Scratch. Construct of Your Imagination

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1 Scratch Construct of Your Imagination

2 License Information GPLv2 Licensed XYZrobot Scratch Code This program was based on XYZrobot Scratch from the MIT Media Lab, which was released under the GNU General Public License V2 (GPL2). XYZrobot Scratch Source Code License Copyright (c) 2009 Massachusetts Institute of Technology All Rights Reserved. Scratch was developed by Lifelong Kindergarten group at the MIT Media Lab. See scratch.mit.edu. Permission is hereby granted, free of charge, to any person obtaining a copy of the Scratch source code and accompanying documentation (the Software ) to use, copy, modify, merge, publish, or distribute the Software or software derived from it ( Derivative Works ) for non-commercial purposes, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: 1. The above copyright notice and this permission notice shall be included in all copies of the Software and Derivative Works. 2. The word Scratch shall not be used to refer to Derivative Works except in the phrase Based on Scratch from the MIT Media Lab provided that such phrase is not used to promote the Derivative Work or to imply that MIT endorses you or the Derivative Work. 3. Derivative Works shall not use the Scratch logo or the (copyrighted) default Scratch sprite cat used in the official Scratch software distributed in binary form by the Lifelong Kindergarten group at the MIT Media Lab. 4. Derivative Works shall not implement or enable any feature that would allow uploading Scratch projects to any MIT Scratch website (currently 5. The source code for any Derivative Work based on this software shall be made readily available to the public, ideally on a public web site, free of charge. THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 01

3 Table of Contents 02 Prerequisites Introduction System Requirements Setup XYZrobot Scratch Installing the XYZrobot Scratch Software Overview...05 Installing XYZrobot Scratch...05 Uninstalling XYZrobot Scratch...07 Updating the Software...07 Operations Introduction Interface Menus Toolbar...09 Scripts Editor...11 Backdrop/Costumes Editor...12 Sounds Editor...16 Setting Up the Stage Choosing a Backdrop...18 Choosing a Sprite...19 Choosing a Costume...20 Choosing Sounds...22 Introduction to Programming Saving a Project...27 Loading a Project...28 Advanced Programming Before You Start...29 Writing Your First Script...30 Reset Default Firmware...39 XYZrobot Scratch Blocks Types of Blocks...40 Lists...40

4 Table of Contents Strings...41 Keyboard Input...41 Block s

5 01 Prerequisites Introduction XYZrobot Scratch presents a visually oriented approach to writing computer programs, which is easy to use. The software is ideal for educational purposes, teaching children and young adults about the process of planning, writing, and debugging computer programs. XYZrobot Scratch is designed specifically to allow for easy creation of Arduino programs. These programs can be used in the software to animate and control on screen characters (called sprites) or used with XZYrobot products and other Arduino programmable devices. XYZrobot Scratch is easily installed on your computer. XYZrobot Scratch is compatible with Windows OS operating systems. For more information about XYZrobot Scratch, visit XYZprinting Inc. at: System Requirements XYZrobot Scratch supports the following operating system configurations: Windows 7 or later. Including both 32-bit and 64-bit versions Adobe Flash Player dated on or after 15 June, 2016 Microsoft.Net Framework 4.5 Edge, Chrome, Internet Explorer 10+, or Firefox internet browser UART USB driver 04

6 Setup XYZrobot Scratch 02 Installing the XYZrobot Scratch Software Overview Prior to installation, you will need to have the Arduino software installed on your computer system, and you will need to log into a user account with administrator privileges. See the following section for step-by-step instructions on installing the XYZrobot Scratch software. Installing XYZrobot Scratch 1. Download the XYZrobot Scratch application file from 2. Locate the downloaded application file. 3. Click XYZrobotScratch_setup.exe to run the application. The Setup - XYZrobot window displays. Follow the on-screen prompts to continue. NOTE: At the time of writing, the file and folder names were under development. File and folder names may differ after production. 4. Click Install to install XYZrobot Scratch. 05

7 02 Setup XYZrobot Scratch A status screen displays the installation status. Once the installation is complete, the XYZrobot Scratch software opens. NOTE: A security prompt may display requiring authorization to open the software. To continue with the procedure, click OK to continue or cancel to end the process. You are now ready to start using XYZrobot Scratch. 5. From the Connect menu, click Install Arduino Driver to install the UART USB driver. A status screen displays the installation status. 06

8 Setup XYZrobot Scratch Follow the on-screen prompts to continue. The following status screen displays when the driver installation process is complete. 7. Click Finish to close the status window. Uninstalling XYZrobot Scratch To uninstall the XYZrobot Scratch software, follow these step-by-step instructions. For Windows users: 1. Close XYZrobot Scratch. 2. On Windows, click Start > Control Panel to open the computer s settings menu. 3. Click Uninstall a program to open the Uninstall or change a program menu. 4. Select XYZrobot version 1.0 from the list and click Uninstall/Change. The XYZrobot Scratch application is removed from the program list. WARNING: Emptying the Trash bin permanently removes the content, which is no longer available. NOTE: The screens and procedure may vary slightly depending on the operating system in use. Updating the Software During the course of normal operations, XYZrobot Scratch automatically checks for updates and installs them. When new updates are available, you are notified and then the process starts. 07

9 03 Operations Introduction The following section provides a detailed description of the XYZrobot Scratch s interface, including a description of the menu names and a brief description of their function. Interface Menus No Item 1 Scripts editor Switch the configuration area to Blocks Palette. 2 Costumes Switch the configuration area to Backdrop/Costume editor. 3 Sounds area Switch the configuration area to Sounds editor. 4 Global menu Four functions for the editors. 5 Scripts area Drag programming blocks to this area to write programming code. 6 Configuration area Displays the options available in the Scripts editor, Costumes Editor, and Sounds editor. 7 Sprites area List the sprites shown on the Stage area. 8 Backdrop area List the backdrop. 08

10 Operations 03 No Item 9 Stage area Combine backdrop and sprites in the Stage area. 10 Toolbar General program functions. Toolbar File Item New Load Project Save Project Save Project As Import Image Export Image Undo Revert Revert Edit Item Undelete Hide stage layout Small stage layout Arduino Mode Connect Item Serial Port Firmware Reset Default Firmware View Source Install Arduino Driver Create a new project. Open a saved project file. Save the current project. Save the current project under a different name. Import images into backdrop or costume library. Choose a folder to save exported images. Restore all changes since opening the project. Discard all changes since opening the project. Restores a deleted item. Click to hide/unhide Stage area, Sounds editor and Backdrop Editor. Click to zoom-in/zoom-out the Stage area. Click to toggle the display showing the Script Editor, Script Area, and Arduino code window. The Arduino code window has two additional menu options: Upload to Arduino: Upload your program to a connected device Edit in Arduino IDE: Edit your program code in the external Arduino editor Select the communication port to which the robot is connected. Not supported by XYZrobot Scratch. Upload robot s original factory default firmware. Open location of firmware source code on your computer. Install USB FTDI driver on your computer. 09

11 03 Operations Boards Item BOLIDE Board DIVER Board Extensions Item DIVER BOLIDE Language Item Language set font size Help Item About Identify the BOLIDE as the connected robot. Identify the DIVER as the connected robot. Display programming blocks specific to the DIVER robot. Display programming blocks specific to the BOLIDE robot. Select an interface language. Choose a font size for configuration area. Displays XYZrobot Scratch software version number and information. 10

12 Operations 03 Scripts Editor The following images show the two displays of the Script Editor. The first displays the Script Editor in stage layout mode, the second displays the Script Editor in Arduino mode. There are ten programming script groups: 11

13 03 Operations Item Motion Looks Sound Pen Data&Blocks Event Control Sensing Operators Robots Commands for moving a sprite to specific positions. Commands to select what a sprite says, and change the display in the Stage. Commands to designate an audio file to associate with the selected sprite. Commands to control a sprite s pen, for drawing. Commands for entering data to use in programs, and for writing new blocks. Commands for controlling what a sprite does in response to specific events. Commands for programming routines and sub-routines. Commands for controlling a sprite s action based on its interaction with its background and with other sprites. Commands for entering logic operators into programs. Commands specific to the BOLIDE and DIVER robots. Backdrop/Costumes Editor Backdrop Item Click to choose backdrops from library. Click to create a new backdrop. Click to upload backdrop from file. 12

14 Operations 03 Item Click to create a new backdrop from camera. Click to undo the previous step. Click to redo the previous step. Click to clear the backdrop. Click to import backdrop from files. Click to flip the backdrop from left to right. Click to flip the backdrop from up to down. Click to use brush tool. Click to draw a line. Click to draw a rectangle (Shift: square). Click to draw a ellipse (Shift: circle). Click to type text. Click to fill in color. Click to erase the image. Click to select a area to move or rotate. Click to select and duplicate a area. Color panel Use the color panel to change the desired color. Click and pick up color from the image. Click to zoom-out (100%, 200%, 400%, 800%, 1600%) the image. Click to return the image back to 100%. Click to zoom-in (100%, 200%, 400%, 800%, 1600%) the image. Switch mode Click Convert to vertor or Convert to bitmap to switch the image mode. 13

15 03 Operations Costumes Item Click to choose backdrops from library. Click to create a new backdrop. Click to upload backdrop from file. Click to create a new backdrop from camera. Click to undo the previous step. Click to redo the previous step. Click to clear the backdrop. Click to import backdrop from file. Click to flip the backdrop horizontally. Click to flip the backdrop vertically. Click and select a point as the center of the image. Use to select items. 14

16 Operations 03 Item Use the tool to reshape the selected shape. Click the gray dot and drop to change the shape. Click to use pencil tool. Click to draw a line. Click to draw a rectangle (Shift: square). Click to draw a ellipse (Shift: circle). Click to type text. Click to fill in color. Click to select and duplicate a shape or line. Color panel Use the color panel to change the desired color. Click and pick up color from the image. Click to zoom-out (100%, 200%, 400%, 800%, 1600%) the image. Click to return the image back to 100%. Click to zoom-in (100%, 200%, 400%, 800%, 1600%) the image. Switch mode Click Convert to vertor or Convert to bitmap to switch the image mode. 15

17 03 Operations Sounds Editor Item Click to choose sound from library. Click to record a new sound via microphone. Click to upload sound from files. Click to undo the previous step. Click to redo the previous step. Click to play the sound. Click to stop the sound. Click to record a sound and add before the selected sound. Edit Effects Click to list options: undo, redo, cut, copy, paste, delete and select all. Click to list options: fade in, fade out, louder, softer, silence and reverse. 16

18 Operations 03 Setting Up the Stage Programs written in XYZrobot Scratch can be used to operate onscreen virtual characters (sprites) or to operate hardware robots connected to the computer via USB. Different programming options are available for each method of programming. The following table describes the programming elements used in XYZrobot Scratch. Item Sprite Stage Backdrop Costume Script Sound An onscreen virtual character or object. Sprite actions can be controlled using programming commands written in XYZrobot Scratch. Sprites may be programmed to interact with their virtual world, and with each other. An area in the XYZrobot Scratch interface used as the virtual world of sprites, in which they move. A Stage may contain multiple sprites. An image used as the background of the Stage. Images for backdrops can be uploaded from the XYZrobot Scratch library or created by users. The visual apperance of a sprite. Costumes are like frames of animation. A single sprite may have a range of different costumes, to show it changing position and apperance depending on its actions. One costume may show the sprite facing to the left, and another costume may show the sprite facing to the right. A programming command used to control sprites. Different scripts can be combined to create programs. An audio file associated with a sprite. Scripts control when and how sounds are played. Each project is a specific configuration of these elements, consisting of a Stage, a backdrop assigned to a Stage, one or more sprites placed on the backdrop, costumes and sounds assigned to sprites, and scripts arranged into a program to control sprites. Projects can be saved to a file on your computer for loading and using at a later date. The following sections describe how to choose and edit these various programming elements. 17

19 03 Operations Choosing a Backdrop A backdrop is an image used as the background of the Stage. Images for backdrops can be uploaded from the XYZrobot Scratch library or created by users. 1. Locate the Backdrop tab, on the left of Sprites, and click. 2. The Backdrop Library menu displays. Click an image (press Shift to choose more than one backdrop) from the backdrop library to select it as the background, or click Cancel to return. 3. Click OK. 18

20 Operations 03 Choosing a Sprite A sprite is an onscreen virtual character or object. Sprite actions can be controlled using programming commands written in XYZrobot Scratch. Sprites may be programmed to interact with their virtual world, and with each other. Choose sprites from the sprite library, or upload new sprites from your computer. 1. Locate the Sprites tab, on the right of Backdrop, and click. 2. The Sprite Library menu displays. Click a sprite (press Shift to choose more than one sprite) from the Sprite Library or Cancel to return. 3. Click OK. In the Sounds editor, select a sprite and click to view the sprite information. Click to return to the previous menu. 19

21 03 Operations Choosing a Costume A costume is the visual apperance of a sprite. Different costumes can be used to show different actions, such as standing, walking, and running. Choose and edit costumes to customize the apperance of sprites. 1. Locate the Costume tab, on the right of Scripts, and click 2. The Costumes Library displays. Click a costume (press Shift to choose more than one costume) from the Costume Library or Cancel to return. 3. Click OK. 20

22 Operations Use the Costumes Editor window to make changes to a selected costume. See Costumes on page

23 03 Operations Choosing Sounds A sound is an audio file associated with a sprite. Scripts control when and how sounds are played. Choose and edit audio files to customize the sounds sprites can make. 1. Locate the Sounds tab, on the right of Costumes and, click. 2. The Sounds Library displays. Choose sounds (press Shift to choose more than one sound) from the Sound Library or Cancel to return. 3. Click OK. 22

24 Operations Use the Sounds editor window to make changes to a selected sound. See Sounds Editor on page

25 03 Operations Introduction to Programming Programming in XYZrobot Scratch involves combining program blocks called scripts. A script is a programming command used to control sprites or robots. Different scripts can be combined to create programs. Understanding scripts To program a sprite, drag blocks from the Blocks Palette to the Scripts area. To run a block, click on it. To find out what a block does, right-click on it, then select help from the pop-up menu. When you drag a block around the Scripts area, a white highlight indicates where you can drop the block and form a valid connection with another block. To move a stack, pick it up from the top block. If you drag out a block from the middle of a stack, all of the blocks beneath it will come along with it. To copy a stack of blocks from one sprite to another, drag the stack to the thumbnail of the other sprite in the Sprite List. Some blocks have white editable text fields inside, such as. To change the value, click inside the white area and type in a number. You can also drop rounded blocks, like, inside these areas. Some blocks also have pull-down menus, such as. Click on the to see the menu. For details of available scripts, see Types of Blocks on page

26 Operations 03 Programming with Scripts Combine scripts to make programs, by snapping blocks together into stacks. Click anywhere on the stack to run the whole script, from top to bottom. In the following example scripts are combined to make a program to operate the BOLIDE robot. 1. From the main menu, click Scripts. 2. Choose a script group. 3. Select and drag blocks from the Blocks Palette to the Scripts area at right. 4. Connect blocks to make programs, by moving blocks close to each other. A white border will appear beneath the block being connected to show where the new block will be positioned. 25

27 03 Operations 5. Release the mouse button to connect the new block to the existing block. 6. Repeat steps 2~5 to continue coding. 26

28 Operations 03 Saving a Project Projects can be saved to a file on your computer, for future use. 1. From the toolbar, select File > Save Project. 2. Navigate to a location in which you wish to save your project, name your project, and click Save. 27

29 03 Operations Loading a Project Previously written and saved projects can be loaded from a file on your computer. 1. From the toolbar, select File > Load Project. 2. Navigate to the location of the project you wish to load, and click Open. 28

30 Operations 03 Advanced Programming Before You Start The following section provides a detailed description of programming in XYZrobot Scratch, including step-by-step instructions on the creation of poses and action programs for use with a robot. In these instructions the BOLIDE robot is used for the purpose of example. Before you open XYZrobot Scratch, it is necessary to connect your BOLIDE to your computer through a USB cable. Please refer to the BOLIDE user manual for any specific setup requirements and prerequisites. 1. Connect your BOLIDE to your computer. 2. Connect one end of a USB cable to the computer (USB Type A) and the other end to the BOLIDE. 3. From the menu toolbar, click Tools > Boards and select BOLIDE. 4. Next, select the COM port associated with your robot From the menu toolbar, click Connect > Serial Port and select the port number to which your BOLIDE is connected. NOTE: If the device is not detected, the USB driver may not be recognized. The option to select the associated COM port will not be available. You will need to update or re-install the serial port drivers. 29

31 03 Operations Writing Your First Script The following section provides step-by-step instructions for creating a simple action sequence program. Starting a New Programming Project 1. Locate and open the XYZrobot Scratch application. 2. From the toolbar, select File > New. 3. Use the Backdrop and Sprites menus to choose the backdrop and sprite for your new project. See Backdrop/Costumes Editor on page From the toolbar, select File > Save Project As to save your new project with a name of your choice. See Saving a Project on page From the toolbar, select Boards > BOLIDE Board. 30

32 Operations From the toolbar, select Connect > Serial Port, and select the port that is assigned to the connected BOLIDE. 7. From the toolbar, select Extensions > BOLIDE. 31

33 03 Operations Writing Your Program 1. In the Scripts menu, click Robots. The programming commands specific to the BOLIDE robot display. If the BOLIDE is connected, a green circle at the top right of the BOLIDE programming block list will display. If a red circle displays, the BOLID is not connected. 32

34 Operations Drag the BOLIDE Block to the Scripts area at right, to start writing your program. 3. Drag the BOLIDE Initial Pose block to the Scripts area at right. 4. Click the drop-down menu on the Pose block, and select the Right Hand Salute pose from the top right of the pop-up window which displays. 33

35 03 Operations 5. Drag the Eye LED block to the Scripts area at right. 6. Click the drop-down menu on the Eye LED block, and select the blue LED. 7. Drag the Play tone on note block to the Scripts area at right. 8. Click the drop-down menu on the Play tone block and select A4. 34

36 Operations Drag the BOLIDE walk block to the Scripts area at right. Leave this block at the default value of Forward. 10. Right click in the Scripts area and select cleanup from the pop-up window. XYZrobot Scratch will tidy up the programming blocks and align them with the top left corner of the window. 35

37 03 Operations 11. Right click in the Scripts area and select add comment from the pop-up window. Comments are non-programming elements which you can use to describe the functions of different sections of your program. 12. Type Salute and walk in the comment window which appears, and position the comment next to the programming blocks which execute the salute and walk commands. 36

38 Operations Drag the Eye LED block to the Scripts area at right. 14. Click the drop-down menu on the Eye LED block, and select light off. 15. Double click on the BOLIDE Block to run the program. Your BOLIDE should salute with its right hand, turn on the blue eye LED, play a tone, walk forward, and then turn off the blue LED. You can now continue to edit this program, or save it for future reference. For details of available scripts, see Types of Blocks on page

39 03 Operations Viewing Arduino Code For educational purposes, you can view the Arduino code which you have written using the blocks. 1. Click once on any of the programming blocks. The Arduino code window will display to the right of the Scripts area. NOTE: This code displays in viewing mode only, and cannot be edited in this window. The Arduino code window has two additional menu options: Upload to Arduino: Upload your program to a connected device Edit in Arduino IDE: Edit your program code in the external Arduino editor 2. At the top left of the Arduino code window, click Back to return to the original view. 38

40 Operations 03 Reset Default Firmware Follow this procedure to reset the robot s firmware to factory defaults. 1. From the toolbar, select Connect > Reset Default Firmware. 2. A dialog appears displaying the upload progress. 3. Click Close when the dialog displays 100%. 39

41 03 Operations XYZrobot Scratch Blocks Types of Blocks There are three main types of blocks in the Blocks Palette: Stack Blocks: These blocks have bumps on the bottom and/or notches on the top, such as. You can snap these blocks together into stacks. Some stack blocks have an input area inside them, where you can type a number (such as 10 in the block) or choose an item from a pulldown menu (such as eat in the block). Some stack blocks, such as, have a C-shaped mouth where you can insert other stack blocks. 40 Hats: These blocks have rounded tops, such as. These blocks are placed at the tops of stacks. They wait for an event to happen, such as a key being pressed, then run the blocks underneath them. Reporters: These blocks, such as and, are designed to fit in the input area of other blocks. Reporters with rounded ends (such as or ) report numbers or strings, and fit in blocks with rounded or rectangular holes (such as or ). Reporters with pointed ends (such as ) report boolean values (true or false) and fit inside blocks with pointed or rectangular holes (such as or ). Click on any reporter block to see its current value. Some reporter blocks have a check box next to them, such as. If you click in the check box, a monitor appears on the Stage, displaying the current value of the reporter. As the value of the reporter changes, the monitor updates automatically. A monitor can display the value of the reporter in several different formats: a small readout with the name of the reporter a large readout without any name a slider that allows you to manipulate the value of the reporter (available only for variables) Double-click or right-click on a monitor to change from one format to another. The slider format is available only for user-created variables. Right-click on the monitor in slider format to adjust its minimum and maximum values. Lists You can now create and manipulate lists in XYZrobot Scratch. Lists can store numbers as well as strings of letters and other characters. To create a list, go to the Variables blocks category and click. Once you make a list, several list blocks will appear. The list blocks are described in the Block s section of this guide. When you create a list, a list monitor will appear on the Stage. A list monitor shows all the items in a given list. You can type items directly into a list monitor. At first the list will be empty, with length 0. To add to the list, click the + button on the bottom left of the list monitor. The length will increase by 1. Alternatively, you can add to the list using the list blocks (e.g., ).

42 Operations 03 You can resize the list monitor from the bottom right-hand corner. NOTE: You can right-click on a list monitor to export a list to a plain.txt file. You can also import any saved plain.txt files with values on separate lines. Strings Strings are made of letters, words, or other characters (e.g., apple; October 2009; You win!). Strings can be stored in variables or lists (such as or ). You can join together strings using,, or. Strings are evaluated as 0 in mathematical operation blocks (such as: expect a number (such as and ). Keyboard Input. You can compare strings using the following blocks: ) and in blocks that You can use to prompt a user to type in a response on the keyboard. The response is stored in. The question appears on the screen and the program waits until the Enter key is pressed or the check mark is clicked. is shared by all sprites (global) and is changed each time want to save the current answer, you can store it in a variable or list, such as: Block s runs. If you The XYZrobot Scratch blocks are organized into ten color-coded categories: Motion, Looks, Sound, Pen, Data&Blocks, Events, Control, Sensing, Operators, and Robots. Motion Script Moves sprite forward or backward. Rotates sprite clockwise. Rotates sprite counterclockwise. Points sprite in the specified direction. (0=up, 90=right, 180=down, -90=left) Points sprite toward mouse-pointer or another sprite. Moves sprite to specified x and y position on Stage. Moves sprite to the location of the mousepointer or another sprite. 41

43 03 Operations Script Moves sprite smoothly to a specified position over specified length of time. Changes sprite s x-position by specified amount. Sets sprite s x-position to specified value. Changes sprite s y-position by specified amount. Sets sprite s y-position to specified value. Looks Script Turns sprite in opposite direction when sprite touches edge of Stage. Selects whether sprite rotates as it changes direction, flips left or right, or never rotates even if it changes direction. Reports sprite s x-position. (Ranges from -240 to 240) Reports sprite s y-position. (Ranges from -180 to 180) Reports sprite s direction. (0=up, 90=right, 180=down, -90=left) Displays sprite s speech bubble for specified amount of time. Displays sprite s speech bubble. (You can remove speech bubble by running this block without any text.) Displays sprite s thought bubble for specified amount of time. Displays sprite s thought bubble. Makes sprite appear on the Stage. Makes sprite disappear from the Stage. (When sprite is hidden, other sprites cannot detect it with touching? block.) Changes sprite s appearance by switching to different costume. 42

44 Operations 03 Script Changes sprite s costume to next costume in the costume list. (If at end of the costume list, jumps back to first costume.) Change the Stage backdrop by selecting from currently loaded backdrops. Changes a visual effect on a sprite by specified amount. (Use pull-down menu to choose effect.) Sets a visual effect to a given number. (Most visual effects range from 0 to 100.) Clears all graphic effects for a sprite. Changes sprite s size by specified amount. Sets sprite s size to specified % of original size. Moves sprite in front of all other sprites. Moves sprite back a specified number of layers, so that it can be hidden behind other sprites. Reports sprite s current costume number. Set the name of a backdrop. Reports sprite s size, as % of original size. Sound Script Starts playing a sound, selected from pull-down menu, and immediately goes on to the next block even as sound is still playing. Plays a sound and waits until the sound is finished playing before continuing with next block. Stops playing all sounds. Plays a drum sound, selected from pull-down menu, for specified number of beats. Rests (plays nothing) for specified number of beats. Plays a musical note (higher numbers for higher pitches) for specified number of beats. 43

45 03 Operations Script Sets the type of instrument that the sprite uses for play note blocks. (Each sprite has its own instrument.) Changes sprite s sound volume by specified amount. Volume ranges from 0 to 100. Sets sprite s sound volume to specified value. Reports sprite s sound volume. Changes sprite s tempo by specified amount. Sets sprite s tempo to specified value in beats per minute. Reports sprite s tempo in beats per minute. Pen Script Clears all pen marks and stamps from the Stage. Stamps sprite s image onto the Stage. Puts down sprite s pen, so it will draw as it moves. Pulls up sprite s pen, so it won t draw as it moves. Sets pen s color, based on choice from color picker. Picking the color also changes the pen shade. Changes pen s color by specified amount. Sets pen s color to specified value. (pen_ color=0 at red end of rainbow, pen_color=100 at blue end of rainbow. Ranges from 0 to 200 to go around the color wheel.) Changes pen s shade by specified amount. Sets pen s shade to specified amount. (pen_ shade=0 is very dark, pen_shade=100 is very light. Default is 50, unless set with color picker.) 44

46 Operations 03 Script Changes pen s thickness. Sets pen s thickness. Data&Blocks Script Events Script Click to create and name a new variable. When you create a variable for the first time, the variable blocks will appear. You choose whether the variable is for all sprites (global) or just for one sprite (local). Click to create and name a new list. When you create a list for the first time, the list blocks will appear. You can choose whether the list is for all sprites (global) or just for one sprite (local). Click to create and name a custom block. A new block menu will open, where you can name your custom block. By pressing Options, you can add string, number, and boolean inputs. You can also add more label texts to the block, or make it run without screen refresh. After naming and adding arguments, a Define () block is created. A custom block s settings can later be changed by right-clicking on its Define block or the custom block itself and selecting edit. You can define what your custom block does by snapping a script onto its Define block. Runs script below when orange flag is clicked. Runs script below when specified key is pressed. Runs script below when specific key is released. Runs script below when sprite is clicked. 45

47 03 Operations Script Runs script below when backdrop switches to selected backdrop. Runs script below when loudness, timer, or video motion exceeds the selected value. Runs script below when selected message is received. Broadcasts the selected message. Broadcasts the selected message and freezes its script until all receiving scripts have finished. Control Script Waits specified number of seconds, then continues with next block. Runs the blocks inside a specified number of times. Runs the blocks inside over and over. If condition is true, runs the blocks inside. If condition is true, runs the blocks inside the if portion; if not, runs the blocks inside the else portion. Waits until condition is true, then runs the blocks below. Checks to see if condition is false; if so, runs blocks inside and checks condition again. If condition is true, goes on to the blocks that follow. Stops all scripts in all sprites. Activates when a clone of a sprite is created. It only runs in the newly created clone sprite, not previous clones or the parent. 46

48 Operations 03 Script Clones the sprite it runs in. Deletes the clone it runs in. Sensing Script Reports true if sprite is touching specified sprite, edge, or mouse-pointer. (Select from pull-down menu.) Reports true if sprite is touching specified color. (Click on color patch, then use eyedropper to select color.) Reports true if first color (within sprite) is touching second color (in background or another sprite). (Click on color patch, then use eyedropper to select color.) Reports distance from the specified sprite or mouse-pointer. Asks a question on the screen and stores keyboard input in the. Causes the program to wait until the Enter key is pressed or check mark is clicked. Reports keyboard input from the most recent use of sprites (global).. Shared by all Reports true if specified key is pressed. Reports true if mouse button is pressed. Reports the x-position of mouse-pointer. Reports the y-position of mouse-pointer. Reports the volume (from 1 to 100) of sounds detected by the computer microphone. Gets values of the video, either motion (on a cale of 1 to 100) or direction (which way the detected motion is going, measured on the same plane as sprite direction) on either the Stage, or the current sprite. Turns video on or off. 47

49 03 Operations Script Sets video transparency value. Reports the value of the timer in seconds. (The timer is always running.) Sets the timer to zero. Reports a property or variable of another sprite. Operators Script Reports either the current local year, month, date, day of the week, hour, minutes, or seconds, depending on the argument. Reports the amount of days (and fractions of a day) since 00:00:00 1 January 2000 (UTC). Adds two numbers. Subtracts second number from first number. Multiplies two numbers. Divides first number by second number. Picks a random integer within the specified range. Reports true if first value is less than second. Reports true if two values are equal. Reports true if first value is greater than second. Reports true if both conditions are true. Reports true if either condition is true. Concatenates (combines) strings. Reports the letter at the specified position in a string. Reports the number of letters in a string. Inputs a number to a string. Reports remainder from division of first number by second number. 48

50 Operations 03 Script Reports closest integer to a number. Reports result of selected function (abs, sqrt, sin, cos, tan, asin, acos, atan, ln, log, e^, 10^) applied to specified number. Robots - BOLIDE Script Use at the top of a program, to identify it as written for the BOLIDE robot. BOLIDE walks in the direction selected. BOLIDE moves into the pose selected. BOLIDE stands up, from either face up or face down position. BOLIDE eye LEDS (green or blue) turn on or off. BOLIDE chest LEDS (red, green. or blue) turn on or off. BOLIDE plays the selected tone for the selected duration. Reads input from BOLIDE s infrared sensor. Reads selected axis input from BOLIDE s gyroscopic sensor. Programs what will happen when buttons on the BOLIDE remote are pressed. Describes BOLIDE s position; facedown or faceup. Controls the position and speed of individual BOLIDE motors. Controls the rotation direction and speed of individual BOLIDE motors. Reads the current position of individual BOLIDE motors. Turns off individual BOLIDE motors. 49

51 03 Operations Robots - DIVER Script Use at the top of a program, to identify it as written for the DIVER robot. DIVER moves in the selected direction at the selected speed. DIVER moves in the selected direction, in an arc of the selected angle. Reads input from DIVER s infrared sensor. Reads input from DIVER s line detection sensor. Selects one of DIVER s line tracking modes. Controls for playing DIVER s music lists. Controls for making DIVER play selected tones. Controls for playing DIVER s list of recorded speeches. DIVER displays the selected facial expression. DIVER s waist motor is set to the selected angle. DIVER s head motor is set to the selected angle. Sets the speed of DIVER s left and right wheels. 50

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