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In this lesson, students will be introduced to the concept of using timers for animation. Now instead of having graphics programs that stay the same, the content changes every time the timer runs. The first program students will see is a moving ball, so discussing this with the class as a demo on the projector is very useful.

Objective

Students will be able to:

  • Explain in their own words how animation works
  • Create animation in programs using the setTimer function
  • Explain what a callback function is

In this lesson, we’ll look at more examples with timers and start making more interesting animations. Students will use timers and the Randomizer to create animations on the canvas.

Objective

Students will be able to:

  • Create programs with timers to create increasingly challenging animations
  • Analyze existing programs and explain how they create animations
  • Utilize the Randomizer to generate random events in their animations

In this lesson, students use timers in combination with the other ideas they have learned, including more graphics as well as coordinate math to create different objects. The random ghosts serves as a fun example to show how you can modify things once you have the basic building blocks in place to make them more readable and easier to alter.

Objective

Students will be able to:

  • Explain the general workflow of creating an animation program
  • Analyze animation programs and identify similarities and differences
  • Create increasingly challenging animations using timers, graphics, and the Randomizer

In this lesson, students build on the use of timers and utilize if statements inside timers to dynamically change what the animations are doing.

Objective

Students will be able to:

  • Create increasingly challenging animations that simulate movement using timers

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