the procedures for the construction

the procedures for the construction

Checkbox of "Show trace" From the tool above add a text box then give it the name "show trace" to the "caption box" then choose the trace you have constructed to show/hide your object. Button "Shoot" Put a button on your screen and then give it a name by the caption box then by scripting StartAnimation(U). This script means when you press the button it will start the animation of the point U. This point is my point that is on the trace and my ball is designed to.So, when you click on this button the ball starts to move on the trace till ending. Button " SetUp" Put a button on your screen in caption give it a name like " SetUp" and write script SetCoords(U, x(R') , y(R')) This script will set the coordinates of U that is the free point but is not visible however the ball on it is visible in other words this script would set the coordinates of the ball to the coordinates of R'. R' is the point of the tip of the shooter robot which is also not visible. When you click on this SetUp button it would make the ball come over to the tip of the shooter robot. The range of the ball R is the point that determines the range of the ball in horizontal. Draw a line parallel to the x-axis which passes through R' then by segment with given length draw the line segment from the point R' with the given length Force² sin(2α) / 10). The rename the endpoint of this line segment as R. Now, this length is the range formula of the motion of the ball.Here Force is dynamic and constructed by Force Slider. Alpha is the angle of the shoot that is also dynamic and determined by Angle slider. The maximum of the ball Make the similar procedure as the range. But this time the length would be Force² sin²(α) / 20. The trace of the ball I would do the exact trace of the ball for the projectile motion by SetCoordinates and then using formulas but instead since this is not a game for physics purpose but just estimation and using sense of angle and distance I made a circle which passes through R' R and the maximum height of the ball the ball I have downloaded a basketball picture of the format png. When you add a picture into GeoGebra, you have two points on its corners by which you can change the position and the size of your picture. After I have determined the size that I want, I have placed the other corner point of the ball to the free point on the trace where this point is initially placed next to the tip of the shooter robot. Then I hide the corner points. the board I have downloaded a basketball board of the format png.When you add a picture into GeoGebra, you have two points on its corners by which you can change the position and the size of your picture. After I have determined the size that I want, I have determined the midpoint of these two corner points and then placed this midpoint on a free point which is on a line vertical to the x-axis. Then I hide the corner points and the midpoint. the shooter robot First of all make a line segment [AB] on the x-axis and put a free point on this line segment, name it C. Now from B or any other point D on the x-axis which is on the outside of [AB] and right of the B, make a line segment with a given length. Now, from measurement measure the length of [AC] and give this length for the second line segment let's say E. Then place a vertical line segment for the robot's torso. Overall when you move the point C between point A and B, your robot would move from the point D as much as away the point C is away from the point B. The maximum distance of the robot from the point D is the length of [AB] Force Slider Make a slider from the slider tool in the toolbox from the top of the working page. Then give it a name "Force" and decide your min. -max. values for your slider. Make it vertical from its settings where the settings for the slider can be opened by right-clicking on the slider Force. Angle Slider Make an arbitrary circle and then divide it into 4 quarters by constructing two parallel lines to which x-axis and y-axis which pass through the center of the circle. By intersection tool define the intersection points of the circle and your parallel lines. Hide the parallel lines. Choose one-quarter of the circle and make line segments with starting point the center and intersection points that for the quarter you have selected. Then make an arc with these two intersection points on the circle and with a new free point on the circle which is needed to be placed between the intersection points. Now you can hide your circle. Make a line segment from the centre to the free point on the arc. Measure the angle of this line segment from the line segment of the arc which is parallel to the x-axis. The text "BASKET" appearing Make a text and write "BASKET", place it on the screen where you want to be it appears. condition to show: x(T) ≤ x(U) ≤ x(T) + (x(Q) - x(T)) / 2 ∧ y(T) - 0.2 ≤ y(U) ≤ y(T) + 0.2 Here in this condition, we have two conditions: one of them is to check x-coordinate of the ball one of them is to check y-coordinate of the ball the point T and the point Q is the endpoints of the line segment on the basket of the board which is also dynamic with the board. When the ball comes into the region that is defined by the intervals above, the text "BASKET" will appear for a short time.