I2.2 Programming your Greeps.Ĩ.3 Sound recording and editing.Ĩ.4 Sound file formats and file sizes.Ĩ.6 Image files and file formats.Ĩ.8 Combining images files and dynamic drawing. I1.4 Publishing on the Greenfoot Gallery.Ĭhapter 5 Making music: An on-screen piano.ĥ.3 Abstraction: Creating multiple keys.ĥ.5 Using loops: The while loop.ĥ.7 Summary of programming techniques.Ĭhapter 6 Interacting objects: Newton’s Lab.Ħ.1 The starting point: Newton’s Lab.Ħ.2 Helper classes: SmoothMover and Vector.Ħ.3 The existing Body class.Ħ.4 First extension: Creating movement.Ħ.5 Using Java library classes.Ħ.6 Adding gravitational force.Ħ.12 Summary of programming techniques.Ĭhapter 7 Collision detection: Asteroids.ħ.1 Investigation: What is there?.ħ.5 Colliding with asteroids.ħ.9 Interacting with objects in range.ħ.11 Summary of programming techniques. The judge then copies that file into his full (10-map) scenario, recompiles and runs it.List of scenarios discussed in this book.ġ.3 Interacting with objects.ġ.8 Understanding the class diagram.Ģ.1 The Little Crab scenario.Ģ.4 Dealing with screen edges.Ģ.5 Summary of programming techniques.ģ.9 Summary of programming techniques.Ĥ.1 Adding objects automatically.Ĥ.5 Instance variables (fields).Ĥ.7 Using actor constructors.Ĥ.12 Summary of programming techniques. (So the challenge for contestants is to develop movement algorithms that are flexible enough to work on different maps, not just a known one.) We recommend running the competition with 10 different maps.Ĥ0 12.4 Technicalities For submissions of an entry to the judge, the easiest mechanism is that contestants submit only the Greeps.java file. The Greeps land and forage on each of the three maps in turn. (This is the one included in the book scenarios.) This scenario includes three different maps. To make the competition interesting, there should be two versions of the Greeps scenario. Use the total scores to determine if you Greeps logic is improving You can then (that will be a day or two in) also have discussion where they describe their ideas of how to improve it. That is usually enough to get them started and to generate more ideas. So I suggest that they wait at the pile when they find one. The next thing is that Greeps can only pick up tomatoes when two of them are at the tomato pile together. The first thing I suggest to my students to do is to turn when they hit water, so they don’t get stuck. In the handout version, Greeps just run more or less straight, and when they hit an obstacle (water or the screen edge) they are stuck and stay there. Methods from Actor that cheat normal movement (such as setLocation) may not be used. Greeps have no magic powers - they cannot create things out of nothing.ġ8 Rule 7 Rule 7: No tele-porting. You are not allowed to create any scenario objects (instances of user-defined classes, such as Greep or Paint). Greeps are almost blind, and cannot look any further.ġ7 Rule 6 Rule 6: No creation of objects. You are allowed to look at the world only at the immediate location of the Greep. */ public static String getAuthorName() Rule 5: No long vision. Put your name here /** * This method specifies the name of the author (for display on the result board). Presentation on theme: "Interlude 2 - The Greeps Competition"- Presentation transcript:
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