Getting Started With Alice
Getting Started With Alice
By Ruthie Tucker under the direction of Prof. Susan Rodger Duke University July 2008 University, www.cs.duke.edu/csed/alice/aliceInSchools/
Once you have chosen the water world this is how your screen should l k thi i h h ld look.
Click on the Goldfish. And then click on Add instance t world. i t to ld The Goldfish should appear in your world, on the water
water by mistake and move it, click the UNDO button to fix the water back.
This will freeze your camera position for you to return to whenever you would like.
Now what if we want to go back to our Start Start camera position? Right Click on camera in your object t bj t tree
Now go through these steps again to create a camera position for Fish.
Writing Methods
The large tan part in the center of your screen is called your Method Editor.
Methods
The method editor is for making your characters do something. Y Your characters already h t l d know how to do several things. These are all of the things that your fairy knows how to do do.
Methods
You can find these by y clicking on your fairy in your object tree and choosing methods methods. Lets try animating our fairy with some of these methods.
Methods
This time instead of right clicking, drag your camera view change into your method editor. dit Set your camera view to Fairy.
Methods
Click on the method called Wink, drag Wink, it over and drop it in your method editor.
Methods
When you press play the fairy should wink with her right eye. Try dragging in each of the methods to see what she does. N t that the flap wing method asks you Note th t th fl i th d k for a duration and an amount. Type in numbers f b th and see what h b for both d h t happens.
Methods
If you dont want any don t of this code you can right click on the sections that you dont want and choose d l t h delete.
Methods
What if we want to teach our fairy to do something that she doesnt 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.
Talk
Lets start with something simple Go to the methods for your fairy and select the gray button labeled Create new method. N Name i T lk it Talk. This box should appear
Methods
Now look in the simple methods of your fairy and find the Say method Drag it over and drop it into your method editor.
Methods
Select other This should give you a box for you to type something. T Type Im flying! I fl i !
Methods
Try this again but have her say something else.
Methods
Now your method should look like this. Now how can we play this method?
Events
An event is a way to y call the methods you create when you play your world The e ent editor is in event We want the fairy to say Im the top right hand flying and the other things that corner of your you t typed whenever we press th d h the screen. space bar. To do this, we will add an event and call the Talk method we wrote.
Events
Click on create new event You will see the list of events in the events editor. Select when a key is typed After clicking it you should get this.
Events
Try playing your world Each time you press the y p space bar, your fairy should say Im flying, then This is fun! This fun!
Methods
Now, lets have the fairy , y fly around the fish. Click on your fairy in your object t bj t tree and go t d to methods. Select the gray button thats labeled create new method.
Methods
After clicking on it a g y g gray box will appear that asks you to name your new method. method Lets name ours FairyFly. Now a new method will appear on your method editor. editor
FairyFly
First we will set our camera to Start position.
Methods
Now lets have our fairy flap her wings wings. Click on lichenZenspider in the object tree and then methods tab. Drag in the flapWings method. Have her flap 6 times for 2 seconds. If the number you want is not there there, select other and then type it in.
Methods
Now before we play this we need to change our events editor. The events editor is at the top right of your screen. We need to change the when the world when starts event to our FairyFly method. S th t th d So that we can test it out.
Methods
Now try playing your method Your camera method. should move back to the starting position and your fairy should flap her wings wings.
Now we need to have our fairy fly around the fish instead of flying in place. Go back to your simple methods for your fairy and select T l t Turn and drag it into y your code. Have your fairy turn left 1 revolution.
Methods
Methods
Your code should now look like this.
Methods
Now try playing this this. Your Fairy should flap her wings and then spin in place place. Now we know that we need to fix two things. thi
We need her to flap while she turns And we need her to turn around the fish instead of turning in place.
Methods
First lets have her flap and turn at the same time. Look at the bottom of your screen for a purple button labeled Do Together. Drag this up and drop it under your code. Then place your flap wings code and your turn code inside it turn it. Try playing it
Methods
In order to make the fairy After clicking on the fly around the fish we arrow a pop up menu need to select the more will appear. button beside the Turn Select As seen by, As by code.
Methods
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 fish. Press play to try it.
Methods
Lets write one more method Lets make the fairy ride the fish after she has flown around him him.
RideFish
First you will want to create a new method labeled RideFish. Click on lichenZenspider/ methodstab/then create p new method/ and name it RideFish. Inside your method editor drag the move to command and select goldfish/ the entire goldfish goldfish. Your code should look like this.
Methods
Drag the vehicle property over to your method editor and select goldfish/entire g goldfish. This should set your goldfish as a vehicle to your fairy. When the fish moves the fairy should move with it. it
Events
Lets make an event for this method. Go to your events editor and select l t th arrow d l t let the keys move subject. Right now it is set as a default to the camera. Lets change this so it is set to the goldfish/the entire goldfish.
Events
Now we can put it all together. If you noticed at the beginning of your method editor there was a method that said W ld th th d th t id World.myfirstmethod. fi t th d This method is for telling our story. You may have more code in there than I do, that is fine. do fine
Events
First click on the tab that says World.MyFirstMethod It is the tab that we put all of our original code in.
Events
First we need to set our camera position in world myfirstmethod to Start right after world.myfirstmethod Start the code you have. Drag in camera set point of view to and camera to set to Dummy objects, then Start
Click on Camera, Properties Drag the vehicle property inbetween FairyFly and FairyFly RideFish and set it to goldfish, the entire goldfish. goldfish