Scratch Programming: swimming fish (b)

"  Scratch programming learning environment to build up yet? Let's play the game now! "

 

01

   game introduction

 

This is a simple game , to achieve a small fish in the pond swimming.

 

 

02

Design ideas

 

1, the game consists of a background and a small fish pond composition;

2, the fish can swim;

 

03

   Implementation process

 

First, prepare papers: Recognizing Scratch interface

 

Follow Me Scratch Programming: swimming fish (b)

 

Command area:

The far left is the editor of the command area, in the " Code " tab, provides a "movement", "look", "Sound", " event ", " control ", "detection", "calculating", " variable " and "home-made building blocks" nine categories, more than 100 building blocks for our use, each represents a building block to achieve a specific function.

 

Code District:

The middle section of the editor is the code area, we are here to carry out various combinations of bricks, and control the use of role-modeling, stage background and sound like.

 

Right-click any empty area code area, it will pop up a menu, can be building blocks "undo" "redo" "finishing building blocks" "add a comment" "Delete blocks" and a series of operations.

 

Stage Subdivision:

Top right of the stage area, the screen will display the results of program execution.

 

Role area:

It shows the different roles in the program, where you can add, delete roles, and role attributes to be modified.

 

Background Zone:

It shows the stage background information used in the program, where you can add background, you can add a background in the background editor, delete, and modify.

 

Second, the game achieved

1, to achieve the role: swimming fish

The first step: Right-click the kitten roles zone, delete roles;

 

Step two: opening the lower right area of ​​the role of the "Add role" button, open the System Role libraries; choose a fish in the "Animals" category under the Import After determining role;

 

Third Step: Select the "fish", the code from the code zone following drag FIG.

Follow Me Scratch Programming: swimming fish (b)

 

2, add background

In the "background area" click "Add Background" button to open the role of the library system; selecting an underwater background "Underwater" category, the import determining the background; open above the "code area" "Background" tab, and the first To delete a blank background.

Follow Me Scratch Programming: swimming fish (b)

 

3, run the program to see the effect

 

Click the "little green flag" to run the program, view the fish is not cheerful swim up.

 

4, save the file

Under the File menu "Save to computer" you can save good works.

 

04

   to sum up

 

1, know the Scratch interface distribution;

 

2, learn the game design ideas;

3, learning the basic methods of operation:

  1. Add / Remove role and background;

  2. Add / Remove command;

  3. Execution and debugging;

 

05

   Outward Bound

 

You can turn it into a fish farm it?

Guess you like

Origin www.cnblogs.com/scratch3/p/11423477.html