Fish Chomp. The screen where you can see what happens when you play your game is called the STAGE. The SCRIPT BANK is where the types of instructions.

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Presentation transcript:

Fish Chomp

The screen where you can see what happens when you play your game is called the STAGE. The SCRIPT BANK is where the types of instructions are stored. The SPRITES are where you store and select the STAGE and COSTUMES SCRIPTS AREA is where you put your instructions The SCRIPT BLOCKS are where the instructions of what your SPRITES can do !

What is a Sprite?  A Sprite is a character that plays in the game  Students can change their sprite, either by drawing a new one  Or choosing one from a file

Lesson 1 – Fish Chomp

What will we learn?  Add a new sprite from file  Add a costume to a sprite  Use the editor to draw a new sprite  Add a background to the stage  Make a sprite move  Make the sprite keep moving forever  Make the sprite move at random  Stop the sprite moving off the edge of the screen  Change the settings and test the results

What will we learn?  Make a sprite move by following the mouse  Hide and show sprites I a condition is true  Broadcast and event  Detect a broadcast and act on it  Create a variable  Keep a score of the number of times something has happened

Add a new fish-a sprite from file  It can be found in the animals folder

Delete the cat sprite  You must have at least one sprite on the screen at all times so the cat can now be removed

Add a new costume to the fish sprite  Click on the fish sprite and then on the costumes tab and import the fish-b sprite as a new costume

Add a background to the stage  Click on the stage and then on the backgrounds tab and import the underwater background from the nature folder

Use the editor to draw a new sprite  Click on the paint new sprite to get the editor. Change the brush size and colour to draw a red fish

Resize a sprite  Use the resize smaller tool to shrink the small fish to a suitable size. Extension: add some more small fishes.

Move the small fish sprite  Use the when green flag clicked control block with the move 10 steps motion block and test your program

Make the sprite keep moving forever  Use the forever control block with the move 10 steps motion block and test your program

Key Point – Forever block  Forever block  This block repeats all the actions inside it again and again until the game is over.

Stop the sprite moving off the edge of the screen  Use the if on edge bounce motion block and test your program

Stop the sprite moving off the edge of the screen

Make the sprite move at random  Use the turn degrees motion block and the pick random operator to test your program.

Make the sprite move at random  Use the turn degrees motion block and the pick random operator to test your program.

Change the settings  Change the number of steps and the random operators to see what effect this has on your game. Add some new fish.

Make the big fish follow the mouse  Use the forever control block with the point towards mouse pointer and move 3 steps motion block. Test your program

Make the big fish follow the mouse  Use the forever control block with the point towards mouse pointer and move 3 steps motion block. Test your program

Improve the mouse movement  Stop the fish having a wobbly if the mouse is too close to the centre of the fish. Test your program

Improve the mouse movement  Stop the fish having a wobbly if the mouse is too close to the centre of the fish. Test your program

Key Point – If block  If block  This block only performs actions under certain conditions. We can use it with sensing an event to perform a particular action if that event happens

Eat the little fish!  Use the if block to test the colour red touching the fish mouth colour and the hide the small fish and make it reappear 5 seconds later.

Eat the little fish!  Use the if block to test the colour red touching the fish mouth colour and the hide the small fish and make it reappear 5 seconds later.

What now?  Why do we test for 2 colours colliding and not two sprites?  Because the tail of the big fish could then eat the little fish. We only want the little fish to be eaten when it touches the big fish’s mouth so we can use the unique colour of the big fish’s teeth.  What do want to do next?  Make the big fish open and close his mouth and make a chomping noise.  We could do this by using a script that tests the two colours touching but this may not work if the little fish has already been eaten. We use broadcast to send and event from the little fish to the big fish to say the little fish has been eaten.

Broadcast a message  Use the broadcast control block on the small fish to send an event t all other sprites

Broadcast a message  Use the broadcast control block on the small fish to send an event t all other sprites

Receive the message  Use the when I receive broadcast control block on the big fish to open and close his mouth and make a chomp sound

Receive the message  Use the when I receive broadcast control block on the big fish to open and close his mouth and make a chomp sound

Add a score  Use the variable control on the big fish to create a variable called score. The variable will appear on the screen.

Keep track of the score  Add a change variable event to add one to the core each time the fish is eaten. Also reset the score when the game is started again.

Keep track of the score  Add a change variable event to add one to the core each time the fish is eaten. Also reset the score when the game is started again.

Key Point - Variable  A variable is used to store a value which we want the program to remember.  We can add to the variable or set a value for it using the variable control blocks.

Extension tasks  Add several small fish  Make the small fish appear at random locations after they have been eaten  Give the different small fish a different score so some fish have a higher score than others  Design your own background and characters to make a different scenario e.g. rabbits eating carrots

Make a new level – big fish  Create a new costume for the big fish. You must make sure the fox has the same colour teeth as the big fish.

Make a new level – big fish

 Set the count at which you want the level to change, display a message for changing the level then broadcast an event to all sprites indicating a level change

Make a new level - stage  Create a new costume for the background

Make a new level - stage  Create two responses that will switch costumes in response to the broadcast level 2 event

Make a new level - stage  Create two responses that will switch costumes in response to the broadcast level 2 event

Make a new level – small fish  Create a new costume for the small fish

Make a new level – small fish  Create a response that will switch costumes in response to the broadcast level 2 event

Make a new level – small fish  Create a response that will switch costumes in response to the broadcast level 2 event

Make a new level – big fish  Make sure that the costumes will be switched at the correct level

Make a new level – big fish  Make sure that the costumes will be switched at the correct level