using mit scratch for programming and control exercise 3 ball game year 9 ict autumn term 2007
TRANSCRIPT
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Using MIT Scratch for Programming and Control
Exercise 3 Ball GameYear 9 ICT
Autumn Term 2007
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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
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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
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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
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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
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Creating constant motion
• Step 11 – click the green button and watch the baseball bounce around
• Step 12 – repeat this process for the beachball
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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
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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)
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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.
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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
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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
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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
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Interactivity basketball
• Step 21 – from the sensing menu check the timer option (this will put a timer on the stage)
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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
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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)
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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 green flag clicked instruction. Drop in three if (conditional) instructions
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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
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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
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Scoring
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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
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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