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Module 5 Solutions

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Rejean Fabria
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0% found this document useful (0 votes)
11 views

Module 5 Solutions

Uploaded by

Rejean Fabria
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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Module 5

Easy Exercises

 Move to a Beat  Colour Burst


Check that the sprite moves when clicked. Check that the green flag starts the program.
Make sure that drum beats are included in Both sprites require code to change colour.
the script. Encourage the use of costume
changes. Zebra Script

Bug Script

 Polly Moves About


A wait command can be used to control the speed of the
parrot. Use the “if on edge, bounce” command to make the
parrot bounce off the edge of the stage.

12 | Scratch Workbook
 Random Drum
Use the pick random command. The most efficient way
of playing 5 random beats is using a repeat loop rather
than 5 separate “play drum” commands.

 Draw a Triangle
The most effective way of drawing a triangle is by using a
repeat loop to draw and rotate 3 times instead of 3 separate
draw and 3 rotate commands. Don’t forget to put the pen
down to start drawing!

Difficult Exercises

 Build a House
You will need to use 2 repeat loops for the triangle and square parts of the house. Make sure your
sprite is pointing in the right direction and that you position the sprite correctly inside the house.

 Spooky Surprise
Create costume 2 by copying and editing costume 1 in the
paint editor. Use a forever loop to repeat the switch between
costume 1 and costume 2 continuously. A wait command can
be used to decrease the speed of the animation.

Solutions | 13
 Extraordinary Whirl
The set whirl effect should be placed in a forever loop. The forever loop allows the
whirl effect to change continuously as the x position of the mouse changes. The
“mouse x” command is found in the sensing block.

 Scribbling Dog
Use the pen down command to allow the sprite to scribble on the stage. Set the pen
to any size or colour. Use the “point towards mouse-pointer” inside a forever loop to
follow the mouse. Move the sprite to leave a trail.

 Score goes Up and Down


Create a variable score. Use the wait command to decrease the speed of the
animation..

14 | Scratch Workbook
Extreme Exercises

 What’s the Answer?


Create 3 variables: Number 1, Number 2 and Answer. Use an if else statement. By using the ‘when
Sprite 1 clicked’ command, clicking on the sprite should tell you if the answer is right or wrong.
Remember to double click on your variables to make them into sliders as shown on the card.

 Keeping Track
To make the variables for x position and y position appear on the stage, click the
check box next to the block as shown here.

Once the variables appear on stage, you can then use a


forever loop and pick random commands to make the
sprite move randomly. The variables track the position
of the sprite.

 5,4,3,2,1
Draw a rocket or just use a picture of a plane from the Scratch
image library. Create a variable called Timer and set it to 5. Use
a ‘repeat until’ loop. When Timer = 0, broadcast ‘blast off ’ to the
rocket sprite.

The rocket sprite contains the following code.

Solutions | 15
 Bigger and Bigger
Make the sprite shrink to zero. Create a variable named size. Use a repeat until loop to make the
sprite grow to until it reaches full size (100%) again.

 Shape Sensation
Use variables to store sides and angle. Start with a triangle. Use a ‘repeat until’ loop to stop when
sides = 9. Use ‘wait’ to slow things down.

16 | Scratch Workbook

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