Today your going to take a break from building the Hangman Game to learn a bit more about how you can use lists.
Here is a direct link to today’s activity.
If you want an A for today, make sure you have this activity when I check your progress at the beginning of class next week.
Before the end of class today, I’ll be scoring your progress with the Guessing Game assignment. Below you’ll find the point based scoring rubric.
- 1pt – The # Guessing Game is all contained within one Custom Block.
- 1pt – The program asks for and uses the player name.
- 1pt – The program selects a secret number between 1 and 10 that the player must guess to win.
- 1pt – The program tracks how many guesses the player makes and mentions it when they finally win.
- 2pt – The program asks the player to set the maximum random number, instead of defaulting to 10. i.e. They can pick a number between 1 and 30, or 1 and 6.
- 2pt – The program switches up its response when players guess incorrectly. The goal is that it doesn’t say the same time over and over again.
3pts = 2.5
4pts = 3.0
6pts = 3.5
8pts = 4.0
Here the rubric for the Daisy Design activity:
- Create a custom block called “Draw Circle [ ]” with an input for the size of the circle. -1pt.
- Create a custom block called “Draw Daisy [ ] [ ]” with an input for the size of the circles in the daisy design, and an input for the number of circles that make up the design. The circles it draws should be evenly spaced around the center. -2pts.
3 points gets you a 3.0 for the assignement. The following additional steps will push you into 3.5 and 4.0 territory.
- Create a custom block that uses Draw Daisy to create patterns as in the images below:
- Create an alternative version of the Draw Daisy block that changes the color of the pen depending on which direction the sprite is facing.
- Create an alternative version of the Draw Daisy block that changes the size of the pen depending on which direction the sprite is facing.
I will be checking you Daisy Design by the end of the period today, 9/21/17.
The distance around a rectangle or a square is as you might remember called the perimeter. The distance around a circle on the other hand is called the circumference (c).
A line that is drawn straight through the midpoint of a circle and that has its end points on the circle border is called the diameter (d)
Half of the diameter, or the distance from the midpoint to the circle border, is called the radius of the circle (r).
The circumference of a circle is found using this formula:
Here’s the rubric for the ‘Pong’ activity:
- Build a sprite for the ball and both paddles. 1pt
- Program the ball to bounce off of both the paddles. 1pt
- Create two variables to track the score of player 1 and player 2. 1pt
- When one player reaches 5 points, have the ball stop and display a “Player X Wins” 2pts
- Pick one or the other:
- Each time the ball touches a paddle, that paddle’s score goes up. – 1pt
- Each time the slips pass a paddle a touches a side wall, give a point to the opposite player. -3pts
- Modify the paddle so that when the ball hits it closer to the edge of the paddle, the reflection angle is modified further up or down. -3pts
Total Possible Points: 11
1pts = 1.0
4pts = 2.0
6pt = 3.0
8pt = 3.5
11pt = 4.0
While I’m out, I wanted to give you a more focused activity that I feel confident you can all complete. So today you’re going to be working on another activity from Unit 1.
You get to build your own clock. You should easily be able to complete this by the end of the period. Make sure to save your work. I’ll be checking it at the beginning of class when I next see you all.
I’m updated and upload the Missile Tracking PowerPoint. You can download it here:
By the end of class today ALL of you should have a functional Heading block. To ensure that it is functioning correctly, take a look at slides 14 & 15 from the updated PowerPoint. If you’re brave, take a look at the slides after #15. I might be able to drop in on the class to help clarify, so stay on task.