beginners-step-by-step-coding-course-learn-computer-programming-the-easy-way

Page 48

Sending messages One of the ways that programs, or parts of a program, can interact with each other is by sending messages. Scratch has a dedicated Events block – the broadcast block – for this purpose.

1. All sprites listen for any broadcasts all the time

Understanding broadcasts Broadcast blocks make it possible to send a message from a script that can be seen by all other scripts for all other sprites in a program. Scripts can be set to start when they receive the broadcast message, either for the same sprite (see p.47), or for different sprites. The when I receive block is triggered in response to an incoming message, while the broadcast block allows sprites to send messages to other sprites.

Using broadcasts In Scratch, a single broadcast can trigger multiple sprites to run their scripts. In the example below, when the Speaker sprite is clicked, it starts playing music and also broadcasts a message. This message then triggers the other sprites. When the music ends, another message is sent, which makes the Ballerina sprite stop dancing.

Send the broadcast Click Speaker in the Sprite List and add the following script to it. Find the broadcast blocks in the Events section of the Blocks Palette and click the menu to enter a new broadcast message.

2

when this sprite clicked broadcast music on repeat 3 play sound Drive Around

new sprites 1 Add Start a new project and delete the default Cat sprite. Then choose the Ballerina, Butterfly 2, and Speaker sprites from the library. Click the Choose a Sprite icon and use the Search box in the Sprite library to find them.

broadcast music off

The default sound effect for the sprite

until done

Sends a message when the music ends

Trigger the Butterfly 2 sprite Next, click and drag the Butterfly 2 sprite on the Stage to move it away from the speaker. Add this script to Butterfly 2. When it receives the message indicating the music has started, the butterfly will fly towards the speaker.

3

Ballerina

Butterfly 2

Speaker

when I receive music on glide 3 secs to Speaker

Moves the Butterfly sprite to the Speaker


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Other programming languages

5min
pages 344-347

PROJECT: Responsive website

52min
pages 304-343

ACKNOWLEDGMENTS

1min
page 360

INDEX

26min
pages 352-359

GLOSSARY

16min
pages 348-351

Graphic user interfaces

2min
pages 286-287

Libraries and frameworks

2min
pages 284-285

Object-oriented JavaScript

2min
pages 282-283

JavaScript debugging

3min
pages 280-281

Functions in JavaScript

2min
pages 278-279

Input and output

3min
pages 272-273

Loops in JavaScript

5min
pages 274-277

Logic and branching

2min
pages 270-271

Variables and data types

6min
pages 266-269

PROJECT: Styling the web

29min
pages 242-263

Code editors

4min
pages 208-209

Build a better website

4min
pages 214-215

Responsive layouts

2min
pages 240-241

HTML forms and hyperlinks

3min
pages 212-213

How the Web works

3min
pages 206-207

Exploring basic HTML

4min
pages 210-211

Pygame Zero

2min
pages 176-177

PROJECT: Budget manager

20min
pages 158-175

Logic operators and branching

3min
pages 104-105

Objects and classes

2min
pages 156-157

PROJECT: Team allocator

14min
pages 118-129

Libraries

3min
pages 116-117

What is Python?

3min
pages 94-95

Loops in Python

5min
pages 108-111

Installing Python

3min
pages 96-97

Using functions

3min
pages 50-51

Sending messages

3min
pages 48-49

Input

3min
pages 46-47

Logic and decisions

3min
pages 44-45

Managing program flow

4min
pages 40-41

Manipulating data

3min
pages 42-43

Output using movement

4min
pages 36-37

Output using looks and sounds

4min
pages 38-39

Coloured blocks and scripts

3min
pages 34-35

FOREWORD

2min
pages 10-11

What is programming?

3min
pages 16-17

Programming languages

6min
pages 22-27

What is Scratch?

2min
pages 28-29

About this book

3min
pages 12-15

Working as a software developer

2min
pages 20-21

Coding in the real world

1min
pages 18-19
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