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Coding · Grade 9

Characters, Animation and Behavior

Learners animate sprites from elapsed time with looping and one-shot sequences, give a non-player character a patrol-chase-search-return state machine with hysteresis, find shortest paths on grids with breadth-first search and program routes with blocks, and tune behaviour so it is readable and fair through telegraphing, reaction delays and learnable patterns.

  • 4 lessons
  • About 100 minutes
  • Check what you learned: 8 questions
  • Ways to answer: program with blocks, choose an answer, trace code, type a number, put in order and sort into groups
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What learners will discover

  • Select animation frames from elapsed time for looping and one-shot animations.
  • Model and trace character behaviour as a finite state machine, including hysteresis.
  • Find and follow shortest paths on a grid with breadth-first search and block programs.
  • Design behaviour that players can read and outplay, using telegraphing, delays and patterns.

Lessons

  1. Sprite animation 5 steps2 practiceabout 20 min
  2. Behaviour with state machines 5 steps3 practiceabout 24 min
  3. Finding paths 5 steps2 practiceabout 24 min
  4. Readable, fair behaviour 4 steps2 practiceabout 18 min
  5. Check what you learned 8 questions at the end

Keep exploring

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