Introduction to Turtle Art

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Introduction to Turtle Art The Turtle Art interface has three basic menu options: New: Creates a new Turtle Art project Open: Allows you to open a Turtle Art project which has been saved onto the computer or network drive Save/Save As: Choose the Save to save the current project, click the arrow in the lower right to choose Save As and navigate to the location where you want to save your project. There are also several tools on the toolbar: The Selection arrow is the most commonly used tool. Use this to drag blocks to the workspace, or move blocks around. If you select the Magic Wand tool, you can click on your block to have the Turtle draw your picture. The Scissors tool can be used to cut blocks you want to get rid of. Select the tool, then click on the blocks you wish to cut. If you select the Help Tool (the question mark), you may then click on any block or most menu items with it and it will bring up some information about that object. Click to hide your blocks. If they are already hidden, click this icon to make them show again. Click the eraser tool to clear the workspace and return the Turtle to his starting position.

To create projects in Turtle Art, drag the block you want into the workspace area. Click the block with the magic wand tool (or hold down the shift when you click with the arrow tool) to make the turtle move. There are five categories of blocks: Turtle blocks are used to move the turtle. This is also the area where you will find blocks holding the x coordinate (xcor) and y coordinate (ycor) and heading of your turtle s current position. The value of heading moves in a circle like the hands of a clock, starting at 0 (straight up), through 90 (to the right), 180 (straight down), 270 (to the left) and back to 360 (straight up again). Pen blocks control the size, color, and other aspects of the pen Numbers blocks allow you to change the numbers (like how far forward, what angle to turn), do arithmetic, and other mathy stuff. Flow blocks let you control how your blocks are repeating, how many times, and under what conditions (if something happens then draw this). My Blocks let you name a blocks, then use that name as part of a different stack. By combining different types of blocks, you can come up with all kinds of interesting drawings. Let s try some activities!

1 repeat 6 forward right 100 60 Getting Started Getting Started Getting Started Getting Started repeat 6 forward 100 forward 100 number of sides draw a line 1 right 60 turn right 60 BIGGER OR SMALLER repeat 6 forward 38 change this number right 60 SQUARE TRIANGLE repeat 4 forward right 100 90 these numbers have changed repeat 3 forward right 100 120 these numbers have changed GETTING STARTED repeat 4 forward right 100 38 90 x 4 = 360 360 is all the way around

2 set color 7 repeat 360 forward right 1 1 Drawing Circles Circles Drawing Drawing Circles Circles It takes a lot of little steps 2 set color 7 choose a color BIGGER repeat 360 forward right change this number 2 1 step turn But it still turns 360 repeat 360 SMALLER forward right repeat 180 forward right 1 2 1 1 360 x 1 = 360 change these numbers DRAWING CIRCLES repeat 180 forward right 1 2 180 x 2 = 360 360 is all the way around

3 Spinning Circle repeat 360 forward back right 290 290 1 Spinning Circle Spinning Circle Spinning Circle REPEAT IT 45 TIMES repeat 45 3 forward back right 290 290 1 forward back the heading changes right SPINNING CIRCLES 290 290 1 CHANGE COLORS set color 80 CHANGE PEN SIZE set pensize 45 o If you repeat it 360, the turtle does a full circle 1 set pensize 10

5 Rainbow Math Rainbow Math Math 5Rainbow COLORS 0 100 colors will range from 0 to 100 heading range from 0 to 100 heading/360 x 100 goes from 0 to 100 } the turtle goes off the screen and back to the center number of degrees in a circle number or colors available RAINBOW MATH TRY THIS Change this number and see what happens

6 Turtle Shades Turtle Shades Turtle Shades Turtle Shades SHADES 0 100 200 6 shades range from 0 to 200 heading range from 0 to 100 the turtle goes off the screen and back to the center number of degrees in a circle number of shades available SPINNING SHADES TRY TO CREATE THIS IMAGE

7 Arc Arc Arc 2 arc 270 100 7 1 2 angle = 270 3 the turtle ends pointing up as it started forward 100 1 radius = 100 forward 100 3 ARC CAN YOU MAKE...

8 Arcs in a Circle Arcs in a Circle Arcs in a circle Arcs in a Circle do it once turn 10 o do it again and turn 8 choose a color choose a shade and fill the screen do it 10 times If you repeat it 36 times, the turtle does a full circle 10 x 36 = 360 ARCS IN A CIRCLE right 90 right 10 = right 100

9 Rays left 4 9Rays Rays it is a circle inside the turtle goes forward but it doesn t come back all the way forward back 250 246 think about forward 4 left 4 left 4 RAYS CHANGE SOME NUMBERS AND SEE WHAT HAPPENS

10 Candy Vortex Candy Vortex Candy Vortex Candy Vortex pensize gets smaller as the turtle turns (359, 358, 357..) 10 the color and shade are set by the turtle s X and Y position CANDY VORTEX EXPERIMENT! SWITCH AROUND THESE BLOCKS:

11 Spiral Spiral Spiral this is like doing forward 0 right 90 90 50 11 forward 10 right 90 forward 20 80 40 30 10 20 60 100 right 90 70 forward 100 right 90 box1 starts at 0 adds 10 each time SPIRAL change this number and this one too

Bent Spiral 12 12 l a r i p S t n e B 12 12 right 90 make a square spiral right 91 makes a bent square spiral BENT SPIRAL Try making a bent triangle spiral

Spin Rainbow 13 13 w o b n i a R n i Sp Click and type to change its name 13 13 the blocks automatically change names each segment is slightly different color SPIN RAINBOW It is good to use a name that indicates what is stored in the box

14 Flag Flag Flag 3 forward 100 right 120 14 1 5 the turtle ended where it started } 2 3 4 forward 100 right 120 2 forward 100 1 back 100 5 } forward 100 right 120 4 FLAG Try other things where the turtle ends where it starts

15 Flags Flags Flags create a block 2. Click and type a name 15 1. Place this block on top 3. A new block with that name appears 4. Use it in other stacks makes 9 flags FLAGS Create our own blocks and use them in different stacks

Spin Square 16 16 e r a u q S n i p S make a and another... n ur o 36 t square 16 16, times e 0 1 t i peat a full circl e r u o If y oes rtle d u t e th 10 x 36 = 360 and another... and another... SPIN SQUARE once you name a stack, a block appears here

17 Flower Flower draw a square of any size length of a side start at 0 17 square 90 square 60 square 30 make size bigger FLOWER make some changes and see what happens

18 Hexrainbow Hexrainbow Hexrainbow Hexrainbow color will range from 0 to 86 start at 0 draw 6 hexagons of any size changes its value adding 2 each time size = 0 + 2 = 2 size = 2 + 2 = 4 size = 4 + 2 = 6... size = 258 + 2 = 260 18 HEXRAINBOW size determines how big it is

19 Random Stars Stars Random Stars Random Stars pick a random color from 0 to 100 19 try this several times what values did you get? draw a star of a random color at a random place pick a random X position, from -300 to 300, and a random Y position, from -200 to 200 RANDOM STARS try using random with pen sizes and shades...

20 20

Creating a Student Account in Scratch Go to the scratch website at http://scratch.mit.edu Click the link to Join Scratch: Students will need to choose a username. They should NOT use their real names. We recommend each student be assigned a number and they create their account as school initials followed by the number, but the school can choose what works for them. Students should not use any part of their names, first or last. For the password, we recommend students use 123456. Students should enter their correct birth month and year (this ensures that if they are under 13 their information will not be stored) For Parent or guardian email, students should use the account specified on the parent permission form. If the parent didn t specify or doesn t have an email address, a school or teacher email account may be used.

Task 1: Movement, Looping (repeat/forever) and Bouncing on Edge 1) Drag and drop the block into the script area. Double click the block to move the sprite. Change the number 10 to 50, double click and see what happens.. Repeat several times. What happens when the sprite reaches the edge of the stage? 2) Drag in the block in and attach it to to create: Double click several times. What happens when the sprite reaches the edge? What should happen? Find your Sprite in the Sprite list at the bottom, and click the i in the upper left corner. This opens the sprite s information. Move the blue line in the circle next to direction to see what happens to the sprite. direction to see what happens. Next to rotation style, there are three options. Select the middle left right arrows, then move the blue line in the circle next to Double click your stack again to see what happens when you bounce off the edge. 3) Now, from the Events palette, attach to the top of your stack and then click on the green flag several times. From the Control palette, add a FOREVER block into your program (pull the blue motion blocks away from the tan control one to separate them) and place your two motion blocks inside the forever block, to create this: Click the flag to run your program. To stop the program, use the stop sign. Click the i on the sprite and change the direction from 90 degrees to 120 degrees. Run your program again. Extra Challenges for Task 1: Make your sprite move slowly around the stage. Make your sprite bounce all over the stage. Give your program a name and go to File > Save Now to save your program.

Task 2: Change effects (color, etc), Press key and Wait. 1) Start by creating the script show to the right Click on the to run your script, and adjust the properties of your sprite so that he isn t turning upside down. Click on the to stop the program Now that you have your sprite moving slowly, we are going to create a program where the cat is moving and changing colors at the same time. 2) Add this program: (The when key pressed block is from the Events palette and the change color block is from the Looks palette) Your script area should now look like this: Click on the green flag, and then press the spacebar. Notice that the cat changes color each time you press the spacebar on your keyboard. Click on the stop sign to stop the program and to get back the cat s original color Change your When space key pressed block to this What does the negative sign ( 100) do? Try other effects such as fish eye, whirl, pixelate, mosaic, brightness, and ghost effects. Try changing which key you use to make your sprite change. Extra Challenges for Task 2: 1) Using all 4 arrows, have your sprite change to a different look with each arrow (you will need to create a separate stack for each arrow). 2) Add an effect using.

Task 3: Importing New Sprites and Speaking/Thinking 1) Open a new Scratch document. Using the scissors, delete the cat sprite. Use the Choose Sprite from Library button to add two new sprites. Use the grow and shrink buttons to adjust the size of your sprites. Note, click on the grow/shrink button, then click on your sprite. 2) Add in a backdrop for your two sprites. Change the direction of your sprites if needed so they are facing each other (use i, then change the direction using the circle. 3) Now that you have two new sprites in the stage area, create a conversation between the two new sprites using the thinking and/or speaking blocks (from the Looks palette) with time attached. Each sprite will have his/her own stack of blocks. Use in between a character s speaking blocks to time your script properly so he/she will wait for the other character to finish speaking. Play your final product in presentation mode

Task 4: Create Your Own Animation Using Costumes Open a new Scratch program. 1) Choose a background for your stage (setting). Delete the Cat sprite. Use the Choose Sprite from Library button to add a new sprite, then click the costume tab to make sure your sprite has at least 2 costumes. Click the Scripts tab. Bring the block into your script area. Double click on this block to see how it changes your sprite. Return to the Costumes tab. Right click on one of the costumes and choose Duplicate to add an additional costume. Use the paint tools to change the color of the new costume. Note, check the lower right corner of your paint area and make sure you are in bitmap mode. If you are not, click Convert to Bitmap. This will make it easier to edit. Return to the Scripts tab and click the block a few times to see your new costume. Now, add the script to the far right to your sprite Try changing the number of steps and the wait time until you get a script that makes your character look like it is moving naturally (if you want to edit or delete your new costume so the movement works better, you can do that). Extra Challenge for Task 4: 1) Now try creating a second animation with another sprite (try and find a sprite with at least three different costumes). 2) Create an original animated sprite using the paint a new sprite button. 3) Choose several different backdrops for your stage. Use the to make the backdrop change every few seconds.

Task 5: X&Y Coordinates and Pen Down Effect 1) Open a new project. We will be creating a script where your cat goes to all four corners of your stage. Drag your cat to the top left corner, and then bring in Note: Your coordinates may be different, depending on the location of your cat Repeat by dragging your cat to top right corner, then bottom right corner and bottom left, corner, dragging out the glide to block each time. Start the script with a green flag block. Your program should look something like this but with the correct x and y values. Use the green flag to test your program. 2) Using point in direction Add point in direction and change the value on each one to have your cat facing in a different direction with each turn. Your program should now look something like this Click on the i to view the sprite information. Run the stack with each of the three rotation styles. What do you notice? 3) Using pen down effect From the Pen palette, add in at the start of your stack (right after the when green flag clicked block. Try adding a change pen color block right after the pen down block. Once your cat has drawn a square, drag the block clear to your stack). and click to clear the screen (don t attach the Extra Challenges for Task 5: 1) Add another block at the end to return your cat to his original starting point. 2) Draw a triangle. 3) Change pen size

Task 6: Sensing Feature/Hide and Show 1) Reacting To the Mouse Pointer Open a new Scratch document and choose one sprite to bring onto your stage. Use the Forever and the If Then (from the Control palette) blocks and the Touching block (from the Sensing palette) to build this What happens when you touch the mouse pointer to your sprite? What happens if you leave your mouse pointer on your sprite? 2) Reacting To another Sprite Choose a second sprite from the library so you have two on your stage (for this example we used Dinosaur2). Use the Forever and If Then blocks with the touching block and change the drop down to the name of your new sprite. Add a stack like the one on the left to make Sprite 1 move around the stage. Note how the first sprite reacts when it touches the second sprite. 3) Reacting To a Color Using the same two sprites, we re going to change up the program for Sprite 1 to cause it to react to the color of Sprite 2. Replace the Touching block with a Touching Color block. To choose the color, click once on the color square and then click on Sprite 2 to choose its color (you can pick any color in sprite 2). We ll have Sprite 1 hide for 1 second, then show itself again. If your Sprite disappears and doesn t reappear, click the stop sign and double click on the show block and it should show again. Extra Challenges for Task 6: Create a program where your sprite disappears when your mouse is touching it, otherwise your sprite is showing. You will need to use an If Then Else block.

Task 7: Broadcasting and Receiving 1) Broadcast/Receive between Sprites Broadcast and Receive blocks work together to allow sprites to tell each other what to do. One broadcasts a message and the other receives the message and reacts. Let s experiment. Choose two sprites to bring onto your stage. For this example, we used the cat and the bat. Note don t use the all black bat he won t change color! Select your cat from the Sprite list at the bottom. Choose the When this sprite clicked block. Then choose the Broadcast block. Click the arrow next to message 1 and choose new message. Type Change Bat Color. Now choose the bat in the Sprite list at the bottom. Drag out the When I receive block, click the down arrow and choose change bat color (if it isn t already showing). Then add a change color effect block to this stack. Every time you click on the cat, the bat should change a shade in color. Add a similar script to make the cat change color when the bat is clicked (make sure to select the bat in the sprite list first, and make the new message change cat color. The cat now needs a when I receive block).

2) Broadcast/Receive between Sprite and Background Scripts Using the same two sprites we will have each sprite make a different backdrop appear. For example, when the cat is clicked, the backdrop will change into a bedroom. When the bat is clicked, the stage will change into the forest. First, import two backdrops from the library. Then add a broadcast block to both the cat s stack and the bat s stack. Cat s stack: Changes bat color, changes to bedroom background Bat s stack: Changes cat color, changes to forest background. Next, you ll need to click on the stage on the bottom left part of Scratch. When the stage is selected, the middle tab changes from Costumes to Backdrops. Click the Scripts tab here and add two stacks of a When I receive and the Switch backdrop to, one for each background.

Task 8: Using Broadcast/Receive to tell a joke Begin by selecting two sprites and a backdrop from the library that suits your joke (or import your own). Decide which character will speak first and select that character in the script library. Have that character say the first part of the joke, then broadcast a new message. Select the second character from the script library. When that character receives the first message, he/she/it should tell the second part of the joke, then broadcast a new message. Select the first character again. Repeat the process several times until you finish the joke and any responses. You can try adding in a sound effect as well (like a laugh). Create your own joke. Use whatever characters you feel work well for the joke. Be sure to save your joke and download to your computer or share it on Scratch.

Task 9: Variables and Keeping Score We will create a simple game where when one sprite is clicked your score (variable) increases by 1, but when the other sprite is click your score decreases by 2. Start a new Scratch project by importing two new sprites (you can delete the cat or use him as one of the two sprites). Go to the Data Palette and choose Name the variable score and click OK. Add to this stack to your script area to set sprite is selected). score to 0 (it doesn t matter which Select the sprite you want to increase the score and add this stack to its script: Select the sprite you want to decrease the score and add this stack to its script: Extra Challenges for Task 9 1) Create a ball game. Each ball is a different size and is in motion. When each ball is clicked it will increase your score by a different number. Create scripts so that each ball is moving at a different pace. Since the baseball is the smallest, you should get more points when the baseball is clicked. Here s a hint to get started:

Task 10: Editing Sprites and Backgrounds 1) At the top of the Sprite list, click the paintbrush to paint a new sprite. Use the paint tools to design a character, stick figure, or other shape. new character his/her own motion blocks. Try giving your 2) Import a Sprite. Find a picture, either one of yours or save one off the Internet. Try to not use anything too big. White backgrounds are easier to work with. At the top of the Sprite list, click the folder to upload a new sprite. Browse to where your picture is saved, select it and click Open to upload it. Once your picture is imported onto the stage, click the Costumes tab to edit. Be sure to erase the background and size your picture appropriately. Extra Challenges for Task 10 Try editing a background using the paint tools (select the Backdrops tab if the paint tools aren t visible. Try uploading your own image to use as a background.

Task 11: Keeping Score Create your own simple video game! Import two new sprites onto your stage (or create your own) Controlling your sprite Choose one sprite that you will control using the arrow keys. Here is a hint: Note, when moving your sprite left, you can either point in direction 90 and move 10 steps or you can point in direction 90 and move 10 steps. It depends how you want your character to move. Adding in variable and sensing feature When the green flag is clicked, set score to 0. If one sprite touches another, increase your score by 1. Hints for changing the score: Put a go to block first so that your score does not continue to increase while your sprites touch. Winning the game Create a new background which says, You win!! (you can import one and add the text or create one on your own). When the score reaches 10, change to the winning background (hint: use broadcasting). Test if the score is equal to 10 (use the = block from the Operators palette). If it is, use a broadcast to change your background to your You win screen. Extra Challenges for Task 11 Hide your sprites when you go to the You win screen. Move the sprite you ve touched to a new location (you can even use the random number generator from the Operators palette). Hint: have the sprite wait.1 seconds before moving to make sure the score changes first Lose points if your sprite touches certain sprites or parts of the background (colors?) Make the sprites that add points move so you need to catch them (or the ones you need to avoid move to make things harder)

Task 12: Creating your own game Creating the Hero: Log into Scratch 2.0. Click on Create to begin a new Scratch project. Give your project a descriptive name in the title box. Go to File and choose Save Now. This will save your project. From here, if you need to stop working choose Save Now to save, and to open it again, go to File > My Stuff and find your project. Design and draw a hero Sprite. This can be anything you d like, such as a knight, football player, a robot, a fuzzy bunny. Let s add a script that will allow you to move your hero sprite around the computer screen. My hero is called Knight. Creating the villain: Create a villain sprite. Add one of the following scripts to make your villain sprite move around on the screen. My villain is a dragon (works well with a knight).

This script will have the villain appear in a random spot and move down the screen. This script will have the villain appear in a random spot and move across the screen. Use whichever script fits the way you think your villain should move.

Let s make the hero fade a bit when the villain touches it (so if the hero fades out completely, the player will have lost). Select the hero sprite and add this script for it. If you want to have a sound play when your villain touches your hero, select your villain sprite and add this script. The Reward In order to win our game, the hero has to collect several rewards without being killed by the villain. This is a fairly complicated script involving random numbers, movement, sound, and text. Great stuff! Let s get started. Create a reward sprite. In my project the knight has to collect keys to the castle. We want the reward sprite to appear on the screen in a random location and wiggle a little bit. Once the hero touches it, it will move to another spot. We ll repeat this 7 times

So far, so good. Now, when the hero touches the reward, a message will appear and a sound will play. Add the following to the same stack for your reward: Once the hero has collected 7 rewards, the game is over. The reward will reappear in the center and we will end the game. Add the following blocks to the end of the reward stack we ve been working on

(right after the end of the repeat 7 block). I created a new costume for my reward (I just changed the color to make it different) and called it key2. End of repeat Background and Finishing Touches This week we focused on polishing our games with sound effects, background music, special effects, and game instructions. Add a backdrop to your stage (mine is castle3). Have your background play some music. Add this script to the stage. Create a different background for when you win. You need to create your background as a backdrop, then add a broadcast block to the reward script as part of the win: Then add a receive block to the stage. You can even play a different sound when the player wins:

You may create a sprite with text that explains how to play your game. Display your instructions at the beginning of the game, then have it fade away (you may want to have your villain wait a bit longer if you are going to display instructions). Having your hero lose If you would like your hero to lose, decide how many times he/she would need to be touched by the villain to lose. Since 5 touches would cause my knight to disappear completely, if the dragon touches him 5 times, I will say he died. First we need a variable and it needs to be set to zero. You can create your variable in any of the sprites, but I am going to put mine in the instructions sprite area.

Now I need to add one to score each time the dragon touches the knight. I m going to use the stack in the hero sprite (the knight) since I m already testing whether or not the villain touched him. Add 1 to the score when the villain touches him, then check to see if it s the 5 th touch, and if it is, broadcast a loser message. Add I created a new backdrop called Loser, and in the stage script area, I added this:

Task 13: Remix Scratch allows you to view the scripts which make up other people s projects, then save a copy of their scripts so you can play with the blocks to make it your own. Begin by clicking the Explore link from the main Scratch page. Look through the projects and find one that interests you. Click the link to open the project. Click the See Inside link to see the project scripts. Click the Remix button to save a copy of the project to your folder and you can edit the blocks to make it your own.