Chapter 4: Introduction to Alice


The following programs are to be completed in the Alice developers environment.

Snow People, Due: Friday 10/27

Create a snow people world (snow background with two snow women next to each other and a snowman off to one side).  A snowman is trying to meet a snowwoman who is talking with a friend.  The snowman tries to get her attention.  He turns to face the snowwoman and says "ahem".  She turns to look at the snowman and he blinks is eyes at her.  She blushes (her head turns read).  But, alas, she is not interested in meeting him.  She gives him a "cold shoulder' and turns back to talk with her friend.  He hangs his head in disappointment and turns away.

Tortoise Gets a Cookie, Due: Tuesday 10/31

Create a world having a tortoise (animals), a stool (furniture) and a cookie (kitchen/food).  Put the cookie on top of the stool. (Cookies are a tortoises favorite food) Position the tortoise and the stool side by side and then use a move method to move the tortoise 2 meters away from the stool.  (this way you know exactly how fart the tortoise is from the stool.) Use a turn to face method to be sure the tortoise is facing the stool.  Write a program to move the tortoise to the stool to get the cookie.  Have the tortoise show its thanks by looking at the camera and waving an arm.

Magnet Fun, Due: Wednesday 11/1

Create a world where Mana (people) has a magnet (objects) held out in her left hand.  Add five metallic objects of your choice to the world and one by one have Mana point the magnet at each object.  As Mana points the magnet toward and object, have the object move to the magnet.  have the last object be very large (perhaps a car) so when Mana points at is, sh instead is pulled toward the object while saying something like "whoa!" or "Yikes!"

Dog to Fire Hydrant, Due: Friday 11/3

Create a world with a dog (wolf from animals) and a fire hydrant (city).  Write an instruction that puts together a distance to function and a math expression to move the dog to the fire hydrant.  The dog should stop short of colliding with the hydrant.

Hop, Due Monday 11/6

Create a world with a crate (objects) and a kangaroo (animals).  Write a program to make the kangaroo hop to the top of the box, turning the kangaroo's legs backward and forward to make it look like a hop.  Use the height function to guide the forward and upward movements.

Blimp and Dragon

Create a scene with a blimp (vehicle) and a dragon (medieval).  In this fantasy scene, the dragon has found a blimp and is curious.  The dragon flies around the blimp to check it out.  Write a program to have the dragon move to the blimp and then fly around it (lengthwise) three times.

Snowman to Stool

This exercise uses a number function as the count for a loop.  Create a world with a snowman and a stool, as seen below.  Use a Loop to make the snowman (people) move to the stool (kitchen), one meter at a time. Use a distance to function to determine the number of times the loop repeats.  (The distance to function might return a fractional distance such as 3.75 meters, the Loop statement truncates the fractional number to the integer 3 and will repeat 3 times).  We recommend that you test your solution by moving the snowman and the stool to different locations on the screen and running the program with each change, so you can see whether it works no matter where the snowman and the stool are located.