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What are Classes in Bug World?

Learn how learners use classes in Bug World to make strategic coding decisions.

Danielle Schulte avatar
Written by Danielle Schulte
Updated over 2 weeks ago

What Is a Class?

In object-oriented programming, a class is a blueprint for creating objects. It defines what an object is, what it can do, and what properties it has.

Think of a class like a recipe. Just like a recipe tells you how to make cookies—what ingredients to use and how to bake them—a class tells the computer how to create a certain type of object.

What Learners Gain

Using classes teaches students:

  • How to identify similarities and differences in code structures

  • How to apply problem-solving skills

  • The basics of scalable, reusable code in programming

How Classes Work in Bug World

In Bug World, classes work the same way!

Just like there isn’t one type of car, there isn’t just one type of Tower. Each tower type is its own class with specific features. And just like with cars, there are subclasses of towers with unique properties.

Example:

  • Tower class = the main blueprint

  • Fast-shooting tower = a subclass

  • Slow-but-powerful tower = another subclass

All towers help defend against the Slimes, but each does it in its own way.

Real-World Example: The Car Blueprint

Let’s take a car as an example. Every car has a few things in common: wheels, an engine, and the ability to accelerate and turn. Even though there are many kinds of cars—Mustangs, Porsches, minivans—they all follow the same basic blueprint. That blueprint is the Car class.

From the Car class, we can make many different models of cars. These are known as subclasses—slightly different versions of the original blueprint that still share key features. A Porsche and a Mustang may look different, but they’re still both cars.

Why Classes Matter

As Slimes approach the fuzzFamily, learners need to build towers to stop them. But not just any tower will do! Learners must:

  • Think critically about which tower class to use

  • Consider the speed and behavior of the Slimes

  • Use properties of different classes to make smart choices

Choosing the right class helps learners defend their base more effectively—and teaches them how to use object-oriented programming in a fun, meaningful way.

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