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

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