OrcaCat wrote:
when gf [#666666] clickedYES!when i receive [#123456]Nope.
No, it still works. Just think, "'i' before 'e', except after 'c'."
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To have a colored square in your scratchblocks code, do this: (the color is only shown properly inside a block)
[scratchblocks] when [#000000] clicked [/scratchblocks]
You can use any other hexadecimal color.
Some examples:
[#000000] - Black [#FFFFFF] - White [#FF0000] - Red [#0000FF] - Blue [#00FF00] - Bright green [#FFF000] - Yellow
when [#FFFFFF] clicked broadcast [#000000] if <color [#FF0000] is touching [#0000FF]?> say [#00FF00] for [#FFF000] secs end
Last edited by dr3w8 (2013-02-22 11:38:53)
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powerpoint56 wrote:
OrcaCat wrote:
when gf [#666666] clickedYES!when i receive [#123456]Nope.No, it still works. Just think, "'i' before 'e', except after 'c'."
Hehehehehe...
Wow. I fail.
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OrcaCat wrote:
powerpoint56 wrote:
OrcaCat wrote:
when gf [#666666] clickedYES!when i receive [#123456]Nope.No, it still works. Just think, "'i' before 'e', except after 'c'."
Hehehehehe...
Wow. I fail.
when [#123456] key pressed repeat until <[#3413A2]> stamp [#343536] end
Last edited by OrcaCat (2013-02-23 19:09:20)
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when [#FF0000] clicked say [RED MEANS EXPLOSIONS AND IF YOU TOUCH IT, YOU'LL EXPLODE...and I just touched it.] explode into a million pieces say [I WONDER WERE I'LL GO?] burn into ashes say [I'D GUESS IT WILL TAKE TIME.] go to [year 4013] say [I'D GUESS I'M STILL ASHES.]
Last edited by maxamillion321 (2013-02-24 18:42:37)
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Remember, this is not a play area, but a place to test scratchblocks.
Paddle2See wrote:
However, please do not turn this into a spam area. Post until you are comfortable with the Scratchblock syntax and then stop. Don't make ongoing stories or conversations here.
With regards,
ErnieParke
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when I receive [paradox? v] if <not <touching [time pod v]?>> broadcast [Paradox! v] else hide broadcast [doors v] and wait end
Last edited by 3sal2 (2013-02-25 19:55:07)
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when I receive [Paradox! v] play sound [Paradox v] until done show
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when gf clicked waffles
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when sprite1 clicked fart
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when gf clicked forever say [I want to save my game waaaaaaaaaaa] end
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when green flag clicked set [distance v] to [75] set [rotation v] to [0] forever repeat (360) set x to ((([sin v] of (rotation)) * (distance)) + ([x position v] of [Sprite2 v])) set y to ((([cos v] of (rotation)) * (distance)) + ([y position v] of [Sprite2 v])) change x by ((([cos v] of (rotation)) * (distance)) * (1)) change y by ((([cos v] of (rotation)) * (distance)) * (1)) change [rotation v] by (1) end end
Last edited by bullelk12 (2013-02-26 22:21:05)
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Work please!
when green flag clicked repeat until <(awesomeness) = [100]> think [please work!!!] for (bleh) secs end
Last edited by hotsaucehater (2013-02-26 23:18:59)
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when gf clicked set [direction v] to (0) set [distance v] to (50) set [xVal v] to (50) set [yVal v] to (50) forever go to x: ((xVal)+((distance)*([cos v] of (direction)))) y: ((yVal)+((distance)*([sin v] of (direction)))) change [direction v] by (1)
Last edited by bob6 (2013-02-27 17:10:21)
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Sprite 1:
when gf clicked go to x: (0) y: (0) point in direction (0 v) set [rotation speed v] to [1] show variable [rotation speed v] show forever set [direction1 v] to ((360)-(((direction) - (90)) mod (360))) if <key [right arrow v] pressed?> turn cw (rotation speed) degrees end if <key [left arrow v] pressed?> turn ccw (rotation speed) degrees end if <key [h v] pressed?> hide hide variable [rotation speed v] wait until <not <key [h v] pressed?>> show show variable [rotation speed v] end endSprite 2:
when gf clicked point in direction (180 v) set [rotation speed v] to [2] show variable [rotation speed v] show forever set [direction2 v] to ((360)-(((direction) - (90)) mod (360))) if <key [right arrow v] pressed?> turn cw (rotation speed) degrees end if <key [left arrow v] pressed?> turn ccw (rotation speed) degrees end go to x: ((90) * ([cos v] of (direction1))) y: ((90) * ([sin v] of (direction1))) if <key [h v] pressed?> hide hide variable [rotation speed v] wait until <not <key [h v] pressed?>> show show variable [rotation speed v] end endSprite 3:
when gf clicked hide pen up set pen color to [#000000] set pen size to (5) pen down forever go to x: (((90) * ([cos v] of (direction1))) + ((90) * ([cos v] of (direction2)))) y: (((90) * ([sin v] of (direction1))) + ((90) * ([sin v] of (direction2)))) if <key [space v] pressed?> clear end end
Last edited by bob6 (2013-02-27 17:36:21)
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mitchboy wrote:
Hardmath123 wrote:
You can get a relatively good approximation by writing the project summary (shift-click File).
when green flag clicked point in direction (90) set [PlayerX v] to (0) set [PlayerY v] to (0) set [LevelNumber v] to (1) set [Dir v] to (0) set [Xvel v] to (0) set [Yvel v] to (0) forever clear go to x: (0) y: (0) switch to costume ((LevelNumber)+(1)) stamp switch to costume [Marble v] if <(Dir)=(0)> go to x: ((PlayerX)*(30)) y: ((PlayerY)*(30)) else if <(Dir)=(1)> go to x: ((PlayerY)*(30)) y: ((PlayerX)*(-30)) else if <(Dir)=(2)> go to x: ((PlayerX)*(-30)) y: ((PlayerY)*(-30)) else go to x: ((PlayerY)*(-30)) y: ((PlayerX)*(30)) stamp if <key [right arrow v] pressed?> switch to costume ((LevelNumber)+(1)) go to x: (0) y: (0) clear set [Dir v] to (((Dir)+(1)) mod (4)) set [PlayerX v] to (round (PlayerX)) set [PlayerY v] to (round (PlayerY)) repeat (10) turn ccw (9) degrees if <key [left arrow v] pressed?> switch to costume ((LevelNumber)+(1)) go to x: (0) y: (0) clear set [Dir v] to (((Dir)-(1)) mod (4)) set [PlayerX v] to (round (PlayerX)) set [PlayerY v] to (round (PlayerY)) repeat (10) turn ccw (-9) degrees if <<(Dir)=(0)> and <(0)=(letter((((round (PlayerX))+(0))+(4))+((((round ((PlayerY)+(0.5)))+ (-1))-(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerY v] by (-0.1) if <<(Dir)=(1)> and <(0)=(letter((((round ((PlayerX)-(0.5)))+(1))+(4))+((((round ((PlayerY)+(0.5)))+(0))-(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerX v] by (0.1) if <<(Dir)=(2)> and <(0)=(letter((((round (PlayerX))+(0))+(4))+((((round ((PlayerY)-(0.5)))+(1)) -(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerY v] by (0.1) if <<(Dir)=(3)> and <(0)=(letter((((round ((PlayerX)+0.5))+(-1))+(4))+((((round ((PlayerY)-(0.5)))+(0))-(3))*(-7))) of (item (LevelNumber) of [LevelData v]))>> change [PlayerX v] by (-0.1) endFixed. //Colorful! - ElliottB1
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bob6 wrote:
Sprite 1:
when gf clicked go to x: (0) y: (0) point in direction (0 v) set [rotation speed v] to [1] show variable [rotation speed v] show forever set [direction1 v] to ((360)-(((direction) - (90)) mod (360))) if <key [right arrow v] pressed?> turn cw (rotation speed) degrees end if <key [left arrow v] pressed?> turn ccw (rotation speed) degrees end if <key [h v] pressed?> hide hide variable [rotation speed v] wait until <not <key [h v] pressed?>> show show variable [rotation speed v] end endSprite 2:when gf clicked point in direction (180 v) set [rotation speed v] to [2] show variable [rotation speed v] show forever set [direction2 v] to ((360)-(((direction) - (90)) mod (360))) if <key [right arrow v] pressed?> turn cw (rotation speed) degrees end if <key [left arrow v] pressed?> turn ccw (rotation speed) degrees end go to x: ((90) * ([cos v] of (direction1))) y: ((90) * ([sin v] of (direction1))) if <key [h v] pressed?> hide hide variable [rotation speed v] wait until <not <key [h v] pressed?>> show show variable [rotation speed v] end endSprite 3:when gf clicked hide pen up set pen color to [#000000] set pen size to (5) pen down forever go to x: (((90) * ([cos v] of (direction1))) + ((90) * ([cos v] of (direction2)))) y: (((90) * ([sin v] of (direction1))) + ((90) * ([sin v] of (direction2)))) if <key [space v] pressed?> clear end end
The purpose of this:
1) practice scratch-blocking skills
2) show everyone how my featured project on Scratch 2.0 works
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I think this is a bug
clear //commmmment wait until <[1] = [2]> say [It covers up the comment!]
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mathfreak231 wrote:
I think this is a bug
clear //commmmment wait until <[1] = [2]> say [It covers up the comment!]
Not for me.
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mathfreak231 wrote:
I think this is a bug
clear //commmmment wait until <[1] = [2]> say [It covers up the comment!]
This appears correctly for me, so it's not a bug. By coincidence, are you using IE?
With regards,
ErnieParke
Last edited by ErnieParke (2013-02-28 20:50:03)
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ErnieParke wrote:
mathfreak231 wrote:
I think this is a bug
clear //commmmment wait until <[1] = [2]> say [It covers up the comment!]This appears correctly for me, so it's not a bug. By coincidence, are you using IE?
With regards,
ErnieParke
Nope, Safari. And by "covers up the comment", I mean only slightly.
I think that may be caused by text sizing, though...
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