| Sorry, that is confusing. I just tried rewriting it – please let me know if it makes more sense now. Mark Guzdial |
| I played with this when I first wrote this milestone, and I figured out a way to get self bound the way you want it, but I can't figure it out now. So I made the change you requested: :me is now provided. Mark Guzdial |
| You're right – mea culpa. I've tweaked the example so that daemon's have names (so that they can be looked up) and daemons are added to the world. But we still don't want the users to be able to reference the daemons directly. Mark Guzdial |
| Now why would one wish to do this? Mark Guzdial |
| Ooh! I like it! Your call if that should work. Sounds fine to me. Mark Guzdial |
| Now fixed – sorry! Mark Guzdial |
| Sure – being consistent is good. Mark Guzdial |
| hmm looks like this was already asked by /dev/random - same confusion right, you use the naming of AGDaemons instead of adding to world so players won't have access Webb |
| You're right, Absolut Squeak. But I don't want to hose students who already have the room working, so here's what I just added to the Fall 2001 Milestone 5 page: You can add to the room or the world. (My suggestion: If a daemon is added to a room, add it to the room's world.) And yes, you do have to step daemon's every turn. Mark Guzdial |
| If you can get to the World, you can get to anything. Yes, daemons should be able to talk to other objects. Mark Guzdial |
| Sure, objects can interact with daemons. (world object: 'bomb') flag: 'fuse' value: 0 could be executed by any object that can reach the world to reset the fuse (without defusing it). Mark Guzdial |
| (world object: 'bomb') destroy or (world object: 'bomb') stopTicking should both work. Mark Guzdial |
| Sorry – I went to Webnet in Orlando on Wed. and got behind. Mark Guzdial |
| See above...Mark Guzdial |
| Makes sense to me, John. Mark Guzdial |
| Yes, but he wasn't because that's not a complete demo. Again, I'm giving you only a bit of the demo here and I expect you to fill in the gaps. Mark Guzdial |
| Since the tick occurs BETWEEN turns, I guess you're asking if it should happen before the processing of input or after? I would think after. Mark Guzdial |
| nay, we still don't want the users to be able to reference the daemons directlyMark Guzdial, check out above discussion - Webb |
| No, the Bomb is a Daemon which is not viewable from the Player. Mark Guzdial |
| Yes, that's correct. Instead, you could have a real object that gets manipulated which impacts the Daemon behind the scenes. Mark Guzdial |
| Imagine having an object that the Player CAN see (maybe a "fuse"), which when you do some verb (maybe "extinguish fuse"), sends the messsage (world object: 'bomb') stopTicking. Does this make sense? Mark Guzdial |
| My Gui is not completely destroyed when world quit is called. It only tells the inputMorph to delete itself. The display morph stays there until the user closes the window. Errol Summerlin |
| oh boy, I didn't notice that extra code for box/gadget — I was doing exactly what you were saying, but then again it hasn't been working right for most AGWorld's I've been using... I kinda agree with you but I think contain: was left like this to be consistent with its previous use for AGRooms containing objects. For now (until I hear overwhelming reason) I'll try both (but probably most TAs will be grading without the when:do:) - I definitely see the inherent frustratioin though— Webb |
| so now I am seeing that the when:do: was ruining the tests. much easier now! Webb |