Lesson 5 reading
The lesson gave you the skeleton: a window, a function of your own, and a square gliding across the screen. This reading is the paint and wheels — the turtle functions that make things look good. Every one of them is just another function call, the shape you already know: a name, parentheses, maybe an input.
Make it look like a turtle
The arrow becomes an actual little turtle. Small thing, instant charm.
Speed
1 is a crawl and 10 is fast, but 0 is a special value meaning no animation at all — the drawing just appears. Use t.speed(0) when a drawing has lots of lines (you'll want it for the homework spiral).
Pen thickness and color
Lines come out thick and red until you change them again. Colors are strings — "red", "blue", "green", "orange", "purple", "hotpink" and dozens more all work by name.
The window background belongs to the screen, not the turtle — so that function lives on screen:
Black background, "cyan" pen, t.speed(0) — instant neon.
Lifting the pen
The turtle draws because its pen is down. You can lift it, move without drawing, and put it back down:
This is how you draw two shapes with a gap between them — and it's exactly what the animation loop did every frame: pen down to draw the square, pen up to walk to the next spot without leaving a smear.
Jumping to a spot: goto and the map of the window
The turtle walks straight to the point (100, 50). The window is a coordinate plane, exactly like math class: (0, 0) is the center of the window, x grows to the right, y grows upward, negative numbers go the other way.
goto draws a line on the way there like any other move — combine it with penup to teleport:
That pattern — up, goto, down — is how you place shapes wherever you want. You'll use it constantly.
Circles and dots
t.circle(50) # circle with radius 50, drawn from the bottom
t.dot(20) # filled dot, 20 across, right where the turtle stands
A circle for a face, two dots for eyes — you can already see where this goes.
Title
One for the screen, because every game needs a name in the title bar:
Try it
Same rules as always: predict first, then run. For each one, say out loud what the window will look like before you press Run — where the turtle starts, what color, what gets drawn.
import turtle
t = turtle.Turtle()
t.shape("turtle")
t.pencolor("blue")
t.pensize(3)
t.circle(50)
turtle.done()
import turtle
t = turtle.Turtle()
t.speed(0)
t.penup()
t.goto(-150, 0)
t.pendown()
t.forward(300)
turtle.done()
import turtle
t = turtle.Turtle()
screen = turtle.Screen()
screen.bgcolor("black")
t.pencolor("cyan")
for i in range(4):
t.forward(100)
t.left(90)
t.penup()
t.goto(50, 50)
t.dot(20)
turtle.done()
One habit worth keeping: when a drawing surprises you, it's the turtle's position or heading you've lost track of. Slow it down — t.speed(1) — and watch it move. That's "watch the numbers change" from Lesson 3, in picture form.