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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

Time for action – creating lists to store multiple values

Before we start the first exercise, create a new project with exactly two sprites. The first sprite will be the seeker. The second sprite will be the teller. Choose any sprites you want and edit them in any way you wish. My seeker will be Pico and my teller will be a Wizard, both from Scratch's image library. The seeker will ask the questions and the teller will provide the fortune or the answers to the seeker's questions. As you import your sprites, name them seeker and teller because that is how I'll refer to them throughout the rest of the chapter.

In order to have a successful fortune telling session, we need two things: a question and an answer. Let's start by defining some questions and answers as given in the following steps:

  1. Select the seeker from the list of sprites.
  2. From the Data palette, click on the Make a List button.
  3. In the list name dialog box, type in questions and select For all sprites.
  4. Click...
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