Teacher Notes — Week 6
Theme: Game Loops, Timing & Score
Focus Concept: Using Loops and Variables to Control Game Mechanics
Mini-Project: Barrel Jumper — building the playable version
Learning Objectives
- Pupils recall what a loop is and how it repeats code automatically.
- Pupils understand how pause time controls game speed.
- Pupils use a forever loop as a continuous game engine.
- Pupils use variables to manage
scoreandspeed. - Pupils can explain how coordinates control sprite position.
- Pupils can link speed and score to make the game harder over time.
Recap (≈10 min)
Review the starting point from Week 5:
- We created sprites and basic movement with a single “jump” or “move” block.
- This week we’ll make that movement continuous and turn it into a full mini-game.
On the board:
“A forever loop is the heartbeat of a game — it keeps running while we play.”
Ask:
“What do we need to make the game more challenging each time we score?”
Expected answers: Make it go faster, keep track of score, or stop when you crash.
Project — Barrel Jumper (≈65 min)
We build the playable game step-by-step, testing each change.
Step 1 — Setup
on start
set jumper to create sprite at x: 0 y: 4
set barrel to create sprite at x: 4 y: 4
set score to 0
set speed to 200
🟩 Instructor Notes
jumper= player;barrel= obstacle.- The x coordinate controls left–right, y controls up–down.
speedis the pause between movements — smaller = faster.
Step 2 — Jump Action
on button B pressed
repeat 4 times
jumper change y by -1
pause (100) ms
repeat 4 times
jumper change y by +1
pause (100) ms
🟩 Instructor Notes
- Two identical loops: up then down.
- Pause defines jump smoothness.
- Try faster (50 ms) or slower (150 ms) jumps and compare.
💬 Ask: “What happens if you delete one of the repeat loops?”
Step 3 — Main Game Loop
forever
barrel move by 1
barrel if on edge, bounce
pause (speed) ms
🟩 Instructor Notes
- This forever loop is the game engine.
move by 1slides the barrel each frame.if on edge, bounceflips direction automatically.- Explain that smaller
speedvalues make the game faster and harder.
💬 Maths link:
1000 ms ÷ 200 ms = ≈ 5 updates per second.
Reducing pause to 100 ms ≈ 10 updates per second.
Step 4 — Add Scoring & Difficulty
forever
barrel move by 1
barrel if on edge, bounce
pause (speed) ms
if jumper touching barrel then
game over
show string "Score:"
show number score
if barrel x = 0 then
change score by 1
change speed by -10
🟩 Instructor Notes
- “Touching” checks for collision between sprites.
- When touching → game over ends program.
- Each left-edge pass adds 1 point and increases speed (harder).
💬 Maths connection:
Start speed = 200 ms → after 5 points: 200 − (5 × 10) = 150 ms.
Step 5 — Optional Extensions
Encourage confident participants to add:
- Sound FX: play tone when score increases.
- Limit speed: stop at 60 ms minimum.
- Display score: show number at the end.
- Random barrel start: for more variation.
Vocabulary Focus
| Term | Child-friendly Definition | |——|—————————| | Loop (forever) | Repeats code again and again while the game runs. | | Variable | A labelled box storing a value like score or speed. | | Increment | Increase a variable by a fixed amount. | | Coordinate (x/y) | A position on the LED grid (x = left/right, y = up/down). | | Condition | A test that decides what happens next. | | Speed / Delay | Pause time between updates; smaller = faster. |
Differentiation
- New coders: build movement + basic loop.
- Confident: add score and speed-up logic.
- Stretch: experiment with sounds, speed limits, or randomisation.
Assessment
- Can pupils explain what the forever loop does?
- Can they show where score and speed are used?
- Can they predict what happens when
pausedecreases? - Can they identify why placing
set score to 0inside the loop breaks the game?
Common Mistakes
- Putting
set score to 0inside the forever loop (resets score). - Forgetting to wrap movement code inside the loop.
- Making
pausetoo small → game runs too fast. - Using wrong coordinate (> 4 or < 0) so sprites disappear.
Materials & Setup
- BBC micro:bits + USB cables
- Chromebooks with internet access
- Optional: headphones / speakers for sound
Safety & Safeguarding
- Keep cables tidy and volume sensible.
- Encourage turn-taking and peer support.
Reflection (for leader)
- Who could explain how speed affects difficulty?
- Who debugged independently?
- Who experimented with extra features?
- Note pupils ready to mentor peers next session.
← Back to Autumn 2025 Overview
```