lab 4: what is a list?
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Lab 4: What is a List?. 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 Lists Loops Custom Blocks - PowerPoint PPT PresentationTRANSCRIPT
Lab 4: What is a List?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
Lists Loops Custom Blocks
› We can create 3 types of blocks; command, reporter and predicate.
Activity 4: Hangman
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.
Suggested Steps
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?
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
variable
Step 1: Choose a word Notice we created a
block for “ask for word”
What does the shape tell us about the block› Command,
reporter, or predicate?
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.
Step 2: Word List Create
variable letter_list
Again, notice the shape of this block.
Step 3: Report # of letters
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.
Step 3: Report # of letters
“Length of list” block is a reporter block
Step 4: Begin Guessing
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?
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 player
Step 4: Begin Guessing
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?)
Step 4: Begin Guessing
What belongs inside this repeat?› Simplify by creating code inside into a
block
Step 4: Begin Guessing Similar to “break word into list”
› Use script variables› “Ask” player to make a guess
Step 4: Begin Guessing
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?
Step 4: Begin Guessing
What if the guess is wrong?
Step 5: Begin Guessing
If guess is wrong…› Report incorrect
guess› Take away a life› Reports # of lives
Step 6: Display letters
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.
Step 6: Display Letters
We want blanks to appear, and equal the same length of the word
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?
Step 7: Report & Play again
Now, Customize your game!!