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ROSDI BIN TUKIBON

ICTL YEAR 6 / KOTA TINGGI


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Scratch Interface

ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Creating Games with Scratch

Open the program and click the icon SCRATCH Control to open the Control
programming block section.

Picture 1

Click on the block "when (the green flag image) click", then drag and drop the
programming block on screen programming editor as shown in the figure below.
Each program is made with SCRATCH usually run by clicking on the "green flag
image". It means the program execution on the programming block will be
executed when the image is clicked the green flag.

Picture 2

ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 3

Click the icon Motion to open Motion programming block.

Picture 3

Click on the block "move 10 steps", then drag and drop the programming block
on screen programming editor as shown in the figure below. Programming block
"move 10 steps" is useful to run a sprite object or as many as 10 steps.

ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 4

Picture 5

Click the green flag image on the right above to run the program.

ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 6

It can be seen that every time we click the green flag image then the object will
move a little.
To make the object move farther we can use repetition block or blocks "forever".

Click the icon Control to open Control programming block.

Picture 7

Click on the block "forever", then drag and drop the programming block on
screen programming editor, and assemble blocks of programming as seen in the
image below.

ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 8

Picture 9

Click the green flag image on the right above to run the program.

ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 10
It can be seen that when we click on the green flag image object moving to the
right end. Here what happens is a repetition block "move 10 steps" in many times.

Click the stop button located on the top right so that the program stops running.
Stop button is used to terminate a program.

ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 11

Set the object / sprite that were back in the middle of the screen.

Picture 12

Now we will arrange to have the object / sprite will change direction when
hitting the left or right edge of the screen.

Click the icon Motion to open Motion programming block.

Picture 13

ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Click on the block "if on edge bounce", then drag and drop the programming
block on screen programming editor, and assemble blocks of programming as
seen in the image below.

Picture 14

ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 15

Click the green flag image on the right above to run the program.

Picture 16

It can be seen that the object / sprite will change direction when hitting the edge
of the screen, but although the orientation of the object changed direction /
sprite to be reversed.

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ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

In order for an object / sprite not be reversed click icon "just flip left-right" as
shown below.

Picture 17

It can be seen that once clicked the icon "just flip left-right" orientation of the
object will not be reversed.
However, when considered in the movements of objects / sprites tend to be too
fast.
To reduce the speed of the object / sprite may be useful blocks "wait 1 secs".
Click the stop button located on the top right so that the program stops running.

Picture 18

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ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Click the icon Control to open Control programming block.

Picture 19

Click on the block "wait 1 secs", then drag and drop the programming block on
screen programming editor, and assemble blocks of programming as seen in the
image below.

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ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 20

Picture 21
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ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Click the green flag image on the right above to run the program.

Picture 22

It can be seen that the present movement of the object / sprite becomes slower,
or maybe even too slow.
Click the stop button located on the top right so that the program stops running.

Picture 23

To change the speed of change "wait 1 secs" to "wait 0:25 secs".


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ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 24

Click the green flag image on the right above to run the program.

Picture 25

It can be seen that the speed of the object / sprite to be a little faster.
Object / sprites that move only using one image, so that the object / sprite seem
more alive should be used more than 1 picture.
Click the stop button located on the top right so that the program stops running.

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ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 26

Click the "Costumes" to see the costumes or objects animated images / sprites
there.

Picture 27

It can be seen that the object / sprite has 2 costume that can be used for
animation
Click Scripts to display the screen again programming editor

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ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 28

Click the icon Look to open Look programming block.

Picture 29

Click on the block "next costume", then drag and drop the programming block on
screen programming editor, and assemble blocks of programming as seen in the
image below.

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ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 30

Picture 31

Click the green flag image on the right above to run the program.

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ROSDI BIN TUKIBON


ICTL YEAR 6 / KOTA TINGGI
rosditukibon@yahoo.com

Picture 32

It can be seen that the animated object / sprite look more alive with a variety of
costume so that the object appears to be under way.

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