//The following game has been designed as an educational resource
//for Key Stage 1 and 2 children. Children are the future of
//civil engineering, and to inspire them to get involved in the
//industry is important for innovation. However, today the
//national curriculum is very structured, and many children
//can find themselves falling behind even at the age of 7 or 8.
//It is essential that children can be supported with material
//they find difficult, and given the resources to learn in a
//fun and engaging manner.
//One of the topics that many children struggle to grasp is
//fractions. It is necessary to prevent young children feeling
//like STEM subjects are too difficult for them, so that they
//have the opportunity and confidence to explore science and
//engineering subjects as they move into secondary education and
//careers.
//This game intends to set a precedent for teaching complex
//subjects to children in a simple, but fun and interactive
//manner. It will show them that fractions can be fun, and that
//they are capable, building confidence once they return to
//the classroom.
//The game will work by challenging the user to split a group
//of balls into three buckets depending on the fraction
//displayed on the bucket.
int number_of_balls;
float bucket_1, bucket_2, bucket_3;
int bucket_1_correct, bucket_2_correct, bucket_3_correct;
PVector basket_position, basket_dimensions;
Ball[] array_of_balls;
int linethickness;
//Random generator to give number of balls, ensuring that
//they can be divided into the number of buckets available.
void setup()
{
size(500,500);
linethickness = 4;
number_of_balls = int(random(1,11))*6;
println(number_of_balls);
bucket_1 = 1/6;
bucket_2 = 1/2;
bucket_3 = 1/3;
//Working out the correct answers
bucket_1_correct = number_of_balls*bucket_1;
bucket_2_correct = number_of_balls*bucket_2;
bucket_3_correct = number_of_balls*bucket_3;
println (bucket_1, bucket_2, bucket_3);
println (bucket_1_correct, bucket_2_correct, bucket_3_correct);
//Creating the basket
basket_position = new PVector(width/4, height/8);
basket_dimensions = new PVector(width/2, height/4);
//Creating the balls & placing inside basket
array_of_balls = new Ball[number_of_balls];
for (int index=0; index<number_of_balls; index++)
{
array_of_balls[index] = new Ball();
}
}
//Drawing the balls and basket outline
void draw()
{
background (125,95,225);
for (int index=0; index<number_of_balls; index++)
{
array_of_balls[index].Draw();
}
noFill();
stroke(180,0,0);
strokeWeight(linethickness);
rect(basket_position.x, basket_position.y, basket_dimensions.x, basket_dimensions.y);
}
void mouseDragged()
{
if ((mouseX >= (ball_position.x - radius)) && (mouseX <= (ball_position.x + radius)) && (mouseY >= (ball_position.y - radius)) && (mouseY <= (ball_position.y + radius)))
{
ball_position = new PVector (mouseX, mouseY);
}
}
//Ball_class
int radius;
Ball()
{
radius = 10;
ball_position = new PVector (random(basket_position.x + radius + linethickness, basket_position.x + basket_dimensions.x - radius - linethickness), random(basket_position.y + radius + linethickness, basket_position.y + basket_dimensions.y - radius - linethickness));
colour = color(random(255), random(255), random(255));
}
void Draw()
{
noStroke();
fill(colour);
ellipse(ball_position.x,ball_position.y,radius*2,radius*2);
}
}
Thanks in advance for your help! I am using Processing 2.2.1 which I know is very out of date, so struggling to find help.
I have a piece of code that has created a number of balls, and I would like to be able to 'drag and drop' these to a different location on the screen as part of an educational game. I've tried playing around with mousePressed() and mouseDragged() but no luck yet. Any advice would be appreciated!
