In this add-on, you'll add a feature to your project that lets the user adjust the passingpower and the speed of the receivers to make the ball sprite and the receiver sprites movefaster or slower. You will use variables with slider controls to complete this add-on.
Select the ball sprite to start. The value space in the “move” block contains thenumber that determines how fast the ball moves. It contains the number 10, so each time theloop runs the sprite moves 10 steps. To vary this number, use a variable! Go todata, and click "make a variable." Computers store changing information in variables. Namethe variable "power," and click "OK." This added a bunch of new blocks for you touse. Drag the "power" variable block out, and snap it into the “move” block.
Next, to change the variable with a slider, check the box next to the variable in data.
The variable will appear on stage, but just as a number. Double click it one or two timesuntil a slider appears. Test it out now. Move the slider, then hitthe spacebar. Move it again, pass again. Isn't that neat? The slider changes the speed ofthe ball sprite. Okay, next you'll do the same with the receivers.
In "data," click "Make a Variable" again, and name this one "speed." Click "OK" to makethis new variable. Then, for each of your receiver sprites, dragthe new variable into the "move" block at the beginning of the "forever" loop.
Show the "speed" variable by checking its box, then double-click it on the stage untilit becomes a slider. Great. Test again. Click the flag, and adjustthe new slider to see the receivers speed up and slow down. That might be a little *too* fast.
Here's the game plan:Create new variables called "power" and "speed." Place them into the correct "move" blocks.
Then, create a slider that lets the user adjust the power and speed.
Choisir une extension
Renvoyer le ballon
La balle rebondira toujours à la position de départ.
Puissance / vitesse du receveur
Ajoute des variables réalistes avec des curseurs qui contrôlent la vitesse de la balle et celle des lutins Receveurs.
Enregistrer le score
Comptabilise le nombre de passes que tu as réussies.