I am working on this code challenge:
Given a 2D bot/robot which can only move in four directions, move forward which is UP(U), move backward which is DOWN(D), LEFT(L), RIGHT(R) in a 10x10 grid. The robot can't go beyond the 10x10 area.
Given a string consisting of instructions to move.
Output the coordinates of a robot after executing the instructions. Initial position of robot is at origin(0, 0).
Example:
Input : move = “UDDLRL”
Output : (-1, -1)
Explanation:
Move U : (0, 0)–(0, 1)
Move D : (0, 1)–(0, 0)
Move D : (0, 0)–(0, -1)
Move L : (0, -1)–(-1, -1)
Move R : (-1, -1)–(0, -1)
Move L : (0, -1)–(-1, -1)
Therefore final position after the complete
movement is: (-1, -1)
I got the code working without using the 10x10 grid information. How could I incorporate the 10x10 grid information into my solution in an OOP fashion? My solution doesn't follow the OOP principles.
# function to find final position of
# robot after the complete movement
def finalPosition(move):
l = len(move)
countUp, countDown = 0, 0
countLeft, countRight = 0, 0
# traverse the instruction string 'move'
for i in range(l):
# for each movement increment its respective counter
if (move[i] == 'U'):
countUp += 1
elif(move[i] == 'D'):
countDown += 1
elif(move[i] == 'L'):
countLeft += 1
elif(move[i] == 'R'):
countRight += 1
# required final position of robot
print("Final Position: (", (countRight - countLeft),
", ", (countUp - countDown), ")")
# Driver code
if __name__ == '__main__':
move = "UDDLLRUUUDUURUDDUULLDRRRR"
finalPosition(move)
This fixes it:
class Robot:
class Mover:
def __init__(self, x, y):
self.x, self.y = x, y
def new_pos(self, x, y):
new_x = x + self.x
new_y = y + self.y
if (new_x > 9 or new_y > 9):
raise ValueError("Box dimensions are greater than 10 X 10")
return new_x, new_y
WALKS = dict(U=Mover(0, 1), D=Mover(0, -1),
L=Mover(-1, 0), R=Mover(1, 0))
def move(self, moves):
x = y = 0
for id in moves:
x, y = self.WALKS[id].new_pos(x, y)
return (x,y)
if __name__ == '__main__':
moves2 = "UDDLLRUUUDUURUDDUULLDRRRR"
robot = Robot()
print(robot.move(moves2))
Output :
(2,3)
The way you use your counters makes it less trivial to detect that you would hit the border of the 10x10 grid. Without changing too much, you could replace the countUp and countDown variables by one countVertical variable, and add -1 to it when going up and 1 when going down. Then ignore a move if it would make that counter negative or greater than 9. And obviously you would do the same for horizontal movements.
[Edit: After the edit to your question, it turns out that you want the Y-coordinate to be opposite to what I assumed above. So I have changed the sign of the Y-coordinate updates (+1, -1).]
That's really it.
Now to make this more OOP, you could define a Robot class, which would maintain its x and y coordinate. Anyhow it would be good to remove the print call out of your function, so the function only deals with the movements, not with the reporting (separation of concern).
Here is how it could work:
class Robot:
def __init__(self, x=0, y=0):
self.position(x, y)
def position(self, x, y):
self.x = min(9, max(0, x))
self.y = min(9, max(0, y))
def move(self, moves):
for move in moves:
if move == 'U':
self.position(self.x, self.y + 1)
elif move == 'D':
self.position(self.x, self.y - 1)
elif move == 'L':
self.position(self.x - 1, self.y)
elif move == 'R':
self.position(self.x + 1, self.y)
else:
raise ValueError(f"Invalid direction '{move}'")
if __name__ == '__main__':
moves = "UDDLLRUUUDUURUDDUULLDRRRR"
robot = Robot(0, 0)
robot.move(moves)
print(f"Final position: {robot.x}, {robot.y}")
Related
I can't find a source on how to add play again for my python code. I am currently using a snake game that i found on YouTube but I honestly am having trouble figuring this out.
github.com/Amfuhr/Snake-game.git
def game_over():
canvas.delete(ALL)
canvas.create_text(canvas.winfo_width()/2, canvas.winfo_height()/2,
font=('consolas',70), text="GAME OVER", fill="red", tag="gameover")
The full script:
#The tkinter package (“Tk interface”) is the standard Python interface to the Tcl/Tk GUI toolkit.
#Tkinter are available on most Unix platforms, including macOS, as well as on Windows systems.
from tkinter import *
import random
#box size, game speed, and color schemes
#classes for the game settings
GAME_WIDTH = 700
GAME_HEIGHT = 700
SPEED = 400
#Snake and food size
SPACE_SIZE = 50
BODY_PARTS = 3
#class for snake and food
#RGB for the color of the backgrund, snake, and food
SNAKE_COLOR = "white"
FOOD_COLOR = "blue"
BACKGROUND_COLOR = "#000000"
class Snake:
#set the body size of the snake, a list of square graphics
def __init__(self):
self.body_size = BODY_PARTS
self.coordinates = []
self.squares = []
#list of coordinates
for i in range(0, BODY_PARTS):
self.coordinates.append([0, 0])
for x, y in self.coordinates:
square = canvas.create_rectangle(x, y, x + SPACE_SIZE, y + SPACE_SIZE, fill=SNAKE_COLOR, tag="snake")
self.squares.append(square)
class Food:
def __init__(self):
#food is set into random location using the random module
#based on orientation. We use fill to set the food color
x = random.randint(0, (GAME_WIDTH / SPACE_SIZE)-1) * SPACE_SIZE
y = random.randint(0, (GAME_HEIGHT / SPACE_SIZE) - 1) * SPACE_SIZE
self.coordinates = [x, y]
canvas.create_oval(x, y, x + SPACE_SIZE, y + SPACE_SIZE, fill=FOOD_COLOR, tag="food")
def next_turn(snake, food):
#head of the snake and the direction of the snake movements
x, y = snake.coordinates[0]
if direction == "up":
y -= SPACE_SIZE
elif direction == "down":
y += SPACE_SIZE
elif direction == "left":
x -= SPACE_SIZE
elif direction == "right":
x += SPACE_SIZE
snake.coordinates.insert(0, (x, y))
square = canvas.create_rectangle(x, y, x + SPACE_SIZE, y + SPACE_SIZE, fill=SNAKE_COLOR)
snake.squares.insert(0, square)
if x == food.coordinates[0] and y == food.coordinates[1]:
global score
score += 1
label.config(text="Score:{}".format(score))
canvas.delete("food")
food = Food()
else:
del snake.coordinates[-1]
canvas.delete(snake.squares[-1])
del snake.squares[-1]
if check_collisions(snake):
game_over()
else:
window.after(SPEED, next_turn, snake, food)
def change_direction(new_direction):
global direction
if new_direction == 'left':
if direction != 'right':
direction = new_direction
elif new_direction == 'right':
if direction != 'left':
direction = new_direction
elif new_direction == 'up':
if direction != 'down':
direction = new_direction
elif new_direction == 'down':
if direction != 'up':
direction = new_direction
def check_collisions(snake):
x, y = snake.coordinates[0]
if x < 0 or x >= GAME_WIDTH:
return True
elif y < 0 or y >= GAME_HEIGHT:
return True
for body_part in snake.coordinates[1:]:
if x == body_part[0] and y == body_part[1]:
return True
return False
def game_over():
canvas.delete(ALL)
canvas.create_text(canvas.winfo_width()/2, canvas.winfo_height()/2,
font=('consolas',70), text="GAME OVER", fill="red", tag="gameover")
#Window sizing so it does not game
window = Tk()
window.title("Snake game")
window.resizable(False, False)
score = 0
direction = 'down'
#this is to show the score in a specific font size
label = Label(window, text="Score:{}".format(score), font=('consolas', 40))
label.pack()
#canvas sets the background and opens the window
canvas = Canvas(window, bg=BACKGROUND_COLOR, height=GAME_HEIGHT, width=GAME_WIDTH)
canvas.pack()
window.update()
window_width = window.winfo_width()
window_height = window.winfo_height()
screen_width = window.winfo_screenwidth()
screen_height = window.winfo_screenheight()
x = int((screen_width/2) - (window_width/2))
y = int((screen_height/2) - (window_height/2))
# Geometry method is used to set the dimensions of the
# Tkinter window and is used to set the position of the main
# window on the user’s desktop.
window.geometry(f"{window_width}x{window_height}+{x}+{y}")
window.bind('<Left>', lambda event: change_direction('left'))
window.bind('<Right>', lambda event: change_direction('right'))
window.bind('<Up>', lambda event: change_direction('up'))
window.bind('<Down>', lambda event: change_direction('down'))
snake = Snake()
food = Food()
next_turn(snake, food)
window.mainloop()
Think about it this way. Your app works upon running the first time around, and you just want to repeat, that behavior, (aka run that portion of the code again), once the initial game is over without having to restart the app.
This is precisely what functions are for.
The portion of your code that executes the game is just the last three lines of your script.
snake = Snake()
food = Food()
next_turn(snake, food)
So what you can do is stick those 3 lines into a function, and put the function call just before the mainloop call where the lines used to be.
def start_game(*arg):
canvas.delete(ALL)
snake = Snake()
food = Food()
next_turn()
start_game()
window.mainloop()
So now in order to restart the game, all you need to do is call the start_game function. Adding the canvas.delete(ALL) ensures that the "GAME OVER" message is removed before the new game starts.
Now all you need is a trigger. For this you can add a double-click signal on the canvas so that when it says "GAME OVER" all you need to do is double-click on the window and the new game starts. You can even add an instruction for the user.
To do this just add a window.bind call for the double-click action gesture:
window.bind('<Double-Button-1>', start_game)
Then to add the note to your "Game Over" message in your game_over function:
def game_over():
canvas.delete(ALL)
canvas.create_text(canvas.winfo_width()/2, canvas.winfo_height()/2,
font=('consolas',70), text="GAME OVER",
fill="red", tag="gameover")
canvas.create_text(canvas.winfo_width()/2, canvas.winfo_height()/1.8,
font=('consolas',20), text="double click for new game",
fill='green', tag='newgame')
And that should do it. This solution does create a new issue though, since there are no conditions on the new event binder, double clicking the screen will start a new game even if the current game is still ongoing.
I will leave this for you to try to solve. Or if you prefer you can use a different trigger.
I am trying to solve an issue when two rectangles intersect/overlap each other. when this happens, i want to know if intersection is True or False. I found a solution, however it is written in C or C++. I want to write these code in Python.
Here is the source: http://www.jeffreythompson.org/collision-detection/rect-rect.php
This is literally the first line of python code I've ever written (I do know C++ however)
def rectRect(r1x, r1y, r1w, r1h, r2x, r2y, r2w, r2h):
# are the sides of one rectangle touching the other?
return r1x + r1w >= r2x and \ # r1 right edge past r2 left
r1x <= r2x + r2w and \ # r1 left edge past r2 right
r1y + r1h >= r2y and \ # r1 top edge past r2 bottom
r1y <= r2y + r2h # r1 bottom edge past r2 top
IMHO rectRect is a really bad name for the function, I kept it from the linked code however.
Following is simple class that can perform both rectangle-rectangle intersection as well as point to rectangle intersection. The difference between earlier solution is that following snippet allows even detection of rotated rectangles.
import numpy as np
import matplotlib.pyplot as plt
class Rectangle:
def __init__(self, center: np.ndarray, dims: np.ndarray, angle: float):
self.corners = self.get_rect_points(center, dims, angle)
self.area = dims[0] * dims[1]
#staticmethod
def get_rect_points(center: np.ndarray, dims: np.ndarray, angle: float):
"""
returns four corners of the rectangle.
bottom left is the first conrner, from there it goes
counter clockwise.
"""
center = np.asarray(center)
length, breadth = dims
angle = np.deg2rad(angle)
corners = np.array([[-length/2, -breadth/2],
[length/2, -breadth/2],
[length/2, breadth/2],
[-length/2, breadth/2]])
rot = np.array([[np.cos(angle), np.sin(angle)], [-np.sin(angle), np.cos(angle)]])
corners = rot.dot(corners.T) + center[:, None]
return corners.T
def is_point_in_collision(self, p: np.ndarray):
"""
check if a point is in collision with the rectangle.
"""
def area_triangle(a, b, c):
return abs((b[0] * a[1] - a[0] * b[1]) + (c[0] * b[1] - b[0] * c[1]) + (a[0] * c[1] - c[0] * a[1])) / 2
area = 0
area += area_triangle(self.corners[0], p, self.corners[3])
area += area_triangle(self.corners[3], p, self.corners[2])
area += area_triangle(self.corners[2], p, self.corners[1])
area += area_triangle(self.corners[1], p, self.corners[0])
return area > self.area
def is_intersect(self, rect_2: Rectangle):
"""
check if any of the four corners of the
rectangle is in collision
"""
if not np.all([self.is_point_in_collision(c) for c in rect_2.corners]):
return True
return False
def plot_rect(p1, p2, p3, p4, color='r'):
ax.plot([p1[0], p2[0]], [p1[1], p2[1]], color)
ax.plot([p2[0], p3[0]], [p2[1], p3[1]], color)
ax.plot([p3[0], p4[0]], [p3[1], p4[1]], color)
ax.plot([p4[0], p1[0]], [p4[1], p1[1]], color)
mid_point = 0.5 * (p1 + p3)
plt.scatter(mid_point[0], mid_point[1], marker='*')
plt.xlim([-1, 1])
plt.ylim([-1, 1])
Following are two samples:
Sample 1:
ax = plt.subplot(111)
st = Rectangle((0.067, 0.476),(0.61, 0.41), 90)
gripper = Rectangle((-0.367, 0.476),(0.21,0.16), 45)
plot_rect(*st.corners)
plot_rect(*gripper.corners)
plt.show()
print(f"gripper and rectangle intersect: {st.is_intersect(gripper)}")
Sample 2:
ax = plt.subplot(111)
st = Rectangle((0.067, 0.476),(0.61, 0.41), 90)
gripper = Rectangle((-0.167, 0.476),(0.21,0.16), 45)
plot_rect(*st.corners)
plot_rect(*gripper.corners)
plt.show()
print(f"gripper and rectangle intersect: {st.is_intersect(gripper)}")
I am a student in high school doing a summative project in tetris. Lately I've been having this problem where for certain positions, when my block collides with the RIGHT side of the screen, it sort of 'flickers'. I can't seem to find the reason why it is doing this, and I don't know if the shape is going out of the grid and coming in and being drawn again, I'm not sure and very confused.
So far I've been able to make random blocks spawn once the first one hits the ground, I've been able to do collision with the left side correctly for all my blocks, some stacking and rotation works as well. I've included the main ideas of how I did my code as a lot of it is repeated, so I included 2 examples of each. (2 different rotations, 2 ways shown of how I drew the block, etc.)
I'm really stuck so if someone could help that would be amazing, Thank you.
import pygame
import colors
import random
class Shape:
def __init__ (self, x, y, shape1, shape2, shape3, shape4, shapeType):
self.shape1 = shape1
self.shape2 = shape2
self.shape3 = shape3
self.shape4 = shape4
self.x = x
self.y = y
self.lasty = 0
self.direction = 0
self.collided = False
self.fc = 0
self.shapeType = shapeType
def draw (self, screen):
self.lasty = self.y
self.fc += 1
if pygame.key.get_pressed()[pygame.K_DOWN] and self.fc >= 5:
self.fc = 0
self.y += 39
elif self.fc >= 90:
self.fc = 0
self.y += 39
if pygame.key.get_pressed()[pygame.K_RIGHT] and self.fc >= 5:
self.fc = 0
self.x += 39
elif self.fc >= 90:
self.fc = 0
self.x += 39
## When the block collides with the bottom of the grid
if self.y >= 778:
self.y = 0
## I USE 'DIRECTION' TO REPRESENT THE DIFFERENT ROTATED POSITIONS -- ONLY 1 IS SHOWN BELOW BUT I HAVE (0-3 DIRECTIONS) = 4 DIFFERENT ROTATIONS
if self.direction == 0: # if the shape is in the first position
for y in range(len(self.shape1)): # RUNS A LOOP THAT GETS THE LENGTH OF THE SHAPE IN THE FIRST POSITION
for x in range(len(self.shape1[y])):
if self.shape1[y][x] == 1 and not self.collided:
if (self.y + 39*y) + 39 > 780: # CHECKS THAT THE SHAPE IS NOT GOING PASSED THE RIGHT SIDE OF THE GRID
self.collided = True
if (self.x + (39*x)) >= 739:
self.x = 740-(39*x)-39
for blok in blocks: ## stacking the blocks and checking if the block collides with the other blocks
if self.x + (39*x) == blok.x and self.y + (39*y) == blok.y:
self.collided = True
pygame.draw.rect(screen, colors.lightBlue,(self.x + (39*x), self.y + (39*y), 39,39))
elif self.direction == 1: # WHEN THE SHAPE IS IN THE SECOND ROTATION
for y in range(len(self.shape2)):
for x in range(len(self.shape2[y])):
if self.shape2[y][x] == 1 and not self.collided:
if(self.y + 39*y) + 39 > 780:
self.collided = True
if (self.x + (39*x)) >= 739:
self.x = 740-(39*x)-39
for blok in blocks:
if self.x + (39*x) == blok.x and self.y + (39*y) == blok.y:
self.collided = True
pygame.draw.rect(screen, colors.lightBlue,(self.x + (39*x), self.y + (39*y), 39,39))
if self.collided == True:
self.y = self.lasty
if self.direction == 0:
for y in range(len(self.shape1)):
for x in range(len(self.shape1[y])):
if self.shape1[y][x] == 1:
blocks.append(Block(self.x + (39 * x), self.y + (39 * y)))
elif self.direction == 1:
for y in range(len(self.shape2)):
for x in range(len(self.shape2[y])):
if self.shape2[y][x] == 1:
blocks.append(Block(self.x + (39 * x), self.y + (39 * y)))
class Block:
def __init__(self, x, y):
self.x = x
self.y = y
def draw(self, screen):
pygame.draw.rect(screen, colors.lightBlue, (self.x, self.y, 39, 39))
blocks = []
## EXAMPLE OF HOW EACH SHAPE IS DRAWN
## L SHAPE
b = Shape(350,0, [[1,1],[0,1],[0,1]], [[0,0,1],[1,1,1]], [[1,0,],[1,0], [1,1]], [[1,1,1],[1,0,0]],"L SHAPE")
## Z SHAPE
##b = Shape(300,300, [[0,1],[1,1],[1,0]], [[1,1],[0,1,1]], [[0,1],[1,1],[1,0]], [[1,1],[0,1,1]])
# FUNCTION FOR THE GRID
def drawGrid(_x, _y, screen,width,height, columns,rows ):
for y in range(0, rows+1):
for x in range(0, columns+1):
screen.fill(colors.grey, [(x*(width/columns))+_x, _y, 1, height])
screen.fill(colors.grey, [_x, (y*(height/rows))+_y, width, 1])
def drawGame(screen, scene): # UPDATING DRAW FUNCTION
global b
for evn in pygame.event.get():
if evn.type == pygame.QUIT:
quit()
return scene, True
elif evn.type == pygame.KEYDOWN:
if evn.key == pygame.K_UP: # IF THE UP ARROW KEY IS PRESSED, CHANGE THE ROTATION OF THE SHAPE
b.direction += 1
if b.direction == 4: # IF THE DIRECTION EQUALS 4 RESET TO THE FIRST POSITION
b.direction = 0
screen.fill(colors.black)
## ACCELERATES THE BLOCK DOWNWARDS
drawGrid(350, 0, screen, 390, 780, 10, 20)
if not b.collided:
b.draw(screen)
else: # CHECKS WHICH VALUE OUT OF (0-6) IS RECEIVED TO CHOOSE THE RANDOM SHAPE
i = random.randint(0,6)
if i == 0:
## L shape
b = Shape(350,0, [[1,1],[0,1],[0,1]], [[0,0,1],[1,1,1]], [[1,0,],[1,0], [1,1]], [[1,1,1],[1,0,0]],"L SHAPE")
elif i == 5:
## Z Shape
b = Shape(350, 0, [[0, 1], [1, 1], [1, 0]], [[1, 1], [0, 1, 1]], [[0, 1], [1, 1], [1, 0]],
[[1, 1], [0, 1, 1]],"Z SHAPE")
for i in blocks: # RUNS THE LOOP TO DRAW THE SHAPE
i.draw(screen) # DRAWS THE VALUE OF 'i' ONTO THE SCREEN
pygame.display.flip()
return scene, False
As it turns out, I was drawing some of the rectangles in the draw loop before some of them were checked for collision with the wall.
I am creating a simple program which draws a shrinking circle of random color on every clicked location by each mouse click. Each click creates a circle of diameter 50 which starts shrinking till 0 immediately. Each click is supposed to create new shrinking circle.
However, my program stops shrinking of first circle after I click and create another circle. It completely shrinks only the last created circle. All others remain still.
I believe the problem lies in function itself. It calls the same function which is not finished. How to make it run multiple times (on each click separately)? Or do I have it wrong with local and global variables?
Here is my code so far:
import tkinter
import random
c = tkinter.Canvas(width = 400, height = 300)
c.pack()
def klik(event):
global x, y, farba, circ, r
r = 50 #circle diameter
x, y = event.x, event.y #clicked position
color = '#{:06x}'.format(random.randrange(256 ** 3)) #random color picker
circ = c.create_oval(x - r, y - r, x + r, y + r, fill=color) #print circle
print(x, y, farba) #check clicked coordinates, not important
if r < 50: #reset size after each circle
r = 50
shrink()
def shrink():
global circ, x, y, r
print(r) #check if countdown runs correctly
if r > 0:
r -= 1 #diameter shrinking
c.coords(circ, x-r, y-r, x+r, y+r) #changing circle size
c.after(100, shrink) #timer, size 1pt smaller until size is 0
c.bind('<Button-1>', klik)
tkinter.mainloop()
If you move everything into a class then each circle will be its own instance and will not interfere with each other.
Take a look at the below modified version of your code. It is probably not perfect but should be a good foundation for you to work with.
import tkinter
import random
c = tkinter.Canvas(width = 400, height = 300)
c.pack()
class create_circles():
def __init__(self, event):
self.r = 50
self.x, self.y = event.x, event.y
self.color = '#{:06x}'.format(random.randrange(256 ** 3))
self.circ = c.create_oval(self.x - self.r, self.y - self.r, self.x + self.r, self.y + self.r, fill=self.color)
self.shrink()
def shrink(self):
if self.r > 0:
self.r -= 1
c.coords(self.circ, self.x-self.r, self.y-self.r, self.x+self.r, self.y+self.r)
c.after(100, self.shrink)
c.bind('<Button-1>', create_circles)
tkinter.mainloop()
There is another way you can do this outside of a class.
You can use a nested function and avoid global. Your issues in your question is actually being caused because everything relies on global variables.
Try this below code for a non-class option.
import tkinter
import random
c = tkinter.Canvas(width = 400, height = 300)
c.pack()
def klik(event):
r = 50
x, y = event.x, event.y
color = '#{:06x}'.format(random.randrange(256 ** 3))
circ = c.create_oval(x - r, y - r, x + r, y + r, fill=color)
def shrink(r, x, y, color, circ):
if r > 0:
r -= 1
c.coords(circ, x-r, y-r, x+r, y+r)
c.after(100, shrink, r, x, y, color, circ)
shrink(r, x, y, color, circ)
c.bind('<Button-1>', klik)
tkinter.mainloop()
As noted, you do not need classes to solve this nor nested functions. The key, as #LioraHaydont was hinting at, is you need to use local, rather than global variables:
import tkinter as tk
from random import randrange
def klik(event):
r = 50 # circle radius
x, y = event.x, event.y # clicked position
color = '#{:06x}'.format(randrange(256 ** 3)) # random color picker
c = canvas.create_oval(x - r, y - r, x + r, y + r, fill=color) # print circle
canvas.after(100, shrink, c, x, y, r)
def shrink(c, x, y, r):
if r > 0:
r -= 1 # radius shrinking
canvas.coords(c, x - r, y - r, x + r, y + r) # changing circle size
canvas.after(100, shrink, c, x, y, r) # timer, size 1pt smaller until size is 0
canvas = tk.Canvas(width=400, height=300)
canvas.pack()
canvas.bind('<Button-1>', klik)
tk.mainloop()
Does anyone know why I keep getting this error? I'm really new and I'd appreciate someone's help. This is my code:
import turtle as t
import math as m
import random as r
raindrops = int(input("Enter the number of raindrops: "))
def drawSquare():
t.up()
t.goto(-300,-300)
t.down()
t.fd(600)
t.lt(90)
t.fd(600)
t.lt(90)
t.fd(600)
t.lt(90)
t.fd(600)
t.lt(90)
def location():
x = (r.randint(-300, 300))
y = (r.randint(-300, 300))
t.up()
t.goto(x, y)
return x, y
def drawRaindrops(x, y):
t.fillcolor(r.random(), r.random(), r.random())
circles = (r.randint(3, 8))
radius = (r.randint(1, 20))
newradius = radius
area = 0
t.up()
t.rt(90)
t.fd(newradius)
t.lt(90)
t.down()
t.begin_fill()
t.circle(newradius)
t.end_fill()
t.up()
t.lt(90)
t.fd(newradius)
t.rt(90)
while circles > 0:
if x + newradius < 300 and x - newradius > -300 and y + newradius < 300 and y - newradius > -300:
t.up()
t.rt(90)
t.fd(newradius)
t.lt(90)
t.down()
t.circle(newradius)
t.up()
t.lt(90)
t.fd(newradius)
t.rt(90)
newradius += radius
circles -= 1
area += m.pi * radius * radius
else:
circles -= 1
return area
def promptRaindrops(raindrops):
if raindrops < 1 or raindrops > 100:
print ("Raindrops must be between 1 and 100 inclusive.")
if raindrops >= 1 and raindrops <= 100:
x, y = location()
area = drawRaindrops(x, y)
area += promptRaindrops(raindrops - 1)
return x, y, area
def main():
t.speed(0)
drawSquare()
x, y, area = promptRaindrops(raindrops)
print('The area is:', area, 'square units.')
main()
t.done()
I'm assuming something is wrong with the "+=" but I have no idea what. I'm fairly certain that the area is correctly being returned. Help please. :)
Two things I noticed:
1. promptRaindrops returns a tuple
I am sure you didn't intend this, but when you say area += promptRaindrops(raindrops - 1), you are adding a tuple to area, which is an integer. To fix this, you should say area += promptRaindrops(raindrops - 1)[2] to get the area returned. However, your error is generated by
2. Your base case doesn't return a value
In promptRaindrops, you return a recursive call of the function whenever 1 <= raindrops <= 100. But, when it is outside that range, it returns nothing, only prints a message. Your function will always be outside of that range, because if you keep decreasing the value passed in to promptRaindrops, it will eventually go below 1. When it does, you return None (since you didn't return anything). That None bubbles up through every single recursion call made to that point, and you will inevitably be adding None to area. Add a return statement returning a tuple, and your error should vanish.
In promptRaindrops() you perform a += operation with a recursive call to promptRaindrops() which will not return anything (NoneType) if raindrops is outside the given range.
Depending on how the program should behave, either something should be returned there or it should not be called with values outside the given range.