GITA 1 Freshman Year (C#) Portfolio

Goodbye 9/14/16

In this program, you can click a button for the language you choose, and a label will display how to say goodbye in that language. This is how we learned to use buttons to display pictures and text in labels.

Help Page 9/19/16

This project displays our imaginary company. You can click buttons to view different pictures and information. In the program we learned how to impliment font and color options for the user.

Mailing Label 9/26/16

This program organizes the user's imputed information into a mailing label format. In this program, we learned how to get information from the textboxes and display it in organized labels.

Car Rental 9/29/16

This program calculates the price to rent a car based on set prices and the customer use. This program displays how we learned to apply math calculations to the user's imputed information and then display it in organized labels.

Body Mass Index 10/5/16

This program outputs the users BMI based on their inputed height and weight. In the program, we learned how to keep track of how many users have been calculated and the average calculations and display it. This was also the first time we had used Try's and Catches.

Car Rental 2 10/10/16

This program is an improved version of the previous Car Rental program. In this program, the user has 3 car options with different rates, and 2 extra features. This is how we learned to use specific math calculations based on the user's choices. We then also displayed some information onto message boxes..

Test Score 10/17/16

This program outputs the average test score and highest score from the user's inputed grades. We learned how to compare calcuations and to display the greater one.

Dice Game 10/24/16

This program rolls two dice randomly and calculates the sum and the probability of that sum being rolled again. This program displays how we learned to generate random numbers, then display a picture based on the chosen number.

Craps Game 10/26/16

This program generates the gambling of Craps just as you would play it in real life. The user wins or loses based on game rules. We learned how to keep track of points and how to determine if the user wins or loses. We based the rules on series of If statements.

Slot Machine 11/3/16

In this program, the user can input money and bet for each spin. Win or lose money based on the pictures selected. This is how we learned to calcualte money lost or won based on the random numbers generated. We also kept track of how much money the user had and entered throughout the program.

T-Shirt 11/19/16

A cusomer can view prices of shirts from the company "Very Very Boards" based on size, quantity, and extra features. The program also displays the manager stats. This project displays how we learned to consider quantities and add tax to sales calculations.

Liberty Bowl 12/5/16

This program displays information about the football teams competing in the 2016 Liberty Bowl, such as their Bowl history. The user can also open forms with information on the schools. We learned how to use list boxes then display unique text for each option. This was also the first time we used multiple forms with buttons to take the user to each one.

Fish 1 1/4/17

In this program, a Fish swims in its tank. The program counts and displays how many times the fish bumps the sides. The user can determine the Fish speed. This is how we learned to use timers to move a character on its own. We also changed the direction of the picture based on the randomly generated way the character would go.

N! 1/10/17

This program displays an "n" amount of numbers in 5 different patterns, and finds the sum or factorial of the numbers in the pattern. The user chooses the "n" amount. This program displays how we learned to use different complex math techniques on any number the user imputs.

Fish 2D 1/18/17

This program is an updated version of Fish 1. A seal is now chasing a penguin, and can catch the it. The user can determine the penguin's speed. This is how we first learned to use coordinates to manipulate the characters in a series of picture boxes. We also would determine if the seal caught the penguin.

Tic-Tac-Toe 1/30/17

In this program, 1-2 users can play Tic-Tac-Toe with X's and O's. Win with 3 in a row! During this project, we learned how to use an on and off Boolean Switch to determine if it was the X's or O's turn.

Shooting Game 2/8/17

This program is a simple version of the retro Galaga. Shoot the enemy ship but not your ally! We learned how to use key presses in our game so users can control the characters. We also learned how to move characters by increasing or decreasing their left and top values.

A-I Chase 3/9/17

The user plays the Roadrunner in this program and tries to shoot the enemy Coyotes with their cacti bullets. Beat each Coyote's 3 lives to win! This is our first project using artificial intellingence in which the Coyotes calculate where the Roadrunner is and follow it. We also used arrays and foreloops to apply Coyote code to all 4 Coyotes.

Final Project: Run Run Turtle 4/7/17

As a turtle, try to cross the road without being hit by a car or train, falling in the river, or getting caught by a bunny. Pass each of 3 levels to move on to the next one. This program is based off the ios game Crossy Road.