@9214 A simple "" made me crazy....
I have a bunch of dynamically created buttons
Their face/data content refer to dynamically created areas objects
foreach [tag name] buttons [ keep compose [ (to set-word! name) area 300x50 (copy "") wrap ] ]
The function executed when I hit one of the buttons pass the face/data, which is <areaname> ,and then I print <areaname>/text....
I always had the same printed result despite the button I hit....
Four hours to discover that tiny "" had to be changed to (copy "") !
Does anyone knows the Logo? You can play with it here.
I want to mimic Logo's functionality. What I need is to keep a) current pen position and b) rotation.
shape sub-dialect keeps pen position but it does not know about rotation. I have found out that I can rotate over some point (
rotate <degree> <point>). However I am rotating using values computed by me. Here is an example. I want to draw square.
The Logo code:
; just so we can start as Red's shape right 90 forward 40 right 90 forward 40 right 90 forward 40 right 90 forward 40
and here is the Red's code:
view [base 300x300 red draw [ shape [ move 100x100 ] shape [ 'line 40x0 ] rotate 90 140x100 shape ['line 40x0] rotate 90 180x100 shape ['line 40x0 ] rotate 90 220x100 shape ['line 40x0 ] ] ]
Is there some function or word that keeps current pen position? I want to use it like
rotate 90 _pen-position_ instead of hard-coded
rotate 90 220x100.
view [ style small: area 30x30 button button button return button button button return area below small small small ]
<center>parameter ( (optional) center of rotation (pair!)) doesn't matter. We should calculate
<center>parameter other way.
@nedzadarek Maybe not useful but: https://github.com/greggirwin/R2-ReboLogo
shapeof the Logo's features (rotation/heading, loops, conditions, functions etc)?
Drawis static while watching the turtle move and draw is a big part of that experience, which means your Logo drawing commands are really tied to a timer of some kind. What we could do, then, is set a canvas face for the turtle commands, and as you run them, the
drawblock for that face would be updated, so the Logo part is in control there.
whilethat checks a condition every time (before entering
bodyblock) and you have
ifthat need to check it once. You need a block to run code multiple times so
ifdoesn't need it.