Scratch 2.0 Beginner's Guide Second Edition
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About this ebook
The author approaches the content with the belief that we are all teachers and that you are reading this book not only because you want to learn, but because you want to share your knowledge with others. Motivated students can pick up this book and teach themselves how to program because the book takes a simple, strategic, and structured approach to learning Scratch.
Parents can grasp the fundamentals so that they can guide their children through introductory Scratch programming exercises. It’s perfect for homeschool families. Teachers of all disciplines from computer science to English can quickly get up to speed with Scratch and adapt the projects for use in the classroom.
Michael Badger
Micheal Badger is a technical communicator with a history of helping others to use their computer software and technology. For fun, Michael reads computer books and blogs about technology. When he finally decides to disconnect, he spends his spare time fishing, growing pigs, raising honeybees, and tending the family. Michael also wrote Zenoss Core Network and System Monitoring, a step-by-step guide to configuring the open source IT monitoring software application.
Read more from Michael Badger
Scratch 1.4: Beginner's Guide Rating: 0 out of 5 stars0 ratingsZenoss Core 3.x Network and System Monitoring Rating: 0 out of 5 stars0 ratings
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Scratch 2.0 Beginner's Guide Second Edition - Michael Badger
Table of Contents
Scratch 2.0 Beginner's Guide Second Edition
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Time for action – heading
What just happened?
Pop quiz – heading
Have a go hero – heading
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Welcome to Scratch 2.0
About Scratch
Encouraging everyone to think programmatically
Sample Scratch uses
Computational thinking
Finding a project for you
Making animations
Telling stories
Building games
Programming games of chance
Creating art projects
Sensing the real world
Programming concepts
Using Scratch 2.0
Looking inside a Scratch project
The stage area
The sprites pane
The scripts area
The built-in image editor
Using Scratch 2.0 offline
Encountering Scratch 1.4
Tinkering encouraged
Summary
2. A Quick Start Guide to Scratch
Joining the Scratch community
Time for action – creating an account on the Scratch website
What just happened?
Time for action – understanding the key features of your account
What just happened?
Abiding by the terms of use
Creating projects under Creative Commons licenses
Finding free media online
Taking our first steps in Scratch
Time for action – moving the cat across the stage
What just happened?
Using events to trigger an action
Have a go hero – testing the move block
Time for action – animating a walking motion with the cat
What just happened?
Understanding the basics of a Scratch Project
Saving early, often, and automatically
Time for action – saving our work
What just happened?
Undoing a deletion
Introducing forever loops
Time for action – setting the cat in motion, forever
What just happened?
Controlling a sprite with loops
Time for action – flipping the cat right-side up
What just happened?
Clicking on a block runs the command
Have a go hero – exploring sprite rotation
Adding sprites to the project
Time for action – adding a second sprite and script
What just happened?
Reviewing a video-sensing project
Time for action – reviewing pop the balloon - video starter
What just happened?
Sensing video
Have a go hero – remixing ideas with our starter project
Pop quiz – getting started with Scratch
Summary
3. Creating an Animated Birthday Card
Introducing the paint editor
Time for action – painting a happy birthday sprite
What just happened?
Changing the size of a bitmap image
Choosing bitmap or vector images
Time for action – drawing a vector image
What just happened?
Changing the size of the vector image
Reviewing the image editing tools
Erasing in the vector mode
Filling the stage with color
Time for action – using the fill with color tool to paint the stage
What just happened?
Adding gradients
Time for action – applying a gradient
What just happened?
Time for action – adding more sprites to address the card
What just happened?
Initializing a sprite's starting values
Time for action – hiding all sprites when the flag is clicked
What just happened?
Time for action – displaying happy birthday
What just happened?
Specifying memorable names and comments
Time for action – renaming sprites
What just happened?
Inserting comments into our code
Time for action – adding comments to a script
What just happened?
Transforming sprites with graphical effects
Time for action – transforming sprites
What just happened?
Graphical transformations
Comparing the repeat and forever blocks
Time for action – turning m in a circle
What just happened?
Have a go hero – cleaning up the animations
Time for action – making a sprite fade in with the ghost effect
What just happened?
Two ways to control timing
Have a go hero – animating the butterfly
Pop quiz – reviewing the chapter
Summary
4. Creating a Scratch Story Book
Designing the outline of a barnyard joke book
Time for action – designing a clickable table of contents
What just happened?
Time for action – adding pages to the book
What just happened?
Time for action – adding a sprite to the Backpack
What just happened?
Using the Backpack to store sprites and scripts
Building a joke with say blocks and sounds
Time for action – making a horse talk with the say block
What just happened?
Time for action – synchronizing and animating the horse
What just happened?
Time for action – importing a horse sound
What just happened?
Playing supported sound formats
Positioning a sprite by its coordinates
Time for action – moving the dog based on x and y coordinates
What just happened?
Locating sprites with x and y coordinates
Creating a new costume
Time for action – duplicating, flipping, and switching a sprite's costume
What just happened?
Comparing costumes to sprites
Composing custom sound effects
Time for action – creating drum sound effects
What just happened?
Creating sound effects and music
Have a go hero – writing a joke sequence for the dog
Time for action – integrating the dog's joke sequence
What just happened?
Have a go hero – adding context to the dog's scene
Navigating the story and coordinating scenes
Time for action – hiding the table of contents
What just happened?
Time for action – displaying the dog scene
What just happened?
Coordinating scenes by backdrop name
Time for action – navigating back to the table of contents
What just happened?
Have a go hero – finishing the sequence and initializing the project
Pop quiz – checking chapter concepts
Summary
5. Creating a Multimedia Slideshow
Importing photos as backdrops
Time for action – importing photos from files
What just happened?
Working with images
Resizing images
Using caution while resizing images
Have a go hero – importing an animated GIF or vector graphic
Adding slideshow controls to display images
Time for action – flipping through the photos
What just happened?
Related backdrop blocks
Playing and recording sounds
Time for action – adding a sound from Scratch's library
What just happened?
Time for action – recording sounds in the sound editor
What just happened?
Understanding sound related blocks
Editing sounds
Time for action – editing a recorded sound
What just happened?
Time for action – appending a sound
What just happened?
Time for action – adding sound effects to recordings
What just happened?
Reviewing available sound effects
Have a go hero – narrating additional images
Using x and y coordinates to find the position of the mouse's pointer
Time for action – using mouse location to hide arrows
What just happened?
Have a go hero – redefining the hot zone
Time for action – providing user instructions
What just happened?
Displaying a project in presentation mode
Time for action – presenting a fullscreen slideshow
What just happened?
Have a go hero – personalizing the slideshow with graphic effects
Pop quiz – reviewing the chapter's concepts
Summary
6. Making an Arcade Game – Breakout (Part I)
Learning about the Breakout game
Discovering Pong
Time for action – importing and playing the Pong starter project
What just happened?
Remixing a legacy Scratch project
Moving a sprite with the mouse or arrows
Using reporter blocks to set values
Customizing the gameplay of the Pong project
Time for action – adding the left and right arrow controls
What just happened?
Evaluating the y position of the ball to end the game
Time for action – determining if the ball is below the paddle
What just happened?
Time for action – adjusting the center of a sprite costume
What just happened?
Have a go hero – using the costume center in projects
Cloning to create identical sprites
Time for action – drawing bricks
What just happened?
Time for action – cloning bricks
What just happened?
Dealing with the cloned sprite
Time for action – breaking bricks when I start as a clone
What just happened?
Cloning explained
Rapid fire shooting with cloning
Cloning related blocks
Ricocheting with the point in direction block
Time for action – changing a sprite's direction
What just happened?
Figuring out the direction
Time for action – setting the starting position and the direction
What just happened?
Time for action – ricocheting off bricks
What just happened?
Conditional statements
Conditional statements in real life
Defining a variable to keep score
Time for action – adding a score variable
What just happened?
Setting variables For all sprites
Setting variables For this sprite only
Have a go hero – creating a graphical effect for the bricks
Pop quiz – reviewing the chapter
Summary
7. Programming a Challenging Gameplay – Breakout (Part II)
Implementing lives
Time for action – adding a variable to track lives
What just happened?
Time for action – checking for game over
What just happened?
Evaluating multiple programming solutions
Have a go hero – programming a character's health
Adding more bricks to the level with a custom block
Time for action – creating a second brick
What just happened?
Time for action – drawing rows of bricks with custom blocks
What just happened?
Introducing procedures by way of custom blocks
Setting custom block inputs
Have a go hero – creating a custom block with options
Time for action – coordinating the ball play
What just happened?
Increasing ball speed and difficulty
Time for action – increasing ball speed
What just happened?
Using Boolean evaluations
Keeping score based on a clone's costume
Time for action – decreasing the paddle size based on the clones' costume
What just happened?
Considering alternative solutions
Time for action – detecting when we clear the level
What just happened?
Keeping the score using cloud variables
Time for action – keeping a global scoreboard
What just happened?
Understanding cloud variables in Scratch 2.0
Viewing the cloud data log
Pop quiz – reviewing the chapter's concepts
Have a go hero – extending Breakout
Summary
8. Chatting with a Fortune Teller
Creating, importing, and exporting lists
Time for action – creating lists to store multiple values
What just happened?
Working with an item in a list
Importing a list
Time for action – importing fortunes to a list
What just happened?
Exporting a list from Scratch
Prompting the player for a question
Time for action – asking a question
What just happened?
Using stored questions
Time for action – validating the seeker's question
What just happened?
Deleting the list values
Have a go hero – finding and using the player's username
Selecting a random fortune
Time for action – selecting a random fortune
What just happened?
Time for action – counting our fortunes with mod
What just happened?
Using magic numbers
Creating a custom say fortune block
Time for action – creating a custom say fortune block
What just happened?
Using the if () then else block
Manipulating the text
Time for action – ensuring grammatically correct questions
What just happened?
Testing your project
Creating a keyword scanner
Time for action – scanning a text string to build a list of words
What just happened?
Have a go hero – creating a more intelligent chat bot
Pop quiz – understanding how to work with text
Summary
9. Turning Geometric Patterns into Art Using the Pen Tool
Drawing basic shapes
Time for action – drawing our first square
What just happened?
Have a go hero – exploring squares
Time for action – building on the square
What just happened?
Drawing user-defined shapes
Time for action – enabling the user to create custom shapes
What just happened?
Time for action – turning triangles into pinwheels
What just happened?
Have a go hero – adding a stem to the flower
Defining procedures for home and shapes
Time for action – creating a custom shapes procedure
What just happened?
Plotting the coordinates of shapes
Time for action – plotting x,y coordinates to draw a square
What just happened?
Understanding and using color
Time for action – coloring our shapes
What just happened?
Understanding color shades
Working with the set pen color to () block
Time for action – finding a color picker workaround
What just happened?
Finding a color to use by its number
Time for action – creating a color palette
What just happened?
Have a go hero – finding all shades for a color
Adding color slider inputs to the shapes project
Time for action – limiting color values with a slider
What just happened?
Have a go hero – expanding the shapes application
Creating asymmetrical patterns
Time for action – creating an explosion
What just happened?
Turning straight lines into string art
Time for action – animating a radar screen
What just happened?
Time for action – breaking out of the circle
What just happened?
Have a go hero – twisting your perspective
Pop quiz – getting into shape
Summary
A. Connecting a PicoBoard to Scratch 1.4
Using Scratch 1.4, the PicoBoard, and Raspberry Pi
Finding Scratch 1.4
Purchasing the PicoBoard
Time for action – enabling and testing the PicoBoard support in Scratch 1.4
What just happened?
Adding the PicoBoard support to Scratch 2.0
Animating webcam images by detecting sound
Time for action – creating a talking head
What just happened?
Have a go hero – using sound to move a sprite forward and backward
Sharing Scratch 1.4 projects online
Sensing the environment with the PicoBoard
Measuring resistance
Time for action – recording the resistance of a thermistor over time
What just happened?
Completing a circuit
Time for action – charting our measurements
What just happened?
Interpreting the graph
Time for action – revising the graph
What just happened?
Have a go hero – brainstorming data collection topics
Pop quiz – connecting to the real world
Summary
B. Pop Quiz Answers
Chapter 2, A Quick Start Guide to Scratch
Pop quiz – getting started with scratch
Chapter 3, Creating an Animated Birthday Card
Pop quiz – reviewing the chapter
Chapter 4, Creating a Scratch Story Book
Pop quiz – reviewing the chapter
Chapter 5, Creating a Multimedia Slideshow
Pop quiz – reviewing the chapter
Chapter 6, Making an Arcade Game – Breakout (Part I)
Pop quiz – reviewing the chapter
Chapter 9, Turning Geometric Patterns into Art Using the Pen Tool
Pop quiz – getting into shape
Appendix A, Connecting a PicoBoard to Scratch 1.4
Pop quiz – connecting to the real world
Index
Scratch 2.0 Beginner's Guide Second Edition
Scratch 2.0 Beginner's Guide Second Edition
Copyright © 2014 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First Published: July 2009
Second Edition: April 2014
Production Reference: 1080414
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78216-072-4
www.packtpub.com
Cover Image by Ross Manges (<ross@rossmanges.net>)
Credits
Author
Michael Badger
Reviewers
Samyak Bhuta
Manuel Menezes de Sequeira
Franklin Webber
Acquisition Editor
Joanne Fitzpatrick
Content Development Editor
Dayan Hyames
Technical Editors
Shubhangi Dhamgaye
Shweta Pant
Mrunmayee Patil
Aman Preet Singh
Copy Editors
Sarang Chari
Brandt D'Mello
Mradula Hegde
Project Coordinator
Binny K. Babu
Proofreaders
Simran Bhogal
Maria Gould
Ameesha Green
Paul Hindle
Indexer
Mehreen Deshmukh
Production Coordinator
Nitesh Thakur
Cover Work
Nitesh Thakur
About the Author
Michael Badger is a writer and technical communicator who has worked in a range of technical roles, including support, automated software testing, and project management. He has authored several books for Packt Publishing, including Scratch 1.4 Beginner's Guide. He also authors a regular Scratch column for Raspberry Pi Geek Magazine, which focuses on Scratch 1.4.
I'd like to thank the team at Packt Publishing for putting up with me and helping me make this revision the best it could be. My loving wife Christie and son Cameron also deserve credit for allowing me the flexibility to complete this book.
About the Reviewers
Samyak Bhuta is fascinated by art and technology and is always excited when they both meet. He is a software architect by profession with over a decade of experience. He started programming in his childhood with GWBasic and quickly moved over to QBasic. Professionally, he has worked on Java, JavaScript, Python, and PHP. He enjoys coding user interfaces as well as working on backend programming. Samyak believes in the open source philosophy and has been active in his local community. He loves to eat dal bati, an Indian dish, and has dreams to become a flautist.
I would like to thank Packt Publishing for keeping patience when I couldn't submit my reviews on time.
Manuel Menezes de Sequeira has been teaching programming since 1995. He started teaching programming using C, then moved to C++, and later to Java. Nowadays, in his lectures, he usually starts programming with Scratch and Snap!, and then moves on to text-based languages such as Java. Manuel teaches at the Universidade Europeia | Laureate International Universities in Lisbon, Portugal, where he also champions in CoderDojo LX, the Lisbon-based CoderDojo, where children can learn to program for free while having fun. He lives in Lisbon, Portugal, and has been involved for a few years in the translation of Scratch, SNAP!, and other projects to Portuguese.
Franklin Webber is a software professional whose professional experience comes from a testing background where he sought to automate himself out of a job. A college teaching assistant once told Frank that he was a great software developer and a terrible computer scientist, and that the software he wrote cared more for the user experience than the size of its Big O Notation. As a software developer, he became the resident generalist who was always willing to step up to learn new technologies. He now spends most of his time teaching software design to students, both young and old.
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Preface
This book demystifies Scratch programming through a variety of projects. The book assumes that you have no programming experience when you begin reading, but by the time you reach the last page, you will be ready to explore your own projects and help other people with Scratch.
The projects start with simpler concepts and get progressively more complicated in terms of programming concepts and design. You will learn how to make multiple-scene stories, think through the logic of a fast-paced arcade game called Breakout, interact with a snarky fortune teller, and more. The book's projects tend to demonstrate a programming concept first and then discuss the concept in more detail.
You will receive a balanced introduction to Scratch and universal programming concepts as you create digital stores, animations, and games. With a firm grasp on the fundamentals, you'll be ready to take on more advanced topics and projects.
What this book covers
Chapter 1, Welcome to Scratch 2.0, introduces Scratch and the various types of projects covered in the book.
Chapter 2, A Quick Start Guide to Scratch, takes us on a tour of the online Scratch community. In this chapter, we will create our first Scratch animation while learning basic programming concepts such as loops.
Chapter 3, Creating an Animated Birthday Card, will guide us through how to use Scratch's built-in paint editor to draw bitmap and vector images. To create the card, we will learn important programming concepts such as project initialization, object naming, and event coordination.
Chapter 4, Creating a Scratch Story Book, will guide us through how to build a joke book and coordinate scene changes as a way to navigate through the book. The chapter introduces sound and coordinates as a way to move sprites.
Chapter 5, Creating a Multimedia Slideshow, will guide us through how to create a personalized slideshow by uploading files from our computer. We will also work on resizing images and recording slide narrations that can be played on demand.
Chapter 6, Making an Arcade Game – Breakout (Part I), remixes the classic Pong game into our own brick-busting version called Breakout. We'll clone sprites, estimate direction, and create custom variables to develop the framework of the game.
Chapter 7, Programming a Challenging Gameplay – Breakout (Part II), builds on our Breakout game from the previous chapter. Here, we make the gameplay more challenging by programming the ball speed and reducing the paddle size based on the gameplay. Important concepts include custom procedures, Boolean values, and cloud data.
Chapter 8, Chatting with a Fortune Teller, deals with our game of fortune, where a fortune teller will provide a random fortune in response to the user's typed question. We will work with lists, track intervals with mod, and split words apart to identify individual words.
Chapter 9, Turning Geometric Patterns into Art Using the Pen Tool, combines all the programming concepts we've learned so far to draw art using simple math equations, polygons, and string art. The projects will show you how to take user-defined values and turn them into shapes. This chapter also explains how to apply color and shades to Scratch projects.
Appendix A, Connecting a PicoBoard to Scratch 1.4, emphasizes on projects that use a computer's webcam and the PicoBoard, which is an add-on device capable of running on Scratch 1.4 on the Raspberry Pi. The PicoBoard project incorporates an experiment that measures the resistance of warming water using a thermistor and generates graphs for it.
What you need for this book
To create projects using the Scratch 2 project editor, you need a relatively recent web browser (Chrome 7 or later, Firefox 4 or later, or Internet Explorer 7 or later) with Adobe Flash Player Version 10.2 or later installed. Scratch 2 is designed to support a screen resolution of 1024 x 768 or larger. If your computer doesn't meet these requirements, you can try downloading and installing Scratch 1.4, which you can still use to share projects to the Scratch 2 website.
An offline Scratch 2 editor is also available. You can also still use Scratch 1.4. Note that you can have both Scratch 1.4 and 2 on your computer.
The software to download are as follows:
The Scratch 2 offline editor can be downloaded from the following link: http://scratch.mit.edu/scratch2download
The Scratch 1.4 editor can be downloaded from the following link: http://scratch.mit.edu/scratch_1.4
Who this book is for
The author approaches the content in this book with the belief that we are all teachers and that you are reading this book not only because you want to learn, but also