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Homework answers / question archive / CSC106 Assignment Overview In this assignment, you will modify a memory game using Khan Academy Part I: Programming a Memory Game In this part of the assignment, you will use the advanced Javascript programming concepts and skills you learned to modify the memory game to: * have more tiles to match, * change the tile color when the user hovers over it, * use a timer, * have a splash screen with instructions, your bitmoji, and a start button
CSC106 Assignment
Overview
In this assignment, you will modify a memory game using Khan Academy
Part I: Programming a Memory Game
In this part of the assignment, you will use the advanced Javascript programming concepts and skills you learned to modify the memory game to:
* have more tiles to match,
* change the tile color when the user hovers over it,
* use a timer,
* have a splash screen with instructions, your bitmoji, and a start button.
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:
A. Programming A Memory Game
Memory Game code to do the following:
Assignment 9: Javascript Memory Game |
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Earned Points |
Possible Points |
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Part II: Programming A Memory Game |
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Memory Game program has 24 total tiles. |
0 |
5 |
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Images are changed from the original game. |
0 |
5 |
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Matches are made of 4 tiles. |
0 |
5 |
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Tiles change background color when hovering over them. |
0 |
5 |
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Timer shows number of seconds since game was started. |
0 |
5 |
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Timer stops when all matches have been made. |
0 |
5 |
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Fully playable to the standard of the example. |
0 |
10 |
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Splash scene has all required components (title, author, instructions, bitmoji and start button). |
0 |
5 |
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Game scene has all required components (timer, tiles with images). |
0 |
5 |
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Part II: Coding Style |
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Code has sufficient in-line documentation that aids a 3rd-party reader, and code is highly maintainable. |
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5 |
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Program is fully intended in all nested code blocks, and whitespace is used where it is appropriate to improve Pods code readability. |
0 |
5 |
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Good naming of variables and functions, and camelCase is used for all identifers. |
0 |
5 |
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Used function(s) to break up logically reusable code. |
0 |
5 |
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Global variables are used only when data Is needed in the global scope; otherwise parameters and/or local Pods scope variables are utilized. |
0 |
5 |
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Part III: Reflection - Code Explanation |
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sufficiently added comments in code |
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