Ms Gold's

Computer Science Classes at Marshfield High School

Last updated 3/8/10

Introduction to Basic Assignments and Schedule

3/8/10 Today's Lesson - Computer Pong

Click here to for Pong Instructions

Click Here for End of Term Assignments 1/19/10 Assignments

Link to Lesson Plans

Link to Power Point: Class Procedures, Schedules, and Assessments

For Students and Parents: Basic Programming Schedule and Assessments

Important Information:
Improper use of the Internet during class time will result in the loss of internet privileges. For each offense, the student will lose one day's credit. Improper use is defined as visiting an internet site that has not been sanctioned by the school or teacher. This includes but is not limited to all types of games that are not related to class work.

In addition, adding unrelated files to the school's computer will result in immediate loss of all internet privileges.

Lesson 1 (9/1)

Lesson 2 (9/2 )

Lesson 3 (9/8 -a & 9/9- e)

Lesson 4b (9/10 - 10/2) GAME - MAKER

Lesson b (9/14 A and 9/15 E Day)

Lessons

Lesson 4 week 10/26

Complete Game Maker Study Guide for Test Nov 2nd and 3rd

Lesson 11/2

Lesson 11/12 MO Folder and Start REALBasic

Lesson 11/12

Lesson 11/16

Completing Stickman - Program and Power Point

Link to sample 1 Power Point Presentations

Link to sample 2 Power Point Presentations

Start Pong Week of 2/22/2010

Link to Pong Assignment

Assignment for Week 3/8/2010

Start a new pong game where the user plays the computer. For the first go around the Computer will always win.

  1. Start a new REALBasic project and name it ComputerPong
  2. This project will contain 3 sprites
    1. one paddle
    2. one floor
    3. one ceiling
  3. Follow the directions Link to Pong Assignment .
    1. Set up sprites in pushButton Action (don't forget to assign a group number to your sprite)
    2. Collisions will be needed for the paddle and the floor, and the paddle and the ceiling
  4. Your code can be copied from your pong project
  5. Your assignment is to move the paddle up and down automatically without any keycode movements. Move the paddle the same way you currently move the ball.

Up to this point there is no new code. You have done all of this before. Next Steps

  1. Add a ball sprite
  2. Add left and right wall sprites
  3. Add the second paddle sprite
  4. Set up collisions with ball sprite, second paddle, walls, floor, and ceiling
  5. Your assignment is to have the ball follow your first paddle, so that the computer will always win.

General Resources

Game Making Resources

Link to Lesson on How X and Y Coordinates Work

Drag and Drop to GML Resources

All About Data Types and Variables

The Secret Life of Data