01-02 Shapeshifter.js 3.7 KB

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  1. /**
  2. Ninjas investigate how changing an object's properties visually affects the object in the scene.
  3. * scale
  4. * opacity
  5. * rotation
  6. * width/height
  7. Sensei Notes
  8. * The goal of this activity and the other activities in section 1 is to continue to develop familiarity with the GDP
  9. before Ninjas start coding.
  10. * Ninjas are instructed to add any shape, change the properties, and then delete the shape. If they struggle,
  11. then help and have them repeat the process with each shape.
  12. * The Z value is briefly touched on, but it might require a more detailed explanation. Work with the Ninja to
  13. find the object in the physical Dojo that is farthest away from the Ninja. Assign this real-world object a z
  14. value of 0. Then find another object on the Ninja's desk like a laptop or pen and assign it a z value of 5. Have
  15. the Ninja assign four other objects with appropriate z values of 1, 2, 3, and 4 . Explain how the object with a z
  16. value of 2 is closer to the Ninja than the object with a value of 1, but it is farther away than the object with a
  17. value of 4.
  18. * Make sure that the Ninjas don't get overwhelmed with all the shapes and properties in the GDP. Familiarity
  19. with the interface is more important than understanding each property.
  20. * There is no coding in this activity.
  21. * The Ninja should be able to navigate the GDP and add new objects.
  22. * The Ninja should be able to change the properties of objects.
  23. Solution Steps
  24. 1 As the Ninja navigates to the correct scene, ask them "What's the next step?" to see if they can navigate the
  25. GDP.
  26. 2 Explain that this activity requires the student to add and modify their very own shapes. They will need to
  27. recreate the logo in the scene, but in the next activity they will have complete creative freedom.
  28. 3 The manual uses a circle, but let the Ninja add any shape to the scene. It will be deleted in a later step.
  29. 4 Help the Ninja select their shape and open the Properties tab. Explain that they can either click on the shape
  30. in the scene or the name of the shape in the Game Objects menu.
  31. 5 Let the Ninja play with the properties and investigate what each does. During your Sensei Stop, ask what
  32. they did to their shape.
  33. 6 Again, let the Ninja play with the properties and investigate what each does. If the Ninja selected a circle,
  34. discuss why rotation doesn't seem to do anything. Explain how you cannot see the changes of the speed
  35. property because the object is not moving.
  36. 7 Let the Ninja play with the colors of the object. If the shape has any special properties, let the Ninja play with
  37. and investigate what each does.
  38. 8 Help the Ninja find the delete button. Stress that you cannot recover a deleted object.
  39. 9 Explain the four shapes that are required. Have the Ninja verbalize how they think they need to approach the
  40. problem.
  41. 10 Make sure the Ninja's logo is like the image in step 9.
  42. Sensei Stops
  43. 5 Tell a Sensei what the OPACITY property did to your shape. What is the maximum value? What is the
  44. minimum value?
  45. The definition of opacity is never explicitly stated in the manual. Ninjas should experiment and come up with
  46. their own definition and understanding. If they struggle, tell them to slide it to the right and ask them about
  47. what the shape looks like and the value. Tell them to slide it to the middle and ask them what changed about
  48. the shape and what changed about the value. Ask them to predict what will happen when the slider is all the
  49. way to the left.
  50. 10 Tell a Sensei what you did to create your logo. What shape did you odd first? How did you make sure the
  51. shapes were in the correct places?
  52. Ask the Ninja if they thought this was easy or hard. The next activity requires them to build their own scene
  53. from nothing, so they must understand how to add objects and edit properties.
  54. */