Using mit scratch for programming and control exercise 3 ball game
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Using MIT Scratch for Programming and Control Exercise 3 Ball Game. Year 9 ICT Autumn Term 2007. What you will learn:. Interactivity between objects in Scratch

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Using mit scratch for programming and control exercise 3 ball game l.jpg

Using MIT Scratch for Programming and ControlExercise 3 Ball Game

Year 9 ICT

Autumn Term 2007


What you will learn l.jpg
What you will learn:

  • Interactivity between objects in Scratch

  • In this exercise you will investigate interactivity between objects in Scratch by making a game with three balls. Two of the balls will be animated and move around the screen. The object of the game is to position the third ball in such a way that the other balls do not hit it within a predetermined time.

  • Importing new sprites

  • Interactivity between sprites


Importing new sprites l.jpg
Importing new sprites

  • Step 1 – click on the scissors button and click over the cat to remove it from the stage

  • Step 2 – click the centre button below the stage (import a new sprite)

  • Step 3 – browse the things folder and import baseball1


Importing new sprites4 l.jpg
Importing new sprites

  • Step 4 – repeat the process in order to import basketball and beachball1

  • Step 5 – click on each sprite in turn and rename them in the sprite dialogue box (top centre of the screen) with the names basketball, beachball and baseball


Creating constant motion l.jpg
Creating constant motion

  • Step 6 – select the baseball. Click on the orange control menu button (top left of the screen) and drag in a when green flag clicked instruction

  • Step 7 – drag in a forever instruction and attach it to the when green flag clicked instruction

  • Step 8 – select the blue motion menu

  • Step 9 – Drag in a move 10 steps command. Drop inside the forever instruction. Reset the value to 7.

  • Step 10 – Drag in an if on edge, bounce instruction. Drop inside the forever instruction.

  • Note –The forever instruction should expand and surround the motion instructions


Creating constant motion6 l.jpg
Creating constant motion

  • Step 11 – click the green button and watch the baseball bounce around

  • Step 12 – repeat this process for the beachball


Interactivity beachball l.jpg
Interactivity beachball

  • The next stage is to get the animated balls to interact with each other and the non animated ball

  • Step 13 –select the beachball sprite

  • click the control menu and drag in when green flag clicked, forever and if (condition) instructions


Interactivity beachball8 l.jpg
Interactivity beachball

  • Step 14 – click on the green numbers menu – choose the OR operator (we want something to happen if this ball is touch another ball OR the other one).

  • Drop the OR operator inside the if (condition)


Interactivity beachball9 l.jpg
Interactivity beachball

  • Step 15 – click on the blue sensing menu – pull across two touching instructions and set the drop down for the other two balls.


Interactivity beachball10 l.jpg
Interactivity beachball

  • Step 16 – drop the two touching commands into the OR operator


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Interactivity beachball

  • Step 17 – from the blue motion instruction set drop in a turn 15 degrees instruction.

  • From the purple looks instructions set drop in a say hello for 2 seconds instruction

  • Step 18 – reset the respective values to 179 degrees, Hit! and 1 second


Interactivity baseball l.jpg
Interactivity baseball

  • Step 19 – create this same script for the baseball

  • Both the baseball and the beachball now have two similar scripts.

  • One script does the motion, the other does the interactivity with other balls


Interactivity basketball l.jpg
Interactivity basketball

  • Step 20 – select the basketball and recreate the script that you have just made for the other two balls except for the turn instruction


Interactivity basketball14 l.jpg
Interactivity basketball

  • Step 21 – from the sensing menu check the timer option (this will put a timer on the stage)


Interactivity basketball15 l.jpg
Interactivity basketball

  • Step 22 – drop in the reset timer instructions as shown.

  • This will reset the time at the start of the game and whenever either of the moving balls hits the basketball


Movement basketball l.jpg
Movement basketball

  • Step 23 - As it is the basket ball that will be moved by the person playing the game, we have to include a script that will achieve this.

  • (This script is similar to one created in a previous exercise)


Scoring l.jpg
Scoring

  • In the next process we want to give score for if the balls avoid each other for 5 or 10 seconds

  • Step 24 – with the basketball selected, create a new script starting with the when greenflag clicked instruction. Drop in three if (conditional) instructions


Scoring18 l.jpg
Scoring

  • Step 25 – from the numbers menu select the AND operand.

  • Select the greater than and less than operands and drop these into the AND operand.

  • Drop two timers into the operand so that the options are timer>5 and timer<10


Scoring19 l.jpg
Scoring

  • Step 26 – from the purple looks menu drop in say hello for 2 seconds and change the values to say score 5 points for 1 second

  • Step 27 – the next if (condition) instruction set the condition to timer >10 and say score 10 points. In the last if (condition) set to timer >15 and drop in a reset timer instruction



Importing a background l.jpg
Importing a background

  • Step 28 – Click the stage button and select the centre tab in the stage design dialogue.

  • Browse the standard backgrounds and import a background for the stage


Playing the game l.jpg
Playing the game

  • Click the enter presentation mode button on the bottom left of the stage and view your game in full screen

  • The object of the game is to position the third ball using the arrow keys in such a way that the other balls do not hit it within the 16 second time limit


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