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Scratch™ 2.0 Programming for Teens, Second Edition
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Scratch™ 2.0 Programming for Teens, Second Edition
by Jerry Lee Jr. Ford
Scratch™ 2.0 Programming for Teens, Second Edition
Title Page
Copyright Page
Dedication
ACKNOWLEDGMENTS
ABOUT THE AUTHOR
CONTENTS
Introduction
CHAPTER 1 INTRODUCING SCRATCH 2.0
GETTING TO KNOW SCRATCH 2.0
GETTING READY FOR SCRATCH 2.0
CREATING YOUR FIRST SCRATCH 2.0 APPLICATION
JOINING SCRATCH 2.0’S GLOBAL COMMUNITY
CHAPTER 2 GETTING COMFORTABLE WITH THE SCRATCH 2.0 DEVELOPMENT ENVIRONMENT
GETTING COMFORTABLE WITH THE SCRATCH 2.0 PROJECT EDITOR
ADDING PROJECT INSTRUCTIONS, NOTES, AND CREDITS
CREATING NEW SPRITES USING SCRATCH’S PAINT EDITOR
CHAPTER 3 A REVIEW OF THE BASIC COMPONENTS OF SCRATCH PROJECTS
WORKING WITH BLOCKS AND STACKS
SIX BASIC TYPES OF SCRATCH BLOCKS
KEEPING AN EYE OUT WITH MONITORS
TEN CATEGORIES OF SCRATCH BLOCKS
GETTING HELP WITH CODE BLOCKS
CHAPTER 4 MR. WIGGLY’S DANCE—A QUICK SCRATCH PROJECT
PROGRAMMING WITH SCRATCH
CREATING THE MR. WIGGLY’S DANCE APPLICATION
CHAPTER 5 MOVING THINGS AROUND
WORKING WITH MOTION CODE BLOCKS
MOVING AND ROTATING SPRITES
SETTING SPRITE DIRECTION
REPOSITIONING A SPRITE
CHANGING SPRITE COORDINATES
BOUNCING SPRITES AROUND THE STAGE AND CONTROLLING ROTATION STYLE
KEEPING TRACK OF SPRITE COORDINATES AND DIRECTION
TAKING ADVANTAGE OF SCRATCH CARDS
CREATING THE VIRTUAL SCRATCH FISH TANK
CHAPTER 6 SENSING SPRITE POSITION AND CONTROLLING ENVIRONMENTAL SETTINGS
WORKING WITH SENSING CODE BLOCKS
DETECTING SPRITE COLLISIONS AND DISTANCE FROM OBJECTS
PROMPTING FOR AND COLLECTING USER INPUT
RETRIEVING KEYBOARD INPUT, MOUSE BUTTON, AND COORDINATE STATUS
RETRIEVING AUDIO DATA
COLLECTING AND PROCESSING VIDEO INPUT
WORKING WITH A TIMER
RETRIEVING STAGE AND SPRITE DATA
RETRIEVING THE DATE, TIME DATA, AND USER’S NAME
CREATING THE FAMILY SCRAPBOOK APPLICATION
CHAPTER 7 STORING AND RETRIEVING DATA
LEARNING HOW TO WORK WITH APPLICATION DATA
STORING DATA IN VARIABLES
DELETING VARIABLES WHEN THEY ARE NO LONGER NEEDED
ACCESSING VARIABLES BELONGING TO OTHER SPRITES
A QUICK EXAMPLE
STORING COLLECTIONS OF DATA IN LISTS
DEVELOPING THE BASKETBALL QUIZ PROJECT
CHAPTER 8 DOING A LITTLE MATH
ADDITION, SUBTRACTION, MULTIPLICATION, AND DIVISION
UNDERSTANDING THE MATHEMATICAL ORDER OF PRECEDENCE
GENERATING A RANDOM NUMBER
COMPARISON OPERATIONS
PERFORMING LOGICAL COMPARISONS
MANIPULATING STRINGS
ROUNDING NUMBERS AND RETRIEVING REMAINDERS
WORKING WITH BUILT-IN MATHEMATICAL FUNCTIONS
DEVELOPING THE NUMBER GUESSING GAME QUIZ PROJECT
CHAPTER 9 CONTROLLING SCRIPT EXECUTION
INTRODUCING SCRATCH EVENTS AND CONTROL BLOCKS
EVENT PROGRAMMING
CONTROLLING SCRIPT EXECUTION
DEVELOPING THE BALL CHASE GAME
CHAPTER 10 CHANGING THE WAY SPRITES LOOK AND BEHAVE
LOOKS BLOCKS THAT AFFECT SPRITES VERSUS THE STAGE
MAKING SPRITES TALK AND THINK
MAKING SPRITES APPEAR AND DISAPPEAR
CHANGING SPRITE COSTUMES AND STAGE BACKDROPS
APPLYING SPECIAL EFFECTS TO COSTUMES AND BACKDROPS
CHANGING A SPRITE’S SIZE
DETERMINING WHAT HAPPENS WHEN TWO SPRITES OVERLAP
RETRIEVING COSTUME AND BACKDROP DATA
DEVELOPING THE CRAZY EIGHT BALL GAME
CHAPTER 11 SPICING THINGS UP WITH SOUNDS
PLAYING SOUNDS
PLAY A DRUM
PLAYING MUSICAL NOTES
CONFIGURING AUDIO VOLUME
SETTING AND CHANGING TEMPO
CREATING THE FAMILY PICTURE MOVIE
CHAPTER 12 DRAWING LINES AND SHAPES
CLEARING THE STAGE AREA
STAMPING AN INSTANCE OF A COSTUME ON THE STAGE
DRAWING WITH THE PEN
SETTING PEN COLOR
CHANGING PEN SHADE
WORKING WITH DIFFERENT SIZE PENS
CREATING THE DOODLE DRAWING APPLICATION
CHAPTER 13 IMPROVING CODE ORGANIZATION
SIMPLIFYING SCRIPT ORGANIZATION THROUGH PROCEDURES
ADDING CLARITY THROUGH COMMENTS
SIMPLIFYING THE PROJECT AND REDUCING THE PROJECT SIZE WITH CLONING
CREATING THE GONE FISHING APPLICATION
CHAPTER 14 GAME DEVELOPMENT USING COLLISION DETECTION
KEY FEATURES FOUND IN MOST COMPUTER GAMES
DETECTING COLLISIONS
COLLECTING PLAYER INPUT
CREATING SCRATCH PONG
APPENDIX A FINDING AND FIXING PROGRAM ERRORS
APPENDIX B OFFLINE SCRATCH DEVELOPMENT
APPENDIX C INTERACTING WITH THE REAL WORLD
APPENDIX D WHAT NEXT?
GLOSSARY
INDEX
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