This is the introductory lesson for Fun 2. In this lesson we will be introducing the way Javablocks works. We will be creating a canvas, giving it a background color, and then modifying the color through the "Draw" function. We will also be adding shapes, images, and doing some basic motion.
Please complete the "In Class" Pset for MakeUp
In this lesson, we will be reviewing how to draw shapes with different colors. Afterwards, we will introduce the idea of variables and how it can be used to drive changes we see on the canvas.
In this lesson, we will learn about Sprite variables, and will be making a simple catching game. We will have a "cookie" falling from the top of the page to the bottom. We will also have a "basket" at the bottom of the page which will catch the cookie and earn us points.
In this lesson, we look at how we can use more advanced conditional statements to create some dynamic and multi functional objects. Specifically, we will create a button that can perform one of three actions, depending on what state the program is in - it can start a counter, stop a counter, or reset a counter. This is all handled by 3 part conditional statements (If, else if, else).
A function is a way to compartmentalize and re-organize our code. We can create special blocks of code, name them, the "call" them in the main body of our code. In this class, we replace our normal "Draw" function with several calls to other smaller functions which act as individual "draw" functions. In this way, we can draw different pages depending on what "slide" we're on.
In this class, we will look at functions again, and use them to create a reaction time game! Students will have to utilize functions, frameCount, and random() functions to create a cheat-proof reaction time game. This program will borrow elements from the StopWatch(wk 4) and Slideshow(wk 5) programs, so students may want to review those programs as additional homework.
In this class, we endeavor to build the classic game - PONG!
In this lesson, we continue with our Pong project by finishing up the ball's behaviour, then adding an AI apponent to the game. Students will be surprised at how difficult it is to create an AI that is good enough to actually play the game, but not so perfect as remove any chance of beating it. It is easy to make a perfect AI, it is hard to program mistakes!
In this lesson, we will be looking a creating a timing and accuracy based game modeled after the classic Fare Game: Whack-A-Mole.
Today, we will be participating in the global computation challenge known as the "Bebras Challenge". Students will be tasked with solving computation problems at various skill levels. For every tier that a student completes, they will receive a certificate stating their completion of the challenge.
We are now able to implement sounds into our projects. Students will make use of the "Sound Cipher" blocks to create a mini-Piano and play some simple songs.
This week, we will introduce the students to the arrayList, and how to add objects to it. We will create an arrayList of sprites, then add a Sprite to it every time we click, at our mouse's location. Depending on time, we can add details like adjusting the size of the image we stamp with length of click, or with key presses.
This week, we will be starting to build a maze using sprites, arrays lists, and loops. The students will create an ArrayList of sprites called Walls, and we will check if the player Sprite is touching any of the walls. We will also include doors, moving objects, and goals!
Students chose web game and we analyzed them and broke them down into their component parts.
Worked on projects during class