It will be a text based scratch. blocks will be replaced by text, but if you open a scratch text project in the regular scratch, the text can be converted into blocks.
A simple ball script:
blocks: 
text:
/when flag clicked\
[forever]
[move (10) steps]
[if on edge bounce]
[if <touching [edge]?> ]
[turn right (pick random (-10) to (10)) degrees]
[/if]
[/forever]
this might be better for slower computers, to script. the text based scratch will also have a stage, sprites, open/save/save as... just no blocks, just text.
Last edited by owetre18 (2010-12-12 16:06:57)
Offline
You'd also need a place for variable declaration etc...
Also would you want to keep the same sprite interface as the one that already exists? because to me scratch is the type of programming that is easy to visualize as it is all up in the box up the top right
I do think text based for some people is a good thing, for those that have slower computers or even for people that just prefer to type
Just my thoughts on this idea

Offline
I wrote:
same as scratch, but not blocks, just text
Last edited by owetre18 (2010-12-12 16:49:54)
Offline
It should be like you can type in the first part, and i'll give you the choices. like if i said:
go to
it would give me:
go to x: y:
go to [mouse]
and so you wouldn't have to go back and forth between the categories.
Offline
Me and MathWizz are going to do this!
Offline
ProgrammingFreak wrote:
Me and MathWizz are going to do this!
thanks, it was just a suggestion. or an idea. I have no clue how to do stuff like that.
Offline
I would suggest two things:
/when green flag clicked\ is unecessarily long and complicated to type. Define hats using a colon (
like a script head in many scripting languages so example could be
when flag:
when "space" pressed
use speech marks to refer to arguments in a block:
repeat ( ) = repeat "10"
unless you are naming a variable (including existing, in-game variables)
repeat variable
repeat xposition
make variables a naming function at the top of a script.
var=variable name
Offline
sparks wrote:
I would suggest two things:
/when green flag clicked\ is unecessarily long and complicated to type. Define hats using a colon (like a script head in many scripting languages so example could be
when flag:
when "space" pressed
use speech marks to refer to arguments in a block:
repeat ( ) = repeat "10"
unless you are naming a variable (including existing, in-game variables)
repeat variable
repeat xposition
make variables a naming function at the top of a script.
var=variable name
![]()
well, I wouldn't know other languages, cuz I don't use any others. (except scratch and some mods)
Offline
I say make a completely text-based Scratch. XD
You can use sprite decelerations at the top!
And you can have like little mini-pages for each Sprite and Stage. XD
And it would all translate into Scratch via a reader. XD
__________
I abused the XD! XD
Offline
start {
forever {
point towards [Mouse]
if <<Mouse Down> == 'True'> { move 5 } else { move -5 }
}}Makes the cat point towards the mouse and move towards it ( the "new" Hello world! program
) or if you press the Mouse Left Key, it will move away from the mouse.
Offline
NeoAtVic wrote:
You'd also need a place for variable declaration etc...
Also would you want to keep the same sprite interface as the one that already exists? because to me scratch is the type of programming that is easy to visualize as it is all up in the box up the top right![]()
I do think text based for some people is a good thing, for those that have slower computers or even for people that just prefer to type,But scratch is meant to be much simpler than text.
Just my thoughts on this idea![]()
Offline
poemon1 wrote:
where do i type the text, i want 2 try it
oh, it's just an idea. so far, you can't
Offline
ZeroLuck wrote:
Hey
I can help to program something like that in Java.
Awesome! This is very old. Maybe we shouldn't do this.
Offline
We could make it a bit like C:
onFlag();
onKey(space);
onClick();
onRecieve(message);
for the hat blocks, then things like:
goFor(10)
addX(10)
addY(10)
send(message)
sendWait(message)
speech(Hello!, 2)
speechForever(Hello!)
thought(Hmm..., 2)
thoughtForever(Hmm...)
Offline
I like owetre18's idea for this... and maybe if you could, add mesh blocks.
Offline
ZeroLuck wrote:
I already started to program somethig like that!
The code highlighter works alredy![]()
Cool! What's it called?
Offline
What do you think about that?
<Sprites>
Sprite1 = "C:/MyPicture1.png";
Sprite2 = "C:/MyPicture2.png";
</Sprites>
function onStart(){
Sprite1.setX(399);
Sprite1.setVisible(true);
Sprite1.sav("Hello");
if(Sprite2.touchs(Sprite1)){
Sprite2.say( "I'm touching Sprite1" );
}
}
function onKey(char k){
if(k == 'A'){
Sprite1.say( "Key 'A' pressed" );
}
}
Offline
ZeroLuck wrote:
What do you think about that?
<Sprites>
Sprite1 = "C:/MyPicture1.png";
Sprite2 = "C:/MyPicture2.png";
</Sprites>
function onStart(){
Sprite1.setX(399);
Sprite1.setVisible(true);
Sprite1.sav("Hello");
if(Sprite2.touchs(Sprite1)){
Sprite2.say( "I'm touching Sprite1" );
}
}
function onKey(char k){
if(k == 'A'){
Sprite1.say( "Key 'A' pressed" );
}
}
A bit complicated... anyone remember Jens XML import/export block thing? I fixed it and can send the new code for 1.4 to you when I am off vacation, but anyways, look at how it saves the XML, see how neat and simple it looks? THAT is how this should be.
Offline
Pecola1 wrote:
A bit complicated... anyone remember Jens XML import/export block thing? I fixed it and can send the new code for 1.4 to you when I am off vacation, but anyways, look at how it saves the XML, see how neat and simple it looks? THAT is how this should be.
Thats cool!
If this works i'll try to program my own Scratch project runner!
Pecola1 wrote:
I fixed it and can send the new code for 1.4 to you when I am off vacation
Thanks!
Last edited by ZeroLuck (2011-07-12 14:08:09)
Offline