5/7/2023 0 Comments Greenfoot source codeBackground: Do nothing.Īnalysis Pre and Post Conditions Capture information to support testing for: Timer: Count down from 10-1 seconds, then end the game. Code: Sit still and be eaten when Duke lands on them. It requires the player to have a keyboard and mouse.ġ object named “Duke”, the Java mascot 10 objects for Duke to eat, and a background world that is a light color.ĭuke: Move, turn, and eat code. It should be easy for 7-8 year olds to play. I want to create a timed game to teach students how to count. Operations that the objects perform (move, turn, eat other objects). Attributes of all objects, such as color, size, name, and shape. Conceptual (“non-physical”) objects (timer that counts down time remaining in the game). Identify and describe objects in the game. These are the people who most likely will play your game. Gather the target audience's requirements. Write a brief statement of scope that states the type of solution (game) that will solve the problem. In object oriented analysis, Java programmers analyze a problem and then create objects to build a system, or more specifically, to solve the problem.Īnalysis Phase Tasks 1. Developing a game in Greenfoot follows the same steps as developing a software application.Īnalysis Phase In the analysis phase, determine what problem the game will solve, or the task it will perform, using object oriented analysis. Test the game to ensure it works and meets the requirements of your analysis and design. Design the solution, which is a game in Greenfoot. Analyze the problem to solve or task to perform. Review all dot notation (i.e., ).Įnsure similar-looking characters are correct (number 1 versus letter i).Įnsure all string quotes are double “ not single ‘. Locate the beginning and end of a method.Įnsure all beginning braces exist.Įnsure all open ( and closed ) parentheses exist.Įnsure all lines of code end with a semicolon.Įnsure class names are spelled and capitalized properly. Click the question mark icon to display additional information about the error. If there are errors, the incorrect syntax is highlighted and a message attempts to explain the error. If there are no errors, the message “Class compiled – no syntax errors” displays. Then, the programmer corrects those errors in the syntax and re-compiles the program. To debug a program, the programmer compiles the program and reads any error messages that Greenfoot provides. Bugs are errors in the syntax of a computer program. This helps you develop good programming techniques.
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