Kamis, 21 Mei 2026

TUTORIAL MEMBUAT GAME CATCH FISH DI SCRATCH

 A.Tutorial Membuat Game Catch Fish di Scratch 

1.Buka Aplikasi Scratch
2.siapkan Spite berikut!






















3. siapkan seperti background berikut!



















4.Masukkan kode untuk Background seperti berikut !




















5. buat kodingan berikut sesuai spritenya

A.Crab

B.FISH LEVEL 1
 C.FISH LEVEL 2
D.Sprite 1

E.Sprite 2

F.Spite 3

G.Sprite 4
H.Sprite Play
I.Sprite Info

J. Sprite Close
K.Sprite Level 1
L.Sprite Level 2

Jika sudah akan seperti berikut!
 
TERIMA KASIH SELAMAT MENCOBA !!!!!!!!!!!!

Kamis, 02 April 2026

Fungsi kode Motion yang ada di scratch




1. Code (move (10)steps) 
functions to give the sprite a step forward movement, for example: (move (5) steps) the number in the middle is 5 then the sprite will move 5 steps. we can change the number according to our wishes to make the sprite move several steps

2. Code  turn ↻ ( 15 ) degrees 
Function: Rotate the sprite to the right (clockwise)
The angle can be changed (e.g. 90°, 180°).

3. Code  turn ↺ (15) degrees
Function: Rotates the sprite to the left (counterclockwise).
Usually used to control the direction of movement.

4. Kode go to (random position)
Function: Moves the sprite directly to a random position.
No animation (moves straight away).

5. Kode go to x: ( ) y: ( )
Function: Moves the sprite to a specific coordinate.
Example: x = left/right  
              y = up/down
Useful for determining exact position. 

6. Kode glide ( ) secs to random position
Function: Moves to a random position with smooth animation (gliding).
Travel time can be set (e.g. 1 second, 2 seconds).

7. Kode glide ( ) secs to x: ( ) y: ( )
Function: Smooth movement to specific coordinates.
More realistic than “go to”.

8.Kode point in direction ( )
Function: Sets the sprite's facing direction.
Example direction: 90 → right
                         -90 → left
                            0 → top
                          180 → down
9.Kode point towards (mouse-pointer)
Function: Directs the sprite to a specific object.
Can be changed to: mouse-pointer
                             sprite lain
Often used for games (e.g. enemies following the player).

10.Kode change x by ( )
Function: Changes the horizontal position (X axis).
Positive values ​​→ to the right
Negative values ​​→ to the left 
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 










1. Kode set x to (-43)
Function: Sets the horizontal position (X axis) of the sprite to a certain value.
Example: x = 0 → center of screen
              negative x → to the left
              positive x → to the right
➡️ So the sprite immediately moves to position X = -43.

2. Code change by (10)
Function: Changes the vertical position (Y axis).
Positive value → up
Negative value → down
➡️ Sprite goes up 10 steps.

3. Code set y to (-61)
Function: Sets the vertical position (Y) to a specific value.
➡️ Sprite immediately moves to Y = -61.

4. Kode if on edge, bounce
Function: Makes the sprite bounce when it touches the edge of the screen.
Usually used for:
Automatic moving object ball game
➡️ The sprite doesn't leave the screen, but bounces back.

5. Kode set rotation style (left-right)
Function: Sets how the sprite rotates.
Options:   all around → free spin     
              left-right → only facing left/right
              don't rotate → does not rotate
➡️ Suitable for characters to avoid being upside down.

6.Code x position
Function: Displays the current X position value of the sprite.
`Can be used in scripts (e.g. for conditions).

7. Code and position
Function: Displays the current Y position value of the sprite.

8. Code direction
Function: Displays the direction the sprite is facing (in degrees).
Example: 90 → right
             -90 → left
                0 → top
             180 → down












1. Kode say “Hello!” for 2 seconds

  • The sprite displays a speech bubble for 2 seconds.

2. I said  “Hello!”

  • Sprites speak indefinitely (until replaced).

3. Kode think “Hmm…” for 2 seconds

  • Displays a thought balloon for 2 seconds.

4. Think code  “Hmm…”

  • Displays thought balloons indefinitely.

5. Kode switch costume to (costume2)

  • Change the sprite costume to a specific costume.
  • Suitable for character animation.

6. Next costume code

  • Change to the next costume in sequence.
  • Usually used for walking animation.

7. Kode switch backdrop to (backdrop1)

  • Change the background.

8. Kode next backdrop

  • Change to the next background.

9. Kode change size by (10)

  • Change the size of the sprite (enlarge if positive, reduce if negative).

10. Kode set size to (100%)

  • Sets the sprite size to a specific value (default 100%).

11. Kode change color effect by (25)

  • Gradually change the sprite color effect.

12. Kode set color effect to (0)

  • Sets the color effect to a specific value (color reset).

13. Kode clear graphic effects

  • Removes all effects (color, ghost, etc).

14. Code show

  • Shows the sprite (if previously hidden).

15. Code hide

  • Hiding sprites.

16. Kode go to front layer

  • Brings the sprite to the front layer.

17. Kode go forward (1) layers

  • Advances the sprite one layer forward.

18. Kode costume number / name

  • Displays the current costume number or name.

19. Kode backdrop number / name

  • Displays the current background number or name.

20. Code size

  • Displays the current sprite size. 

1. play sound (Meow) until done

  • Play the sound until it's finished.
  • The program will wait for the sound to finish before continuing to the next block.

🔊 2. start sound (Meow)

  • Play sound without waiting for it to finish.
  • The program immediately continues to the next block (the sound continues running).

🔊 3. stop all sounds

  • Stops all currently playing sounds.

🎵 4. change pitch effect by (10)

  • Change the pitch of your voice.
  • Mark:
    • Positive → higher voice (shrill)
    • Negative → lower (heavy) voice

🎵 5. set pitch effect to (100)

  • Sets the pitch to a specific value.
  • Can be used for special sound effects.

🎵 6. clear sound effects

  • Removes all sound effects (pitch, etc).
  • Returns sound to normal.

🔉 7. change volume by (-10)

  • Change the sound volume.
  • Mark:
    • Positive → louder
    • Negative → slower

🔉 8. set volume to (100%)

  • Sets the volume to a specific value (0–100%).
  • 100% = maximum.

🔉 9. volume

  • Displays the current volume value.
  • Can be used for conditions or monitoring.

1. when green flag clicked

  • The program runs when the green flag is clicked .
  • Usually used to start a program/game .

 2. when (space) key pressed

  • The program runs when a specific keyboard key is pressed.
  • Can be replaced with other keys (arrows, letters, etc.).
  • Example: for character control.

 3. when this sprite clicked

  • The program runs when the sprite is clicked.
  • Suitable for buttons or interactive objects.

 4. when backdrop switches to (backdrop1)

  • The program runs when the background changes to a certain one.
  • Used to set the storyline or level.

 5. when (loudness) > 10

  • The program runs when the sound (microphone) exceeds a certain value.
  • Can be used for:
    • Clap
    • Sound for game control

6. when I receive (message1)

  • The program runs when it receives a message (broadcast).
  • Used for communication between sprites.

7. broadcast (message1)

  • Sends a message to all sprites.
  • Don't wait for a response.
  • Usually to give orders.

8. broadcast (message1) and wait

  • Send the message and wait until all the scripts are finished.
  • Used for neat program sequence.


1. Kode wait (1) seconds

  • Function: Gives a time delay before executing the next block.
  • Example: wait 1 second then continue.

2. Code repeat (10)

  • Function: Repeats the command in it a certain number of times.
  • Example: repeat 10 → run 10 times.

3. Code  forever

  • Function: Repeats a command endlessly (forever).
  • Usually used for:
    • Continuous movement
    • Continuous condition check

4. If (condition) then code

  • Function: Executes a command only if the condition is true .
  • If wrong → not executed.

5. Code  if (condition) then else

  • Function:
    • If condition is true → run if part
    • If wrong → run the else section
  • Used for branching. 

6. Kode when I receive (message1)

  • The program runs when it receives a message (broadcast).
  • Used for communication between sprites.

7. Kode broadcast (message1)

  • Sends a message to all sprites.
  • Don't wait for a response.
  • Usually to give orders.

8. Kode broadcast (message1) and wait

  • Send the message and wait until all the scripts are finished.
  • Used for neat program sequence. 


1. touching (touching …?)

  • Checks whether a sprite is touching a specific object (e.g. mouse-pointer or another sprite).
  • The result: true or false.

2. touching color (touching color…?)

  • Checks if a sprite touches a certain color.
  • Useful for area detection (e.g. ground, walls, etc.).

3. color … is touching …

  • Checks whether a certain color in a sprite touches another color.
  • Usually for more specific interactions between objects.

4. distance to (distance to …)

  • Measures the distance of a sprite to an object (e.g. mouse-pointer or another sprite).
  • The result is a number (distance).

5. ask [question] and wait

  • Asking questions to users and waiting for answers.
  • Contoh: “What’s your name?”

6. answer (answer)

  • Saves the answer from the “ask” block.
  • Can be used for further logic.

7. key (tombol) pressed?

  • Checks whether a specific keyboard key is pressed.
  • Example: space to jump.

8. mouse down?

  • Checks if the mouse is being clicked.
  • Result: true or false.

9. mouse x

  • Shows the horizontal (X) position of the mouse on the screen.

10. mouse y

  • Shows the vertical (Y) position of the mouse on the screen.

11. set drag mode (at mode set)

  • Sets whether the sprite can be dragged with the mouse or not.

12. loudness (loudness of sound)

  • Measure sound level from microphone.
  • Can be used for sound-based games.

13. timer

  • Counts the time since the program started or since it was reset.

14. reset timer

  • Resets the timer to 0.

15. backdrop # of Stage

  • Shows the currently active backdrop number.

16. current (current time)

  • Retrieves current time data (year, month, date, etc.).

17. days since 2000

  • Counting the number of days since the year 2000.

18. username

Gets the username of the Scratch account currently in use. 

              
          

Basic Mathematical Operations

  1. ( + ) addition
    • Adding two numbers.
  2. ( - ) reduction
    • Subtract the first number from the second number.
  3. ( × ) multiplication
    • Multiplying two numbers.
  4. ( ÷ ) division
    • Divide the first number by the second number.

🎲 Random Operations & Comparison

  1. pick random (acak)
    • Generates a random number between two values.
  2. ( > ) more than
    • Checks whether the left value is greater than the right.
  3. ( < ) less than
    • Checks whether the left value is smaller than the right.
  4. ( = ) equals to
    • Checks whether two values ​​are equal.

🔘 Logic (Boolean)

  1. and (and)
    • True if both conditions are true.
  2. or (or)
  • True if one of the conditions is true.
  1. not (not)
  • Reverse values ​​(true to false, false to true).

🔤 Text Operations (String)

  1. join
  • Combine two texts.
  • Example: “apple” + “banana” → “applebanana”
  1. letter (th letter) of
  • Take a specific letter from a word.
  1. length of (length)
  • Counts the number of characters in a text.
  1. contains (contains?)
  • Checks whether text contains certain letters/words.

🔢 Advanced Number Operations

  1. mod (remainder)
  • Produces the remainder of the division.
  • Example: 7 mod 3 = 1
  1. round (rounding)
  • Rounding numbers to the nearest whole number.
  1. abs of (absolute value)
  • Change the number to positive.
  • Example: -5 → 5

TUTORIAL MEMBUAT GAME CATCH FISH DI SCRATCH

 A.Tutorial Membuat Game Catch Fish di Scratch  1.Buka Aplikasi Scratch 2.siapkan Spite berikut! 3. siapkan seperti background berikut! 4.Ma...