Time to end your story with a cool animation and the words “the end.” To do this, you’lladd some costumes to one of the sprites, each one slightly different from the one beforeit. You’ll also add letters to spell out “the end.” Then, you’ll quickly changebetween the costumes, creating an animated effect. Each picture that makes up an animationis called a “frame.” In each frame, the character changes a tiny bit to create ananimated effect when the frames are run one after another.
First, click the sprite you will use. This example will use the knight. Then, click the“costumes” tab. Note that this add-on only works with “vector” sprites. To checkwhat type of sprite you have, look in the bottom right corner. If you only have “bitmap”sprites, add a new sprite by clicking “choose sprite from library,” then click “Vector” under “Type.”
Duplicate one of the sprite’s costumes by right clicking on it, then clicking “duplicate.”
Next, make small changes to the new costume to create a frame. In this example, the knightwill raise its helmet plume and arms, then drop its sword in celebration.
Use the zoom tool to zoom into the sprite, so it’s easier to work with. Then, clickthe sprite. You can’t edit the knight’s arms or helmet separately. To change this,click the “ungroup” tool. Neat! Now you can work with the knight’s head, body, limbs,and sword individually. Click and drag each part to move it, or use the handle to rotateit. Don’t worry if you make a mistake. Just use the “undo” tool to take the spriteback to how it looked previously. To preview what you’ve made, click back and forth betweenthe original costume and the new costume. Move the knight’s arm, plume, and swordslightly upwards. But wait! The knight’s head moves as a whole, but only the plumeshould move. When you select the knight’s head, the box around it is orange. That meansyou can ungroup it further. Click the knight’s head, then use the “ungroup” tool again.
Neat! Now you can move just the plume. Use the text tool to write the letter “T”in your favorite font and color somewhere next to the sprite. This is the start to thewords “The End.” Once you’re done with this frame, duplicateit. Then, edit the new frame the same way. Add more letters. Duplicate this again, andrepeat editing these costumes until the animation is complete, and you’ve spelled out “The End."
For the last frame in this example, the knightwill move its right arm to the side. To do this, select the arm, then click the “flipleft right” button. Drag the flipped arm into place. Cool!
Next, create code to animate this. Click the “scripts” tab. Drag out a “next costume”block. Since there are 5 costumes in this example, the knight will need to switch costumes4 times to cycle through all the costumes. To do this, add a “repeat” block aroundthe “next costume” block, and change its value to 4. Click this stack to test it out.
Whoah, that was fast. Use a “wait” block to slow down the animation. Tinker with thevalue in this block until the animation looks good to you.
To make sure that the story starts on the right costume, add a “switch costume”block after the “when flag clicked” block, and select the first costume in the dropdown.
Click the flag to test it.
The story plays, but not the animation. That’s because there’sno broadcast message telling the animation to play.
Add a “broadcast” block to the end of the story. Open the dropdown, and click “newmessage.” Name this message “The End.” Then, add a “when I receive The End” blockto the block stack that animates the ending.
Click the flag to test again.
Great, it works! Now, it’s your turn!
Create a new animation frame by duplicating a sprite’s costume, ungrouping it, and makingsmall changes. Add the first 1 or 2 letters of “The End.”
Duplicate this costume, and add more letters. Repeat this process until you create all ofthe frames for the ending animation. Animate the sprite using the “next costume,”“wait,” and “repeat” blocks. Make sure the program starts with the rightcostume by adding a “switch costume” block. Start the ending animation with a broadcastedmessage using a “broadcast” and “when I receive” block.
Fai scappare il personaggio dalla scena!
Apri una conversazione tra due personaggi della storia.
Tra le scene
Crea un effetto dissolvenza per cambiare scena!
Deus Ex Machina
Aggiungi un nuovo sprite che risolve il conflitto e conclude la premessa tematica della storia.