## Finch Pong II

For this activity, you will be using the program you wrote for Finch Pong I. If you didn’t complete that activity, do that now!

In Finch Pong I, you wrote a program with a ball sprite that fell at a random x position. The user controls a paddle with the Finch and tries to catch the ball. In this activity, you will make the game more complex by making the ball bounce and moving the ball horizontally as well as vertically. You will also increase the speed of the ball as the user plays.

## Exponents and Loops

The repeat block is a loop that repeats the blocks inside it a certain number of times. For example, the program below causes the Finch to move as follows: forward, turn, forward, turn, forward, turn. This script should make the Finch move in a rough triangle. Try out this program and tweak the wait times so that your robot moves in a triangle. You can attach a marker to the Finch so you can see it draw the shape.

## Remote Control II

This activity was based on an exercise by Peter Meade.

In this activity, you will write a project that will enable someone to use the computer keyboard to control the Finch. Maybe you can even use your program to show the Finch to younger students at your school! For this project, the Finch should do the following:

## Accelerometers for Asteroids

This activity was created by Sean Stern of the NYC Academy for Software Engineering.

In this project, you will use the accelerometer to control a spaceship in the game Asteroids. The game starts when you click the green flag. Asteroids come from the top of the screen and move down. The player should try to avoid the asteroids by moving the ship using the Finch.

### Part 1: The Rules of the Game

In order to control the ship, we’re going to be using the accelerometer on the Finch.

## CricketBot

This activity was created by Tom Simpson at Heathwood Hall Episcopal School.

When the lights are low, the CricketBot uses its buzzer to chirp like a real cricket. The darker it is, the faster it chirps.  Full daylight makes it stop chirping.

For this project, the Finch should do the following:

## ShyBot

This activity was created by Tom Simpson at Heathwood Hall Episcopal School.

The ShyBot doesn’t like anyone getting too close.  When it senses someone is nearby, it changes the color of its beak, flashes its light faster, and beeps with higher notes.

For this project, the Finch should do the following:

## SquirrelBot

This activity was created by Tom Simpson at Heathwood Hall Episcopal School.

The SquirrelBot must stay alert for hungry birds of prey.  When he senses the dark shadow
of a hawk above him, he needs to take random evasive action to confuse the hungry bird. Program four different escape maneuvers to allow your SquirrelBot to survive another day.

The requirements for this project are as follows:

## Avoiding Obstacles

Program the Finch to avoid running into objects. When testing your program, remember that the Finch obstacle sensors can be a bit finicky - large, lightly-colored objects (like cardboard boxes) make the best obstacles. Also, remember that a Finch can only sense obstacles that are very close to it (2 to 4 inches away).

For this project, the Finch should do the following:

## ThermoBot

This activity was created by Tom Simpson at Heathwood Hall Episcopal School.

This robot changes its appearance as the temperature changes:

## Direction with the Finch

This activity was created by David DeWitt and Mihaela Sabin at the UNH STEM Discovery Lab.

In the Sensing with the Finch lesson, you learned to use the Finch’s sensors to move a sprite on the computer screen. In this activity, you will use the Finch’s accelerometer to control the direction of the sprite.

Here are the requirements for this activity: