Scratch 2.0 Beginner's Guide, 2nd Edition

Scratch 2.0 Beginner's Guide, 2nd Edition

Michael Badger

Language: English

Pages: 296

ISBN: 1782160728

Format: PDF / Kindle (mobi) / ePub

Create digital stories, games, art, and animations through six unique projects

About This Book

  • Discover how to use the new Scratch Version 2.0 to create games, animations, and digital stories
  • Six hands-on projects that get you learning by doing with projects for all ages and experience levels
  • Learn universal computer programming basics with no previous programming knowledge required

Who This Book Is For

The author approaches the content with the belief that we are all teachers and that you are reading this book not only because you want to learn, but because you want to share your knowledge with others. Motivated students can pick up this book and teach themselves how to program because the book takes a simple, strategic, and structured approach to learning Scratch.

Parents can grasp the fundamentals so that they can guide their children through introductory Scratch programming exercises. It's perfect for homeschool families. Teachers of all disciplines from computer science to English can quickly get up to speed with Scratch and adapt the projects for use in the classroom.

What You Will Learn

  • Program in Scratch including universal programming concepts such as loops, conditional statements, variables, arrays, Boolean logic, dynamic interaction, coordination, synchronization, threads, event handling, and procedures
  • Design user interfaces including sequence, characters, and controls
  • Translate a storyline or plot into an online game, animation, or story
  • Debug problems and revise projects to fix problems and add functionality
  • Think critically to solve problems based on need, program limitations, and knowledge levels

In Detail

As 21st century people, we live a digital life, but computer scientists around the world warn of a declining pool of digitally literate computer science students. The Scratch environment makes it fun for students of any age to think, create, and collaborate digitally.

Scratch 2.0 Beginner's Guide Second Edition will teach you how to become a Scratch programmer and lay the foundation for programming in any computer language. Whether you are creating a birthday card or cloning bricks for a game of Breakout, projects are approached in a step-by-step way to help you design, create, and reflect on each programming exercise.

C# Design Pattern Essentials

SAS Certification Prep Guide, Base Programming for SAS 9

Practices of an Agile Developer: Working in the Real World (Pragmatic Bookshelf)

Swift Development with Cocoa: Developing for the Mac and iOS App Stores

Practical Cassandra: A Developer's Approach

Game Programming Patterns







 Closely related to the licensing of Scratch projects is the understanding that you as a web user can not inherently browse the web, find media files, incorporate them into your project, and then share the project for everyone. Respect the copyrights of other people. To this end, the Scratch team enforces the Digital Millennium Copyright Act (DMCA), which protects the intellectual rights and copyrights of others. More information on this is

create a complete project, right from concept to completion. In this chapter, we will create an animated birthday card for a friend or family member using both sprites that we design and sprites that we import from Scratch's library. Animating a card is an excellent introductory Scratch programming exercise because it can be accomplished using relatively basic concepts. We'll also be introducing Scratch's paint editor in this chapter, which gives really young children who might not be able to

hide, which clears each sprite from the stage. In the programming context, we're initializing our project. In other words, we're explicitly setting the starting view of our card. This will be common in most of the projects we create. In other examples of initialization, we will sometimes want to hide or show a sprite, position a sprite, or give a variable a specific value when the user starts the project. Clicking on the green flag is one such event that we can use, but any of the other Event

becomes important so we can select images that will meet our needs. If we want an image to take up the entire backdrop, we need an image that is at least 480 x 360 pixels to ensure we have an image of acceptable quality. The problem with using an image that is less than 480 x 360 pixels is that we need to stretch or upsize the image in order for it to fill the screen. As we resize an image to a larger size, the pixels are made bigger, and we will begin to see the individual pixels. This effect

game over condition. Have a go hero – using the costume center in projects As Pong demonstrates, the center of the costume determines the location of the sprite in terms of the x and y coordinates. Sprites also rotate around the costume's center. And in another use, when you tell a sprite to go to the position of another sprite, the first sprite goes to the center of the second sprite. Tip In Scratch 2.0, you must set the centers of your costumes manually when you create a sprite or costume.

Download sample