<p dir="ltr">Yaron, this summer my students, Kathi Fisler, and I built a block-based, functional language with types (expressed as colors) and testing. It runs in the browser, uses the WeScheme runtime and can express most Bootstrap programs. </p>
<p dir="ltr">It needs more polish before we can release it to the world. We would be happy to give previews to anyone who wants to see them.</p>
<p dir="ltr">--<br>
Sent from phone. Please pardon terseness and mistakes.</p>
<div class="gmail_quote">On Nov 28, 2012 7:38 AM, "Yaron Minsky" <<a href="mailto:yminsky@gmail.com">yminsky@gmail.com</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
To be clear, I'm firmly interested in tinkering, which is why I'm<br>
using universe.ss and image.ss.<br>
<br>
I do think that a good design goal for Racket's kid-oriented libraries<br>
would be to be feature compatible with Scratch. It would be great if<br>
there were good ways of doing everything that Scratch can do, from<br>
playing sounds to detecting collisions, to (more aggressively) on-line<br>
hosting of the final result. I'd love it if Racket were strictly<br>
better than Scratch for someone who really can figure out how to<br>
program, but it's just not true now.<br>
<br>
y<br>
<br>
On Wed, Nov 28, 2012 at 7:11 AM, Hendrik Boom <<a href="mailto:hendrik@topoi.pooq.com">hendrik@topoi.pooq.com</a>> wrote:<br>
> On Tue, Nov 27, 2012 at 08:56:13PM -0500, Yaron Minsky wrote:<br>
>> I've been weaning my son off of Scratch in favor of Racket, and trying<br>
>> to get him to write interactive games using universe.ss and image.ss.<br>
>> I'm wondering if anyone has suggestions for how to do things like<br>
>> collision detection. image.ss has these nice first-class images, but<br>
>> I don't see a good way of querying two images to see if they overlap.<br>
>><br>
>> Has anyone else had luck in doing this? universe has a nice<br>
>> programming model, but I've found it challenging to find simple ways<br>
>> of doing the kinds of things that Scratch makes easy.<br>
><br>
> There are two arts to collision detection: figuring out whether two<br>
> images collide (which gets trickier when they're in motion) and<br>
> organising all your objects so you don't have to test very many<br>
> combinations of them.<br>
><br>
> Both of these can get quite complicated, and are susceptible to<br>
> nontrivial, complicated, and often necessary efficiency improvements<br>
> depending on special properties of the game.<br>
><br>
> A one-size-fits-all solution may be good enough for tinkering with, but<br>
> serious use may well need serious hacking.<br>
><br>
> -- hendrik<br>
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</blockquote></div>