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Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

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Page 1: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Skater World: Part Two

By Deborah NelsonDuke University

Under the direction ofProfessor Susan Rodger

June 20091

Page 2: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Overview• The story continues: After the conversation, we want

skaterGirl to get on the skateboard, make the jump, and then skate around one of the cones

What we will do: 3. Properties

- Changing properties during set up- Changing properties during animations

4. Create new methods– Animating objects– Using As Seen By– Animating parts of objects

5. Using As Seen By - To move around an object

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Page 3: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Methods

• A method is a sequence of instructions that will be carried out when requested. Built in methods are used to create new methods so that the characters can learn to do more.

• The two types of methods are class-level and world-level. A class-level (or object-level) method defines the behavior for a single object. A world-level method has objects that interact with each other.

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Page 4: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

To Create your method• Since our methods involve

several objects, we will create world-level methods.

• Click on world in the object tree. Click on the methods tab in the details areas.

• Click create new method. Name it “makeJump”.

• Click OK. A new tab appears in the method editor

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Page 5: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

• The Events Pane– This is where you control when certain methods

are called and the user interactions within your animation.

Introducing Another Tool

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Page 6: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

When the world starts . . .• As we write this new method, we don’t want

to watch the entire conversation we wrote from part one every time we play the world.

• In the Events pane, click on the arrow and select makeJump from the drop down menu.

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Page 7: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Writing makeJump method• In our story, we want the girl to go to the

skateboard • Click on the makeJump tab in the method

editor. On top of the Do Nothing drag in skaterGirl move to, select skateboard, the entire skateboard

• Play your world. See the next slide for screenshot of what went

wrong

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Page 8: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

• The girls moves into the skateboard because the move to method uses the center of each object.

• We would have to manually measure how far the skaterGirl needs to move to the skateboard

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Page 9: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

• To realistically make the skaterGirl move to the skateboard, we will put an invisible object on top of

the skateboard and haveskaterGirl move to that object.• Click on Add objects. Goto the Shapes folder. Drag a box into your world.

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Page 10: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Positioning the Box• First, we want the

skateboard and box oriented correctly.

• Right-click on the skateboard in the object tree. Select methods, turn to face, jump.

• Right-click on the box, select methods

orient to,10skateboard, the entire skateboard

Page 11: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Using Quad View• Now, click on quad view. Use the move arrow to position

the box on top of the skateboard. Remember to hold down shift as you drag in order to move up or down.

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Page 12: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Step Three: Properties

– In the properties tab, set the box’s vehicle property to skateboard the entire skateboard

– The vehicle property attaches an object to another object. They always move together

Attaching objects together• Now that we’ve positioned our box, we want it to

stay next to the skateboard, wherever the skateboard moves.

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Page 13: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Change makeJump• Click on the makeJump

method In the move to instruction, click on the arrow beside the skateboard. Change it to box because we want skaterGirl to move to the box, not the skateboard. Play your world now

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Page 14: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Understanding vehicle property• Click Done to exit the gallery.• Drag Do together into the makeJump

method.• Drag the following into the Do together:

• Play your world. See the next slide to see what went

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Page 15: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

•Right click on the box instruction and select disable

•Play your world to see the box movewith the skateboard since the skateboard isThe box’s vehicle

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• You can see the box move past the skateboard. We only need to move the object that is the vehicle, in this case the skateboard

•Now that you see how vehicle property works, delete everything in this Do together by dragging it up to the trashcan

Page 16: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Properties continued: Making an object invisible

• Now that the box is positioned and attached, we need to make it invisible.

• Click on the box in the object tree.

• Click on the properties tab in the details area

• Set isShowing to false

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Page 17: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

• Finally, we can change the color of objects.• Click on the cone in the object tree. In the properties tab, change the color to orange. Do this to every cone

– You can even change the color of default Alice objects. For example, click on ground in the object tree and change it's color to green.

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Page 18: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

• While skaterGirl is on the board, we want her to move with it, so we must change her vehicle property to skateboard

• Click on skaterGirl in the object tree. Click on the properties tab.

• Since we want her vehicle property to be changed during the animation, drag her vehicle property into the makeJump method. Set it to skateboard, the entire skateboard.

skaterGirl Vehicle

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Page 19: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Continue makeJump method

• Now, when the skateboard turns to face the jump object, skaterGirl’s head will turn right.

• Since we want this to happen at the same time, first, drag in the control statement, Do together

• Drag in skateboard turn to face, select jump.

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Page 20: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Animating Parts Of Objects

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•To animate part of an object, expand the object in the object tree by the +

•Expand skaterGirl, upperBody, neck,

•Drag head into the Do together. Select turn ,right, ¼ revolution. Set duration to 0.5•Result:

Page 21: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

• Next, (underneath the do together), drag in skateboard from the object tree.

Select move toward, 1 meter, jump.• Change the 1 meter so that the girl moves close to the board when you play your

world

•I changed the amount to 7 meters.•Then, click on more in the instruction and change the style to abruptly

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Page 22: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Finish writing makeJump• We change the style to abruptly so that there

will not be a pause between each instruction• Drag in the rest of the instructions underneath

the Do together. The complete method is on the next two slidess.

Notice the change in style and duration of each instruction. Play your world when you finish

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Page 23: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

The makeJump method:

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•First drag in all of the instructions. •Then change the duration and style appropriately•See the next slide for the rest of the instructions in makeJump

Page 24: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

makeJump Continued

•First drag in all of the instructions. •Then change the duration and style apropriately•Play your world

Page 25: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Call MakeJump• Now we need to call our new method. Click on

world.my first method.• Click on world.myfirstMethod tab• Drag in makeJump • Change the event “When the world starts” back to my first method• Play your world

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Page 26: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Writing SkateCircle• Click on world in the object tree. Click create

new method, name it skateCircle, click OK• Drag in the following code. *except turn to

face whichever cone is closest to the “jump” object

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Page 27: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Step Five: As Seen By• To make the skateboard turn around the

cone, for the final instruction in skateCircle: Click on more, select asSeenBy, cone2.

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Page 28: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Call skateCircle• Drag skateCircle

underneath the instructions in world.my first method

• Play your world• You may have to

change the move forward amount in skateCircle

Page 29: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Create skaterGuy Celebrate• First, click on skaterGuy in the object tree.• In the details area, click on methods, create

new method. Name it celebrate. Click OK• Drag in a Do together. Then drag skaterGuy

into the method. Select say, other. Type in “Wow, Awesome!”

Page 30: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

• From the control statements, drag Loop into the Do Together. Select 2 times.

• Rather than repeat code that we want to have happen more than once, we put it into a loop

• Drag a do in order into the loop. And then following:

Page 31: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Write skaterGuy.celebrate• Drag in another Do in order into the Loop and

the following.• In order to access parts of an object, click on

the + sign beside skaterGuy in the object tree:

06/24/09

Page 32: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

Call skaterGuy.celebrate• Click on the

world.myfirstMethod tab.• Drag skaterGuy.celebrate

into the method above

world.skateCircle

06/24/09

Page 33: Skater World: Part Two By Deborah Nelson Duke University Under the direction of Professor Susan Rodger June 2009 1

The End of Part Two

• Congratulations, this is the end of Part Two• In Part Three, we will go over camera control

and how to allow the user to interact with the animation