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
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
button
command 'fire' trigger any and all of this object's button actions
speaker
property(RW Number) 'conePosition' the position of the speaker cone
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.
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