Computer Science Engineering
Scratch Game: Where Ponies Become Unicorns
This project was worked on in a group of three; Devon, Sarah, and Bryan.
Where Ponies Become Unicorns is a game where a pony is traveling through levels, collecting rainbows, trying not to get caught be teachers because if the pony does then the pony has to restart.
This project was worked on in a group of three; Devon, Sarah, and Bryan.
Where Ponies Become Unicorns is a game where a pony is traveling through levels, collecting rainbows, trying not to get caught be teachers because if the pony does then the pony has to restart.
To start the game the green flag in the corner must be clicked.
There are three levels. Level one is the easiest to get past because the teacher is moving very slowly and in just one pattern. Up and down.
Once the rainbow has been collected, a butterfly appears and once the butterfly has made contact with the teacher, he disappears (on all levels).
Level two was a little harder because the teacher moved faster and in a more random direction. The same thing would be that the butterfly still made him disappear if he was touched.
Level three is very difficult. The difficulty is based on the fact that the teacher moves very fast and in all directions while the butterfly is moving in only one direction and speed.
These were all the coding for all the levels all together.
I learned that Scratch is a user friendly way to program. Scratch allows user to look at other users codes and borrow that code for their own game or program.
MITT APP INVENTOR Game: STM Mahjong. STM Mahjong is a simple version of Mahjong but with teacher's faces for the tiles. Two tiles must be selected in order for the others to be able to be selected. Two of the same tiles must be selected from the outlying tiles. Once the two tiles are selected they disappear. Once they are gone, the other tiles are able to be selected and removed.
This is what STM Mahjong looked like. The game was designed for a tablet. The order goes (from left to right)
Top line: Dineen, Wolf, Burds, Haseck. Bottom line: Burds, Haseck, Wolf, Dineen. Dineen would have to be selected first and disappear in order to get to the rest of the tiles.
Top line: Dineen, Wolf, Burds, Haseck. Bottom line: Burds, Haseck, Wolf, Dineen. Dineen would have to be selected first and disappear in order to get to the rest of the tiles.
These are the codes for the tiles. The tiles were all coded in a similar way. If the tile was touched or selected and the matching tile was also touched then they went away and another set of tiles were made ready.
With MITT App inventor, I learned that when making a game where all the components are similar the code just needs to be recopied and have the next components information switched out. Making these sets of code were difficult in the beginning because it was challenging to chose the right blocks for the code.
PYTHON:
One of the many activities done in Python was Guess letter in Alphabet.
Guess letter in Alphabet was a code that chose two letters from the ones given. If the whole alphabet was typed out in the code then any letter could be chosen.
Another activity was Roll 100 Dice, Histogram. The code is not similar to Guess letter in alphabet at all because instead of guessing only two variables, it plots a histogram of all the numbers run in a span of one hundred dice rolls.
What I learned from Python was that codes have many ways of being written and still getting what needs to be done done. It is the way of doing so that is a little confusing. Indents are as difficult to remember as not forgetting to define the action.
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The last activity for Python was GoGuess. GoGuess was an activity that was made to tell if the guess was too high or too low. If too high, it said so. If too low, it said that too.
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