April 25 :: Skyscraper Panic: Programming!


Expectations:

C: Voice Level 2 (only the people next to you can hear you and no shouting across the room)

H: Ask your team, elbow partner or raise hand

A: Work on the assignment

M: Stay in your assigned seat

P: Work till assignment is completed

S: Finishing your work

PLEASE SIT IN YOUR ASSIGNED SEAT! NO EXCEPTIONS!

Typing.com ASSIGNMENT!

Advanced: Advanced Symbols :: Due FRIDAY, April 29 :: 10 Points

Typing:

1. Log in to typing.com

2. Click Lessons

3. On Advanced Tab, Click Advanced: Advanced Symbols (this is due FRIDAY, April 29): 10 Pts.

4. Begin Typing (Please DO NOT GO PAST THIS LESSON! It will RESET if you do!)

NOTE!!! No late TYPING will be accepted!!!!

If you are finished or waiting, work on Clever!

  1. Students click on the Clever icon on the desktop

  2. Sign in using the username & password (same as logging into computer)

  3. Click on the square that says iReady

  4. Continue until time is up!

Lessons have been assigned to them based on their diagnostic test results both in Math and Reading. Within each lesson are brain break games. The district is pushing a goal of 45 minutes per week on Online Lessons in ELA and 45 minutes per week in Math to close the gaps found in the diagnostic. Math and ELA are providing some of that time during the week, but not all.

KODU GAME LAB!

What you NEED to know!!!!

WHAT ARE WE LEARNING: Kodu Game Lab: Skyscraper Panic! Today you will be following instructions to build the Skyscraper Panic Game! ​

WHY IS IT IMPORTANT: Learning the programs well helps us be better programmers! We are critical thinkers! Following directions helps us learn! ​

HOW WILL MY TEACHER KNOW WHAT I LEARNED: This week you will create the Skyscraper Panic Game in Kodu. Each day you will show the teacher what you have completed step by step!​

Sign in to Kodu!

SKYSCRAPER PANIC :: PROGRAMMING :: DUE APRIL 26

Kodu Game Lab: Skyscraper Panic!

Today you will work on the Kodu Skyscraper Panic Project!

I will show you step by step how to create the project. Please follow along.

If you get ahead, please wait to ask questions!

OPEN KODU

Click the ​Kodu Game Lab​ icon on your desktop!​

Sign in

  • Use YOUR FIRST NAME and LAST INITIAL!

  • Example: John Smith= JohnS

  • Pin: 0102

  • Click the "Keep me signed in when Kodu exits" button!

  • Click OK

SEPARATE YOUR SCREENS TO VIEW BOTH SCREENS AT THE SAME TIME!

TABS SHOULD NOW BE SIDE BY SIDE!

SELECT ONE TAB AND PRESS WINDOWS + LEFT ARROW

SELECT THE OTHER TAB AND PRESS WINDOWS + RIGHT ARROW

REMEMBER YOU WILL BE SAVING YOUR PROJECT! IF YOU DO NOT SAVE YOU WILL NOT GET CREDIT!!!

Click the HOME button...

SAVE MY WORLD!

TO BEGIN...

  • Select MY WORLDS

  • Select SKYSCRAPER

PROGRAMMING KODU

PROGRAMMING KODU

  • Select the OBJECT TOOL

  • Right click on Kodu and select PROGRAM

PROGRAMMING KODU

  • Program KODU to move using your keyboard ARROWS

WHEN:

  • Click the + next to WHEN

  • Select KEYBOARD

  • Click the + next to Keyboard

  • Select ARROWS

DO:

Click the + next to DO

Select MOVE


ESCAPE

PLAY

Press the ESC key (Escape) key on your keyboard to return to the game. It’s time to test out Kodu’s movement!

Press the Play button (it’s the triangle to the right of the House icon on the toolbar) and take Kodu for a spin. Use the ARROW keys to drive him around on the screen.

PROGRAMMING SAUCER

PROGRAMMING SAUCER

  • Select the OBJECT TOOL

  • Right click on SAUCER and select PROGRAM







Program SAUCER to roam on its own (no human controlling it!)

WHEN:

  • Because Saucer will be roaming on its own (with no human controlling it), there’s no need to program the WHEN box.

DO (LINE 1):

  • Click the + next to DO

  • Select MOVE

  • Click the + next to MOVE

  • Select SLOWLY







  • Now let's program SAUCER to shoot KODU when it sees him!

LINE 2...

WHEN:

  • Click the + next to WHEN...Select SEE

  • Click the + next to SEE... Select KODU!

  • Click the + next to the Kodu option and choose OPTIONS: LINE OF SIGHT (Line of sight means, that only if Kodu is in direct view of saucer, will the saucer shoot)




DO:

  • Click the + next to DO and choose SHOOT

  • Click the + next to SHOOT and choose the MISSILE option

  • Click on the + next to the Missile and choose the LEVEL option.

Your Code should look like this:

ESCAPE

PLAY

Press the ESC key (Escape) key on your keyboard to return to the game. It’s time to test out Kodu’s AND Saucer's movement!

Press the Play button (it’s the triangle to the right of the House icon on the toolbar) and take Kodu for a spin. Use the ARROW keys to drive him around on the screen. Is the Saucer moving? Does it shoot Kodu?

AT THIS POINT...

SAVE YOUR WORLD!!!

Click HOME button

SAVE MY WORLD!

GETTING CREDIT!

Lesson #3 is worth 25 points!

Raise your hand to get your work checked off by your teacher and to get credit!!!

Lesson 3 is worth 25 points! Make sure it is complete before raising your hand!

Not sure? Ask your elbow partner what they think!

You will be asked to play your game as it is currently (with KODU and SAUCER programmed)!