As the name implies, containers are objects that can contain other objects. This is useful for creating activities that rely on objects being recognized and either accepted or rejected by another object. Any object that does not match all the chosen properties is rejected, whenever someone attempts to put it into the container.
You can select container properties and therefore define the container's behavior, in the 'Container' section of the Property Browser.
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For details of available container properties, see Reference > Properties > Container properties. For details of how to change properties, see Changing object properties. |
Here we explain container rules, how to create a container and add a reward sound:
Any type of object can be a container.
The object to be contained must be in front of the container. Therefore it must be either:
On a higher layer than the container, or
Higher in the stacking order on the same layer as the container.
Containers can contain other containers, allowing you to create nested containers.
Annotations that are drawn directly into a container object are automatically contained.
Here we show you how to turn a shape object into a container that can contain one specific object, but will reject any others.
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If you try to put the blue triangle into the container, it will automatically return to its starting position.
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When an item has been contained, you can move it out of the container in one movement. Any further movements, when the object is not being contained will return it to the starting position. |
A reward sound is a sound file that plays when an object is correctly contained.
Here we show you how to add a reward sound to a container:
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Set the 'Reward Sound' property on the container, not the contents. |