[Squeakland] Pen Trails and Sensors
bert at isg.cs.uni-magdeburg.de
Fri Jul 4 20:36:12 PDT 2003
It works in playfields, not on the World itself. And it can be tricky
to choose the right color because the trails are in 8 bit while the
rest is in 16 or 32. Things evolve ;-)
I'll sent a fix for both issues to the Squeak-Dev list.
Am Freitag, 04.07.03 um 20:15 Uhr schrieb Alan Kay:
> Thanks Ned --
> At 8:27 AM -0700 7/4/03, Ned Konz wrote:
>> On Thursday 03 July 2003 07:20 pm, Jeff Longland wrote:
>>> I've been using
>>> penDown to create a pen trail behind the snake, but my major
>>> problem is that the sensor on my object is unable to view the pen
>> Welcome Jeff!
>> Some context for the rest of the list: unless the Squeakland image has
>> a fix that isn't in the Squeak 3.5 image, the turtle trails aren't
>> visible in the color:sees: test.
> That's odd and interesting -- they used to be, and should be -- for
> just some of the reasons that Jeff needed them. There are many
> wonderful things that can be done if the color sensing can see the
> turtle trails. Any idea of how this got lost? Can Scott Wallace easily
> put this back in?
>> One possibility is to make the turtle trails visible to the
>> color:sees: test (and add a per-Project Preference for making them
>> visible). Is there any interest in this?
>> Looking back in the Squeakland list, I see that Markus Denker recently
>> posted a link to a project that includes an enhancement that Markus
>> Gaelli wrote. This enhancement lets you make PolygonMorphs (like
>> lines and filled polygons) from your scripts. So instead of using the
>> penDown turtle features, you'd add points to a line that you were
>> constructing. That would be visible to the color:sees: test.
>> I quote Markus D here:
>>> I was talking to Markus Gaelli abaout his PolygonFactory
>>> improvement, and then I realised that sending a Link
>>> to the squeak.org bugfix-archive is not the right thing to
>>> do on the squeakland mailinglist... that's something for
>>> the squeak.org hackers.
>>> So here's now a version that is actually usable:
>>> This is a project with Markus's new Polygon-drawing tiles and a
>>> very simple example.
>>> On Fri, May 09, 2003 at 09:51:03AM +0200, Marcus Denker wrote:
>>> > On Thu, May 08, 2003 at 02:07:41PM -0800, Alan Kay wrote:
>>> > > However, it's also pretty clear that a more appropriate
>>> > > implementation would be to have them actually make an object of
>>> > > some kind (a SketchMorph or a PolygonMorph) that works like any
>>> > > other object. We will probably do something like this in a
>>> > > future version of etoys.
>>> > Hi,
>>> > Markus Gaelli posted something like that to the squeak-dev list
>>> > some days ago:
>>> > http://swiki.gsug.org:8080/sqfixes/3240.html
>>> > from preamble:
>>> > "Change Set: PolygonFactory
>>> > Date: 20 April 2003
>>> > Author: Markus Gaelli
>>> > Did you ever want to paint polygons out of the traces of your
>>> > EToy-cars?
>>> > Now it's possible.
>>> > Just drop a polygon in the world, open a viewer on it, select
>>> > the category 'Miscellaneous'.
>>> > Here you can select between two new options: -
>>> > setVertexFromPositionOf: dot
>>> > With this one you can initialize your polygon to have only one
>>> > point, that is the current position of the player (replace 'dot'
>>> > with the tile of your player / car)
>>> > - addVertexFromPositionOf: dot
>>> > Use this one if you want to add a new point to your polygon,
>>> > which is the current position of the player (again replace 'dot'
>>> > with the tile of your player, probably somewhere after you just
>>> > moved it a bit...)
>> Ned Konz
>> GPG key ID: BEEA7EFE
>> Squeakland mailing list
>> Squeakland at squeakland.org
> Squeakland mailing list
> Squeakland at squeakland.org
More information about the Squeakland