README.mdPut briefly, just let VS Code format your code for you. If you havenβt already, make sure to enable these two options in the VS Code settings:
README.mdAny submitted project must include a file titled README.md in the main project folder (itβs there by default in the template). This document should explain your project and should provide any information someone interested in it might need to understand the implementation and also how to interact with it. It should clearly state the title of the project as well as your authorship.
The README.md is also another good place for attribution if you are using code and/or media from other sources that you need to credit.
Use the frogfrogfrog repository as an example of how to proceed when in doubt.
Commenting is absolutely crucial to a legible program. In this course we require three kinds of comments:
All programs should include a comment at the top of the main script that introduces the program, including its title, author, how it works, and any credits to be given (for help, code use, assets, libraries, etc.).
Example:
/**
* Frogfrogfrog
* Pippin Barr
*
* A game where the player controls a frog and tries to eat flies that
* pass by launching the frog's tongue.
*
* Controls:
* - mouse to move the frog
* - click to launch the tongue
*
* Uses:
* p5.js
* https://p5js.org
*/
Use the frogfrogfrog repository as an example of how to proceed when in doubt.
All functions should include a comment before them that explains what the function does.
Example:
/**
* Draws the frog
*/
function drawFrog() {
push();
noStroke();
fill("#00ff00");
ellipse(frog.x, frog.y, frog.size);
pop();
}
Use the frogfrogfrog repository as an example of how to proceed when in doubt.
Where appropriate, there should be comments that explain what one or more lines of instructions in the program are for, especially when there is some level of complexity.
Example:
function setup() {
// Create the canvas
createCanvas(640, 480);
// Move the fly to a random position on the screen
fly.x = random(0, width);
fly.y = random(0, height);
// Give the fly a random velocity to start with
fly.velocity.x = random(-fly.speed, fly.speed);
fly.velocity.y = random(-fly.speed, fly.speed);
}
Use the frogfrogfrog repository as an example of how to proceed when in doubt.
There are three main things we will be naming in this course:
They all follow the same basic rules:
camelCase)! or ? etc.No:
let foo = 640; // Unclear name (what is foo?)
let EgoSize = 640; // Not camel case
let ego_size = 640; // Not camel case
let EGOSIZE = 640; // Not camel case
let 0egosize0 = 640; // Starts with a number
let egoSize! = 640; // Includes an illegal symbol
Yes:
let egoSize = 640;
let frogJumpHeight = 100;
let planetSpeed = 10;
No:
let frog = {
X: 100, // Not camel case
Y: 200, // Not camel case
glibber: 20, // Unclear name
Speed: 80, // Not camel case
jump_height: 100 // Not camel case
};
Yes:
let frog = {
x: 100,
y: 200,
size: 20,
speed: 80,
jumpHeight: 100
};
No:
function DoThatThang!() {
}
Yes:
function drawFrog() {
}
Use the frogfrogfrog repository as an example of how to proceed when in doubt.
Part of your programming style for this class will be based on your approach to version control. This essentially boils down to:
Use the frogfrogfrog repository as an example of how to proceed when in doubt.