Archives October 2021

turtleSpaces Halloween!

Witches, pumpkins, devils, ghosts and black cats are all haunting turtleSpaces this Hallowe’en! turtleSpaces is great for creating 3D models using code.

You can also find these models in the Published projects section of the webLogo interpreter.

The Pumpkin:

The pumpkin is created using the spheroidslice primitive, which creates an elongated slice of a sphere. By creating ten of these slices (every 36 degrees) we can easily create the pumpkin’s body:

TO pumpkin
  pu
  ;penup
  
  rr 180 up 90 lt 18 ra 20
  ;these were added after in order to position
  ;the pumpkin to face the camera
  
  pushturtle
  ;stores the turtle's state on to a stack,
  ;to be restored later using popturtle
  
  setspheroidaxis false
  setfillcolor orange
  setpencolor brown
  
  gradient
  repeat 10 [
    setfillshade 0
    spheroidslice 50 10 40 18 23 1.5
    rt 36
  ]

Next, we’ll position the turtle and use the domoid primitive to create the eyes, nose and mouth:

  left 2
  raise 37
  down 42
  right 30
  lo 85
  setfillcolor 13
  setpencolor 8
  setspheroidaxis true domoid 15 10 3 0.5
  ;eye
  
  ra 85
  lt 30
  UP 42
  RT 40
  DN 42
  RT 30
  lo 85
  domoid 15 10 3 0.5
  ;other eye
  
  ra 85
  LT 30 UP 42 LT 20 DN 50 RT 30 lo 85
  domoid 10 10 3 0.5
  ;nose
  
  ra 85
  LT 30 lo 3 DN 48 FD 40 lo 60 
  domoid 17 10 10 0.5
  ;mouth

Finally, we’ll create the pumpkins stem:

  popturtle
  ;return the turtle to its position, orientation
  ;and so forth when we did pushturtle
  nogradient
  setfc 8
  ;setfillcolor
  cylinder 8 60 10 lo 60
  up 90 rt 180 sr 20 lt 72.5
  ;sr = slideright
  cylinderarc 8 20 10 10 3
  home ht
END

The Witch:

The witch procedure first stores the pumpkin as a turtle model, then begins with her signature feature: her hat!

First we position the camera and store the pumpkin as a turtle model:

TO witch
  reset cam:pullout 150 cam:orbitleft 20 cam:orbitup 10
  begintag "pumpkin
  pumpkin
  endtag
  newmodel "pumpkin "pumpkin
  cs

Then we create her hat:

  pu setfs 0
  dn 90 ra 80 
  setoriginvectors vectors
  pushturtle
  setfc 5
  rr 180
  cone 40 100 20
  cylinder 80 5 20

Next is her head:

  rr 180
  setfc 1
  up 5
  cylinderslice 40 50 20 10
  lo 50
  cutsphereslice 40 20 20 10 20 10
  up 90
  spot 40
  dn 90
  ra 50
  dn 5
  lo 30
  setfc 11
  rl 90
  icospheroid 35 1.5
  rr 90
  ra 20
  lt 30
  bk 30
  setfc 2
  ico 7
  fd 30
  rt 60
  bk 30
  ico 7
  fd 30
  lt 30
  lo 30
  up 90
  rr 180
  up 10
  setfc 11
  cutcone 15 7 60 20
  lo 60
  setfc 1
  dome 7 20 20
  popturtle

Then her body:

  lo 100
  setfc 2
  rr 180
  cappeddomoid 30 20 20 2
  rr 180
  setfc 9
  cylindroid 30 50 20 1.2
  pushturtle
  lo 50
  domoid 30 50 20 1.2
  repeat 2 [
    pushturtle
    sr 25
    lo 10
    dn 30
    rr 180 dome 20 20 20
    rr 180
    cylinder 20 50 20
    lo 50
    ico 20
    up 90
    cutcone 20 15 50 20
    lo 50
    setfc 2
    cylinder 20 20 20
    lo 20
    dn 90
    cylindroid 10 20 20 2
    lo 20 domoid 10 20 20 2
    ra 20 rr 180
    cylindroid 10 10 20 2
    lo 10
    domoid 10 20 20 2
    popturtle sl 50]
  popturtle
  pushturtle
  sr 45
  dn 20
  ra 4
  setfc 11
  cylinder 13 50 20
  lo 50
  ico 13
  dn 90
  cutcone 13 8 50 20
  lo 50
  ico 12
  setmodelscale 0.5
  dn 90 rt 160 lo 25 stamp "pumpkin
  setmodelscale 1
  popturtle
  pushturtle
  sl 45
  dn 20
  ra 4
  setfc 11
  rl 9
  cylinder 13 50 20
  lo 50
  ico 13
  dn 20
  rl 40
  cutcone 13 8 50 20
  lo 50
  ico 12

And finally her broom!

setvectors originvectors 
  setx 0 
  pushturtle 
  up 80 
  setfc 8 
  cylinder 5 100 20 
  lo 100 
  lo 5 
  rr 180 
  cappeddomoid 13 20 20 3.5 
  rr 180 
  cylindroid 13 15 20 3.5 
  lo 15 
  sl 35 
  setfc 13 
  repeat 15 [
    rl -8 + repcount 
    cylinder 0.1 * (10 + random 20) 70 20 
    rr -8 + repcount 
    sr 5 
    randfs 
  ]
  sl 72.5 
  fd 5 
  repeat 14 [
    randfs 
    rl -7 + repcount 
    cylinder 0.1 * (10 + random 20) 70 20 
    rr -7 + repcount 
    sr 5 
  ]
  bk 10 
  sl 5 
  repeat 14 [
    randfs 
    rr -7 + repcount 
    cylinder 0.1 * (10 + random 20) 70 20 
    rl -7 + repcount 
    sl 5 
  ]
  popturtle 
  up 90 
  rr 180 
  up 10 
  setfc 8 
  cylinder 5 100 20 
  lo 100 
  dome 5 20 20 
  dn 90 
  ra 5 
  bk 10 
  st 
END

The Devil:

This unicycling devil robot is a scary creature!

His head is made out of a padded voxel:

TO devil
  cs
  pu
  setfc 11
  cylinder 10 50 20
  bk 10
  voxeloid 50 20 50
  fd 10
  sr 50
  cylinder 10 50 20
  sl 60
  voxeloid 70 50 50
  fd 50
  sr 10
  cylinder 10 50 20
  bk 10
  voxeloid 50 20 50
  fd 10
  sr 50
  cylinder 10 50 20
  rr 180
  repeat 2 [
    repeat 4 [
      dome 10 5 20
      rl 90
      cylinder 10 50 20
      rr 90
      sr 50
      rt 90
    ]
    up 180
    ra 10
    voxeloid 50 50 10
    lo 60
    lt 90
  ]
  lo 10
  bk 15
  sr 15
  lo 0.1
  setfc 1
  polyoval 10 5 100
  bk 20
  polyoval 10 5 100
  sl 10
  rr 180
  fd 5
  rt 60
  quad 15 3
  rt 30
  sl 10
  rt 30
  quad -15 3
  lt 30
  sr 5
  bk 40
  pushturtle
  repeat 8 [
    quad 4 3
    sr 4
    lt 10
  ]
  popturtle
  pushturtle
  repeat 8 [
    quad -4 3
    sl 4
    rt 10
  ]
  popturtle
  fd 50
  lo 20
  sl 20
  up 90
  pushturtle
  repeat 2 [
    repeat 15 [
      cylinder 16 - repcount 10 10
      lo 8
      up 10
      rr 30 - 20 * repabove 1
    ]
    popturtle
    sr 40
    pushturtle
  ]

And his body:

  sl 60
  ra 60
  bk 15
  rr 180
  rt 20
  setfc 13
  cylinder 30 10 20
  setfc 1
  lo 10
  cylindroid 30 20 20 2
  sl 40
  setfc 1
  cylindroid 20 100 20 1
  pusht
  lo 100
  ico 20
  up 120
  rr 30
  cutcone 20 10 100 20
  lo 100
  up 90
  rl 15
  ra 20
  setfc 10
  cylinder 20 40 20
  popt
  pusht
  sr 80
  cylinder 20 100 20
  lo 100
  ico 20
  up 60
  rl 20
  cutcone 20 10 100 20
  lo 100
  setfc 5
  up 90
  rl 10
  ra 20
  cylinder 20 40 20
  popt
  sr 40
  cylinder 40 100 20
  lo 160
  rr 90
  ra 20
  setfc 11
  cylinder 60 40 20
  setfc 13
  ra 5
  cylinder 10 50 20
  lt 90
  lo 2.5
  up 90
  cylinder 2.5 100 10
  dn 90
  lo 45
  up 90
  cylinder 2.5 100 10
END

The Ghosts:

These bug-eyed PacMan-style ghosts are a real scream!

The Ghost:

TO ghost
  up 90 
  make "gc 1 + random 14 
  make "ec pick [0 1 2 3 4 8 9] 
  setfc :gc 
  dome 50 20 18 
  rr 180 
  cylinder 50 50 18 
  lo 50 
  dn 90 
  repeat 18 [
    tent 9 30 49.2 
    rl 20 
  ]
  setfc 15 
  up 90 
  ra 50 
  fd 50 
  rr 90 
  icospheroid 15 1.5 
  fd 15 
  setfc :ec 
  icospheroid 7.5 1.5 
  rl 90 
  bk 65 
  rt 40 
  fd 50 
  setfc 15 
  rr 90 
  icospheroid 15 1.5 
  fd 15 
  setfc :ec 
  icospheroid 7.5 1.5 
  rl 90 
END

The Ghost Circle (this code assumes the above code is in a procedure called ghost:)

TO ghostcircle
  reset 
  snappy:newworker [
    setposition [0 0 0] 
    dropanchor 
    forever [
      orbitleft 0.5 
      wait 1 
    ]
  ]
  randbg 
  setbs 13 
  setfs 0 
  dropanchor 
  up 90 
  pu 
  ra 80 
  gradient 
  randpc 
  setfc bg 
  spot 400 
  lo 80 
  nogradient 
  pullout 300 
  repeat 18 [
    pushturtle 
    dn 90 
    rr 20 
    ghost 
    popturtle 
    orbitright 20 
  ]
END

 

The Cats:

Don’t get in the way of these cats, or it’s bad luck!

The Cat’s Eye:

TO cateye
  setfc 13 
  pu 
  rt 90 
  spot 10.1 
  fd 4 
  fiso 9.3 20 
  bk 8 
  rt 180 
  fiso 9.3 20 
  bk 4 
  ra 0.1 
  setfc 0 
  polyspot 6 40 
  lt 90 
  fd 3 
  fiso 5.2 7 
  bk 6 
  rt 180 
  fiso 5.2 7 
  bk 3 
END

The Cat:

TO cat
  sl 30 
  setfs 0 
  cateye 
  sr 60 
  cateye 
  sl 30 
  lo 0.3 
  bk 10 
  setfc 5 
  setfs 12 
  cylindroid 40 10 50 2 
  sl 20 
  lt 30 
  fd 25 
  tent 30 70 10 
  bk 25 
  rt 30 
  sr 40 
  rt 30 
  fd 25 
  tent 30 70 10 
  bk 25 
  lt 30 
  sl 20 
  bk 5 
  up 180 
  setfs 0 
  setfc 11 
  dome 5 20 20 
  fd 15 
  setfc 5 
  setfs 5 
  dome 8 20 20 
  lo 3 
  dropanchor 
  tether 
  pullout 7 
  rt 180 
  orbitright 70 
  setpw 2 
  repeat 2 [
    repeat 5 [
      line 80 
      orbitright 10 
    ]
    orbitright 130 
  ]
  pullin 7 
  rr 180 
  lo 12 
  rt 20 
  setfs 12 
  sr 20 
  setfs 13 
  cylindroid 40 100 50 2 
  lo 90 
  rr 90 
  setfs 12 
  cylinder 10 200 20 
  lo 200 
  dome 10 20 20 
  ra 200 
  rr 180 
  up 20 
  cylinder 10 130 20 
  lo 130 
  dome 10 20 20 
  ra 130 
  dn 40 
  cylinder 10 130 20 
  lo 130 
  dome 10 20 20 
  ra 130 
  sr 80 
  cylinder 10 130 20 
  lo 130 
  dome 10 20 20 
  ra 130 
  up 40 
  cylinder 10 130 20 
  lo 130 
  dome 10 20 20 
  ra 130 
END

The Cat Ring:

TO catring
  cs 
  pu 
  dn 90 
  dropanchor 
  pullout 250 
  pu 
  repeat 8 [
    pushturtle 
    up 90 
    cat 
    popturtle 
    orbitright 45 
  ]
END

Happy Hallowe’en!

Creating Animated Videos Using turtleSpaces

The above animation was created inside turtleSpaces, and then exported as a webm video file using the savewebm primitive. I then used Final Cut Pro to add the audio and the titles.

The Logo code used to create the animation is fairly straightforward. The turtle moves in an arc outwards from the center, creating arcs around it and generating the pattern. The location and sizes of the arcs depends on the current loop iterations. Graphics rendering is suspended while each ‘frame’ is created, after which the code renders the frame and pauses to ensure the user sees it, then continues on.

It runs much faster via the desktop application than in the web version, so you may need to adjust it to slow it down. Tinker with it! Play around. It’s the best way to learn.

TO arcflower3d
  cs
  ;clearscreen

  ;maximize
  ;the above line forces full-screen display. This is needed
  ;with savewebm, because the video capture routine uses the
  ;webgl canvas, and so whatever resolution it displays at
  ;is the resolution the video file will be. Uncomment it if
  ;saving video

  ht
  ;hideturtle

  setpw 2
  ;setpenwidth

  ;savewebm 260
  ;uncomment the above line to record video

  repeat 3600 [
    norender
    ;suspend rendering graphical output

    cs
    
    repeat 128 [
      setpc 1 + remainder repcount 15
      ;set the pencolor to the remainder of a modulus
      ;of the current loop count (repcount)

      pu
      ;penup

      rarc 0.1 * repabove 1 repcount
      ;move in an arc trajectory to the right
      ;based on the current repcount and the 
      ;repcount of the loop above (repabove)

      rr 0.1
      ;rollright

      dn 0.1
      ;down

      arc 90 repcount
      ;create a 90 degree arc based on the current
      ;repcount
    ]

    render
    ;resume rendering

    nextframe
    ;wait until one frame is rendered
  ]

END