In this lesson, students will be introduced to the concept of using timers for animation. Now instead of having graphics programs that stay the same, the content changes every time the timer runs. The first program students will see is a moving ball, so discussing this with the class as a demo on the projector is very useful.
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setTimer
functionIn this lesson, we’ll look at more examples with timers and start making more interesting animations. Students will use timers and the Randomizer to create animations on the canvas.
Students will be able to:
In this lesson, students use timers in combination with the other ideas they have learned, including more graphics as well as coordinate math to create different objects. The random ghosts serves as a fun example to show how you can modify things once you have the basic building blocks in place to make them more readable and easier to alter.
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In this lesson, students build on the use of timers and utilize if statements inside timers to dynamically change what the animations are doing.
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In this lesson, students are introduced to a way input can be taken from the user’s mouse using the mouse clicked method.
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In this lesson, students learn how to extend mouse events to make interactive animations using the dragging motion of the mouse.
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In this lesson we continue to use user input via the mouse to create interactive programs.
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In this lesson, students will learn how to use keyboard keys to control events. Keyboard events capture when the user presses keys on the keyboard. This allows students to write programs that take input from the keyboard to change what is happening in the program.
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In this lesson, students will create programs that combine multiple ideas from this unit.
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In this lesson, students review content with a 25 question End-of-Unit Quiz.
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