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





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