they should more blocks related to time...
when gf clicked forever if (touching sprite 2) start (time 1) end
if <(time 1) > [10]> do bla bla bla end reset (time 1)and also like
forever change x by [10] in every [5][seconds v]last one is right or wrong i dont know...but some times felt need for this type of block
forever change x by [10] in every [2]<check>(red colour is touching blue colour)
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when gf clicked forever change x by [10] in every [5][seconds v] when gf clicked forever wait (5) secs change x by (10)These scripts do the same thing.
Last edited by dvd4 (2012-12-06 10:44:39)
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zammer990 wrote:
Scratch is a programming language, it's meaningless to have blocks that you can program quite easily, that's the point of programming, solving problems and making things do stuff.
Exactly.
The "multiple timer" suggestion can be easily done by referencing Scratch's only timer, with a list to record when our defined timers have started.
when gf clicked reset timer replace item (1 v) of [timers v] with (timer) //record when did our timer start wait (1) secs say ((timer) - (item (1 v) of [timers v])) //retrieve timer count replace item (2 v) of [timers v] with (timer) //let's start another(I seriously hope Scratch 2.0's timer is as precise as the online player's, i.e. doesn't only count seconds. You could make a block out of this btw, could be handy )
Last edited by technoguyx (2012-12-06 20:51:05)
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Sorry ... u miss understood a little
first of all
That
change x by (10) in every (5)[second v]mean that after 2.5 sec the sprite will be 5 unit ahead..that is it will move with uniform velocity of 10 units per 5 sec
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The Scratch Team doesn't add workaroundable things. Most of the time.
Programming is figuring out scripts, not using premade scripts.
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That's simple to do, too
repeat (10) change x by (1) wait (0.5) secs //5 / 10 = 0.5 endAlso possible for any amount of movement, in any time
set [movement v] to (150) //in pixels set [time v] to (2) //in seconds repeat (movement) change x by (1) wait ((time) / (movement)) secsThere's probably much better ways to do this, but this should be a nice, simple workaround. There's always the "glide" block, too.
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AmitDigga wrote:
Sorry ... u miss understood a little
first of all
Thatchange x by (10) in every (5)[second v]mean that after 2.5 sec the sprite will be 5 unit ahead..that is it will move with uniform velocity of 10 units per 5 sec
this is because when i uploaded my project on web...it went went completely wrong with its timing
to technoguyx
i just saying to make new block for times...your script is comparatively harder and what to say ..bigger...and that can be used in more neat and clean ways...
That's what the glide block does, put it in a repeat/forever loop.
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AmitDigga wrote:
Sorry ... u miss understood a little
first of all
Thatchange x by (10) in every (5)[second v]mean that after 2.5 sec the sprite will be 5 unit ahead..that is it will move with uniform velocity of 10 units per 5 sec
this is because when i uploaded my project on web...it went went completely wrong with its timing
to technoguyx
i just saying to make new block for times...your script is comparatively harder and what to say ..bigger...and that can be used in more neat and clean ways...
just note that real code is not usually "neat and clean" but complex and complicated, as they don't have features to do everything.
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I might as well make a maze game with one block -_-
don't support
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