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Programming in Scratch

Learn programming in scratch. Build games, presentations, make stories uisng code, sound and animation.

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Saba Ansari
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0% found this document useful (0 votes)
66 views13 pages

Programming in Scratch

Learn programming in scratch. Build games, presentations, make stories uisng code, sound and animation.

Uploaded by

Saba Ansari
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
Discuss the use of blocks in the Pen and Operator category Explain the use of variables List the steps to take input from the user Discuss how to create simple games Sure dear! You can easily create scripts in Scratch with variables. Using variables, this task of maintaining a scorecard can be done easily. Come, let me tell you more about it Mother, I want to make game in Scratch where the score is shown to the player at the end of the game Can you help me? USING THE PEN Sprite’s pen is a feature that allows shapes to be drawn according to the Sprite’s movement. When the pen is down, the Sprite leaves a trail as it moves, that is, it draws. | iiss osenGoceltneica te: ls ciabaalal The various blocks under the Pen extension category help us draw interesting shapes. Follow these steps: 1. Click on the Add Extension option in the lower left corner of the Scratch window. A number of extensions appear. 2. Click on the Pen extension. We will notice that a new category Pen gets added to the Blocks Palette. We can use the blocks in the Pen category to draw interesting shapes. A Fig. 8.1. Adding Pen extension category Let us briefly discuss the use of the various blocks in the Pen category. Removes all pen marks and stamps on the Stage. Puts the Sprite’s pen in down position. In this position, the Sprite draws when it moves. [7 =| Draws a copy of the Sprite on the Stage. Puts the Sprite’s pen in up position. In this position, the Sprite does not draw when it moves. Sets the color of the Sprite’s pen according to the selected color. ‘Changes the color of the Sprite’s pen according to the specified value. Sets the color of the Sprite’s pen according to the specified value. Changes the size (thickness) of the Sprite’s pen. Sets the size (thickness) of the Sprite’s pen. Let us create and execute the following block stack to understand the use of some of the blocks in the Pen category. Cor 7 Pe) A cory 7 A Fig. 8.2 Using Blocks in the Pen category Ze Sprite leaves a Sprite does not trail when the leave a trail when en is down the pen is up g a a) | oo We will notice that the Sprite leaves a trail for the first 100 steps as the pen is down. However, for the next 100 steps, the Sprite’s movement leaves no trail as the pen is up. + Bt | os_ctes Coe Connct Grade.5 0000 Otel 100 os.sap20 e191 Pu 3, -) Dennis Ritchie, an American computer scientist, created foo the popular C programming language. Python, R-language, Java, Lisp, JavaScript, Prolog, we! Haskell, Julia, C++ and AIML (Artificial Intelligence Markup oe > Language) are some programming languages used extensively in Artificial Intelligence and Machine Learning, CREATING SHAPES USING SPRITE’S PEN Let us draw some shapes using the blocks in the Pen category. Creating a Triangle Create the following block stack for drawing a triangle with Sprite’s pen. The turning angle for a triangle is 120 degree. Without using repeat block Using repeat block t he Sake secre slecticn “ai fate nigalepal Note that the hide block has been used at the end of the block stack so that the shape drawn can be seen properly. Creating a Square Create the following block stack with the turning angle of 90 degree to draw a square Without using repeat block Using repeat block Ory) ee Lh S 0 C:) Creating a Circle The following block stack draws a circle. The block in the repeat block causes the pen color to change resulting in a colorful circle. We can easily create a figure with nsides by letting the turning angle be 360/n. Output A Fig. 8.3 Block stack for drawing a circle HSMAPCHECK oo... eee cette : Create the following block stack. Draw the output in the box. USING BLOCKS FROM THE OPERATOR CATEGORY The blocks in the Operator category help us perform various operations such as: + Doing calculations like addition |+ Comparing values like greater (+), subtraction (-), ete. than (>), less than (<), etc. t he ian rakiacascsacte nts ceca sce ite ees) Create the block stacks as shown in Fig. 8.4 to perform some calculations. Note the use of say block to display the result of the operation. Create the block stack as shown in Fig. Py Pr, eae 8.5 to compare values using blocks. Note the manner in S ome which these blocks have been used with ‘A Fig. 8.5 Using blocks the if block to form conditions. A Fig. 8.4 from Operator category VARIABLES While creating games and animations in Scratch, we may need to store and use some values such as points scored by a player, number of turns and number of times the Sprite did something. These values can be stored in variables Avariable is a container that holds one value. This value can be a word or a number. Consider the following example: Score is a variable that holds the value 1 and Msg is a variable that holds the value ‘Welcome’. Score =1 Msg = ‘Welcome’ In Scratch, variables can be local or global. A local variable can be used by just one Sprite whereas \_ Welcome a global variable can be used by all the Sprites in the project. Let us learn to work with variables. Creating and Using a Variable Let us use the blocks in the Variables category. 1. Click on the Make a Variable |__| button in the Variable category. The New Variable dialog box appears. 2. Type a name for the variable. For example, we have named the variable ‘count’ as shown in Fig. 8.6. 3. Choose whether the variable will be used for all the Sprites (global variable) or for one Sprite only (local variable) 4. Click on the OK button. The variable with the name ‘count’ gets created. A Fig. 8.7 Scratch window with the new variable a a a aaa a biel tilidi il + We can use the hide variable block or uncheck the box next to the variable name to hide the v| display of variables value on the Stage. * Right-click and choose delete variable option to remove or delete a variable. Create the block stack as shown in Fig. 8.8 that uses the variable ‘count’. Value of count variable is displayed here A Fig. 8.8 Working with variables A Fig. 8.9 Notice, when we execute the block stack, the value of the variable count keeps on getting incremented by 1 as aa) block is placed inside the forever block. Click on the red flag to stop the execution of the script. Now, execute the block stack (Fig. 8.9) and note that the value of the variable ‘count’ is getting changed by 100 repeatedly. + Bt Veit belecc ease oicehaca ade iel ness oul Drag the variable from the Variables category to the text area in the say block to display the value of the variable. #SnapCheck .... What does the Sprite say when the adjacent block stack gets executed? What will happen if we move the say block inside the repeat block? TAKING INPUT FROM USER USING ASK BLOCK We can display a prompt to the user and take his response using ask block in the Sensing category. The response entered by the user is stored in a variable answer. Create the block stack as shown in Fig. 8.10 in which the Sprite prompts a question to the user and checks whether the answer is correct or not. The CAD) block from the Operators category is used to compare the answer of the user with the actual value. GENERATING RANDOM NUMBERS Random numbers can be generated by using the block in the Operators category. The random number generated is between the two limits entered in the block. For example, the block generates one random number between 1 to 10. Let us use the say block to display the random value generated between 1 and 100 as shown below. Variable: A storage area in ego: A symbol used to perform operations like memory to hold a value. a addition and subtraction #THR(O)WBACK + At | stom citck Code Connect Gxade-S 20008 01nd 108. o5dep-20 820-0 Pu #LetUs @&@ & A. Fillin the blanks using the words given below. 200 variable input 300 trail Bp BF) is used to take from the user. 2. Goa) gives as the result. 3. When the block is executed, the Sprite leaves a as it moves. 4. is used to store a value. 5. gives a random number between 200 and Write ‘T’ for true and ‘F' for false statements. 1, The turning angle should be 90 degrees if we want to draw a triangle using the blocks in the Pen category. 2. The pen color and size cannot be changed. 3. I> block can be used to compare two values. 4, When we execute the block [2 = ramen @ © B a random value between 10 and 50 is stored in the variable ‘a’. 5, Blocks in the Events category help us create and work with a variable. UU UL Answer the following questions. 1. What is the difference between pen up and pen down blocks? 2. What is the use of blocks in the Operator category? ==) 3. How can you generate a random number in Scratch? 4. Define variable. 5, Give the use of arn a ae 222 #OpenForum Aclass discussion on ‘Programming Languages’ can be taken up. The discussion can cover the important aspects of a programming language such as founder, important applications developed using it, any other interesting facts. block. Y sneak #88 sscreenshot Consider the adjacent block stack and answer the following questions: 1. Which variable has the same value as the variable ‘answer’? 2. What value is stored in the variable ‘B’? 3. What shape is drawn when the block stack is executed (assume the user input is 200)? Give the dimensions of the shape Mov Lab Activity 1. Generate a random number between 1 and 10. Ask the user to guess the number. If the user's guess is right display the message ‘You guessed it right’ otherwise display the message ‘Better luck next time. + CIID - © leecddeici iigainkienedinediedia

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