updated static lesson page

This commit is contained in:
Michael Elliot Braun 2016-03-30 16:32:16 -07:00
parent b83a845854
commit 545fff44d0
4 changed files with 6 additions and 15 deletions

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@ -57,12 +57,11 @@ Overview of lessons for the BBC micro:bit.
* [Hack your Headphones](/microbit/lessons/hack-your-headphones), create music on the BBC micro:bit by hacking your headphones
* [Banana Keyboard](/microbit/lessons/banana-keyboard), create music with fruits
* [Telegraph](/microbit/lessons/telegraph), play the telegraph game between two BBC micro:bits
* [Ornament Chain](/microbit/lessons/ornament-chain), play the ornament chain game between two BBC micro:bits
## Advanced
* [Hero](/microbit/lessons/hero), reconstruct the classic arcade game pac man with the BBC micro:bit
* [Catch the Egg](/microbit/lessons/catch-the-egg-game), reconstruct the classic game of Catch the Egg with the BBC micro:bit
### ~
### @section full

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@ -10,9 +10,9 @@ Variables
## Quick Links
* [activity](/microbit/lessons/catch-the-egg-game/activity)
* [quiz](/microbit/lessons/catch-the-egg-game/quiz)
* [quiz answers](/microbit/lessons/catch-the-egg-game/quiz-answers)
* [challenges](/microbit/lessons/catch-the-egg-game/challenges)
## Prior learning/place of lesson in scheme of work
@ -35,7 +35,7 @@ Learn how to create a catch the egg game game with **plot**, `led->plot` , **unp
## Objectives
* learn how to create a global variable as a place where you can store data so that you can use it later in your code, accessible across functions and in nested code blocks
* learn how to create a variable as a place where you can store data so that you can use it later in your code, accessible across functions and in nested code blocks
* learn how to repeat code in the background forever
* learn how to turn off a LED light on the LED screen
* learn how to turn on a LED light on the LED screen

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@ -31,14 +31,6 @@ basic.forever(() => {
### Challenge 1
Let's start by adding the **game** library.
### ~
### ~avatar avatar improvised
### Challenge 2
Let's use an **IF** statement to detect if the egg and the basket are lined up.
Now that we know when an egg is caught, we can keep track of the score! We need to use the `add score` function built into the game library to add `1` point for every egg that is caught. However, let's not forget to `remove life` if an egg falls off the display before it's caught!
@ -77,7 +69,7 @@ basic.forever(() => {
### ~avatar avatar encourage
### Challenge 3
### Challenge 2
Catching eggs gets easier with practice so let's make the eggs fall faster every 5 catches. We can do this by tracking how long the egg pauses in each position while falling with a global variable called **falling pause**. Let's create this variable and set it to `300` initially. Don't forget to also create a condition that will be true every 5 catches.
@ -116,7 +108,7 @@ basic.forever(() => {
### ~avatar avatar surprised
### Challenge 4
### Challenge 3
### @video td/videos/catch-the-egg-game-4

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@ -6,7 +6,7 @@ Programming a game of catch the egg using the accelerometer.
## Directions
Use this activity document to guide your work in the [catch the egg challenges](/microbit/lessons/catch-the-egg-game/challenges)
Use this activity document to guide your work in the [catch the egg challenges](/microbit/lessons/catch-the-egg-game/activity)
Answer the questions while completing the tutorial. Pay attention to the dialogues!