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arrow_back Chronométrage (Part 2 of 2)

Transcript

In this add-on, you’ll create a variable to store the fastest time.

To start, click on data, and select “make a variable.” Scratch has some variables already created, like the timer used in the last step. But, this time, you will make your own. Name it something like “Fastest Time,” then select “okay.” Drag the fastest time variable into the scripts editor. The “fastest time” variable will store the shortest amount of time taken to finish the maze. To set a new “fastest time,tell the computer to check if the value of the timer is less than the lowest score.” Drag out an “if” statement and a “less than” operator. Then, put the timer variable and the fastest time variable into this operator. This now reads, if timer is less than fastest time, then... If the timer is less than “fastest time,” then the value of the timer should become the new fastest time. Click on data, select a “set fastest time to,” block and add the timer variable.

Now this reads, “If the timer variable is less than “fastest time” then set “fastest time” to the value of timer. Now that you’ve coded this, add it to your program. Check this if statement when the player reaches the goal sprite.

Finally, set the timer to something really high. Right now, the low score is 0, and it’s impossible to get a time lower than 0. Click on data, find the “set fastest time to” block, and change it to something like 50. Click the block to test.

Now, the player is ready to set a new fastest time!

Look at that time… Can you beat it? Now, it’s your turn!

1. Create a “fastest time” variable. 2. Set a new fastest time using the fastest time variable, an if statement, a less than operator, a set fastest time to, and two “timer” blocks. 3. Set the starting fastest time.

Choisir une extension
Obstacle rotatif
Crée un jeu plus difficile en faisant tourner un obstacle.
Submergé
Crée un obstacle qui grossit lentement tout au long du jeu.
Vengeance
Programme le lutin Objectif pour qu'il poursuive le lutin Joueur.
Chronométrage (Part 1 of 2)
Crée un chronomètre pour enregistrer le score du jeu, et programme l'enregistrement de la meilleure performance.
Chronométrage (Part 2 of 2)
Crée un chronomètre pour enregistrer le score du jeu, et programme l'enregistrement de la meilleure performance.
Redessiner ton labyrinthe
Change l'apparence du labyrinthe ou dessines-en un unique !
Raconter une histoire
Suscite l'intérêt des joueurs avec une histoire passionnante pour ton jeu.
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Instructions
  1. Choisis une extension, et clique sur "Regarder" pour découvrir comment la créer.
  2. Une fois que tu as terminé une extension, essayes-en une autre !