update turtle graphics protocol doc
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@ -29,7 +29,7 @@ Turtle graphics describe the movements and drawing behaviours of screen, robot,
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- "Lowers" the turtle's pen, starting it drawing a path.
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* `pencolor`, red: number, green: number, blue: number, alpha: number, OR: color: string
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- Sets the turtle's pen's color to the specified RGBA color.
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* `pendwidth`, width: number
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* `penwidth`, width: number
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- Sets the width of the turtle's pen, in pixels (or some other metric).
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* `home`, no arguments
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- Sends the turtle back to its starting point, with a heading of 0.
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@ -41,6 +41,8 @@ Turtle graphics describe the movements and drawing behaviours of screen, robot,
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- Shows the turtle.
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* `hide`, no arguments
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- Hides the turtle.
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* `loadstate`, x: number, y: number, heading: number, pendown: boolean, width: number, color: string OR r: number, g: number, b: number, a: number
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- Loads a turtle state.
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* `clear`, no arguments
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- Erases any paths drawn and sets the background color to the default.
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* `background`, red: number, green: number, blue: number, alpha: number
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@ -61,3 +63,12 @@ These are fire-off commands.
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Errors should be _reported_ to `stderr` or equivalent.
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But Ludus sending things to its output streams should only cause Ludus panics when there's an issue in Ludus.
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**Colors aren't always RGBA.**
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For pen-and-paper turtles, we don't have RGBA colors.
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Colors should also be specifiable with strings corresponding to CSS basic colors: black, silver, gray, white, maroon, red, purple, fuchsia, green, lime, olive, yellow, navy, blue, teal, and aqua.
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**Turtles should maybe communicate states.**
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Ludus should have access to turtle states.
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This is important for push/pop situations that we use for L-systems.
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There are two ways to do this: Ludus does its own bookkeeping for turtle states, or it has a way to get the state from a turtle.
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