Scratch 2.0 Beginner's Guide: Second Edition


Scratch 2.0 Beginner's Guide: Second Edition
eBook: $29.99
Formats: PDF, PacktLib, ePub and Mobi formats
$25.49
save 15%!
Print + free eBook + free PacktLib access to the book: $79.98    Print cover: $49.99
$49.99
save 37%!
Free Shipping!
UK, US, Europe and selected countries in Asia.
Also available on:
Overview
Table of Contents
Author
Support
Sample Chapters
  • Discover how to use the new Scratch Version 2.0 to create games, animations, and digital stories
  • Six hands-on projects that get you learning by doing with projects for all ages and experience levels
  • Learn universal computer programming basics with no previous programming knowledge required

Book Details

Language : English
Paperback : 296 pages [ 235mm x 191mm ]
Release Date : April 2014
ISBN : 1782160728
ISBN 13 : 9781782160724
Author(s) : Michael Badger
Topics and Technologies : All Books, Game Development, Beginner's Guides, Open Source


Table of Contents

Preface
Chapter 1: Welcome to Scratch 2.0
Chapter 2: A Quick Start Guide to Scratch
Chapter 3: Creating an Animated Birthday Card
Chapter 4: Creating a Scratch Story Book
Chapter 5: Creating a Multimedia Slideshow
Chapter 6: Making an Arcade Game – Breakout (Part I)
Chapter 7: Programming a Challenging Gameplay – Breakout (Part II)
Chapter 8: Chatting with a Fortune Teller
Chapter 9: Turning Geometric Patterns into Art Using the Pen Tool
Appendix A: Connecting a PicoBoard to Scratch 1.4
Appendix B: Pop Quiz Answers
Index
  • Chapter 1: Welcome to Scratch 2.0
    • About Scratch
      • Encouraging everyone to think programmatically
      • Sample Scratch uses
      • Computational thinking
    • Finding a project for you
      • Making animations
      • Telling stories
      • Building games
      • Programming games of chance
      • Creating art projects
      • Sensing the real world
      • Programming concepts
    • Using Scratch 2.0
      • Looking inside a Scratch project
        • The stage area
        • The sprites pane
        • The scripts area
        • The built-in image editor
      • Using Scratch 2.0 offline
      • Encountering Scratch 1.4
      • Tinkering encouraged
    • Summary
  • Chapter 2: A Quick Start Guide to Scratch
    • Joining the Scratch community
    • Time for action – creating an account on the Scratch website
    • Time for action – understanding the key features of your account
      • Abiding by the terms of use
      • Creating projects under Creative Commons licenses
        • Finding free media online
    • Taking our first steps in Scratch
    • Time for action – moving the cat across the stage
      • Using events to trigger an action
    • Time for action – animating a walking motion with the cat
      • Understanding the basics of a Scratch Project
      • Saving early, often, and automatically
    • Time for action – saving our work
      • Undoing a deletion
    • Introducing forever loops
    • Time for action – setting the cat in motion, forever
      • Controlling a sprite with loops
    • Time for action – flipping the cat right-side up
      • Clicking on a block runs the command
    • Adding sprites to the project
    • Time for action – adding a second sprite and script
    • Reviewing a video-sensing project
    • Time for action – reviewing pop the balloon - video starter
      • Sensing video
    • Summary
  • Chapter 3: Creating an Animated Birthday Card
    • Introducing the paint editor
    • Time for action – painting a happy birthday sprite
      • Changing the size of a bitmap image
      • Choosing bitmap or vector images
    • Time for action – drawing a vector image
      • Changing the size of the vector image
      • Reviewing the image editing tools
        • Erasing in the vector mode
      • Filling the stage with color
    • Time for action – using the fill with color tool to paint the stage
    • Adding gradients
    • Time for action – applying a gradient
    • Time for action – adding more sprites to address the card
    • Initializing a sprite's starting values
    • Time for action – hiding all sprites when the flag is clicked
    • Time for action – displaying happy birthday
    • Specifying memorable names and comments
    • Time for action – renaming sprites
    • Inserting comments into our code
    • Time for action – adding comments to a script
    • Transforming sprites with graphical effects
    • Time for action – transforming sprites
      • Graphical transformations
        • Comparing the repeat and forever blocks
    • Time for action – turning m in a circle
    • Time for action – making a sprite fade in with the ghost effect
      • Two ways to control timing
    • Summary
  • Chapter 4: Creating a Scratch Story Book
    • Designing the outline of a barnyard joke book
    • Time for action – designing a clickable table of contents
    • Time for action – adding pages to the book
    • Time for action – adding a sprite to the Backpack
      • Using the Backpack to store sprites and scripts
    • Building a joke with say blocks and sounds
    • Time for action – making a horse talk with the say block
    • Time for action – synchronizing and animating the horse
    • Time for action – importing a horse sound
      • Playing supported sound formats
    • Positioning a sprite by its coordinates
    • Time for action – moving the dog based on x and y coordinates
      • Locating sprites with x and y coordinates
      • Creating a new costume
    • Time for action – duplicating, flipping, and switching a sprite's costume
      • Comparing costumes to sprites
    • Composing custom sound effects
    • Time for action – creating drum sound effects
      • Creating sound effects and music
    • Time for action – integrating the dog's joke sequence
    • Navigating the story and coordinating scenes
    • Time for action – hiding the table of contents
    • Time for action – displaying the dog scene
      • Coordinating scenes by backdrop name
    • Time for action – navigating back to the table of contents
    • Summary
  • Chapter 5: Creating a Multimedia Slideshow
    • Importing photos as backdrops
    • Time for action – importing photos from files
    • Working with images
      • Resizing images
      • Using caution while resizing images
    • Adding slideshow controls to display images
    • Time for action – flipping through the photos
      • Related backdrop blocks
    • Playing and recording sounds
    • Time for action – adding a sound from Scratch's library
    • Time for action – recording sounds in the sound editor
      • Understanding sound related blocks
    • Editing sounds
    • Time for action – editing a recorded sound
    • Time for action – appending a sound
    • Time for action – adding sound effects to recordings
      • Reviewing available sound effects
    • Using x and y coordinates to find the position of the mouse's pointer
    • Time for action – using mouse location to hide arrows
    • Time for action – providing user instructions
    • Displaying a project in presentation mode
    • Time for action – presenting a fullscreen slideshow
    • Summary
  • Chapter 6: Making an Arcade Game – Breakout (Part I)
    • Learning about the Breakout game
      • Discovering Pong
    • Time for action – importing and playing the Pong starter project
      • Remixing a legacy Scratch project
      • Moving a sprite with the mouse or arrows
      • Using reporter blocks to set values
      • Customizing the gameplay of the Pong project
    • Time for action – adding the left and right arrow controls
      • Evaluating the y position of the ball to end the game
    • Time for action – determining if the ball is below the paddle
    • Time for action – adjusting the center of a sprite costume
    • Cloning to create identical sprites
    • Time for action – drawing bricks
    • Time for action – cloning bricks
      • Dealing with the cloned sprite
    • Time for action – breaking bricks when I start as a clone
      • Cloning explained
      • Rapid fire shooting with cloning
      • Cloning related blocks
    • Ricocheting with the point in direction block
    • Time for action – changing a sprite's direction
      • Figuring out the direction
    • Time for action – setting the starting position and the direction
    • Time for action – ricocheting off bricks
      • Conditional statements
        • Conditional statements in real life
    • Defining a variable to keep score
    • Time for action – adding a score variable
      • Setting variables For all sprites
      • Setting variables For this sprite only
    • Summary
  • Chapter 7: Programming a Challenging Gameplay – Breakout (Part II)
    • Implementing lives
    • Time for action – adding a variable to track lives
    • Time for action – checking for game over
      • Evaluating multiple programming solutions
    • Adding more bricks to the level with a custom block
    • Time for action – creating a second brick
    • Time for action – drawing rows of bricks with custom blocks
      • Introducing procedures by way of custom blocks
      • Setting custom block inputs
    • Time for action – coordinating the ball play
    • Increasing ball speed and difficulty
    • Time for action – increasing ball speed
      • Using Boolean evaluations
      • Keeping score based on a clone's costume
    • Time for action – decreasing the paddle size based on the clones' costume
      • Considering alternative solutions
    • Time for action – detecting when we clear the level
    • Keeping the score using cloud variables
    • Time for action – keeping a global scoreboard
      • Understanding cloud variables in Scratch 2.0
      • Viewing the cloud data log
    • Summary
  • Chapter 8: Chatting with a Fortune Teller
    • Creating, importing, and exporting lists
    • Time for action – creating lists to store multiple values
      • Working with an item in a list
      • Importing a list
    • Time for action – importing fortunes to a list
      • Exporting a list from Scratch
    • Prompting the player for a question
    • Time for action – asking a question
      • Using stored questions
    • Time for action – validating the seeker's question
      • Deleting the list values
      • Selecting a random fortune
    • Time for action – selecting a random fortune
    • Time for action – counting our fortunes with mod
      • Using magic numbers
      • Creating a custom say fortune block
    • Time for action – creating a custom say fortune block
      • Using the if () then else block
        • Manipulating the text
    • Time for action – ensuring grammatically correct questions
      • Testing your project
    • Creating a keyword scanner
    • Time for action – scanning a text string to build a list of words
    • Summary
  • Chapter 9: Turning Geometric Patterns into Art Using the Pen Tool
    • Drawing basic shapes
    • Time for action – drawing our first square
    • Time for action – building on the square
      • Drawing user-defined shapes
    • Time for action – enabling the user to create custom shapes
    • Time for action – turning triangles into pinwheels
      • Defining procedures for home and shapes
    • Time for action – creating a custom shapes procedure
      • Plotting the coordinates of shapes
    • Time for action – plotting x,y coordinates to draw a square
    • Understanding and using color
    • Time for action – coloring our shapes
      • Understanding color shades
      • Working with the set pen color to () block
    • Time for action – finding a color picker workaround
      • Finding a color to use by its number
    • Time for action – creating a color palette
      • Adding color slider inputs to the shapes project
    • Time for action – limiting color values with a slider
    • Creating asymmetrical patterns
    • Time for action – creating an explosion
    • Turning straight lines into string art
    • Time for action – animating a radar screen
    • Time for action – breaking out of the circle
    • Summary
  • Appendix A: Connecting a PicoBoard to Scratch 1.4
    • Using Scratch 1.4, the PicoBoard, and Raspberry Pi
      • Finding Scratch 1.4
    • Purchasing the PicoBoard
    • Time for action – enabling and testing the PicoBoard support in Scratch 1.4
      • Adding the PicoBoard support to Scratch 2.0
    • Animating webcam images by detecting sound
    • Time for action – creating a talking head
      • Sharing Scratch 1.4 projects online
      • Sensing the environment with the PicoBoard
    • Measuring resistance
    • Time for action – recording the resistance of a thermistor over time
      • Completing a circuit
    • Time for action – charting our measurements
      • Interpreting the graph
    • Time for action – revising the graph
    • Summary

Michael Badger

Michael Badgeris a writer and technical communicator who has worked in a range of technical roles, including support, automated software testing, and project management. He has authored several books for Packt Publishing, including Scratch 1.4 Beginner's Guide. He also authors a regular Scratch column for Raspberry Pi Geek Magazine, which focuses on Scratch 1.4.

Sorry, we don't have any reviews for this title yet.

Code Downloads

Download the code and support files for this book.


Submit Errata

Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.

Sample chapters

You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

Frequently bought together

Scratch 2.0 Beginner's Guide: Second Edition +    Microsoft Windows Server AppFabric Cookbook =
50% Off
the second eBook
Price for both: $45.60

Buy both these recommended eBooks together and get 50% off the cheapest eBook.

What you will learn from this book

  • Program in Scratch including universal programming concepts such as loops, conditional statements, variables, arrays, Boolean logic, dynamic interaction, coordination, synchronization, threads, event handling, and procedures
  • Design user interfaces including sequence, characters, and controls
  • Translate a storyline or plot into an online game, animation, or story
  • Debug problems and revise projects to fix problems and add functionality
  • Think critically to solve problems based on need, program limitations, and knowledge levels

In Detail

As 21st century people, we live a digital life, but computer scientists around the world warn of a declining pool of digitally literate computer science students. The Scratch environment makes it fun for students of any age to think, create, and collaborate digitally.

Scratch 2.0 Beginner's Guide Second Edition will teach you how to become a Scratch programmer and lay the foundation for programming in any computer language. Whether you are creating a birthday card or cloning bricks for a game of Breakout, projects are approached in a step-by-step way to help you design, create, and reflect on each programming exercise.

Approach

The book uses step-by-step instructions along with full code listings for each exercise. After each exercise, the author pauses to reflect, explain, and offer insights before building on the project.

Who this book is for

The author approaches the content with the belief that we are all teachers and that you are reading this book not only because you want to learn, but because you want to share your knowledge with others. Motivated students can pick up this book and teach themselves how to program because the book takes a simple, strategic, and structured approach to learning Scratch.

Parents can grasp the fundamentals so that they can guide their children through introductory Scratch programming exercises. It’s perfect for homeschool families. Teachers of all disciplines from computer science to English can quickly get up to speed with Scratch and adapt the projects for use in the classroom.

Code Download and Errata
Packt Anytime, Anywhere
Register Books
Print Upgrades
eBook Downloads
Video Support
Contact Us
Awards Voting Nominations Previous Winners
Judges Open Source CMS Hall Of Fame CMS Most Promising Open Source Project Open Source E-Commerce Applications Open Source JavaScript Library Open Source Graphics Software
Resources
Open Source CMS Hall Of Fame CMS Most Promising Open Source Project Open Source E-Commerce Applications Open Source JavaScript Library Open Source Graphics Software