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en-GB/en-GB_pythonAdditional.manifest

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"projects": [
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{
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"number": 1,
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"filename": "lessons/04 Turtles All the Way Down/04 Turtles All the Way Down.md",
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"pdf": "lessons/04 Turtles All the Way Down/04 Turtles All the Way Down.pdf"
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"filename": "lessons/Turtles All the Way Down/Turtles All the Way Down.md",
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"pdf": "lessons/Turtles All the Way Down/Turtles All the Way Down.pdf"
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},
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{
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"number": 2,
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"filename": "lessons/05 Hangman/05 Hangman.md",
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"pdf": "lessons/05 Hangman/05 Hangman.pdf"
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"filename": "lessons/Hangman/Hangman.md",
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"pdf": "lessons/Hangman/Hangman.pdf"
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},
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{
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"number": 3,
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"filename": "lessons/06 Noughts and Crosses/06 Noughts and Crosses.md",
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"pdf": "lessons/06 Noughts and Crosses/06 Noughts and Crosses.pdf"
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"filename": "lessons/Noughts and Crosses/Noughts and Crosses.md",
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"pdf": "lessons/Noughts and Crosses/Noughts and Crosses.pdf"
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},
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{
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"number": 4,
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"filename": "lessons/07 Playing Against the Computer/07 Playing Against the Computer.md",
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"pdf": "lessons/07 Playing Against the Computer/07 Playing Against the Computer.pdf"
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"filename": "lessons/Playing Against the Computer/Playing Against the Computer.md",
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"pdf": "lessons/Playing Against the Computer/Playing Against the Computer.pdf"
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}
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],
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en-GB/lessons/Pokedex/Pokedex.md

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Your Pokedex can look different to this. You can use different fonts, for example `Times`, `Courier`, or any other font you have installed on your computer. You can also choose your own <a href="https://www.tcl.tk/man/tcl8.6/TkCmd/colors.htm">colours</a> (including <a href="http://www.colorpicker.com/">hex colours</a>).
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#Step 3: Adding commands { .activity .new-page}
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#Step 3: Adding commands { .activity }
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Now that you have a great looking GUI, let's make the button actually display Pokemon data!
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![screenshot](gui-pokedex-finished.png)
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#Step 4: (Optional) Adding an image { .activity .new-page}
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#Step 4: (Optional) Adding an image { .activity }
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It's also possible to display the picture of a chosen Pokemon in your Pokedex!
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en-GB/lessons/RPG/RPG.md

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## Challenge: Add new rooms { .challenge}
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Add more rooms to your game. For example, you could create a living room to the south of the dining room. Remember to add a door to/from one of the other rooms!
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#Step 2: Adding items to collect { .activity .new-page}
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#Step 2: Adding items to collect { .activity }
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Now that you have lots of rooms, let’s leave items in the rooms for the player to collect as they move through the maze.
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## Challenge: Add new items { .challenge}
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Add an item to some of the rooms in your game. You can add anything that you think would be helpful in trying to escape the house! For example, a shield or a magic potion.
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#Step 3: Adding enemies { .activity .new-page}
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#Step 3: Adding enemies { .activity }
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This game is too easy! Let’s add enemies to some rooms that the player must avoid.
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## Challenge: Adding more monsters { .challenge}
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Add more monsters to your game, to make it harder to escape the house!
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#Step 4: Winning the game { .activity .new-page}
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#Step 4: Winning the game { .activity }
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Let’s give your player a mission, which needs to completed to win the game.
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en-GB/lessons/The Year 2025/The Year 2025.md

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## Challenge: Changing dates { .challenge}
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Change your program to find out how old someone born in 1998 would be in the year 2025. How old will someone born this year be in the year 2050?
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#Step 3: Variables { .activity .new-page}
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#Step 3: Variables { .activity }
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When completing the challenges above, you had to keep changing the numbers in the program for people of different ages, and for different years in the future. It would be much easier if you could ask someone what year they were born, and use the answer in your calculation. That's what variables are for!
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