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Scratch 2.0 Beginner's Guide: Second Edition

You're reading from   Scratch 2.0 Beginner's Guide: Second Edition Create digital stories, games, art, and animations through six unique projects.

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Product type Paperback
Published in Apr 2014
Publisher
ISBN-13 9781782160724
Length 296 pages
Edition 1st Edition
Tools
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Author (1):
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Michael Badger Michael Badger
Author Profile Icon Michael Badger
Michael Badger
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Table of Contents (13) Chapters Close

Preface 1. Welcome to Scratch 2.0 FREE CHAPTER 2. A Quick Start Guide to Scratch 3. Creating an Animated Birthday Card 4. Creating a Scratch Story Book 5. Creating a Multimedia Slideshow 6. Making an Arcade Game – Breakout (Part I) 7. Programming a Challenging Gameplay – Breakout (Part II) 8. Chatting with a Fortune Teller 9. Turning Geometric Patterns into Art Using the Pen Tool A. Connecting a PicoBoard to Scratch 1.4 B. Pop Quiz Answers Index

What this book covers

Chapter 1, Welcome to Scratch 2.0, introduces Scratch and the various types of projects covered in the book.

Chapter 2, A Quick Start Guide to Scratch, takes us on a tour of the online Scratch community. In this chapter, we will create our first Scratch animation while learning basic programming concepts such as loops.

Chapter 3, Creating an Animated Birthday Card, will guide us through how to use Scratch's built-in paint editor to draw bitmap and vector images. To create the card, we will learn important programming concepts such as project initialization, object naming, and event coordination.

Chapter 4, Creating a Scratch Story Book, will guide us through how to build a joke book and coordinate scene changes as a way to navigate through the book. The chapter introduces sound and coordinates as a way to move sprites.

Chapter 5, Creating a Multimedia Slideshow, will guide us through how to create a personalized slideshow by uploading files from our computer. We will also work on resizing images and recording slide narrations that can be played on demand.

Chapter 6, Making an Arcade Game – Breakout (Part I), remixes the classic Pong game into our own brick-busting version called Breakout. We'll clone sprites, estimate direction, and create custom variables to develop the framework of the game.

Chapter 7, Programming a Challenging Gameplay – Breakout (Part II), builds on our Breakout game from the previous chapter. Here, we make the gameplay more challenging by programming the ball speed and reducing the paddle size based on the gameplay. Important concepts include custom procedures, Boolean values, and cloud data.

Chapter 8, Chatting with a Fortune Teller, deals with our game of fortune, where a fortune teller will provide a random fortune in response to the user's typed question. We will work with lists, track intervals with mod, and split words apart to identify individual words.

Chapter 9, Turning Geometric Patterns into Art Using the Pen Tool, combines all the programming concepts we've learned so far to draw art using simple math equations, polygons, and string art. The projects will show you how to take user-defined values and turn them into shapes. This chapter also explains how to apply color and shades to Scratch projects.

Appendix A, Connecting a PicoBoard to Scratch 1.4, emphasizes on projects that use a computer's webcam and the PicoBoard, which is an add-on device capable of running on Scratch 1.4 on the Raspberry Pi. The PicoBoard project incorporates an experiment that measures the resistance of warming water using a thermistor and generates graphs for it.

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