In this project, students will create a racing game where the Car, Ship, and Train compete to finish first while navigating through a city. Each vehicle will have custom blocks for their unique movement mechanics and must follow different routes with specific coordinates. Students will use a list to keep track of each vehicle's speed and distance covered, updating it with a timer to see who can reach the finish line the fastest.
These are the high level steps to create this project. Try to create the project on your own first as much as possible, before checking the detailed solution samples below.
This section provides detailed, step-by-step instructions on how to build the project. There are many ways to create a project, so feel free to explore different approaches. Please note that these instructions are Al-generated, so errors may occur and the coding blocks may not map to Scratch exactly. But it should serve as very valuable references. Stay attentive as you follow along, and enjoy!
Create a city-themed backdrop for the race. Add three sprites: Car, Ship, and Train. Position them at the starting line. Ensure each sprite has a clear path to follow on the stage.
For each sprite, create a custom block to define its unique movement mechanics. For example, the Car might move in a straight line, the Ship might move diagonally, and the Train might follow a track. Use the 'define' block to create these custom movements.
Create lists to keep track of each vehicle's speed and distance covered. Initialize these lists with starting values. Update the lists as the vehicles move across the stage.
Use the timer block to keep track of how long the race takes. Display the timer on the stage. Update the vehicle positions based on their speed and the elapsed time.
At the end of the race, compare the distances covered by each vehicle to determine the winner. Display the results on the stage, showing which vehicle finished first, second, and third.
It is common to have bugs in the code. Here are some of issues you might run into.
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