In this lab you are going to create three Alice simulations/programs which are all described in . All of the exercises share common things: lists, loops, and conditionals. First you will create a program to simulate a group of Rockettes dancing, while asking the user for how long they should dance.
Secondly, you will create an interactive Whack a mole game, where you will keep track of the user's score as they whack moles.
Then finally, you will create a TV quiz game where the user has to chose the right door that hides the grand prize (car).
As always, be sure to write up your experiences -- your frustrations and failures as well as your triumphs -- in your lab notebook. Your lab instructor will want to see it regularly.
Rockettes
Rockettes have been popular for a long time and have captivated people with their synchronous movements and dance choreographies. The Rockettes' performance of the "The Galop" musical piece from Jacques Offenbach's Orpheus in the "Underworld" has been widely remembered around the World.
Exercise 1
In this exercise, you will create a simulation/program in which you will have a number of rockettes danding to a song of your choice. This program will turn the user into a puppet-master. One character (of your choice) will come to the screen ask the user , and for how long they should dance. Once the user has made their selection, the rockettes will become visible/come to the stage and start dancing simultaniously as the song starts playing. This is your user-story.
Start reading Chapter 7. Most of the details that you will need for this exercise are decribed in section 7.3.
Save this exercise as exercise1.a2w.
Whack a mole
You have most like heard of this game before, if you have never played it. In this exercise you will explore how to keep a score, as the user that plays your game hits or misses the moles.
Exercise 2
Make you read Chapter 7. Follow the text in section 7.4 which will describe the game Whack a mole in greater detail. Create a game where the user picks up a hammer and whacks at a mole-like puppet that pops up here and there out of a box, while keeping track of the user's score.
Save this exercise as exercise2.a2w.
The Mounty Dilemma
Ever wanted to be a player on a TV quiz show? Well, here is your chance not only to play it, but also to create it.
Exercise 3
For this exercise, do problem 24 in chapter 7 on page 187 from the book. Save your work as exercise3.a2w.
How to submit your homework
Create a folder on your computer and name it 'CS053-Spring10' (if you do not have it already). Create another folder and name it 'Lab6'. In the newly created 'lab6' folder copy your solutions to the exercises: Exercise1.a2w, Exercise2.a2w, Exercise3.a2w, and so on...
Next, go back up to your folder 'CS053-Spring10', right click on your folder 'lab6' and compress it either in a or file.
Your newly compressed file should be named:
- FirstName_LastName_Lab_6.zip or
- FirstName_LastName_Lab_6.rar
After you have compressed your homework, then proceed to submit it via Blackboard.
Got problems? If you have any problems make sure you clear them with your lab instructor because if you do not follow these requirements for submission your lab homework submissions will not be accepted and you will get zero points.