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Ge#ngStartedWithAlice
ByRuthieTuckerunderthedirec8onofProf.SusanRodger
DukeUniversity,July2008
www.cs.duke.edu/csed/alice/aliceInSchools/
Hi! My name is Alice and this program was named a7er me. With Alice, you can make your own anima=ons!
ThefirststepinmakinganAliceworldistopickabackground.
WhenyouopenAlice,thisboxtoyourleNwillautoma8callypopup.Youmayhavetoclickonthe“Templates”tab
Today,wearegoingtoselectthewaterworld.
Clickon“water”andthenclickonthe“open”buSon.
Choosing a Background
Nowletsaddsomeobjectstoourworld.Wewanttoaddagoldfishandafairy.
Totherightofthewaterworldpicture,thereisagreenbuSonlabeled“AddObjects.”
Clickonit.
Adding Objects
Onceyouhaveclickedon“addobjects”agalleryofobjectswillappear,onyourscreen,belowyourwaterworld.
This is your local gallery of objects. There are lots of folders, each containing objects.
Adding Objects – Local Gallery
Selecttheanimalsfolderandscrolloverun8lyoufindtheGoldfish.
ClickontheGoldfish.Clickon“Addinstancetoworld.”
The Goldfish should appear in your world, on the water.
Adding Objects – Goldfish
Your goldfish will be very small. Don’t worry about this yet.
First we need to add a fairy to your world.
Clickon“LocalGallery”togobacktothestar8ngpointoftheLocalGallery.
Adding Objects – Goldfish
Now,scrolloverandselectthe“Fantasy”folder.
Then,selectthe“Fairies”folder.
Adding Objects – Fairy
Addthisfairyintoyourworld,byclickingonherandthenclickingon“AddInstancetoWorld”.
Your screen should now look like this. Note: If you are using a Mac, there will be black boxes around the fairy’s wings.
WhenyouaddobjectstotheworldtheywillappearinalistontheleNofyourscreen.
This list is called your Object Tree.
Now that we have two objects in our world, a fish and a fairy, let’s posi=on them!
Adding Objects – Object Tree
Now look at the right side of your screen.
All of the buNons with the faces are designed to help you posi=on your objects.
Positioning Objects
Clickonthewhitearrow,tryclickingonyourfairyandmovingheraround.
Trymovingyourfairysothatsheistotherightofyourfishlikethescreenshownhere.
Clickonitandmoveyourfairysosheishoveringoverthewater
Positioning Objects – Up & Down
ThebuSonwiththeupanddownarrowswillmoveyourobjectupanddown.
ThisbuSonisusedtospinyourobjectsaround.
Tryspinningyourgoldfisharoundsoheisdirectlyparalleltothescreen.
Positioning Objects – Spin
Any=me you do something wrong in your Alice world you can click the undo buNon and Alice will undo the last command.
Use it as much as you need!
The Undo Button
Note:Ifyouaccidentallyclickonthewaterandmoveitwhileposi8oningyourobjects,clickontheundobuSontomovethewaterback.
The next buNon will turn your character either backwards or forwards.
Useittomakeyourfairy8ltslightlyforward.
Positioning Objects – Tilt
This next buNon is a tumble buNon. It will move your object all over the place.
Useittomoveyourfairysothatsheisfacingthefish
Note: If you don’t like her posi=on, click on “undo” and try to move her again.
Positioning Objects – Tumble
This next buNon will make your objects bigger and smaller.
Clickonitanduseittomakeyourgoldfishbiggerthanthefairy.
Positioning Objects – Resize
Nowletsmoveourfishdown(do you remember which buNon does this?).Moveitsothatitisslightlys8ckingoutofthewater.
Youmayhavetopushthefishbackfurtherandresizehimtogetthispicture.
ThereisonemorebuSonthatwewillNOTuse.
ThisbuSonwillcopyyourobject,howeveritcausesproblemslaterSODON’TUSEIT!
It’sbeSertoaddanotherobjectfromthegalleryifyouwanttwoofthesamething.
Positioning Objects – Copy
X
Clickonthe“done”buSontoleaveyourobjectsgallery.
Nowyourscreenshouldlooklikethis:
Positioning Objects
Now that our fish and fairy are in posi=on, let’s set up the camera for our anima=on.
The Dummy Camera is designed to save camera posi=ons as you move your camera around.
Clickonthe“addobjects”buSonagainandlookforagraybuSonunderyourobjectposi8oningbuSons ClickonthebuSonlabeled
“morecontrols”.
Dummy Cameras
Onceyouhaveclickedonthe“morecontrols”buSonyouwillseeadropdownmenu.
Clickonthe“dropdummyatcamera”buSon.Justclickonce!
Dummy Cameras
Onceyouhavedroppedthedummycamera.Afolderwillappearonyourobjecttreecalled“DummyObjects.”
IfyouclickontheplussignbesidetheDummyObjectsfolderyourlistofdummycameraposi8onsshouldappear.
Rightnowthereshouldonlybeone,called“Dummy”.
Dummy Cameras
Rightclickon“Dummy”(control + click for Macs) andrenamethedummycameraposi8ontosomethingthatiseasiertoremember.
Letsrenameours“Start.”
This will freeze your camera posi=on for you to return to whenever you would like.
Dummy Cameras – Renaming
Nowwecanmoveourcameratoanotherposi8onusingthepurplearrowsattheboSomofyourscreen.
Movethecamerasothatwecangetacloseupofthefairy.
Cameras – Moving
LetsdropanotherDummyCameraatourFairyPosi8onandlabelit“Fairy.”
Nowwhatifwewanttogobacktoour“Start”cameraposi8on?
RightClickoncamerainyourobjecttree
Cameras – Changing Views
RightclickonCameraandchoose“methods”,then“camerasetpointofviewto”then“DummyObjects”,then“Start”.
• This should set your camera view back to its star=ng posi=on.
Cameras – Changing Views
Finally,Setyourcameraposi8onbackto“Start”posi8on.
Nowclickonthe“Done”buSonattheboSomrightofyourscreentoexitoutofyour“addobjects”sec8on(youmayhavetoscrolldowntoseetheDonebuSon).
Dummy Cameras
The large tan part in the center of your screen is called your “Method Editor.” The method editor is for making your characters do something.
Methods
Your characters already know how to do several things.
Theseareallofthethingsthatyourfairyknowshowtodo.
Youcanfindthesebyclickingonyourfairyinyourobjecttreeandchoosingmethods.
Methods
Lets try anima=ng our fairy with some of these methods.
This8meinsteadofrightclicking,dragyourcamerasetpointofviewtointoyourmethodeditor.
Setyourcameraviewto“Fairy.”
Methods – Camera
ClickonlichenZenspidertogobacktothefairy’smethods.
Clickonthemethodcalled“Wink,”dragitoveranddropitinyourmethodeditor.
Methods – Fairy
Whenyoupressplaythefairyshouldwinkwithherrighteye.
Closethe“WorldRunning”windowwhentheanima8onisdoneplaying.
Trydraggingineachofthemethodsandpressingplaytoseewhattheydo.
Methods – Play
Notethatthe“flapwing”methodasksyouforadura8onandanamount.Selectnumbersforbothandseewhathappens.
Ifyoudon’twantanyofthiscodeyoucanrightclickonthesec8onthatyoudon’twantandchoose“delete.”
Methods – Delete
YoucanalsoclickonthedoSedtabtotheleNofthelineyouwanttodeleteanddragitovertothetrashcan.Releasewhenthetrashcanishighlightedingreen.
What if we want to teach our fairy to do something that she doesn’t know how to do?
If you look below the methods that you just tried there are more simple methods.
These are the methods that we will use to teach our fairy to do new things.
Methods – Simple
Letsstartwithsomethingsimple.GotothemethodsforyourfairyandselectthegraybuSonlabeled“Createnewmethod.”
Nameit“Talk.”Anewtabcalled“lichenZenSpider.Talk”shouldappearnextto“world.myfirstmethod”inyourmethodeditor.
Methods – Talk Method
Nowlookinthesimplemethodsofyourfairyandfindthe“say”method
Dragitoveranddropitintoyourmethodeditor.
• Select“other…”,thisshouldgiveyouaboxforyoutotypesomething.
• Type“I’mflying!”andpressOK.
Methods – Talk Method
Try this again but have her say something else.
Methods – Talk Method
Now how can we play this method?
An event is a way to call the methods you create when you play your world
The event editor is in the top right hand corner of your screen.
Wewantthefairytosay“I’mflying”andtheotherthingsthatyoutypedwheneverwepressthespacebar.
Todothis,wewilladdaneventandcalltheTalkmethodwewrote.
Events
Clickon“createnewevent”
Youwillseethelistofeventsintheeventseditor.
Select“whenakeyistyped”
ANerclickingityoushouldgetthis.
Events – New
Events – New
Clickon“nothing”andselectlichenZenSpiderandthenTalk.
Clickon“anykey”andselectSpace.
Your event editor should now look like this.
Note:ForMacusers,thespaceshouldlooklikeaflatbracket(shownhere).
Tryplayingyourworld
Each8meyoupressthespacebar,yourfairyshouldsay“I’mflying”,then“Thisisfun!”
Events – Playing
Now,letshavethefairyflyaroundthefish.
Clickonyourfairyinyourobjecttreeandgotomethods.
SelectthegraybuSonthat’slabeled“createnewmethod.”
Methods – FairyFly
ANerclickingonitagrayboxwillappearthatasksyoutonameyournewmethod.
Let’snameours“FairyFly”.
Nowanewmethodwillappearonyour
methodeditor.
Firstwewillsetourcameratoitsoriginalposi8on.
Clickonthecameraintheobjecttree.Gotoit’smethodsandfind“camerasetpointofviewto.”
Dragthatintothemethodeditor.
Select“DummyObjects”andthen“Start”.
Methods – FairyFly
Nowletshaveourfairyflapherwings.
ClickonlichenZenspiderintheobjecttreeandthen“methods”tab.
DragintheflapWingsmethod.
Methods – FairyFly
Haveherflap68mesfor2seconds.Ifthenumberyouwantisnotthere,select“other”andthentypeitin.
Now before we test it out, we need to change our events editor so that our new FairyFly method will play.
Weneedtochangethe“whentheworldstarts”eventtoour“FairyFly”method.Clickonthearrowby“world.myfirstmethod”andselect“lichenZenSpider”andthen“FairyFly”.
Methods – FairyFly
Youreventeditorshouldlooklikethepictureabove.
Nowtryplayingyourmethod.Yourcamerashouldmovebacktothestar8ngposi8onandyourfairyshouldflapherwings.
Methods – FairyFly
It’s not quite right We need to have our fairy fly around the fish instead of flying in place.
Gobacktoyoursimplemethodsforyourfairyandselect“turn”anddragitintoyourcode.
HaveyourfairyturnleN1revolu8on.
Methods – FairyFly
Your code should now look like this.
Methods – FairyFly
Nowtryplayingthis.
Your Fairy should flap her wings and then spin in place.
Now we know that we need to fix two things. We need her to flap while she turns and we need her to turn around the fish instead of turning in place.
Firstletshaveherflapandturnatthesame8me.
LookattheboSomofyourscreenforapurplebuSonlabeled“DoTogether.”
Dragthisupanddropitunderyourcode.Thenplaceyour“flapwings”codeandyour“turn”codeinsideit.
Tryplayingit
Methods – FairyFly
ANerclickingonthearrowapopupmenuwillappear.
Select“asSeenBy”,“goldfish”,“theen8regoldfish”.
Inordertomakethefairyflyaroundthefishweneedtoselectthe“more”buSonbesidethe“Turn”code.
Methods – FairyFly
This should make your fairy turn around in a circle from the point of view of the fish. This means it will rotate around the fish.
Pressplaytotryit.
Lets write one more method.
Lets make the fairy ride the fish a7er she has flown around him.
Methods – FairyFly
Firstyouwillwanttocreateanewmethodlabeled“RideFish.”
Clickon“lichenZenspider”thenthe“methods”tab.Click“createnewmethod”andnameit“RideFish.”
Insideyourmethodeditordragthe“moveto”commandandselect“goldfish,”“theen8regoldfish.”Yourcodeshouldlooklikethis.
Methods – RideFish
Now we need a way to glue the fairy to the goldfish so that when the goldfish moves, the fairy will move with it.
Wewillusethevehicleproperty.Youcanfinditundertheproper8estabofyourfairy.
Methods – RideFish
Dragthevehiclepropertyovertoyourmethodeditorandselectgoldfish,theen8regoldfish.
Thisshouldsetyourgoldfishasavehicletoyourfairysothatwhenthefishmovesthefairyshouldmovewithit.
Letsmakeaneventforthismethod.
Clickon“createnewevent”inyoureventseditor.
Select“letthearrowkeysmovesubject.”
Itwillbesetautoma8callytocamera.
Changethissoitissettothegoldfish,theen8regoldfish.
Events
Now we can put it all together. If you no=ced at the beginning of your method editor there was a method that said “World.myfirstmethod.” This method is for telling our story. Note that there are a lot of tabs at the top. You can see each method you wrote by clicking on the tabs.
Clickonthetabthatsays“world.myfirstmethod”Thisisthetabweputallofouroriginalcodein.Yourcodewillprobablylookdifferentthanmine.That’sok.
Events
Firstweneedtosetourcameraposi8onin“world.myfirstmethod”to“Start”rightaNerthecodeyouhave.
Dragin“camerasetpointofviewto”andsetto“DummyObjects”,then“Start”
Events
If you look under the methods of your fairy you will now see the methods that you wrote. We can put these together in world.myfirstmethod to tell a story. Lets have the fairy fly around the fish and then get on the fish and ride.
Drag“FairyFly”and“Ridefish”intoWorld.myfirstmethod.
Events – Calling Methods
Nowwecanusetheevent“Whentheworldstarts”tocallit
Clickonthearrowtochangetheeventbackto“myfirstmethod.”
. Now you will see that when you play your world the fairy will fly around the fish and then get on its back.
Events – Calling Methods
Youcanhavehertalkbypressingthespacebarandmovethefishwiththearrowkeys.Pressplayandtryit.
Findthecamera’svehiclepropertyanddragitinbetween“FairyFly”and“RideFish”inthecode.
Setitto“goldfish”,“theen8regoldfish”.
Wait! Our fish swam away! Hmmm how can we fix it so that we can follow the fish? Let’s set the camera as a vehicle to the fish!
Vehicle Property
If you later want to unglue the fairy from the fish or the unglue the camera, see these instruc=ons:
To unglue the fairy from the fish, set the vehicle property for the fairy back to “world”.
To unglue the Camera from the fish, also set its vehicle property back to “world.”
Onceyouhavedonethistryplayingyourworldagain.
Vehicle Property
1. Dropanislandfromtheenvironmentsfolder.2. Steerthefisharoundtheisland.
3. Ungluethefairy(byse#nghervehiclebacktoworld)andhavehermoveovertotheisland.
4. Trygluingthecameratothefairyinsteadofthefish.
Exercises
Prac=ce what you have just learned about Alice by doing these exercises. Start with your finished fish and fairy world.