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DigitalDoodle: Drawing App
This tutorial will show you how to draw a line on the screen as the user drags a finger around.
Start a New Project
From the My Projects page, click New Project. If you have another project open, go to My Projects
and choose New Project.
Name the Project
Call this project DigitalDoodle, or create your own name for this drawing app.
Set the Screen so that it does not scroll
The default setting for App Inventor is that the screen of your app will be scrollable, whi eans that
the user interface can go beyond the limit of the screen and the user can scroll down by swi their
finger (like scrolling on a w ge). When you are using a Canvas, you have to turn off the
Scrollable setting (UNCHECK THE BOX) so that the screen does not scroll. This will allow you to
make the Canvas to fill up the whole screen.
Add a Canvas
From the Drawing and Animation drawer, drag out a Canvas component.
Change the Height and Width of the Canvas to Fill Parent
Make sure the Canvas component is selected (#1) so that its properties show up in the Properties Pane
(#2). Down at the bottom, set the Height property to Fill Parent. Do the same with the Width
property.
Thats all for the Designer! Go over to the Blocks.
Believe it or not, for now this app only needs a Canvas. Go into the Blocks Editor to program the app.
Get a Canvas.Dragged event block
In the Canvas1 drawer, pull out the when Canvas1.Dragged event.
Get a Canvas.DrawLine call block
In the Canvas1 drawer, pull out the when Canvas1.DrawLine method block..
Use the get and set blocks from the Dragged block to fill in the values for the
Draw Line block.
The Canvas Dragged event will happen over and over again very rapidly while the user drags a finger
on the screen. Each time that Dragged event block is called, it will draw a small lin ween the
previous location (prevX, prevY) of the finger to the new location (currentX, currentY). Mouse over the
pa
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