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ceebot3-e.PDF
1 Introduction
1.1 Minimal requirements
CeeBot requires a reasonably recent computer. It is particularly important to have a
good 3D graphic adapter for maximum performance.
•
300 MHz CPU, 64 Mb RAM
•
3D graphic card with 16 Mb RAM
•
Sound card and loudspeakers or earphones
•
200 Mb free disk space
•
Windows XP, 2000, ME, 98 or 95
•
DirectX 8 (If necessary, CeeBot will install DirectX 8)
Recommended graphic cards :
•
nVidia GeForce 2, 3 or 4
•
Matrox G400, G450, G550 or Parhelia
However CeeBot3 will probably work reasonably well even on low-end onboard graphic
chips. 3dfx Voodoo graphic adapters are not officially supported, but they may work (no
guarantee). Some graphic chips in notebooks will not provide satisfactory performance.
1.2 To install CeeBot
•
Insert the CeeBot CD-ROM in the drive
It should start automatically after ten seconds or so.
Click
Install
If the autorun doesn't start, follow these steps :
•
Double-click
My computer
•
Open the
D
: drive (where D: is the letter of your CD-ROM drive)
•
Double-click
Install
The installation process will check if you have DirectX
8a. If this is not the case, you'll
be prompted to install it.
If you have a previous version of CeeBot, a new installation in the same folder will
overwrite all data, saved games or programs.
1.3 To uninstall CeeBot
•
Double-click
My computer.
•
Double-click
Control panel
.
•
Double-click
Add or Remove programs
.
•
Double-click
CeeBot3
in the list.
2 First approach
The detailed explanations will be found in the following chapters. This is your very first
contact, to help you get familiar with CeeBot.
The first thing CeeBot needs is the player's
name. Each player must use a separate
name, because CeeBot saves your
programs and keeps track of your
progress. Choose the user name
Teacher
,
so that you can access the settings and
the solutions for every exercise. Then click
OK
.
CeeBot now lists the various exercises.
The left column shows the different
chapters, and the right column is the list of
the exercises in the selected chapter.
The exercises get progressively more
difficult. We suggest you try them in this
order, even though this isn’t compulsory.
Choose
1: Move !
and
1: Move 1
, then
click
Play
.
The green text at the top of the screen
asks you to press
F1
to get the instructions
for the current exercise.
You can also click this button, at the
bottom of the screen:
3
The information displayed is the same as
in these pages. To close this window,
press the button in the bottom left corner.
If necessary, you can come back to this
screen at any time by pressing
F1
.
In the lower left corner of the screen
select the first program in the list. Each
robot can have up to 10 programs. This
can be handy when you're testing
different solutions. All these programs are
saved automatically in each player's
profile.
Program number 10 (use the scroll bar)
contains one possible
Solution
for the
exercise. You can immediately execute it
with the following button:
To enter the program editor, click
{..}
. If
you selected program 10, you will see the
solution.
If you selected an empty program, the
editor comes up with an empty shell ready
for you to write your new program.
The text cursor is between the braces.
Do not alter the first line or the braces.
4
The exercise consists in tracing a 5 cm-
long line on the ground. First us e the
following instruction to lower the pen:
pendown();
Then move the robot 5 cm forward with
the following instruction:
move(5);
Click
OK
. If you've made a mistake, it will
be highlighted in blue, and a message will
be displayed at the bottom of the screen.
If everything is correct, when you click
OK
the editor is closed.
Click this button to execute the program.
The robot should now lower the pen (it
becomes transparent so that you can see
what it draws), then move 5 cm forward,
leaving a black trace behind.
That's it, you just did the first exercise.
In order to leave the exercise, click the
cross button on the upper left side of the
screen (or push the
Esc
key), then click
Close
.
You can now take a look at the following
exercises. There are more than 100
exercises, starting with the instructions to
control the robots. Then the students will
progressively learn to program animations
with hundreds of frames and a sound
track. They will finally apply all the skills
they have acquired in the final group or
class project, where every student can
contribute in the domain he or she likes
most.
5
Plik z chomika:
COLOBOT
Inne pliki z tego folderu:
colouser.pdf
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colobotuserf.pdf
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colobotusere.pdf
(6165 KB)
colobotcbotf.pdf
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colobotcbotde.pdf
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