Scratch 2.0 Beginner's Guide: Second Edition

More Information
  • 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

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.

  • 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
Page Count 296
Course Length 8 hours 52 minutes
ISBN 9781782160724
Date Of Publication 14 Apr 2014
Joining the Scratch community
Time for action – creating an account on the Scratch website
Time for action – understanding the key features of your account
Taking our first steps in Scratch
Time for action – moving the cat across the stage
Time for action – animating a walking motion with the cat
Time for action – saving our work
Introducing forever loops
Time for action – setting the cat in motion, forever
Time for action – flipping the cat right-side up
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
Introducing the paint editor
Time for action – painting a happy birthday sprite
Time for action – drawing a vector image
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
Time for action – turning m in a circle
Time for action – making a sprite fade in with the ghost effect
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
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
Positioning a sprite by its coordinates
Time for action – moving the dog based on x and y coordinates
Time for action – duplicating, flipping, and switching a sprite's costume
Composing custom sound effects
Time for action – creating drum sound effects
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
Time for action – navigating back to the table of contents
Importing photos as backdrops
Time for action – importing photos from files
Working with images
Adding slideshow controls to display images
Time for action – flipping through the photos
Playing and recording sounds
Time for action – adding a sound from Scratch's library
Time for action – recording sounds in the sound editor
Editing sounds
Time for action – editing a recorded sound
Time for action – appending a sound
Time for action – adding sound effects to recordings
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
Learning about the Breakout game
Time for action – importing and playing the Pong starter project
Time for action – adding the left and right arrow controls
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
Time for action – breaking bricks when I start as a clone
Ricocheting with the point in direction block
Time for action – changing a sprite's direction
Time for action – setting the starting position and the direction
Time for action – ricocheting off bricks
Defining a variable to keep score
Time for action – adding a score variable
Implementing lives
Time for action – adding a variable to track lives
Time for action – checking for game over
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
Time for action – coordinating the ball play
Increasing ball speed and difficulty
Time for action – increasing ball speed
Time for action – decreasing the paddle size based on the clones' costume
Time for action – detecting when we clear the level
Keeping the score using cloud variables
Time for action – keeping a global scoreboard
Creating, importing, and exporting lists
Time for action – creating lists to store multiple values
Time for action – importing fortunes to a list
Prompting the player for a question
Time for action – asking a question
Time for action – validating the seeker's question
Time for action – selecting a random fortune
Time for action – counting our fortunes with mod
Time for action – creating a custom say fortune block
Time for action – ensuring grammatically correct questions
Creating a keyword scanner
Time for action – scanning a text string to build a list of words
Drawing basic shapes
Time for action – drawing our first square
Time for action – building on the square
Time for action – enabling the user to create custom shapes
Time for action – turning triangles into pinwheels
Time for action – creating a custom shapes procedure
Time for action – plotting x,y coordinates to draw a square
Understanding and using color
Time for action – coloring our shapes
Time for action – finding a color picker workaround
Time for action – creating a color palette
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


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.