Lesson 8 Tic-Tac-Toe (Noughts and Crosses)

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1 Lesson Game requirements: There will need to be nine sprites each with three costumes (blank, cross, circle). There needs to be a sprite to show who has won. There will need to be a variable used for switching turns between player 1 and player 2. There will need to be a way of making the line show whenever a player wins. Contents Exercise 1 Creating the Playing Sprites... 2 Exercise 2 Creating a Variable... 5 Exercise 3 Create a Script for Switching the Player... 6 Exercise 4 Scripts, Variables and Sprites... 7 Exercise 5 Making the Line to Show When Someone Has Won the Game Introduction to Scratch Programming (2 nd Edition) Page 1 of 16 ZigZag Education, 2013

2 Exercise 1 Creating the Playing Sprites 1. Open a new Scratch project. 2. Delete the cat. 3. Click the left-hand button below the stage (Paint new sprite). 4. In Paint Editor, draw a black square and click OK. 5. Working on the Costumes tab, click copy twice to create the other two costumes that you will need. Introduction to Scratch Programming (2 nd Edition) Page 2 of 16 ZigZag Education, 2013

3 6. Click Edit next to costume2 and draw a white circle. 7. Click Edit next to costume3 and draw a white cross. The three costumes should now look like this: Introduction to Scratch Programming (2 nd Edition) Page 3 of 16 ZigZag Education, 2013

4 8. Rename the sprite as one and the costumes as blank, nought and cross. Introduction to Scratch Programming (2 nd Edition) Page 4 of 16 ZigZag Education, 2013

5 Exercise 2 Creating a Variable 1. Create a variable that will set the player to player 1 or player Click Make a variable. 3. Make a new variable called player. The purpose of this variable is to set the player to player 1 or player 2. Introduction to Scratch Programming (2 nd Edition) Page 5 of 16 ZigZag Education, 2013

6 Exercise 3 Create a Script for Switching the Player 1. Working on the Scripts tab, create the scripts as shown. 2. Click the green flag and try out the sprite. This works and it would be possible to copy the sprite eight times and play the game. However, it is possible for either player to click on a sprite and change it from a nought to a cross or from a cross to a nought. We don t want this, so we need to modify the script further. Introduction to Scratch Programming (2 nd Edition) Page 6 of 16 ZigZag Education, 2013

7 Exercise 4 Scripts, Variables and Sprites 1. Create a variable called one. 2. Working on the stage, create the script as shown. 3. Working on sprite one, modify the script as shown. 4. Test your script now by clicking the green flag and then clicking sprite one. Introduction to Scratch Programming (2 nd Edition) Page 7 of 16 ZigZag Education, 2013

8 5. Create a new variable called two. 6. Make a copy of sprite one and call it two. 7. Change the script on sprite two as shown: 8. Modify the script on the stage (it resets both sprites to blank at the start of the game). 9. Test both sprites to check that clicking a second time does not change the sprite. Introduction to Scratch Programming (2 nd Edition) Page 8 of 16 ZigZag Education, 2013

9 10. Create more variables from three to nine. 11. Copy either sprite one or two to make the rest of the sprites (named three to nine). 12. Take care to arrange the sprites in the correct order on the stage. Introduction to Scratch Programming (2 nd Edition) Page 9 of 16 ZigZag Education, 2013

10 13. Change the script on the stage to reset all the variables to zero at start of game. 14. Now change the scripts for each of the sprites so that the sprite name matches the variable. 15. Test the game. Introduction to Scratch Programming (2 nd Edition) Page 10 of 16 ZigZag Education, 2013

11 Exercise 5 Making the Line to Show When Someone Has Won the Game 1. Start by painting a new sprite. 2. Working on the costumes tab, make a copy and edit the sprite so that it is rotated as shown. 3. Name the two costumes as vertical and horizontal. Introduction to Scratch Programming (2 nd Edition) Page 11 of 16 ZigZag Education, 2013

12 4. Now position the line over each row and, with the pointer in the centre of the sprite, make a note of the position of the x and y coordinates of the vertical sprite over EACH line of noughts or crosses (three positions in total). You have to note YOUR OWN positions which will be DIFFERENT from those shown. For all the vertical positions, make a note of the x and y coordinates. 5. Repeat for the x and y coordinates of the horizontal position of the horizontal sprite. For all the horizontal positions, make a note of the x and y coordinates. Introduction to Scratch Programming (2 nd Edition) Page 12 of 16 ZigZag Education, 2013

13 6. Working on the line sprite, create the script as shown. 7. Test this script by letting player 1 win on the top row with three noughts. Introduction to Scratch Programming (2 nd Edition) Page 13 of 16 ZigZag Education, 2013

14 8. Modify the script so that player 2 can win. 9. Test the script. 10. Now copy the script for the other positions. Notice that, for each IF statement, the y coordinate of the sprite has been changed (these are the coordinates you wrote down earlier). Introduction to Scratch Programming (2 nd Edition) Page 14 of 16 ZigZag Education, 2013

15 11. Now copy the script for the vertical winning lines (remember to change the costume to vertical). 12. All that remains is to make the diagonal winning lines you will need two more costumes on the line sprite. Switch to the costumes tab and create the extra costumes. Introduction to Scratch Programming (2 nd Edition) Page 15 of 16 ZigZag Education, 2013

16 13. Copy and edit one of your existing scripts to make the diagonal winning lines work. 14. To finish off, uncheck the variables so that they do not show in the game. You have made a game! Introduction to Scratch Programming (2 nd Edition) Page 16 of 16 ZigZag Education, 2013

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