Optional activity: Talk about some examples of scenarios from the following categories: Theatrical plays and literature Subjects in school Simulation or demonstrations you have participated in Games you have played
Flow charts are used by programmers to think out how their code will flow; this is especially useful when handling conditions. Flowchart Basics Triangle – This shape indicates a decision point Rectangle – This shape indicates a process to be completed; this could be a calculation or execution of a statement. Elongated circle – Ends the program A second example; this to work through with students. Have the students provide the flowchart for: If I see a spider, then I will scream, "YAAHHHHAA!"; otherwise, I will not scream (i.e., do nothing). Ask: What is the: Decision point True result False result
A textual storyboard is an organized list of the sequential tasks that the program will execute in the animation.
A textual storyboard is an organized list of the sequential tasks that the program will execute in the animation.
Find a demonstration for this exercise in the iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples” Demonstration title: S02L04_Example_Move. The below code can be used to review the Move method:
Find a demonstration for this exercise in the iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples”. Demonstration title: S02L04_Example_Move Toward. The below code can be used to review the move toward method: In this example the Alien moves toward the table. Amount - We can experiment with the distance moved by selecting different amounts; the greater the amount, the greater the object moves. Time – We can also experiment with the rate of speed that the Joey moves. Select the More instruction and select different durations.
The below code can be used to review the move away method:
Find a demonstration for this exercise in the iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples” Demonstration title: S02L04_Example_Move_To. Why is the Alien in the center of the sofa? The move to procedure is oriented to the objects' center. After running the animation you will see the center of the Alien moves to the center of the sofa. This can be corrected by using the move command, to move the object up. (The delay command is not required.)
Find a demonstration for this exercise in the iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples” Demonstration title: S02L04_Example_Orient_To. The below code can be used to review the orient to method: (The delay command is not required)
Find a demonstration for this exercise in the iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples” Demonstration title:, S02L04_Example_Delay. The below code can be used to review the Delay method
Find a demonstration for this exercise in the iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples” Demonstration title:, S02L04_Example_Delay. The previous slide displays code. Upon dropping the Say tile, you are prompted for the text type; select Custom TextString. Upon the value prompt, type your text.
Find a demonstration for this exercise in the iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples”. Demonstration title: S02L04_Example_Turn_2 The object's sub-part may be selected from the Instance selector, click the arrow. Once selected, then motion may be added. 1 2 3
A textual storyboard is an organized list of the sequential tasks that the program will execute in the animation.
A textual storyboard is an organized list of the sequential tasks that the program will execute in the animation.
A textual storyboard is an organized list of the sequential tasks that the program will execute in the animation.
This lesson references example files. The example files are located in iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples” Students should now: 1. Go to iLearning Section 0 Resources section 2. From Section 2, locate and click-on the URL entitled “Section Examples” 3. Save the zip file to a location you will remember 4. Extract the files to a location you will remember.
Find a demonstration for this exercise in the iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples”. Demonstration title: S02L04_Example_Simultaneous_1
Find a demonstration for this exercise in the iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples”. Demonstration title: S02L04_Example_Simultaneous_1
Find a demonstration for this exercise in the iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples”. Demonstration title: S02L04_Example_Simultaneous_1
Find a demonstration for this exercise in the iLearning, Section 0 Course Resources section. Refer to Section 2 title “Section Examples”. Demonstration title: S02L04_Example_Simultaneous_1
Note: The code includes establishing the camera as a vehicle to the UFO object. Adding the camera as a vehicle to an object can add a new dimension to your animations.
Note: The code includes establishing the camera as a vehicle to the UFO object. Adding the camera as a vehicle to an object can add a new dimension to your animations.
Experiment with students using trial and error to find the exact distance to the front of the ramp.
F
.
.
.
.
.
For each event, repeat steps 3 through6. This will be repeated for Down, Right and Left arrow keys. Hint: Use Turn command for right and left; and set amount to .01 Depending on your event handling, the final false (i.e., else) statement will remain empty: if user does not select a key, then nothing happens.
For each event, repeat steps 3 through6. This will be repeated for Down, Right and Left arrow keys. Hint: Use Turn command for right and left; and set amount to .01 Depending on your event handling, the final false (i.e., else) statement will remain empty: if user does not select a key, then nothing happens.
For each event, repeat steps 3 through6. This will be repeated for Down, Right and Left arrow keys. Hint: Use Turn command for right and left; and set amount to .01 Depending on your event handling, the final false (i.e., else) statement will remain empty: if user does not select a key, then nothing happens.
For each event, repeat steps 3 through6. This will be repeated for Down, Right and Left arrow keys. Hint: Use Turn command for right and left; and set amount to .01 Depending on your event handling, the final false (i.e., else) statement will remain empty: if user does not select a key, then nothing happens.
For each event, repeat steps 3 through6. This will be repeated for Down, Right and Left arrow keys. Hint: Use Turn command for right and left; and set amount to .01 Depending on your event handling, the final false (i.e., else) statement will remain empty: if user does not select a key, then nothing happens.
The checklist is a programmer's final check to ensure their animation is its best.
The checklist is a programmer's final check to ensure their animation is its best.