The Lost Treasures of Giza

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Transcription:

The Lost Treasures of Giza

*sniff* We tried our best, but they still got away! What will we do without Mitch s programming? Don t give up! There has to be a way! There s the Great Pyramid of Giza! We can teach Scratchy how to use the Secret Manual! Thanks, guys! I know how to use it now! Oh! And if we find the Magic Gem, maybe we can get Mitch back! Well then, I guess we should give you the power! There are a lot of traps in there. You must be careful! *sigh* And I thought Egyptians liked cats. No matter what, don t give up! 98 bzzt bzzt

Escape the Maze! Chapter Focus Learn how to design an interactive maze with a guard, booby traps, and treasure! Game Guide Scratchy through the maze, and into the treasure room to collect the Magic Gem. After he picks up the Magic Gem, other traps in the pyramid are sprung, and he must escape! For this game, begin by importing a project file called Maze, instead of starting with a blank project. This project file has all the images you need for the game, but none of the sprites have any programs yet. Take a look around, and especially take notice of the Stage. You can see that all of the walls in our maze have the same orange color. We ll use that color as the boundary, so Scratchy can t walk through walls! 99

Click the sprite for Scratchy called Indy-Cat in the Sprite List. Then click the Sounds tab and add a sound effect for him. Either record a meow yourself or import the Cat sound effect. We ll add a program to make Scratchy meow whenever he bumps into a bad guy or trap. Let s begin by thinking about how the game should start and how the player will win at the end of the game. ❶ ❷ Program ❶ gives the player the instructions for the game using the say block. Now when the game starts, the player will know he needs to grab the Magic Gem to win. And, of course, to end the game, Scratchy needs to escape the maze with the Magic Gem. Now let s write a program for the end of the game. Program ❷ uses a special kind of block within a forever if loop. If Scratchy touches the color blue that is, the blue sky of the exit door he ll say Yeah!! and broadcast Won, which will cause the game to end. (Because the maze itself doesn t have any blue, we don t have to worry about ending the game accidentally.) To write program ❷, drag the touching color command from the Sensing palette into the if block. Click the color inside the block, and an eyedropper appears. Click the blue of the doorway, and you re all set. We ll use the touching color command for another neat programming trick next. 100

Now take a look at program ❸. It looks pretty complicated, but it s really not so hard. Can you tell what it does just by reading it? ❸ First, we set the direction and position of Scratchy. That s simple enough. But what about the big forever loop? That holds all of the rest of the program, and that s how we ll program Scratchy s movements. First, if you press the up key, you can see there s a command that will change y by 3. But then inside that if loop, there s a second if loop! If Scratchy is touching orange, the computer tells Scratchy to change y by -3. What s that all about? Well, did you notice that the walls of the maze are all orange? So if Scratchy bumps into the orange wall, we want the wall to stop him. And what does 3 + (-3) equal? That s right, 0. So when Scratchy touches the orange wall, he doesn t change his y position at all. He won t move! Cool. The down, left, and right if loops work in just the same way, and they have a second if loop inside them as well. Make sure to pick orange with the eyedropper for every if touching color command. Now Scratchy can t walk through the maze s walls or gates. Notice that the edge of the Stage has a thin band of orange, too. Scratchy can t walk off the Stage either! He s trapped in our maze, just like we want. Finally, for program ❹, we use the forever if block and the or block to program what will happen whenever Scratchy bumps into a trap or a bad guy. A speech bubble will say Oh!, the sound effect Cat will play, and Scratchy returns to his starting position. ❹ Tip: The second say block is blank. This makes the Oh! disappear. 101

Now is a good time to make sure that your programs work as you expected. Click, and make sure Scratchy moves up, down, left, and right. Try bumping into the walls of the maze. Does Scratchy stop moving once he hits a wall in all four directions? If not, go back and double-check your programming. (Remember that if Scratchy touches the orange wall, his movement should add up to 0.) Try hitting an obstacle or a bad guy to make sure Scratchy returns to the start of the maze. Next, click the sprite for Whiptail, the Dark Minion guarding the pyramid. Add a program that sets his size and starting position and then makes him pace back and forth in the maze. Then click the Turnstile sprite, and add a program to make it spin using the turn block. The sprite doesn t move around at all, so we just need to set one position. 102

At this point, take a look at the Lock and Key sprites, which are circled in blue below. Scratchy will need to pick up the Key first, in order to open the Lock. Let s add some programs for them next. First, click the Lock in the Sprite List to give it a simple program this just sets its location in the maze. The program that actually opens the gate is in the Key sprite. 103

Tip: When creating the Key sprite, use the Set Costume Center button in the Paint Editor to make sure Scratchy and the Key don t overlap. Click the Key in the Sprite List, and add a sound in the Sounds tab. Then click the Scripts tab to add this program. We want a sound to play when Scratchy picks up the Key and then have the Key follow Scratchy, using the go to command. When the Key touches the Lock, the Gate Open signal is broadcast. 104

Now to program the Gate sprite. Because it has an orange border just like our maze, Scratchy can t enter the treasure room unless it moves! Click the Gate in the Sprite List, and then add the DirtyWhir sound to the Gate in its Sounds tab. Now add some programs. Program ❶ just sets the Gate s location. Program ❷ makes the Gate glide out of the way when the Gate Open broadcast signal is received. Program ❸ plays a sound effect. If you haven t tried out the game yet, give it a test now by clicking! See if you can get Scratchy to enter the treasure room. ❶ ❷ ❸ 105

Next, let s program the Magic Gem sprite. We ll give it a sound effect called Fairydust in the Sounds tab. If it s not already there, you can just drag the sprite on top of its stand on the Stage. ❶ ❷ Then write two programs for it. Program ❶ makes the Magic Gem change colors. Program ❷ sets the Magic Gem s position and then uses a wait until block to determine what happens when Scratchy grabs the Magic Gem. When Scratchy touches the Magic Gem, it broadcasts Stone. This will release the final traps in the maze! 106

When Stone is broadcast, we want to activate the rolling stone and the spiked wall traps. Our spiked wall trap will actually be two different sprites. Wall_L (the left side of the trap) gets one simple program to set its position. 107

The right side has its own sprite called Wall_R. Add these two programs to set the position and make it move. This wall listens for the Stone broadcast and begins to glide back and forth, most dangerously! Waiting outside the passage is a rolling boulder sprite called Stone. I ve used different shades of gray for the Stone to give it a 3D look. ❶ ❷ Program ❶ for the Stone will make the sprite appear to roll, giving it a realistic animation. Program ❷ controls the movement of the Stone it rolls down the passage and then appears again at the start, in a forever loop. 108

Finally, we have a sprite for the winning screen called Won. ❶ ❷ Add these three short programs. Program ❶ hides the sprite, and program ❷ displays it only when it receives Won. Program ❸ plays the sound effect we added in the Sounds tab. Tip: The stop all command in program ❸ will make the Stone, Whiptail, and all other sprites stop moving. ❸ Wondering where that Won broadcast will come from? Remember that Scratchy broadcasts Won when he touches the blue in the doorway. We added that way back in program ❷ on page 100. So we re finished! Yes! 109

Save your project so you don t lose any of your work! Now help Scratchy collect the Magic Gem and escape from the dangerous maze. Scratchy s Challenge!! By making the sprites smaller, you can create an even more complicated maze with more traps. Or you could add a second player and make it a race to the finish! Give it a try! 110