Squeak

 

eToy vocabulary

Page history last edited by aikidave 3 yrs ago


 

Morph

basic

command 'make sound' t1(Sound) Make the specified sound

command 'forward by' t1(Number) Moves the object forward in the direction it is heading

property(RW Number) 'heading' Which direction the object is facing. 0 is straight up

property(RW Number) 'x' The x coordinate

property(RW Number) 'y' The y coordinate

command 'turn by' t1(Number) Change the heading of the object by the specified amount

color & border

property(RW Color) 'borderColor' The color of the object's border

property(RW BorderStyle) 'borderStyle' The style of the object's border

property(RW Number) 'borderWidth' The width of the object's border

property(RW Color) 'color' The color of the object

property(RW Boolean) 'dropShadow' Whether a drop shadow is shown

property(RW Boolean) 'radialFill' Whether the gradient fill, if used, should be radial

property(RW Boolean) 'roundedCorners' Whether corners should be rounded

property(RW Color) 'secondColor' The second color used when gradientFill is in effect

property(RW Color) 'shadowColor' The color of the drop shadow

property(RW Boolean) 'gradientFill' Whether a gradient fill should be used

geometry

property(RW Number) 'bottom' The bottom edge

property(RW Number) 'distance' The length of the vector connecting the origin to the object's position

property(RW Number) 'heading' Which direction the object is facing. 0 is straight up

property(RW Number) 'headingTheta' The angle, in degrees, that my heading vector makes with the positive x-axis

property(RW Number) 'left' The left edge

property(RW Number) 'length' The length

property(RW Number) 'right' The right edge

property(RW Number) 'scaleFactor' The factor by which the object is magnified

property(RW Number) 'theta' The angle between the positive x-axis and the vector connecting the origin to the object's position

property(RW Number) 'top' The top edge

property(RW Number) 'width' The width

property(RW Number) 'x' The x coordinate

property(RW Number) 'y' The y coordinate

motion

command 'bounce' t1(Sound) bounce off the edge if hit

command 'followPath' follow the yellow brick road

command 'forward by' t1(Number) Moves the object forward in the direction it is heading

property(RW Number) 'heading' Which direction the object is facing. 0 is straight up

property(RO Boolean) 'obtrudes' whether the object sticks out over its container's edge

property(RW Number) 'x' The x coordinate

property(RW Number) 'y' The y coordinate

command 'align after' t1(Player) place this object to the right of another

command 'move toward' t1(Player) move toward the given object

command 'turn toward' t1(Player) turn toward the given object

command 'turn by' t1(Number) Change the heading of the object by the specified amount

command 'wrap' wrap off the edge if appropriate

pen use

command 'clear all pen trails' clear all pen trails in my containing playfield

property(RW Number) 'dotSize' diameter of dot to use when trailStyle is dots

property(RW Color) 'penColor' the color of ink used by the pen

property(RW Boolean) 'penDown' whether the pen is currently down

property(RW Number) 'penSize' the width of the pen

property(RW TrailStyle) 'trailStyle' determines whether lines, arrows, arrowheads, or dots are used when I put down a pen trail

tests

property(RO Boolean) 'color sees' whether the given color sees the given color

property(RO Boolean) 'isUnderMouse' whether the object is under the current mouse position

property(RO Boolean) 'obtrudes' whether the object sticks out over its container's edge

property(RO Boolean) 'overlaps any' whether I overlap a given object or one of its siblings or similar objects

property(RO Boolean) 'overlaps' whether I overlap a given object

property(RO Boolean) 'isOverColor' whether any part of the object is over the given color

property(RO Boolean) 'touchesA' whether I overlap any Sketch that is showing the same picture as a particular prototype.

layout

property(RW Boolean) 'clipSubmorphs' Whether or not to clip my submorphs

drag & drop

property(RW Boolean) 'drop enabled' Whether drop is enabled

property(RW Boolean) 'be locked' Whether this object should be blind to all input

property(RW Boolean) 'resist deletion' Whether this is resistant to easy removal via the pink X halo handle.

property(RW Boolean) 'resist being picked up' Whether a simple mouse-drag on this object should allow it to be picked up

scripting

command 'do' t1(ScriptName) run the given script once, on the next tick

command 'pause all' t1(ScriptName) make the given script be "paused" in the object and all of its siblings

command 'pause script' t1(ScriptName) make the given script be "paused"

command 'start all' t1(ScriptName) start the given script ticking in the object and all of its siblings.

command 'start script' t1(ScriptName) start the given script ticking

command 'stop all' t1(ScriptName) make the given script be "normal" in the object and all of its siblings

command 'stop script' t1(ScriptName) make the given script be "normal"

command 'tell all siblings' t1(ScriptName) send a message to all siblings

command 'send to all' t1(ScriptName) run the given script in the object and in all of its siblings

observation

property(RO Number) 'brightnessUnder' The brightness under the center of the object

property(RO Color) 'colorUnder' The color under the center of the object

property(RO Number) 'luminanceUnder' The luminance under the center of the object

property(RO Number) 'saturationUnder' The saturation under the center of the object

miscellaneous

command 'do menu item' t1(Menu) do the menu item

command 'erase' remove this object from the screen

command 'fire' trigger any and all of this object's button actions

property(RO Player) 'holder' the object's container

property(RW Number) 'elementNumber' my index in my container

property(RO Player) 'copy' returns a copy of this object

command 'hide' make the object invisible

command 'show' make the object visible

command 'stamp' add my image to the pen trails

command 'stampAndErase' add my image to the pen trails and go away

command 'look like' t1(Player) wear the costume of...

connections to me

property(RO Number) 'incomingConnectionCount' The number of connectors whose destination end is connected to me

property(RO Number) 'outgoingConnectionCount' The number of connectors whose source end is connected to me

command 'tellAllIncomingConnections:' t1(ScriptName) Send a message to all the connectors whose destination end is connected to me

command 'tellAllOutgoingConnections:' t1(ScriptName) Send a message to all the connectors whose source end is connected to me

command 'tellAllPredecessors:' t1(ScriptName) Send a message to all graph predecessors

command 'tellAllSuccessors:' t1(ScriptName) Send a message to all graph successors

embeddings

property(RW Boolean) 'allowsConnectionToEmbeddedPins' Whether objects embedded in me may be used as connection pins

property(RO Number) 'pinCount' A count of my embedded objects that want to act as pins for connections

property(RO Player) 'containingObject' Me or my outermost container

property(RW Boolean) 'wantsConnectionWhenEmbedded' Whether I should be act as a pin for connections when embedded in another object

command 'tellAllEmbeddedObjects:' t1(ScriptName) Send a message to all of my embedded objects

command 'tellAllPins:' t1(ScriptName) Send a message to all of my embedded objects that want to act as pins for connections

scripts

command 'emptyScript' an empty script

FlashPlayerMorph

collections

property(RW Number) 'cursor' The current cursor location, wrapped back to the beginning if appropriate

property(RW Player) 'firstElement' The first object in my contents

property(RO Graphic) 'graphicAtCursor' the graphic worn by the object at the cursor

property(RO Player) 'playerAtCursor' the object currently at the cursor

MenuItemMorph

button

command 'fire' trigger any and all of this object's button actions

SpeakerMorph

speaker

property(RW Number) 'conePosition' the position of the speaker cone

SimpleSliderMorph

basic

property(RW Number) 'numericValue' A number representing the current position of the knob.

slider

property(RW Color) 'color' The color of the object

property(RW Boolean) 'descending' Tells whether the smallest value is at the top/left (descending = false) or at the bottom/right (descending = true)

property(RW Number) 'height' The height

property(RW Color) 'knobColor' The color of the slider

property(RW Number) 'maxVal' The number represented when the knob is at the right or bottom of the slider; the largest value returned by the slider.

property(RW Number) 'minVal' The number represented when the knob is at the left or top of the slider; the smallest value returned by the slider.

property(RW Number) 'numericValue' A number representing the current position of the knob.

property(RW Boolean) 'truncate' If true, only whole numbers are used as values; if false, fractional values are allowed.

property(RW Number) 'width' The width

GraphMorph

basic

property(RW Number) 'cursor' The current cursor location, wrapped back to the beginning if appropriate

property(RW Number) 'sampleAtCursor' The sample value at the current cursor location

sampling

command 'clear' clear all patch

property(RW Number) 'cursor' The current cursor location, wrapped back to the beginning if appropriate

property(RW Number) 'lastValue' The last value obtained

property(RW Number) 'sampleAtCursor' The sample value at the current cursor location

command 'loadSineWave' Load a sine wave as the current graph

command 'loadSound:' t1(Sound) Load the specified sound into the current graph

command 'play' Start playing the movie/sound

command 'reverse' Reverse the graph

AlignmentMorph

layout

property(RW Number) 'cellInset' The cell inset

property(RW Resizing) 'hResizing' Horizontal resizing

property(RW Number) 'layoutInset' The layout inset

property(RW ListCentering) 'listCentering' The list centering

property(RW ListDirection) 'listDirection' List direction

property(RW Resizing) 'vResizing' Vertical resizing

property(RW ListDirection) 'wrapDirection' Wrap direction

BookMorph

book navigation

command 'firstPage' go to first page

property(RW Number) 'pageNumber' The ordinal number of the current page

command 'goto:' t1(Player) go to the given page

command 'lastPage' go to last page

command 'nextPage' go to next page

command 'previousPage' go to previous page

StackMorph

stack navigation

command 'deleteCard' Delete the current card

property(RW Number) 'cardNumber' The ordinal number of the current card

command 'goToFirstCardInBackground' Go to the first card of the current background

command 'goToFirstCardOfStack' Go to the first card of the entire stack

command 'goToLastCardInBackground' Go to the last card of the current background

command 'goToLastCardOfStack' Go to the last card of the entire stack

command 'goToNextCardInStack' Go to the next card

command 'goToPreviousCardInStack' Go to the previous card

command 'insertCard' Create a new card

MPEGMoviePlayerMorph

basic

command 'play' Start playing the movie/sound

command 'rewind' Rewind the movie/sound

command 'stop' Stop playing the movie/sound

movie controls

property(RO Graphic) 'frameGraphic' A graphic for the current frame

property(RO Boolean) 'isRunning' Whether the movie/sound is being played

property(RW Number) 'position' A number representing the current position of the movie/sound.

property(RW Boolean) 'repeat' Whether the movie/sound will play in an endless loop

property(RW String) 'subtitlesFileName' The name for the subtitles file

property(RO Number) 'totalFrames' Length of this movie in number of frames

property(RO Number) 'totalSeconds' Length of this movie in seconds

property(RW String) 'videoFileName' The name for the video file

property(RW Number) 'volume' A number representing the volume of the movie.

command 'play' Start playing the movie/sound

command 'playUntilPosition:' t1(Number) Play until the given position, then stop

command 'rewind' Rewind the movie/sound

command 'stop' Stop playing the movie/sound

ZoomAndScrollControllerMorph

storyboard

property(RW Point) 'cameraPoint' the camera point

TextMorph

basic

property(RW String) 'characters' The characters in my contents

color & border

property(RW Color) 'backgroundColor' The color of the background behind the text

text

property(RW String) 'allButFirst' All my characters except the first one

property(RW Color) 'backgroundColor' The color of the background behind the text

property(RW String) 'characterAtCursor' The character at the my cursor position

property(RW String) 'characters' The characters in my contents

property(RO Number) 'count' How many elements are within me

property(RW Number) 'cursor' The current cursor location, wrapped back to the beginning if appropriate

property(RW String) 'firstCharacter' The first character in my contents

property(RW String) 'lastCharacter' The last character in my contents

property(RW Number) 'numericValue' A number representing the current position of the knob.

command 'insertCharacters:' t1(String) insert the given string at my cursor position

command 'insertContentsOf:' t1(Player) insert the characters from another object at my cursor position

NCDisplayTextMorph

text

property(RW Boolean) 'focused' True if I am displaying a cursor and listening for keystrokes

text

property(RW Boolean) 'focused' True if I am displaying a cursor and listening for keystrokes

SimpleButtonMorph

button

command 'fire' trigger any and all of this object's button actions

ScriptableButton

button

property(RW ButtonPhase) 'actWhen' When the script should fire

property(RW Color) 'borderColor' The color of the object's border

property(RW Number) 'borderWidth' The width of the object's border

property(RW Color) 'color' The color of the object

property(RW Number) 'height' The height

property(RW String) 'label' The wording on the button

property(RW Boolean) 'roundedCorners' Whether corners should be rounded

ScriptActivationButton

button

property(RW ButtonPhase) 'actWhen' When the script should fire

property(RW Color) 'borderColor' The color of the object's border

property(RW Number) 'borderWidth' The width of the object's border

property(RW Color) 'color' The color of the object

property(RW Number) 'height' The height

property(RW Boolean) 'roundedCorners' Whether corners should be rounded

ReferenceMorph

paintbox

command 'start painting in' t1(Player) make a new drawing in the specified playfield

PasteUpMorph

scripting

command 'tellAllContents:' t1(ScriptName) Send a message to all the objects inside the playfield

collections

property(RW Number) 'cursor' The current cursor location, wrapped back to the beginning if appropriate

property(RW Player) 'firstElement' The first object in my contents

property(RO Graphic) 'graphicAtCursor' the graphic worn by the object at the cursor

property(RO Player) 'playerAtCursor' the object currently at the cursor

command 'include at end' t1(Player) Add the object to the end of my contents list.

property(RO Number) 'count' How many elements are within me

property(RW Number) 'numberAtCursor' the number at the cursor

property(RO String) 'stringContents' The characters of the objects inside me, laid end to end

command 'include at cursor' t1(Player) Add the object to my contents at my current cursor position

command 'include:' t1(Player) Add the object to my contents

command 'include at beginning' t1(Player) Add the object at the beginning of my contents list.

command 'removeAll' Remove all elements from the playfield

command 'shuffleContents' Shuffle the contents of the playfield

command 'tellAllContents:' t1(ScriptName) Send a message to all the objects inside the playfield

input

property(RW String) 'lastKeystroke' The last unhandled keystroke

pen trails

command 'clear pen trails' Clear all the pen trails in the interior.

command 'lift all pens' Lift the pens on all the objects in my interior.

command 'lower all pens' Lower the pens on all the objects in my interior.

command 'trailStyleForAllPens:' t1(TrailStyle) Set the trail style for pens of all objects within

playfield

property(RW Graphic) 'graphic' The graphic shown in the background of this object

property(RO Number) 'mouseX' The x coordinate of the mouse pointer

property(RO Number) 'mouseY' The y coordinate of the mouse pointer

command 'initiatePainting' Initiate painting of a new object in the standard playfield.

command 'roundUpStrays' Bring all out-of-container subparts back into view.

command 'unhideHiddenObjects' Unhide all hidden objects.

preferences

property(RW Boolean) 'allowEtoyUserCustomEvents' Whether to allow "custom events" in etoys.

property(RW Boolean) 'batchPenTrails' Whether pen trails should reflect small movements within the same tick or only should integrate all movement between ticks

property(RW Boolean) 'dropProducesWatcher' Whether a drop of a value tile, such as "car's x", on the desktop, should produce a watcher for that value

property(RW Boolean) 'fenceEnabled' Whether an object hitting the edge of the screen should be kept "fenced in", rather than being allowed to escape and disappear

property(RW Boolean) 'keepTickingWhilePainting' Whether scripts should continue to run while you're using the painting system

property(RW Boolean) 'oliveHandleForScriptedObjects' Whether the default green halo handle (at the top right of the halo) should, for scripted objects, be the olive-green handle, signifying that use will result in a sibling instance.

property(RW Boolean) 'useVectorVocabulary' Whether to use the Vector vocabulary with etoy scripting in this project

stack navigation

command 'deleteCard' Delete the current card

command 'goToFirstCardInBackground' Go to the first card of the current background

command 'goToFirstCardOfStack' Go to the first card of the entire stack

command 'goToLastCardInBackground' Go to the last card of the current background

command 'goToLastCardOfStack' Go to the last card of the entire stack

command 'goToNextCardInStack' Go to the next card

command 'goToPreviousCardInStack' Go to the previous card

command 'insertCard' Create a new card

SketchMorph

graphics

property(RW Graphic) 'baseGraphic' The picture originally painted for this object, but can subsequently be changed via menu or script

property(RW Graphic) 'graphic' The graphic shown in the background of this object

property(RW RotationStyle) 'rotationStyle' How the picture should change when the heading is modified

command 'restoreBaseGraphic' Make my picture be the one I remember in my baseGraphic

command 'look like' t1(Player) wear the costume of...

JoystickMorph

joystick

property(RO Number) 'amount' The amount of displacement

property(RO Number) 'angle' The angular displacement

property(RO Boolean) 'button1' Button 1 pressed

property(RO Boolean) 'button2' Button 2 pressed

property(RO Number) 'leftRight' The horizontal displacement

property(RO Number) 'upDown' The vertical displacement

NCAAConnectorMorph

color & border

property(RW Number) 'lineWidth' The width of the main part of the Connector

geometry

property(RO Number) 'destinationX' The X coordinate of my second end

property(RO Number) 'destinationY' The Y coordinate of my second end

property(RO Number) 'midpointX' The X coordinate of my midpoint

property(RO Number) 'midpointY' The Y coordinate of my midpoint

property(RO Number) 'sourceX' The X coordinate of my first end

property(RO Number) 'sourceY' The Y coordinate of my first end

property(RO Number) 'totalLength' My total length

connector

command 'addLabel:' t1(String) add a label at my middle

property(RW ArrowNames) 'destinationArrowName' The name of the arrow at my second end

property(RW Player) 'destination' The Player at my second end

property(RW Boolean) 'orthogonal' Whether I am limited to horizontal and vertical segments

property(RW Boolean) 'smoothCurve' Whether I am drawn as a smooth curve

property(RW ArrowNames) 'sourceArrowName' The name of the arrow at my first end

property(RW Player) 'source' The Player at my first end

command 'removeLabels' remove all my labels

command 'straighten' remove all my bends

NCLabelMorph

basic

property(RW String) 'characters' The characters in my contents

color & border

property(RW Color) 'backgroundColor' The color of the background behind the text

text

property(RW String) 'allButFirst' All my characters except the first one

property(RW Color) 'backgroundColor' The color of the background behind the text

property(RW String) 'characterAtCursor' The character at the my cursor position

property(RW String) 'characters' The characters in my contents

property(RO Number) 'count' How many elements are within me

property(RW Number) 'cursor' The current cursor location, wrapped back to the beginning if appropriate

property(RW String) 'firstCharacter' The first character in my contents

property(RW String) 'lastCharacter' The last character in my contents

property(RW Number) 'numericValue' A number representing the current position of the knob.

command 'insertCharacters:' t1(String) insert the given string at my cursor position

command 'insertContentsOf:' t1(Player) insert the characters from another object at my cursor position

KedamaMorph

kedama

command 'addToPatchDisplayList:' t1(Patch) add patch to display list

command 'addToTurtleDisplayList:' t1(Player) add turtle to display list

property(RW EdgeMode) 'bottomEdgeMode' the mode of bottom edge

property(RW Color) 'color' The color of the object

property(RW EdgeMode) 'leftEdgeMode' the mode of left edge

property(RO String) 'patchDisplayList' patches to display

property(RW Number) 'pixelsPerPatch' the display scale

property(RW EdgeMode) 'rightEdgeMode' the mode of right edge

property(RW EdgeMode) 'topEdgeMode' the mode of top edge

property(RO String) 'turtleDisplayList' turtles to display

command 'removeAllFromPatchDisplayList' clear the patch display list

command 'removeAllFromTurtleDisplayList' clear the turtle display list

KedamaPatchMorph

kedama

property(RW Color) 'color' The color of the object

command 'blueComponentFrom:' t1(Patch) merge blue component from another patch

command 'blueComponentInto:' t1(Patch) split blue component into another patch

command 'clear' clear all patch

command 'decayPatchVariable' decay

command 'diffusePatchVariable' diffuse

property(RW Number) 'diffusionRate' diffusion rate

property(RW Number) 'scaleMax' scale when log-based color conversion is used

property(RW Number) 'shiftAmount' shift amount when log-based color conversion is not used

property(RW PatchDisplayMode) 'displayType' how to map the value in cells to color

property(RW Number) 'evaporationRate' evaporation rate

property(RW Number) 'sniffRange' sniff range

command 'greenComponentFrom:' t1(Patch) merge green component from another patch

command 'greenComponentInto:' t1(Patch) split green component into another patch

command 'redComponentFrom:' t1(Patch) merge red component from another patch

command 'redComponentInto:' t1(Patch) split red component into another patch

KedamaTurtleMorph

kedama turtle

property(RO Boolean) 'bounceOnColor' detect collision and bounce back on a color

property(RO Boolean) 'bounceOn' detect collision and bounce back

command 'die' delete this turtle

command 'forward by' t1(Number) Moves the object forward in the direction it is heading

property(RO Number) 'angleTo' The angle to another turtle

property(RW Color) 'color' The color of the object

property(RO Number) 'distanceTo' The distance to another turtle

property(RW Number) 'heading' Which direction the object is facing. 0 is straight up

property(RW Number) 'patchValueIn' get the value at this position

property(RO Player) 'getReplicated' returns a copy of this turtle

property(RO Player) 'turtleOf' returns a turtle of specified breed at my position.

property(RW Boolean) 'turtleVisible' The flag that governs the visibility of turtle

property(RO Number) 'upHill' uphill of the implicit at my location

property(RW Number) 'x' The x coordinate

property(RW Number) 'y' The y coordinate

command 'turn by' t1(Number) Change the heading of the object by the specified amount

kedama turtle breed

property(RW Boolean) 'grouped' turtles bahaves as one connected objects

property(RW Number) 'turtleCount' set the number of turtles

kedama turtle color

command 'colorFromPatch:' arg1(Patch) make my color specified in the patch

command 'colorToPatch:' arg1(Patch) store my color into the patch

property(RW Number) 'blueComponentIn' The blue component in specified patch.

property(RW Number) 'greenComponentIn' The green component in specified patch.

property(RW Number) 'redComponentIn' The red component in specified patch.

Comments (0)

You don't have permission to comment on this page.