Scratch Booklet
Scratch Booklet
Scratch Booklet
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1. Pre-plan
You
can refer to Scratch
Facilitator Guide. It will help a new
user to get familiar with Scratch
Interface. You can also ask them to
go to Scratch website and
explore on their own.
You can give instructions to a sprite, telling it to move or play music or react to other sprites. To tell a sprite
what to do, you snap together graphic blocks into stacks, called ‘scripts’. When you click on a script, Scratch
runs the blocks from the top of the script to the bottom. These programs are even referred to as SCRATCH
projects.
It facilitates programming logic and algorithmic thinking without the requirement of memorizing syntax
rather it uses drag and drop commands to write the script.
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Scratch Interface
x-y position
Screen mode Stage To run the script To stop the script Scripts Area of a Sprite
Stage
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x-y position
of a Mouse
Stage
Sprite
Add new Sprite Paint new Sprite Add new Sprite Blocks Palette 100% Zoom in
from library from file Screen
Zoom out
Menu Tab
Language icon allows you to change the language for the Scratch user interface.
File drop down menu allows you to create a new project, open an existing project, and save projects.
Edit drop down menu provides features such as Undelete, Small stage layout and Turbo mode.
Tips menu will open All tips window which includes useful tips while creating scratch projects.
About menu will allow you to access Scratch website.
Toolbar
Duplicate : This button allows you to duplicate sprites, costumes, sounds, blocks, or scripts.
Delete : This button allows you to delete sprites, costumes, sounds, blocks, and scripts.
Grow : This button allows you to enlarge the sprite.
Shrink : This button allows you to reduce the size of your sprite.
Tips : Click this button then drag and drop it on any element on Scratch interface to see the tips
about the same.
Screen Modes
Clicking on this button you can switch between small and large stage view.
Clicking on the Green Flag executes all the scripts. The Green Flag remains highlighted while
scripts are running.
Stop sign stops all scripts.
When you start a new Scratch project, it begins with a single cat sprite. However, you can add a new
Sprite. There are four ways to add a new Sprite:
1. Click on to select a Sprite from the existing list of Sprites and select one.
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Stage
The backdrop or ‘stage’ of the sprite is fixed can also be drawn, taken from the samples or
imported. The ‘stage’ is where you see your animation.
The Stage is 480 units wide and 360 units tall. It is divided
into an x-y grid. The middle of the Stage has an x-coordinate
of 0 and a y-coordinate of 0.
To find out x-y positions on the Stage, move the mouse
(cursor) around and look at the mouse x-y display just
below the Stage.
Sprite List
The Sprite List displays thumbnails for all sprites in a project. The name of each sprite appears below its
thumbnail. Refer a screenshot at right.
To see and edit a sprite’s scripts, costumes, and
sounds, click the sprite’s thumbnail in the Sprite List
– or double-click the sprite itself on the Stage. (The
selected sprite is highlighted and outlined in blue in
the Sprite List.)
To show, export, duplicate, or delete a sprite, right-click
on the sprite’s thumbnail in the Sprite List.
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Current Sprite Info
You can click the Rotation Style buttons to control how the costume appears as the sprite
changes its direction.
Rotate: The costume will rotate as the sprite changes direction.
No-rotate: The costume will never rotate, even if the sprite changes direction.
Scripts Tab
Blocks Palette
Motion
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Points sprite toward mouse-pointer or another sprite.
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Blocks Palette
Looks
Changes sprite’s appearance by switching to different
costume.
Changes sprite’s costume to next costume in the costume
list. (If at end of the costume list, jumps back to first
costume.)
Reports sprite’s current costume number.
Changes Stage’s appearance by switching to a different
backdrop.
Reports Stage’s current backdrop name.
Displays sprite’s speech bubble for specified
amount of time.
Displays sprite’s speech bubble. (You can remove speech
bubble by running this block without any text.)
Displays sprite’s thought bubble for specified
amount of time.
Displays sprite’s thought bubble.
Changes a visual effect on a sprite by specified amount.
(Use pull-down menu to choose effect.)
Sets a visual effect to a given number. (Most visual effects
range from 0 to 100.)
Clears all graphic effects for a sprite.
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Blocks Palette
Sounds
Starts playing a sound, selected from pull-down menu, and
immediately goes on to the next block even as sound is still
playing.
Plays a sound and waits until the sound is finished playing
before continuing with next block.
Stops playing all sounds.
Plays a drum sound, selected from pull-down menu, for
specified number of beats.
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Blocks Palette
Pen
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Blocks Palette
Data
Allows you to create and name a new variable. When
you create a variable, the blocks for that variable will
appear. You can choose whether the variable is for all
sprites (global) or just for one sprite (local).
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Blocks Palette
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Blocks Palette
Events
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Blocks Palette
Control
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Blocks Palette
Sensing
Reports true if sprite is touching specified sprite, edge, or
mouse-pointer. (Selected from pull-down menu.)
Reports true if sprite is touching specified color. (Click on
color patch, then use eyedropper to select color.)
Reports true if first color (within sprite) is touching second
color (in background or another sprite). (Click on color
patch, then use eyedropper to select color.)
Reports distance from the specified sprite or mouse-pointer.
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Blocks Palette
Operators
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Blocks Palette
More Blocks
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Costumes Tab
This tab allows you to edit the costume of the sprites. You can simply click on the thumbnail
of the costume you want to switch to a different costume.
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Sounds Tab
You can record new sounds or import sound files for the script on the Sounds tab.
Sound block has instructions to make the Sprite speak, add musical notes and so on.
Record
Library Import Import
Adding Sound
1. Click ‘Sounds’ tab.
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Reporters
These blocks, such as and , are designed to fit in the input area of
other blocks.
• • Reporters with rounded ends (such as or ) report numbers or strings and
fit in blocks with rounded or rectangular holes (such as or ).
• • Reporters with pointed ends (such as ) report boolean values (true or false) and
fit inside blocks with pointed or rectangular holes (such as or ).
• • Click on any reporter block to see its current value.
• • Some reporter blocks have a check box next to them, such as . If you click in
the check box, a monitor appears on the stage, displaying the current value of the reporter.
As the value of the reporter changes, the monitor updates automatically. A monitor can
display the value of the reporter in several different formats:
−− a small readout with the name of the reporter.
−− a large readout without any name.
−− a slider that allows you to manipulate the value of the reporter (available only
for variables).
• • Double-click or right-click (Mac: Ctrl+click) on a monitor to change from one format to
another.
• • The slider format is available only for user-created variables. Right-click (Mac: Ctrl+click) on
the monitor in slider format to adjust its minimum and maximum values.
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Keyboard Input
You can use to prompt a user to type in a response on the keyboard. The
response is stored in . The question appears on the screen and the program waits
until the Enter key is pressed or the check mark is clicked.
is shared by all sprites (global) and is replaced each time runs. If you want to
save the current , you can store it in a variable or list.
Scripts Area
If you have to program a sprite, then drag blocks from the Blocks Palette to the Scripts Area. To run
a block and click on it.
Create scripts (programs) by snapping blocks together into stacks. Click anywhere on the stack to
run the whole script, from top to bottom.
To find out what a block does, right-click on it, then select help from the pop-up menu.
When you drag a block around the Scripts Area, a white highlight indicates where you can drop
the block and form a valid connection with another block.
To move a stack, pick it up from the top block. If you drag out a block from the middle of a stack,
all of the blocks beneath it will come along with it. To copy a stack of blocks from one sprite to
another, drag the stack to the thumbnail of the other sprite in the Sprite List.
Some blocks have white editable text fields inside, such as . To change the value,
click inside the white area and type in a number. You can also drop rounded blocks, like
, inside these areas.
Some blocks also have pull-down menus, such as . Click to see the menu,
then click again to make a selection.
• • To clean up the Scripts Area, right-click and select clean up from the menu.
• • To export a screenshot of the Scripts Area, right-click and select save picture of scripts.
• • To add a comment to the Scripts Area, right-click and select add comment. A yellow comment
• • area will appear, and you can type in text.
• • To resize the width of the comment area, use the handle on the right edge. Click the triangle
at the top-left to collapse or expand the comment area.
• • Comments can be added anywhere in the Scripts area, and you can move them around by
dragging them.
• • To attach a comment to a block, drag the comment on top of the block.
• • To detach the comment, drag the comment away from the block.
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