Kojo Wiki

docs for Kojo

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Level 2 lesson plans

  1. Creating Pictures and moving them around on the canvas.
  2. Keeping Pictures within the stage area.
  3. Canvas bounds.
  4. Control flow and notional machine review.
  5. Picture collisions and bouncing.
  6. Object Oriented Programming.
  7. Pictures - responding to the keyboard, joystick, and mouse clicks.
  8. Making a game - Hunted.
  9. ArrayBuffers and HashMaps for gaming.
  10. Hunted 2 - increasing the number of hunters without any code change.
  11. Hunted 3 - adding background and character images.
  12. Hunted 4 - putting an envelope around character images for better collision detection.
  13. Hunted 5 - using multiple images per character for richer animation.
  14. Hunted 6 - adding sound.
  15. Hunted 7 - loading images and sounds off the web.
  16. Hunted 7 - running in iKojo.
  17. Hunted 8 - using a joystick to make the game mobile friendly.
  18. Exporting Hunted 8 as a web-app that can run standalone on personal computers and on mobile phones.
  19. Game refinement project 1 - Dino.
  20. Game refinement project 2 - Car Ride.
  21. Sample game - Tic Tac Toe.
  22. Sample game - Recall Power.
  • Tic Tac Toe, unbeatable (with AI).
  • Final Project.

Optional Topics

  1. Functional Programming.
  2. Blocks of code and lambdas.
  3. More on the second input to repeatFor.

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