Course Template
The Complete Frogger: From Scene to Polish
Learn frameCraft with Frogger: Movement, Collisions, HUD, Restart Logic, and Graphic Design – Step by Step as a Complete Teaching Template.

Didactic Objective
A complete game as a structured learning series
This course template guides through the development of a simple Frogger game with the Game-DSL frameCraft. The focus is on systematically building central gameplay mechanics such as movement, collisions, state management, and user interfaces.
Modeling
Students recognize how game figures, enemies, level strips, and game states are modeled as clear program structures.
Implementation
Gameplay mechanics grow step by step: Scene, Rules, Inputs, Movement, Collisions, Points, Lives, HUD, and Restart Logic.
Reflect
At the end, the codebase will be revised: structure, naming, and comments make it clear how a project remains maintainable.

Competence Building
From the first object to the game state
The template shows not only that a game works. It makes it clear how interactive systems are built: through scenes, recurring rules, events, object tags, and state variables.
- Foundations of Game Structure with Scene, Build Phase, and Rules
- Motion Logic and Input Processing via Actions
- Raster-Based Control of Game Figures with Screen Boundaries
- Time-Based Enemy Movement with Delta-Time
- Collision Handling, Lives, Points, and Game State
- HUD, Graphic Forms, and Clean Code Organization
Structure of Building Blocks
Twelve Steps from Scene to Polish
The building blocks are designed so that learners can continuously expand the game. Each unit adds a clearly recognizable function and strengthens a specific informatic concept.

Scene & Rule: Frog Automatically Moves
Introduction to the basic structure of a frameCraft game with scene, object, and automatically executed rule.

Frogger: Raster Control and Screen Boundaries
Implementation of a raster-based control through actions as well as limitation of the game figure to the visible play area.

Touch-Buttons: same Frog-control via VKNO
Alternative input options through virtual buttons that trigger the same actions as keyboard control.

Level layout: Road markings and signs
Game landscape construction using helper functions and loops for recurring level structures.

Frogger: Cars with dt & Wrap-around
Time-based movement for enemy objects and continuous movement across screen boundaries.

Frogger: Cars data-driven generation
Automated creation of multiple enemies through data-driven structures and systematic naming conventions.

Collisions & Lives: Frogger-Logic
Implementation of collision events and game state management over lives, respawns, and game over.

Frogger: Victory condition, points & Game State
Extension with point allocation, victory condition, and clear game states for the course of a level.

HUD & End texts with frameCraftUI
Development of a user interface to display lives, points, and game endings.

Robust restart with lock and button
Stable reset logic with locking mechanism as well as an embedded restart button after game end.

Frogger: GFX forms & Coordinates
Design of game figures and enemies through programmed graphic forms in the local coordinate system.

Frogger-Refactoring: Structure & Naming
Overhaul of the code base through clear structuring, consistent naming, and explanatory comments.
Example from the course
Collisions and lives will be visible as game state
In the module "Collisions & Lives", the central Frogger logic is implemented: When the frog touches a car, a life is deducted. Then the game state decides whether the figure is reset or the game is ended.
def kollision_auto(ctx, frosch_e, auto_e):
if ctx.vars.get("tot"):
return
ctx.vars["leben"] -= 1
frog_ent = ctx.E("frosch")
if ctx.vars["leben"] <= 0:
ctx.vars["tot"] = True
if frog_ent is not None:
frog_ent.alive = False
else:
if frog_ent is not None:
frog_ent.x = FROG_START_X
frog_ent.y = FROG_START_Y
BEI_KOLLISION(“frosch”, “auto”, kollision_auto)
Use in teaching
Directly usable and easy to adapt
The clearly structured modules enable transparent lesson planning and facilitate integration into existing computer science courses. Teachers can use the template immediately and then adapt it to group, time frame, and teaching setting.
For beginners
The course starts with visible movements and simple rules. This creates quick success experiences and a clear entry into frameCraft.
For project work
The modules can be connected to form a longer lesson series, a project day, or a differentiated extension task.
For own variants
From the Frogger basic framework, new levels, enemies, rules, graphics, scoring systems, or your own game ideas can emerge.
Try now
Use Frogger as a template for your own game projects
This template supports the structured development of a simple game and illustrates central principles of modeling and implementing interactive systems.