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Coding With Scratch


Synopsis


This is the second title in The QuestKids children's series that was launched by In Easy Steps in 2018, designed to make learning fun for children.


Coding with Scratch - Create Awesome Platform Games shows kids how to create amazing platform games with Scratch. They will learn how to:


  • Use code to make a series of games where sprites leap from platform to platform.
  • Design different levels, draw graphics, and make simple animations.
  • Use variables to keep the score and to simulate gravity in games.
  • Make code blocks and functions.
  • Add sound to bring games to life.

  • Starting with an introduction about how Scratch works, this book is suitable for beginners but with lots of tips, challenges, and extensions for experienced Scratch coders.


    To create the games in this book, children will need a desktop computer or a laptop. The games require a proper keyboard so will not work well on a tablet or iPad. It is recommended that children should be supervised when using the internet, especially when using a new website.


    This edition is in UK English.

    Max Wainewright

    Summary

    Chapter 1: Scratch Basics

    This chapter introduces Scratch's user interface, including the Stage, the Sprites, and the Script Editor. It also covers basic programming concepts like variables, loops, and events.

    Example: Create a simple animation where a sprite moves across the screen when the green flag is clicked.

    Chapter 2: Motion and Appearance

    This chapter explores motion and appearance commands, including moving, rotating, changing size, and changing color. It also introduces the concept of coordinates and the use of the "x" and "y" values.

    Example: Create a sprite that bounces off the edges of the screen and changes color each time it bounces.

    Chapter 3: Sound and Events

    This chapter focuses on sound effects and events. It covers how to play sounds, create custom sounds, and respond to user input like mouse clicks and key presses.

    Example: Create a game where a sprite plays a different sound when it touches different areas of the screen.

    Chapter 4: Control Flow

    This chapter introduces control flow statements, such as If-Then statements, Else statements, and Repeat Until loops. These statements allow programs to make decisions and repeat actions multiple times.

    Example: Create a maze game where the sprite can only move in certain directions based on the walls it encounters.

    Chapter 5: Variables and Operators

    This chapter explores variables and operators. Variables store data, and operators perform actions on data. This allows programs to track information and perform calculations.

    Example: Create a scorekeeping system for a game where the player's score is updated every time they collect an item.

    Chapter 6: Lists and Broadcasting

    This chapter introduces lists and broadcasting. Lists store collections of data, and broadcasting allows sprites to communicate with each other by sending and receiving messages.

    Example: Create a game where multiple sprites interact with each other by broadcasting messages when they collide.

    Chapter 7: Custom Blocks and Functions

    This chapter introduces custom blocks and functions. Custom blocks allow users to create their own reusable code blocks, while functions perform specific tasks and can be called from within other scripts.

    Example: Create a custom block that makes a sprite move in a circle. Then, use a function to call this block multiple times to create a more complex animation.

    Chapter 8: Data Structures

    This chapter explores data structures, such as arrays, queues, and linked lists. These structures help organize and store data efficiently.

    Example: Create a queue to simulate a line of people waiting for a service.

    Chapter 9: OOP in Scratch

    This chapter introduces object-oriented programming (OOP) concepts in Scratch. It covers classes, objects, and methods, which allow for more organized and reusable code.

    Example: Create a class for representing different types of characters in a role-playing game. Then, create objects of these characters and assign them different properties and abilities.