Difference between revisions of "IB Computer Science 1"

From WLCS
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** Declare/create a global string variable named '''turn''' and initialize it to either "X" or "O"
 
** 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
 
** 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
 +
** 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 ""
 
*** Initialize all the b_#_# variables to empty strings ""
 
*** Initialize all the b_#_# variables to empty strings ""
 
** Define the mouseReleased() function like the example linked above.  Read all of the following guidelines for mouseReleased()
 
** Define the mouseReleased() function like the example linked above.  Read all of the following guidelines for mouseReleased()
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*** 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()
 
*** 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_#_#
 
*** If a particular square is clicked, then save the current player's turn into that specific b_#_#
** Update your draw() so that all of the b_#_# variables are text()-ed onto the screen at their appropriate locations
 
 
** Every time you release the mouse and draw "X" or "O", the turn should switch
 
** 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
 
** You must not allow a move to occur in a space that already has a move

Revision as of 11:40, 4 October 2019

Friday (10/4/19)

Agenda:

  • 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

Wednesday (10/2/19)

Agenda:

  • 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
    • 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 ""
      • Initialize all the b_#_# variables to empty strings ""
    • 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

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