In this introductory class, we will begin exploring how to use JavaBlocks and understanding the basics of how to make things happen! We will create our first project and experiment with adding shapes and go over thinking of position using X and Y coordinates.
Today, we'll go over what we learned about drawing rectangles, introduce ellipses and lines to the mix, and try to make our own snowman using what we know about changing the placement and size of our shapes.
Sprites are a handy way to add images to our canvas and keep track of where they are. Today we'll go over the basics of making our Sprites and adding images to them.
Now that we know the basics of how to add images to our canvas, let's use that make our own scene by placing background images and characters to tell a story.
Today we'll focus on the many ways we can use the line function to make really cool art projects. We'll go over and learn more on changing line thickness, color, and placement and work on making a masterpiece with our code.
Now that we know a bit more about how to use lines to make art with code, we can get a little more creative by introducing a new way to select colors, adding randomness to our project, and showing how you can make your own drawing with your mouse. Then we'll turn you loose to get creative and use all of these tools to make something awesome.
Sprites can be used for more than just holding images for us. They also have a lot of handy tools to move and detect different things to make our project more interactive. Today we'll be making a simple game that'll use Sprites to have the player follow the mouse to collect points around the screen. Getting used to controlling the movement of our Sprites will help us make more and more elaborate and interesting games.
Last class we were able to control our character using our mouse position to collect points around the screen. Now let's flip the script and make a game of keepaway where we control the player using the arrow keys. Students will learn the very basics of how to use the "if" block and how to only run pieces of code when you press a key.
Today we'll be using a few more tools that Sprites have to make a simple little game where you click a sprite that jumps from place to place randomly. To do so, we'll revisit "if" statements and see how Sprites can use if statements to detect if they're clicked on.
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.
Games like pong, brick breaker, and many others have balls that bounce off the sides of the screen. Today we'll dive in little deeper into using if statements to make our own bouncing ball.
A simple yet surprisingly enjoyable game that's gained popularity are what we call clicker games where the majority of the gameplay is clicking something to gain points. So today we're going to make the next big hit clicker game. In making the basics of our game, we will review and solidify how to use if statements to make our Sprites act as buttons and to use variables to keep track of our score.
Now that we have the basic gameplay of our clicker game down, now it's time to add a few more touches to make our game more interesting and fun. Students will add click multipliers and auto-clickers they can purchase with clicks.
In a prior class we went over briefly how to draw your own pictures using the mouse, but our mouse was always drawing and we could never "pick up the pen" so to speak. Now, using what we know about if statements, we'll introduce something called a boolean variable that will let us draw only when our mouse button is pressed!
Now using what we worked on last class, we'll incorporate ways to change color and even stroke size in our program using the Sprite buttons we've done before as a color selector.
We've covered a lot of material since our last review day, so this week we will use our time to finish any incomplete projects, practice concepts that were not clear, and a chance for the students to ask any remaining questions and play each others games.
In the final classes of the Semester, the students will have a chance to show off what they're learned by either: A) Revisiting a previous project and putting extra polish and features into it. or B) Creating a new Project from scratch, and really letting their creative juices flow. The instructor and TAs will be on hand to assist the students with any bugs they might encounter, but the majority of the work and idea are expected to come from the students alone. At the end, the students can share and comment on each others projects, and we can pick a "Best in Show!"