| Programming Tip: Scratch
uses a programming technique called "Object
Orientated Programming." Object Orientated Programming treats
each
"object" (Sprites in the case as Scratch) as a seperate unit on which
instructions or code direct the action. Think of your Sprites as
little robots that you will command to do certain tasks. Objects
in
your program can interact with each other or broadcast messages to
other objects. In Exercise 2, the "chaser Sprite" (the one you control with the arrow keys) pursues the "Sight Word Sprite" (which moves on its own.) |
Basic Game Types:
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Programming
Tip: Sprite's locations are based on a coordinate plane
grid that measures from -240 to 240 on the x axis and -180 to 180 on
the y axis. A Sprite's current location is shown beneath the
"Status"
area in the center pane. To make "after" move by itself, we must
write a command to make random numbers for the following values:
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button to the scripts pane. (This
command directs code to start when user clicks the "green flag" to run
the program.)
(forever tile) to the scripts area
because we want this action to continue as long as the game is running.













tile to
the Scripts pane.| Remember:
If you want an action to start when the program starts - use a
tile. |

tile to the Scripts pane. | The "forever if" tile sets up an argument that starts a specific action if the conditions of the argument are met. |



| Forever: If "action" is touching Sprite1, Then . . . |


