1 00:00:00,000 --> 00:00:10,810 2 00:00:10,810 --> 00:00:11,330 Allison: Hey guys! 3 00:00:11,330 --> 00:00:13,360 Nilikuwa tu kupima nje mchezo mimi alifanya. 4 00:00:13,360 --> 00:00:15,530 Ni super rahisi kufanya rahisi michezo kama hii. 5 00:00:15,530 --> 00:00:18,170 Na, kwa kweli, mimi nitakuonyesha jinsi mimi alifanya hivyo hivi sasa. 6 00:00:18,170 --> 00:00:24,415 Hebu kichwa juu juu kwa www.scratch.mit.edu. 7 00:00:24,415 --> 00:00:27,630 Tunataka kujenga mradi mpya, hivyo lets bonyeza Kujenga tab. 8 00:00:27,630 --> 00:00:30,540 Nimekuwa tayari got bidhaa kufunguliwa, hivyo tunakwenda kubadili zaidi ya hapa. 9 00:00:30,540 --> 00:00:32,810 >> Hebu kuanza na ziara ya haraka wa mazingira mwanzo. 10 00:00:32,810 --> 00:00:35,340 On chini kushoto hapa, tuna sprites yote itakuwa 11 00:00:35,340 --> 00:00:36,520 kutumika katika mchezo wetu. 12 00:00:36,520 --> 00:00:40,100 Kwa mfano, tuna tumbili, ndizi, na broccoli. 13 00:00:40,100 --> 00:00:43,120 Wakati sisi bonyeza kila sprite itabidi taarifa kwamba upande wa kulia mapenzi 14 00:00:43,120 --> 00:00:46,340 mabadiliko, kuonyesha kwamba sisi ni kufanya kazi na sprite kwamba maalum. 15 00:00:46,340 --> 00:00:49,480 Kitu sisi kuweka katika safu hii itakuwa kudhibiti sprite hiyo yalionyesha. 16 00:00:49,480 --> 00:00:53,030 Hapa katikati, tuna safu yetu zenye godoro wetu vipande puzzle, 17 00:00:53,030 --> 00:00:54,690 ambayo tutaweza kutumia ili kujenga mchezo wetu. 18 00:00:54,690 --> 00:00:58,830 Saa ya juu, tuna jamii ya vipande puzzle tuna kufanya kazi pamoja. 19 00:00:58,830 --> 00:01:02,290 Kwa mfano, vipande bluu, chini ya Tab Motion, itaruhusu sisi 20 00:01:02,290 --> 00:01:04,069 kudhibiti jinsi sprites wetu hoja. 21 00:01:04,069 --> 00:01:07,370 Tutaweza kuchunguza makundi mengine kama sisi kujenga mchezo wetu. 22 00:01:07,370 --> 00:01:10,260 Hatimaye, upande wa kushoto juu, sisi na hatua yetu, ambapo tutaweza 23 00:01:10,260 --> 00:01:11,310 kweli kucheza mchezo wetu. 24 00:01:11,310 --> 00:01:14,210 Ambapo tunaweza kuona madhara ya scripts wetu juu ya sprites. 25 00:01:14,210 --> 00:01:15,450 >> Basi hebu kuanza. 26 00:01:15,450 --> 00:01:18,270 Katika mchezo wetu, tumbili kujaribu kula wakati ndizi 27 00:01:18,270 --> 00:01:19,670 kuepuka broccoli. 28 00:01:19,670 --> 00:01:22,580 tumbili kufuata mouse yetu, na broccoli na ndizi kuelea 29 00:01:22,580 --> 00:01:24,430 kote hatua ya nasibu. 30 00:01:24,430 --> 00:01:27,350 Wakati tumbili anapata karibu na ndizi, ndizi kikamilifu kujaribu 31 00:01:27,350 --> 00:01:31,380 ili kuepuka tumbili, tu kufanya mambo kidogo zaidi ya kusisimua. 32 00:01:31,380 --> 00:01:34,760 >> Hebu kuanza kwa scripting tabia ya tabia yetu kuu, tumbili. 33 00:01:34,760 --> 00:01:37,850 Kuanza script yetu, tutaweza kutumia Wakati Green Bendera clicked kipande kutoka 34 00:01:37,850 --> 00:01:39,020 matukio ya jamii. 35 00:01:39,020 --> 00:01:40,590 Hapa. 36 00:01:40,590 --> 00:01:43,870 Hii kusababisha vipande vyote puzzle kushikamana na kifungo kukimbia wakati sisi 37 00:01:43,870 --> 00:01:47,420 bonyeza Green Bendera, hapa, katika kulia juu ya hatua. 38 00:01:47,420 --> 00:01:49,090 Tunataka tumbili kwa kufuata panya. 39 00:01:49,090 --> 00:01:53,613 Hivyo sisi kuchagua kifungo Go To na kuchagua mouse pointer, kama hivyo. 40 00:01:53,613 --> 00:01:55,730 Hivyo sisi ni kwenda kujaribu hapa. 41 00:01:55,730 --> 00:01:56,980 Hebu mtihani ni na kuona nini kinatokea. 42 00:01:56,980 --> 00:01:59,390 43 00:01:59,390 --> 00:02:02,916 >> Hivyo inaonekana kama tumbili kweli tu ikifuatiwa kwanza click mouse. 44 00:02:02,916 --> 00:02:07,210 Hii ni kwa sababu, by default, Go kuzuia tu executes mara moja. 45 00:02:07,210 --> 00:02:10,259 Ili kupata tumbili kufuata panya katika mchezo mzima, tunahitaji 46 00:02:10,259 --> 00:02:13,570 kuzuia hii kutekeleza tena na tena. 47 00:02:13,570 --> 00:02:16,420 Inaonekana kama sisi wanahitaji aina fulani ya wanaoendesha kujenga. 48 00:02:16,420 --> 00:02:18,160 Kwa hiyo lets kuhamia katika Control. 49 00:02:18,160 --> 00:02:19,880 Angalia, hebu jaribu hii Forever kitanzi. 50 00:02:19,880 --> 00:02:24,470 51 00:02:24,470 --> 00:02:25,920 Inaonekana kama ni kazi. 52 00:02:25,920 --> 00:02:28,300 >> Hivyo, karibu sisi wanapaswa kufikiri juu ya jinsi tumbili 53 00:02:28,300 --> 00:02:30,220 kuingiliana na sprites nyingine. 54 00:02:30,220 --> 00:02:35,040 Kimsingi, tunahitaji kuongeza mantiki wetu mchezo, kama kwamba, mchezo wa mwisho kama 55 00:02:35,040 --> 00:02:37,580 tumbili kugusa ndizi au broccoli. 56 00:02:37,580 --> 00:02:40,050 Na kwa kweli kutumia neno "kama" wakati kueleza tabia ya 57 00:02:40,050 --> 00:02:41,225 sisi ni kujaribu kujenga. 58 00:02:41,225 --> 00:02:44,770 Na conveniently kutosha, kuna kudhibiti imefungwa aitwaye Kama kwamba sisi kutumia 59 00:02:44,770 --> 00:02:46,630 kwa hasa lengo hili. 60 00:02:46,630 --> 00:02:50,700 Hivyo almasi sura, haki hapa, juu ya kuzuia, ni mahali ambapo sisi kuweka 61 00:02:50,700 --> 00:02:52,320 Hali ya kwamba tunataka kuangalia. 62 00:02:52,320 --> 00:02:54,830 Katika kesi hiyo, tutaweza kuangalia kama tumbili ni kugusa ndizi. 63 00:02:54,830 --> 00:02:57,260 >> Se sisi kunyakua Kugusa kipande kutoka Sensing jamii. 64 00:02:57,260 --> 00:03:01,970 65 00:03:01,970 --> 00:03:05,590 Na kuchagua Banana kutoka orodha ya kushuka chini. 66 00:03:05,590 --> 00:03:08,110 Sasa tuna kuwaambia sprite wetu, ni nini kufanya wakati kugusa ndizi. 67 00:03:08,110 --> 00:03:11,440 Tunataka mchezo hadi mwisho, na tumbili kusema, umefanya alishinda. 68 00:03:11,440 --> 00:03:13,710 Hivyo kuongeza katika Sema na kuzuia kila kipande. 69 00:03:13,710 --> 00:03:18,210 70 00:03:18,210 --> 00:03:19,870 Tutaweza kubadilika, hello, kwa, wewe alishinda. 71 00:03:19,870 --> 00:03:28,200 Na wakati 0.5. 72 00:03:28,200 --> 00:03:31,500 Sasa, tutaweza kutumia mantiki hiyo wakati tumbili ni kugusa broccoli, 73 00:03:31,500 --> 00:03:34,494 ila sisi itabidi tumbili kusema, waliopotea, badala ya, wewe alishinda. 74 00:03:34,494 --> 00:03:46,610 75 00:03:46,610 --> 00:03:48,120 >> Hebu mtihani nje hii na kuona kama ni kazi. 76 00:03:48,120 --> 00:03:52,940 77 00:03:52,940 --> 00:03:53,610 Kutisha. 78 00:03:53,610 --> 00:03:56,770 Tumekuwa kumaliza scripting tumbili tabia, lakini sisi siyo kufanyika bado. 79 00:03:56,770 --> 00:03:59,720 Bado tuna kuwaambia broccoli na ndizi nini cha kufanya. 80 00:03:59,720 --> 00:04:02,060 >> Hebu kuanza na rahisi mbili, broccoli. 81 00:04:02,060 --> 00:04:04,280 Ambayo tu inahitaji kusonga nasibu. 82 00:04:04,280 --> 00:04:07,150 Tena, tutaweza kuanza na Wakati Green Bendera clicked kipande. 83 00:04:07,150 --> 00:04:09,990 Tunahitaji sprite kuwa mara kwa mara katika mwendo, hivyo hebu Drag 84 00:04:09,990 --> 00:04:11,830 nje Forever kitanzi. 85 00:04:11,830 --> 00:04:14,730 Tutaweza kujenga mwendo random kwa kutumia baadhi ya vipande mwendo na random 86 00:04:14,730 --> 00:04:15,980 jenereta ya namba. 87 00:04:15,980 --> 00:04:27,920 88 00:04:27,920 --> 00:04:30,610 >> Alright, hebu mtihani nje hii. 89 00:04:30,610 --> 00:04:31,470 Kutisha 90 00:04:31,470 --> 00:04:33,370 >> Sawa, sasa tu ndizi ni wa kushoto. 91 00:04:33,370 --> 00:04:35,700 Hebu kuanza mbali kwa moja seti ya vipande vipande kama kabla ya. 92 00:04:35,700 --> 00:04:38,360 93 00:04:38,360 --> 00:04:42,050 Hivyo kama tumbili anapata karibu, ndizi lazima kuepuka hayo. 94 00:04:42,050 --> 00:04:44,500 Mwingine, ndizi lazima hoja nasibu. 95 00:04:44,500 --> 00:04:46,780 Inaonekana kama kazi kwa hii Kama Else block. 96 00:04:46,780 --> 00:04:55,930 Katika hali, sisi kuangalia ndizi umbali kutoka tumbili, na 97 00:04:55,930 --> 00:04:57,180 kisha kuwa ni kuepuka ipasavyo. 98 00:04:57,180 --> 00:05:04,340 99 00:05:04,340 --> 00:05:06,730 >> Sasa, wakati hali hii haina kuomba, 100 00:05:06,730 --> 00:05:08,340 ndizi lazima hoja nasibu. 101 00:05:08,340 --> 00:05:12,190 Hivyo basi tu kuiba mwendo wetu random vipande kutoka broccoli. 102 00:05:12,190 --> 00:05:15,200 Wote tuna kufanya ni Drag vipande tunataka sprite ndizi, na 103 00:05:15,200 --> 00:05:16,450 wao utakuwa kunakiliwa juu. 104 00:05:16,450 --> 00:05:20,000 105 00:05:20,000 --> 00:05:20,510 >> Yote kufanyika. 106 00:05:20,510 --> 00:05:21,760 Hebu mtihani ni nje. 107 00:05:21,760 --> 00:05:28,550 108 00:05:28,550 --> 00:05:29,140 Kutisha. 109 00:05:29,140 --> 00:05:30,610 Kila kitu inaonekana kuwa kazi. 110 00:05:30,610 --> 00:05:31,980 Sasa kwenda na kufanya michezo yako mwenyewe. 111 00:05:31,980 --> 00:05:34,340 >> Kama unahitaji baadhi ya uongozi kuangalia nje miradi ya zamani 112 00:05:34,340 --> 00:05:36,340 kutoka CS50 kwenye tovuti. 113 00:05:36,340 --> 00:05:40,250 >> Jina langu ni Allison, na CS50 hii. 114 00:05:40,250 --> 00:05:42,050 >> Mimi haja ya kupata hizi kuanzisha super haraka. 115 00:05:42,050 --> 00:05:44,214