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HP_Julianum
HP_Julianum presents ...

2014/3/3

Pushing apples

The purpose of this project is to introduce OOP in High School. The apple can be moved by pushing it forward or pulling (rather dragging like a magnetic mode) it backwards (press p). The apples have to be inserted in special walls. If all apples of a level are successfully inserted a blue piece will arise as a trap door to a new level. In a future version the shortest distance of the player to this blue floor piece will be calculated (Dijkstra). In the last level it is possible, that a special apple-wall is not accessible. Therefore the player can use a bomb (press b and run) to delete normal walls. But beware - the player himself can be deleted as well.
The player can use as many bombs as there are white lines painted on its image.

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Tags: game demo education oop

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A new version of this scenario was uploaded on Mon Mar 03 18:37:23 UTC 2014
danpostdanpost

2014/3/3

Is level 3 just a sample of things you should avoid (edging an apple or setting them next to each other because you can only push one apple at a time)? Also, there is no indication as to which direction the apple must enter the targets (they will not go in from any side, but, as far as I can tell, only from one particular side; and it can be a different side depending on the target).
HP_JulianumHP_Julianum

2014/3/3

Hi, danpost I have added a description how to deal with these two apples in level 3. Press p for a pulling mode. This is just an additional feature for my students, who are very quick. The apples can be inserted in the walls only from one particular side. This is my intention. In level 4 it may be possible, that there is no solution. You can use bombs to remove normal walls
PointifixPointifix

2014/3/3

thaha nice but it took some time that i found out pulling back means that the apple will follow me ;) also the world screen is to small i think, scolling is shit ;) is this your first game with greenfoot? its nicely made ;) greetings
HP_JulianumHP_Julianum

2014/3/4

Hi, Pointifix, I agree. The world screen is to small. Working within greenfoot is okay, because the world is resized each time you get to a new level. Any idea how to fix this in this shared project? Maybe I should call the "pulling mode" "dragging mode". The variable for this in the code actually is called "dragging". :-) Have you been able to finish the fourth level? Greetings Jörg
danpostdanpost

2014/3/4

To fix the sizing of the screen, play to the level of the largest screen and upload it with that size screen showing. If one is largest width-wise and another is largest height-wise, you may have to improvise. Create a dummy level that is of largest size both ways and create a method in you first world to get to it. Call the method manually (not by coding a call to it) and then upload the scenario.
danpostdanpost

2014/3/4

I was able to complete level 4. However, I had to restart due to two targets being placed with one space in between and one of the openings facing the other target leaving no way to push an apple into that target.
HP_JulianumHP_Julianum

2014/3/4

Thanks for the hints. The last mentioned issue may occur - it's on my list. Being an educational project I'm mostly interested in the basics. Because of a surgery I wanted my students to be able to proceed with their work. My elearning-platform moodle is not able to host this project. The workaround with a dummy world is a good idea. I'll try to see to it the next days. Greetings
A new version of this scenario was uploaded on Tue Mar 04 13:46:33 UTC 2014 A new starting level for fixing the size-issue.

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Pointifix