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App Inventor 2 Essentials

App Inventor 2 Essentials

By : Kamriani, Roy
4.2 (9)
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App Inventor 2 Essentials

App Inventor 2 Essentials

4.2 (9)
By: Kamriani, Roy

Overview of this book

App Inventor 2 will take you on a journey of mobile app development. We begin by introducing you to the functionalities of App Inventor and giving you an idea about the types of apps you can develop using it. We walk you through the technical set up so you can take advantage of the interactive development environment (live testing). You will get hands-on, practical experience building three different apps using tutorials. Along the way, you will learn computer science principles as well as tips to help you prepare for the creative process of building an app from scratch. By the end of the journey, you will learn how to package an app and deploy it to app markets. App Inventor 2 Essentials prepares you to amass a resource of skills, knowledge and experience to become a mobile app developer
Table of Contents (10 chapters)
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9
Index

Adding a scoring feature


Since most game apps include some sort of scoring feature, we will add this code to our Fling app. The score will display in the same label that will also display the Game Over text.

Coding scoring blocks

We left off in the last chapter with the ball bouncing off all the edges except the bottom edge. Now, we want to program the app to increase the score by one point every time the ball reaches the top edge. We will use another if/then block and add it into the else portion of the existing if/then/else block within the when Ball1.EdgeReached event, as shown in the following screenshot:

Can you guess what block will fit in the if opening? If the ball hits the top edge, then the app will increase the score by 1. In Chapter 3, Navigating the App Inventor Platform, you learned that the bottom edge is represented by -1 (and the top edge is represented by 1). Since we've already created an if/then scenario for the ball hitting the bottom edge, we can copy this set of blocks...

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