Nov 18
Snowman
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 9: Snowman
SNOW MAN
- Here is a sketch of a house. There is a Snow Man next to the house. Find the code for the Snow Man in the draw() function, and put that code into it’s own appropriately named function. Don’t add any parameters to your function (you will add them in the next step).
- Add two parameters to the SnowMan function so you can position the Snow Man anywhere in the sketch. Remember that parameters go in the parenthesis after the function name, and that each one needs to be defined like this:
void functionName(int firstVar, float secondVar) { - Be sure to add comments to your Snow Man function to document what the parameters do.
- This world is black and white and really boring! Add some color to the world by adding filland stroke functions to your code
- Populate the sketch with at least 5 different snow men.
- Save As.. this sketch, naming it yourname-snowman