Designing and Coding the Splash Card "start"
The card consists of
Coding the Stack Script
To create an app that loads a splash card on open, you must edit the stack script. This will load the splash page on the standalone app. To navigate between stack cards, use the project browser.
Coding The Blue Bird Image
The Blue Bird image brings the user into the game level of the app. It brings the user from Card "Start" to Card "Level1"
Coding The Buttons
The buttons on the splash screen are coded to show invisible objects that give information about the creator and the app. It uses "show" and "hide" codes to manipulate objects that have been set by default to be invisible. The clear button hides them again. This can be changed to a timed event where it displays the information for X amount of time before hiding again (wait 8 seconds).
Designing and Coding the Card "Level1"
The card consists of
Coding the Card: openCard
The card is coded to hide all 6 blue birds when loaded and display the instruction field for 5 second. This app also features background music that will begin playing once the instructions have been rehidden. Music can be brought in through the "import as control" feature similar to an image.
Coding the Card: Declaring Variables
The app uses variables in its code to initialize loops. Instead of coding complex structures on individual buttons, variables can activate loops by setting their values to "true" and "false". First variables must be declared, making them keywords that code can reference. This gets done on your card, usually at the top. In the next section, their use will be further explained.
Coding the Card: Commands
Commands can be created so multiple objects can reference them. For example, this command places all the blue birds in pre-determined positions to begin the game. The command "moveBird" can be used for both the start button and reset button. FYI: "move" drags while "set loc" places