01-02 Shapeshifter.js 3.7 KB

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  1. /**
  2. Ninjas investigate how changing an object's properties visually affects the
  3. object in the scene.
  4. * scale
  5. * opacity
  6. * rotation
  7. * width/height
  8. Sensei Notes
  9. * The goal of this activity and the other activities in section 1 is to continue
  10. to develop familiarity with the GDP before Ninjas start coding.
  11. * Ninjas are instructed to add any shape, change the properties, and then delete
  12. the shape. If they struggle, then help and have them repeat the process with each
  13. shape.
  14. * The Z value is briefly touched on, but it might require a more detailed
  15. explanation. Work with the Ninja to find the object in the physical Dojo that is
  16. farthest away from the Ninja. Assign this real-world object a z value of 0. Then
  17. find another object on the Ninja's desk like a laptop or pen and assign it a z
  18. value of 5. Have the Ninja assign four other objects with appropriate z values of
  19. 1, 2, 3, and 4 . Explain how the object with a z value of 2 is closer to the
  20. Ninja than the object with a value of 1, but it is farther away than the object
  21. with a value of 4.
  22. * Make sure that the Ninjas don't get overwhelmed with all the shapes and
  23. properties in the GDP. Familiarity with the interface is more important than
  24. understanding each property.
  25. * There is no coding in this activity.
  26. * The Ninja should be able to navigate the GDP and add new objects.
  27. * The Ninja should be able to change the properties of objects.
  28. Solution Steps
  29. 1 As the Ninja navigates to the correct scene, ask them "What's the next step?"
  30. to see if they can navigate the GDP.
  31. 2 Explain that this activity requires the student to add and modify their very
  32. own shapes. They will need to recreate the logo in the scene, but in the next
  33. activity they will have complete creative freedom.
  34. 3 The manual uses a circle, but let the Ninja add any shape to the scene. It will
  35. be deleted in a later step.
  36. 4 Help the Ninja select their shape and open the Properties tab. Explain that
  37. they can either click on the shape in the scene or the name of the shape in the
  38. Game Objects menu.
  39. 5 Let the Ninja play with the properties and investigate what each does. During
  40. your Sensei Stop, ask what they did to their shape.
  41. 6 Again, let the Ninja play with the properties and investigate what each does.
  42. If the Ninja selected a circle, discuss why rotation doesn't seem to do anything.
  43. Explain how you cannot see the changes of the speed property because the object
  44. is not moving.
  45. 7 Let the Ninja play with the colors of the object. If the shape has any special
  46. properties, let the Ninja play with and investigate what each does.
  47. 8 Help the Ninja find the delete button. Stress that you cannot recover a deleted
  48. object.
  49. 9 Explain the four shapes that are required. Have the Ninja verbalize how they
  50. think they need to approach the problem.
  51. 10 Make sure the Ninja's logo is like the image in step 9.
  52. Sensei Stops
  53. 5 Tell a Sensei what the OPACITY property did to your shape. What is the maximum
  54. value? What is the minimum value?
  55. The definition of opacity is never explicitly stated in the manual. Ninjas should
  56. experiment and come up with their own definition and understanding. If they
  57. struggle, tell them to slide it to the right and ask them about what the shape
  58. looks like and the value. Tell them to slide it to the middle and ask them what
  59. changed about the shape and what changed about the value. Ask them to predict
  60. what will happen when the slider is all the way to the left.
  61. 10 Tell a Sensei what you did to create your logo. What shape did you odd first?
  62. How did you make sure the shapes were in the correct places?
  63. Ask the Ninja if they thought this was easy or hard. The next activity requires
  64. them to build their own scene from nothing, so they must understand how to add
  65. objects and edit properties.
  66. */