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juancarlosOH
juancarlosOH presents ...

2017/11/7

Practica_02

Este programa consistente en crear el objeto abeja, que contralara los moviemientos del mouse, cuando la abeja se coma las flores dando clic con el mouse finalizara el programa.

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Tags: programacion

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A new version of this scenario was uploaded on 2017-11-07 02:46:49 UTC
A new version of this scenario was uploaded on 2017-11-07 19:05:00 UTC El objeto mariposa que se mueve con el teclado, y el objeto abeja que se controla con el mouse. cada vez que comen una flor se anotara en el contador (rojo paramariposa y verde para abeja)
A new version of this scenario was uploaded on 2017-11-07 19:05:04 UTC El objeto mariposa que se mueve con el teclado, y el objeto abeja que se controla con el mouse. cada vez que comen una flor se anotara en el contador (rojo paramariposa y verde para abeja)

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