1.1 An Animated Hello Challenge


frog.ribbit (This is a built-in method under the frog's methods tab.) frog say Kiss me and find out. duration = 2 seconds. 11. To finish the meeting with the first frog, ...

1.1 An Animated Hello Challenge In this challenge, you will:  Practice using the main areas of Storytelling Alice, including the Scenes window, the Objects tree and the details panel  Add objects from the gallery and make them move and talk  Learn how to use parts of objects Instructions: Start Storytelling Alice and open the file 1.1 Hello Challenge.a2w. A. After viewing the world, the first thing you will do is add Tami the robot. 1. Click the Play button to see what happens in the existing world. After the word “Hello” has left the screen, click the Stop button to return to the Scenes editor.

2. Click the ADD OBJECTS button (the green button below the window with the above picture in it). 3. Click to open the Characters folder, click on the future folder and then click the Class Tami tile to open the Tami Information Box. 4. Click the Add instance to world button to add a copy of Tami (called tami) to the world. B. You will now do three things to put Tami in the right place. 1. First, right click on the tami tile in the Objects tree, point to methods on the menu that appears, point to tami turn to face and then click camera. 2. Right click again on the tami tile in the Objects tree, point to methods on the menu that appears, point to tami turn, point to right, and then click ¼ revolution.

Alice world from electronic materials included in SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, © 2007 South-Western, a part of Cengage Learning, Inc. Reproduced by permission. www.cengage.com/permissions. Challenge adapted with permission from same source.

3. Right click one more time on the tami tile in the Object tree, point to methods in the menu that appears, point to tami move, point to backward, and then click 10 meters. Tami is now off the screen. 4. Using the Save World As command on the File menu, save your world as 1.1 Animated Hello followed by you and your partner’s initials. 5. Click the DONE button (lower right) or DONE ADDING OBJECTS button (upper left in Object window) to return to the Scenes editor. C. Now you will make Tami move and talk. 1. Click the tami tile in the Object tree. Drag a tami move tile from tami’s details panel and drop into the method below the Hello.whirled tile. Select forward on the menu that appears, then click 10 meters. You’ll see a green line that shows where you can drop the tile. If it’s read, it means you can’t place the tile there. 2. Click on the triangle next to more at the end of the tami move forward tile, point to duration, and then select 2 seconds. 3. Drag a tami turn tile from tami’s details panel and drop it into the method below the tami move forward tile. Select left on the menu that appears, and then ¼ revolution. 4. Drag a tami say tile from tami’s details panel and drop it into the method below the tami turn tile. Select other on the menu that appears, type That was the famous “Hello Whirled” program. in the Enter a string box that appears, and click the OK button. 5. Hold down the triangle next to more at the end of the tami say tile, point to duration, and then click other on the menu that appears. Type 4 in the Custom Number box, then click OK.

Alice world from electronic materials included in SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, © 2007 South-Western, a part of Cengage Learning, Inc. Reproduced by permission. www.cengage.com/permissions. Challenge adapted with permission from same source.

D. Now you will make just part of Tami move — her legs. They will first turn in 4 full circles to the left and then turn in 4 full circles to the right. 1. Click the plus (+) sign next to the tami tile in the Object tree, and then click the legs tile that appears. 2. Drag the legs turn tile from the legs’ details panel and drop it below the last tile in the methods window, the tami say tile. 3. Select left and then 4 revolutions on the menus that appear. 4. Right click the tami.legs turn tile and select make copy on the menu that appears. Be sure to right click on the tile itself (in the colored area) and not on one of the white boxes on the tile. 5. There are now two copies of the tami.legs turn tile. Click the triangle next to left in the bottom copy and select right on the menu that appears. E.

Now you will finish by dropping the Hello on top of Tami, making her fall over and then saying one last thing. 1. Click the Hello tile in the Object tree, scroll down in Hello’s details panel until you find Seldom Used Methods, and click on the plus (+) sign. Find the Hello move to tile and drag and drop it below the tami.legs turn right tile in the method editor. Make sure you drag the move to tile and NOT the move tile. Select 2 > in front of > tami > the entire tami from the menus that appear. 2. Click the more triangle at the end of the Hello move to 2 in front of tami tile, point to duration, and then click 0.25 seconds on the menu that appears. 3. Click on tami in the Object tree, then drag the tami turn tile from tami’s details panel and drop it into the method below the Hello move to 2 in front of tami tile. Select backward on the menu, and then select ¼ revolution. 4. Click the more triangle at the end of the tami turn backward tile and choose ¼ revolution. Next, point to duration, and then click 0.25 seconds. 5. Drag the tami say tile to the method window and drop it below the tami turn backward tile. Select other on the menu that appears, type I don’t write this stuff. I just work here. in the Enter a string dialog box that appears, and then click the OK button. 6. Click the more triangle at the end of the tami say tile, point to duration on the menu that appears, and then select 4 seconds. 7. You are done. Save your world with the Save World command on the File menu before playing it by clicking on the Play button.

If your world does not work the way it should, ask the instructor for a copy of the solution and compare it with your commands. Alice world from electronic materials included in SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, © 2007 South-Western, a part of Cengage Learning, Inc. Reproduced by permission. www.cengage.com/permissions. Challenge adapted with permission from same source.

1.2 Harry the Lion Challenge In this challenge, you will start with a new world, add Harry the Lion and make him show what he can do. You will:  Practice skills you have already learned but with fewer directions  Practice building a world from scratch and adding an object  Learn how to change an object’s properties like color and visibility  Have an opportunity to add your own methods Instructions: Start Storytelling Alice and start a new world with the grass template. A. First you will add Harry the Lion to a new world and make him do the things you saw him do in the sample world. 1. Use Save World As on the File menu to save the new world as 1.2 Harry the Lion followed by you and your partner’s initials. 2. Click on the ADD OBJECTS button. This puts you into the Scene editor. Find Harry the Lion in the Characters > scary folder and add Harry to your world. 3. Place Harry the Lion in the middle of the screen facing the camera as shown.

4. Click DONE to return to the Method editor. 5. Click on Harry the Lion in the Object tree, and then click on the methods tab in Harry the Lion’s details panel. You will see several methods for Harry. You will first use his roar method. 6. First, make Harry the Lion say, “I am now going to roar” and then make him roar. To do so, first drag the Harry the Lion say tile from the detail panel and put it as the first method in the Method editor. Select other in the menu that appears Created by ETR Associates ©2008 based on material in SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, © 2007 South-Western, a part of Cengage Learning, Inc.

and type in Now I’m going to roar. In the Enter a string box. Click OK. Under more > duration, select 2 seconds. 7. Next, drag the Roar method tile from Harry’s the Lion’s details panel and put it below the Harry say I am now going to roar. duration = 2 seconds tile in the Method editor. 8. Click play to see if your program works as you expect it to and then save your world by clicking on Save World under File. 9. Next, you will make Harry disappear. First, drag a copy of the Harry the Lion say tile and put it as the last method in the Method editor. Select other in the menu that appears and type in Now I’m going to disappear. in the Enter a string box. Click OK. Under more > duration, select 2 seconds. 10. Click on the properties tab in Harry the Lion’s details panel and scroll until you find Harry the Lion’s isShowing tile. Drag and drop this tile under the last tile in the Method editor and change the value of isShowing to false. Under more > duration, choose other and type 3 in the CUSTOM NUMBER box and click on Okay. 11. To make Harry reappear, right click on the Harry the Lion isShowing tile in the Method editor and choose make copy. (Make sure you right click on the colored area of the tile and not on any of the white areas. When you right click in the right place, a menu with make copy, delete and disable will appear.) Now there should be two copies of this tile. In the bottom copy, change false to true. 12. Save the world again before continuing. Play the world to see Harry the Lion demonstrate what he can do. B. Now you will make Harry the Lion do other things. 1. Take 5 or 10 minutes to make Harry the Lion first say and then demonstrate other things that he can do. For example, you can have him say, “Now, I’m going to cower” and then make him cower by dragging the Cower method into the World.scene 1 method. Or you can make Harry roll or turn or walk. Click on the Play button after adding a new method to see if your world works the way you want it to. 2. After you are done making Harry the Lion first say and then do one or two new things, make him say Goodbye and then turn and walk out of sight. (Hint: It usually takes 10 meters for an object to move off the screen so you can’t see it.) 3. Save your world again and play it to see if it works the way you want it to. If your world does not work the way it should, ask the instructor for a copy of the solution used in the sample and compare it to your commands.

Created by ETR Associates ©2008 based on material in SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, © 2007 South-Western, a part of Cengage Learning, Inc.

1.3 Chicken Farmers Association Ad Challenge The American Chicken Farmers Association has just hired you to create an ad for them. They want a cow that walks to the middle of screen, turns its head to face the camera, and then says the following, one at a time: “Chicken is healthy,” “Real healthy,” and “Tasty too.” The cow will then turn its head to face forward, start to walk off the screen, then stop, look at the camera again and say, “Don’t even think beef.” It will turn its head to face forward again and continue to walk off the screen. In this challenge, you will: 

Use the blue camera controls to put the cow in the right place.



Get more practice using skills you already learned without detailed instructions.

Instructions: Start Storytelling Alice and open the world called 1.3 Chicken Farmers Association Challenge.a2w 1. Use Save World As on the File menu to save the new world as 1.3 Chicken Farmers Ad followed by you and your partner’s initials. 2. Turn the cow so that you see the cow from the side, and it is facing to the left as shown. (Hint: right click on cow in the Object tree and point to methods in the menu.)

3. Using the left blue camera control arrow below the scene, move the camera position to the left just enough so that the cow is off screen on the right.

Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

4. Click the cow tile on the Object tree to select the cow. Click on the methods tab in the details panel. You will see several methods, including walk, walkTowards, and tailSwish. 5. You will need to create the ad by dragging instruction tiles into the area that currently says Do Nothing. Most of the instructions use the walk, say, or tailSwish tiles found under the cow’s methods tab, so you simply need to drag those tiles into the method and set the parameters under the triangle after more. Four of the instructions are turn instructions for the cow’s neck, which is part of the cow. For each of these, you will need to click the plus (+) sign next to the cow tile in the Objects tree to see the neck tile and its methods. Click the plus (+) sign in front of the cow’s Seldom Used Methods to find the cow say tile. You will need the following 15 instructions: 5.1

Cow.walk times = 10 speed = 2 (Hint: if there is no 10, choose another number and then go back and type in “10” under “other.”)

5.2

Cow.tailSwish times = 2 speed = 2

5.3 Cow.neck turn left ¼ revolution 5.4

Cow say “Chicken is healthy.” duration = 2 seconds

5.5

Cow say “Real healthy.” duration = 2 seconds

5.6

Cow say “And tasty, too.” duration = 2 seconds

5.7

Cow.neck turn right ¼ revolution

5.8

Cow.tailSwish times = 2 speed = 2

5.9

Cow.walk times = 2 speed = 2

5.10 Cow.tailSwish times = 2 speed = 2 5.11 Cow.neck turn left ¼ revolution 5.12 Cow say “Don’t even think beef.” duration = 2 seconds 5.13 Cow.neck turn right ¼ revolution 5.14 Cow.tailSwish times = 2 speed = 2 5.15 Cow.walk times = 11 speed = 2 6. When you are finished, save the world again and then test it by clicking the PLAY button. If your world does not work the way it should, compare your commands to the ones listed above in Step #5.

Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

2.1 Kayla in Wonderland Challenge Play the world to see what happens. The cat in the tree tells Kayla to kiss the purple flower, but she does nothing. Then he tells her to kiss the tree, but she still does nothing. The cat then disappears, and Kayla says, “What a silly cat!” Your job is to change the world so Kayla does kiss the flower when the cat tells her to, which causes her to grow larger. She then kisses the tree when the cat tells her to, and she grows smaller. In this challenge, you will learn how to: 

Create new methods and add them to the world



Change the size of objects



Use the clipboard to copy and paste methods

Instructions: Start Storytelling Alice and open the world called 2.1 Alice in Wonderland Challenge.a2w A. First you will make a new method that tells Kayla kiss the flower when the cat tells her to.

1. Use Save World As on the File menu to save the new world as 2.1 Kayla in Wonderland followed by you and your partner’s initials. 2. Click on Kayla in the Object tree, and then click on the methods tab in Kayla’s details panel. 3. Click on the create new method button and name it kissFlower in the menu that appears. Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

4. Add the command: Kayla turn left 0.25 revolutions by dragging a Kayla turn tile into the methods area and dropping it below the last method and then choosing left and ¼ revolutions from the menus that appear. 5. Add the command: Kayla walk 0.5. 6. Show the different subparts of Kayla by clicking on the plus (+) sign in front of Kayla in the Object tree. 7. Click on Kayla’s torso and add the command: Kayla.torso turn forward 0.35 revolutions duration = 2 seconds 8. Copy the tile you just created (Kayla.torso turn forward …) by dragging it to the clipboard (in the upper right) and dropping it so the clipboard turns from brown to white. (Hint: To drag a tile that is in the Method editor, you need to click somewhere on the colored part of the time, not on the white areas.) 9. Click on the clipboard and drag the tile you copied and drop it below below the last tile in the Method editor. You now have two copies of the Kayla.torso turn forward tile in the Method editor. On the bottom tile, change turn forward to turn backward. 10. The rest of the tiles in this kissFlower method should read as follows: o Kayla turn right 0.25 revolutions style = begin gently o Kayla resize 2 (the resize command is under Kayla’s Seldom Used Methods) 11. To place a copy of this new method (kissFlower) into your world, click on World scene 1 method tab at the top iof the Method editor which opens scene1 of your world. Click on Kayla in the Object tree and then click on the methods tab in Kayla’s details panel. Then drag a copy of the Kayla.kissFlower method and put it between the first tile (the blackCat say Kiss the purple flower tile) and the blackCat say Kiss the tree tile. 12. Test your changes by clicking on the Play button. 13. Save your world before continuing.

Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

B. Next you will make Kayla kiss the tree when the cat tells her to.

1. Click on Kayla in the Object tree and in Kayla’s details panel, and then click on the methods tab. Next, click on the create new method button. 2. Name the new method kissTree. 3. Add tiles to this method in the Method editor so they read as follows: o

Kayla turn right 0.25 revolutions

o

Kayla.torso turn forward 0.1 revolutions duration = 2 seconds

o

Kayla.torso turn backward 0.1 revolutions duration = 2 seconds

o

Kayla resize 0.5 (to half as big)

4. Place a copy of this new method (kissTree) into your world by clicking on the World scene 1 method tab at the top of the Method editor and adding the Kayla.kissTree method as the tile immediately after the blackCat say Kiss the tree tile and before the Do together tile. 5. Save your world again and test it by clicking the Play button to see that everything works the way it’s supposed to work. If your world does not work the way it should, ask your teacher for the solution used in the sample challenge and compare it to your solution.

Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

2.2 Penguin Dance Challenge In this challenge, you will open a world with three penguins and create a different dance for each one. In this challenge, you will: 

Practice making and using several new methods



Learn how to test a method and change the method that starts when the world plays

Instructions: Start Storytelling Alice and open the world called 2.2 Penguin Dance Challenge.a2w 1. Use Save World As on the File menu to save the new world as 2.2 Penguin Dance followed by you and your partner’s initials. You will see three penguins named from left to right Pamela, Peter and Paul. A. First, you will make Peter Penguin dance. 1. Click Peter’s tile in the Object tree and then click the create new method button on the methods tab in Peter’s detail panel. Name the method dance, and then click OK. Add the following two instructions to this new method in the Method editor: o Turn left 1 revolution asSeenBy Paul duration = 3 seconds o Turn right 1 revolution asSeenBy Pamela duration = 3 seconds 2. You can test any new method you create by running that method when the world starts. To do that with Peter Penguin’s dance method, drag Peter’s dance method tile from the methods tab and drop it in place of the world.myfirst method in the event window after When the world starts, do. Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

3. Test the method by clicking on the Play button. The middle penguin (Peter) should circle the penguin on your right and then the penguin on your left. 4. Fix any mistakes you’ve made in the world and save the world before continuing. B. Now you will make Pamela Penguin dance. 1. Click Pamela’s tile in the Object tree and then click the create new method button on the methods tab. Name the method dance, and then click OK. Add the following two instructions to this method in the Method editor: o Turn right 3 revolutions duration = 3 seconds o Jump times = 3 2. Prepare to test the new method. Click Pamela’s tile in the Object tree, click the methods tab in Pamela’s details panel, and then drag the dance method tile from the methods tab and dropping it in place of the Peter.dance method tile in the Events editor after When the world starts, do. 3. Test the method by clicking on the Play button. The penguin on your left (Pamela) should spin around to its right 3 times, and then jump up and down 3 times. 4. Fix any mistakes you’ve made and save the world before continuing. C. You will now make Paul Penguin dance. 1. Click Paul’s tile in the Object tree, click the methods tabs in Paul’s details panel, and then click the create new method button. Name the method dance, and then click OK. Add the following two instructions to this new method in the Method editor: o Jump times = 3 o Turn left 3 revolutions duration = 3 seconds 2. Prepare to test this new method. Click Paul’s tile in the Object tree, click the methods tab in Paul’s detail panel, and then drag Paul’s dance tile and drop it in place of the Pamela.dance method in the Events editor after When the world starts, do. 3. Test the method by clicking the Play button. The penguin on your right (Paul) should jump 3 times, and then spin around to its left 3 times. 4. Fix any mistakes you’ve made and save the world before continuing.

Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

D. Next, you will create the beginning of the world by having each penguin say hello. 1. Click the world tile in the Object tree and then click the create new method button on the methods tab. Name the method opening, and then click OK. Add the following instructions to this new method in the Method editor: o Peter say Hello. o Pamela say Hello. o Paul say Hello. 2. Prepare to test the new method. Click the world tile in the Object tree, click the methods tab in the details panel, and then drag the opening tile and drop it in place of the Paul.dance method tile of the When the world starts, do tile in the Events editor. 3. Fix any mistakes you’ve made and save the world before continuing. E.

Next, you will make an ending in which each penguin glides on its belly out of the picture. 1. Click the world tile in the Object tree, click the methods tab in the details panel, and then click the create new method button. Name the method closing, and then click OK. Add the following instructions to this new method in the Method editor: o In a Do together tile: Peter turn right ¼ revolution Pamela turn right ¼ revolution Paul turn right ¼ revolution o Pamela glide o Peter glide o Paul glide 2. Prepare to test the new method. Click the world tile in the Object tree, click the methods tab in the details panel, and then drag the closing tile and drop it place of the world.opening method tile in the Events editor after When the world starts, do. 3. Test the method by clicking the Play button. The three penguins should turn to their right together, then one at a time in order they should glide off of the screen on their bellies. 4. Fix any mistake you’ve made and then save the world before continuing.

Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

F.

Finally, you will complete your world by putting all of the methods together. 1. Click the edit button next to world.myfirst method. Add the following instructions to the method from the methods tab for each penguin and the world. o world.opening o In a Do together tile: Peter.dance Pamela.dance Paul.dance o world.closing 2. Drag the world.myfirst method tile and drop it in place of world.closing in the events window. 3. Test all of the methods by clicking on the Play button. All three penguins should first say hello, then they should perform their dances together, and in the closing method, they should leave the screen on their bellies one at a time. 4. Fix any mistakes you’ve made and then save the world.

If your world does not work the way it should, ask your teacher for the instructions used in the sample challenge and compare these with your commands.

Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

2.3 Fish Story Challenge Instructions: Start Storytelling Alice and open the world called 2.3 Fish Story Sample.a2w

1. Play the world to see a short story about an octopus, two fish and a hermit crab. 2. Work with your partner to draw the beginning, middle and end of the story in the following boxes. Divide the boxes into more squares if you need to.

Created by ETR Associates ©2008.

Beginning

Created by ETR Associates ©2008.

Middle

End

2.4 Make Your Own Story Challenge This time you are going to make your own story with characters and settings that you pick yourself. You will first work on your own, thinking up a story and using the following worksheet to draw out the beginning, middle and end. Then you and your partner will decide which story you want to create and then make it in Storytelling Alice. Instructions: 1. Start a new world in Storytelling Alice and look through the characters and scenes folders. Pick a scene and at least two characters to add to your world. 2. Write a short story about these characters about the same length as the sample story. Draw the story’s beginning, middle and end out on the following worksheet. Divide the box into more squares if you need to. Your Story: Beginning

Middle

End

3. Share your story idea with your partner and decide which story you want to create in Storytelling Alice. 4. Create the story in Storytelling Alice. 5. Save your story as 2.4 Our Own Story followed by you and your partner’s initials.

Created by ETR Associates ©2008.

3.1 Interactive Penguin Dance Challenge In this challenge, you will learn how to use events so the user can control what happens in a Storytelling Alice world. You will use a world like the one you already made. In this challenge, you will learn how to: 

Create new events



Make objects do something when a key is typed



Use the clipboard to copy and then change events

Instructions: Start Storytelling Alice and open the world called 3.1 Interactive Penguin Dance Challenge.a2w. Play the world and you will see the three penguins you made dance in a previous challenge. There is also something new —directions on how to use the keyboard. Your job is to add events to the world to create the keyboard controls that start each penguin’s dance, make all three penguins dance at once, make the penguins leave and hide the directions.

A. First, create an event to start Pamela Penguin’s dance. 1. Before you begin, use Save World As under File to save your world as 3.1 Interactive Penguin Dance followed by you and your partner’s initials. 2. Click the create new event button in the Events editor and then select When a key is typed from the menu that appears. A new When any key is typed, do Nothing tile will appear in the Events editor. 3. Click the any key parameter in the new event tile, point to numbers on the menu that appears, and then select (the number) 1. 4. Click the Pamela tile in the Object tree and the methods tab in Pamela’s details panel, so that the methods for Pamela show. Notice that one of Pamela’s methods is dance. Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

5. Drag the dance method tile and drop it in the new event tile in place of Nothing, following the word do. 6. The new event is now complete. It should read: When 1 is typed, do Pamela.dance. Save the world again, and then test what you just did by clicking the Play button and then pressing the 1 key. Pamela Penguin should dance when you press 1. B. Next, create an event to start Peter Penguin’s dance. 1. Click the create new event button in the Events area and then select When a key is typed from the menu that appears. A new When any key is typed, do Nothing tile will appear in the Events editor. 2. Click the any key parameter in the new event tile, point to numbers on the menu that appears, and then select 2. 3. Click the Peter tile in the Object tree and the methods tab in Peter’s details panel, so that the methods for Peter show. Notice that Peter also has a dance method. 4. Drag Peter’s dance method tile and drop it in the new event tile in place of Nothing, following the word do. 5. The event to start Peter’s dance is now complete. Save the world again, and then test what you just did by clicking the play and then pressing the 2 key. Peter Penguin should dance when you press 2. C. Now, you will make an event to start Paul Penguin’s dance, but instead of starting with a new event, you will copy the last event you made. 1. Drag the last event in the Event areas, which reads When 2 is typed, do Peter.dance, and drop it on the clipboard. The clipboard should change color from brown to white. 2. Click and hold the mouse down on the clipboard, and then drag the contents of the clipboard and drop it in the Events area below the last event. 3. Click the 2 in the bottom copy of the last event, point to numbers on the menu that appears, and then select 3. 4. Click the Peter.dance following the word do in the bottom copy of the last event, point to Paul on the menu that appears, and then select dance. 5. The event to start Paul’s dance is now complete. Save the world again, then test the new control by playing the world and pressing the 3 key. D. Next, add a control to make all three penguins dance: 1. Click the create new event button in the Events area and then select When a key is typed from the menu that appears. A new When any key is typed, do Nothing tile will appear in the Events area.

Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

2. Click the any key parameter in the new event tile, and then select Space from the menu that appears. 3. Click the world tile in the Objects tree so that the world’s methods show in the world’s details panel. 4. Drag a copy of the dance method and drop it in the new event tile in place of Nothing, following the word do. 5. The new event is now complete. Save the world again, and then test the new control by playing the world and pressing the spacebar. E.

Build an event to make the penguins exit by copying the last event and changing it: 1. Drag the event tile that reads when Space is typed, do world.dance and drop it on the clipboard, then drag the contents of the clipboard and drop it in the Events area. 2. Click the Space parameter tile in the new copy and then select Enter from the menu that appears. 3. Click on the exit method tile and drag and drop it in the new event tile in place of world.dance, following the word do. 4. The new event is now complete. Save the world again, and then test the new control by playing the world and pressing the Enter key.

F.

The last event that you will create is the one to hide the menu when the H key is pressed: 1. Click the create new event button in the Events area and then select When a key is typed from the menu that appears. A new When any key is typed, do Nothing tile will appear in the Events area. 2. Click the any key parameter in the new event tile, point to letters on the menu that appears, and then select H. 3. Click the menu tile in the Objects tree, and then click the properties tab in the menu’s details area so the menu’s properties are showing. 4. Drag the isShowing tile from the menu’s properties tab and drop it in the new event in place of Nothing, following the word do. Select false from the menu that appears. This event should now read: When H is typed, do menu set isShowing to false. 5. All of the events for the interactive penguin dance world are now complete. Save the world again, and then test the events by playing the world and trying all of the controls. If your world is not doing what it should be doing, ask the instructor for a copy of the code for the sample world and compare it to yours.

Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

3.2 Interactive Kayla in Wonderland Challenge Start Storytelling Alice and open the world called 3.2 Interactive Kayla in Wonderland Challenge. This world looks like another world you worked on earlier. This time you will add events so the user can make Kayla kiss the bonzai and the tree when the user clicks on them.

A. First you will create an event that will make Kayla kiss the bonzai. 1. Save the world as 3.2 Interactive Kayla in Wonderland followed by you and your partner’s initials. 2. Click the create new event button in the Events area and chose When the mouse is clicked on something. 3. Hold down the triangle next to Anything and chose bonzai > the entire bonsai from the menu. 4. Click on Kayla in the Objects tree and on the methods tab in Kayla’s details panel to see Kayla’s methods. 5. Drag the kissBonzai method tile to the When the mouse is clicked on bonzai event tile and drop it in place of Nothing after do. 6. Save the world and then play it to test the new event. When you click on the bonsai, Kayla should walk over to it, bend over and kiss it, turn and grow taller. B. Now you will create the event to make Kayla kiss the artsy tree when the tree is clicked on. 1. Copy and paste the event you just created (When the mouse is clicked on bonzai …) by dragging it in and out of the clipboard and dropping it below the original. Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

2. On the bottom copy, hold down the triangle next to bonzai and choose ArtsyTree > the entire ArtsyTree. 3. On the same tile, change Kayla.kissBonzai to Kayla.kissTree by holding down the last triangle and choosing Kayla > kissTree. 4. Save your again.. Then play and test it by clicking on the artsy tree and the bonzai. If your world does not work the way you want it to, ask the instructor for the instructions for the sample world and compare.

Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

3.3 Interactive Amusement Park Challenge In this challenge, you will create keyboard controls that allow the user to move through the amusement park and look around and use the mouse to start different rides. You will make six camera control events for the world, as follows: Left arrow = moves the camera left Right arrow = moves the camera right Up arrow = moves the camera forward Down arrow = moves the camera backward F = tilts the camera forward B = tilts the camera backward Also, you will create events to start each ride when the user clicks on the ride. Instructions: Start Storytelling Alice and open the world called 3.3 Interactive Amusement Park Challenge.a2w. The world currently has no events.

A. First, create the events that will control the camera. To do so, you will be creating a new type of event and working with the camera object. 1. Before you start, save the world as 3.2 Interactive Amusement Park followed by you and your partner’s initials. 2. Now create a control for the “left arrow.” To do so, click the create new event button in the Events editor and then select When a key is typed from the menu that appears. A new When any key is typed, do Nothing tile will appear in the Events editor. 3. You need to change this event so it works “while” a key is pressed instead of “when” a key is pressed. To do so, right click on the blue area of this new event tile and choose While a key pressed in the menu that appears. 4. Hold down the triangle next to any and choose left. Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

5. Click on the Camera in the Object panel, click the methods tab in the Camera’s details panel and in the Camera’s details panel, and find the Camera turn at speed tile n the Camera’s Seldom Used Methods. Drag this tile and put it in place of the after During in the Events editor. Choose left > other > 0.1 revolutions per second. When you are done, the event should read: While Left is pressed Begin: During: Camera turn at speed left speed = 0.1 revolutions per second End: 6. Now create the control for the “right arrow key.” To do so, copy the While event you just created by dragging it onto and then out of the clipboard. Put it below the first event. 7. Change the copy so that the camera turns to the right when the right arrow is pressed. When you are done, the second event should read: While Right is pressed Begin: During: Camera turn at speed right speed = 0.1 revolutions per second End: 8. Repeat these steps to create the events that control the other camera moves. (Notice that the camera method for the up and down arrow keys is move and the camera method to use for the F and B keys is turn.) When you are done, these events should read: While Up is pressed Begin: During: Camera move at speed forward speed = 5 meters per second End: While Down is pressed Begin: During: Camera move at speed backward speed = 5 meters per second End: While F is pressed Begin: During: Camera turn at speed forward speed = 0.1 revolutions per second End: While B is pressed Begin: During: Camera turn at speed backward speed = 0.1 revolutions per second 9. Save and test your world and fix any problems you find. B. When the camera-control events are finished, you can make the events that let the user start the rides as follows: Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

When [mouse] is clicked on Octopus Do: World.octoAnimationLoop When [mouse] is clicked on Skyride Do: World.skyrideAnimation When [mouse] is clicked on Teacups Do: World.teacupBaseAnimationLoop When [mouse] is clicked on FerrisWheel Do: World.ferrisAnimation When [mouse] is clicked on Carousel Do: World.carouselAnimationLoop When [mouse] is clicked on Swings Do: World.swingsAnimation 1. To do so, click the create new event button in the Events editor and select the When the mouse is clicked on something event. 2. In this event, click the triangle next to Anything and select Octopus > the entire Octopus from the menus that appear. 3. Since you are using methods of the world object, click on world in the Objects tree, click the methods tab in world’s details panel, and drag the octoAnimationLoop tile and drop it in the new event in place of Nothing in the Events editor. 4. To create the other events that start rides, you can either copy and paste the event you just made to start the Octopus ride or create new events. To copy, drag the event you just created into and out of the clipboard and then change the parameters so you end up with a tile that looks like the second one on the list above, the one that starts the Skyride. Repeat this for the next four rides. To create new events, click on the create new event button and change the parameters listed above, first to start the Skyride and then for each of the four other rides. Save and test your world after you add each new event. If you cannot get the world to work correctly, compare your rules with the ones in the sample world.

Alice world and challenge adapted with permission from SHELLY/CASHMAN/HERBERT. Alice 2.0: Introductory Concepts and Techniques, 1E, ISBN 9781418859343, ©2007 South-Western, a part of Cengage Learning, Inc.

3.4 Eskimo Matching Game Challenge In this challenge, you will build your first game. This game asks the player to identify the object that is slightly different from the other objects in the world. In this challenge, you will learn about the mouse control buttons in the Scene editor. Instructions: Start Storytelling Alice and open the world called 3.4 Eskimo Matching Game Challenge.a2w. The world has one Eskimo girl, an igloo, and a penguin but no events.

A. First, you will make copies of the Eskimo girl and then change one of the copies slightly: 1. Save the world as 3.4 Eskimo Matching Game followed by you and your partner’s initials. 2. Click on ADD OBJECTS or the ADD NEW OBJECTS button to enter the Scene editor. 3. You need to have 6 Eskimo girls in this scene. To do so, click the rightmost button on the far right of the Scene editor — called the copy mouse control button. This button is one of the mouse control buttons that is located under the clipboard. 4. Click one time on eskimoGirl1 to make a copy of her and move each girl aside. Do this 4 more times so there are 6 copies of the Eskimo girl in the scene and eskimoGirl1 through 6 in the Object tree. If you make too many, delete them in the Object tree by right clicking or changing to the arrow mouse control (the leftmost button of the mouse control buttons) and dragging the extras to the trash can at the top.

Created by ETR Associates ©2008.

5. If it is not already selected, click on the arrow mouse control and move each Eskimo girl so they are evenly spaced as shown.

6. Click on the turn objects left and right mouse control button and turn each Eskimo girl so she is facing forward as shown. Make sure they are all facing exactly the same way. 7. Click on the turn objects forwards and backwards mouse control button (button in the middle) and turn each Eskimo girl so she is perfectly straight vertically and all copies look exactly the same. 8. Next, you’re going to change one of the Eskimo girl objects. Her left boot will turn left. To do so, click on eskimoGirl4 in the Object tree and then click on the plus (+) sign to see all of the subparts of the eskimoGirl4 object that you can work with separately. 9. In the Object tree, click on the + sign to reveal the leftUpperLeg and then on leftBoot. 10. Right click on the leftBoot tile in the Object tree, point to methods > eskimoGirl.4.leftUpperLeg.leftBoot turn > left> other > Type .1 revolution and press OK. 11. Click the DONE button to return to the Method and Event editors and then save the world again. B. Now it’s time to make the events. First you will control the penguin so that when the mouse is clicked on the Eskimo girls who are the same, the penguin will say, “Sorry, that’s wrong!” 1. Click the “create new event” button and choose When the mouse is clicked on something. 2. Hold down the triangle next to Anything and choose eskimoGirl1 > the entire eskimoGirl1. 3. Click on the penguin in the Object tree, click on the methods tabs in the penguin’s details panel, and click on the plus sign next to Seldom Used Methods Created by ETR Associates ©2008.

to open the penguin’s Seldom Used Methods. Choose the penguin say tile and drag it into the Event editor in place of Nothing. 4. Chose other and type in Sorry, that’s wrong! in the pop-up window that appears asking you to Enter a string. Then click OK. 5. Hold down the tile next to more, go to duration and choose 2 seconds. The final event should say, When the mouse is clicked on eskimoGirl1, do penguin say Sorry, that’s wrong! duration = 2 seconds. 6. Save the world again and click the Play button. Test the event. The penguin should say, “Sorry, that’s wrong!” when you click on eskimoGirl1. C. Now you will repeat the event for the 4 other Eskimo girls who are exactly the same: 1. Drag the event you just made onto the clipboard by clicking anywhere on the blue background, dragging the tile to the clipboard and releasing the mouse when the clipboard turns white. Click on the clipboard and drag a copy of the event and put it underneath the last event. 2. Hold down the triangle next to eskimogirl1 in the bottom copy and choose eskimoGirl2>the entire eskimoGirl2. 3. Repeat steps 1 and 2 until you have the same event for Eskimo girls 1, 2, 3, 5 and 6. 4. Save and test your world to make sure the penguin says, “Sorry, that wrong!” every time you click all but eskimoGirl4. D. Finally, you will create the event for the Eskimo girl who is different: 1. Click the create new event button in the Events editor and then select When a key is typed from the menu that appears. A new When any key is typed, do Nothing tile will appear in the Events editor. 2. Choose eskimoGirl4 > the entire eskimoGirl4 in place of Anything. 3. Drag a Do together tile from the bottom of the Method editor and drop it in place of Nothing in the new event tile in the Events editor. 4. Drop a penguin turn tile (from the penguin’s details panel) in the Do Nothing area below Do together and choose left > 2 revolutions in the menus that appear. 5. Drag a penguin say tile from the penguin’s Seldom Used Methods in the penguin’s details panel and drop it below the penguin turn tile in the Do together area. Choose other and then type That’s right! You win! and then click OK. 6. Under more, choose duration > 2 seconds. 7. Save and test your new game. If it doesn’t work the way it should, compare your solution with the ones in the sample game.

Created by ETR Associates ©2008.

3.5 My Own Matching Game Challenge In this challenge, you will build your own matching game and pick your own objects. Instructions: Start Storytelling Alice and open a new world. Choose whatever template you wish. 1. Save the world as 3.5 My Own Matching Game followed by you and your partner’s initials. 2. Add at least two character objects, one for the matching task and the other to tell the player when he or she is right or wrong. Add any other objects that you want, but it is best to keep it simple. 3. Copy and evenly space your matching character objects and then change one of the copies slightly. 4. Create the event instructions that tell the user when he is right and wrong whenever the mouse is clicked on one of the matching character objects. 5. Save and test your game often. If it does not work the way it is supposed to, compare your program with the Eskimo Matching Game you created.

Created by ETR Associates ©2008.

3.6 Princess Adventure Game Challenge In this challenge, you practice all of the things you have already learned by building a complicated game from scratch. You will also learn how to import objects and scenes that are not already in the gallery. A. You will start by creating a new world and adding objects to it. 1. Start Storytelling Alice, open a new world and choose the Grass template. 2. Next you will add the waterfall. To do so, click on ADD OBJECTS. Find the waterfall in the Scenes > Waterfall folder and add it to the world. Use the object controls to place the waterfall as shown. 3. Now you will add the princess. Find Jenni in the characters > Kids folder and add her to the world. Use the object controls to place Jenni as shown. 4. To make sure that Jenni is facing the camera, right click on Jenni in the Objects tree. Go to methods > Jenni look at > camera. 5. Click the DONE button to return to the Scenes editor. 6. Use the Save World As button under File to save your world as 3.6 Prince Adventure Game followed by you and your partner’s initials.

Created by ETR Associates ©2008.

B. Now you will learn how to add objects that are not already in the gallery by importing the frog. Then you will make copies of the frog and place these copies in different parts of the world. 1. Go to File (on the top left corner of Storytelling Alice) and click on Import. Find the CD Gallery folder in the 3D Animation Class folder and open the Animals folder. Click once on frog.a2c to highlight it and then click on the Import button in the bottom right-hand corner. (You may have to make the window bigger to see the button.) The frog will appear in your world. 2. Use the object controls under the clipboard to place the frog as shown in the picture above. (Make sure the frog is looking at the camera.) 3. Click on the Copy Objects control button and then on the frog to make a copy of the frog. 4. Right click on frog2 in the Object tree and go to Methods > frog2 move > left > 10 meters. The frog should move out of the picture. 5. To add a third frog to your world, repeat Steps A3 and A4. Make a copy of the first frog, then right click on frog3 in the Object tree. This time, in Step A4, move frog3 10 meters to the right instead of the left. 6. Save your world again before continuing. B. Now you will add the first monster to your world —Boris the Ogre. 1. Click on the ADD OBJECTS button. Go to the Characters folder > scary folder and find and select Boris the Ogre. 2. Add Boris the Ogre to the world and click the DONE button to return 3. Move Boris so he’s in front of the first frog. 4. Right click on Boris in the Object tree. Select Boris the Ogre turn to face > Camera. 5. Now you will make Boris the Ogre disappear until you are ready to see him. To do so, click on Boris the Ogre in the Objects tree and then click on the properties tab in Boris the Ogre’s details panel. Go to the isShowing property tile and by holding down the triangle next to true, change the value from true to false. Boris the Ogre should disappear. 6. Save your world again before continuing. C. Now you will add Adrian Spider and the prince. 1. Click the ADD OBJECTS button, go to the Characters folder > scary folder and find and select AdrianSpider. Add AdrianSpider to your world and then click the DONE button. 2. Repeat Steps #B3 through B5 above with adrianSpider instead of Boris the Ogre.

Created by ETR Associates ©2008.

3. Now you will move AdrianSpider so he is in front of frog2. To do so, right click on AdrianSpider in the Object tree and go to methods > adrianSpider move > left > 10 meters. 4. To make AdrianSpider disappear, click on adrianSpider in the Objects tree and then click on the properties tab in adrianSpider’s details panel. Find the isShowing property tile and by holding down triangle next to true, change the value from true to false. 5. Now you will add the prince. To do so, click the ADD OBJECTS button, find the Knight in the characters > heroic folder and add him to the world. Click DONE to return to the Scenes editor. 6. Follow the same steps to add and move the Knight as you did for adrianSpider, but move the Knight 10 meters to the right. 7. To make the Knight disappear, click on Knight in the Objects tree and then click on the properties tab in the Knight’s details panel. Find the isShowing property tile and by holding down triangle next to true, change the value from true to false. 8. Save your world before continuing. D. Now you will create an event to control the princess’ meeting with the first frog: 1. Click on World in Objects tree to reveal the world’s details. 2. Click on the methods tab in the World’s details panel to see the World’s methods. 3. Click the create new method button, name it frog1Encounter and then click OK. 4. Drag a Do in order tile from the bottom of the Method editor and drop it into the Do Nothing box. (Note: all of the following tiles will go in this Do in order tile. 5. Click on Jenni in the Objects tree and then on the methods tabs in Jenni’s details panel and drag and drop the Jenni turn to face method tile under Do in Order area in place of Do Nothing. Select frog > head > the entire head. The first directions under Do in order should read: Jenni turn to face frog.head more... 6. Click on frog in the Objects tree to open up the first frog’s details. Click on the methods tab in the frog’s details panel if the frog’s methods are not already showing. 7. Open up the frog’s Seldom Used Methods by clicking on the plus (+) sign, scroll down to the frog turn to face tile and drag and drop it in the Do in order tile underneath the Jenni turn to face tile. Select Jenni > the entire Jenni from the pop up screen. 8. Now go back to Jenni. Click on Jenni in the Objects tree and then on the methods tab in Jenni’s details panel if it is not already open. Find the Jenni walk to tile and drag and drop it under the last Jenni turn to face tile. Choose frog > the entire frog from the menus that appear. Created by ETR Associates ©2008.

9. Drag a Jenni say tile and drop it under the Jenni walk to tile. Choose other and type in Are you my prince? in the Enter a string box that appears and then click OK. 10. Now you will make the frog turn toward Jenni, get bigger, ribbit and talk to Jenni. Do do so, go back to the frog’s methods by clicking on the frog in the Objects tree and adding the following tiles and parameters: Do together frog resize 4.8 frog.ribbit (This is a built-in method under the frog’s methods tab.) frog say Kiss me and find out. duration = 2 seconds 11. To finish the meeting with the first frog, drag and drop tiles into the Methods editor so the rest of frog1Encounter looks like the following: Jenni say Okay! Duration = 2 seconds Jenni.torso turn forward .2 revolutions duration = 1.5 seconds Jenni.torso straighten up duration = 1.5 seconds Do together frog set isShowing to false duration = 2 seconds style = begin gently Boris the Ogre set is Showing to true style = end gently duration = 2 seconds Do together Boris the Ogre move backward 1 meter Boris the Ogre turn to face Jenni Boris the Ogre.Roar Do together Jenni turn to face Camera Jenni say Oh no! Use the arrow keys to help me get out of here and move the mouse to follow me. Click on any frogs you find to make something happen!! Duration = 8 seconds Boris the Ogre set isShowing to false duration = 50 seconds 12. Save your world again before continuing. E.

Next, you will make the meetings between Jenni and frog2 and frog3. 1. Start by creating a new world method called frog2Encounter. To do so, click on the World in the Objects tree and then on the methods tab in the World’s details panel. Then click on the create new method button. Name the method frog2Encounter and then click OK. 2. Drag and drop instruction tiles into this new method and change parameters so the frog2Encounter method looks like the following: Jenni walk to frog 2

Created by ETR Associates ©2008.

Do in order Jenni turn to face frog2.head Jenni say Are you my prince? duration = 2 seconds frog turn right .35 revolutions Do together frog2 resize 4.8 frog2.ribbit frog2 say Kiss me and find out. duration = 2 seconds Jenni say Okay! duration = 2 seconds Jenni.torso turn forward .2 revolutions duration = 1.5 seconds Jenni.torso straighten up duration = 1.5 seconds Do together frog2 set isShowing to false duration = 2 seconds style = begin gently adrianSpider set isShowing to true style = end gently duration = 2 seconds Do together Do together adrianSpider move backward 1 meter adrianSpider turn to face Jenni adrianSpider.look evil adrianSpider turn to face Camera Do together Jenni turn to face Camera Jenni say Oh no! Get me out of here!! Maybe I should go the other way this time! duration = 4 seconds adrianSpider set isShowing to false duration = 50 seconds 3. Save your world before continuing. 4. Now make the meeting between the princess and frog3. To do so, repeat Step E1 above only this time, name the new method frog3Encounter. 5. Drag and drop instruction tiles into this new method and change parameters so the frog3Encounter method looks like the following: Jenni walk to frog3 Do in order Jenni turn to face frog3 Jenni say Are you my prince? duration = 2 seconds frog3 turn left .95 revolutions

Created by ETR Associates ©2008.

Do together frog3 resize 4.8 frog3.ribbit frog3 say Kiss me and find out. duration = 2 seconds Jenni say Okay! duration = 2 seconds Jenni.torso turn forward .2 revolutions duration = 1.5 seconds Jenni.torso straighten up duration = 1.5 seconds Do together frog3 set isShowing to false duration = 2 seconds style = begin gently Knight set isShowing to true style = end gently duration = 2 seconds Do together Knight.kneel before who = Jenni Knight say Yes, I'm you're prince! I've been waiting for you!! duration = 5 seconds Do together Jenni turn to face Knight Jenni walk 0.75 Jenni touch Knight.torso.neck.head.helmet Jenni say At last! duration = 8 seconds 6. Save your world again before continuing. F.

The last steps that will make this world a game is to add events so the player can use keys and the mouse to control what happens. 1. Click the create new event button in the Events editor on the right-hand side and choose When a key is typed. Click on the triangle next to any key and choose Right. 2. Click on Jenni in the Objects tree and then click on the methods tab in Jenni’s details panel. Find the Jenni turn tile and drag and drop it into the event tile you just created in place of Nothing. Choose Left > ¼ revolution. This event tile should read: When [Right] is typed, Do: Jenni turn left 0.25 revolutions. 3. Copy this event by dragging it into and out of the clipboard and dropping it below the event you just created. In the copy, change When [Right] is typed to When [Left] is typed and turn left 0.25 revolutions to turn right 0.25 revolutions. The last event should now read: When [Left] is typed, Do: Jenni turn right 0.25 revolutions. 4. Copy and paste again. This time, change the bottom event so it reads: When [Up] is typed, Do: Jenni walk 1. 5. Save your world again and then test your new events by clicking the Play button and using the arrow keys to move Jenni around. Fix any problem you find.

Created by ETR Associates ©2008.

G. You are done creating the events that make Jenni move. Now you just need to make the events that make the mouse move the camera and make something happen when the player clicks on the frogs. 1. To make the event that moves the camera, click the create new event button and choose Let the mouse move the Camera. 2. To make the events that control the meetings between the frogs and the princess, click on the create new event button and choose When the mouse is clicked on something. 3. Hold down the triangle next to anything and choose frog > the entire frog. 4. Hold down the triangle next to Nothing and choose frog1Encounter. 5. Copy this event by dragging it in and out of the clipboard. In the copy on the bottom, change frog to frog2 and frog1Encounter to frog2Encounter. 6. Finally, repeat the last step, only this time, change the frog to frog3 and the method to frog3Encounter. 7. You are done! Save your world again and then play it to test that everything is working as you want it to. If not, compare your instructions with those in the sample game. H. When you are finished, you may add more frogs and your own characters for the princess to meet or you can create your own adventure game!

Created by ETR Associates ©2008.

4.1 Jumping in Wonderland Challenge In this challenge, you will learn about if/else structures and how to ask and get answers to questions. After you learn these skills, you will be able to make knowledge-type games like the Shrinking Cowboy game.

Instructions: Start Storytelling Alice and open the world called 4.1 Jumping in Wonderland Sample Final if the teacher has not shown it to you. After you play the sample and see how it works, go to the Challenges folder and open 4.1 Jumping in Wonderland Challenge.a2w. 1. Use Save World As to save your world as 4.1 Jumping in Wonderland followed by you and your partner’s initials. Save it in your Saved Challenges folder. 2. You will add instruction tiles to world.myfirst method to ask the player if he or she wants one of the three characters — Alice, the White Rabbit or the Cheshire Cat — to jump. Start by dragging an If/Else tile from the bottom of the Editor area and dropping it above the cheshireCat.grin tile. 3. Select true on the menu that appears. 4. Click on the world tile in the Objects tree, and then click the functions tab in the world’s details panel. Scroll through the list of functions and find the ask user for yes or no function. Drag and drop this function into the If/Else tile in place of true following the word If. 5. On the menu that appears, click other to open the Enter a string box. Type Do you want Alice to jump? as the string, and then click the OK button. This will now be the question that the player will be asked.

Created by ETR Associates ©2008.

6. Click on the methods tab in the world’s details panel. Find the jump who tile and drag and drop it into the If/Else tile in place of Do Nothing, immediately below If and above the word Else. Choose Alice > the entire Alice from the menus that appear. 7. If the player says no to this question, he or she should see another question. To make this happen, drag another If/Else tile from the bottom of the Editor area and drop it in place of Do Nothing following the word Else in the first If/Else tile. Click true when the menu appears. You now have nested If/Else instruction tiles, one inside the other. 8. You need to put another question in place of true in the second (nested) If/Else tile. To do so, click again on the functions tab in the world’s details panel. Drag another ask user for yes or no function tile and drop it into the second If/Else tile in place of true following the word If. 9. Click other on the menu that appears, type Do you want the White Rabbit to jump?, and then click the OK button. This will be the question the player will see if he or she says No to the first question and does not want Alice to jump. 10. If the player says Yes to this question, the White Rabbit should jump. To make that happen, click on the methods tab again in the world’s details panel. Drag the jump who tile and drop it in place of Do Nothing, below the If clause and above the word Else in the second (nested) If/Else tile. Choose whiteRabbit > the entire whiteRabbit from the menus that appear. 11. If the player says No and does not want the White Rabbit to jump, the Cheshire Cat should jump instead. To make this happen, drag another jump who tile from the world’s methods tab and drop it in place of Do Nothing below the word Else. Choose cheshireCat> the entire cheshireCat from the menus that appears. 12. You are done. Save your world again and test it by clicking on the Play button. You should be asked if you want Alice to jump. If you say Yes, Alice should jump. If you say No, you should be asked if you want the White Rabbit to jump. If you say Yes, the White Rabbit should jump. If you say No, the Cheshire Cat should jump and then disappear. If your world does not work the way it should compare your solution to the one for the sample. 13. If you have time, you can add more questions to this world or create your own.

Created by ETR Associates ©2008.

4.2 Knowledge Game Challenge In this challenge, you will take the sample knowledge game and: 

Make new questions for the player to answer.



Add a variable that will be used to track the number of right answers.



Make it so there is more than one right answer to a question.

Instructions: Start Storytelling Alice and open the world called 4.2 Knowledge Game Challenge.a2w. Save the world as 4.2 Knowledge Game followed by you and your partner’s initials in your Saved Challenges folder. A. You will start by looking at the methods that are already in this world and then playing the world to see how it works. 1. Click the Play button to see what happens in the existing world. 2. Read the words said by the two characters and answer the questions. Notice that Lana, the cheerleader, either expands in size or shrinks depending on the answers you type in. If the answer is correct, Lana expands; if the answer is wrong, Lana shrinks. At the end of the program, the sheriff says how many of the questions were answered correctly. 3. Look at the code contained in the World.scene 1 method that is played when the world starts. Notice that it calls a method named World.guessGameStart. Then, if the player wants to play the game, it calls a method named World.guessGameQuestions. The last thing that is called is the World.guessGameEnd method.

Created by ETR Associates ©2008.

B. There are only two questions in this world. You will now add another question. How many days are in a year? This is an interesting question because the answer could be 365 days or 366 days in a leap year. You will first make the program accept only 365 days as the correct answer. Then you will change it so it takes either 365 or 366. 1. First look at the instruction tiles for the second questions. Click on the World tile in the Object tree, click on the methods tab in the details panel. Click on the edit button after the question2 method and look at the code in the method editor. Notice that the first instruction says T/F centimeterAnswer = true. This means there is a variable named centimeterAnswer and its value when this method starts is true. 2. Now you will create a new method called question3. Click on World tile in the Object tree, click on the methods tab in the world’s details panel, and thenclick on the create new method button. Type question3 as the Name in the pop-up window that appears and click OK. 3. Now you will create a new variable for this method that will be used to store the player’s answer to the question. Click the create new variable button within the method editor. Type numberDays for Name: (make sure the Number radio button is clicked), click the triangle after the Value: 1, click on other and type 0 in the custom number box. Then click Okay to close the custom number box and OK to return to the method editor. Notice you now have 123 numberDays = 0 as the first line of the World.question3 method. 4. Now add in the words that the sheriff will say. Click on the sheriff tile in the Object tree, click methods in the sheriff’s details panel, and drag the sheriff say tile to replace the Do Nothing in the method editor. Enter How many days are there in a year? in the pop-up window that appears, and click OK. Change the duration to 4 seconds. 5. Next, you will add the code to ask the player for the answer to this question. To do so, drag the 123 numberDays variable tile from the top of the method editor to the space below the sheriff say tile. Point to set value, point to expressions, click on numberDays. Click on the World tile in the Object tree, click on the functions tab in the world’s details panel, and drag the ask user for a number tile to replace the SECOND numberDays in this last instruction in the method editor. Click on Enter a number. 6. Drag an If/Else tile from the bottom of the method editor to the space after the numberDays set value to ask user for a number … tile and click true. Drag the 123 numberDays tile from the top of the method editor to replace the true box in the last instruction tile. Point to numberDays == and click on other. Enter 365 and click OK. 7. Save your world again before continuing. C. The instructions you just wrote tell the world that the right answer to the question “How many days are there in a year?” is 365. When the player types in that answer, you want the sheriff to say, “That’s right partner. Nice going!” You also want the

Created by ETR Associates ©2008.

counter to add 1 to the number of right answers, and Lana to get bigger, look victorious, and say, “You saved me. Thanks!” Here’s how you do it: 1. Drag the Do in order tile to replace the Do Nothing of the If tile. Then drag a sheriff say tile (in the sheriff’s details panel under the methods tab) to the Do Nothing of the Do in order tile. Type in That’s right partner. Nice going! 2. Now add a statement that adds 1 to the World.numberCorrect variable. To do so, make sure the World tile is clicked in the Object tree, and the properties tab is clicked in the world’s details panel. Drag the 123 numberCorrect tile into the Do in order tile below the sheriff say That’s right partner… Point to set value, point to expressions, and click on World.numberCorrect. Click on the triangle after the SECOND World.numberCorrect in this instruction tile. Point to math, point to numberCorrect +, and click on 1 (one). 3. Drag the following 3 Lana instruction tiles (click on Lana in the Object tree, and then click the methods tab in Lana’s details panel), and drag these tiles below the World.numberCorrect set value to World.numberCorrect + 1 tile: o Lana resize 2 o Lana.look victorious o Lana say You saved me. Thanks! D. Now you will tell the world what to do if the player gives the wrong answer by putting instruction tiles into the Else part of the If/Else tile. 1. Do in order o sheriff turn to face Camera style=abruptly o Do together 

sheriff turn right 0.25 revolutions



Lana say No! I’m shrinking! Duration = 2 seconds

o Lana resize 0.35 2. Save again before continuing. E.

Now you have to put this new method inside the guessGameQuestions method so it will be asked after question 2. To do so: 1. Click the World tile in the Object tree. Click the methods tab in the world’s details panel. Click the edit button following the guessGameQuestions method. 2. Drag a copy of the question3 tile into the space following the SECOND sheriff turn to face Camera duration = 2 seconds instruction tile. 3. Click on the sheriff tile in the Object tree, click on methods in the Detail panel, and drag the sheriff turn to face tile as the last instruction tile in the method editor. Make the sheriff turn to face the camera in 2 seconds.

F.

You are almost done but you have to add instructions into the guessGameEnd method so the sheriff can tell the player how many questions he or she got right.

Created by ETR Associates ©2008.

1. Click the World tile in the Object tree. Click the methods tab in the Detail panel. Click the edit button following the guessGameEnd method. 2. In the last Else, drag the IfElse tile from below the method editor into the place of the last Else above the sheriff say You got no answers correct duration 3 seconds tile. Drag the sheriff say You got no answers correct duration 3 seconds tile into the Else part of this last If tile. 3. Click the World tile in the Object tree. Click the properties tab in the world’s details panel, and drag the 123 numberCorrect tile from the top of the details panel into the true part of this last If instruction. Remember to make sure the true turns green so that you are replacing the true and not the Do Nothing part of the instruction. Point to numberCorrect ==, click on other, and enter 3 (three), and click OK. 4. Click the sheriff tile in the Object tree. Click the methods tab in the sheriff’s details panel, and drag the sheriff say tile to replace the Do Nothing in the If part of this last Else instruction tile. The entire last instruction tile should now read: o If World.numberCorrect == 1 

sheriff say You got 1 answer correct duration = 3 seconds

o Else 

If World.numberCorrect == 2 



sheriff say You got 2 answers correct duration = 3 seconds

Else 

If World.numberCorrect == 3 o sheriff say You got 3 answers correct duration = 3



Else o sheriff say You got no answers correct duration = 3 seconds

5. Save your world again. G. One last thing is needed. You need to go back and edit World.question3 so that either 365 or 366 as the answer to the question. To do so: 1. Click on the World tile in the Object tree, click on the methods tab in the world’s details panel, and click the edit button following the question3 method. 2. Click the SECOND arrow after the 365 in the If tile in the method editor. Point to logic, point to numberDays == 365 or, and click on true. 3. Drag the 123 numberDays variable tile from the top of the method editor to replace the true of the If either numberDays == 365 or true instruction tile. Point to numberDays == , click on other, and enter 366 and click OK.

Created by ETR Associates ©2008.

H. Save then test (Play button) your world. Try all of the different options. If your world doesn’t work as you expect, compare the instructions to those of the finished sample. I.

Try adding additional questions. Remember to go through all of the steps that you just followed for each additional question.

Created by ETR Associates ©2008.

4.3 Fish Counting Challenge In this challenge you will: 

Create a world variable to be used to count, called a counter.



Learn to increment (add 1 to) that counter.



Output to the user the value of this counting variable.

Instructions: Start Storytelling Alice and open the world called 4.3 count Fish Sample Final.a2w. Click the Play button to see how it works. Notice that you can click on any fish any number of times. When you click on the snail, the program tells you how many fish you clicked. Now open the world called 4.3 count Fish Challenge.a2w. Save the world as 4.3 count Fish Game followed by you and your partner’s initials. A. You are going to add a counter to count the number of fish that are clicked on and show the total number when the player clicks on the snail. 1. First add a new world variable. Click the World tile in the Object tree, click the properties tab in the Detail panel, and click the create new variable button in the Detail panel. Name the variable fishCounter, make it Type: Number, make the Value:0 (zero), and click OK. 2. Now add the instruction tiles to the World.endCounting method to print this value out. To do so, click the World tile in the Object tree, click the methods tab in the Detail panel, and edit the endCounting method. Drag a copy the print tile from the bottom of the method editor to between the two tiles in the method editor (after the first print and before the second print tile). Point to object and click on fishCounter.

Created by ETR Associates ©2008.

3. Now click on World in the Object tree, click on methods in the Detail panel, and edit the countFish method. Here is where you need to place the code to add 1 to the existing value of the fishCounter variable. Click on the properties tab in the Detail panel and drag a copy of the 123 fishCounter to replace the Do Nothing. Point to set value, point to expressions, and click on World.fishCounter. Then click on the triangle at the end of the SECOND copy of World.fishCounter in this instruction tile and point to math, point to fishCounter +, and click on 1. The instruction tile should now read: World.fishCounter set value to World.fishCounter + 1. 4. Now you can test (click the Play button) and see your program counts the number of fish that are clicked. If the program doesn’t work as expected, get a copy of the code for the sample world from your teacher and compare it to your code.

Created by ETR Associates ©2008.

4.4 Fish Timer Challenge This challenge looks similar to the last one, except here you will add a timer in addition to the counter you added in the last challenge. In this challenge you will:   

Create a world variable to be used as a timer. Learn to decrement (subtract one from) that timer. Use the timer variable in a while loop that stops when the timer reaches 0.

Instructions: Start Storytelling Alice and open the world called 4.4 fish Timer Sample Final.a2w. Before you test out how the world plays, click on properties in the Detail panel so that you can see the variables change while the world is running. Next, click the Play button to see how it works. Now open the world called 4.4 fish Timer Challenge.a2w. Save this world as 4.4 fish Timer Game followed by you and your partner’s initials. Play this version. You can keep clicking until you STOP the world. Any time you click on the snail, the number of fish you clicked is displayed underneath the screen. A. The first thing you will do is make a timer variable: 1. Click the World tile in the Object tree, click the properties tab in the Detail panel, and click the create new variable button in the Detail panel. 2. Name the variable timer, make it Type: Number, make the Value:15 and click OK. B. Next you will make a new method that starts the timer counting down when the world first begins to play. Created by ETR Associates ©2008.

1. Click on World in the Object tree and methods in the Detail panel. 2. Click on the create new method button. Call the method countdown. 3. Place these instruction tiles into this new method: o While (World.timer > 0) 

Do in order Wait 1 second World.timer set value to (World.timer –1)

The While, Do in order, and Wait instruction tiles are below the method editor. To do the World.timer set value to (World.timer –1), drag a copy of the 123 timer tile below the wait tile, point to set value, point to expressions, click on World.timer. Click on the triangle after the SECOND World.timer and point to math, point to timer - , and click on 1 (one). Make sure you use timer – (minus not the plus). 4. Click on the edit button following the scene 1 method. 5. It’s always a good idea to set the value of your timer at this point. To do so, drag a copy of the timer tile before the World.startCounting instruction tile. Point to set value, and make the value be 15 because you are going to give the user 15 seconds to click on as many fish as possible. 6. Drag a copy of the Do together tile from the bottom of the method editor and place it after the world.timer set value to 15 more tile. 7. Drag the World.startCounting to replace the Do Nothing. 8. Click on the methods tab in the Detail panel and drag a copy of the countdown tile to after the World.startCounting tile in the method editor. Make sure this tile is within the Do together instruction tile. 9. You are now done with the changes to World.scene 1. C. You are almost done. Now you need to make sure that the game stops and all the fish blow up when the timer reaches 0. Here’s how you do that: 1. Click on World in the Object tree, click on methods in the Detail panel, and edit the countFish method. 2. Drag a copy of the If/Else instruction tile and drop it before the World.fishCounter set value to World.fishCounter + 1 tile. Click on true. 3. Now drag a copy of the 123 timer variable tile over the true of the If tile. Point to timer >=, and click on 0 (or use other and enter the value 0 (zero). This tile should say If World.timer >= 0. 4. Drag the World.fishCounter set value to World.fishCounter + 1 instruction tile from the method editor to replace the first Do Nothing in the If tile. Created by ETR Associates ©2008.

5. Drag copies of the following instruction tiles to replace the Do Nothing of the Else tile. o Do in order 



Do together 

dopey Don.blow up



dopey Don2.blow up



dopey Don3.blow up



dopey Don4.blow up



dopey Don5.blow up



dopey Don6.blow up

Print World.fishCounter

6. Now you can test (click the Play button) and see your world counts the number of fish that are clicked but stops when there is no more time. If your world doesn’t work the way you want it to, get a copy of the correct world from your teacher.

Created by ETR Associates ©2008.

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