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
Turtle Academy makes it surprisingly easy to start creating amazing shapes using the LOGO language Start to learn coding Here are some examples for easy and fun programming
In the center of the drawing box you can find the turtle. You can control the turtle using Logo commands. With those commands you can use the turtle to draw beautiful shapes.
When PROCNAME is the name of the procedure and ACTIONS are the commands. In the lesson 'The turtle is learning we have define a procedure called 'dashline' like this . to dashline repeat 5 [setwidth 1 fd 10 setwidth 3 fd 10] end. Here the PROCNAME part is 'dashline' and the ACTIONS part is ' repeat 5 [setwidth 1 fd 10 setwidth 3 fd 10]'.
In this lesson we will meet the turtle's environment. What, exactly, is the turtle "environment"? Well the turtle lives in the drawing box area and he can not leave that area .
To draw this octagon we need to tell the turtle to turn in an angle that is half the size of the square's angle. Draw an octagon. Each edge (line) of the octagon should be 70 points long.
More Turtle commands are available ( You can check in the documentation on the Playground and Program pages ). More sections of Turtle Academy can be translated now ( if you would like to volunteer feel free to contact us ).
Not to worry, we will go over it step by step. Let's teach the turtle the 'square' command by using recursion. Teach the turtle the following: to square :size if :size > 90 [stop] repeat 4 [ fd :size rt 90] square :size + 20