In CodeHS we used the sandbox the things we have learned using Karel to make our own code for Karel. I utilized loops, function, and coding logic to organize it to the best of my abilities.
In the CodeHS lessons we were supposed to make 2 ball towers and and end Karel on top of it. To do this we made functions and condensed the problem into 2 small functions then created the two towers with 5 lines of code.
In the CodeHS lesson, Karel placed balls into the holes in the ground and resurfaced to the ground level using functions, creating a digging and resurfacing function.
In this CodeHS exercise, I learned Python to handle user input effectively. Specifically, I discovered how to prompt users for information and convert their responses into strings or integers. This skill enables me to combine these values to create meaningful and complete sentences based on user input.
In this project, my partners Angie, Liz, and I designed an image using red and black colors. We employed the pair programming method, where one person writes the code while the other reviews and provides feedback. This collaborative approach allowed us to create a well-crafted image together.
CODEHS Karel Code Challenge
The CodeHS Karel Code Challenge is an activity where you use Karel the Dog, a virtual robot, to complete tasks by writing code. Karel lives in a grid world and can only do a few things like move forward, turn left, place balls (beepers), and check if the front is clear.
CODEHS Storage Assignment
a lesson where we learn how computers store and manage data using different units of measurement like bits, bytes, kilobytes, megabytes, gigabytes, and terabytes. In this assignment, we explore how digital information (like text, images, and videos) takes up space and how to calculate or estimate the amount of storage each type of file needs.
CODEHS Meal Planner Assignment
The CodeHS Meal Planner Assignment teaches how to use lists and functions in Python to create a simple program that helps plan meals for the week. We learned how to store meal options in a list, let users add or view meals, and organize our code using functions. This helped us practice managing data and writing clean, reusable code.
CODEHS ALLSTAR Assignment
The CodeHS All-Star Assignment is a project that combines key coding skills like functions, loops, and conditionals to build a more advanced program. It lets us show what we’ve learned by solving a bigger problem using all the tools we've practiced.
I spent my time coding a Halloween game where players collect candles while running from ghosts. It was a fun challenge to design the mechanics, create spooky graphics, and make sure the game was both exciting and challenging. The goal was to balance the thrill of escaping ghosts with the reward of collecting candles, adding a spooky vibe to the gameplay.
I spent my time coding a number guessing game where players try to guess a number between 1 and 50. The game tracks how many tries it takes to guess correctly, adding a fun challenge to improve with each attempt. It was a great opportunity to work on game logic and create a simple yet engaging experience.
I spent my time coding a story-driven game where players follow the journey of a dog who loses its owner, leading to a tragic ending. Players navigate the emotional narrative through simple clicks, experiencing the dog's sorrow and struggle. It was a rewarding challenge to blend storytelling with interactive gameplay.
I explored a simulation that shows how sheep populations fluctuate based on different variables. Using sliders at the top, I could adjust factors like food supply and predators, watching how they impacted the population over time. It was fascinating to see the dynamic changes and experiment with different scenarios.
While learning how to count and convert between binary and regular (decimal) numbers, we created a helpful cheat sheet called a Flippy Do. This tool helped me and my classmates understand the relationship between digital information and numerical values. It made it easier to see how each binary place represents a power of two, and how those values combine to form numbers that computers can understand.
This code is a simple Python program that introduces a user to a game called MindBoost and offers interactive elements based on their age group. First, the user is welcomed and asked for their age group (teenager or adult). Depending on the response, the program either gives stress management advice and starts a Tic-Tac-Toe game for teenagers or provides a list of self-care tips, health advice, or relationship guidance for adults, with an option to play the game as well. The game itself is a Tic-Tac-Toe implementation, where players take turns making moves on a 3x3 grid. The game checks for a winner, a tie, or allows players to continue playing until one of those outcomes is reached. The program also uses time delays and handles basic user input and errors.
In this lesson, I edited the determineGenotype function to always display the dominant allele (capital letter) first in the genotype. If the first allele was capital, I kept the order and the colors the same—blue on the left and red on the right. If the first allele was lowercase (recessive), I switched the order so the capital letter came first and also reversed the colors—red on the left and blue on the right. This update makes the genotype easier to read by always showing the dominant allele first, which is important for understanding genetic traits.
I created a function called is_even that takes a number as input and returns a boolean value—True if the number is even, and False if it’s odd. I used the modulus operator (%) to check if the number is divisible by 2. Then, I wrote a program that uses a loop to let the user enter numbers repeatedly. Each time a number is entered, the program uses the is_even function to check if it's even or odd and prints the result. The loop keeps running until the user enters 0, the sentinel value that ends the program. This lesson helped me practice writing functions, using Boolean logic, and building interactive loops in Python.
The Create Task is a project where you design and build a computer program that solves a problem or creates an experience. For this project, I created a Mystery Game with a storyline about a villain who plants a bomb and leaves clues throughout the game. The player follows the story, finds hidden clues, and at the end must enter a code—if it’s correct, they save the day! I used lists to store and compare code inputs, and functions to collect numbers and add them to the user’s list. I already have the skills needed to build this game, and I’m excited to bring it to life!