Agenda for Unit 4: Graphics

Slides:



Advertisements
Similar presentations
LOGGING ON AND SHUTTING DOWN How to do both successfully at school.
Advertisements

Graphics. Image format's GIF Format: Use a maximum of 256 colors, and are recommendable for big areas of one color or non- continuous images. They are.
Aim: Use the given examples to record examples and our own ideas in our journal 1.Write technical examples in journal and/or participate in full.
Unit A: Getting Started with Windows 7 Microsoft Office Illustrated Fundamentals.
CIS101 Introduction to Computing Week 11. Agenda Your questions Copy and Paste Assignment Practice Test JavaScript: Functions and Selection Lesson 06,
CIS101 Introduction to Computing Week 12 Spring 2004.
1 ADVANCED MICROSOFT POWERPOINT Lesson 7 – Working with Visual and Sound Objects Microsoft Office 2003: Advanced.
COMPUTATIONAL THINKING FOR INFORMATION TECHNOLOGY HOMEHOME | OBJECTIVES | TASK 1 | TASK 2 | TASK 3 | TASK 4 | TASK 5 | TASK 6 | TASK 7 | HELPOBJECTIVESTASK.
Web Technologies Website Development Trade & Industrial Education
Creating Web Documents: Images, files, etc. Web graphics Paint Shop Pro for conversions File management, Ws-ftp demonstration (Return to HTML next week)
IT Introduction to Website Development Welcome!
XHTML Images. Images are important Purpose: to enhance your web site. Add only when they complement or add additional impact to your message.
Unit A: Getting Started with Windows 7 Microsoft Office Illustrated Fundamentals.
Web Page Design. Some Terms Cascading Style Sheet, (CSS) –a style sheet language used to describe the look and formatting of a document written in html;
Addison Wesley is an imprint of © 2010 Pearson Addison-Wesley. All rights reserved. Chapter 5 Working with Images Starting Out with Games & Graphics in.
Program Design and Coding
Chapter 8 Collecting Data with Forms. Chapter 8 Lessons Introduction 1.Plan and create a form 2.Edit and format a form 3.Work with form objects 4.Test.
Chapter 4 Working with Frames. Align and distribute objects on a page Stack and layer objects Work with graphics frames Work with text frames Chapter.
Adobe Photoshop CS3 Revealed – Chapter 16 FOR THE WEB CREATING IMAGES.
Getting Started with Fireworks A few tips: –Before you begin an assignment, be sure to create a folder on your drive for it. –If your canvas is checkered,
Project Two Adding Web Pages, Links, and Images Define and set a home page Add pages to a Web site Describe Dreamweaver's image accessibility features.
Class 2 Remote Instruction Review of Working with Buttons EDU 556 Programming for Instruction Dr. Steve Broskoske This is an audio PowerCast. Make sure.
File Types. Terms Multimedia- the integration of text, sound, video and/or animation into a document Letters, brochures, newsletters, web pages or presentations.
© 2011 Delmar, Cengage Learning Chapter 4 Working with Frames.
Lesson 1 - Understanding the Word Window and Creating a New Document
JDS5 Training Guide. On Start Up you will see this screen click the OK button Click OK.
AL A. LAURIO Teacher Microsoft Windows Vista. DESKTOP is the main screen area that you see after you turn on your computer and log on to Windows. it serves.
Python Lesson 1 1. Starter Create the following Excel spreadsheet and complete the calculations using formulae: 2 Add A1 and B1 A2 minus B2 A3 times B3.
Adobe Illustrator CS Design Professional WITH ILLUSTRATOR GETTING STARTED.
Using Microsoft Outlook Training By Gary Lane.
Chapter 11 Enhancing an Online Form and Using Macros Microsoft Word 2013.
Fundamentals of Windows Mouse n 4 Basic Operations: –Pointing –Clicking –Double Clicking –Dragging.
Good Morning  Please be sure to take care of your belongings.
Objective % Describe digital graphics production methods.
Sprites (Images) and Sounds
Good Morning  Please be sure to take care of your belongings.
Getting Started with Application Software
Microsoft Access 2007 – Level 2
11 Scheduling.
Chapter 1: An Introduction to Visual Basic 2015
Inserting and Working with Images
Good Morning  Please be sure to take care of your belongings.
Good Morning  Please be sure to take care of your belongings.
Visual Programming week # 02 APP (Application) Architecture.
Good Morning  Please be sure to take care of your belongings.
Good Morning  Please be sure to take care of your belongings.
Enhancing a Document Part 1
Chapter 5 Working with Images
Web Development & Design Foundations with HTML5 7th Edition
Using online Kahoot and Socrative
Module 1: Getting Started with Windows 95
Enhancing a Document Part 1
Data Representation.
Extracting Drawings - DEMO
Objective % Describe digital graphics production methods.
Creating Images for the Web
SEVEN STRATEGIES FOR IMPROVING TEST PERFORMANCE
An Introduction to Computers and Visual Basic
What are computers? Year 8.
Extracting Drawings - DEMO
Creating Online Presentations
Introduction to PowerPoint
IPC144 Introduction to Programming Using C Week 4 – Lesson 2
University of Warith AL-Anbiya’a
PRODUCTION PHASES CHANGES
Agenda for Unit 5: Control Structures
Agenda for Unit 1: Introduction of Computers and Games Graphics
Agenda for Unit 8: Defining Arrays in Game Programs
Agenda for Unit 3: Functions
Presentation transcript:

Agenda for Unit 4: Graphics Objectives 4. Produce images for games. 4.1: Describe the difference between a bitmap image and an image stored in .gif or .jpg format. 4.2: Identify how to load multiple bitmap images into memory. 4.3: List three special effects that can be applied to bitmap images. 4.4: Illustrate the programming code required to display a transparent image. 4.5: Make an image to include in a game program

Hour 1 Review Homework 3.1 Quick Hits Review week 3 lab (Modular Snowman)

THAT’S IT! STAY AWAKE AND PAY ATTENTION! Hour 2 Chapter 5: Working with Images THAT’S IT! STAY AWAKE AND PAY ATTENTION!

Hour 3 Chapter 5: Working with Images Lab 4.1 Landing Spaceship

Hour 4 Lab 4.1 Landing Spaceship (cont.) Quiz 4.1 Quiz 4.1 answers Homework 4.1 assignment

Ready?

Hour 1: Quiz 3.1 Stats 90s = 3 80s = 5 70s = 2 60s = 3 50s = 2 40s = 1 High Score = 97% Low Score = 0 90s = 3 80s = 5 70s = 2 60s = 3 50s = 2 40s = 1 30s = 2 20s = 1 10s = 0 0 = 1 Class Average = 64.5%

Hour 1: Answers to Homework 3.1: Turn to page 173 and read aloud: There are still students who did not turn this in so answers are omitted. Email me for answers.

Hour 1: Quick Hits Make sure you empty your folder each week. Duck Hunt feedback is coming Make sure you are sending me .cpp files Naming conventions!!!

Hour 1: Review week 3 lab (Modular Snowman) Email me for code

Hour 1: Review week 3 lab (Modular Snowman) // Draw the bottom of the hat. dbBox(left, top, right, bottom); // Adjust values for the top of the hat. left += 20; right -=20; bottom = top; top = 50; // Draw the top of the hat. // Wait for the user to press a key, then exit. dbWaitKey();

BREAK!

Hour 2: Chapter 5: Working with Images You should have read this over the break so the lecture should be a REVIEW! Monitors off!

BREAK!

Hour 3: Chapter 5: Working with Images You should have read this over the break so the lecture should be a REVIEW! Monitors off!

Hour 3: Lab 4.1: Landing Spaceship (Programming Exercise #3 on page 211 of Starting Out with Games and Graphics in C++) What is the purpose? You will create the bitmaps for a simple game-like exercise and then load and display these bitmaps, using color keys where appropriate, to complete the illusion of a spaceship landing on an extraterrestrial planet.. What are the steps? Task 1: Draw the bitmaps. Procedure 1. Using Microsoft Paint, draw and save a bitmap to be used as the planet surface. 2. Draw another, smaller bitmap to be used as the spaceship. This bitmap will be color keyed, so fill the background of the bitmap with a unique solid color that will be used as the transparency value. Remember to write down the value of the key color you have chosen. Do not use this color for other parts of the spaceship, as this color will not be displayed when the bitmap is shown on the screen. You will need it later when displaying the bitmap using C++.

Hour 3: Lab 4.1: Landing Spaceship (cont.) Task 2: Display the bitmaps. Procedure Write a program to display the planet surface bitmap. 2. Load and display the spaceship using color keying so that it appears on top of the planet surface without a rectangular background.

Hour 3: Lab 4.1: landing Spaceship (cont.) Task 3: Move the spaceship. Procedure 1. After displaying the images, pause the program and wait for the user to press a key. 2. After a key is pressed, move the spaceship slightly down the screen so that it appears to be moving one step closer to the planet surface. Again, pause the program and wait for a key press before ending the program. 3. Modify the program so that it requires five key presses for the spaceship to appear to land. After each key press, the spaceship should move another step down the screen. After the fifth key press, the program should end with the spaceship firmly planted on the planet surface.

BREAK!

Hour 4: Quiz 4.1: pg 209-210 Using the answer sheet provided, answer the seven True/False questions on pages 209-210 of Starting Out with Games and Graphics in C++.

Hour 4: Answers to Quiz 4.1: pg 209-210 Turn to page 209 and read aloud: 1. True 2. True 3. False 4. True 5. False 6. True 7. True

Hour 4: Homework 4.1 Answer the Multiple Choice Review Questions on pages 208-209 of Starting Out with Games and Graphics in C++. Submit your written answers to me in next week.

Hour 4: Next Week Read Chapter 6: Control Structures Turn in Homework 4.1. Email your lab .cpp files to jasongrose@gmail.com