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Unintendo Project Final Submission.docx

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Joseph Delgado & Shania Rivera
11/18/19
Milestone #1
1.Analyze the starter program given to you for this project. How is the bitstring built by
the code? What would the bitstring look like if only the down arrow were pressed?
Hint: Check out the code for the stage.
After analyzing the starter program, the bitstring is built by a sequence of bits. This bitstring
functions by assigning it a certain value in which the code, will use to perform that action. You
can manipulate the data in order to fix or make your results more efficient. So,far in the starter
code, we see the value [01] correspond to the down arrow key. If, I hold it down for a long period
of time, this value will be repeated continuously because my code keeps track of every single
input the user generates.
2.Analyze the the starter code. Based on the current template, how do you think the
Fabio sprite will decide what action to take? Describe the purpose of the forever loop
in the code.
Next, the Fabio sprite will follow the list of commands, the user uses the bitstring generator to
set each of these bits of string for Fabio to follow. He already has lots of sprite animations,
prepared for when the user figure out how to make him follow each of the individual keys on the
computer. It seems tricky at first glance, but once it's easy since I know about creating variables
and the use of sensing, loops, costume and motion blocks. Now I believe the forever loop block
is for Fabio to never pause so that whatever key you press it will immediately perform these
actions without any delay. The only time Fabio will not run is if you forgot to click the green flag.
3.Compare the different custom blocks in the starter code. Why is it useful to have
these custom made abstractions?
It’s useful to have these custom blocks because it lets you know what the code is
suppose to do easily by reading each of the custom blocks.The code you made has the
outcome of the block it was made for. This is useful because when the program is being
run it doesn’t do the opposite of what it’s intended to do. Basically, It makes it easier for
you to understand what each of the individual blocks purpose instead of being too
complex than it needs to be.
Milestone #2
←
→
↑
↓
B
A
Result
1
0
0
0
0
0
Fabio walks left
0
1
0
0
0
0
Fabio walks
right
0
0
1
0
0
0
Fabko jumps
This study source was downloaded by 100000809286200 from CourseHero.com on 10-12-2023 07:37:05 GMT -05:00
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up
0
0
0
1
0
0
Fabio crouches
0
0
0
0
1
0
Fabio does
double jump
0
0
0
0
0
1
Fabio does a
spin
1
0
1
0
0
0
Fabio jumps
left
0
1
1
0
0
0
Fabio jumps
right
1
0
0
0
1
0
Fabio becomes
Super Fabio
Milestone #3
Link: https://scratch.mit.edu/projects/346255705
Milestone #4a
Comments on our project:
●
Use bitstring on the scratch program so that Fabio performs tasks based on the bitstring
and not directly from the key presses or controller buttons.
●
Add loops in the program to meet the requirement of loops and conditions
●
Make sure the list and bitstring are consistently corresponding to each other
●
Make the buttons a and b do something unique
●
One button should not accidently perform two actions
●
The documentation of the program also includes instruction on the program
Milestone #4b
Project Description:
This study source was downloaded by 100000809286200 from CourseHero.com on 10-12-2023 07:37:05 GMT -05:00
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The purpose of my program was to be able to move the character “Fabio” in such a way that it
would resemble the original nintendo game Mario. I made this project by setting each arrow key
and various combinations of arrow keys to binary. Each binary number determines the action
taken by Fabio. For example, when the left arrow is pressed, the bitstring 1000000 is activated
which causes Fabio to move right. Various bit strings cause Fabio to do each respective action.
With similar actions such as the double jump, I was able to replicate the general theme of the
original Mario game.
Driver Limitations:
There are certain limitations that my code has due to the inability of the controller to entertain
every possible input it receives. This includes Fabio’s inability to move both left and right when
both buttons are pressed. This also applies to when the up and down arrows are attempted to
be pressed. Another limitation includes trying to immediately run after pressing crouch or jump,
which it will not allow you to do; you must wait for Fabio to finish the action. One thing however,
which could have been a limitation but was not was Fabio’s ability to never technically hit a wall.
Because of the program, when Fabio reaches the end of the screen, it simply comes in from the
other side like an infinite loop.
An owner’s manual:
Press the green flag to begin:
Left arrow = move left
Right arrow = move right
Up arrow = jump
Down arrow = crouch
A = spin
B = double jump
Up and left/right = jump forward
B and left/right = Super Fabio
This study source was downloaded by 100000809286200 from CourseHero.com on 10-12-2023 07:37:05 GMT -05:00
https://www.coursehero.com/file/57578405/Unintendo-Project-Final-Submissiondocx/
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