Using Etoys: User Interface and Functionality - hpi-swa-teaching/Etoys-Calliope GitHub Wiki

Etoys is a child-friendly computer environment and object-oriented prototype-based programming language for use in education. On this page we will guide you through the integral components of the Etoys environment.

Overview

Navigation Bar

Used for creating, loading and saving projects. Projects are essentially desktops with their own morphs and their corresponding scripts. You can create a project by using the ‘New Project’-button and swap through opened projects using the arrows.

If you need a clean desktop, just create a new project.

Object Catalog

Open the Object Catalog by clicking on the icon in the Navigation Bar. The Object Catalog contains a collection of all available Etoys Objects. Choose a category and click on an object to open it in your workspace.

Etoys Morph

A visual representation of an Etoys entitiy, for instance a Calliope Morph. An Etoys Morph can be programmed by the user and behaves accordingly. It can interact with other Etoys Morphs and respond to user input.

Viewer

The Viewer contains all ‘actions’ an Etoys Morph is capable to do. For instance, a Calliope Morph can display text or change the color of its RGB LED. You can open the Viewer for a specific Etoys Morph by right-clicking and then clicking on icon.

Script Editor

Drag out an action block from the viewer to create a new script. You can add other steps to the script by dragging more actions into the Script Editor. Run the script by clicking on the ‘!’-icon. You can choose the ‘trigger’ of the script by clicking on the ‘normal’-button and selecting your desired action. Here you can also chose to run your script on a custom event which can be accessed by clicking on 'More...'.
Your scripts are always available in the Viewer and can also be used in other scripts.

Ignore this button.