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ICT 10 1st Quarter Week 3 UNDERSTANDING SCRATCH PROJECT BASICS ADDING AND CHANGING COSTUMES AND BACKDROPS

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0% found this document useful (0 votes)
13 views8 pages

ICT 10 1st Quarter Week 3 UNDERSTANDING SCRATCH PROJECT BASICS ADDING AND CHANGING COSTUMES AND BACKDROPS

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COR.

MAGSAYSAY & QUEZON STREET, DAGOCDOC, TANDAG CITY


ICT – 10
FIRST QUARTER
WEEK 3

UNDERSTANDING SCRATCH
PROJECT BASICS

SPRITE INSERTION FROM THE LIBRARY

The default sprite when open a new program is the cat sprite. To insert a
new sprite from the library on the stage, you simply click the Choose sprite from
the library button found on the sprite list pane.

The Sprite Library will be open. Choose from the variety of options that Scratch will provide. Click OK.
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COR. MAGSAYSAY & QUEZON STREET, DAGOCDOC, TANDAG CITY
ICT – 10
FIRST QUARTER
WEEK 3

Your chosen sprite will appear on the stage.

If you don’t want to use the cat sprite at the


moment, you just hide it using the sprite
information area and select the hide button.

You can also delete the selected sprite by right-


clicking it, then
choosing delete.

SPRITE DRAWING
To draw your own sprite, click on the Paint New Sprite button on the sprite list pane.

The costumes tab will be accessed and the scripts area turns into a canvas. Before you draw, you
must know which mode you are drawing in – either in Bitmap mode or Vector mode.

a. Bitmap mode
It lets you store your
image as pixels.

b. Vector mode
It allows you to have
a smoother and
geometric image.
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COR. MAGSAYSAY & QUEZON STREET, DAGOCDOC, TANDAG CITY
ICT – 10
FIRST QUARTER
WEEK 3

You draw as you normally would with a drawing application like MS


Paint. When you are finished with your drawing, it is recommended that you set
the center of your costumes by setting the coordinates to of X and Y to zero (0).
The center will be the reference point when a sprite is told to move or turn to a position on the stage.

INSERTION OF SCRATCH BLOCKS


Try to insert some of the most commonly used blocks in
Scratch by doing these steps:
o Say ( ) and think ( ) blocks
1. Go to the Looks palette
2. Double-click the block to execute the script.
3. Drag the say ( ) block into the blocks palette to remove it
from the scripts area.
4. Insert the think ( ) block into the script area. This block is
also found in the Looks Palette.
5. Double-click the block to execute the script.

The say ( ) and think ( ) blocks enable the sprite to display the specified text. In the say ( ) block, the text is inside
the speech bubble, while the text in the think ( ) block is inside a thought bubble.
Most block in Scratch allows you to change the input in certain boxes, circles, or drop-down menus according to
what you specify. These inputs, which you can change later on, are called arguments.

ARGUMENTS

Try to change the arguments in the say ( ) and think ( ) commands.

You can use the say ( ) for ( ) secs block. you


use these blocks if you want to display text for a
specified number of seconds.

o Wait ( ) secs block A B


You insert the stack of blocks, and double-click each stack.

In A, the blocks are executed one (1) after the other for only two (2)
seconds. In B, the first block was not executed
In Scratch, each block is executed one after the other, from top to bottom. In B, the say ( ) block was executed, but
it immediately went to think ( ) block. The other blocks that you will encounter in the future will behave in the same manner,
because sometimes, the computer executes the script very fast.

To see each block executed one by one, you can insert the wait ( ) secs block found
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on the Control palette.


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COR. MAGSAYSAY & QUEZON STREET, DAGOCDOC, TANDAG CITY
ICT – 10
FIRST QUARTER
WEEK 3

o When green flag clicked block


Usually, programs in Scratch are executed when the
green flag on the stage is clicked. To start a script on any
sprite when the green flag is clicked, use the when green flag
clicked block located on the Events palette. This is a trigger
block that is always at the top of every script.

o Forever block
Blocks inside a forever block are looped infinitely.
It is found on the Control palette.

MOTION COMMANDS
Most commands used to make the sprite move are found on the
Motion palette.

In this program, the sprite starts by going toward the center of the
stage (0, 0). After saying “Hello! Let's start moving!” the sprite glides to the
coordinates (-195, 90) for 2 seconds. After saying “I am here! Let's move
again” the sprite moves 100 steps to the right, then finally says, “I moved
again”.

ABSOLUTE AND RELATIVE MOTION


The motion blocks in Scratch are classified into two (2) kinds:
1. Absolute Motion
In this motion, a sprite is instructed to move toward a
specific X- and/or Y-coordinate on the stage. The absolute motion
blocks are the go to, glide to, set X to, and set Y to commands.
These commands will direct a sprite to go to a very specific point
in the stage. The vales entered in the arguments are mostly X- and
Y-coordinate values in the stage.

2. Relative Motion
Blocks such as move, change, or point can be classified as having
relative motion. Regardless of where the sprite is positioned, it
will move a certain number of steps, or point toward a certain
direction.
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COR. MAGSAYSAY & QUEZON STREET, DAGOCDOC, TANDAG CITY
ICT – 10
FIRST QUARTER
WEEK 3

SPRITE APPEARANCE CHANGE ADDING AND CHANGING


We will be using the following blocks: COSTUMES AND BACKDROPS

Clicking the drop-down arrow gives you a lot of options and effects to choose
from.

CLEAR COLOR FISHEYE

WHIRL PIXELATE MOSAIC

GHOST BRIGHTNESS
Let us try this example on a new Scratch program (If you have downloaded and installed
it on your desktop or laptop):

In the example, the cat sprite hides when the green flag is started, then it shows
itself after a second. The say ( ) command is inserted, followed by a set ( ) effect to ( ).
In this block, the chosen option is a fisheye effect with a value of 50.
After that, the change ( ) effect by ( ) is executed, with color as an effect, with a
value of 25. These values refer to the intensity of the effect desired.
After waiting for a second, all the graphic effects are removed with the clear
graphics effects block.

COSTUMES
Recall some of the animated films you have watched. Most of these films took years to complete
because each movement of the character is meticulously edited – step after step, movement after
movement. In this, you will get a glimpse of how animated films work.
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COR. MAGSAYSAY & QUEZON STREET, DAGOCDOC, TANDAG CITY
ICT – 10
FIRST QUARTER
WEEK 3

o Switching costumes using sprites from library


1. Use the next costume block.
2. Insert the Avery Walking sprite in another Scratch.
3. Click the Costume tab. There are four (4) costumes of Avery walking sprite.
4. Click on the next costume block (avery walking-a) and so on.
The selected costume block will be displaced on the stage.
Apply the next costume block to a program. Insert the
following blocks into the Avery Walking sprite. The if ( ) then
block is found on the Control palette, while the touching ( )
block is found on the Sensing palette.
In the program at the side, the goal is to use a
combination of switching costumes and motion commands to
make the sprite walk. The sprite moves ten (10) steps, waits
for a very fast duration of 0.05 seconds, then switches to the
next costume. The if ( ) block just puts the sprite back to the
left side of the stage costume to start with.

o Switching costumes using drawn sprite


In this section, you will be using the switch costume to ( ) block. Unlike the next costume
block, this block goes to the specified costume from the drop-down arrow.
Try using this block by creating a traffic light
simulator by doing these steps:
1. Click the Paint new sprite button, and switch to vector mode.
2. Draw the figure below, and make sure to set the center of the costume.
3. Go to the costume thumbnail. The name of the costume you have created is costume1.
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COR. MAGSAYSAY & QUEZON STREET, DAGOCDOC, TANDAG CITY
ICT – 10
FIRST QUARTER
WEEK 3

4. Right-click the costume thumbnail. Select duplicate and do this for three (3)
times.
5. Make sure there are four (4) costumes in total.
If you do not duplicate the costumes, the animation will not be seamless as
there are drastic changes to each costume. It will not show the few changes
made on each costume.

6. In costume2, paint the top circle red. In costume3, paint the middle circle yellow. Finally, in costume4 paint the
bottom circle green.
7. Click the costume1 thumbnail to use this costume
first for the sprite.
8. Go to the Scripts tab and apply the script to this
sprite.
By using the switch costume to ( ) block, the switching of
costumes does not necessarily have to be one (1) after the
other. You just need to know the costumes to switch to.

BACKDROP
A backdrop is Scratch does not have to always be default white backdrop. You can insert any preferred backdrop,
either from file or from the Scratch library.
To add a backdrop, do the following steps:
1. Click the backdrop thumbnail. The Costume tab will change into the Backdrop tab. Click it.
2. Insert a new backdrop either from the library, from your computer, or make a newly-drawn backdrop.
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COR. MAGSAYSAY & QUEZON STREET, DAGOCDOC, TANDAG CITY
ICT – 10
FIRST QUARTER
WEEK 3

Just like switching costumes, you can also use the switch
backdrop to ( ) block.

In this program, the user started by switching backdrop to


backdrop1 (white backdrop) at the very start of the program. The sprite
thinks “I need a change in scenery…,” then switches to the Galaxy
backdrop. Then the sprite says “That is better!”

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