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The Essentials of Alice

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1 The Essentials of Alice
Assignment #1: Try our beginner Kangaroo Assignment

2 Step 1: Choosing a Background
This tutorial will teach you how to create a short animation in an Alice world. Follow the steps and use the pictures to help find things on your screen. Step 1: Choosing a Background Step 2: Adding an Object When you open Alice, the first thing you must do is choose a background for your animation. You have six choices. Select the templates tab to see the background choices. For this tutorial, choose the sand background, and then click Open. Next, add an object. The object will be the main character in your Alice animation. Click on the green Add Objects button under your viewing screen.

3 Step 2 (continued): Adding an Object
At the bottom of your screen, a library of objects will appear. Click on Animals, and then scroll to the right and click on Class Kangaroo, and then click Add Instance to World. Click the green Done button to the right to exit the object-adding screen. A kangaroo will appear in your viewing screen. Your Alice world now contains a kangaroo!

4 Step 3: Finding the methods
To control the kangaroo’s actions, we must use commands called methods. To find a list of methods the kangaroo can do, click on the word kangaroo in the object tree, which is the list of objects in your world at the top left of the screen. Below the object tree, click on the methods tab to see a list of methods.

5 Step 4: Adding Methods This is called the method editor, and this is where we will put a list of the methods that we want our kangaroo to carry out. Find the Do in order button at the bottom of the method editor, and drag and drop it into the method editor. Now, when we drag and drop methods inside this Do in order, they will be carried out one by one, in the order that they are listed.

6 Step 4 (continued): Adding Methods
Let’s make the kangaroo move backwards and then forwards again. Find the move method in the kangaroo’s list of methods, click on it, and drag it over to the Do in order. Release your mouse button to drop it there.

7 Step 5: Method Specifics
When you drop the move method, you will see a gray drop down menu appear. Slide your mouse to backwards for direction. Then a list of amounts will appear; click on 5 meters. Your method editor should look like this when you’re done. This is your first Alice programming statement telling the kangaroo to move backwards, using the move method.

8 Step 6: Finishing the Method
Let’s make the kangaroo move forward to its original position. Right click on the word move in the statement you placed in the editor and click make copy. Now you have the same statement twice. On the lower move statement, click on the small down arrow next to the word backward. A list of directions will drop down. Click on forward to change the direction of the second statement to forward.

9 Step 7: Playing Your World
Now you can play your world, and your kangaroo will carry out the program in your method editor. Find the Play button in the upper left-hand corner of your screen, and watch your kangaroo in action. Click Restart to see the animation again, and click Stop when you are done.

10 Step 8: Editing your program
What if you want to get rid of a statement from your method editor? Click on the leftmost part of the statement and drag it up to the trash can in the upper left-hand corner. When the outlines around both the trash can and method are green, drop the method to delete it. Try this on the kangaroo move forward method. Both outlines are green.

11 Step 8 (continued): Editing your program
Now how do you get your method back if you decide you want it after all? By clicking on the Undo button in the upper left hand corner of the screen. You can use this button to undo any mistakes you make in Alice. It is very important, and will save you from a lot of frustration. Click on Undo to get back your kangaroo move forward method.

12 Step 9: Doing two methods at once
You can also make your kangaroo carry out more than one method at once, by using Do together. Let’s make the kangaroo turn its tail and say “Crikey!” at the same time. Find the Do together button at the bottom of your method editor and drag and drop it under your Do in order.

13 Step 10: Moving a Specific Part
We want to move only the tail so we need to find that specific part. Click the plus sign to the left of kangaroo in the object tree. A list of the kangaroo’s parts will appear. Click on tail, and a list of the tail’s methods will appear below the object tree.

14 Step 10 (continued): Moving a Specific Part
To make the tail turn, drag and drop the tail’s turn method into the Do together. On the drop down menu of directions, choose left, and then for the amount, choose 1 revolution (all the way around). Try playing your world to see what it looks like.

15 Step 11: Talking Click on the kangaroo in the object tree to display the kangaroo’s methods again. To make the kangaroo talk, click on the say method and drop it into the Do together under the turn method. On the drop down menu that appears, click on “other…” and then type in “Crikey!”. Then click OK.

16 Step 12: Adjusting the Timing
Play your world to see how it looks so far. It seems that the kangaroo says “Crikey!” a little too quickly. To make the speech bubble stay on the screen longer, we can adjust the length of the method’s time. On the kangaroo say Crikey! method, click on the word “more…”. Select duration. You can see that the duration is set at 1 second, so change it to 2 seconds. Then play your world and see the difference in timing.

17 When you are finished, your program will look like this:
Step 13: Your Turn! When you are finished, your program will look like this: These are only the very basics of what you can do with Alice. Try out your kangaroo’s other methods, and see what you can make him do!

18 The Essentials of Alice (Bunny)
Assignment #2: Bunny Rabbit

19 Step 1: Choosing a Background
This tutorial will teach you how to create a short animation in an Alice world. Follow the steps and use the pictures to help find things on your screen. Step 1: Choosing a Background Step 2: Object Library When you open Alice, the first thing you must do is choose a background for your animation. You have six choices. For this tutorial, choose the grass background, and then click Open. Next, add an object to your Alice World. Alice is full of different kinds of objects to add to your world. Click on the green Add Objects button: 19

20 Step 3: Adding the Object
Click on the animals folder of objects. Find the bunny and click on it. Then click Add Instance to World. The bunny object will appear in your world. Click the green Done button to the right to begin working with your new bunny. 20

21 Step 4: Finding the methods
On your Alice screen, you should see your method editor. This is the area where you will be telling your bunny what to do. It looks like this: A method is a command you can tell to your bunny. Your bunny already knows certain commands. Find the object tree that lists the objects in your world, in the left hand corner of your screen, and click on bunny.

22 Step 5: Adding Methods Below the object tree, the methods, or commands, that your bunny already knows will pop up: Find the Do in order button at the bottom of the method editor, and drag and drop it into the method editor. Now, when we drag and drop methods inside this Do in order, they will be carried out one by one, in the order that they are listed.

23 Step 5 (continued): Adding Methods
Click on the move method in the list of methods under the object tree, drag it across to the method editor, and drop it on top of your Do in order command:

24 Step 6: Method Specifics
When you release the move method, you should see some options for your method--what direction you want the bunny to move in, and how far you want it to move. Since we want to make the bunny move up first, move your mouse over the up direction, and then click on 1 meter: Your first command to your bunny is now complete.

25 Step 6: Finishing the Method
To make your bunny move back down from its jump, right click on your move command and select copy. Your move command will be copied right beneath where you dropped it. Click on the small down arrow next to the second up change it to down. Your method editor should look like this: Find the play button in the upper left hand corner of your screen, and click it to watch your bunny jump!

26 Step 7: Editing your methods
Now you’ll learn how to get rid of methods you don’t want anymore. Let’s say you don’t want the bunny to move down anymore. Click on the word move on your bunny move down command and drag the command up to the trash can in the upper left part of your window. When the outline around the trash can and the command turns green, you can drop the command in the trash can to delete it.

27 Step 7 (continued): Editing your methods
If you have deleted something or done something wrong, and you want to erase what you have just done, you can click the Undo button in the upper left hand corner of your screen. This button is a lifesaver in many situations. Try clicking it to get back the bunny move command you just deleted.

28 Step 8: Doing two methods at once
If you want to make your bunny do more than one thing at once, you use the Do Together button. Let’s say we want to make the bunny wag it’s ears and say “ I love Alice!” at the same time. Find the Do together button at the bottom of your method editor and drag and drop it under your Do in order that’s already there.

29 Step 9: Moving a Specific Part
To command just the bunny’s ears to move, click the plus sign next to bunny on the object tree. You should see more parts of the bunny. Then click on the plus sign next to upperBody, and then again next to head. Now you should see the bunny’s ears. To make the bunny wag its ears, we’ll use the turn method, and tell the ears to turn. To see the methods that the bunny’s ears know, click on rightEar and they’ll show up in the bottom left corner of your screen. Choose the turn method, and drag it into your Do Together command in the method editor. To make the ear turn out, select left for the direction, and then select 1/4 Revolution to make the ear turn ¼ of a complete circle to the left.

30 Step 9 (continued): Moving a Specific Part
Now click on the leftEar, and repeat the process, except instead of asking the ear to turn left, ask it to turn right.

31 Press the play button to see what your world looks like now.
Step 10: Talking Now that your bunny has proper ear wagging action, make it talk. Click on bunny in the object tree to display the bunny’s methods. Then click on bunny Say and drag it into your Do Together command under your other methods. This small menu will appear: Click on other to enter in your own text. In the text box that pops up, type I love Alice! Press the play button to see what your world looks like now.

32 Step 11: Adjusting the Timing
You may have noticed when you played your world that the bunny’s speech bubble appears and then disappears very quickly, almost too quickly to read. There is a way to fix this! Look at the line in your method editor that commands your bunny to speak. On that line, click the word more… next to the command. Click duration on the small menu that appears. You can see that 1 second is already selected, which is how long the speech bubble appears for. We want to make it longer, so click on other, and then enter in 3 on the calculator that appears.

33 Step 12: Your Turn! Now play your Alice world. You can actually read the speech bubble now! Congratulations on finishing your first Alice world! These are only the very basics of what you can do with Alice. Try out your bunny’s other methods, and see what you can make him do!

34 An Introduction to Alice
Assignment #3: Astronaut and Military Vehicle

35 going to teach you how to use the Alice program. With Alice, you
Hello! I’m Alice, and I’m going to teach you how to use the Alice program. With Alice, you can make your own animations, using tons of different characters.

36 Starting Off Our first step is to choose a background.
When you open Alice, a box will pop up that has six different choices of background. It looks like the box to the right. Select the space background, because our world will be in space. Click on space and then click Open.

37 After you click Open, your screen will look like this:

38 Saving your world Before we do anything else, let’s save our world. You should also always do this before you close out of Alice. Click on File at the top left-hand corner of your screen, and then click on Save World.

39 Saving your world In the box that pops up, name your world spaceWorld, and save it in a place that you will be able to find again, such as in a folder on your Desktop.

40 Saving your world Also, while you’re working on your Alice world, this box will pop up about every 15 minutes. You should always click Save right now. This way, if Alice crashes, or if your computer crashes, you will have backups of your world and will not lose all of your work!

41 Adding objects to your world
Now, we will add some objects to the world. Just below the picture of your empty space world, there is a small green button that says Add Objects. Click on this button.

42 Adding objects to your world
A new screen will appear, on which there is a large selection of objects below the space screen that you can add into your world. This is called the Local Gallery. Each folder of objects in the gallery has a different theme.

43 Adding objects to your world
Scroll to the right until you see the Vehicles folder, and click on it. Scroll to the right again until you see the Humvee. Click on the Humvee. On the box that pops up, click Add instance to world. The humvee will appear in the center of the space screen.

44 Adding objects to your world
The humvee takes up most of your screen, but we will re-size it later. First, let’s add another object to your world. Click on Local Gallery above the pictures of objects to go back to the gallery starting screen.

45 Adding objects to your world
Next, scroll to the right until you see the Space folder. Click on this folder. Click on the Astronaut. Click Add instance to world on the box that pops up. The astronaut will be added to your world, but you won’t be able to see him/her yet.

46 Adding objects to your world
Your space world will look the same after adding the astronaut. This is because he/she is being hidden by the humvee!

47 The Object Tree When you add objects to your world, they will appear in a list on the left of your screen, called the Object Tree. The humvee that you added will be on the object tree. Even though you can’t see the astronaut yet, his/her name will also appear in the object tree. That way you know that he/she is actually there.

48 Now we have added two objects to our world. The next step is to position them!

49 Positioning the objects
Look at the right side of your screen. There is a group of buttons with faces on them. These buttons are used to position objects. The first thing we will do is make the humvee smaller. Click on the resize button, which is the one with the four arrows coming out of the face. Click on the humvee, and hold down your mouse. Move your mouse around, and the humvee will get bigger and smaller! Downsize the humvee until you can see the astronaut’s feet.

50 Positioning the objects
Now, click on the button with the white arrow on it, as pictured above. Click on the humvee and move it to the left of the astronaut. Then, click on the astronaut and move him/her to the right. Move the humvee to the right so that it is completely on the screen. Your screen should look something like this:

51 Positioning the objects
This button will move your objects up and down. Click on this button, and then move the humvee up and down. Position it so that its wheels are directly on the ground. Here’s a hint: Move it down so that its wheels disappear into the ground, and then slowly move it back up. You may have to use the white arrow button again to move the humvee back if it starts to disappear off of the screen. The second you see all of its wheels appear out of the ground, you know it is directly on the ground. Try doing the same thing with the astronaut!

52 The Undo button is your friend!
What if you make a mistake, like accidentally clicking on the ground and moving it? You can click on the Undo button above the object tree to undo the last thing you did. Use this button whenever you mess up, or want to get rid of something you just did.

53 Positioning the objects
This button is used to spin your objects around. Try spinning your humvee so that it is parallel to the screen. Your screen should look something like this:

54 Positioning the objects
This button will turn your character backwards or forwards. This button will turn and rotate your object in pretty much any direction. If you want to, try these buttons out on your objects. When you’re finished, click Undo until your screen looks like this again.

55 We have finished positioning our characters, so now we can move on and start to move our camera around!

56 The Dummy Camera A Dummy camera is a bookmark location to save the location of your camera view. This way, if you move your camera around, you can always get back to a certain position by moving to the dummy camera location. Look to the right side of your screen, and find a gray button under your object positioning buttons. Click on the button labeled more controls.

57 The Dummy Camera More buttons will appear after you click more controls. Click on the button that says drop dummy at camera. It will seem like nothing happens, but don’t worry, and only click the button one time.

58 The Dummy Camera Once you have clicked this button, a folder will appear on your object tree labeled Dummy Objects. If you click on the plus sign next to the Dummy Objects folder, a list of your dummy camera positions will appear. Right now, there is only one position, called Dummy.

59 The Dummy Camera Whenever you add a dummy camera position, you should rename it so that you know which position it is. Right click on Dummy in the object tree, and then choose rename. Type in Start. Now you know that this camera position is the one that you started at! Adding a dummy at your starting camera position is something you should do whenever you start a new Alice world.

60 Moving the Camera Let’s try moving the camera to get a close up of the astronaut. Under your viewing screen, you should see a bunch of blue arrows. If you click on the arrows and drag your mouse in different directions, the camera will move in different ways. Move your camera until it is close to the astronaut’s face. Use the Undo button if you make any mistakes or don’t like the result. Move up, down, left and right Move forward, backward, left and right Turn forward or backward

61 The Dummy Camera Let’s drop another Dummy camera at the camera’s new position, using the same steps as before, and label it Astronaut View. What if we want to go back to our Start camera position? First, right click on camera in the object tree. Astronaut View will appear as Dummy on your object tree before you rename it.

62 The Dummy Camera On the menu that pops up, choose methods, then camera set point of view to, then Dummy Objects, then Start.

63 The Dummy Camera This will set your camera view back to its starting position, where you can see both the astronaut and the humvee. Now follow the steps of the previous 3 slides to create a camera position that is a close-up of the humvee. Name it Humvee View.

64 Dummy Camera Conclusion
Now, right click on camera in the object list and set its view back to Start. Then, click Done to go back to the original Alice screen.

65 Now that we are done setting up our camera, we can start to animate the characters in the world!

66 Methods The large tan rectangle in the center of your screen is called the Method Editor. Right now, it is blank.

67 Methods The method editor is where you can make your characters do things. Your characters already know how to do certain things. These are some of the things that your astronaut already knows how to do. To find this list, click on astronaut in the object tree. Then look below the object tree at the box that says astronaut’s details, and click on the methods tab. This list will appear.

68 Methods To tell your astronaut to do something, click on one of these methods, hold down your mouse, and drag and drop it into your method editor. Try dragging a few of them to see what they look like. For most of them, such as move, you will have to select a direction or a distance when you drop it.

69 Methods Now press the Play button in the upper left-hand corner of the screen to see what these methods will look like in your world. After you have done this, click Undo until your world.my first method is empty again.

70 Methods To teach your astronaut new things, you can combine these methods that he/she already knows into new methods. Let’s try creating a new method. We will create a method that makes the astronaut wave. Make sure you have clicked on astronaut in the object tree. Then, go to the methods for the astronaut and click create new method.

71 Methods In the box that pops up, type Wave, then click OK.
You should see a new tab appear in your method editor called astronaut.Wave. This is the space where you will create the Wave method.

72 Methods In your object tree, click on the + sign next to astronaut. This will show you the astronaut’s parts. Click on rightArm in the object tree so that you can get a list of the rightArm’s methods. We will use these methods to teach the arm to wave.

73 Methods Look back at the rightArm’s list of methods and find rightArm turn. Click on this method and hold your mouse down, and drag it over to the method editor. Then release your mouse to drop it there.

74 Methods A small gray menu of directions will appear. In this menu, select backward. Another menu will appear, this time of how many revolutions you want the arm to turn. Select ½ revolution.

75 Methods Now, click on the rightArm roll method. Drag and drop it into astronaut.Wave. For the direction, select left, and for amount, select other…. A calculator will appear. Type .1 into this calculator, and then click Okay.

76 Events Now that we have written part of a method, we want to figure out how to see it in action. When you press the Play button in the upper left-hand corner of your screen, your world will use an event that can show you your methods. An event is a way to call methods when your world is played. The event editor is found in the top right-hand corner of your screen. This is the event editor

77 Events There is one event in your event editor already. It says When the world starts do world.my first method. This tells your world what to do when you press Play. This means that when you press Play and your world starts, whatever methods you have in the world.my first method tab are carried out in your world. But if you click on your world.my first method tab in your method editor, you will see that it is empty!

78 Events This means that when you press Play, nothing will happen in your world. Try pressing Play to see that this is true. So how do we make astronaut.Wave happen in our world? We could try changing the event that is already there to astronaut.Wave. To do this, click on the down arrow next to world.my first method in the event editor, and then choose astronaut, and then Wave.

79 Methods Now press Play to see what astronaut.Wave looks like so far.
Let’s add more to the method. Drag and drop another rightArm roll, and select right, and then other…. Type in .2. Then get another rightArm roll, and select left, and .1. Your code will look like this. Play your world again to test astronaut.Wave.

80 Methods Now we need one more line of code, that tells the astronaut to put his arm down. Drag and drop a rightArm turn method. Select forward, and ½ revolution. This will be the final code for your method. Play your world one more time to test out astronaut.Wave.

81 Events We can make astronaut.Wave even more interesting by creating a new event that says that astronaut.Wave will happen if the space bar is pressed. First, let’s change the event in the event editor back to my first method.

82 Events Next, click on the gray create new event button at the top of the event editor. A gray menu will appear with different types of events to choose from. We’re looking for one that will do astronaut.Wave when we press the space bar, so click on When a key is typed. This new event will appear in your event editor below the other one:

83 Events This new event won’t do anything yet, so we need to fill it in. Change any key to Space by clicking on the down arrow and choosing it from the menu. Then, change Nothing to astronaut.Wave by clicking on the down arrow and choosing astronaut, and then Wave from the menu.

84 Events Now try playing your world again. Nothing will happen at first, but if you press the space bar, your astronaut will do astronaut.Wave. You can press the space bar more than once, and he/she will do astronaut.Wave every time you press it.

85 Methods Let’s write another method. This method will have the astronaut go up in the air and then float in a circle around the humvee. Click on the astronaut in the object tree, and then go to his/her methods tab. Click on the create new method button.

86 Methods Name the new method Float and then click OK.
The new astronaut.Float method’s tab should appear in the method editor.

87 Float The first step is to make the astronaut move up off the ground.
Click on astronaut in the object tree, and then find astronaut move in the list of methods. Drag and drop it into Float. On the menu that pops up, choose Up, and then 1 meter.

88 Float Let’s try testing out what we have so far.
To do this, we need to change the when the world starts event again, this time to astronaut.Float. After you do this, press Play and watch the astronaut move up off the ground.

89 Float Now let’s have the astronaut say “Wheeee!” after he/she rises into the air. Find astronaut say in his/her list of methods, and drag it into Float. Click other…, and type “Wheeee!” into the box that appears. Then click OK. Test your method again by pressing Play and watching your world.

90 Float The next thing is to make the astronaut float around the hummer.
Find astronaut turn in his/her list of methods and drag and drop it into Float below the other lines of code. In the drop down menu that appears, select left, and then 1 revolution.

91 Float Test out Float again by playing the world.
It seems that the astronaut turns in place instead of turning around the humvee! How do we fix this? We must use something called asSeenBy. On the line of code that says astronaut turn left in your Float method, click on the small down arrow next to the word more….

92 Float On the drop down menu that appears, select asSeenBy.
When asSeenBy is used with the turn method, it makes the object turn around another object, instead of just turning in place. Since you want the astronaut to turn around the humvee, select humvee, and then the entire humvee. Try playing your world to see the results.

93 Float Now let’s make the astronaut say “Wheeee!” at the same time that he/she floats around the humvee. To do this, we will need to use Do together, which is a control that tells more than one method to happen at once.

94 Float Find the Do together button at the bottom of your method editor and drag and drop it into Float. Then, click on the left-most part of the astronaut say Wheeee! line and drag and drop it into the Do together. Do the same thing to the astronaut turn left line. Your code will look like this:

95 Float Try pressing Play to see the results. The astronaut should say “Wheeee!” at the same time that he/she starts to turn around the humvee.

96 Float Now let’s add one last thing to our Float method. We need the astronaut to go back down to the ground at the end of the method. Find move in the astronaut’s list of methods, and drag and drop it into Float at the very end. Select down, and then 1 meter. Your final code will look like this. Test it out for the full effect!

97 Methods Let’s try writing one more method.
In this method, the astronaut will sit on top of the humvee and ride it around. Go to the astronaut’s methods list and click on create new method. Name the method rideHumvee. A new tab will appear in your method editor.

98 Ride Humvee First, we need to move the astronaut to the humvee. Find the move to method in the astronaut’s list of methods, and drag and drop it into rideHumvee. Select humvee, and then the entire humvee. To test this method, first we need to change the when the world starts event to astronaut.rideHumvee.

99 Ride Humvee Press Play to see what this looks like so far. The astronaut should go into the humvee, and his/her head and upper body will be sticking out of the top, like this.

100 Ride Humvee Now we need a way to glue the astronaut to the humvee so that when the humvee moves, the astronaut will move with it. We can do this using the vehicle property. To find vehicle, click on the astronaut’s properties tab, and find the button that says vehicle.

101 Ride Humvee Click on the vehicle button and drag and drop it into your rideHumvee method. On the gray menu that drops down, select humvee, and then the entire humvee. This will set the humvee as a vehicle to your astronaut. When the humvee moves, the astronaut will go with it.

102 Event Now we are going to make an event to go along with this method. The event will allow you to control the humvee with the arrow keys when you play your world. Click on create new event in the event editor. Then click on Let the arrow keys move <subject>. Change the event from camera to humvee by clicking on the down arrow next to camera, and then selecting humvee, and then the entire humvee.

103 Event Play your world, and test out this new event by pressing the arrow keys and seeing what happens to the humvee.

104 Pulling it all together
Now it’s time to pull this all together! In your method editor, click on the tab at the top that says world.my first method. This tab is empty right now, but we are going to use it as a coming together place where we bring all of the methods that we have written so far.

105 Pulling it all together
First, let’s have the camera do a close up of the astronaut. Click on camera in the object tree, and then go to the camera’s methods list. Find set point of view to, and drag and drop it into world.my first method. Then choose Dummy Objects, and then Astronaut View.

106 Pulling it all together
Now, let’s have the camera do a close up of the hummer. Drag another camera set point of view to into world.my first method, and this time, select Dummy Objects, and then Humvee View. To test what you have so far, you have to first change the when the world starts event back to world.my first method.

107 Pulling it all together
Now let’s put some of the astronaut’s methods that we wrote into world.my first method. First, drop another camera set point of view to, and set it to Start. Click on astronaut in the object tree. Then find the astronaut’s Float method in his methods list, and drag and drop it into world.my first method. Do the same things for Wave, and then rideHumvee. Your code will end up looking like this:

108 Pulling it all together
Now, drag an astronaut say method at the bottom of your code, and click on other…. Type in, “Now press the space bar to see me wave, and use the arrow keys to drive me around.” This will remind you of your two other events that you wrote for him. Change the duration on the command to make the speech stay on the screen longer. To do this, click on more… on the astronaut say line of code, then choose duration, other…, and then type in 4. Your code will look like this:

109 Pulling it all together
Now test your world by pressing play. When your methods are done playing out, try steering the humvee around with the arrow keys.

110 Fixing it up There is still one problem with our world. You may have noticed that when you steer the humvee, it will often drive off the screen! Let’s add a line of code that sets the camera as a vehicle to the humvee, so that the camera follows the humvee around!

111 Fixing it up Click on camera in the object tree, and then click on the camera’s properties tab. Click on the vehicle button and drag and drop it into world.my first method. On the menu that pops up, select humvee, and then the entire humvee.

112 Fixing it up Your final code for world.my first method should look like this: Press Play again to test out your world. Try driving the humvee with the new camera setting.

113 Notes for later If you later want to unglue the astronaut from the humvee, set the vehicle property of the astronaut from humvee back to world. If you later want to un-glue the camera from the humvee, also set its vehicle property back to world.

114 Congratulations! You have just
made your third Alice world. There are many more things that you can do with Alice, so keep exploring it!


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