Clay Shooting
Use the mouse to show where you want to shoot. Since the crosshair shows where you are aiming, the crosshair should always be under the mouse. Write a program for the crosshair sprite so that it always moves to where the mouse pointer is.
Give it code so when the green flag is clicked, the clay will start in the lower left of the screen and fly to the right side of the screen.
Change the program for the clay so that if you shoot it, it will break up into fragments. When the clay moves, it should check if the mouse button is being pressed down and the mouse is touching the clay .
Change the program so that when the clay touches the edge of the screen, it goes back to the start.Reset the costume of the clay when it goes back to the start as well.
Cat and Mouse
Control the mouse by having it chase after the mouse pointer. Do this by having it turn towards the mouse pointer and then moving forwards.
Write a program for the cheese sprite. When it is touched by the mouse, it should hide itself. When the green flag is clicked, the cheese should reappear.
The cat should keep moving in one direction back and forth. When it reaches the edge of the stage, the cat should bounce and move over in the other direction.
Change the program so that when the mouse touches the cat, the game will end.
Change the backdrop to the maze backdrop.When the mouse moves forward, it should check if it is touching one of the walls. Since all the walls are blue you only need to check if the mouse is touching something blue. If it is the mouse should move backwards
make the cat walk through the maze itself. If the cat walks around and hits a wall or a corner, it can turn up, down, left, or right.Change the program for the cat so that if it bumps into wall, it will turn 90, 180, or 270 degrees.
Room Escape
Write a program for the books so that when they are clicked on, it will ask you to type in the secret code. If the answer is correct, you should hide the books.
When you draw a line through the middle of the painting what number would you see.Write a program for the painting that will ask you for a code if you click on it.
Read the time on the clock. Write the program for the clock puzzle.
When you solve the books, painting, and clock puzzle, you will find the three secret numbers.Write a program for the door that will ask you for the secret code if you click on it. If right the code should disappear.
Deep Sea Sushi
Choose a backdrop from the library
Choose a fish type costume from the Library.
You will need to separate character sprites.
- Fish
- Larger fish that will eat the smaller fish
Write a program for your large fish sprite character. Program all the directional arrow keys (left,right,up,down) to control the movement of the fish. For example left arrow moves ‘x’ amount of times.
Hint: -10 means ‘go back 10 steps’
It’s time to make the fish swim on its own. Program the small fish to move randomly around the screen.
The shark moves, the fish swims, but they don’t interact: if the fish swims right into the shark’s mouth, the fish needs to disappear.
Catch The Bus
Create the scene:
- Choose a backdrop
- Choose a sprite to walk to the bus
- Choose a sprite to fly to the bus
The bus needs to be in its starting position when the flag is clicked. Program a starting position using the x and y coordinates.
If your character sprite is too large you can use the size property to resize it.
You will animate the walking character to appear on the right-hand side of the Stage and walk to the bus by repeating a small movement many times in a loop.
Program your flying sprite to fly towards the bus, flapping their wings.
A group of connected blocks in Scratch is called a script. You will add a new script to make the bus drive off. The bus should appear in the centre of the Stage and then drive off to the right and disappear. Choose how long the bus waits before it drives off
What if the Scratch Cat did not run fast enough to catch the bus? Choose if you want the Scratch Cat to miss the bus or catch the bus. Which ever you choose, change your program accordingly.
Cat Goes Skiing
Paint a new backdrop for your ski slope: fill the background grey, and add some straight lines.
when the flag is clicked
.
2. You will use the left and right arrow keys to control the skier sprite, making it go left and right across the slope.
- Choose a sprite from the library you want to use as an obstacle
- Program the sprite to make it move appearing at the bottom and traveling upwards to create a sense of movement
Program the sprite if the skier crashes into an obstacle, it should fall over and the game should end.
Each time the skier sprite makes it past an obstacle, they should earn points.
Hint: Make a variable to hold the score
- Set score to 0 at the start of the game
- Change the score variable so that when the obstacle gets to the top of the screen it updates by 1.
If the sprite you have chosen has only have one costume, you could choose a costume from the library, use another sprite or create your own second costume for the one you already have.
Add more sprites from the library as obstacles to make your game trickier! When you add a new obstacle, you will need to think about:
- Which sprite to use
- What happens when the skier crashes into it
- Whether to increase the score (and by how much) when the skier makes it past
Dodgeball
Create a backdrop that looks like this using lines and different colors.
Start by creating a character that can move left and right, and can climb up ladders.
Program your character sprite so that the player can use the arrow keys to move the character around. When the player presses the right arrow, the character should point right and move a few steps.
Program your sprite to make it say something once it arrives at the green door.
Now you’re going to make your character move more realistically: you’re going to add gravity to your game.
Hint: Gravity pushes your character down
- Create a variable called gravity
- Add these new code blocks that set
gravity
to a negative number and use the value ofgravity
to repeatedly change your character’s y-coordinate: - Does your character sprite stop falling when it touches a platform or a ladder? Can you make the character walk off the edge of platforms and fall onto the level below?
Now add code to make your character jump whenever the player presses the space key.
Hint: Jumping pushes your character up
Your character can move and jump now, so it’s time to add some balls that the character has to avoid.
- Create a new ball sprite.
- The ball should move along the top of the platform and then drops.
- Add some code blocks to send a message if your character gets hit by a ball.
- If your character gets hit . It has to move back to the starting position.
The balls that your character has to dodge all look the same, and they appear at regular three-second intervals. Can you add code to your game so that the balls:
- Don’t all look the same?
- Appear after a
random
amount of time? - Are a random size?
If you think your game is still too easy, you can add more obstacles to it. The obstacles can be anything you like! Here are some ideas:
- A dangerous butterfly
- Platforms that appear and disappear
- Falling tennis balls that must be avoided
Right now, your character goes back to its starting position when it gets hit. Can you also give the character sprite three lives
, and make it lose one life when it gets hit? Here’s how your game could work:
- The game starts with three lives for the character
- Whenever the character gets hit, it loses one life and moves back to the start
- If there are no lives left, the game ends
Tic Tac Toe
There are three rows and three columns for a total of 9 slots.

Create two buttons: X | O
Now is a good time to think of the first thing we should see once the game starts. We first want to see the third costume for the button (the one without the X/O). We also want to lock in a position for each button just in case they get shuffled around during the game.
Next, let’s create a variable to keep track of our turns. Since the game always starts with an X, we’ll use the mod block to display costume with an X if the number of clicks is odd, otherwise the costume with the O will show.
Now that we can keep track of turns or XO’s, we need to create a list variable to store that information so that we can determine the winner. In Variables, click on Make a List for an X list and do the same for an O list. Then, use the “add ‘thing’ to” block to add to our lists. Do this for the rest of the Buttons but be sure to change the text for our list variables (x-button2; x-button3, o-button2, o-button3).
It is time to check what’s inside of our list variables to announce a winner. There are a total of 8 possible ways to win (each row, each column, and diagonally for each side). If a list has one of the three descriptions that fall under a winning list, then we need to announce the winner. For example, if X list has x-button1, x-button2, and x-button3, which represent the first row of the game, then we have a winner. Use if/then condition to check all 8 possible solutions for both the X and the O list
Flappy Parrot
Add a backdrop. ‘Blue Sky’ is a good choice.
First, create the pipes.
The ‘Pipes’ sprite should be a pair of pipes with a gap in the middle. By moving the sprite up or down, you can put the gap in a different place.
This picture shows an example of how the pipes could be positioned. The parts of the sprite outside the Stage are normally hidden, you only see then when you drag the sprite.
Figure out how to make the pipes move across the screen to create an obstacle course.
You should have lots of pipes, but their gaps are always in the same place.
Now add a sprite called Flappy and create code it so Flappy falls down the Stage.
When the game starts, Flappy needs to be just left of the centre of the Stage, at coordinates -50, 0
.
Test your code to make sure Flappy starts in the middle of the screen and falls to the bottom. When you drag Flappy to the top of the Stage, the sprite should fall again.
you will make Flappy flap upwards when you press the space bar. When you play the game, you have to time your taps to get Flappy through the gaps in the pipes.
To make the game a challenge, the player needs to guide Flappy through the gaps without letting the parrot touch the pipes or the edges of the Stage. You need to add some blocks to detect when Flappy hits something.
This is called collision detection.
- Import a sound from the library that you want to play when Flappy collides with something. The ‘screech’ sound is a good choice.Test your code. If Flappy touches a pipe, the ‘screech’ sound should play.
- Update the code so that the game stops when Flappy hits a pipe. Test your game and see how long you can play before it’s ‘Game over’!
The player should score a point every time Flappy makes it through a gap between pipes.
- Create a variable to hold the score
- Add code so that, when Flappy’s
x
position is greater than the pipex
position, thevariable
increases by1.
Note: Score variable should be set to 0 when you start a new game
Is the game too hard or too easy for you? How many ways can you find to change the difficulty?
Adjust the game until you are happy with its difficulty!
Can you add a high score to the game so that, in addition to keeping track of score for the current round, it keeps track of the highest score you’ve ever reached?