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Lesson 3 - Events and Actions

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0% found this document useful (0 votes)
33 views5 pages

Lesson 3 - Events and Actions

Uploaded by

Frederick Muller
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Developing Games - Lesson 3

Lesson Title Events and Actions

Students are asked to look at the difference between events and actions with an
introduction to conditional statements. Students are then guided through adding
Overview
an event and action to the car game to allow it to collide with a cone and the cone
disappears.

To identify what is an event and action


Learning
To create an event and action within the game
Objectives
To demonstrate an effective testing table

Worksheet 3.1 - Events and Actions


Resources
Worksheet 3.2 - Testing table

2-AP-13 - Decompose problems and subproblems into parts to facilitate the


Curriculum
design, implementation, and review of programs.
Alignment
2-AP-17 - Systematically test and refine programs using a range of test cases.

Ignite

Students are asked to look at the different snippets of text and identify which are events and
actions. This can be done as a worksheet 3.1 or as a task on the slides.
This can be an individual or group task.

● An input activates the event


● An event activates the action
● An action is the output

Ask students to think of additional events and actions.

An introduction to conditional statements is to ensure whilst learning the basics in the software, the
basic concepts are covered also.
● A conditional statement defines a condition and what will happen if the condition is true.
● The condition is the first line defined by the use of ‘if’
● If the condition is true then what is indented (moved in) underneath is the output.

Use this time for an unplugged demonstration of what a conditional statement is. Unplugged
activities use no technology and are a great way to introduce a concept.
● On the slide for the conditional statement intro, there is an example of a conditional
statement:
○ If the teacher raises their arm:
○ Stand up
● Ask the students to react correctly to the condition.

It is important to understand that an event is different to an input and that the input triggers the
event within the system.

©️Copyright Construct 3 2020 written by Pam Jones 1


Engage

Open a web browser and enter the URL:

https://editor.construct.net/

Select Menu
Select Open recent
Select file

Right click on the background


Select ‘Lock’ and ‘Lock selection’

When using multiple layers on the platform it is


better to lock the background as once set it is not
needed again.

Double click on the white area


Select ‘sprite’ and ‘insert’
Resize the cone to smaller than the car
On the right name all objects

Explain the importance of naming the objects to be


able to recognise them again easily, especially if you
have multiple objects.

Select the tab ‘Event sheet’


Select the ‘Add event’

Layout1 is the game visual area


Event sheet is the area to set all events and actions

©️Copyright Construct 3 2020 written by Pam Jones 2


Select the cone and click ‘Next’

This will ensure that the event is being attached to


the cone.

Select ‘On collision with another object’


Then click ‘Next’

Select ‘Car’ the object to collide with


Then click ‘OK’

Click ‘Done’ on the final screen to set the event of a


collision with the car.

The event is visible


Click ‘Add action

When the car collides with a cone,


The cone should disappear

This is deliberately indented to link to textual code


constructs and is a key way of adding clarity to
algorithms and programs.

Algorithms are step by step instructions and used as


the plan

Programs are the products of the planned


algorithms

Select the ‘Cone’ and select ‘Next’

©️Copyright Construct 3 2020 written by Pam Jones 3


Select ‘Destroy’ and select ‘Next’

There is now an event and action attached to the


cone.

Event = When the car collides with the cone,


Action = the cone will disappear

Duplicate the cones

Hold ‘CTRL’ down on the keyboard


Click and drag the cone
Do this till you have about 5 cones for testing

Students are asked to complete the worksheet of a testing table.

The aim is to build on the previous lessons use of a testing table and understanding how it is used
and how important they are for finding errors and areas for improvement.

The testing table will show that the car is not visible at the start of the game easily. Ask students
what behavior needs to be added.

Students are asked to add a new behavior.

Select the car,


Click ‘behaviors’ on the left hand side
Click ‘Add new behavior’

Select ‘Scroll To’ and ‘Add’

Add the test to the testing table and complete the test to make sure the car is visible at the start
and always in the game.

It is important that students save their work to continue with in the next lesson.
To save, click the save button.

©️Copyright Construct 3 2020 written by Pam Jones 4


Reach

Reflect Evaluate Assess Challenge How to

Students are asked to look at the slide with an event and action image from the game.

There are two areas covered and they are asked to identify what is missing to complete the event
and action?

The areas covered on the slide are:


1. Collision
2. Destroy

©️Copyright Construct 3 2020 written by Pam Jones 5

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