thebriculator wrote:
Idea
hide all sprites hide all variables
A sprite, or the stage, could have this:
broadcast [hide all sprites v]Then, all the other sprites could have this:
when I recieve [hide all sprites v] hideAnd for the variables, you could just use the
hide [variable v]block.
Last edited by henley (2012-08-27 18:20:55)
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Ztype wrote:
I meant:
show [variable1 v] on [sprite1 v]And also:copy [list v]
What would the first one do? Put the watcher on a sprite? That would probably look weird. And you can always move the variable.
And why would you need to copy a list mid-project? The user wouldn't be able to manipulate it, and you can always just make a different list, and carry over all the items from the old list.
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Reason for show variable on sprite:
So (for example health, you dont have to look at variables on the side, for eg you have a troops game with multiple armies it would be better to say right on army one how much power they have instead of referring to a side screen
Copy list as for one of my projects, a special feature (saving) required me to copy one list to another, and there was no copy "all" of list 1 function, there was only first, any and last. So what I had to do was copy 1, delete, copy 1 etc, so then when you saved all your work on the screen would have been deleted, and same with opening, I had to do the same, so all the work on your save file would have been deleted. There
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What about
treat [variable/list watcher v] as a sprite and make it run //C block script goes here
//Another one: (all meant to be one big block with multiple c-inputs) switch <expression> case (0) c input that happens when the expression is 0 case (1) c input that happens when the expression is 1 case (2) c input that happens when the expression is 2 ... +/- //buttons to add or remove c inputs default c input that happens when the expression is none of the above
//Yes, I know it can be done with set [result v] to <expression> if <(result) = (1)> case 1 else if <(result) = (2)> case 2 else ... defaultBut when theres lots of c blocks, scratch lags, and alot of programming languages have switch anyway.
Last edited by joefarebrother (2012-09-01 05:05:51)
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Ztype wrote:
Why not:
copy [whats been drawn with pen v] to [sprite1 costume1]?
So you could have initially a sketch pad which people could draw on on screen, and their drawings could be made into sprites
That would be nice...
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legobob23o wrote:
I have one!
<[space v] key pressed for (2) secs>It controls what to do when a certain key is pressed for a certain time!
Now that would be very useful
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narwhal09879-test wrote:
legobob23o wrote:
I have one!
<[space v] key pressed for (2) secs>It controls what to do when a certain key is pressed for a certain time!Now that would be very useful
Even better:
<<> for (1) seconds>Then you could put in <key [ v] pressed> or <mouse down> or anything else.
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one i NEED
when gf clicked forever if <word [10] of item [1 v] of [mylist v] = [run]> say [add this to scratch 2.0 now] for (200) secs
Last edited by happyjoey2012 (2013-01-06 22:21:38)
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How about
<players viewing> switch to project [1 v]So that you can track how many people are viewing your project and switch to another of your projects.
when gf clicked if <(players viewing) > [5]> say [yay loadsa players today!] end
when gf clicked ask [do you want to change projects?] and wait if <(answer) = [yes]> switch to project [2 v]
Last edited by Tbtemplex97 (2013-01-11 15:19:08)
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