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Turtle Motion

parafrente X , pf X

Moves the turtle x points

Example:

parafrente 50

Explained in lesson:

Logo's turtle

paratrás X , pt X

The turtle back x points

Example:

paratrás 50

Explained in lesson:

Logo's turtle

giraesquerda X , ge X

Rotate the turtle left x degrees

Example:

giraesquerda 90

Explained in lesson:

Logo's turtle

giradireita X , gd X

Rotate the turtle right x degrees

Example:

giradireita 90

Explained in lesson:

Logo's turtle

paracentro

Moves the turtle to center, pointing upwards

Example:

paracentro

Explained in lesson:

Turtle world

mudex NUM_x

Move turtle to the specified X location

Example:

mudex 100

Explained in lesson:

Turtle world

mudey NUM_y

Move turtle to the specified Y location

Example:

mudey 200

Explained in lesson:

Turtle world

mudexy NUM_X NUM_Y , set pos [ NUM_X NUM_Y ]

Move turtle to the specified location

Example:

mudexy 100 100

Explained in lesson:

Turtle world

mudedireção , muded

Rotate the turtle to the specified heading

Example:

sh 145

Explained in lesson:

Turtle world

arco ANGLE RADIUS

Will create an arc distance RADIUS covering ANGLE angle

Example:

ARC 360 5

Explained in lesson:

Turtle world

ellipse WIDTH HEIGHT

Will create an ellipse with Width and height

Example:

ellipse 80 90

Turtle Motion Queries

pos

Outputs the current turtle position as [ x y ], x or y respectively

Example:

pos

Explained in lesson:

The turtle answer

coorx

Outputs the current turtle position as [ x y ], x or y respectively

Example:

coorx

Explained in lesson:

The turtle answer

coory

Outputs the current turtle position as [ x y ], x or y respectively

Example:

coory

Explained in lesson:

The turtle answer

direção

Outputs the current turtle heading

Example:

direção

Explained in lesson:

The turtle answer

direçãopara

Outputs the heading towards the specified [ x y ] coordinates

Example:

direçãopara

Explained in lesson:

The turtle answer

Turtle and Window Control

mostretat , mt

Show the turtle

Example:

ot mt

ocultetat , ot

Hide the turtle

Example:

ocultetat

apaguedesenho , tat

Will clear the screen

Example:

pf 60 apaguedesenho

Explained in lesson:

Logo's turtle

tartaruga , tat

Will clear the screen and return the turtle home

Example:

tat

Explained in lesson:

Logo's turtle

pinte

Does a paint bucket flood fill at the turtle's position

Example:

tat repita 4 [ pf 50 gd 90 ] un mudexy 50 50 ul pinte

Explained in lesson:

Background

pintenofinal fillcolor [ statements ... ]

Execute statements without drawing but keeping track of turtle movements. When complete, fill the region traced by the turtle with fillcolor and outline the region with the current pen style

Example:

pintenofinal "blue [repeat 4 [fd 100 gd 90]]

Explained in lesson:

Background

rotule expr

Draw a word (same logic as print) on the graphics display at the turtle location

Example:

rotule "logo ot

Explained in lesson:

Background

mudealturarótulo expr

Set the height for text drawn by label, in pixels

Example:

mudealturarótulo 100 rotule "Logo ot

Explained in lesson:

Background

envolver

If the turtle moves off the edge of the screen it will continue on the other side

Example:

tat envolver pf 800

Explained in lesson:

The turtle borders

ventana

The turtle can move past the edges of the screen, unbounded.

Example:

tat ventana pf 600 gd 90 pf 100 gd 90 pf 70

Explained in lesson:

The turtle borders

valla

If the turtle attempts to move past the edge of the screen it will stop.

Example:

tat valla pf 600 gd 90 pf 100 gd 90 pf 70

Explained in lesson:

The turtle borders

Turtle and Window Queries

shownp , shown?

Outputs 1 if the turtle is shown, 0 if the turtle is hidden

Example:

show shown?

Explained in lesson:

Interactive

labelsize

Outputs the height of text drawn by label, in pixels

Example:

show labelsize

Explained in lesson:

Interactive

Pen and Background Control

usenada , un

Turtle stops leaving a trail

Example:

usenada

uselápis , ul

The turtle will leave a trail

Example:

uselápis

mudecl X , mudecl X
Will set the turtle color accroding to the following table
0: preto 1: azul 2: lima
3: ciano 4: vermelho 5: magenta
6: amarelo 7: branco 8: marrom
9: tan 10: verde 11: águamarinha
12: salmão 13: roxo 14: laranja
15: cinza

Example:

mudecl 1

Explained in lesson:

Colors and printing

mudecl [r,g,b] , mudecl [r,g,b]

Will set the turtle color accroding to the amount of red , green and blue

Example:

mudecl [50 100 50]

mudelargura X , mudeespl X

Will set the pen width to X

Example:

mudelargura 4 pf 50

Explained in lesson:

The pen width

cambiarforma X or STR , cf X or STR

Will change the turtle to another shape accordin to the following 0 = "turtle", 1 = "cat", 2 = "fish", 3 = "dog", 4 = "horse", 5 = "tiger", 6 = "crab", 7 = "snail"

Example:

cf 1 or cf "dog

Explained in lesson:

Turtle world

Pen Queries

pendownp , pendown?

Outputs 1 if the pen is down, 0 otherwise

Example:

show pendown?

Explained in lesson:

Interactive

pencolor , pc

Outputs the current pen color. This will be a CSS color string, not necessarily the value passed in.

Example:

show pencolor

Explained in lesson:

Interactive

pensize

Outputs a two element list with the pen width and height (usually the same).

Example:

show pensize

Explained in lesson:

Interactive

Procedure Definition

aprenda PROCNAME inputs ... statements ... end

Define a new named procedure with optional inputs

Example:

aprenda TURTLE repita 4 [ pf 50 gd 90] fim

Explained in lesson:

The turtle is learning

define PROCNAME inputs ... statements ... end

Define a new named procedure with optional inputs

Example:

define "star [[n][repeat 5 [fd :n gd 144]]]

def PROCNAME

Outputs the definition of a named procedure as a string

Example:

show def "star

Variable Definition

atribua varname expr

Update a variable or define a new global variable. The variable name must be quoted

Example:

atribua "foo 5

Explained in lesson:

Variables

name expr varname

Like make but with the inputs reversed

Example:

name 5 "myvar

Explained in lesson:

No lesson yet

localmake varname expr

Define a variable in the local scope (shortcut for local then make

Example:

localmake "myvar 5

Explained in lesson:

No lesson yet

: VARNAME , thing VARNAME

Outputs the value of variable. :foo is a shortcut for thing "foo

Example:

show thing "myvar

Explained in lesson:

Variables

Control Structures

repita X [ statements ... ]

Repeat statements X times

Example:

repita 4 [ pf 50 gd 90]

Explained in lesson:

Loops

façapara controllist [ statements ...]

Typical for loop. The controllist specifies three or four members: the local varname, start value, limit value, and optional step size

Example:

façapara [i 1 10 1] [print :i]

Explained in lesson:

The for loop

contevezes

Outputs the current iteration number of the current repeat or forever

Example:

repita 4 [ contevezes ]

se expr [statement]

Execute statment if expressoin is true

Example:

se 2>1 [print "hello]

sesenão expr [statementTrue] [statementFalse]

Execute StatementTrue if tru else execute statementFalse

Example:

sesenão 0>1 [print "true] [print "false]

test expr

Test the specified expression save the result in the local scope for the subsequent use by iftrue iffalse

Example:

test 3>4 severd [print "true] sefalso [print "false]

severd [statements]

Example:

test 3>4 severd [print "true] sefalso [print "false]

sefalso [statements]]

Example:

test 3>4 severd [print "true] sefalso [print "false]

X

Will cause the turtle to wait X ( 60ths of seconds ) time before executing the command

Example:

repita 4 [ 10 pf 50]

Explained in lesson:

Hi wait

adios

Ternimante the program

Example:

adios

dotimes [varname times] [ statements ...]

Run the statements the specified number of times. The variable varname is set to the current iteration number.

Example:

dotimes [ i 5 ] [ show :i * :i ]

do.while [ statements ...] expr

Runs the specified statements at least once, and repeats while the expression is non-zero (true).

Example:

do.while [ atribua "a sorteie 10 show :a ] :a < 8

while [expr] [ statements ...]

Runs the specified statements only while the expression remains non-zero (true).

Example:

while (random 2) = 0 [ show "zero ] show "one

do.until [ statements ...] [expr]

Runs the specified statements at least once, and repeats while the expression is zero (false).

Example:

do.until [ atribua "a sorteie 10 show :a ] :a < 8

until [expr] [ statements ...]

Runs the specified statements only while the expression remains zero (false).

Example:

until (random 2) = 0 [ show "one ] show "zero

Lists

lista thing1 thing2 ...

Create a new list from the inputs

Example:

atribua "mylist (list "turtle "academy)

Explained in lesson:

Lists

primeiro listname

Outputs the first item from the list

Example:

escreva primeiro :mylist

Explained in lesson:

Lists

semprimeiro listname

Outputs all the items of listname except for the first item

Example:

escreva semprimeiro :mylist

Explained in lesson:

Accessing the list

último listname

Outputs the last item from the list

Example:

escreva último :mylist

Explained in lesson:

Lists

semúltimo listname

Outputs all the items of listname except for the last item

Example:

escreva semúltimo :mylist

Explained in lesson:

Accessing the list

item index listname

Outputs the indexlist item of the list or array

Example:

escreva item 1 :mylist

Explained in lesson:

Accessing the list

escolha index listname

Outputs one item from a list, at random

Example:

escreva escolha :mylist

Explained in lesson:

Accessing the list

Math

soma X Y

Will sum x+y

Example:

escreva soma 2 3

Explained in lesson:

Variables

oposto X Y

return the distance between x and y x-y

Example:

escreva oposto 8 2

sorteie X

Will choose a random number between 0 - (X-1)'

Example:

tat escreva soma sorteie 10 3

Explained in lesson:

Colors and printing

modulo expr expr

Outputs the remainder (modulus). For remainder and % the result has the same sign as the first input; for modulo the result has the same sign as a the second input.

Example:

tat escreva modulo 10 3

power expr expr

3 power 4 = 81

Example:

show power 3 4

Receivers

leerpalabra

Prompt the user for a line of input. The result (including spaces) is the single word output.

Example:

atribua "name (readword [What is your name?]) show :name

Explained in lesson:

Interactive

leerlista

Prompt the user for a line of input. The result is a list of words.

Example:

atribua "colors (readlist [Type some colors:]) show :colors

Predicates

word thing , word? thing

Returns true (1) or false (0) if thing is a word

Example:

show word "hello

listp thing , list? thing

Returns true (1) or false (0) if thing is a list

Example:

escreva listp [1 2 3]

arrayp thing , array? thing

Returns true (1) or false (0) if thing is an array

Example:

escreva arrayp array 2

numberp thing , number? thing

Returns true (1) or false (0) if thing is a number

Example:

escreva numberp 25

emptyp thing , empty? thing

Test if thing is an empty list or empty string.

Example:

escreva emptyp []

equalp expr expr , equal? expr expr

Test if xper expr are equal.

Example:

equalp "no "yes

notequalp expr expr , notequal? expr expr

Test if xper expr are not equal.

Example:

notequalp "no "yes

beforep thing1 , before? thing1

Test string collation order.

Example:

escreva before? "bye "hi

substringp thing1 thing2 , substring? thing1 thing2

Test if thing1 is a substring of thing2.

Example:

escreva substringp "hello "helloworld