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Control Block (Class 4)

Control blocks in Scratch are essential for sequencing actions, creating loops, making decisions, and managing timing in projects. They allow for efficient script execution, including features like waiting, repeating, and handling conditions. Additionally, control blocks facilitate the creation and management of clones, enabling complex interactions in interactive projects.

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Ashekin Mahadi
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0% found this document useful (0 votes)
15 views7 pages

Control Block (Class 4)

Control blocks in Scratch are essential for sequencing actions, creating loops, making decisions, and managing timing in projects. They allow for efficient script execution, including features like waiting, repeating, and handling conditions. Additionally, control blocks facilitate the creation and management of clones, enabling complex interactions in interactive projects.

Uploaded by

Ashekin Mahadi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Control block(Class 4)

Importance of Control Blocks:

Control blocks are the logic and timing engine of your Scratch
project. They allow you to:

● Sequence actions: Make things happen in a specific order.


● Create loops: Repeat actions efficiently.
● Make decisions: Respond differently based on various conditions.
● Manage timing: Control when things happen and for how long.
● Handle parallelism: Run multiple scripts simultaneously using
forever loops or events.
● Generate objects dynamically: Use cloning to create complex
interactions.

wait [number] seconds


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● What it does: Pauses the script for the specified number of seconds.
● Use case: Useful for timing actions, creating delays between movements or
dialogues, or pacing animations.
● Example: move [10] steps, wait [0.5] seconds, say [Hello!] for [2]
seconds

repeat [number]
● What it does: Executes the blocks inside its C-shaped mouth a
specified number of times.
● Use case: Repeating actions like walking steps, drawing a shape,
or playing an animation sequence a fixed number of times.

Example: To draw a square:


Code snippet
repeat (4)

move (100) steps

turn (90) degrees


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forever
● What it does: Executes the blocks inside its C-shaped mouth
continuously, without stopping, until the project is manually
stopped.
● Use case: The backbone of many interactive projects. Used for
continuous movement, checking conditions repeatedly, running
background music, or handling user input in a game loop.

Example:
Code snippet
forever

if <key [right arrow] pressed?> then

change x by (5)

end

if <key [left arrow] pressed?> then

change x by (-5)

end

if <condition> then
● What it does: Executes the blocks inside its C-shaped mouth only
if the Boolean (true/false) condition is met. If the condition is
false, the blocks inside are skipped.
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● Use case: Making decisions. For example, checking if a sprite
is touching another sprite, if a certain key is pressed, or if
a variable has reached a certain value.
● Example: if <touching [color red]?> then play sound [GameOver]
end

if <condition> then else


● What it does: Executes one set of blocks if the condition is true, and a different set of
blocks if the condition is false.
● Use case: Providing alternative actions based on a decision. For example, if a character
touches a coin, add to score; else if it touches an enemy, lose a life.

Example:
Code snippet
if <answer = [cat]> then

say [You're right!]

else

say [Try again.]

wait until <condition>


● What it does: Pauses the script's execution until the specified Boolean condition
becomes true. Once true, the script continues.
● Use case: Waiting for a specific event to occur before proceeding. For example,
waiting for a key press, a sprite to reach a certain position, or a timer to run out.
● Example: wait until <key [space] pressed?>

repeat until <condition>


● What it does: Executes the blocks inside its C-shaped mouth
repeatedly until the specified Boolean condition becomes true. As
long as the condition is false, it keeps repeating.
● Use case: Similar to forever, but with an exit condition. Used
for game loops that continue until a win/lose condition is met,
or for a character to move until it hits a wall.
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Example:
Code snippet
repeat until <touching [edge]?>

move (5) steps

stop [all]

● What it does: Stops scripts. It has a dropdown with three


options:
○ all: Stops all running scripts in the entire project. This
is often used for "Game Over" screens or when the project
finishes.
○ this script: Stops only the script that contains this block.
Other scripts in the same sprite or other sprites will
continue running.
○ other scripts in sprite: Stops all other scripts within the
same sprite that are currently running, but the script
containing this block continues.
● Use case: Controlling the flow of multiple scripts, ending
games, or managing sprite behaviors.
● Example: stop [all] (at the end of a game) or stop [this
script] (after a character finishes an animation).

when I start as a clone (Hat block)

● What it does: This is a "hat" block that starts a script


specifically for a newly created clone of a sprite.
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● Use case: Defines the behavior of cloned sprites, which are
copies of an original sprite. Each clone can then act
independently.
● Example: when I start as a clone, go to random position, show

create clone of [myself]

● What it does: Creates a copy (clone) of a specified sprite.


The drop down allows you to select "myself" (the sprite running
the script) or any other sprite in the project.
● Use case: Generating multiple similar objects, like bullets,
falling items, enemies, or particles, without having to create
many separate sprites.
● Example: create clone of [Bullet] (every time the player
shoots)

delete this clone

● What it does: Removes the clone that is currently running this script from the stage.
● Use case: Essential for managing clones and preventing projects from becoming
cluttered or slow. Used when a clone hits something, goes off-screen, or is no longer
needed.
● Example: if <touching [edge]?> then delete this clone
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