I suppose the text based setup would increase the available memory..
what to name it though....

Offline
That's a really good idea. I hope they do this in Scratch 1.5. It would also be more educational in computer programming.
Last edited by martianshark (2009-09-03 00:39:07)
Offline
Fireball: Maybe we could name it ScratchText?
Martian: Highly doubtful, this idea has been given many times before 1.4 But it has gotten slightly popular.
Offline
Magnie wrote:
Fireball: Maybe we could name it ScratchText?
nah, too boring, how about cheep or something else
Offline
fireball123 wrote:
Magnie wrote:
Fireball: Maybe we could name it ScratchText?
nah, too boring, how about cheep or something else
ScratchText?
Text-Scratch!!!!
Offline
O.O Great!
Offline
The-Whiz wrote:
illusionist wrote:
fireball123 wrote:
nah, too boring, how about cheep or something elseScratchText?
Text-Scratch!!!!ScratchText is my programming language!
What evar... NOT ANYMORE!!!! >
Offline
illusionist wrote:
The-Whiz wrote:
illusionist wrote:
ScratchText?
Text-Scratch!!!!ScratchText is my programming language!
What evar... NOT ANYMORE!!!! >
![]()
![]()
rofl xD
Cheep is too close to Chirp...How about Emerald?
Offline
Well, it won't be the same if people think "Which ScratchText are they talking about? Whiz's or the ScratchText team? Which ScratchText team? The one with illusionist and Magnie or Whiz's stuff?" Oh so complicated, it was so confusing it took me a minute to figure out what to type. xD Besides Emerald sounds so cool.
Logo:
Last edited by Magnie (2009-09-03 22:19:27)
Offline
emerald, pretty good
Offline
Emerald, great!
But - Scratch has textual representation of blocks... Shift-click "File" and select "write project summary", then select a folder.
Textual code of Trapped:
Sprite: Stage
Costumes (34):
background1 (480x360)
background2 (480x360)
x=0;y=0 (480x360)
x=1;y=0 (480x360)
x=2;y=0 (480x360)
x=2;y=1 (480x360)
x=3;y=0 (480x360)
x=4;y=0 (480x360)
x=3;y=-1 (480x360)
x=2;y=-1 (480x360)
x=2;y=-2 (480x360)
x=1;y=-1 (480x360)
x=5;y=0 (480x360)
x=5;y=1 (480x360)
x=6;y=0 (480x360)
x=7;y=0 (480x360)
x=8;y=0 (480x360)
x=8;y=1 (480x360)
x=9;y=1 (480x360)
x=10;y=1 (480x360)
x=10;y=0 (480x360)
x=10;y=-1 (480x360)
x=9;y=-1 (480x360)
x=9;y=-2 (480x360)
x=10;y=-2 (480x360)
x=8;y=-2 (480x360)
x=8;y=-1 (480x360)
x=8;y=-3 (480x360)
x=9;y=-3 (480x360)
x=8;y=-4 (480x360)
x=10;y=-3 (480x360)
x=11;y=minusthree (480x360)
x=12;y=-3; (480x360)
x=13;y=-3; (480x360)
Sounds (1):
pop (0:00:00)
Stacks (11):
when z key pressed
repeat until ((answer) = "wyjdź")
ask "Trapped-0.5:" and wait
if ((answer) = "plecak")
ask "Trapped-0.5: Plecak" and wait
if ((answer) = "dodaj")
ask "Co dodać?" and wait
add (answer) to "Inventory"
stop script
if ((answer) = "usuń")
ask "Co usunąć?" and wait
set "Item to delete from list" to (answer)
broadcast "Delete item from backpack"
stop script
if ((answer) = "wyjdź")
stop script
end
when I receive "Delete item from backpack"
if ((not ((Item to delete from list) = "")) and ((length of "Inventory" ) > "0"))
set "__ITER__" to "1"
repeat until ((item (__ITER__) of "Inventory" ) = (Item to delete from list))
change "__ITER__" by 1
delete (__ITER__) of "Inventory"
end
when green flag clicked
delete "all" of "Inventory"
delete "all" of "Notes"
delete "all" of "_PLAYERDATA"
set "x=11;y=-3 codefromtable" to "CY"
end
when I receive "Intro plx"
repeat 10
change "brightness" effect by -10
switch to background "background2"
repeat 10
change "brightness" effect by 10
wait 17 secs
repeat 10
change "brightness" effect by -10
switch to background "x=0;y=0"
repeat 10
change "brightness" effect by 10
set "roomX" to "0"
set "roomY" to "0"
broadcast "Controls activate"
end
when I receive "RoomY--"
if ((roomY) = "1")
if ((roomX) = "2")
change "roomY" by -1
switch to background "x=2;y=0"
stop script
if ((roomY) = "0")
if ((roomX) = "3")
change "roomY" by -1
switch to background "x=3;y=-1"
stop script
if ((roomY) = "1")
if ((roomX) = "5")
change "roomY" by -1
switch to background "x=5;y=0"
stop script
if ((roomY) = "1")
if ((roomX) = "8")
change "roomY" by -1
switch to background "x=8;y=0"
stop script
if ((roomY) = "1")
if ((roomX) = "10")
change "roomY" by -1
switch to background "x=10;y=0"
stop script
if ((roomY) = "1")
if ((roomX) = "10")
change "roomY" by -1
switch to background "x=10;y=0"
stop script
if ((roomY) = "0")
if ((roomX) = "10")
change "roomY" by -1
switch to background "x=10;y=-1"
stop script
if ((roomY) = "-1")
if ((roomX) = "9")
change "roomY" by -1
switch to background "x=9;y=-2"
stop script
if ((roomY) = "-1")
if ((roomX) = "8")
change "roomY" by -1
switch to background "x=8;y=-2"
stop script
if ((roomY) = "-2")
if ((roomX) = "8")
change "roomY" by -1
switch to background "x=8;y=-3"
stop script
if ((roomY) = "-1")
if ((roomX) = "2")
change "roomY" by -1
switch to background "x=2;y=-2"
stop script
if ((roomY) = "-3")
if ((roomX) = "8")
change "roomY" by -1
switch to background "x=8;y=-4"
stop script
end
when I receive "RoomY++"
if ((roomY) = "0")
if ((roomX) = "2")
change "roomY" by 1
switch to background "x=2;y=1"
stop script
if ((roomY) = "-1")
if ((roomX) = "3")
change "roomY" by 1
switch to background "x=3;y=0"
stop script
if ((roomY) = "0")
if ((roomX) = "5")
change "roomY" by 1
switch to background "x=5;y=1"
stop script
if ((roomY) = "0")
if ((roomX) = "8")
change "roomY" by 1
switch to background "x=8;y=1"
stop script
if ((roomY) = "0")
if ((roomX) = "10")
change "roomY" by 1
switch to background "x=10;y=1"
stop script
if ((roomY) = "-1")
if ((roomX) = "10")
change "roomY" by 1
switch to background "x=10;y=0"
stop script
if ((roomY) = "-2")
if ((roomX) = "9")
change "roomY" by 1
switch to background "x=9;y=-1"
stop script
if ((roomY) = "-2")
if ((roomX) = "8")
change "roomY" by 1
switch to background "x=8;y=-1"
stop script
if ((roomY) = "-2")
if ((roomX) = "2")
change "roomY" by 1
switch to background "x=2;y=-1"
stop script
if ((roomY) = "-4")
if ((roomX) = "8")
change "roomY" by 1
switch to background "x=8;y=-3"
stop script
if ((roomY) = "-3")
if ((roomX) = "8")
change "roomY" by 1
switch to background "x=8;y=-2"
stop script
end
when I receive "RoomX++"
if ((roomX) = "0")
if ((roomY) = "0")
change "roomX" by 1
switch to background "x=1;y=0"
stop script
if ((roomX) = "1")
if ((roomY) = "0")
change "roomX" by 1
switch to background "x=2;y=0"
stop script
if ((roomX) = "2")
if ((roomY) = "0")
change "roomX" by 1
switch to background "x=3;y=0"
stop script
if ((roomX) = "3")
if ((roomY) = "0")
change "roomX" by 1
switch to background "x=4;y=0"
stop script
if ((roomX) = "2")
if ((roomY) = "-1")
change "roomX" by 1
switch to background "x=3;y=-1"
stop script
if ((roomX) = "4")
if ((roomY) = "0")
change "roomX" by 1
switch to background "x=5;y=0"
stop script
if ((roomX) = "5")
if ((roomY) = "0")
change "roomX" by 1
switch to background "x=6;y=0"
stop script
if ((roomX) = "6")
if ((roomY) = "0")
if (( "am I open?" of s[SciBedLock] ) = "1")
change "roomX" by 1
switch to background "x=7;y=0"
stop script
if ((roomX) = "7")
if ((roomY) = "0")
change "roomX" by 1
switch to background "x=8;y=0"
stop script
if ((roomX) = "8")
if ((roomY) = "1")
change "roomX" by 1
switch to background "x=9;y=1"
stop script
if ((roomX) = "9")
if ((roomY) = "1")
change "roomX" by 1
switch to background "x=10;y=1"
stop script
if ((roomX) = "9")
if ((roomY) = "-1")
change "roomX" by 1
switch to background "x=10;y=-1"
stop script
if ((roomX) = "9")
if ((roomY) = "-2")
change "roomX" by 1
switch to background "x=10;y=-2"
stop script
if ((roomX) = "8")
if ((roomY) = "-2")
if (( "am I open?" of s[Elevator1Btn] ) = "1")
change "roomX" by 1
switch to background "x=9;y=-2"
stop script
if ((roomX) = "8")
if ((roomY) = "-3")
change "roomX" by 1
switch to background "x=9;y=-3"
stop script
if ((roomX) = "1")
if ((roomY) = "-1")
change "roomX" by 1
switch to background "x=2;y=-1"
stop script
if ((roomX) = "9")
if ((roomY) = "-3")
change "roomX" by 1
switch to background "x=10;y=-3"
stop script
if ((roomX) = "10")
if ((roomY) = "-3")
change "roomX" by 1
switch to background "x=11;y=minusthree"
stop script
end
when I receive "RoomX--"
if ((roomX) = "1")
if ((roomY) = "0")
change "roomX" by -1
switch to background "x=0;y=0"
stop script
if ((roomX) = "2")
if ((roomY) = "0")
change "roomX" by -1
switch to background "x=1;y=0"
stop script
if ((roomX) = "3")
if ((roomY) = "0")
change "roomX" by -1
switch to background "x=2;y=0"
stop script
if ((roomX) = "4")
if ((roomY) = "0")
change "roomX" by -1
switch to background "x=3;y=0"
stop script
if ((roomX) = "3")
if ((roomY) = "-1")
change "roomX" by -1
switch to background "x=2;y=-1"
stop script
if ((roomX) = "4")
if ((roomY) = "0")
change "roomX" by -1
switch to background "x=3;y=0"
stop script
if ((roomX) = "5")
if ((roomY) = "0")
change "roomX" by -1
switch to background "x=4;y=0"
stop script
if ((roomX) = "6")
if ((roomY) = "0")
change "roomX" by -1
switch to background "x=5;y=0"
stop script
if ((roomX) = "7")
if ((roomY) = "0")
if (( "am I open?" of s[SciBedLock] ) = "1")
change "roomX" by -1
switch to background "x=6;y=0"
stop script
if ((roomX) = "8")
if ((roomY) = "0")
change "roomX" by -1
switch to background "x=7;y=0"
stop script
if ((roomX) = "9")
if ((roomY) = "1")
change "roomX" by -1
switch to background "x=8;y=1"
stop script
if ((roomX) = "10")
if ((roomY) = "1")
change "roomX" by -1
switch to background "x=9;y=1"
stop script
if ((roomX) = "10")
if ((roomY) = "-1")
change "roomX" by -1
switch to background "x=9;y=-1"
stop script
if ((roomX) = "10")
if ((roomY) = "-2")
change "roomX" by -1
switch to background "x=9;y=-2"
stop script
if ((roomX) = "9")
if ((roomY) = "-2")
if (( "am I open?" of s[Elevator1Btn] ) = "1")
change "roomX" by -1
switch to background "x=8;y=-2"
stop script
if ((roomX) = "9")
if ((roomY) = "-3")
change "roomX" by -1
switch to background "x=8;y=-3"
stop script
if ((roomX) = "2")
if ((roomY) = "-1")
change "roomX" by -1
switch to background "x=1;y=-1"
stop script
if ((roomX) = "10")
if ((roomY) = "-3")
change "roomX" by -1
switch to background "x=9;y=-3"
stop script
if ((roomX) = "11")
if ((roomY) = "-3")
change "roomX" by -1
switch to background "x=10;y=-3"
stop script
end
when green flag clicked
clear graphic effects
switch to background "background1"
end
when i key pressed
broadcast "Show inventory"
end
when n key pressed
broadcast "Show notes"
end
--------
Sprite: PortalLock
Costumes (1):
costume1 (78x360)
Sounds (0):
No stacks.
--------
Sprite: BrokenKeypad
Costumes (1):
costume1 (304x48)
Sounds (0):
No stacks.
--------
Sprite: Fluorosulfuric Acid
Costumes (1):
costume1 (29x46)
Sounds (1):
Bubbles (0:00:04)
Stacks (3):
when I receive "MakeAcid"
play sound "Bubbles" until done
show
end
when Fluorosulfuric Acid clicked
add "Fluorosulfuric Acid" to "Inventory"
set "collected?" to "1"
hide
end
when green flag clicked
go to x: -36 y: -23
hide
end
--------
Sprite: UP
Costumes (1):
costume1 (480x16)
Sounds (0):
Stacks (3):
when UP clicked
broadcast "RoomY++"
end
when I receive "Controls activate"
show
set "ghost" effect to 100
forever
if (touching s[ ]?) else
say "/\"
set "ghost" effect to 70
else
say ""
set "ghost" effect to 100
end
when green flag clicked
hide
end
--------
Sprite: Empty bottle
Costumes (1):
costume1 (29x46)
Sounds (0):
Stacks (4):
when I receive "EmptyBottleToSlot"
set "Item to delete from list" to "Empty bottle"
broadcast "Delete item from backpack" and wait
show
glide 1 secs to x: -36 y: -23
broadcast "MakeAcid"
end
when green flag clicked
go to x: 10 y: -105
hide
end
when Empty bottle clicked
add "Empty bottle" to "Inventory"
set "collected?" to "1"
end
when I receive "Controls activate"
set "collected?" to "0"
forever
if ((((roomX) = "10") and ((roomY) = "-3")) and (not ( "Inventory" contains "Empty bottle"))) else
if ((collected?) = "1")
hide
stop script
show
else
if ((collected?) = "1")
hide
stop script
hide
end
--------
Sprite: ChemLabPlaceholderB
Costumes (1):
costume1 (28x32)
Sounds (0):
Stacks (3):
when green flag clicked
hide
end
when ChemLabPlaceholderB clicked
if ( "Inventory" contains "Sulfur Trioxide") else
broadcast "SulfurTrioxideToSlot"
else
say "[No proper item to use with.]" for 2 secs
end
when I receive "Controls activate"
hide
set "ghost" effect to 100
forever
if ((not ( "Inventory" contains "Fluorosulfuric Acid")) and (((roomX) = "1") and ((roomY) = "-1"))) else
show
if (touching s[ ]?) else
say "B"
set "ghost" effect to 70
else
say ""
set "ghost" effect to 100
else
if ( "Inventory" contains "Fluorosulfuric Acid") else
hide
stop script
else
hide
end
--------
Sprite: Sulfur Trioxide
Costumes (1):
costume1 (21x31)
Sounds (0):
Stacks (4):
when I receive "SulfurTrioxideToSlot"
set "Item to delete from list" to "Sulfur Trioxide"
broadcast "Delete item from backpack" and wait
show
glide 1 secs to x: -150 y: -14
wait until ( "Inventory" contains "Fluorosulfuric Acid")
hide
end
when Sulfur Trioxide clicked
add "Sulfur Trioxide" to "Inventory"
set "collected?" to "1"
end
when I receive "Controls activate"
set "collected?" to "0"
forever
if ((((roomX) = "2") and ((roomY) = "-2")) and (not ( "Inventory" contains "Sulfur Trioxide"))) else
if ((collected?) = "1")
hide
stop script
show
else
if ((collected?) = "1")
hide
stop script
hide
end
when green flag clicked
go to x: -34 y: -65
hide
end
--------
Sprite: Hydrogen Fluoride
Costumes (1):
costume1 (31x32)
Sounds (0):
Stacks (4):
when I receive "HydrogenFluorideToSlot"
set "Item to delete from list" to "Hydrogen Fluoride"
broadcast "Delete item from backpack" and wait
show
go to s[ ]
repeat 18
turn 10 degrees
go to x: -72 y: 63
wait until ( "Inventory" contains "Fluorosulfuric Acid")
hide
end
when I receive "Controls activate"
set "collected?" to "0"
forever
if ((((roomX) = "8") and ((roomY) = "-4")) and (not ( "Inventory" contains "Hydrogen Fluoride"))) else
if ((collected?) = "1")
hide
stop script
show
else
if ((collected?) = "1")
hide
stop script
hide
end
when Hydrogen Fluoride clicked
add "Hydrogen Fluoride" to "Inventory"
set "collected?" to "1"
end
when green flag clicked
go to x: -120 y: 42
point in direction 90
hide
end
--------
Sprite: ChemLabPlaceholderA
Costumes (1):
costume1 (19x24)
Sounds (0):
Stacks (3):
when green flag clicked
hide
end
when ChemLabPlaceholderA clicked
if ( "Inventory" contains "Hydrogen Fluoride") else
broadcast "HydrogenFluorideToSlot"
else
say "[No proper item to use with.]" for 2 secs
end
when I receive "Controls activate"
hide
set "ghost" effect to 100
forever
if ((not ( "Inventory" contains "Fluorosulfuric Acid")) and (((roomX) = "1") and ((roomY) = "-1"))) else
show
if (touching s[ ]?) else
say "A"
set "ghost" effect to 70
else
say ""
set "ghost" effect to 100
else
if ( "Inventory" contains "Fluorosulfuric Acid") else
hide
stop script
else
hide
end
--------
Sprite: ChemLabPlaceholderC
Costumes (1):
costume1 (24x28)
Sounds (0):
Stacks (3):
when green flag clicked
hide
end
when ChemLabPlaceholderC clicked
if ( "Inventory" contains "Empty bottle") else
broadcast "EmptyBottleToSlot"
else
say "[No proper item to use with.]" for 2 secs
end
when I receive "Controls activate"
hide
set "ghost" effect to 100
forever
if ((not ( "Inventory" contains "Fluorosulfuric Acid")) and (((roomX) = "1") and ((roomY) = "-1"))) else
show
if (touching s[ ]?) else
say "C"
set "ghost" effect to 70
else
say ""
set "ghost" effect to 100
else
if ( "Inventory" contains "Fluorosulfuric Acid") else
hide
stop script
else
hide
end
--------
Sprite: Note from Liftshaft
Costumes (1):
costume1 (34x41)
Sounds (0):
Stacks (3):
when green flag clicked
hide
end
when I receive "Controls activate"
set "collected?" to "0"
forever
if (((roomX) = "8") and ((roomY) = "-1")) else
if ((collected?) = "1")
hide
stop script
show
else
if ((collected?) = "1")
hide
stop script
hide
end
when Note from Liftshaft clicked
add (join "Got here? If yes, you must be " (item 1 of "_PLAYERDATA" )) to "Notes"
add "This is very important. GLaDOS started to rebel out again. We thought Chell killed her." to "Notes"
add "As you can see, we were wrong. First of all, she changed passwords, so noone could get out." to "Notes"
add "Then, she told the newbie IT operator to connect her to the Archive." to "Notes"
add "He foolishly believed that it was needed for her to work." to "Notes"
add "GLaDOS found the closed Subnet research. If you don't know what subnet is, look for" to "Notes"
add "the note in Submachine lab. The password is (or was) mortalkombat" to "Notes"
add "If she changed this password too, we're stuck!" to "Notes"
set "collected?" to "1"
end
--------
Sprite: Elevator1Btn
Costumes (2):
Locked (13x44)
Open (13x44)
Sounds (0):
Stacks (3):
when I receive "Controls activate"
set "am I open?" to "0"
say ""
forever
if (((roomX) = "9") and ((roomY) = "-2")) else
show
else
hide
end
when green flag clicked
hide
set "am I open?" to "0"
forever
if ((am I open?) = "1") else
switch to costume "Open"
else
switch to costume "Locked"
end
when Elevator1Btn clicked
if ((am I open?) = "0") else
ask "Enter Password" and wait
if (((answer) = "cake") or ((answer) = "Cake")) else
set "am I open?" to "1"
say "Password correct. Please proceed to the elevator" for 2 secs
else
say "Password INCORRECT" for 2 secs
else
say "Please proceed to the elevator" for 2 secs
end
--------
Sprite: LEFT
Costumes (1):
costume1 (13x360)
Sounds (0):
Stacks (3):
when LEFT clicked
broadcast "RoomX--"
end
when green flag clicked
hide
end
when I receive "Controls activate"
show
set "ghost" effect to 100
forever
if (touching s[ ]?) else
say "<-"
set "ghost" effect to 70
else
say ""
set "ghost" effect to 100
end
--------
Sprite: Credits
Costumes (2):
costume1 (148x27)
costume2 (148x27)
Sounds (0):
Stacks (4):
when green flag clicked
forever
if (touching s[ ]?) else
switch to costume "costume2"
else
switch to costume "costume1"
end
when green flag clicked
show
end
when I receive "Out Of Menu"
hide
end
when Credits clicked
say "Click or press SPACE to close the window" for 2 secs
broadcast "Show credits"
end
--------
Sprite: Instructions
Costumes (2):
costume1 (148x27)
costume2 (148x27)
Sounds (0):
Stacks (4):
when green flag clicked
forever
if (touching s[ ]?) else
switch to costume "costume2"
else
switch to costume "costume1"
end
when green flag clicked
show
end
when I receive "Out Of Menu"
hide
end
when Instructions clicked
say "Click or press SPACE to close the window" for 2 secs
broadcast "Show instructions"
end
--------
Sprite: Decipherer
Costumes (1):
costume1 (71x29)
Sounds (0):
Stacks (3):
when green flag clicked
hide
set "Status" to "0"
end
when Decipherer clicked
say "Decipher what? [Press 1 to insert ciphered note]"
wait until (key "1" pressed?)
if ( "Inventory" contains "Note from "red bedroom"") else
set "Item to delete from list" to "Note from "red bedroom""
broadcast "Delete item from backpack"
say "Decipher with what? [Press 2 to insert decipher card]"
wait until (key "2" pressed?)
if ( "Inventory" contains "Decipher Card 1") else
set "Item to delete from list" to "Decipher Card 1"
broadcast "Delete item from backpack"
add "The studies of Submachine had nearly discovered the purpose of Subnet." to "Notes"
add "We think it's set by ancient civilization to block passing between Dimensions." to "Notes"
add "As for the Subnet itself, it's clearly a computer, but we don't know how it works." to "Notes"
add "But we had to stop after disappearing of our supervisor, mr. LeMort." to "Notes"
add (join "That's why we called " (join (item 1 of "_PLAYERDATA" ) " - we strongly believe it will help us.")) to "Notes"
add "PS. She changed password to the elevator, it's something that was a lie to Chell..." to "Notes"
say "Note deciphered. [Press SPACE to hide]"
wait until (key "space" pressed?)
hide
else
say "No valid decipher card." for 2 secs
else
say "Nothing to decipher." for 2 secs
say ""
end
when I receive "Controls activate"
say ""
forever
if (((roomX) = "9") and ((roomY) = "-2")) else
show
else
hide
end
--------
Sprite: Decipher Card 1
Costumes (1):
costume1 (32x17)
Sounds (0):
Stacks (3):
when Decipher Card 1 clicked
add "Decipher Card 1" to "Inventory"
set "collected?" to "1"
end
when I receive "Controls activate"
set "collected?" to "0"
forever
if ((((roomX) = "10") and ((roomY) = "-2")) and (not ( "Inventory" contains "Decipher Card 1"))) else
if ((collected?) = "1")
hide
stop script
show
else
if ((collected?) = "1")
hide
stop script
hide
end
when green flag clicked
hide
end
--------
Sprite: RIGHT
Costumes (1):
costume1 (13x360)
Sounds (0):
Stacks (3):
when I receive "Controls activate"
show
set "ghost" effect to 100
forever
if (touching s[ ]?) else
say "->"
set "ghost" effect to 70
else
say ""
set "ghost" effect to 100
end
when green flag clicked
hide
end
when RIGHT clicked
broadcast "RoomX++"
end
--------
Sprite: Note from SciBed2
Costumes (1):
costume1 (37x43)
Sounds (0):
Stacks (3):
when Note from SciBed2 clicked
add "Note from "red bedroom"" to "Inventory"
set "collected?" to "1"
end
when I receive "Controls activate"
set "collected?" to "0"
forever
if ((((roomX) = "8") and ((roomY) = "0")) and (not ( "Inventory" contains "Note from "red bedroom""))) else
if ((collected?) = "1")
hide
stop script
show
else
if ((collected?) = "1")
hide
stop script
hide
end
when green flag clicked
hide
end
--------
Sprite: Keycard#1
Costumes (1):
costume1 (33x22)
Sounds (0):
Stacks (3):
when Keycard#1 clicked
add "Keycard#1" to "Inventory"
set "collected?" to "1"
end
when green flag clicked
hide
end
when I receive "Controls activate"
set "collected?" to "0"
forever
if ((((roomX) = "2") and ((roomY) = "-1")) and (not ( "Inventory" contains "Keycard#1"))) else
if ((collected?) = "1")
hide
stop script
show
else
if ((collected?) = "1")
hide
stop script
hide
end
--------
Sprite: SciBedLock
Costumes (2):
locked (27x52)
open (27x52)
Sounds (0):
Stacks (4):
when green flag clicked
hide
end
when green flag clicked
set "am I open?" to "0"
forever
if ((am I open?) = "1") else
switch to costume "open"
else
switch to costume "locked"
end
when green flag clicked
forever
if (((roomX) = "6") and ((roomY) = "0")) else
show
else
hide
end
when SciBedLock clicked
if ((am I open?) = "0") else
say "[Locked. Press SPACE to insert keycard]"
wait until (key "space" pressed?)
if ( "Inventory" contains "Keycard#1") else
set "am I open?" to "1"
say "Door open. You can go to the next room now." for 2 secs
else
say "You don't have a valid keycard." for 2 secs
else
say "Door open. You can go to the next room now." for 2 secs
end
--------
Sprite: Infopoint in Lobby
Costumes (1):
costume1 (90x97)
Sounds (0):
Stacks (3):
when I receive "Controls activate"
forever
if (((roomX) = "5") and ((roomY) = "1")) else
show
else
hide
end
when green flag clicked
hide
end
when Infopoint in Lobby clicked
say (join "This is the information point, " (item 1 of "_PLAYERDATA" )) for 2 secs
say "If you have the DVD, insert it now." for 2 secs
say "[Press SPACE to insert DVD]"
wait until (key "space" pressed?)
if ( "Inventory" contains "Disc from GLaDOS") else
say (join "Wait up, " (join (item 1 of "_PLAYERDATA" ) ". I'm printing you some notes...")) for 2 secs
add "Known coordinates list begins:" to "Notes"
add "AR7 PX3 - Lighhouse" to "Notes"
add "CU2 RM4 - Sewers" to "Notes"
add "000 LAB - Aperture Science Laboratories" to "Notes"
add ":End of coordinates list." to "Notes"
say "Notes printed. [You have received 5 notes]" for 2 secs
set "Item to delete from list" to "Disc from GLaDOS"
broadcast "Delete item from backpack"
else
if ( "Notes" contains "Known coordinates list begins:") else
say (join "You alredy have the notes, " (item 1 of "_PLAYERDATA" )) for 2 secs
else
say (join "Wait a minute, you have " (join (item 2 of "_PLAYERDATA" ) " years of experience and you didn't find the DVD?")) for 3 secs
end
--------
Sprite: Disc from GLaDOS
Costumes (1):
costume1 (29x14)
Sounds (0):
Stacks (4):
when I receive "Controls activate"
set "collected?" to "0"
forever
if ((((roomX) = "2") and ((roomY) = "1")) and (not ( "Inventory" contains "Disc from GLaDOS"))) else
if ((collected?) = "1")
hide
stop script
show
else
if ((collected?) = "1")
hide
stop script
hide
end
when green flag clicked
hide
end
when Disc from GLaDOS clicked
add "Disc from GLaDOS" to "Inventory"
set "collected?" to "1"
end
broadcast "Controls activate"
--------
Sprite: DOWN
Costumes (1):
costume1 (480x16)
Sounds (0):
Stacks (3):
when DOWN clicked
broadcast "RoomY--"
end
when I receive "Controls activate"
show
set "ghost" effect to 100
forever
if (touching s[ ]?) else
say "\/"
set "ghost" effect to 70
else
say ""
set "ghost" effect to 100
end
when green flag clicked
hide
end
--------
Sprite: SayerOfStuff
Costumes (1):
costume1 (3x3)
Sounds (1):
Trapped-GLaDOS-1 (0:00:16)
Stacks (6):
when green flag clicked
set "ghost" effect to 100
hide
end
when I receive "Intro plx"
go to x: -97 y: -3
show
wait 1 secs
play sound "Trapped-GLaDOS-1"
say "Welcome to the Aperture Science Enrichment Center." for 3 secs
say "As you maybe know, we study portals here. " for 3 secs
say "The scientists discovered a sub-atomical dimension which we called The Submachine. " for 5 secs
say "As the futher investigations found out, there are many Submachines." for 5 secs
go to x: 0 y: 0
end
when I receive "Show inventory"
say (join "You have " (join (length of "Inventory" ) " items in your backpack.")) for 2 secs
say (join "Your inventory is: " (join (Inventory) ". [Press space to hide]"))
wait until (key "space" pressed?)
say ""
end
when I receive "Show notes"
ask (join "You have " (join (length of "Notes" ) " notes. Which one do you want to display?")) and wait
say (join (item (answer) of "Notes" ) " [Press space to hide]")
wait until (key "space" pressed?)
say ""
end
when green flag clicked
hide variable "Selected Note"
end
when I receive "Controls activate"
wait until (((roomX) = "8") and ((roomY) = "0"))
say "It's red paint, not blood. One of our scientists had strange sense of humor. We've fired him. [Press SPACE to hide]"
wait until (key "space" pressed?)
say ""
end
--------
Sprite: Newgame
Costumes (2):
costume1 (148x27)
costume2 (148x27)
Sounds (0):
Stacks (3):
when green flag clicked
forever
if (touching s[ ]?) else
switch to costume "costume2"
else
switch to costume "costume1"
end
when green flag clicked
delete "all" of "_PLAYERDATA"
show
end
when Newgame clicked
say "Before you proceed, I have to ask you some questions." for 2 secs
ask "1. What's your name?" and wait
add (answer) to "_PLAYERDATA"
ask "2. How old are you?" and wait
add (answer) to "_PLAYERDATA"
hide
broadcast "Out Of Menu" and wait
broadcast "Intro plx"
end
--------
Sprite: Menu holder
Costumes (1):
costume1 (189x170)
Sounds (0):
Stacks (2):
when green flag clicked
show
end
when I receive "Out Of Menu"
hide
end
--------
Sprite: Logo
Costumes (1):
Trapped_Logo (376x196)
Sounds (0):
Stacks (2):
when I receive "Out Of Menu"
hide
end
when green flag clicked
show
end
--------
Sprite: CreditsWindow
Costumes (1):
costume1 (480x360)
Sounds (0):
Stacks (2):
when green flag clicked
set "ghost" effect to 100
hide
end
when I receive "Show credits"
go to front
show
repeat 10
change "ghost" effect by -10
wait until ((mouse down?) or (key "space" pressed?))
repeat 10
change "ghost" effect by 10
hide
go back 100 layers
end
--------
Sprite: InstructionsScreen
Costumes (1):
costume1 (480x360)
Sounds (0):
Stacks (2):
when green flag clicked
set "ghost" effect to 100
hide
end
when I receive "Show instructions"
go to front
show
repeat 10
change "ghost" effect by -10
wait until ((mouse down?) or (key "space" pressed?))
repeat 10
change "ghost" effect by 10
hide
go back 100 layers
end
--------Offline
Well, still, why not work with another programing language?
Offline
big-bang wrote:
iamrpk wrote:
I think this will be easy to learn because we could use the same code we use for the forum blocks. Like this:
Code:
<say[ it works!And now:
NOT Code:
<say[ it works!I used the same code each time. So, we could just use the forum commands.
But how would we text-base the costumes tab? I have total confidence that somebody will find a solution, but if we want to abolish all graphic interface...
This approach is Using Crazy Punctuation where No Crazy Punctuation is Needed...
You simply allow that the Word SAY in Capital Letters is a -Reserved- Command Function,
You Can't use it anywhere else, for any other purpose...
So that the Say Command may be simply written:
SAY "Oinka Boinka"
The Quotes indicate that the phrase is a String, and may be handled in a special way.
A Number would Ordinarily be written as 12345, But if you make it into a String,
"12345" ( And there should be a Command to Convert Numbers and Other Objects Back & Forth )
You can then Perform String Functions on it...!
NO CRAZY PUNCTUATION...!!!
It is Entirely Superfluous...!!!
Offline
Yes, no punctuation unless it's completely necessary.
Offline
Fireball123_tests wrote:
interesting but, scratch is meant for beginners and this just makes it harder, plus what advantages would you gain from this? coding would be slower, plus the scratch team has a lot to do already
In the example, you can choose if you want blocks or text, so if you're a beginner, you can just use blocks. Later, you can start using text. The advantage is that it is closer to real programming, so it's more educational.
Offline
thats kinda of what i was wanting... except that its [view text version of block].
Offline
Those are summaries. Big difference. I have made a small version of Emerald, it only does a few things. Emerald
It is not uploaded so don't count on getting it.
Off topic: Marky, your sig is a little religious, and it's getting obnoxious with the animations. I can't ever concentrate on posting.
Offline
Magnie wrote:
illusionist wrote:
The-Whiz wrote:
ScratchText is my programming language!What evar... NOT ANYMORE!!!! >
![]()
![]()
rofl xD
![]()
Cheep is too close to Chirp...How about Emerald?
id say thats to close to ruby... nice idea though, but how is it linked to scratch? Emeral... scratch... if scratch had green eyes, maybe, but he doesn't.
How about orange?! :LOL:
Offline
How about Scene? Except I already named the program Emerald and besides Emerald and Ruby are two different words. Cheep and Chirp have 3 letters in common.
Offline
I already said I can help - I'm a beginning C# programmer, but I know few things. For example, C# is pretty object oriented; that helps a lot. Also, it is amazing, how many things you can do with a text string - instead of
"print (enter) LOL"
you could type
"print :LOL"
.
Also, it's possible to exploit the libraries for .NET, which are pretty awesome (it's possible to embed a Gecko (Firefox engine) inside a form) - if we are going to make a GUI for Emerald, I think I can help a lot. Maybe I'm not into DirectX or something, but it's possible to learn it - there are tutorials, and if we're going to make a Scratch-like program, we're gonna need SDL or DirectX. I have a suggestion - why not make Emerald object-oriented, I mean, script from one sprite will be able to do operations other sprite(s), so it will be possible to make a particle system, like this code (also, my idea for Emerald syntax):
project author:filo5;
project name:particle test;
set canvas size: x=400, y=400;
//initialize particles
set `iter` to 1;
repeat (25)
{
new sprite ("Particle" & `iter`);
("Particle" & `iter`)::give costume :lib/particle.png;
("Particle" & `iter`)::set position x=(random Canvas::X_MIN to Canvas::X_MAX), y=(random Canvas::Y_MIN to Canvas::Y_MAX);
change `iter` by=1;
}
private script "glide particles" (parameter ^glide time^ with default="0.2"){
set `iter` to 1;
repeat(25){
("Particle" & `iter`)::glide seconds=^glide time^ to x=(random Canvas::X_MIN to Canvas::X_MAX, y=(random Canvas::Y_MIN to Stage::Y_MAX);
change `iter` by=1;
}
}
forever{
call script="glide particles" of=self, parameters:^glide time^=(random 0.1 to 0.3);
wait (random 0.5 to 2);
}Offline