Methods Organizing common actions Copyright © 2005-2017 Curt Hill A Problem • The simple objects are just moved • Those which have moving parts should move them – The fish should move its tail back and forth, open and close its mouth • Doing it once is not problem • More than once gets real tedious • We do not want to use the move method but the swim method should take this into account Copyright © 2005-2017 Curt Hill The Solution • A method is a group of instructions that are bundled together • They can be created and then executed like any of the predefined methods that come with the actors • The goal is now to create a swim method that moves the fish forward and wags the tail as it is moving • Better yet it is easy to do Copyright © 2005-2017 Curt Hill Methods • Three steps: • Create a new method – Uses the button in Details Pane • Put the new statements in the method • Call the method from elsewhere Copyright © 2005-2017 Curt Hill Creation • Next we look at the creation in three screens • In the first we have turtle selected – The mouse is over the Create New Method Button – Notice the hint showing • Second we name the method – In this case swim • Third we now have two method tabs – The leftmost is the first method which starts when the world starts – The rightmost is the new empty method Copyright © 2005-2017 Curt Hill Copyright © 2005-2017 Curt Hill Copyright © 2005-2017 Curt Hill Copyright © 2005-2017 Curt Hill Put New Statements in Method • • • • • Same procedure as before Drag statements in In this case one move forward One set of turns for each foot A Do Together and four Do In Orders Copyright © 2005-2017 Curt Hill Copyright © 2005-2017 Curt Hill Calling the New Method • User-defined methods are just like predefined methods • Using a predefined method is just like using one you created • Mostly • Observe the following screen shot of the turtle swim • Notice: – New one is above the button – It also has an edit button – It is used in the Method Edit pane Copyright © 2005-2017 Curt Hill Copyright © 2005-2017 Curt Hill Differences • • • • Slightly different on the left Somewhat different on the right Most methods have a parameter A parameter modifies how the action occurs • The move method has two obvious parameters – Direction – Distance • A move cannot be given without these Copyright © 2005-2017 Curt Hill Parameters • A parameter is a value that is passed to the method when it is executed • Some methods have no parameters • Many methods have required parameters and optional parameters • A required parameter must be given • An optional parameter may be given otherwise there is a good default value Copyright © 2005-2017 Curt Hill Parameter for swim? • Swim does a move but does not allow the move distance to be set • Let us make the distance a parameter • This will be plugged into the move directly • How is this done? – Observe the swim method – Create New Parameter button Copyright © 2005-2017 Curt Hill Copyright © 2005-2017 Curt Hill Create New Parameter • The Create New Parameter button brings up a dialog box • In this box we choose a type and a name • The name is how the parameter is referenced inside the method • The type is the kind of data: – Number, boolean, object, string • Here is a shot of this: Copyright © 2005-2017 Curt Hill Copyright © 2005-2017 Curt Hill Using the Parameter • Anywhere a constant number may be used a numeric parameter may now be used • When a numeric is specified in a drop down list there are three options besides a constant – Other – you specify on calculator – Expression – a parameter or variable – Math – a calculation using parameter Copyright © 2005-2017 Curt Hill Copyright © 2005-2017 Curt Hill Math • Instead of a numeric we may also use a calculation • This gets somewhat tedious to specify but we can make it work • To get an expression like: time / 4 we need to first specify the expression time then specify math • Here is the second half Copyright © 2005-2017 Curt Hill Copyright © 2005-2017 Curt Hill Math Revisited • The drag and drop approach gets to be a problem in math expressions that are somewhat complicated • First step is set the item that is to left of operator • Second step is to specify a math and then choose the operator and the item to right • We will see this in next exercise Copyright © 2005-2017 Curt Hill One More Thought • We typically use methods in two ways • Capture a common action so that we can use it again and again – A swim or walk method • Use it to organize our movie – Each scene becomes a method – The method is only called once, but it organizes our movie Copyright © 2005-2017 Curt Hill Method Exercise • In this exercise use a method to make any type of motion more natural • Call the method several times • Use parameters Copyright © 2005-2017 Curt Hill
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