Use your creativity to combine some of the elements below to make your games. Click on an icon for a mini-tutorial. Some elements will require you to copy and paste some code from here.
We suggest starting with an element from level 1, as it is the easiest, and sticking to levels 1 & 2 for your first game.
numbers - values the computer can do math calculations with, e.g. 84
stings - values stored as text, e.g. "Game Over"
variables - a name for a piece of data that might change, e.g. score = 12
objects - a name for a group of variables/functions, e.g. player.score = 10, player.x_position = 45
conditionals - allows the computer to make choices, e.g. if score > 10 then mode = "win"
boolean logic - using "and", "or", "not"
game loop - the way the computer loops over update() & draw() over and over
files - a way to organise your project by breaking the code up into topics, e.g. player, enemies, bullets
functions - grouping code together into blocks that do just one thing, e.g. drawEnemies()
scope - whether a variable can be seen everywhere in the program (global), or just within a function (local)
defining objects - directly make an object yourself
program modes - run different code each frame depending on the value of a variable
lists - collections of variables, objects, etc. e.g. weapons = ['axe', 'sword', 'foam hammer']
vectors - an x value and a y value that tell the computer how far to move a sprite, e.g. [1, 0] would move an object to the right
iteration - looping over a piece of code multiple times, or over each item in a list
instancing - making an object from a factory function or class, e.g. (players might call this spawning)
classes - like 'blueprints' for making a large number enemies, bullets etc.