It’s a bit like our Coding at Home series: the video session will be designed for you to follow along, no matter the setting. If you can view the video on a big screen while you code along on a separate iPad that would be amazing, but if you only have one device at home, you just make due with what you have. All this stuff, the site, the videos, the links, they’re all designed just to give you a bit of support to explore coding on your iPad.
Code Week, European or Otherwise
Wherever you are, you’re more than welcome to catch our sessions. Heck, we’ve got an American living in Ireland co-presenting with someone from the UK.
So if you want to follow along and try to embrace coding during EU Code Week, feel free to register your event, even if it’s your own household! We’ve got some instructions for doing so here.
So grab your iPad, sit back, relax, and get ready for some coding!
Build your own Aquarium App — building on the Lights, Camera, Code stuff, we strike out on our own to build our own app using some of the same techniques we learned with our camera exercises
Augmented Reality— one of our huge hits, try your hand at augmenting your own reality with lunar landers, pinball games, you name it! Not a lot of coding knowledge required, but you’ll have a ton of fun!
And so many more…
You’ll re-live all the excitement of our live sessions with all the bloopers and feed issues as we (I hope) got better and better over time.
So while we’re building the next iteration of lessons/sessions, catch up on the old!
We covered a lot of ground yesterday. In Bumper Bash, we learned about the collision handler, which lets us know which two sprites just collided with each other. This is a huge addition to our coding toolbox!
Now if we’re writing a game we can let the SpriteKit framework do the work of figuring out when two objects have collided.
Now, my high score wasn’t amazing for this one. Have you managed to beat it?
We’ll look at a few ways to cheat the system today — we’re coders, after all, we can write our own rules!
We’ll also explore the applyForce method on our sprites and see what that does.
We also moved on to Gem Hunter yesterday. This playground page combines all the inputs we’ve learned about: touch, light, sound, and collisions. We’re going to write a game that will use a few different ways of manipulating our player to get as many gems as possible.
My high score for this game, our first pass, also wasn’t brilliant, so please tell me you were able to beat me!
We’ll spend a little time rigging up some easy win scenarios today. Then we’ll think about what might make the game even more playable.
What behavior will our player have in reaction to light updates? Will we add some labels to see values from our events in real-time?
Yesterday I hope you took some time to play around with different algorithms to see which one might result in the most fun for your game.
Remember, algorithms were simply a set of instructions and parameters we organized to solve a particular problem. There are many different ways to write code, some of which yield similar results. But now we can explore how well an algorithm performs by how well we do in the game!
In our default algorithm, provided by the playground, I got a high score of 63.2 meters and 4 donuts… not a great score, but not too bad.
Can you do better? Did you do better?
Today we move from the camera to the microphone!
We’re going to revisit pitch and tones today and use their numerical values to try and move things around the screen.
Come join us at 2pm, Irish time and we’ll make a bit of noise and have some fun!