It's Alive! Behaviors
Behaviors are the heart
of It's Alive! You apply behaviors in two ways: through the behavior:add part
of the pie menu and through the typographic:render part of the pie menu.
Details on Behaviors:Add
submenu
- Cruise
text flies about screen with random adjustments in acceleration (also handles
collision response)
- Concrete
text will disappear off screen and then progressively fall into place (based
upon where the text was when the behavior was applied) from left to right
with some elasticity of the ground plane
- Cryptographic
each glyph will shift through a series of random characters until eventually
settling back into its original value
- Explode
after some preset delay, the objects selected will suddenly fly apart in random
directions
- Fade to Canvas
Color the text will fade from its current color to the color of the canvas
(at the time at which the behavior was applied)
- Gravity
the text will accelerated towards the bottom of the window and bounce off
of it.
- Lines each
selected object will be connected by a thin, black line.
- Move to Mouse
text will seek to minimize its distance from the mouse
- Move Away from
Mouse text will seek to maximize its distance from the mouse (but often
get stuck in the corners of the window)
- Pull and Fade
expects to be placed on two objects
the first object will receive the Pull
renderer type while the second object will receive the Fade behavior. These
two objects and behaviors are linked together so that when the Pull text is
being actively pulled, the second object fades in
and when the first object
is no longer being pulled, the second object fades out.
- Rain text
will disappear off screen and then proceed to fall from the top of the screen
in a rain like fashion
text that falls off the bottom of the screen wraps
around back to the top
- Springs
connects selected objects by invisible springs
adjusting or applying a behavior
to the just the first element such as cruise or move to mouse will make the
results clear
- Synonym Shift
(Requires the WordNet library) causes all selected words to shift through
their synonyms over time. Since words are assumed to be nouns, this behavior
often does not work as you expect unless you set the words to the appropriate
part of speech.
- Throb causes
the font of selected text to increase and decrease over time in a throbbing
manner
- Viral will
cause whatever other behaviors exist on the text AT THE LEVEL AT WHICH VIRAL
IS APPLIED to be spread to other objects the text contacts
- Wave selected
text objects will move vertically in a wave-like manner.
Detail regarding the
Behaviors:Remove submenu -
The behavior names that show
up in the Remove dialog box may seem unfamiliar. That is because there are many
building block behaviors utilized in the creation of the behaviors you actually
see on screen. Consequently, to truly REMOVE a behavior you applied, you may
need to remove other sub-behaviors it created. The following is a list of some
of these basic behaviors and what they are doing:
- 1DCollisionDetection
Present on all glyphs, this is the algorithm utilized to determine whether
a collision has occurred. Typically, youd want to leave this on so other
behaviors can determine whether to respond.
- Euler Created
by the behaviors Cruise, Gravity, and Springs, this behavior manages velocity
and acceleration and may be what is causing text to move around even after
you remove one of the other behaviors.
- Gravity
Actually the three behaviors Rain, Concrete and Gravity are all just this
same behavior with variant settings.
- Viscous Drag
Created by Cruise, Springs, and some Gravity behaviors, this provides a
resistance to velocity and thus prevents cruising or falling elements from
just increasing velocity without limit.
- Pulled Trigger
Utilized by the Pull and Fade, this behavior determines whether some text
is being pulled and activates another behavior in response to that action.
- Time Trigger
Created by Explode, this prevents the behavior from activating until some
specified period of time has passed.
Brief
details on Typographic:Renderer submenu
- Default standard
text out
- Disintegrate
text which disintegrates over time and re-integrates in response to mouse
over (note that this can be applied at different levels in hierarchy)
- Erosion parts
of glyphs will erode in response to collisions/intersections with other text
eroded glyphs will fade back in gradually
- Lens glyphs
warp in response to proximity of mouse
- Particle glyphs
reduced to tiny, processor-consuming particles which swim around within glyph
and slow down entire system
- Pull
text is distorted by proximity of mouse
- Pulse text throbs
in response to time as well as proximity of mouse
- Test - non-operative