Jeroo Lab 3 (Basic) - Using methods
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3a. Open the Island File named IslandN.jev Write a program to get a Jeroo from the beginning (0,0) into the house of nets at the end The jeroo must pick up the flower on the path, toss it into a net to get through the barrier and then go into the house. Divide the program up into 3 original jeroo methods:
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3b. A jeroo starts out at the beginning (0,0) with a pouch full of flowers (how many will you need?) on an empty island and plants flowers to form the letter "J" as shown. Create a method called plant5 that plants 5 flowers in a row and use it twice in creating the "J". |
3c. Create a Jeroo anywhere on NotInARow Island It's mission is to rearrange the flowers by picking and planting so they are all in a row. Solve the problem as efficiently as possible by using a well-constructed method. |
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TOP GRADE: | |
TG1. Create an empty island where a jeroo plants the letters OOP (Object Oriented Programming) written twice in flowers. Use methods as efficiently as possible. Call the program OOPMethods. | ![]() ![]() |
TG2. Design a symetrical island with obstacles and a jeroo in each corner, create methods to send all the jeroos to the middle and then back to the corners again in a dance. |