Интерактивные уроки для детей 7-8 лет: Scratch

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Lesson 3 ANIMATION T he underwater world is fraught with many mysteries. There is an amazing world under water with so much unknown. Many dangers lurk there, and with them, most beautiful things! 2 LESSON MATERIALS are attached to this PDF file. In order to get access to the materials, open the lesson in Adobe Acrobat Reader.

In today’s lesson, we will create an underwater world with its inhabitants (Figure 1). Let’s create a project and add sprites to it. Our main characters will be inhabitants of the underwater world. Choose the following sprites: Pufferfish, Jellyfish, Octopus, and Crab (Figure 2).

Figure 1 Figure 2

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Let’s start with the octopus. This character has many costumes, so why don’t we animate it (Figure 3)?

Add the forever block so that the animation does not stop, next costume so that the sprite changes costume, and wait set to 0.2 seconds to make the animation change fast (see Figure 4 on page 5).

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Let’s move on to jellyfish. Let it spin clockwise and change costumes. This will make it look dynamic and not boring (Figure 5).

Figure 3

Each sprite will have a different animation. One of them will move along the bottom of the ocean, the other will spin, and the third one will change its appearance. You will find out how this is possible in this lesson!

5 A NIMATION Figure 4 Figure 5

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The sprite is quite large compared to the others, so reduce its size to 70 (Figure 6).

Figure 6 Figure 7

To create the spin effect, use the turn block and repeat the same block of code as the octopus has, but replace it with turn (Figure 7).

It is important that the fish moves from right to left, so choose Left / Right in the Direction and set it to 90 (Figure 9).

The pufferfish will move using the move command. As soon as the sprite approaches the edge, it will have to change its direction, and this can be done with the if on edge, bounce block (see Figure 10 on page 8).

Figure 8 Figure 9

Now let’s move on to the pufferfish. It will move from side to side while changing its animation (Figure 8).

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Now let’s draw the underwater world! Select Stage, go to the Backdrops tab, and draw bubbles. The Circle tool will help you out here. Click on it and set the Fill color (Figure 13). Choose black for Outlines and set Saturation to 55 so that the elements do not blend into the background (Figure 14). 11

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Now is Crab’s turn. It will move along the bottom (Figure 11).Let’smake it smaller so that the character does not look unnaturally big. For this, change its Size to 40. Set the Direction to 90 and select Left / Right (Figure 12).

Figure 10 Figure

9 A NIMATION Figure 12 Figure 13 Figure 14

To create a circle, hold down Shift, then hold down the left mouse button, and drag to the side. As soon as you re lease the left mouse button, a circle will be created! Use these steps to draw small bubbles (Figure 15).

Once the background is ready and looks fine, copy it. Right-click on backdrop and select duplicate (Figure 16). Figure 15

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Now let’s move the image a little. Choose Select, move the pointer to the upper left corner, hold down the left mouse button, and select all bubbles. As soon as you release the left mouse button, all circles will be selected. Group them by clicking Group. After that, hold down the left mouse button and move it up a little (Figure 17). Repeat the same process.

Figure 16 Figure 17

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12 LESSON 3 Finally, let’s animate the background. Go to the Code tab and add blocks of code (Figure 18). Everything is ready! Figure 18

13 A NIMATION Position the sprites so that they do not interfere or overlap each other and run the program (Figures 19 and 20*). * THIS LESSON USES IMAGE CAROUSELS Every time you see images with buttons Figure 1, Figure 2 , you can switch between images by clicking gray buttons. A button of the currently active Figure differs in COLOR

Figure 21

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Character animation makes any game more interesting. Even the most ordinary dialogue will no longer look can use costumes to animate characters with Scratch. Each of them can reflect the character’s mood, for instance, joy, anger, or an action like jump or walk (Figure 21).

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Lesson 3 A NIMATION

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