Glossary for Alice Programming: setup
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atmosphere color: The color of the sky.
camera changes: Using the various handles
Changing the position of camera and objectscamera markers: Camera markers let you set up positions for the camera to move to
Using Camera Markerscamera views, stacking boxes: Different views help to stack 3 boxes
Camera views: Stacking Boxescamera views: View the scene from starting view, layout, top, side, or front
Camera viewscamera: Every Alice world includes a camera. The camera is point of view of the user of the Alice world. The camera can be changed to zoom in or out or even to move around with another object.
canvas wall: Putting a canvas on the wall
Hang Picture on Wallchanges camera and objects: Using the various handles
Changing the position of camera and objectscolor, atmosphere: The color of the sky.
color: Color is one of the properties of objects that can be changed.
depth: The depth is one of the properties of all 3D objects. Depth is the distance from the front to the back of a 3D object. The function getDepth is used to retrieve its current value. The setDepth procedure is used to change the value. The width, height and depth properties will stay in proportion.
fog density: A fog density of 0 is no fog, 1 is completely covered in fog with 0 visibility.
ground, changing: Change the ground, opacity, add fog, light from above and below
How to Change the groundground: All Alice world start with a ground object. You can change this to a solid color, a texture such as grass, moon or dirt. You can also import an image to display instead of the other choices.
handles: Handles are used to position objects in the scene editor.
markers object: Markers let you set up positions for objects to move to
Using Markersobject changes: Using the various handles
Changing the position of camera and objectsobject markers: Markers let you set up positions for objects to move to
Using Object Markersone shots: A 3D model can be posed in the scene editor using one shots. This is a good way of experimenting to find how much you need to rotate a joint or whether to roll or turn.
oneshots: Use one shots to move, turn and roll in design view
Positioning with One Shotsopacity: The opacity of an object can be set to 1 to make it invisible, or 0 to make it invisible. Values in between 0 and 1 can be used to make something translucent or to create a ghost.
orientation: Orientation is an objects position and direction in the world. Any movement of a object will be in relation to its orientation, not the viewer. If an object is facing to the right, moving it forward will move it to the right. If an object is facing up, moving forward will move it up towards the sky.
pivot point: Every 3D object has a pivot point. When you write code to turn or roll an object, it will turn or roll around that pivot point. The pivot point for most characters is at the bottom, between the feet. The pivot point for a shere is in the center. You can figure out where the pivot point is by rotating it.
properties: All objects have properties such as width, height, color, opacity, and position as X, Y, and Z. You can change these properties using procedures, or retrieve their values using functions.
vehicle monkey banana: In Alice, a vehicle is not necessarily a car or train, but it could be. If you want the monkey to hold a banana, you position the banana in the monkeys hand, then make the hand the vehicle for the banana. When you move the monkeys hand, the banan will move too. You can also set a vehicle using code.
Using Vehicles: Monkey holding Bananavehicle penguin egg: Position the egg on penguins feet, then make the penguin the vehicle for the egg
Using Vehicles: A penguin and Eggvehicle: A vehicle is not the same as an instance of the Transport class. In Alice, a vehicle is an object that is assigned to another object so that they move together. For instance, we can make the Pixies hand the vehicle for the magic wand, then when the pixie moves her hand the wand moves with it. You can also make the UFO the vehicle for the camera. As the UFO soars around the mesa, the camera moves with it.
vertical movement: Use the handles to turn, roll, and move any of the objects in your project.
Moving verticallyxyz: In a 3D world, each object has a position given as values for x, y, and z.
x: For the x position, 0 is in the middle, positive values are to the right, negative values are to the left.
y: For the y position, 0 has the pivot point on the ground, positive values are up in the air, negative values are buried in the ground
z: For the z position, 0 is in the middle, positive values are in the back, negative values are closer to the camera.
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