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The Story Piggo & Cowey are underwater and want to build a fish tank to
bring their fish friends back home from the sea!
Learning Goals Reading, Math, Science, Logic and Programming,
Scratch Functions used here - Events, functions, sensing, operators, looks,
pen, motion.
Key Game Components Mastered
Learn how to create a button
Use Keyboard keys and mouse to control the characters
How to send/receive messages between characters
Create random life like movements of characters
Automatically create copies of a character
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Interact with the User Get their input and use in program
Repeat actions using conditions
Change backdrops and sound effects

Code for the Button

When this sprite clicked send a message called Message1. This message is
sent to all the sprites to display on the screen (other than itself).
Once clicked, the Button receives its own message and hides itself.
When Flag clicked - Since the program uses multiple backdrops/Stages, the
Button resets itself to a default backdrop called Underwater2 when flag is

Code for the Well

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When Flag Clicked - The sprite is hidden when the program is started. The
only thing visible is the Build an aquarium button. When we click this
button, it sends a message to all the sprites.

When I receive message When the Well sprite receives a message from
the button sprite, it is placed at a certain spot on the screen which is
created by the goto X & Y values. It then shows itself.

When this sprite clicked - When clicked once, The well follows the users
mouse. The way to release the mouse from the Well, is to chose a spot and
press the Space Bar Key

Code for Train

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The code for the train is the same as the code for the well, the only
difference is where it is placed. This difference is seen in the Go to X & Y
values under the When I receive message hat block!

Code for Plant

When the flag is clicked, the button hides.

Plant like all other sprites receives message from Button to display/show

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When the sprite clicked

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- We ask the user, how many plants they want

for their aquarium? The answer has to be a number not text.

We create duplicates of the plant using a feature called Stamp/under the
Pen blocks. We use the pick random X & pick random Y to place the plants in
random places on the screen. The max range for the X axis on scratch is
-240 to 240 left to right. The max range of Y in scratch is -180 to 180 from
bottom to top.
We use the clear block under pen to clear the stamps every time we start
building a new aquarium.

Code for Fish Net

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When Flag clicked we reduce the size of the fish net using the Set size
block instead of the shrink icon on the screen.
This sprite also receives its X & Y position from the Button block and
shows itself upon receiving message1 from Button
When this sprite clicked tells the sprite what actions to perform when a
user clicks on it.
It grows the net larger so it can clean faster
It plays the sound of bubbles to make it feel like its moving around
stuff in the water
the sprite picks random X & Y positions and turns counter clockwise to
clean. It picks random values to imitate the random motions a human
would make to clean the tank. It uses a repeat loop to clean it 3 times.
After it has simulated a cleaning action, we change the backdrop to a
brighter one to show the cleaning has taken effect.
We then send the cleaning net back to its original resting position and
reset its size.
We wait for a few seconds (in real life it would be a few weeks!) to
make the aquarium dirty again! By changing the backdrop!

Code for Fish

Picture from Scratch Library

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When Flag clicked, the fish hides like all other sprites and gets activated
to show when it receives a message from the Button sprite.
When the sprite clicked we want the user to tell us how many fish they
want in their tank.
We use a repeat loop to create as many fish as the user wants. We capture
the users answer in the variable answer already available under Sensing
blocks. However the repeat loop repeats fish creation in numbers, 1 more
than the what the user has asked for. To create the exact number as the
user asks, we run the repeat loop Answer minus 1 times. So if the user
wants 4 fish, the repeat loop will run 5 times giving us 5 fish. To correct
that we run it (5-1) = 4 times!

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We want to place the fish in random locations like they would be in a real
tank, so we use the pick random X & Y functions to place them

on the

The code that creates the fish is called create clone of myself. This is
different from a Stamp function which also creates duplicates of any
sprite. However we cannot use any motion/action on a Stamp . A clone
allows us to assign it some action like a real sprite except that we dont need
to duplicate the sprite.
To make a clone perform some action , we use the when I start as a clone
hat block.

MoveFish is a special feature used in this program where we find code that
can be reused. It is created using More Blocks Much like a pair of shoes
that we reuse every time we want to walk instead of buying a new one and
filling all the space in our home, a good program reuses blocks wherever
possible, so it can run much faster and use less space on the computers
storage space called memory.
We need to make the fish move in random order like it would do in a real
tank. We also need the clone of the fish to do the exact same function of
the Fish. For this reason, instead of writing the same code 2 times once
for the fish and again for the clone, we created a Move Fish block one time.
Then we called this block 2 times once for the Fish to move. 2 for the
clone of the fish to move.

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To actually move the fish, we used the same steps as Code fish net
choosing random X & Y positions and tuning them at an angle and have them
move a few steps at a time in a recurring loop. This time, instead of only
making the fish move a few times, we made it move forever like it would in a
real tank. We used a forever block to make the fish move till the game is
stopped using the red button.

Code for Worm

We decided to give the fish real worms to feed on, apart from the plant.
The code the worm is the exact same as the fish except
1. We have named the More Blocks function to move worm instead of
Move Fish!
2. Its stationary position using X & Y axis is different so we can see the
worm and fish side by side to select them to live in the aquarium.

Good luck programming! Remember programming is fun! It is for Everyone!

Until next time, keep scratching Piggo & Cowey

All the above pictures are available at for free. Please
download from there.

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Story: When we created our beautiful fish tank, we brought home a really
hungry fish! Our Fish is hungry all the time! We decided to create a game to
feed it. We also want to see how many worms the fish can eat in a minute.
If it eats a lot, then we can feed it less next time. If it eats a little bit,
then we need to give it more. We want to make sure our fish gets plenty of
food like it did in the sea. Enjoy playing!
Learning Goals Learn Math, Reading, Logic and Programming
Scratch Functions used here - Motions, Controls Loops, Events, Operators,
Variables, Sound & Looks.

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Key Game components mastered
Learn to create a chase game
Keep score of worms eaten
Create a timer. Use it to compare score between players. How many
worms/minute eaten?
Create communication. Send /Receive Messages to fulfill an action
Create Animation for fish to eat worm
Create life like movements for worm & fish
Use conditions and loops to make the worm disappear when eaten and
appear again on the screen

Backdrop Choose backdrop from Scratch Library

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Code for Worms

When Flag clicked point towards right (90). It can be any direction; we
just want the worm to start moving!)
Forever Loop Show till the Stop button is clicked.
We are moving the worm, again try different steps here, 2 steps is just an
example. We turn random degrees to make the worm appear as natural in its
movement as possible. If the worm touches the edges of the screen, we
make it bounce back.
If the worms body (pink) touches the Fishs face (Orange), then we send a
message (broadcast) to the fish. This means that the fish has eaten the
worm. So we hide the worm. Wait 1 second and bring the worm back to life
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at a random spot on the screen using the random X & Y position. We unhide
the worm with the function SHOW!

Code for the Fish

Picture available in Scratch Library

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Data Function in Scratch - Creating Variables We create 2 variables to
help us keep track of information.
To keep track of time, we create a variable called Mytimer.
To keep track of the number of worms eaten by the fish, we create a
variable called Count my eating
When Flag Clicked
Set the variables to be 0 every time we start the game. Have the hungry
fish open its mouth when the game begins. If the distance between the fish
and the mouse is greater than 10, move in the direction of the mouse. If the
distance is less than 10, stop moving. This means that the closer you take
the mouse to the fish, it will stop moving.
Create a timer for the program. Until the stop button is pressed (Forever),
wait one second and increase the Mytimer variable by 1. By the end of 60
seconds. When (1 Minute), the Mytimer variable will also be 60. When
Mytimer is 60, stop the game.
Fish receives the message from worm, when it touches it. This means it has
eaten the worm. We increase the Count my eating variable score by 1. To
make it look like the fish really ate the worm, we create a costume for the
fish to open and close its mouth. When it touches the worm, we change the
costume to its Fish-Closed mouth closed. After less than a second, we
change the costume to Fish Open, to open its mouth again. We got a hungry
fish that is always looking for more worms to eat!
Since we have a timer attached to the game, we can find out who can get
most worms in 1 minute. The person who makes the fish eat the most worms
in 1 minute (60 seconds) is the winner!

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03 The Fish party!

Story The fish is having a birthday party! Its best birthday present ever
a blue flute! It uses the flute to catch a lot wormy treats! There is one
problem! Some humans litter the sea with all kinds of dangerous things. A
war ship just exploded above the party scene and all the cannon balls are
rolling down the ocean floor. Ouch, the balls are going to hurt the fish. He
has to stay away from them otherwise it will destroy him. Help the fish eat
the worms and escape the cannon balls.
Learning Goals - Math, Language, Science, Programming, Logic Artificial
Intelligence (AI)
Scratch Functions used here Motions, Looks, Data, Events, Controls, More
Blocks, Sensing, Operators and Sound.

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Key game components mastered
Artificial Intelligence
Code generated cannon balls chase the fish without the help of user
Generate less code more function
Reuse Code multiple times using More Blocks
Creating Clones of characters instead of copying them.
Play with nested loops and complex conditions
Create Random movements for characters
Use data variables to Store Score information in the games memory

All images are available at for free download.


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