This is working too with Etoys putting this code in a script written with smalltalk.
You just have to write self costume instead of self since in a script self will refer to the player and self costume will refer to the morph.
as example:
self costume say: 'something'
If you add a parameter of type text (menu of script viewer) you can make an easy to use tile: object's say:abc.
If this script is in a sketchMorph or a playfield, it is easy to let children draw characters and let them tell stories with Etoys too.
You can use
aMorph setBalloonText: 'some text'
to change the text displayed when you mouse over but the attached changeset
probably does something closer to what you want. I loaded it into a BotsInc
image and it seemed to work fine. From the comment in the changeset:
This changeset provides a somewhat generalized means of have a morph
communicate. Right now the default(and only) implementation uses
BalloonMorphs but the code is setup to use any object which understands
#string:for:. Text-To-Speech should be pretty easy to implement. These
methods provide options not available with showBalloon: which keeps the
balloon onscreen until a mouse event occurs. Also showBalloon: clears any
existing balloons so two morphs can't display balloons simultaneously with
showBalloon:(see example below). No unit tests are provided but the
following lines exercise the core capabilities.
e _ EllipseMorph new openInWorld.
e sayHelp
e say: 'something'
e say: 'something' duration: 7
e after: 2 say: 'something'
e after: 2 say: 'something' duration: 7
At some point the balloon morph could be returned so that it's contents and
the duration it stays on screen could be tested.
b_ RectangleMorph new openInWorld
b showBalloon: 'testing'.""is never seen""
e showBalloon: 'me too'
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