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woof libs v 1.0 #136
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woof libs v 1.0 #136
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I love this! Comments:
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Thanks @madduccino. These are really helpful comments, and the program is going to be much improved. It is also going to be another complex program due to the options, but I think it will be better. I'm having some difficultly creating Level 1 or 2 games lol. But I thought I should let you know this because it is going to take me longer than I anticipated to update this. I think you'll like it though. |
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Those are really good points. I missed the part where you were trying to make this Level 1. The improvements I mentioned don’t necessarily need to be added, just thoughts. We could also add them as challenge steps.... |
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It's totally ok. I think there'll be another opportunity for lower level things. I'm actually liking the challenge of making this look really good. |
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It looked a little pathetic to me in my first version anyway. |
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Haha. Nah but version 2.0 will be epic 😎
…On Fri, Jul 26, 2019 at 9:17 AM Kate Norton ***@***.***> wrote:
It looked a little pathetic to me in my first version anyway.
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I really think it will be. It's already looking much better, and is programmatically very cool. I also think that it is a good project to display how different 'screens' can be done fairly easily in Woof. That being said, I do think we should prioritize some kind of a file structure thing to help organize the more complex programs. Looking forward to showing you! |
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Awesome! Can you elaborate on the file structure? I think I know what you
mean but not sure.
…On Fri, Jul 26, 2019 at 9:23 AM Kate Norton ***@***.***> wrote:
I really think it will be. It's already looking much better, and is
programmatically very cool. I also think that it is a good project to
display how different 'screens' can be done fairly easily in Woof.
That being said, I do think we should prioritize some kind of a file
structure thing to help organize the more complex programs.
Looking forward to showing you!
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Basically using arrays to hold sprites for entire screens, and using a function to hide or show those screens. Passing a screen array into showScreen() or hideScreen() makes it very easy to read, and makes it easier to organize multiple level looks. Making a main() function like in C++ and so far the entire program is run by calling the main function, and the main function only calls functions itself. Combined together, it makes editing the program a lot easier, because I can, with a few characters, show or hide any screen that I want at any time. So, I can hide everything but the 5th screen and start from there, or in a few seconds, start at the 1st screen. As I did in the memory game program, I made an event listener function that adds event listeners to all the sprites that need them. That's one area that I would like to improve, because I think it would be better to do that as object properties, but given the nature of WoofJS, I think it is a fine way to do it. I mean, this is just the middle of what I'm doing, but isn't it very satisfying to read this? It's really great to be able to spend all this time working on these, because I'm really starting to get a sense of how to organize things better. I've got a lot to learn, but the opportunity to do it is great! I'll probably create a hideAllScreens() function later and call that at the beginning of main instead of each screen, but I didn't make it yet. Or, hmmm, a gameSetup() function that can call hideAllScreens() is probably better. |
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Interesting. Let’s post this on the Woof repo and get Steve’s thoughts.
…On Fri, Jul 26, 2019 at 9:50 AM Kate Norton ***@***.***> wrote:
Basically using arrays to hold sprites for entire screens, and using a
function to hide or show those screens. Passing a screen array into
showScreen() or hideScreen() makes it very easy to read, and makes it
easier to organize multiple level looks.
Making a main() function like in C++ and so far the entire program is run
by calling the main function, and the main function only calls functions
itself.
Combined together, it makes editing the program a lot easier, because I
can, with a few characters, show or hide any screen that I want at any
time. So, I can hide everything but the 5th screen and start from there, or
in a few seconds, start at the 1st screen.
As I did in the memory game program, I made an event listener function
that adds event listeners to all the sprites that need them. That's one
area that I would like to improve, because I think it would be better to do
that as object properties, but given the nature of WoofJS, I think it is a
fine way to do it.
I mean, this is just the middle of what I'm doing, but isn't it very
satisfying to read this?
`function main(){
hideScreen(titleScreen)
hideScreen(chapterScreen)
hideScreen(instructionsScreen_mySuperHeroTale)
hideScreen(instructionsScreen_theWonderfulDance)
hideScreen(instructionsScreen_theGiantBook)
showScreen(titleScreen)
assignEventListeners()
}
main()`
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Ah! But just to be clear, I don't think that these functions should be in Woof. They are just functions created by me for my convenience. I think we should be teaching students to do that for themselves. |
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I keep trying to think about how to get programmatic ideas into our student's minds, and I'm thinking that it is not necessarily going to get there in the untutorial text steps. Probably best to get them to teachers and get teachers to emphasize them. Or, as hopefully is in this case, something that is seemingly complicated enough for students to ask, "How the heck do I keep track of all this?" |
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Ah ok. Could we not explictely say something like, Store all the sprite in an array called Screen1. This will make it a lot easier for you to clear the screen when you create a new story in later steps. |
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Yes! Definitely. I was already thinking about having the students create the three menu screens first, so that'll be a great way to nudge them in that direction. Thanks for that! |
@madduccino Good day!
This is v 1.0 of the level 1 game Woof Libs.
Happy to get your feedback. Cheers.