// The plane can be tiled with a grid of squares. The only other regular
// polygons that can do so are hexagons and equilateral triangles
// (and the latter only work if half of them are oriented "upside-down").
//
// This script shows how the turtle can cover the plane with square tiles
// by winding around an initial square in a continuous spiral. The tiles are
// filled by a Greek pattern, and their outlines are not drawn.
//
// Why not design a more interesting pattern? Make your own pattern
// a similar size to the square, and remember when drawing a tile that
// the turtle starts and ends in the bottom-left corner, facing north!
clear()
// Length of the sides of the squares we're tiling
val tileSide: Double = 100
// How many times does the spiral loop completely around the initial square?
val loops = 3
// How fast will the turtle move? 1000 means normal speed, 500 is double-speed,
// 100 means ten times faster than normal, 0 for almost-instant drawing!
val speed = 400
// The pattern works best in two colors, why not pick your own?
// You can use the utility functions color(r, g, b) or color(value)
// where value can be a hex color code like used for web design.
// Or just right-click in the Script Editor, and select "Choose Color"!
val firstColor = red
val secondColor = blue
setPenColor(firstColor) //start with first color
// We'll use a Boolean (true/false) to keep track of which color is selected
// firstColorSelected will be true if the pen is set to the 1st color
// firstColorSelected will be false if the pen is set to the 2nd color
// We use "var" not "val" because the pen selection can change!
var firstColorSelected = true
def switchColor{
if (firstColorSelected) {
setPenColor(secondColor) //if 1st color selected, switch to 2nd color
} else {
setPenColor(firstColor) //if 1st color not selected, switch to 1st color
}
//if firstColorSelected was true, now make it false, and vice versa
firstColorSelected = !firstColorSelected
}
// The pattern used is intricate, and treats each tile as a 22x22 grid.
// The lengths of the sides of the small squares of that grid will form
// the fundamental unit of length for the pattern.
val gridSide = tileSide/22
// The pattern instructions are stored as lists: one for lengths to move (in
// small grid units) and one for the angle to turn through afterwards.
val patternLengths = List(2, 7, 14, 10, 6 , 4, 2, 6, 10, 14, 7, 2)
val patternAngles = List(90, 270, 270, 270, 270, 90, 90, 90, 90, 90, 270, 0)
def drawPattern {
penDown
// There are 12 instructions in each list and numbering starts at 0
// So we need to work in order through entries 0 to 11.
// If your list had 20 entries, you'd need to work through from 0 to 19.
for (j <- 0 to 11) {
//patternLengths(j) finds the item in position j of the length list
forward(patternLengths(j)*gridSide)
right(patternAngles(j))
}
// You may find it hard to keep track of where your pattern leaves the
// turtle. Although it's slow, we can trace back our steps by undoing
// each instruction in reverse order - last command first, turn left not
// right, move back not forward. This will leave you in the position
// and heading when drawPattern was called. Alternatively we can use
// savePosHe and restorePosHe to put the turtle back: but it's fun to
// watch the turtle tile the plane in one continuous motion, no "jumping"!
for (j <- 0 to 11) {
// patternAngles.reverse is just the patternAngles list in reverse
left(patternAngles.reverse(j))
back(patternLengths.reverse(j)*gridSide)
}
penUp // only drawPattern should leave a trail in this program
}
// In your own tile pattern, remember to start and end in the bottom-left,
// facing north, and that the tile's dimensions are tileSide x tileSide.
def drawTile {
//first move into bottom center, facing north, then draw the pattern
right()
forward(tileSide/2)
left
drawPattern
//the pattern can be interlocked with an alternate color copy of itself
//drawn with the turtle starting at top center, facing south
forward(tileSide)
right(180)
switchColor
drawPattern
//finally move back into bottom left, facing north
forward(tileSide)
right()
forward(tileSide/2)
right()
}
// Each time the spiral winds around, it draws four sides ("arms") around
// the existing tiles. To draw an arm we need to know how many squares long
// it should be. We will draw each tile, starting and finishing in the
// bottom-left corner of its square, and move into position for the next tile.
// Finally the turtle turns to face the direction of the next arm.
//
// To draw each tile consistently we must start and end facing north. So it's
// helpful to know the orientation of each arm, measured by the angle the turtle
// has to turn through to face north.
def drawArm(tiles: Int, orientation: Double) {
repeat(tiles) {
left(orientation) // now facing north
drawTile //starts and finishes in bottom-left of tile's square
right(orientation) //now facing in direction of arm again
forward(tileSide) //moves to bottom-left of next square
}
right(90) // arms wrap around clockwise, so turn right to start next arm
}
// We wind each loop of the spiral clockwise just by drawing its four arms.
// Arms have different lengths, and orientations change by 90 degrees.
// We use the the number of squares in the shortest (first) arm to specify
// how large to draw the loop.
def windSpiral(shortArm: Int) {
//initial position is ready to start tile above what will be bottom-left
//head north along left side (unusually short as bottom-left is in 4th arm)
//finish in position to start the top-left tile
drawArm(shortArm, 0)
//draw top-left tile, head east along top side
//finish in position to start top-right tile
drawArm(shortArm + 1, 90)
//draw top-right tile, head south along right side
//finish in position to start bottom-right tile
drawArm(shortArm + 1, 180)
//draw bottom-right tile, head west along bottom side
//draw all bottom row tiles, including the bottom-left (so unusually long)
//finish in position to the left of the bottom-left tile, facing north, so
//in correct position and orientation for the northward arm of next loop
drawArm(shortArm + 2, 270)
}
//with all the definitions complete, let's start tiling!
setAnimationDelay(speed) // speed up turtle
penUp // turtle should only leave a trace when in the pattern-drawing phase
drawTile // draw the initial tile
//move to bottom-left of square to the left of the initial one, face north, so
//in correct position and orientation for the northward arm of the 1st loop
left()
forward(tileSide)
right()
// Now wind the spiral clockwise around the initial square!
// With each loop added around, the size of the shortest arm increases by 2.
for (i <- 1 to 2*loops by 2) { //as loops have shortest side 1, 3, 5, 7, etc
windSpiral(i)
}