Upravte program tak, že do vody přidáte kámen (instance objektu Stone
) a rybička jej obeplave kolem dokola (nebo spíš kolem do čtverce). Třeba takhle:
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Podklady pro lekci 1.
FilipJirsak-Czechitas/j1-lekce01-1-intro
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Podklady pro lekci 1.