Summary
The centerpiece of our pong project was dynamic data, and we've identified several ways we can interact with and use those dynamic values to create a game. We examined several of Scratch's built-in variables as well as created our own variables to track score and level. The variables became the input for various conditional checks that determined whether or not something else happened, such as a second ball being added to the game.
We also demonstrated some techniques to help troubleshoot problems. In addition to analyzing our code, we used the single stepping option in Scratch to understand what our code was doing, block by block.
In the next chapter, we'll visit the fortune teller while we continue to explore variable data in list format.