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Introduction to scratch animation

Introduction to scratch animation. Basics. What we must learn well. Planning a storyboard for an animation Understanding Scratch Codes Creating backgrounds and its costumes Creating Sprites (characters) and their costumes

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Introduction to scratch animation

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  1. Introduction to scratch animation Basics

  2. What we must learn well • Planning a storyboard for an animation • Understanding Scratch Codes • Creating backgrounds and its costumes • Creating Sprites (characters) and their costumes • Carefully and creatively create the script of codes for an animation • Testing and improving an animation • Draw flowchart for an animation

  3. ANIMATION CAN BE USED TO: • tell a story; • deliver a message (e.G. Advertisement or campaigns); or • show a process/reaction.

  4. SPRITES • SPRITES are characters that move, rotate or change in an animation. Sprites can be a picture or a text.

  5. SPRItES are characters with1) appearance2) behaviour3) position4) movement5) output statements6) repetition

  6. Appearance of a Character

  7. Behaviour of a character • Every character may change its look to show movement.

  8. Position of a character • Cartesian coordinates (x, y) are used to show the positions of the characters. • The centre of the screen is used as the reference point (x = 0, y = 0)

  9. Movement of a character By default, Scratch allows the sprite to rotate and makes the sprite face right. • If can rotate, setting will turn sprite clockwise or anti-clockwise. • If sprite face right, then will move it towards the right. • If set to don’t rotate, sprite will not turn at all.

  10. Movement of a character • A move instruction will make the character move once. We need to specify the number of steps. • To run the “move” instruction many times, we must put the move instruction inside a loop instruction. • We must use a wait instruction to pause or delay the movement of a character until a key is pressed or time is up.

  11. Movement of a character We can make a character move to • a specified position; • the mouse-pointer position; or • a target (that is, another character). The go to and glide instructions are similar except that <Go to> takes place instantlyand <Glide> movement can use a timer. When a longer time is set, we can see the character gliding to the specified position.

  12. Summary for Movement:Programmed Direction and Orientation In an animation, OTHER THAN MOVE, we can use these codes to automate the movement of a sprite.

  13. Output statements • An output statement allows text to be displayed or sound to be heard.

  14. Repeating instructions • One or more instructions may be repeated for a number of times or forever.

  15. Next lesson, 1) storyboard2) background3) audioand many more!...

  16. Present your codes in a PPT slide Start > Snipping Tool New (by default, use rectangle snip) Copy Go to PPT slide, paste. Format>Remove background Organise and tidy your slide 2 sprites per slide, titles are sprite names. COPY

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