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StarLogoTNG 101. Treasure Hunt Game Unit Lesson 5: Moving Enemies. Today’s Agenda. Review and share ideas Mini-lesson on new programming blocks Implement moving enemies Wrap-up. Review. Add a keyboard control so that if you press the “L” key, your player makes the “laugh” sound.
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StarLogoTNG 101 Treasure Hunt Game Unit Lesson 5: Moving Enemies
Today’s Agenda • Review and share ideas • Mini-lesson on new programming blocks • Implement moving enemies • Wrap-up
Review • Add a keyboard control so that if you press the “L” key, your player makes the “laugh” sound. • Define a procedure in the treasure section called “announce if blue” that makes the agent say “I’m blue!” if the agent is blue. Have the treasure agents call the procedure in the Forever block. • In the collision block between player and treasure, add an IF statement that checks if the treasure is blue. If it is blue, player gets an extra 100 points.
Moving Enemies • Another way of making the treasure hunt game more interesting and challenging is to implement moving “enemies.” • These enemies can do any number of things to make game play difficult for the player, but today, we’ll program their movement. • Brainstorm: What do you want to happen to the player and the enemy when they collide?
New block: Random • Found in the Math drawer • Takes a number argument • Returns a random value between 1 and the number argument • For example, random 10 returns a value between 1 and 10
Random block exercise • What will happen when each of the following uses of the random block is executed?
New block: Say • Found in the Text drawer • Takes a text argument • Text includes letters, punctuation marks, and numbers displayed as characters • When executed, a speech bubble pops up above the agent that shows the text argument • How did the say instruction help you figure out the obstacle course game? What are some creative ways you can use it in your treasure hunt game?
Treasure Game v.2 • Open “treasure game your initials.sltng” • Save next version • About the treasure game • Setup: creates 1 player agent; creates treasure agent and non-moving hazards agents; creates moving “enemy” agents • Run (forever): agents of player breed call a keyboard controls procedure; agents of “enemy” breed calls a “enemy movement” procedure
Guided Programming • Create a new breed called “moving enemy” and select a shape for it. • In the setup block, create 10 moving enemy agents and scatter them. • Create a procedure called “Enemy movement” and just put one instruction “forward 1” for now. • Call the procedure in the “moving enemy” section of the run block. • Click setup in the runtime window. Before you click run, what do you think will happen when you click run? How will the enemy agents move? Now click run. • Questions: What happens when the moving enemy agents hit the edge of the board? Is it hard or easy to avoid the enemy agent?
Programming Activity • Program different movement instructions in the “enemy movement” procedure and see what happens. (Hint: Try using random) • Implement collision results between the moving enemy and the player. • What can you do with a collision between an enemy agent and another enemy agent? Be creative!
Wrap Up • What variations of movement did you try in the Enemy Movement procedure? • What collision results did you try? • What worked? What didn’t work? • What challenges did you have? • What was fun? • What questions do you have? • What new game ideas do you have?