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Using MIT Scratch for Programming and Control Exercise 6 – Creating a Scratch Packman

Using MIT Scratch for Programming and Control Exercise 6 – Creating a Scratch Packman. Year 9 ICT Autumn Term 2007. What you will learn:. To design a maze background To resize a sprite To move a sprite under keyboard control Stop the sprite moving over the background

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Using MIT Scratch for Programming and Control Exercise 6 – Creating a Scratch Packman

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  1. Using MIT Scratch for Programming and ControlExercise 6 – Creating a Scratch Packman Year 9 ICT Autumn Term 2007

  2. What you will learn: • To design a maze background • To resize a sprite • To move a sprite under keyboard control • Stop the sprite moving over the background • To get ‘prizes’ to disappear • To score with the prizes • To get the prize to appear again unexpectedly • To choose your own prizes • To randomly alter the grid.

  3. Stage 1 of Packman Maze Score ‘Prize’ Explorer

  4. Stage 2 of Packman Explorer moves

  5. Stage 3 of Packman Score goes up Explorer grabs prize

  6. Stage 4 of Packman Explorer moves on

  7. Stage 5 of Packman ‘Prize’ reappears

  8. What you need to decide • To decide on a maze background grid. • To decide on the sprite as the explorer. • To plan the ‘prizes’ – the sprites and the points for each. • To plan for how long a prize would disappear. • To decide if the background will change to a new level or will the grid alter randomly.

  9. Design a background • The background must have one colour that the sprite cannot cross (blue in the example.) • The passage ways must be broad enough to take the sprite.

  10. Replace the Cat • Delete the cat sprite. • Choose a new sprite – use the central button under the stage. I called it the explorer. • Resize the sprite to make it small enough to follow the passages. Step 1 Step 2 Step 3

  11. Get the Sprite to Move • Use the starting code as below – make sure all directions work.

  12. Keep the Sprite on Track • Stop the sprite moving over the background by … • … checking if it has moved too far. • If so, move back 5

  13. Add a “Prize” • Add a “prize” – a banana. • Place it in a passageway. • There should be a forever loop • The script should hide the banana if it is touching the explorer. • Remember to save your Scratch program.

  14. Score Grabbing a Prize • There are 2 parts • A variable to store the score • The score needs to increase when the prize is grabbed.

  15. Restore the Prize • The banana needs to reappear and at a random time makes a difference. • Use the pick random 1 to 10from Numbers • Put it inside a wait. • Decide on the longestand shortest waits • Remember to save your Scratch program.

  16. Introduce another Prize • Introduce other sprites as prizes. • Resize and add the correct script to each. • Choose where each is to go, what effect it will have on the score, how quickly each should reappear. • Remember to save your Scratch program.

  17. Make your code efficient • The script to stop the sprite going onto the grid might be more efficient. • Do you have this section only once? • Are there any other parts to be improved?

  18. Further ideas • Does the score set to zero for each game? • Is there a time limit or a target score? • Further sprites could be added to block/unblock sections of the grid. • This could make the game change as it is played. • There could be different levels with the background changing after a time. • There could be tunnels which move the player to a new maze background …

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