![]() In addition, the app has a content rating of Everyone, from which you can decide if it is suitable to install for family, kids, or adult users. Lightbot : Code Hour requires Android with an OS version of 2.3 and up. It has gained around 1000000 installs so far, with an average rating of 4.0 out of 5 in the play store. every time the inner block of code is executed) can know the current number of iteration: here we’ve used the variable “i” to count the number of iterations in our loops.Lightbot : Code Hour is an Android Puzzle app developed by SpriteBox LLC and published on the Google play store. This time, in JavaScript, we’ve used the for loop, in which we indicate how many times the piece of code inside the is to be repeated. Using this variable, it is possible for us to change the value in one single place, and then our two rectangles will be painted differently. We’ve covered the use of a variable, which is like a small box in the head of the program, in which you can put a value (for example, the number 80, above), and which has a name (in this example: “size” is the name of the variable, and we place the value “80” inside). This way, the fillRect function can be used to draw any rectangle of any dimensions, at any position, because these are the parameters that we pass, when invoking the function. On the “c” canvas, we select the fill color, then we paint a rectangle using the function “fillRect”.Ī function is like a procedure, but it accepts parameters. to draw lines and polygons and circles on the white, empty Web page. We learn here to manipulate the Canvas, i.e. It’s very important for the computer to understand each instruction. Beware of the “ case”! (capital/small letters). ![]() In JavaScript, we write instructions on on each line. ![]() We’re going to use JavaScript, a very famous language used in every Website on the entire Internet. In this phase, let’s see what real code looks like. The robot will never end the loop… but fortunately the game is successfully over the moment we light up the last bulb □īut programming is not really clicking on big buttons to make a robot turn right or jump. Instead of adding multiple times the “call” to P1 from the main program, here we decided to make the procedure P1 call itself again! In this stage, we instruct the robot to repeat the same procedure again and again. In the above example, instead of repeating 3 times the exact same series of instructions to advance and light up and turn right, we can instead gather together this sequence inside a Procedure, and then we tell the robot to execute 3 times the procedure!Ī loop, in programming, means: repeating something a certain number of times. run, execute, invoke) a procedure by its name, as much as needed. instructions) inside a program.Ī Procedure has a name (for example: PROC1) and the main program is able to call (i.e. Procedures are small (or big!) blocks of code (i.e. We just compose a music for the machine, with the instructions: it will play its part when told to start. The instructions in the bottom, are everything the robot is able to understand, and knows to do. actions) from the bottom row, to the program area (the yellow box). The robot will then execute the exact program as we wrote it ahead of time. It means that we need to compose a block of instructions for it to execute when we say Go. But, unlike a regular game where you, the player, click a mouse or tap a screen when it is time to jump, here we need to program the robot. In this LightBot game, the purpose is to make the little robot walk and jump and switch on light bulbs. Programming a computer, is like making it “know” what we want it to do, and how we want it to behave. In this first phase, we explored the principles of instructing a machine about what it must do, and when.
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