Marr College Scratch Programming Contents Page 1 – Lesson 1- Basic Skills Page 2 – Lesson 2 – Basic Skills – Snowman Page 3 – Lesson 3 – Basic Skills – Bumblebee Page 4 – Lesson 4 – Basic Skills – Mouse & Bumblebee Page 5 – Lesson 5 – Basic Skills – Variables Page 6 – Lesson 6 – The Clown strikes back Page 8 – Lesson 7 - The Maze Page 10 – Lesson 8 – Whack a Mole Page 13 – Lesson 9 – Paper Scissors Stone Page 16 – Lesson 10 – Magic Eight Ball Scratch—Basic Skills Lesson 1 By the end of this first task you will have created a sprite and made it move around the screen Step 1 Create a new project and add any sprite that you want to use. Step 2 Use the following script as a starting point HINT: Up is Direction 0, right is 90, down is 180 and left is –90 Extension Tasks Try to create scripts to turn and move your sprite in all 4 directions. If it works, try to change the colour of your sprite when it moves and add sounds if you can Marr College Page 1 Scratch Programming Scratch—Basic Skills Lesson 2 By the end of this first task you will have created a sprite and made it move around the screen Step 1 In our first project we made our cat say ouch, in this project you are going to create a scene where a snowman is speaking to the sun and the sun is talking back. Create a new scratch project. Step 2 Add the snowman 1 sprite and the sun sprite and place them as shown in the screenshot. Name your snowman Snowman Name the Sun sprite sun Step 3 Add the following blocks to each sprite Snowman Sprite Sun Sprite Step 4 Save and then run the Project (by pressing the green button) and see what it does. If it works try to add more conversation between the sun and the snowman. Or create a new project with some other sprites and hold your own conversation Marr College Page 2 Scratch Programming Scratch—Basic Skills Lesson 3 By the end of this worksheet you will have created a scene where a sprite will follow the mouse Step 1 Add a bee sprite to a new project, name the sprite Bee. Place the sprite on the left hand side of the screen Step 2 Add the following code to your bee sprite. Now save and run the project to see what happens. You will need to select mouse-pointer by pressing the down arrow to the right of the point towards block. Step 3 If it works make the bee move faster or slower. Marr College Page 3 Scratch Programming Scratch—Basic Skills Lesson 4 By the end of this worksheet you will have created a scene where a sprite will follow the mouse It is useful in games if you know when your character touches something. We are going to use our bee example earlier and put in a vase of flowers so that we can point the bee towards it. When it touches the flowers we are going to say “Well done” Step 1 Using your bee project, change the background so there is a piece of green ground. To draw on your background click on the stage pixel, then select Backgrounds and then Edit beside background 1. This will show the editor Step 2 Add the following code to your bee sprite To select the colour click there and then click on the grass that you have drawn. Step 3 Save the project then run it to see if it works. Marr College Page 4 Scratch Programming Scratch—Basic Skills Lesson 5 By the end of this worksheet you will have created a scene where clicking on a randomly appearing button will gain you points Scratch can use what is called variables to hold things like the points for a game or the speed of a car. We are going to use one of these variables so that we can keep a track of how many times you can click on the moving button. The game carries on till you click on the button ten times. Step 1 Create a new project and add the sprite called button, this is in the things category. Name it button. Step 2 We need to add a second costume for the button so it looks like it is being pressed down. Select the costumes tab for your button sprite and select Import. Then browse to your costumes folder and select the buttonpressed costume Step 3 We need to make a variable called Score to keep a track of how many times you click on the button. Click on the variables tab then press the Make a variable button. Call the variable Score and make sure it has been selected “For all sprites” Step 4 Add the following blocks to the button sprite, this will glide the button around the screen randomly. The pick random block can be found in the operators tab. Step 5 Add these blocks to the button sprite. This will make the button look like it has been pressed and more importantly keep score. Marr College Page 5 Scratch Programming Lesson 6- The Clown Strikes Back By the end of this worksheet you will have created a game where clicking on a randomly moving good clown will earn you points. Clicking on the bad clown will remove points. Step 1 Add a clown sprite by selecting the choose a new sprite from file button. Step 2 Stop the clown rotating by clicking on the don't rotate button. Step 3 Go to the Costumes tab and import the bad clown costume. You should now have two costumes for your clown sprite. Your costumes tab should look like this. Step 4 Create a global variable called score. Select the Make a variable button and then call the variable Score. Step 5 Add this block to your clown sprite to set the score to 0. Step 6 Add the code to point the clown in a random direction, and move for 5 steps, bouncing if it hits the edge. Marr College Page 6 Scratch Programming The Clown Strikes Back By the end of this worksheet you will have created a game where clicking on a randomly moving good clown will earn you points. Clicking on the bad clown will remove points. Step 7 Add the code to detect if it’s a good clown or bad clown and increment or decrement score. You can also add blocks to play a sound. Step 8 Add code to hide the sprite, set it to a random x,y co-ordinate then point it in a random direction. It will then show the sprite again Step 9 Right click on your clown sprite and duplicate the sprite to add more clowns, set them as either bad or good clowns using the costumes tab. Then run the program and test it. Marr College Page 7 Scratch Programming Lesson 7- Maze By the end of this worksheet you will have created a game where you have to navigate a maze. You will only be given some of the scripts required, but hints are available. Step 1 Create a suitable background. Make sure that your walls are one colour and your path is another colour. Like the example shown here. Make sure the borders are quite thick compared to your character that you will make in Step 2 Step 2 Add a sprite that you can control to move around the maze. It is important that you then edit the sprite and put a single coloured dot in front of your sprite. Step 3 You then have to edit your sprite so that there is single coloured dot in front of your character. This cannot be the same colour as your path or your walls. This will help collision detection Single black coloured dot Step 4 Add a sprite to be your goal character, when your character touches this you win the game. Step 5 Select your player sprite. Add the following code. This will place the character at a start point. You can get the x and y co-ordinates for your character beside the sprite name. Marr College Page 8 Scratch Programming Maze By the end of this worksheet you will have created a game where you have to navigate a maze. You will only be given some of the scripts required, but hints are available. Step 6 Create the following blocks to place the character in an initial spot on the screen and keep it moving until it hits a block Extension Tasks 1) Add jewels that your character can collect, each jewel should give you a point. 2) Make the jewels disappear when they are touched. 3) Add ‘monsters’ that will roam around your maze, if they touch your character, the monster should freeze for a second and your character should go back to the start. Marr College Page 9 Scratch Programming Lesson 8- Whack A Mole! By the end of this worksheet you will have created a game where you use a hammer to whack a mole when it appears from its hole! Whack the mole to get the points! Step 1 Add the sprite of the mole Call it Mole Step 2 Select your mole sprite and go to the costumes tab and import the sprite called no-mole. Your costumes should look like the image above. Step 3 We need our mole to randomly pop out of the hole, so we ill use the wait block and a random time to change the costume. Add the following scripts to your Mole sprite. Step 4 Create a variable called Score and set it for all sprites Step 5 When we click on the mole we will check if the mole is there or not, if it is we will give ourself a point. Now test your game to see if it works! Marr College Page 10 Scratch Programming Whack A Mole! - Extension Part 1 By the end of this worksheet you will have created a game where you use a hammer to whack a mole when it appears from its hole! Whack the mole to get the points! Step 6 We are now going to create a hammer that we can hit the moles with. Import the sprite called hammer up— or create your own Name it Hammer Step 7 Now import a second costume for your hammer. Import the sprite called Hammer Down Your costumes should look like the image above. Step 8 When the program starts we want the hammer to be in the up position Add the following code to your hammer sprite Marr College Page 11 Scratch Programming Step 9 Now we want the hammer to follow wherever the mouse pointer is, we will then sense if the mouse button has been pressed, if it has we will change the costume. It will then check for a mole and wait a fraction of a second before changing back to the original costume. This has to be repeated forever Step 10 This has to be then joined on to the rest of your hammer sprite Step 11 Now add the following code to your mole, this will check if it is touching the hammer, if it is and a mole is showing then it will add a point. Extension Tasks Now add a third costume, a rabbit—this should randomly appear and if the user accidentally hits the rabbit then they should lose points. Marr College Page 12 Scratch Programming Lesson 9- Paper Scissors and Stone By the end of this worksheet you will have created a game where you can play a game of Paper, Scissors and Stone against the computer Step 1 Edit your stage background by double clicking on the stage. Select the backgrounds Tab and then select edit. Add appropriate drawings to show both players. You can use sprites if you want to. Step 2 Add a sprite for the player character by choosing the paper image from your My Documents. Step 3 You must now add the Rock then scissors costumes to your player sprite by using the Import button from the costumes tab. Your costumes tab should look like this. Repeat the last two steps for the computer sprite. Step 4 Select your player sprite. Create variable for all sprites called Player Choice Computer Choice Your variables should look like the image above. Step 5 Add the sprite called button, import a second costume called buttonpressed. Step 6 Add the following code to your Player Sprite. This will set the player choice to 1, this is the scissors costume. Marr College Page 13 Scratch Programming Paper Scissors and Stone By the end of this worksheet you will have created a game where you can play a game of Paper, Scissors and Stone against the computer Step 7 Add the blocks required to change the costume to number 2 which is Paper and 3 which is Rock. The paper blocks have been done for you. Step 8 Now we have to setup the main program that will animate the button to start the program and choose the computers choice. Add these scripts to your Start Button Step 9 Now add the following code to your computer sprite. Marr College Page 14 Scratch Programming Paper Scissors and Stone By the end of this worksheet you will have created a game where you can play a game of Paper, Scissors and Stone against the computer Step 10 The last part is to decide who has won the round. Add these scripts, we will enter the win conditions into the blank if statements. 1 = Scissors, 2 = paper, 3 = Rock Step 11 Into the Or statement you have created drag the following scripts into the blank spaces. Step 12 Now update the main program to decide the round winner, then run and test your program. This code should be in your button sprite. Extension Tasks 1) Add code to keep a track of the score of the player and the computer, show these above the sprite for each player. 2) Add code to the main program to play to the best of 5. After this the game should stop. 3) Adapt your program to use a slider variable to set the game length. Marr College Page 15 Scratch Programming /HVVRQMagic Eight Ball By the end of this worksheet you will have created a game where you can use a virtual magic eight ball Step 1 We need to add a sprite as our character and the magic eightball sprite. Add the boy sprite, name it Boy Add the 8ball sprite, name it 8Ball Step 2 We need to create a variable to hold all of the possible answers. Create a list and call it Answers Your list should look like the image above. Step 3 There are to be 20 answers to any questions that we ask our 8Ball, now you could add these individually, but we are going to import them from a saved text file. Right click on your answers list box in the top right of your stage and select import. Browse to the file called responses. Step 4 We don't want the list to show all of the time so uncheck box to the left of the Answers Marr the College icon. Page 16 Scratch Programming Magic Eight Ball By the end of this worksheet you will have created a game where you can use a virtual magic eight ball Step 5 We need to create some variables to hold some information. Create variables called Name Question Random Answer Your variables should look like the image above. Step 6 We are going to ask the players name. Add these icons to your Boy sprite. We will store the characters name in a variable called answer. Step 7 Now we need to add code to the 8ball sprite to ask the user their name and what their question is. We now need to wait on the user to answer the question and then store it in a variable. Step 8 We will pick an answer out of our list using a random number. Our random number has to be between 1 and the length of our list. Marr College Page 17 Scratch Programming Magic Eight Ball By the end of this worksheet you will have created a game where you can use a virtual magic eight ball Step 9 Now that we have picked a random number we will show the answer at that position in the list Step 10 Your when clicked event for your 8Ball sprite should now look like this, run your program and test it. Extension Tasks 1) Add code to allow the user to ask questions again and again 2) Add code to ask the user if they want to continue. If they say Yes then your program should ask another question Marr College Page 18 Scratch Programming Magic Eight Ball—Extension Tasks By the end of this worksheet you will have created a game where you can use a virtual magic eight ball Step 1 We are going to add the feature so that we can ask it more than one question, we will ask the user if they want to ask another question. Step 2 Create a new variable called Again Your variables should look like the image above. Step 3 Add code to the 8ball to ask another question after it has given its answer Step 4 Which part of the program has to be repeated to allow the user to ask another question, HINT: Which block from the control section will allow you to do this? And how will you know if they want to or not? Marr College Page 19 Scratch Programming
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