Difference between revisions of "IB Computer Science 1"
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== Friday (10/4/19) ==
== Friday (10/4/19) ==
Revision as of 11:30, 8 October 2019
- Group 4 Project permission slips
- Complete & demo Tic-Tac-Toe - Part 2
- Tic-Tac-Toe - Part 3
- Be sure to create a new sketch so as not to lose your working Part 2 code, and copy over your Part 2 code to the new sketch
- Add if-statements and conditionals to check if any 3 in a row match
- Don't forget to make sure that one of the slot variables is not equal to the empty string because 3 empty slots will be considered a match too
- Display a text() message that indicates the winner
- Call the noLoop() function to stop the game when there is a winner
- Implement a mechanism/conditional to check if the game is a draw (tie)
- Demo a completed Tic-Tac-Toe game
- Implement an AI to play against you
- Group 4 Project - field trip slips
- Complete and demo Tic-Tac-Toe: Part 2 (see description from Wednesday)
- If you have completed Tic-Tac-Toe: Part 2, then proceed to adding conditionals to determine winning
- Don't forget about cat's games (tie-game) where the board is completely full
- Demonstrate Tic-Tac-Toe Select-a-Square
- Read text() and test out its example code snippet
- You can use text() to draw X and O on the screen for our game!
- Read global variables and test out its example code snippet in Processing
- You will interact with the code snippet by hitting keys
- Focus on understanding the use of the global keyword
- Read mouseReleased() and test out its example code snippet in Processing
- You will interact with the code snippet by pressing and releasing the mouse/trackpad button
- The mouseReleased() function automatically runs every time the mouse's button is released
- What components of Tic-Tac-Toe are left?
- Copy your Tic-Tac-Toe code to a new Processing sketch program and save it as TTT_Part2
- Declare/create a global string variable named turn and initialize it to either "X" or "O"
- Declare/create global variables for each square in the game (e.g. b_0_0, b_0_1) -- you will use these variables to track where moves are made
- Initialize all the b_#_# variables to empty strings ""
- Update your draw() so that all of the b_#_# variables are text()-ed onto the screen at their appropriate locations. Test out your program by giving some of the b_#_# variables "X" and "O". You should see them appear on the screen. Once your testing is done, revert them back to empty string ""
- Define the mouseReleased() function like the example linked above. Read all of the following guidelines for mouseReleased()
- You will add/modify the mouseReleased() code block, such that you will determine where the mouse is releasing (using if-statements), and then you will change/update the corresponding b_#_# variable
- You can use the same if statements and conditionals from the previous "select-a-square" lab! (i.e. copy all your if-statements from the draw() and paste them into mouseReleased(). You will not need any of the fill() or rect() in mouseReleased()
- If a particular square is clicked, then save the current player's turn into that specific b_#_#
- Every time you release the mouse and draw "X" or "O", the turn should switch
- You must not allow a move to occur in a space that already has a move