Workbook - Garnock Academy

Workbook
Version 3
Created by G. Mullin and D. Carty
Scratch Workbook
Introduction ........................................................................................................................ 3
Task 1.
Load Scratch .................................................................................................. 3
Task 2.
Get familiar with the Scratch Interface ............................................... 3
Task 3.
Changing the name of a Sprite ............................................................... 5
Task 4.
Costumes ......................................................................................................... 6
Task 5.
Getting Instructions in the Correct Order........................................... 7
Task 6.
Moving using the Arrow Keys................................................................. 9
Task 7
Changing Costumes ................................................................................. 14
Task 8
Adding a New Sprite ................................................................................ 15
Task 9
Repeating Instructions using a loop .................................................. 17
Task 10
Adding a Background .............................................................................. 23
Task 11
Duplicating a Sprite ................................................................................. 27
Task 12
The Forever Loop ...................................................................................... 28
Task 13
Monkey Game .............................................................................................. 32
Task 14
Controlling the Monkey with the Mouse ............................................ 33
Task 15
Programming the Bee ............................................................................... 34
Task 15
IF Statement ................................................................................................ 35
Task 16
Touching the Bananas .............................................................................. 36
Task 17
Getting Points .............................................................................................. 37
Task 18
Adding a Timer ............................................................................................ 38
Created by G. Mullin and D. Carty
2
Scratch Workbook
Introduction
Scratch is a new programming language that lets you create your own
interactive stories and computer games.
Task 1.
Load Scratch
Your teacher will show you how to load the Scratch software.
Your screen should look like this:
Task 2.
Get familiar with the Scratch Interface
Look at the diagram on the following page which shows the Scratch
Interface. Each part of the interface is labelled, and it is important that
you get to know their proper names.
Complete Exercise 1 in your exercise booklet.
Created by G. Mullin and D. Carty
3
Scratch Workbook
Created by G. Mullin and D. Carty
4
Scratch Workbook
Sprites
Every character or object in Scratch is called a Sprite.
When you open Scratch, there is already one Sprite in the project – the
cat.
Currently, the Sprite is called ‘Sprite1’. This is too vague. It is VERY
important to give meaningful names to Sprites – we will change this
Sprite’s name to ‘Cat’.
When we begin working with several Sprites and they are called
‘Sprite1’, ‘Sprite2’, ‘Sprite3’ etc, you will quickly forget which one is
which.
If you give your Sprite’s suitable names immediately, it is much easier
to work with them.
Task 3.
Changing the name of a Sprite
On the Sprite Information area, change ‘Sprite1’ to ‘Cat’.
Created by G. Mullin and D. Carty
5
Scratch Workbook
Task 4.
Costumes
We are now going to change how our Sprite looks. One way we can do
this is by changing it’s Costume.
Each Sprite may have many Costumes. To find out how many Costumes
our Cat has, click the ‘Costumes’ tab as shown:
You should now see that this Cat has 2 Costumes:
You should notice that the Costumes are slightly different.
We use Costumes to make it look like our Sprite is moving. We will use
this later in Task
For now, switch back to the ‘Scripts’ tab:
It is important to save your work regularly.
1. From the file menu, select Save As;
2. Click Scratch Project > then choose H:\
3. Save your file as “Task 4” in the ‘new
filename box’
4. Save to your own Scratch folder.
Created by G. Mullin and D. Carty
6
Scratch Workbook
Task 5.
Getting Instructions in the Correct Order
It is VERY important to get instructions in the correct order. The
computer has no common sense and will follow your instructions
precisely.
When getting ready for school today, which of these two instruction sets
did you follow?
A
1.
2.
B
Put socks on
Put shoes on
1.
2.
Put shoes on
Put socks on
If you followed the instructions in box B, you might look a little silly at
the moment!!!
This is why it is important to make sure that the instruction blocks are in
the correct order – otherwise, we might not get the results we want.
Complete Exercise 2 in your exercise booklet.
Created by G. Mullin and D. Carty
7
Scratch Workbook
Task 5a
Read and Understand Coordinates
Imagine that your Sprite (the Cat) is in the middle of a graph, like
below.
The graph has an X axis (left to right), and a Y axis (Up and down).
100
Y
X
-100
100
-100
To get our Cat to move to the right, we must increase it’s X value.
Similarly, to move to the left, we must decrease it’s X value.
For our Cat to move up, we must increase it’s Y value.
To move the Cat down, we must decrease it’s Y value.
Complete Exercise 3 of your exercise booklet.
Created by G. Mullin and D. Carty
8
Scratch Workbook
Task 6.
Moving using the Arrow Keys
If you have played computer games, you will know that we often use the
arrow keys to control our character.
We are now going to control our Cat’s movement using the arrow keys.
To do this, we must give our cat Instructions. These come in the form
of blocks.
Under the Motion tab, drag the ‘change x by 10’ block into the Scripts
area:
Double click the ‘change x by 10’ block in the Scripts area.
You will see that the Cat moves 10 steps to the right.
Try changing the number to 100, then double click the block.
You will see that the Cat moves further to the right when the number is
increased.
For now, lets change it back to 10.
We want the Cat to move to the
right when we press the right arrow
key. To do this, follow the steps
below:
Click the Control tab.
Created by G. Mullin and D. Carty
9
Scratch Workbook
Drag the
When –space- key pressed
block into the scripts area, and
snap it on top of the change X
by 10
block
When the white line appears (above the change X by 10), this means
you can “snap” the blocks together, just like lego bricks.
At the moment, when the space key is pressed, the Cat will move 10
steps to the right. We want to change this to the right arrow key:
Click on the down arrow next to the
word ‘space’ and select ‘right arrow’.
You should now have this:
This means we now have our first Script. A script is a group of
instructions which perform a specific task, in this case, moving the Cat
to the right when the right arrow key is pressed.
A Sprite can have many Scripts, which mean that it can do lots of
different things.
We now have to create a similar script for moving left when the left
arrow key is pressed.
Created by G. Mullin and D. Carty
10
Scratch Workbook
Drag another When –space- key pressed block into the Scripts area.
Click on the down arrow next
to the word ‘space’ and
select ‘left arrow’.
We know that the ‘change x by 10’ block moves our Cat 10 steps to the
right. When we increase the number of steps, the Cat moves further to
the right.
To get our Cat to move to the left, we use a negative number of steps.
Click the Motion tab.
Drag another change X by 10
block underneath the ‘When
left arrow key pressed’ block.
Change the number 10 to -10.
The Script should now look like this:
Save your work as “Task 6”.
Created by G. Mullin and D. Carty
11
Scratch Workbook
You should now be able to control your Cat using the left and right arrow
keys – Go ahead!
We will now use the same technique to move the cat up and down.
From the motion tab, drag the ‘change Y by 10’ block into the Scripts
area.
Now from the Control tab, drag in the ‘when –space- key pressed’ block
and snap it on top:
Now change –space- to
–up arrow-
Created by G. Mullin and D. Carty
12
Scratch Workbook
You should now be able to create
a Script for moving down using
the down arrow key:
Create a new script as shown
Remember to change the value to
-10.
Save your work as “Task 6a”
Now complete Exercise 4 of your booklet.
Created by G. Mullin and D. Carty
13
Scratch Workbook
Task 7
Changing Costumes
In Task 4, we learned that Sprites can have different costumes that
change the way they look.
We will use Costumes to make our Cat ‘Walk’.
Open your “Task 6a” project.
From the Looks tab, drag the next costume block and snap it under
change X by 10.
Repeat this for the other 3 Scripts:
Created by G. Mullin and D. Carty
14
Scratch Workbook
Now when you press and hold the arrow keys, you should see the cat
walk! When an arrow key is pressed, he moves and changes costume.
As we know, one Sprite can have many Costumes.
Our Cat has two Costumes, but we could add more if we wanted.
Task 8
Adding a New Sprite
To add a new sprite to your project, click the New Sprite button:
You will see the following window appear. There are several folders
which contain lots of Sprites.
Double click the people folder.
Scroll down until you find boy4-walking-a. Click OK
Created by G. Mullin and D. Carty
15
Scratch Workbook
You should now see that the boy has been added to your project, but he
has been called ‘Sprite1’ – Rename him ‘Boy’.
(If you are unsure, look back to Task 3)
We are going to create Costumes for our Boy Sprite, this will make his
actions seem more realistic.
Click on the Boy
Sprite from the
Sprite List
Click on the
Costumes Tab
Click on Import
We are now going find the costume
called
boy4-walking-b
and click OK
Save your work as “Task 8”
Created by G. Mullin and D. Carty
16
Scratch Workbook
Task 9
Repeating Instructions using a loop
Computers are very good at doing the same thing over and over again.
We are now going to see how we can use a ‘loop’ to get the computer to
repeat our scripts over and over again.
There are several types of loop – The first one we will look at is called a
fixed loop.
We are going to make our Cat do a dance!
Open “Task 6a” again which you saved earlier. You should have control
over the Cat using the arrow keys.
From the Motion tab, drag in the ‘Move 10 steps’ block
Created by G. Mullin and D. Carty
17
Scratch Workbook
Now from the Looks tab, drag in the ‘Next Costume’ block and snap it
underneath ‘Move 10 Steps’.
We need some music for our Cat to dance to – Click the Sound tab and
drag in the ‘Play drum’ block as shown.
Change the drum to number 36 – Bass Drum 1.
Created by G. Mullin and D. Carty
18
Scratch Workbook
Now repeat these actions until you have a Script which looks like the
one below:
Notice the second ‘Move’ block is showing Negative 10 steps, and the
second ‘Play Drum’ block is playing drum 57.
Now double click this Script. You will see that the Cat does a very short
dance!
For the Cat to do a proper dance, he needs to repeat these instruction
blocks over and over again. By using a Fixed Loop, we can decide how
many times we want him to repeat these actions.
From the Control tab, drag the ‘Repeat’ block to the scripts area on its
own.
Created by G. Mullin and D. Carty
19
Scratch Workbook
Now drag the Script you just made inside the ‘mouth’ of the repeat block
– you should see the white line appear.
Created by G. Mullin and D. Carty
20
Scratch Workbook
You should now have the following:
Change the repeat number from 10 to 15 – This tells the computer to
repeat these actions 15 times and then stop.
Now double click this Script and your Cat should do a dance!
Now lets see if we can get the Cat to do this dance each time the
spacebar is pressed.
Created by G. Mullin and D. Carty
21
Scratch Workbook
From the control tab, drag the ‘When –space- key pressed’ block on top,
like so:
Now you have complete control over the cat. You can move him in any
direction using the arrow keys, and you can get him to dance when you
press the spacebar!
Save your work as Task9
Created by G. Mullin and D. Carty
22
Scratch Workbook
Task 10
Adding a Background
So far, our Cat has been moving around a boring white background. We
can fix that now by adding a suitable background to the stage area.
Just like a Sprite has Costumes, the Stage has Backgrounds.
Open Task9 if you haven’t already done so.
Click the Stage icon in the Sprite List area:
Now click the ‘Backgrounds’ tab and click ‘Paint’:
The Paint Editor window will appear.
Created by G. Mullin and D. Carty
23
Scratch Workbook
From the Backgrounds window, select Import.
The Import Image window appears – Double click the Indoors folder.
A selection of backgrounds will appear.
Created by G. Mullin and D. Carty
24
Scratch Workbook
From the selection of Backgrounds, choose ‘Spotlight Stage’, then OK.
The Paint Editor window has now updated showing the image you
selected. Click OK.
Created by G. Mullin and D. Carty
25
Scratch Workbook
You will now see the Background has been added to your project, and
our Cat now has a stage on which to perform!
Select the Cat from the Sprite List area and press the spacebar – the
Cat should now be dancing on stage!
Created by G. Mullin and D. Carty
26
Scratch Workbook
Task 11
Duplicating a Sprite
Once we have created a Sprite, we can make copies of it very easily.
Right click the cat and select Duplicate.
You will see a second Cat appear, but he has been named Sprite1
automatically. Rename him ‘Cat2’.
Now position Cat2 to the left of the first Cat.
Created by G. Mullin and D. Carty
27
Scratch Workbook
Cat2 is a exact copy of Cat. This means that he has all the same Scripts,
so when you press –spacebar- you will see both Cats dance together!
You can duplicate Sprites as many times as you want.
Save this as Task11
Task 12
The Forever Loop
Another very important loop in Scratch is the Forever loop. This does
exactly what you might think – any instructions placed inside this loop
will be repeated over and over again – forever. (Well, that is until the
program is stopped!)
Open Task11 – You should see the 2 cats and the stage you created
previously.
Make sure that Cat is selected in the Sprite List area:
Created by G. Mullin and D. Carty
28
Scratch Workbook
Now in the Scripts area, we are going to change the ‘repeat’ loop to a
forever loop.
First, you must click and hold the ‘Move 10 steps’ block at the top, and
drag this outside of the loop:
Now we must separate the ‘repeat 15’ block so that we can delete it.
Drag it away so it is on its own, then right click – delete.
Created by G. Mullin and D. Carty
29
Scratch Workbook
Now, drag in the Forever block and snap it to ‘When space key pressed’.
You can now drag the script inside the mouth of the forever block:
Created by G. Mullin and D. Carty
30
Scratch Workbook
Now press spacebar – you should notice that Cat will now dance forever,
but Cat2 stops after 15 loops.
To stop Cat dancing, click the stop button at the top right.
Save this as Task12
Extension task 1
Now



try creating a small animation for yourself. You should:
Start a new project and delete the cat.
Find the Cassy sprites
Change the costumes and try to make Cassy look as if she walks
halfway across the screen and then goes into a dance. Use some
music too in your animation.
 Add a background if you have time.
Created by G. Mullin and D. Carty
31
Scratch Workbook
Task 13
Monkey Game
Start a new Project.
Delete the Cat – (right click – delete)
Add a new Sprite – monkey1 (from the ‘Animals’ folder)
(if you forgot how to add a new Sprite, look at Task 8)
Rename this Sprite – call him ‘Monkey’.
Just now, he is way too big – we have to make him smaller.
Click the ‘Shrink Sprite’ button:
Now click the monkey a few times – you will see him get smaller.
We need to add two more Sprites to this project – a bee and a bunch of
bananas.
Find these Sprites and add them to the project:
Shrink them down to a reasonable size and rename them ‘Bee’ and
‘Bananas’.
Created by G. Mullin and D. Carty
32
Scratch Workbook
Task 14
Controlling the Monkey with the Mouse
Double click the Monkey Sprite.
We want the Monkey to follow our Mouse movements. We must give him
instructions to do so.
Construct the following module:
This tells the Monkey ‘When the game starts, point towards the mouse
pointer and move 3 steps continuously’.
TRY IT!
Click the green flag and watch as the Monkey follows
your mouse movements.
Now lets try changing the number of steps – you should see that this
changes the speed of the monkey.
Reset it back to 3 steps.
You may have noticed that sometimes the Monkey turns upside down.
To stop this happening, click the ‘Only Face Left / Right’ button:
Created by G. Mullin and D. Carty
33
Scratch Workbook
Task 15
Programming the Bee
Set the screen up so it looks like this:
Now double click the bee and add the following module:
This tells the bee to point upwards and move.
This tells the Bee to ‘Bounce’ if he touches the edge of
the screen.
You will also have to click the ‘Only Face Left / Right’ button for the Bee.
TRY IT!
Click the green flag and you should see the Bee moving up
and down the screen.
Created by G. Mullin and D. Carty
34
Scratch Workbook
Task 15
IF Statement
The object of our game is to get the Monkey to the Bananas without
getting stung by the Bee!
If the Monkey touches the Bee, he should go back to his starting
position.
To instruct him to do this, we must use an IF statement.
Double click the Monkey.
From the Control Tab, drag in a second
to the scripts area.
Now drag in the ‘Forever IF block’ and attach it:
Note the ‘Condition’ space – we will use
this to tell the computer what the
condition is.
From the ‘Sensing’ tab, drag in the ‘touching’ block and put it in the
Condition Space:
Now select the ‘down’ arrow and choose ‘Bee’:
Now drag in the
block from the ‘Motion Tab’.
(you may have to type in the correct X and Y co-ordinates –
X=-189, Y= 3)
Your module should now look like this:
Created by G. Mullin and D. Carty
35
Scratch Workbook
We have just told the Monkey : “If you ever touch the Bee, go to your
Starting Co-ordinates”
TRY IT!!
Click the green flag to start your game. Allow the Bee to
touch the Monkey – you should see that the Monkey goes
back to his starting position!
Task 16
Touching the Bananas
We want the monkey to say ‘Yum’ when he touches the Bananas, but
think ‘I’m Hungry’ when he isn’t touching them. His instructions go
something like this:
IF I touch the Bananas
Say ‘Yum!!’
Else
Think ‘I’m Hungry’
Double click the monkey and create the following module:
(you will need the IF – ELSE block from the Control tab)
Now add the following instruction blocks so your module looks like this:
These instructions are carried out
whenever the monkey touches bananas
This instruction is carried out whenever
the monkey is NOT touching bananas.
Created by G. Mullin and D. Carty
36
Scratch Workbook
TRY IT!!
Click the green flag to start your game. You should see that
the monkey will think “Hungry”, but when he touches the
bananas, he says “Yum!” and returns to his starting position.
Task 17
Getting Points
Every time the monkey touches the bananas, he should get a point.
To do this, we need to create a Variable called ‘Points’.
Note:
A Variable is something that holds data in a program, for
example ‘Points’ will hold the number of points the monkey
has – but this can change during the game.
From the ‘Variables’ tab, click
The following box appears – name the Variable ‘Points’:
Click OK.
Now add the
block to the existing module as shown:
This tells the computer to set ‘Points’ to 0 every time the game starts.
Created by G. Mullin and D. Carty
37
Scratch Workbook
We want the points to increase by 1 each time the monkey touches the
bananas.
Drag the
block into the module as shown:
This adds 1 to the Variable ‘Points’ if the Monkey touches the Bananas.
TRY IT!!
Click the green flag to start your game. You should see that
the points increase each time the Monkey touches the
Bananas!
Well done – you have created the basis for your first computer game!
Save this as ‘Monkey Game’.
Task 18
Adding a Timer
It would make the game more interesting if there was a time limit.
Create a Variable called ‘Time’. (look at Task 17 if you forgot how to do
this)
Construct the following module:
This sets the time to 30 at the start of the game
This takes one off ‘time’ each second
Created by G. Mullin and D. Carty
38
Scratch Workbook
TRY IT!!
Click the green flag to start the game. You should see that
time is running out!
NOTE:
At the moment, if time reaches 0, nothing happens –
the game continues, and time decreases through
negative numbers.
This is because we have not told the game to stop.
Construct the following module:
This is under the ‘Operators’ tab
This is under the ‘Variables’ tab.
This tells the computer that if ‘time’ is ever equal to 0, stop the game.
TRY IT!!
Click the green flag to start the game. You should see that
everything stops when time runs out.
Save your work.
Now ask your teacher for the ‘Puff Collector’ Booklet.
Created by G. Mullin and D. Carty
39