Unit 1: Creative Computing for All - Lesson 1.2 - Abstraction
Section outline
-
-
Activity 1.2.1 - Catch-A-Turtle
Goals:
- Use procedural abstraction to make a moving shape on the screen jump to a random location when clicked on in a given time.
- Use event-driven programming by creating and calling procedures.
- Use new methods such as onclick to create randomness.
-
-
Activity 1.2.2 - Catch-A-Turtle Leaderboard
Goals:
- Create a custom Python module that contains the leaderboard functions.
- Use a text file to permanently store the leaderboard data.
- Manipulate strings and lists.
- Use relational and logical operators to determine the level of player high score, and other conditional needs
-
-
-
Background Colour
Font Face
Font Kerning
Font Size
Image Visibility
Letter Spacing
Line Height
Link Highlight
Text Colour