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Creating An Animation Program Part 2 Alice. Method A segment of program code (instructions) that defines how to perform a specific task.

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Presentation on theme: "Creating An Animation Program Part 2 Alice. Method A segment of program code (instructions) that defines how to perform a specific task."— Presentation transcript:

1 Creating An Animation Program Part 2 Alice

2 Method A segment of program code (instructions) that defines how to perform a specific task.

3 Do In Order Do a set of instructions in sequential order

4 Do Together Two or more things to occur at the same time

5 Nesting One program statement is written inside another program statement.

6 Bugs Error in computer programs. (The object doesn’t do what you told it to do.) Once the BUGS are removed, you have successfully DEBUGGED the program

7 Property Change an aspect of an object or world

8 Open “Snowpeople Scenario” Make the snowwoman’s head turn red as if she is blushing after the snowman comes over to the group.

9 Comments Are not instructions that cause some action to take place. The program will ignore comments when it is running USEFUL When someone else want to read your code

10

11 Assignment Read Chapter 2, Section 2 A First Program Read Tips & Techniques 2, Orientation and Movement Instructions

12 MOVE Is called a TRANSITIONAL move Left Right Up Down Forward Backward Egocentric – Object move is relative to its own orientation

13 Turn Rotational motion Left Right Forward Backward Rotational motion Left Right Roll Add an AXES (shapes) to an object and make the axes a “Vehicle to” the other object

14 Subpart Rotation When a subpart is selected, the turn or roll is at the PIVOT point. Which is usually the joint.

15 Orient To When 2 objects MUST move together. The orientation of the 2 objects must be synchronized. They will have the same sense of UP, DOWN, LEFT, RIGHT, FORWARD, BACKWARD

16 Vehicle Method Another way to synchronize the movements of 2 objects. Under PROPERTIES Choose VEHICLE

17 Arguments: Duration, Style, asSeenBy Duration – An amount of time (seconds) “0” – instantaneous movement Negatives are not used Style – How one movement BLENDS into next asSeenBy – Uses the orientation of one object to guide the movement of another object

18 Turn to Face & Point At Turn to Face – Causes one object to pivot around until its front is facing some other object Point At – Aligns two objects from the center of one of the center of another onlyAffectYaw (true) – Object points at another object without tipping

19 Move Moving an object in relation to the location of another object Moves an object to a specific location in the world

20 Lab Chapter 2 Lab Exercises


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