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Karel the Dog class code: 1251
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Lesson 11 - Static Platforms
In this lesson, students will expand on physics engine concepts by learning how to program Actors to be static, non-static, active, and non-active!
New Code Blocks
- : Reset the timer (elapsed time) to 0.
Objectives
- Use “static” and “active” code blocks to control the effect of physics on Actors
- Create projects using the physics engine code blocks
Think About It
Discuss the following with a partner:
If you were to create your own Angry Bird-style game
- what would it be like?
- What characters would you include?
- How would you make the game different?
- Would you add realistic physics features to your game?
- Why or why not?
Lessons
1. Introduction (Video)
- Students will watch a short video that introduces the lesson.
2. Concepts (Video)
- A friendly alien introduces three coding concepts:
- Set Active- The alien explains that “active” means that the Actor is affected by physics, meaning that other objects can collide with it.
- Set Static- The alien explains that “static” means that the Actor is not affected by gravity, even if it is active.
- Set Restitution to- Students will observe how different values in the “set restitution” code block affect Actors.
3. Learn to Make Trick Shots Example (Example)
- Students will play an Angry Birds-style physics game. They’ll create their own version of this game in the next module!
4. Learn to Make Trick Shots (DIY)
- In this DIY (do-it-yourself) project, students will follow step-by-step directions to learn how to create a game that makes a cannon fire a cannonball to knock down platforms.
- Optional: Ask your students if they can explain why the “apply impulse” block has the “100*timer” operator inside it. (Answer: The purpose is to make the cannon fire the cannonball faster if the mouse button [web] or student’s finger [mobile] is held down for a longer period of time.)
- Did students finish early? Ask them to explore the bonus activity in “Step 6” of the tutorial which encourages students to add more platforms!
5. Owl Hunt (Puzzle)
- To solve this puzzle module, students will need to code an owl to fall from the sky when it’s hit by a cannonball.
- Give a hint: Ask students…
- What do we need to add to the “when occurs” block to make the owl react to being touched by the cannonball?” (Answer: “touching cannonball?”)
- Does the “set active” block need to be set to true (active) or false (not active)? (Answer: The “set active” block needs to be set to true.)
- Does the “set static” block need to be set to true (static) or false (not static)? (Answer: The “set static” block needs to be set to false.)
6. Make the Ball Bounce Example (Example)
- Students will watch a project of two bouncing balls, where one ball is bouncier than the other. They’ll create their own version of this project in the next module!
7. Make the Ball Bounce (DIY)
- In this DIY project, students will create a project using the “set restitution to” block to customize the bounciness of each ball Actor.
- Did students finish early? Encourage them to add more bouncy balls and observe how the restitution setting affects the balls’ bounciness!
8. Quiz (Multiple-choice)
U.S. Standards
- K-12 CTSA Computer Science Standards (Revised 2017)
Computer Science Teachers Association:
- 1B-AP-10
- 1B-AP-11
- 1B-AP-12
- 1B-AP-15
- 2-AP-12
- 2-AP-13
- 2-AP-15
- 2-AP-16
- 2-AP-17
CCSS-Math: MP.1
- CCSS-ELA: RF.5.4.A, 6-8.RST.3, 6-8.RST.4, 6-8.RST.7
- CS CA: 3-5.AP.10, 3-5.AP.12, 3-5.AP.13, 3-5.AP.14, 3-5.AP.17, 6-8.AP.12, 6-8.AP.13, 6-8.AP.16, 6-8.AP.17
- ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b
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