Title: CS320n
1CS320n Visual Programming
- Class-level Methods and Inheritance Part 2
- Mike Scott
- (Slides 4-3-2)
Thanks to Wanda Dann, Steve Cooper, and Susan
Rodger for slides.
2What We Will Do Today
- Work on more class level methods
- Learn about built in functions
- Learn to use expressions
- Review the asSeenBy option
3Guidelines for Class-Level Methods
- Should a method be a class-level method or a
world-level method? - For class level methods
- avoid hard coded references to other objects
- avoid calls to world level methods
- Play a sound only if has been imported and saved
as part of the new class. (sounds can be imported
to world or individual objects) - If these guidelines are not followed and an
instance of a class is added to another world, an
error message is generated
4Bad Example 1
A class level method should not call world-level
methods.
5Bad Example 2
6But I want to skate around things
- Is it reasonable to want a class-level method for
the advanced skater where she skates around
things? - In this particular case, a penguin?
7Solution
- A solution is to write a class-level method with
an object parameter that allows you to pass in
the specific object.
cleverSkater.skateAround Parameter
whichObject Do in order Do together
cleverSkater turn to face whichObject
cleverSkater lift right leg cleverSkater
move to whichObject cleverSkater turn around
whichObject
8Parameterized Version of skateAround
- Making the object to skate around a parameter now
removes the tie to the penguin in this world
calling skateAround
9Translating design into code
- Most of the skateAround storyboard design is
straightforward and easy to code. - The last two steps, however, require some
thought - advancedSkater move to target --
- What distance should the cleverSkater
move? advancedSkater turn around target -- - how do we tell cleverSkater to turn (in a
circle) - around another object?
10The distance to move
- We can work out how far to move the skater based
on initial position of objects and a little
experimentation - Pick a distance, play the movie, more or less,
refine until it looks good - Is this a very general solution though?
- only works for one initial set up
- look to make it work for many set ups
11Built-in Functions. (a.k.a. questions)
- The built-in function, distance to can be used to
determine the distance the skater must move.
12Calling the Function
- drag and drop the function advancedSkater
distance to from the function menu to the
distance portion of the move method and pick
expressions -gt target - call to move looks like this now
13Problem?
- What will happen when the skateAround method is
called?
14Too Much
- Skater intersects penguin
- told to move forward the distance to the target
- moves skater all the way so centers of objects
coincide - distance measured center to center
15Expressions
- We dont want the skater to move all the way to
the target - to avoid collision use math operator and create
an expression that moves to within 2 meters - Math operators is Alice , -, , /
- Example
16Creating an Expression
1
3
2
4
17More on Expressions
- Creating expressions with the pop up menus can be
a pain - In this case, text based programming languages
may be easier to use
18Result of Expression
Stops before running over penguin
And skates around
What if alreadyless than 2 metersfrom an object?
19asSeenBy
- To have the skater skate around another object,
pass whichObject as an argument to the asSeenBy
parameter in a turn instruction. - yes, passing a parameter to another method as a
parameter - For more details on asSeenBy,
review Tips Techniques 2.
20More on AsSeenBy
- Use invisible objects or dummy objects (isShowing
property set to false) to have objects fly around
in circles - Example Have gunfighters circle each other
21Circling Gunfighters
22Testing
- Each time you create a new class, test it
- Add an instance of the new class to a new world.
- Write a short testing program to test each new
method. - Testing increases your confidence in the
ability to reuse your code in other worlds.