'all cells will be 0 which happens to be CELL_EMPTY
    NumberOfTurns = 0
    Turtle.SetSpeedFactor(3).SetPenColor(xui.Color_Black)
    DrawBackground
    CurrentTurn = CELL_O
End Sub

Sub DrawBackground
    Turtle.ClearScreen
    For i = 1 To 2
        Turtle.SetX(Offset + i * CellSize).SetY(Offset).SetAngle(90)
        Turtle.MoveForward(CellSize * 3)
        Turtle.SetX(Offset).SetY(Offset + i * CellSize).SetAngle(0)
        Turtle.MoveForward(CellSize * 3)
    Next
End Sub

Sub Turtle_Touch (Args As TurtleTouchArgs)
    If Args.Down Then
        If NumberOfTurns >= 9 Then Return
        Dim x As Int= (Args.X - Offset) / CellSize
        Dim y As Int = (Args.Y - Offset) / CellSize
        Log(x & ", " & y)
        If x < 0 Or y < 0 Or x > 2 Or y > 2 Then Return
        If Cells(x, y) <> CELL_EMPTY Then Return 'already marked
        Cells(x, y) = CurrentTurn
        NumberOfTurns = NumberOfTurns + 1
        DrawCell(x, y)
        CheckEndGame
        If CurrentTurn = CELL_X Then CurrentTurn = CELL_O Else CurrentTurn = CELL_X
    End If
End Sub

Sub DrawCell (X As Int, Y As Int)
    If Cells(X, Y) = CELL_O Then
        Turtle.SetX(Offset + x * CellSize + CellSize / 2).SetY(Offset + y * CellSize + CellSize / 2)
        Turtle.Arc(360, CellSize / 2 - 10)
    Else
        Turtle.SetX(Offset + x * CellSize + 10).SetY(Offset + y * CellSize + 10)
        Turtle.MoveTo(Offset + x * CellSize + CellSize - 10, Offset + y * CellSize + CellSize - 10)
        Turtle.SetX(Offset + x * CellSize + CellSize - 10).SetY(Offset + y * CellSize + 10)
        Turtle.MoveTo(Offset + x * CellSize + 10, Offset + y * CellSize + CellSize - 10)
    End If
End Sub

Sub CheckEndGame
    'The computer is fast enough and we can easily check all possible cases every step.
    Dim winner As Int = CELL_EMPTY
    'rows
    For y = 0 To 2
        Dim FirstCell As Int = Cells(0, y)
        If FirstCell = CELL_EMPTY Then Continue 'continue with the next row
        If Cells(1, y) = FirstCell And Cells(2, y) = FirstCell Then
            winner = FirstCell
            Exit
        End If
    Next
    'columns
    For x = 0 To 2
        Dim FirstCell As Int = Cells(x, 0)
        If FirstCell = CELL_EMPTY Then Continue
        If Cells(x, 1) = FirstCell And Cells(x, 2) = FirstCell Then
            winner = FirstCell
            Exit
        End If
    Next
    'diagonals
    If Cells(0, 0) <> CELL_EMPTY Then
        FirstCell = Cells(0, 0)
        If Cells(1, 1) = FirstCell And Cells(2, 2) = FirstCell Then
            winner = FirstCell
        End If
    End If
    If Cells(0, 2) <> CELL_EMPTY Then
        FirstCell = Cells(0, 2)
        If Cells(1, 1) = FirstCell And Cells(2, 0) = FirstCell Then
            winner = FirstCell
        End If
    End If
    'do we have a winner?
    If winner <> CELL_EMPTY Then
        Dim s As String = "The winner is: "
        If winner = CELL_O Then s = s & "O" Else s = s & "X"
        s = s & "!!!"
        xui.MsgboxAsync(s, "B4XTurtle")
        NumberOfTurns = 9 '<--- don't allow more turns
    Else If NumberOfTurns = 9 Then
        xui.MsgboxAsync("No one won :(", "B4XTurtle")
    End If
End Sub
 
Last edited:

Erel

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Strings

All real programs need to deal with strings. What is a string? A string is a static sequence of characters.
A string literal is a sequence of characters enclosed with quotes:
B4X:
Dim s As String = "abc 123 ,./"
In B4X there is another type of string literal called smart string literal: [B4X] Smart String Literal

The '&' character is the concatenation operator. It joins two strings and return a new string.

There are many important aspects to strings. This example demonstrates several of the built-in methods:



B4X:
Sub Turtle_Start
    Turtle.SetFontAndAlignment(xui.CreateDefaultFont(20), "LEFT").PenUp.SetY(20)
    Dim s1 As String = "abc"
    Dim s2 As String = "def"
    Print($"s1 = "${s1}""$) 'this is a smart string literal. No need to escape quotes and it supports interpolation. It can also be multiline.
    Print($"s2 = "${s2}""$)
    Print($"s1 & s2 = "${s1 & s2}""$)
    Print($"s1.IndexOf("b") = ${s1.IndexOf("b")}"$)
    Print($"s2.IndexOf("b") = ${s2.IndexOf("b")}"$)
    Print($"s1.Replace("bc", s2) = "${s1.Replace("bc", s2)}""$)
    Print($"The previous call didn't modify s1. Strings are immutable. s1 = "${s1}""$)
    Print($"s1.Length = ${s1.Length}"$)
    Print($"Third char: s1.CharAt(2) = "${s1.CharAt(2)}""$)
    Print($"First two chars: s1.SubString2(0, 2) = "${s1.SubString2(0, 2)}""$)
    Print($"Last two chars: s1.SubString2(s1.Length - 2, s1.Length) = "${s1.SubString2(s1.Length - 2, s1.Length)}""$)
End Sub

Sub Print(s As String)
    Turtle.SetX(10).DrawText(s).SetAngle(90).MoveForward(30)
End Sub
 

Erel

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Control the turtle with the keys



This is a B4J example that uses jGameViewHelper library to intercept the keys.

1. Add a reference to jGameViewHelper
B4X:
Sub gvh_KeyPressed (KeyCode As String) As Boolean
    If KeyCode = "Up" Then Up = True
    If KeyCode = "Down" Then Down = True
    If KeyCode = "Left" Then Left = True
    If KeyCode = "Right" Then Right = True
    If KeyCode = "Space" And Space = False Then
         PenColor = Turtle.RandomColor
         PenSize = Rnd(1, 20)
         Space = True
    End If
    Return False
End Sub
The keys state is stored in several global variables. This state is then applied in the timer tick event.

2. Complete code:
B4X:
#Region Form Preperation
'Template version 1.00
Sub Process_Globals
    Private fx As JFX
    Private MainForm As Form
    Private xui As XUI 'ignore
    Private Turtle As B4XTurtle
    Private MenuBar1 As MenuBar
    Private gvh As GameViewHelper
    Private Up, Right, Left, Down, Space As Boolean
    Private Timer1 As Timer
    Private PenColor As Int
    Private PenSize As Int
End Sub


Sub AppStart (Form1 As Form, Args() As String)
    MainForm = Form1
    MainForm.RootPane.LoadLayout("Main")
    MainForm.Show
    gvh.AddKeyListener("gvh", MainForm)
    Timer1.Initialize("Timer1", 30)
End Sub

Sub MenuBar1_Action
    Dim Mi As MenuItem = Sender
    Select Mi.Tag
        Case "Restart"
            Turtle.Stop.ClearScreen.Home
            Turtle_Start
        Case "Exit"
            MainForm.Close
    End Select
End Sub
#End Region

Sub gvh_KeyPressed (KeyCode As String) As Boolean
    If KeyCode = "Up" Then Up = True
    If KeyCode = "Down" Then Down = True
    If KeyCode = "Left" Then Left = True
    If KeyCode = "Right" Then Right = True
    If KeyCode = "Space" And Space = False Then
         PenColor = Turtle.RandomColor
         PenSize = Rnd(1, 20)
         Space = True
    End If
    Return False
End Sub

Sub gvh_KeyReleased (KeyCode As String) As Boolean
    If KeyCode = "Up" Then Up = False
    If KeyCode = "Down" Then Down = False
    If KeyCode = "Left" Then Left = False
    If KeyCode = "Right" Then Right = False
    If KeyCode = "Space" Then Space = False
    Return False
End Sub

Sub Timer1_Tick
    Turtle.Stop 'try it without this and see what happens
    If Space Then
        Turtle.PenDown.SetPenColor(PenColor).SetPenSize(PenSize)
    Else
        Turtle.PenUp
    End If
    If Left Then
        Turtle.TurnLeft(10)
    Else If Right Then
        Turtle.TurnRight(10)
    End If
    If Up Then
        Turtle.MoveForward(30)
    Else If Down Then
        Turtle.MoveBackward(30)
    End If
    
End Sub

Sub Turtle_Start
    Turtle.DegreesPerSecond = 10000
    Turtle.SetFontAndAlignment(xui.CreateDefaultFont(20), "LEFT")
    Timer1.Enabled = True
End Sub
 

Erel

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Another flower:



B4X:
Sub Turtle_Start
    Turtle.SetSpeedFactor(3).SetPenColor(xui.Color_Blue).SetPenSize(3)
    For i = 1 To 10
        Leaf
        Turtle.TurnLeft(36).SetPenColor(Turtle.RandomColor)
    Next
End Sub

Sub Leaf
    For i1 = 1 To 2
        For i2 = 1 To 80
            Turtle.MoveForward(2).TurnRight(1)
        Next
        Turtle.TurnRight(100)
    Next
End Sub

You can play with the leaf length and thickness. The total turns in the Leaf sub should reach 360.
 

Erel

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Lets fill the flower:



Each leaf is drawn on a different layer. Otherwise the overlapping regions will not be filled properly.

B4X:
Sub Turtle_Start
    Turtle.SetSpeedFactor(3).SetPenColor(xui.Color_Blue).SetPenSize(3).SetNumberOfLayers(11)
    For i = 1 To 10
        Turtle.SetCurrentLayer(i - 1) 'first one is 0
        Leaf
        Turtle.TurnLeft(36).SetPenColor(Turtle.RandomColor)
    Next
    Turtle.SetCurrentLayer(30)
    Turtle.SetPenColor(xui.Color_Yellow).Arc(360, 20).Fill.SetTurtleVisible(False)
End Sub

Sub Leaf
    For i1 = 1 To 2
        For i2 = 1 To 80
            Turtle.MoveForward(2).TurnRight(1)
        Next
        Turtle.TurnRight(100)
    Next
    Turtle.PushState
    Turtle.TurnRight(20).PenUp.MoveForward(20).Fill
    Turtle.PopState
End Sub

See post #31 for a nicer implementation based on StartPolygon / FillPolygon.
 
Last edited:

Erel

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Rainbow drawings



Colors in B4X are represented as Int numbers. The numbers hold four 0 - 255 values, for the four ARGB channels: Alpha, Red, Green, Blue.
There are however other ways to represent colors. HSV (Hue, Saturation, Value) is another common format. The advantage of HSV is that the channels are more similar to the way humans see colors.
This examples includes code that converts HSV colors to ARGB. This allows us to draw using nice rainbow colors.

The important code is in the touch event. Instead of using Turtle.MoveTo we calculate the angle and distance ourselves. This allows us to change the color every step.

Process Globals:
B4X:
    Private ColorCounter As Int

B4X:
Sub Turtle_Start
    Turtle.RabbitMode
    Turtle.SetSpeedFactor(3).SetPenColor(xui.Color_Blue).SetPenSize(8)
End Sub

Sub Turtle_Touch (Args As TurtleTouchArgs)
    If Args.Down Then
        Turtle.SetX(Args.X).SetY(Args.Y)
    Else
        Dim dx As Float = Args.X - Turtle.GetX
        Dim dy As Float = Args.Y - Turtle.GetY
        Dim NewDegree As Float = ATan2D(dy, dx)
        Turtle.SetAngle(NewDegree)
        For i = 1 To Sqrt(Power(dy, 2) + Power(dx, 2))
            Turtle.SetPenColor(HSVToColor(255, ColorCounter, 1, 1)).MoveForward(1)
            ColorCounter = ColorCounter + 1
        Next
    End If
End Sub


Private Sub HSVToColor(alpha As Int, h As Float, s As Float, v As Float) As Int
    Dim r, g, b As Float
    Dim hi As Float = Floor(h / 60)
    Dim hbucket As Int =  hi Mod 6
    Dim f As Float = h / 60 - hi
    Dim p As Float = v * (1 - s)
    Dim q As Float = v  * (1 - f * s)
    Dim t As Float = v * (1 - (1 - f) * s)
    Select hbucket
        Case 0
            r = v
            g = t
            b = p
        Case 1
            r = q
            g = v
            b = p
        Case 2
            r = p
            g = v
            b = t
        Case 3
            r = p
            g = q
            b = v
        Case 4
            r = t
            g = p
            b = v
        Case 5
            r = v
            g = p
            b = q
    End Select
    Return xui.Color_ARGB(alpha, Round(r * 255), Round(g * 255), Round(b * 255))
End Sub
 

Erel

B4X founder
Staff member
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Colorful square



We previously saw how we can use a For loop to draw a square without repeating the same code 4 times.

However what if we want to draw each edge with a different (non-random) color?

We can repeat the code several times and change the color:

B4X:
Sub Turtle_Start
    Turtle.SetPenSize(5)
    Turtle.SetPenColor(xui.Color_Red).MoveForward(100).TurnLeft(90)
    Turtle.SetPenColor(xui.Color_Green).MoveForward(100).TurnLeft(90)
    Turtle.SetPenColor(xui.Color_Blue).MoveForward(100).TurnLeft(90)
    Turtle.SetPenColor(xui.Color_Magenta).MoveForward(100).TurnLeft(90)
End Sub
While it doesn't look too bad in this small example, such code should be avoided.

Lets see two better options:
1.
B4X:
Sub Turtle_Start
    Turtle.SetPenSize(5)
    Dim colors() As Int = Array As Int(xui.Color_Red, xui.Color_Green, xui.Color_Blue, xui.Color_Magenta)
    For i = 0 To colors.Length - 1 'important to start from 0!
        Turtle.SetPenColor(colors(i)).MoveForward(100).TurnLeft(90)
    Next
End Sub

2. And a bit more elegant and also safer:
B4X:
Sub Turtle_Start
    Turtle.SetPenSize(5)
    For Each clr As Int In Array(xui.Color_Red, xui.Color_Green, xui.Color_Blue, xui.Color_Magenta)
        Turtle.SetPenColor(clr).MoveForward(100).TurnLeft(90)                
    Next
End Sub
 

Erel

B4X founder
Staff member
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StartPolygon / FillPolygon

The Fill method has two problems:
- It is a slow method as many pixels need to be tested. This is especially noticeable on mobile devices.
- The result is not perfect due to antialiasing effects.

Starting from B4XTurtle v1.06 there is another way to fill shapes. It solves the above problems.



First we need to call Turtle.StartPolygon. The turtle will add the current point to the list of points and will start tracking the following points.
Then we call Turtle.FillPolygon to fill the polygon (shape) created by the points.

For example to draw a full square:
B4X:
Turtle.StartPolygon
For i = 1 To 4
    Turtle.MoveForward(100).TurnRight(90)
Next
Turtle.FillPolygon

The list of points is cleared after calling FillPolygon.

Drawing a nice flower:
B4X:
Sub Turtle_Start
    Turtle.SetSpeedFactor(3).SetPenSize(3)
    For i = 1 To 10
        Turtle.SetPenColor(Turtle.RandomColor)
        Leaf
        Turtle.TurnLeft(36)
    Next
    Turtle.SetPenColor(xui.Color_Yellow)
    FullCircle(20)
    Turtle.SetTurtleVisible(False)
End Sub

Sub Leaf
    Turtle.StartPolygon
    For i1 = 1 To 2
        For i2 = 1 To 80
            Turtle.MoveForward(2).TurnRight(1)
        Next
        Turtle.TurnRight(100)
    Next
    Turtle.FillPolygon
End Sub

Sub FullCircle (Radius As Float)
    Turtle.PushState
    Turtle.PenUp.MoveForward(Radius).PenDown.TurnRight(90)
    Turtle.StartPolygon
    For i = 1 To 360
        Turtle.MoveForward(2 * cPI * Radius / 360).TurnRight(1)
    Next
    Turtle.FillPolygon
    Turtle.PopState
End Sub
Note that unlike the previous "flower example" this time we don't need to create multiple layers.
 

Erel

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Staff member
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Fill the screen

B4X:
Sub FillScreenWithColor (Clr As Int)
    Turtle.PushState.RabbitMode.SetX(0).SetY(0).SetPenColor(Clr)
    Turtle.StartPolygon
    Turtle.MoveTo(0, Turtle.Height - 1).MoveTo(Turtle.Width - 1, Turtle.Height - 1).MoveTo(Turtle.Width - 1, 0)
    Turtle.FillPolygon
    Turtle.PopState
End Sub

Usage:
B4X:
FillScreenWithColor (xui.Color_Red)
 

Erel

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Staff member
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Longtime User
Chess board



B4X:
Sub Turtle_Start
    Turtle.SetSpeedFactor(10).SetPenColor(xui.Color_Blue).SetPenSize(1)
    Dim CellSize As Float = 50
    Dim Offset As Float = 10
    Turtle.SetX(Offset).SetY(Offset)
    FullSquare(CellSize * 8, xui.Color_White, xui.Color_Black)
    For x = 0 To 7
        For y = 0 To 7
            If (x + y) Mod 2 = 1 Then 'black cells
                Turtle.SetX(Offset + x * CellSize).SetY(Offset + y * CellSize)
                FullSquare(CellSize, xui.Color_Black, xui.Color_Black)
            End If
        Next
    Next
End Sub

Sub FullSquare (EdgeSize As Float, FillColor As Int, StrokeColor As Int)
    Turtle.StartPolygon.SetPenColor(StrokeColor)
    For i = 1 To 4
        Turtle.MoveForward(EdgeSize).TurnRight(90)
    Next
    Turtle.SetPenColor(FillColor).FillPolygon
End Sub
 

Chris Salonikas

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Longtime User
Plotting like a geometric lathe examples - With and Without B4XTurtle
Plotting formulas were obtained from Book "microcomputer art" by Ross Edwards (1985). The book is available in the National Library of Australia.

See Also Posts
Plotting like a geometric lathe. | B4X Programming Forum
Refreshing a Layout (clearing a plot in a panel) | B4X Programming Forum

Example 1 B4X without B4XTurtle by @Mahares and @klaus

B4X:
Sub Button1_Click
    Dim Rect1 As Rect
    Rect1.Initialize(0, 0, 100%x, 100%y)
    cvsActivity.DrawRect(Rect1, Colors.black, True, 1dip)
    Panel1.Invalidate
  
    Private a As Double
    Private x,y,r,s,n As Int
    Private lastx, lasty As Int
  
    r=Rnd(220, 250)
    s=Rnd(50, 100)
    n=Rnd(20, 40)
  
    For a = 0 To 2 * cPI+0.01 Step 0.01
        x = r * Cos(a) + s * Cos(n * a) + w
        y = r * Sin(a) + s * Sin(n * a) + h
        If a = 0 Then
            lastx = x
            lasty = y
        End If
        If a <= 2.1  Then
            cvsActivity.DrawLine(lastx, lasty, x, y, Colors.Yellow, 2dip)
        Else if a>2.1 And a < = 4.2 Then
            cvsActivity.DrawLine(lastx, lasty, x, y, Colors.Red, 2dip)
        Else
            cvsActivity.DrawLine(lastx, lasty, x, y, Colors.cyan, 2dip)
        End If
        Panel1.Invalidate
        Sleep(0)  'change to suit
        lastx = x
        lasty = y
    Next
    Log($"r: ${r},   s: ${s},   n: ${n},"$)
    Log("done")
End Sub


r = 275, s = 125, n = 10

 

Attachments

  • GeoPlot1.zip
    9.6 KB · Views: 281
Last edited:

Chris Salonikas

Member
Licensed User
Longtime User
Plotting like a geometric lathe examples - With and Without B4XTurtle

Example 2 B4X without B4XTurtle by @Mahares and @klaus

B4X:
Sub Button1_Click
    Dim Rect1 As Rect
    Rect1.Initialize(0, 0, 100%x, 100%y)
    cvsActivity.DrawRect(Rect1, Colors.black, True, 1dip)
    Panel1.Invalidate
    
    Private a As Double
    Private x,y,r,s,t,n,m As Int
    Private lastx, lasty As Int
    
'    r=Rnd(275, 351)
'    s=Rnd(130, 210)
'    t=Rnd(40, 120)
'    n=Rnd(-15, -2)
'    m=Rnd(-52, -4)
    
    r = 160
    s = 80
    t = 40
    n = -8
    m = -26
        
    For a = 0 To 2 * cPI + 0.01 Step 0.01
        x = r * Cos(a) + s * Cos(n * a) + t * Cos(m * a) + w
        y = r * Sin(a) + s * Sin(n * a) + t * Sin(m * a) + h
        If a = 0 Then
            lastx = x
            lasty = y
        End If
        If a <= 2.1 Then
            cvsActivity.DrawLine(lastx, lasty, x, y, Colors.Yellow, 2dip)
        Else if a>2.1 And a < = 4.2 Then
            cvsActivity.DrawLine(lastx, lasty, x, y, Colors.Red, 2dip)
        Else
            cvsActivity.DrawLine(lastx, lasty, x, y, Colors.cyan, 2dip)
        End If
        Panel1.Invalidate
        Sleep(0)  'change to suit
        lastx = x
        lasty = y
    Next
    Log($"r: ${r},  s: ${s}, t: ${t},  n: ${n}, m: ${m}, "$)
    Log("done")
End Sub

 

Attachments

  • GeoPlot2.zip
    9.6 KB · Views: 265

Chris Salonikas

Member
Licensed User
Longtime User
Plotting like a geometric lathe examples - With and Without B4XTurtle

Example 2 Using B4XTurtle by @Johan Schoeman

r = 160, s = 80, t = 40, m = -26, n = -8


B4X:
Sub Turtle_Start

    Turtle.SetSpeedFactor(5)
    Turtle.SetPenSize(0.5)
    Turtle.SetPenColor(xui.Color_Black)
    Turtle.SetX(0)
    Turtle.SetY(h)
    Turtle.MoveTo(Turtle.Width, h)
    
    Turtle.SetX(w)
    Turtle.SetY(0)
    Turtle.MoveTo(w, Turtle.Height)
    

    Turtle.SetPenSize(1)
    Dim lastx As Float
    Dim lasty As Float
    Dim a As Double
'    Dim x, y,r,s,n As Int
    lastx = w
    lasty = h
'    r=150
'    s=75
'    n=30

    Dim x, y, r, s, t, m, n As Int
    r = 160
    s = 80
    t = 40
    n = -8
    m = -26

    For a = 0 To 2 * cPI Step 0.01
'        x = r * Cos(a) + s * Cos(n * a) + w
'        y = r * Sin(a) + s * Sin(n * a) + h
        x = Round2((r) * Cos(a) + (s) * Cos(n * a) + (t) * Cos(m * a)+ w, 0)
        y = Round2((r) * Sin(a) + (s) * Sin(n * a) + (t) * Sin(m * a)+ h, 0)
        If a = 0 Then
            lastx = x
            lasty = y
            Turtle.SetX(x)
            Turtle.SetY(y)
        End If
        If a <= 2 * cPI / 3  Then                              '0 to 1/3 of the way
            Turtle.SetPenColor(xui.Color_Green)
            Turtle.MoveTo(x, y)
        Else if a > 2 * cPI / 3 And a < = 2 * 2 * cPI / 3 Then '1/3 of the way to 2/3's of the way
            Turtle.SetPenColor(xui.Color_Red)
            Turtle.MoveTo(x, y)
        Else
            Turtle.SetPenColor(xui.Color_Blue)                 '2/3's of the way up to the end
            Turtle.MoveTo(x, y)
        End If

        lastx = x
        lasty = y
    Next
    
    a = 0
'    x = r * Cos(a) + s * Cos(n * a) + w
'    y = r * Sin(a) + s * Sin(n * a) + h
    x = Round2((r) * Cos(a) + (s) * Cos(n * a) + (t) * Cos(m * a)+ w, 0)
    y = Round2((r) * Sin(a) + (s) * Sin(n * a) + (t) * Sin(m * a)+ h, 0)
    Turtle.MoveTo(x, y)
    Turtle.SetTurtleVisible(False)
    
    Log($"r: ${r},   s: ${s},   n: ${n},"$)
    Log("done")


End Sub
 

Johan Schoeman

Expert
Licensed User
Longtime User
Sin & Cos

B4X:
#Region Project Attributes
    #MainFormWidth: 650
    #MainFormHeight: 650
#End Region

#Region Form Preperation
'Template version 1.00
Sub Process_Globals
    Private fx As JFX
    Private MainForm As Form
    Private xui As XUI 'ignore
    Private Turtle As B4XTurtle
    Dim zerox, zeroy, offset As Float
   
End Sub

Sub AppStart (Form1 As Form, Args() As String)
    MainForm = Form1
    MainForm.RootPane.LoadLayout("Main")
    MainForm.Show
End Sub

#End Region

'B4XTurtle examples: https://www.b4x.com/android/forum/threads/examples-for-teachers-and-parents.116979
Sub Turtle_Start
'    Turtle.SetPenColor(xui.Color_Blue).SetPenSize(5)
'    Turtle.MoveForward(100)
    offset = 25  'leave a gap of 25 at the top and bottom as well as on the left and right of the X and Y axis
    zerox = (Turtle.Width - 2 * offset ) / 2
    zeroy = (Turtle.Height - 2 * offset) / 2
   
    Dim amplitude As Int = 2

    Turtle.SetSpeedFactor(5)
    Turtle.mBase.Color = xui.Color_LightGray                  'set the Turtle background color
    Turtle.PenUp
    Turtle.SetX(zerox + offset)
    Turtle.SetY(0 + offset)
    Turtle.PenDown
    Turtle.MoveTo(zerox + offset, 2 * zeroy + offset)          'Draw the y-axis
    Turtle.SetX(0 + offset)
    Turtle.SetY(zeroy + offset)
    Turtle.MoveTo(2 * zerox + offset , zeroy + offset)         'Draw the x-axis
   
    Dim x As Float = 0
    Dim y As Float = 0
   
    Turtle.SetPenColor(xui.Color_Blue)
    For i = -180 To 180
        x = offset + (2 * zerox / (2 * cPI)) * ((i+180)/360) * 2 * cPI            'add the offset to the calculated x position
        y = offset + ((Cos(i * 2 * cPI/360) * -1 * (zeroy))/amplitude) + zeroy          'add the offset to the calculated y position
       
        If i = -180 Then
            Turtle.SetX(x)
            Turtle.SetY(y)  
        End If
        Turtle.MoveTo(x,y)
    Next
   
    Turtle.SetPenColor(xui.Color_Yellow)
    For i = -180 To 180
        x = offset + (2 * zerox / (2 * cPI)) * ((i+180)/360) * 2 * cPI            'add the offset to the calculated x position
        y = offset + (Cos(i * 2 * cPI/360) * -1 * (zeroy)) + zeroy          'add the offset to the calculated y position
        If i = -180 Then
            Turtle.SetX(x)
            Turtle.SetY(y)
        End If
        Turtle.MoveTo(x,y)
    Next
   
    Turtle.SetPenColor(xui.Color_Red)
    For i = -180 To 180
        x = offset + (2 * zerox / (2 * cPI)) * ((i+180)/360) * 2 * cPI            'add the offset to the calculated x position
        y = offset + ((Sin(i * 2 * cPI/360) * -1 * (zeroy))/amplitude) + zeroy          'add the offset to the calculated y position
        If i = -180 Then
            Turtle.SetX(x)
            Turtle.SetY(y)
        End If
        Turtle.MoveTo(x,y)
    Next
   
    Turtle.SetPenColor(xui.Color_Cyan)
    For i = -180 To 180
        x = offset + (2 * zerox / (2 * cPI)) * ((i+180)/360) * 2 * cPI            'add the offset to the calculated x position
        y = offset + ((Cos((i + 30) * 2 * cPI/360) * -1 * (zeroy))/amplitude) + zeroy          'add the offset to the calculated y position
        If i = -180 Then
            Turtle.SetX(x)
            Turtle.SetY(y)
        End If
        Turtle.MoveTo(x,y)
    Next
   
    Turtle.SetPenColor(xui.Color_Magenta)
    For i = -180 To 180
        x = offset + (2 * zerox / (2 * cPI)) * ((i+180)/360) * 2 * cPI            'add the offset to the calculated x position
        y = offset + ((Sin((i + 30) * 2 * cPI/360) * -1 * (zeroy))/amplitude) + zeroy          'add the offset to the calculated y position
        If i = -180 Then
            Turtle.SetX(x)
            Turtle.SetY(y)
        End If
        Turtle.MoveTo(x,y)
    Next
   
End Sub


 

Attachments

  • TurtleSinCos.zip
    3.6 KB · Views: 253
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