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Lab  4: What is a List? Lab  4: What is a List?

Lab 4: What is a List? - PowerPoint Presentation

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Lab 4: What is a List? - PPT Presentation

Feb 17 Feb 21 Announcements Make sure you are subscribed to announcements on Moodle Activity 4 will be due 48hrs after your lab ends Key Concepts Variables Script variable ID: 300714

step word letters list word step list letters player guessing report guesses block guess game letter guesser program play

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Slide1

Lab 4: What is a List?

Feb

.

17

Feb. 21Slide2

AnnouncementsMake sure you are subscribed to announcements on Moodle.

Activity 4 will be due

48hrs after your lab endsSlide3

Key Concepts…VariablesScript variable

Lists

Loops

Custom Blocks

We can create 3 types of blocks;

command

,

reporter

and

predicate

.Slide4

Activity 4: HangmanHangman 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.Slide5

Suggested StepsStep 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?Slide6

Step 1: Choose a word 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 variableSlide7

Step 1: Choose a wordNotice we created a block for “ask for word”

What does the shape tell us about the block

Command, reporter, or predicate?Slide8

Step 2: Word  List

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.Slide9

Step 2: Word  List

Create variable

letter_list

Again, notice the shape of this block.Slide10

Step 3: Report # of lettersThe 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.Slide11

Step 3: Report # of letters“Length of list” block is a reporter blockSlide12

Step 4: Begin GuessingGuesser 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?Slide13

Step 4: Begin Guessing List that shows correct letters as the game is being played. (similar to hangman blanks)

List

that shows the guesses made by playerSlide14

Step 4: Begin GuessingRepeat 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?)Slide15

Step 4: Begin GuessingWhat belongs inside this repeat?

Simplify by creating code inside into a blockSlide16

Step 4: Begin GuessingSimilar to “break word into list”

Use script variables

“Ask” player to make a guessSlide17

Step 4: Begin GuessingWhen 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?Slide18

Step 4: Begin GuessingWhat if the guess is wrong?Slide19

Step 5: Begin GuessingIf guess is wrong…

Report incorrect guess

Take away a life

Reports # of livesSlide20

Step 6: Display lettersThe 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.Slide21

Step 6: Display LettersWe want blanks to appear, and equal the same length of the wordSlide22

Step 7: Report & Play again?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?Slide23

Step 7: Report & Play againNow, Customize your game!!