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Homework answers / question archive / Overview In this assignment, you will use more advanced Javascript game programming concepts that you learned about from the Khan Academy course materials to create a frogger-style game in which you try to get your bitmoji across a busy street without getting hit by a car and then jump on logs to cross a river
Overview
In this assignment, you will use more advanced Javascript game programming concepts that you learned about from the Khan Academy course materials to create a frogger-style game in which you try to get your bitmoji across a busy street without getting hit by a car and then jump on logs to cross a river.
Complete the Khan Academy Lessons. , provide a screen shot of the code for the completed challenge
In this part of the assignment, you will use the advanced Javascript game programming concepts and skills you learned to create a frogger-style game in which you try to get your bitmoji across a busy street without getting hit by a car and then jump on logs to cross a river.
? Important Note: For the remainder of the semester, all original programs, including the one listed below, will award you points for use of style that consist of:
One of the original video games was Frogger, a game where you try to get a frog across a busy street without getting hit by a car, and then jump on logs to cross a river. You will create a Javascript program in Khan Academy that creates a frogger-style game in which you try to get your bitmoji across a busy street without getting hit by a car and then jump on logs to cross a river. You should use all the concepts and skills you learned about in your Khan Academy course materials to create your program.
? Use a small version of your bitmoji instead of the Khan character. Your bitmoji as the character is a requirement—a game that does not use your bitmoji receives a 0.
? Bitmoji code:https://www.khanacademy.org/computer-programming/bitmoji-code/ 5300960203063296
? You can use just the single version of your bitmoji for both the jumping and the falling drawing (i.e., Khan uses two versions for Hoppy Beaver).
? Remove the grass so that the bottom of the screen just has a brown stationary bar as the side of the road.
? Hint: Take out the array for the grass, the loop that fills the grassX positions, and the part of the draw loop that draws the grass.
? Instead of the sticks, draw cars with at least a body and two wheels that you draw moving across the screen.
? Instead of the game with sticks moving right to left, have the cars move left to right.
? Hint: This requires changing one plus sign to a minus sign, and one minus sign to a plus sign in the Hoppy Beaver code.
? This is required. A program without left to right moving cars will receive a zero.
? Have each car have a speed of one, two, or three set randomly, but constant. That is, each car should have either speed 1, 2, or 3 throughout the game.
? This is required. A program without random speeds will receive a zero.
? The sides of the road are the brown bar at the bottom. The top of the screen is also a brown bar.
? Add one to the score for each time your bitmoji crosses the street (i.e., your bitmoji goes from the bottom to the top, or vice versa). Note that your bitmoji must alternate getting to the top, then bottom, then top, then bottom, etc. That is, do not award a point for two consecutive tops, or two consecutive bottoms.
? Hint: Watch the Scoring In Frogger Game video that gives hints about how to do scoring and how your program reacts when your bitmoji is hit by a car.
? If your bitmoji is hit by a car, make the car disappear, subtract one from the score, have your bitmoji remain in place and the game continues.
? Hint: Watch the Scoring In Frogger Game video that gives hints about how to do scoring and how your program reacts when your bitmoji is hit by a car.
? Have the game stop after 100 cars.
? Hint: Make numCars a global variable, and use numCars to fill the stick array. You should also rename the sticks array to cars. Use a global variable stillPlaying and have the draw loop check stillPlaying—as we have done in several other assignments.
? Display the score in the upper left corner of the screen.
? Remove the check for winning that was in the Hoppy Beaver code as it does not apply in your game.
? The game must have a start screen with your name, the title of the program, and a start button. The start button must use the Khan button class. Clicking the start button brings the user to the frogger game screen.
Use javascript game programming concepts while using Khan Academy JS Processing to create a frogger-style game in which you try to get your bitmoji (code provided for that in attachment) across a busy street without getting hit by a car and then jump on logs to cross a river. Detailed instructions are included in the attachment. Program must be coded using Khan Academy.