One approach to the school of fish is to, if you've created the list already, is to make a For All Together using the list in which a number variable is set to a random number from -180 to 180. If you noticed, 180 refers to degrees, and 180 degrees is a half turn. Unfortunately Alice operates in percent decimals, not in degrees, so you must divide the number variable by 360 to get the proper rotation.
Then you must set a fish to rotate either left or right, it doesn't matter. What this method will do is make one fish turn a random direction, and then go down the list of fish, generating a new random direction each time.
Something like this, except with missiles instead.
missiles.a2w
To do the off-screen bit, you can't just place your camera anywhere you like, you have to set a boundary for the fish. Say you've got four markers in the ground. If your fish are: Under the top marker, over the bottom marker, to the right of the left marker, and to the left of the right marker, then they are OK to move. That is collision. You're essentially creating a wall where they can move no further. It's a bit of an annoying task and I really wonder why your teacher asked you to do this. It's unrealistic to ask of. A good example of this is shown in
Sky Warrior X.
PROJECT 2:
This project is an extension of project 1. I can see where your teacher is going with this. He essentially wants you to do the same random movement + bounding box, with the extra event that bugs disappear upon getting clicked.
To do this, you need: Information from Project 1, the isShowing boolean (You set this to false when clicked), A number variable that shows how many bugs there are (This is decremented by one every time a bug is clicked), and a speed factor (A number variable that is used in the Move Forward # meters method).
You can do speed by adding it upon itself by however many meters every time a bug disappears.
After all this, you need an event that says "A Winner is You" or something once the number of bugs reaches 0.