Download presentation
Presentation is loading. Please wait.
Published byJennifer Banks Modified over 9 years ago
2
Make sure you are subscribed to announcements on Moodle. Activity 4 will be due 48hrs after your lab ends
3
Variables › Script variable Lists Loops Custom Blocks › We can create 3 types of blocks; command, reporter and predicate.
4
Hangman Rules: › There is a secret word to be guessed › The player guesses letters in the word until either all letters are guessed and the word is known, or the player runs out of guesses. › The program should give the player feedback on every guess › The program should give the player feedback when they win or lose, say the number of guesses and the secret word.
5
Step 1: Choose a word Step 2: Word List. Step 3: Report number of letters in Word Step 4: Begin Guessing! Step 5: Report number of guesses Step 6: Display letters Step 7: Report win or loss, play again?
6
The Setter first enters the secret word by entering a response to an “ask” block. › The first thing we’ll need to do is have the game ask one player for a word. › We can do this using sensing blocks. › We can define answer by setting it to a variable
7
Notice we created a block for “ask for word” What does the shape tell us about the block › Command, reporter, or predicate?
8
The word is immediately hidden from view after the Setter finishes entering it. › After we have the word, we’ll need to store it letter by letter. › Create a script that will go through the word and store the letters, one by one, in a list. › Consider the blocks below.
9
Create variable letter_list Again, notice the shape of this block.
10
The program starts by telling the Guesser how many letters are in the secret word. › We should tell the other player how long of a word they are guessing › Use the “say” block, “join” block, “length of list” block and the variables we just created.
11
“Length of list” block is a reporter block
12
Guesser guesses a letter; the program tells the player whether their guess was right or wrong › Now, we want the second player to guess letters until they run out of guesses or they guess the entire word. › What kind of control blocks should we use; To do something over and over? To stop when something happens?
13
List that shows correct letters as the game is being played. (similar to hangman blanks) List that shows the guesses made by player
14
Repeat until one of two things happen › Lives left equals zero or › Guess word, correctguess_list is equals to letter_list › If we want to repeat until this is TRUE…we will create _______ statements (reporter, predicate, command?)
15
What belongs inside this repeat? › Simplify by creating code inside into a block
16
Similar to “break word into list” › Use script variables › “Ask” player to make a guess
17
When the guesser guesses a letter, we want to show them where it appears in to actual word, if it does. › Already created a list of blanks the same size as the actual word (correctguess_list) › Replace the blanks with the right letters as they are guessed. What are the current list we have?
18
What if the guess is wrong?
19
If guess is wrong… › Report incorrect guess › Take away a life › Reports # of lives
20
The program displays the letters guessed correctly so far, in their proper location in the word. › Need to make sure the correctguess_list has the correct amount of blanks. Use “add _ to list” › Allow the list to be seen on the stage.
21
We want blanks to appear, and equal the same length of the word
22
When the guesser either runs out of guesses or has successfully guessed the word the game ends. › Report a win or loss. › Ask if the player would like to play again If yes, the game now ask the Guesser to become the Setter. Repeat game. If player wants to play again, what variables must be reset?
23
Now, Customize your game!!
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.