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#51 2009-09-02 23:51:13

Fireball123_tests
Scratcher
Registered: 2009-07-01
Posts: 53

Re: Text-Based Scratch

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


http://img512.imageshack.us/img512/5359/costume1.gif

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#52 2009-09-03 00:38:49

martianshark
Scratcher
Registered: 2008-03-24
Posts: 1000+

Re: Text-Based Scratch

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)


http://img.geocaching.com/stats/img.aspx?txt=martianshark&uid=e6cdc2c8-2476-4abd-9994-27f857396579&bg=1

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#53 2009-09-03 10:33:43

Magnie
Scratcher
Registered: 2007-12-12
Posts: 1000+

Re: Text-Based Scratch

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.

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#54 2009-09-03 10:55:10

fireball123
Scratcher
Registered: 2008-05-08
Posts: 1000+

Re: Text-Based Scratch

Magnie wrote:

Fireball: Maybe we could name it ScratchText?

nah, too boring, how about cheep or something else


I did it for the Lolz

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#55 2009-09-03 17:20:16

illusionist
Retired Community Moderator
Registered: 2008-07-02
Posts: 1000+

Re: Text-Based Scratch

fireball123 wrote:

Magnie wrote:

Fireball: Maybe we could name it ScratchText?

nah, too boring, how about cheep or something else

ScratchText?

     Text-Scratch!!!!


http://i.imgur.com/8LX1NrV.png

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#56 2009-09-03 17:29:07

The-Whiz
Scratcher
Registered: 2007-07-09
Posts: 1000+

Re: Text-Based Scratch

illusionist wrote:

fireball123 wrote:

Magnie wrote:

Fireball: Maybe we could name it ScratchText?

nah, too boring, how about cheep or something else

ScratchText?

     Text-Scratch!!!!

ScratchText is my programming language!

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#57 2009-09-03 17:33:00

cool_nt3
Scratcher
Registered: 2009-07-15
Posts: 100+

Re: Text-Based Scratch

O.O Great!


See my word assembler! | True or False?
Did You Know? I have gotten tired of the previous sig!

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#58 2009-09-03 17:54:56

illusionist
Retired Community Moderator
Registered: 2008-07-02
Posts: 1000+

Re: Text-Based Scratch

The-Whiz wrote:

illusionist wrote:

fireball123 wrote:


nah, too boring, how about cheep or something else

ScratchText?

     Text-Scratch!!!!

ScratchText is my programming language!

What evar... NOT ANYMORE!!!! > smile   lol


http://i.imgur.com/8LX1NrV.png

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#59 2009-09-03 19:03:33

Magnie
Scratcher
Registered: 2007-12-12
Posts: 1000+

Re: Text-Based Scratch

illusionist wrote:

The-Whiz wrote:

illusionist wrote:


ScratchText?

     Text-Scratch!!!!

ScratchText is my programming language!

What evar... NOT ANYMORE!!!! > smile   lol

rofl xD  lol

Cheep is too close to Chirp...How about Emerald?

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#60 2009-09-03 19:13:51

The-Whiz
Scratcher
Registered: 2007-07-09
Posts: 1000+

Re: Text-Based Scratch

illusionist wrote:

The-Whiz wrote:

illusionist wrote:


ScratchText?

     Text-Scratch!!!!

ScratchText is my programming language!

What evar... NOT ANYMORE!!!! > smile   lol

But... Mine came first!  sad

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#61 2009-09-03 22:13:54

Magnie
Scratcher
Registered: 2007-12-12
Posts: 1000+

Re: Text-Based Scratch

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.  tongue

Logo:
http://img268.imageshack.us/img268/8629/emeraldlogo.png

Last edited by Magnie (2009-09-03 22:19:27)

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#62 2009-09-04 10:19:16

fireball123
Scratcher
Registered: 2008-05-08
Posts: 1000+

Re: Text-Based Scratch

emerald, pretty good


I did it for the Lolz

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#63 2009-09-04 10:31:47

filo5
Scratcher
Registered: 2008-01-08
Posts: 1000+

Re: Text-Based Scratch

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:

Code:

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

--------

Converting my Scratch projects to Python!

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#64 2009-09-04 15:34:44

Magnie
Scratcher
Registered: 2007-12-12
Posts: 1000+

Re: Text-Based Scratch

Well, still, why not work with another programing language?

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#65 2009-09-04 16:40:06

TinyWanda
Scratcher
Registered: 2009-05-26
Posts: 35

Re: Text-Based Scratch

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...!!!


Visit The Source Material...
http://transamoebae.blogspot.com/

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#66 2009-09-04 20:33:43

Magnie
Scratcher
Registered: 2007-12-12
Posts: 1000+

Re: Text-Based Scratch

Yes, no punctuation unless it's completely necessary.

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#67 2009-09-05 23:51:34

martianshark
Scratcher
Registered: 2008-03-24
Posts: 1000+

Re: Text-Based Scratch

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.


http://img.geocaching.com/stats/img.aspx?txt=martianshark&amp;uid=e6cdc2c8-2476-4abd-9994-27f857396579&amp;bg=1

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#68 2009-09-06 09:00:55

markyparky56
Scratcher
Registered: 2008-03-20
Posts: 1000+

Re: Text-Based Scratch

thats kinda of what i was wanting... except that its [view text version of block].


http://j.mp/jgVnTq
Check out my game engine development site: NewDawn I'm a Level 171 Scratcher.I am http://bit.ly/nkvLNT

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#69 2009-09-07 18:35:50

The-Whiz
Scratcher
Registered: 2007-07-09
Posts: 1000+

Re: Text-Based Scratch

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#70 2009-09-07 19:12:39

Magnie
Scratcher
Registered: 2007-12-12
Posts: 1000+

Re: Text-Based Scratch

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.

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#71 2009-09-07 19:14:43

Food-dude
Scratcher
Registered: 2009-08-16
Posts: 100+

Re: Text-Based Scratch

woah! cool!


http://iaza.com/work/100209C/BananaCid93944.gifhttp://iaza.com/work/100209C/045865.gif

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#72 2009-09-07 19:16:13

Food-dude
Scratcher
Registered: 2009-08-16
Posts: 100+

Re: Text-Based Scratch

I Just Noticed These Dragon Eggs Today!


http://iaza.com/work/100209C/BananaCid93944.gifhttp://iaza.com/work/100209C/045865.gif

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#73 2009-09-08 14:36:33

markyparky56
Scratcher
Registered: 2008-03-20
Posts: 1000+

Re: Text-Based Scratch

Magnie wrote:

illusionist wrote:

The-Whiz wrote:


ScratchText is my programming language!

What evar... NOT ANYMORE!!!! > smile   lol

rofl xD  lol

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:


http://j.mp/jgVnTq
Check out my game engine development site: NewDawn I'm a Level 171 Scratcher.I am http://bit.ly/nkvLNT

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#74 2009-09-08 15:33:33

Magnie
Scratcher
Registered: 2007-12-12
Posts: 1000+

Re: Text-Based Scratch

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.

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#75 2009-09-09 16:10:05

filo5
Scratcher
Registered: 2008-01-08
Posts: 1000+

Re: Text-Based Scratch

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):

Code:

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);
}

Converting my Scratch projects to Python!

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