Unit 4 - OOP PROGRAMMING
OPTIONAL PRACTICE (GAME TUTORIALS)
Objectives
Students will be able to:
Read through a program code and try to understand it.
Write additional code to complete an incomplete program.
Lesson 08 -POLISH THE POP GAME
LESSON MATERIALS (YOU CAN ACCESS ONLY VIA @BERGEN.ORG ACCOUNT)
Objectives
Students will be able to:
Learn how to detect an object(any element of an array) intersects with the mouse location.
This way; we will be able to trigger an action, like removing the object from the list.
Supplementary Resources
Lesson 07 - OOP - Mouse Interaction with Arrays & Objects
LESSON MATERIALS (YOU CAN ACCESS ONLY VIA @BERGEN.ORG ACCOUNT)
Objectives
Students will be able to:
Learn how to detect an object(any element of an array) intersects with the mouse location.
This way; we will be able to trigger an action, like removing the object from the list.
Supplementary Resources
Lesson 06 -OOP - Arrays with Objects
LESSON MATERIALS (YOU CAN ACCESS ONLY VIA @BERGEN.ORG ACCOUNT)
Objectives
Students will be able to:
Create multiple objects using for loops and store them in array.
This way; we will be able to use a class as a template; duplicate it as many as we want, and and control every single object individually.
Supplementary Resources
Lesson 05 - OOP ARRAYS
LESSON MATERIALS (YOU CAN ACCESS ONLY VIA @BERGEN.ORG ACCOUNT)
Objectives
Students will be able to:
Create an image slider (by storing images into an array(list) and go through the each element by changing the index value.
Supplementary Resources
Lesson 04 - OOP - Constructor Arguments with Classes
LESSON MATERIALS (YOU CAN ACCESS ONLY VIA @BERGEN.ORG ACCOUNT)
Objectives
Students will be able to:
Add parameters to constructor method to specify objects’ properties.
Supplementary Resources
Lesson 03 - OBJECT ORIENTED PROGRAMS - CLASSES
LESSON MATERIALS (YOU CAN ACCESS ONLY VIA @BERGEN.ORG ACCOUNT)
Objectives
Students will be able to:
Create objects to specify instance of a class that contains real values instead of variables.
Supplementary Resources
Lesson 02 - MULTI SCREEN APPS PART - 2
LESSON MATERIALS (YOU CAN ACCESS ONLY VIA @BERGEN.ORG ACCOUNT)
Objectives
Students will be able to:
create multiple screens and switch between them according to different states.
VOCABULARY
Event-driven program: a program designed to run blocks of code or functions in response to specified events (e.g. a mouse click)
Lesson 01 - MULTI SCREEN APPS
LESSON MATERIALS (YOU CAN ACCESS ONLY VIA @BERGEN.ORG ACCOUNT)
Objectives
Students will be able to:
create multiple screens and switch between them according to different states.
VOCABULARY
Event-driven program: a program designed to run blocks of code or functions in response to specified events (e.g. a mouse click)