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«Mrs A McCrory Introduction – What is Scratch?.. Page 2 Stage 1 – Design your own main game character!. Page 3 Stage 2 – Make your character ...»

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Lurgan Junior High School ICT Department

Mrs A McCrory

Introduction – What is Scratch? ……………………………………………… Page 2

Stage 1 – Design your own main game character! …………………… Page 3

Stage 2 – Make your character move! ……………………………………… Page 4

Stage 3 – Get your shark to bite! …………………………………………… Page 7

Stage 4 – Add a background to your game! …………………………… Page 9 Stage 5 – Add a sound to your shark moving! ………………………… Page 10 Stage 6 – Add fish for the shark to eat! ……………………………………Page 12 Stage 7 – Create points! …………………………………………………………Page 15 Stage 8 – Add more fish! …………………………………………………………Page 16 Stage 9 – Add a mean crab and starfish! ………………………………… Page 17 Stage 10 – Add a timer to end your game! ………………………………Page 18 Page 1 What is Scratch?

Scratch is a visual programming language that makes it easy to create interactive stories, animations, games, music and art! In simple terms, it is a very cool computer programming software that lets us design and play our very own computer games!! It’s also free to download at home!

Scratch teaches computational thinking and problem solving using a simple-to-use, yet powerful, building block approach to software development. Huh? It develops fantastic 21st century skills using technology and lets you be VERY creative! You will learn so much, yet have fun at the same time!

http://scratch.mit.

edu/scratch_1.4/ We are going to design a SHARK & FISH game together! Then, you can make your very own!

Page 2 Design your own main game character!

Your game characters are called ‘Sprites’ in Scratch. You can re-name them at the top of your screen.

There are 2 ways to design your main character.

1. Paint and draw your own! Be creative and draw your own character.

You can do this using the first star tool.

2. The second way is to choose a pre-made character from the Scratch system using the second star.

Take a minute to look through all of the available characters in the second star.

Follow these steps to complete Stage 1

1. When you open Scratch, a cat sprite (character) always automatically appears. We want to delete that cat as we are using a shark as our main character. Right click on the cat and move your arrow to delete. Click on delete and the cat disappears.

2. We want to choose a shark sprite from the second star. Go to the second star, double click ‘Animals’, scroll down and click on the Shark 1-a. Click ok.

3. This shark is too big – he would eat too many fish and make the game too easy! – let’s make him smaller. Go to the ‘Shrink’ tool at the top. Click on it. Then click on your shark around 25 times.

4. Click anywhere on the grey blank space to the left to turn off your shrink tool.

–  –  –

2. Let’s start with moving the shark up – we want him to move up when the up arrow is pressed. Change the option in the orange tab from ‘Space’ to ‘Up Arrow.’ Go to the blue motion tab and drag over the option that says ‘change y by 10’ and connect it

underneath the orange tab. It should look like this:

3. Let’s move the shark down – we want him to move down when the down arrow is pressed. Go to your orange control tab and drag out another ‘When space key pressed’ – place it under, but not attached to, the previous tabs. Change the option in the orange tab from ‘Space’ to ‘Down Arrow.’ Go to the blue motion tab and drag over the option that says ‘change y by 10’ and connect it Page 4 underneath the orange tab. As we want the shark to move in the opposite direction from up, we click on the ‘10’ and change it to ‘-10.’ It should look like

this:

4. Let’s move the shark right – we want him to move right when the right arrow is pressed. Go to your orange control tab and drag out another ‘When space key pressed’ – place it under, but not attached to, the previous tabs. Change the option in the orange tab from ‘Space’ to ‘Right Arrow.’ Go to the blue motion tab and drag over the option that says ‘change x by 10’ and connect it underneath the orange tab. It

should look like this:

5. Now, let’s move the shark left – we want him to move left when the left arrow is pressed. Go to your orange control tab and drag out another ‘When space key pressed’ – place it under, but not attached to, the previous tabs.

Change the option in the orange tab from ‘Space’ to ‘Left Arrow.’ Go to the blue motion tab and drag over the option that says ‘change x by 10’ and connect it underneath the orange tab. As we want the shark to move in the opposite direction from right, we click on the ‘10’ and change it to ‘-10.’ It should look like

this:

Page 5

6. Every time the game starts, we want our shark to be in the middle of the screen, ready to catch fish! To make sure he is in the middle, we have to programme him to do this. Go to the orange control tab and drag over the option that says, ‘When green flag clicked.’ The green flag is the button that is clicked every time you want to start a new game. Now, go to the blue motion tab and drag over the option that says ‘go to x:10 y:10’ and attach it to the orange option. The middle of the screen is 0 in both x and y, so click on the ‘10’ in both x and y





and type in 0. It should look like this:

7. The final stage in moving our shark is to help him look in both directions – at the minute, no matter where he moves, he can only look to the right! We want to help him look to the left. To do this, we have to programme him to look left when the left arrow is pressed and to look right when the right arrow is pressed. Think you know how to do this? Great! Go to the blue motion tab and choose the option that says ‘point in direction 90’ and attach this under your other blue tab for right arrow. Drag out another ‘point in direction of 90’ to attach under your blue option for left arrow, but this time change the ‘90’ to ‘-90.’ It should

look like this:

8. The last button we click is at the top of the screen – This makes sure that our shark does not rotate when the arrows are pressed, but only looks to the left and right. Click on this.

–  –  –

Our shark cannot catch fish without biting! We are going to programme him to bite! We do this by adding another sprite from the Animals folder.

Take a minute to look at the characters again – this time, look at how some are the same character but are doing different actions! This is deliberate – so you can make them do different things in your game!

–  –  –

1. We need to add another shark sprite. Click on ‘Costumes’ at the top and then click on ‘Import.’ From the ‘Animals’ folder, find the shark called ‘Shark 1-b,’ click on him and click ok. Before we programme him any further, click on Shark 1-a and return to the ‘Scripts’ tab.

2. We want our shark to bite and keep biting as soon as the green flag is pressed and the game starts. This means we need to put some controls under our existing ‘When green flag clicked.’ Go to the orange control tab and choose the ‘forever’ option – attach this under the blue option we already have under our green flag.

Now go to the purple looks tab and choose ‘switch to costume’ – make sure you change it to shark 1-a when it is attached within ‘forever’ option. From the orange control tab, choose ‘wait 1 secs’ and attach under the purple option. Change ‘1 secs’ to ‘0.5’ – this gives us a quicker bite. Now put another purple option ‘switch to costume’ and change it to ‘shark 1-b.’ Again put an orange ‘Wait 1 secs’ under this and change it to ‘0.5.’ Make sure that all these purple and orange options are within the ‘forever’ option – this loops the bite and means our shark keeps chomping when the

game starts. It should look like this:

–  –  –

1. A white background does not make your game very appealing – let’s add a background suitable for our shark. Go to the ‘Stage’ button and click it. Click the ‘Backgrounds’ tab and ‘Import.’ Our shark swims in the sea so we need to look in the folder called ‘Nature.’ Double click on this folder.

2. Scroll down until you see the underwater theme and double click

it. Your game should now look like this:

–  –  –

1. Click on the shark sprite on the right hand side so that you are not working on your stage anymore.

2. At the top you will see a tab that says ‘Sounds.’ Click on this.

3. To show you how to add a sound, we will ‘Import’ a pre-recorded sound. Remember, in your own game, you can record your own sounds if you wish! Click on ‘Import.’

4. You can choose any sound for your own game, but for now, go to ‘Effects’ and click on it. Look for the sound called ‘Water Drop.’ Click on it so it is highlighted blue and then click ‘Ok.’

5. We want to tell our game to make this sound every time the shark moves – we need to programme it. To do this, click on the ‘Scripts’ tab. The idea is that when an arrow key is pressed, the water drop sound is made.

Therefore, we need to add an instruction under our arrow options. Click on the pink ‘Sound’ tab in the top left. Drag the option that says ‘Play sound waterdrop’ under each of the arrow

instructions. It should look like this:

–  –  –

Option 1 – A water sound at the start of every game

1. Go to the ‘Sounds’ tab, click on ‘Import.’

2. Go to ‘Effects,’ click on ‘Bubbles’ so it is highlighted blue and click ‘Ok.’

3. We want to programme our game now so it knows to play this sound at the start of every game. Go back to the ‘Scripts’ tab.

4. Click on the pink ‘Sound’ tab at the top left. Choose the option that says ‘play sound bubbles’ and drag it under the ‘When green flag clicked’ – directly under the orange part. It should look

like this:

5. Try clicking on the green flag. Your game will start. You will notice that your sound plays just at the start of the game, then stops.

–  –  –

Option 2 – Water sounds through all of the game

1. Do all of the above steps, except change where we place the pink ‘play sound bubbles.’

2. Instead of placing it directly under the orange ‘When green flag clicked,’ we want to place it under the ‘forever’ option. Take your options apart, and re-connect them in this order. It

should look like this:

3. Press the green flag to hear how your game now sounds!

–  –  –

1. We need to add a fish sprite. Click on the second star, double click on the ‘Costumes’ folder, double click on the ‘Animals’ folder and scroll down until you find your fish – fish4. Click on the fish and click ‘Ok.’

2. Our fish is too big – the shark will catch this easily!

We need to make him smaller. To do this, click on the ‘shrink’ tool above the fish and click on the fish around 50 times. This makes him a good size. Click to the left of the screen, on the grey part, as this stops your shrink tool.

3. Click and drag your fish to the top left of your screen.

4. We want to programme the fish to move. Click on the orange control tab, and drag out the ‘When green flag clicked’ option.

Also drag out the ‘forever’ option and connect this to the green flag option.

5. Go to the blue motion tab, and drag out the ‘move 10 steps’ option and connect this within the ‘forever’ orange option. Change the ‘10’ to ‘4’ – this makes our fish move at a decent speed for the shark. 10 is too quick, 1 is too slow. Press the green flag so you can see the speed. It should look like

this:

6. You will have noticed that the fish stopped at the end of the screen – it doesn’t know to turn back! Let’s programme it! Go to the blue Page 12 motion tab, drag out the option that says, ‘if on edge, bounce’ and connect this underneath the other blue option within ‘forever.’ Don’t forget to click the button that says ‘only face left-right’. Click the green flag to see your fish move properly!

7. The problem is that your fish is predictable, it is always moving in that same line – making it too easy for the shark to catch. We need to programme it so that it keeps moving in different places.

This gets complicated but follow this slowly. First, go the blue motion tab and drag the option that says ‘go to x:- 205 y:148’ to underneath the ‘When green flag clicked.’ Change the ‘-205’ to ‘-220.’

8. Now, go to the light green operators tab and drag out the option that says ‘pick random 1 – 10’ and place this IN the y: 148 of your last blue option.

Change the ‘1’ to ‘-160’ and change the ‘10’ to ‘160.’ It should look like

this:

9. We have some more prgramming to do to get your fish moving randomly! Take out the ‘if on edge, bounce’ option by clicking and dragging it over the left. Dump it there and it automatically deletes. Instead, go to the orange control tab and drag over the option that says ‘if.’ Place this under the blue ‘move 4 steps.’

10. In the light blue sensing tab, drag out the ‘touching’ option and drop it into the hexagon space beside ‘If.’ In the drop down box, choose ‘edge.’ It should

look like this:

11. The last thing we have to do, is copy and paste the top ‘go to x: y:’ command. To do this, pull the forever option down to separate.



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