In this project, the Fairy character enters a zoo scene filled with various habitats (like jungle, savanna, ocean, etc.). The player uses clues to guess the name of the trapped animal (e.g., LION). Each correct letter guessed will appear one at a time on the screen, like in Wheel of Fortune. For every correct guess, the Fairy can move to the corresponding habitat to rescue the animal using advanced motion commands, while incorrect guesses will result in a message that encourages the player to try again. The player can earn points for each successful rescue that can be displayed using a variable.
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!
Start by designing the backdrop for the zoo scene. You can draw or import images for different habitats like jungle, savanna, and ocean. Add the Fairy sprite to the scene, which will be the main character controlled by the player.
Create a list of animals and their corresponding habitats. For each animal, provide a clue. Use a variable to store the current animal's name and another to keep track of guessed letters. When the game starts, display the clue and allow the player to guess letters. Use the 'ask' block to get input from the player and check if the guessed letter is in the animal's name.
Use the 'when I receive' block to handle messages for correct guesses. Program the Fairy to move to the habitat of the guessed animal using motion blocks. You can use 'glide' or 'move' blocks to create smooth movement.
Use the 'when I receive' block to handle incorrect guesses. Display a message on the screen encouraging the player to try again. You can use the 'say' block for this purpose.
Create a variable to keep track of the player's score. Increase the score by a certain amount each time the player successfully guesses an animal's name and rescues it. Display the score on the screen using the 'set' and 'change' blocks.
It is common to have bugs in the code. Here are some of issues you might run into.
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